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Squads & classes

Status: Draft. Live in the sandbox campaign. Every number on this page is TEMP: they are first guesses that are still being tuned.

Every soldier is a person with a class. Men stand in squads, and a squad is the piece that moves on the map. A squad has no leader of its own, except the squad your boss rides in. What a squad can hold is one number, its kit budget: men and gear both spend it.

How you use it

Everything happens in the CREW panel. It is one screen with these panels: Market, Owned, Kit, Recruit, the squad's street grid, Roster, Squads and Detail.

  1. Recruit. Men asking for work list their class and price. Press Hire (paid in Respect). A hired man waits in the Roster.
  2. Place. Drag a man onto a cell of the squad's grid, onto another man to swap places, onto a squad in Squads, or back onto the Roster. A man can only join or leave a squad while it stands idle in a town you hold.
  3. Gear. Buy puts an item in Owned. Drag it onto the picked man's Kit slots to equip it. While you hold an item over a slot, the footer shows what he would be with it.
  4. Grow. Upgrade kit budget on a squad raises its kit budget.
  5. Squads. New squad makes an empty squad at your seat. Delete squad sends its men to the roster.
  6. Detail is for the picked man: - His stat bars: HP, Hit, Shoot, Protection, Dodge, Squad bonus, Attack, DPS, Walk. - His kit cost and wage. - Level up, Change class and Make capo.

Every button that refuses shows its reason as the tooltip.

How it works

Squads

Rule Live
The grid 3 columns × 4 rows. The column is where a man starts the street fight: back, middle or front
Kit budget Each man costs his class's kit points plus his gear's kit points. The boss riding along costs leader points plus his gear. The squad's total must fit its budget
Where men change Only in a town you hold, while the squad is idle: not fighting, not regrouping, not moving
Your first squad A gang starts with one squad: its boss riding in it, 2 Thugs and 2 Thieves
The boss He rides in the gang's first squad and fights as himself, under his own injury and capture rules. He stands in a cell and moves within his own squad, but never leaves it. A squad he leads cannot be deleted
Wounds A man who goes down while his squad still has someone standing is wounded. He keeps his cell and heals over a few days (faster with a Clinic). When a squad's last man falls, every downed man in it dies
Car An accessory: it never fights. With one car for every 4 men (boss included), the squad marches 1 day faster per hop
Wages Every soldier draws his class's wage, whether he is in a squad or in the roster

Classes

A class is permanent. Each class has lines, and each line reads one of the man's skills and adds that skill × a number to one stat. When a man changes class he keeps his old class's lines, so a Thug who becomes a Gangster carries both sets. Tier 1 classes read one skill and tier 2 classes read two. Some classes also carry one fixed trick.

Class Tier Reads Lines (per skill point) Trick
Street Thug 1 Muscle +2% HP, +2% melee —
Thief 1 Cunning +3% dodge —
Crook 1 Charm +2% damage for his whole squad —
Hustler 1 Business −5% kit points on his own gear (max 50%) —
Gangster 2 Muscle, Business +1% HP, +1% melee; +1.5 protection per Business Rage: more damage as he loses HP
Heavy 2 Muscle, Charm +1.5 protection (max 15); +1.5 guard for friends next to him Free armour: armour costs no kit points
Ninja 2 Muscle, Cunning +2% melee; +2% dodge Flank: starts behind the enemy's back row
Gunman 2 Cunning, Charm +2% ranged; +1% crit —
Robber 2 Cunning, Business +2% ranged; +2% steal chance; +5% bigger steal Steal: attacks lift cash from the target outfit
Hoe 2 Charm, Cunning +3% damage for his whole squad; +1.5 debuff on enemies near her Debuff
Doctor 2 Charm, Business +5% healing; +10% medkit size Free medkit: a Doctor heals only out of the medkit he carries

Squad-wide bonuses, debuffs and guards from different men do not add up: only the biggest one in the squad counts. Dodge never works against area weapons.

Getting a tier 2 class

Rule Live
Research Each tier 2 class needs its research box. Gunman, then Heavy, are open from the start. Gangster, Ninja, Hoe, Robber and Doctor need the Gang tier first
Level The man must be level 3
Path The new class must read a skill his current class reads (for example Thief → Gunman, Ninja, Hoe or Robber)
Sex A Heavy must be a man; a Hoe must be a woman
Room His squad's kit budget must have room for the higher class's kit points
Price Free: reaching the level is the price
Hiring Once researched, tier 2 men also turn up for hire, at a higher price

Levels and promotion

Rule Live
Levels Experience levels a man for free. Level up buys the next level early with Respect. A soldier caps at level 5
Level effect Each level past 1 adds damage and HP to his base
Skill points A soldier earns one at each level from 2 on. They buy nothing yet: the SKILL TREE page reads PLACEHOLDER · COMING SOON
Make capo For Respect, a soldier becomes a capo: he takes a roster seat, leaves his squad, and can run a town
Hire limit No room for another man: n / limit (Neighbourhoods house more).

In the fight

A man's fight sheet is his class's base row, plus his gear, his level and his class lines. The Detail panel shows the sheet the fight uses (its DPS is before protection and dodge). Attack speed comes from the weapon, and walk speed comes from the class (armour slows it).

Numbers (all TEMP)

Number Value Where
Kit budget starts 24, +6 per upgrade, max 48 squads.kit_base / kit_step / kit_max
Upgrade kit budget price 60 Respect × (upgrades taken + 1): 60 / 120 / 180 / 240 squads.grow_respect
Class kit points tier 1: 3 · tier 2: 5 · boss riding along: 3 squads.classes.*.kit_points, leader_points
Hire price 40 + 8 × best skill Respect; tier 2 × 1.6 foundation.hire_respect_base / hire_respect_per_skill, squads.t2_hire_mult
Hire market 6 men offered, age up to 45 squads.hire_count / age_max
Make capo 100 Respect squads.capo_respect
Without the Respect wallet 1 Respect = $10 squads.cash_per_respect
Level up early 75 Respect × his level foundation.level_respect_cost
Soldier level cap 5 foundation.level_caps.man
Per level past 1 +5% damage, +8% HP squads.level_damage_step / level_hp_step
Class change level 3 squads.upgrade_level
Base rows [HP, melee, ranged, melee prot %, ranged prot %] Thug 30/6/0/0/0 · Thief 30/4/8/0/0 · Crook 28/4/4/0/0 · Hustler 30/5/5/0/0 · Gangster 36/8/4/5/5 · Heavy 66/6/0/25/0 · Ninja 40/10/8/10/0 · Gunman 45/3/12/0/0 · Robber 36/4/10/0/0 · Hoe 30/2/3/0/0 · Doctor 36/2/3/0/0 simple_combat.troops
Walk (cells/s) 2.0; Thief and Robber 2.2; Ninja 2.6; Heavy 1.6; vest −0.2; never below 0.8 squads.classes.*.walk, armour_slow
Seconds between swings fists, knife, car 2.0 · pistol, katana 1.8 · baton, machine gun 2.2 · bat, chainsaw 2.4 · shotgun 2.8 squads.swing_s
Dodge cap 50% squads.dodge_cap
Rage up to +50% damage at 0 HP squads.rage_max
Steal 10% chance of $5 per attack; $40 per man dropped (before his lines) squads.steal_chance / steal_small / steal_big
Doctor heal 10 HP before his lines simple_combat.passives.heal_hp_per_man
Car 1 car per 4 men = 1 day faster per hop squads.car_seats / car_march_days
Wage multiplier Thug 1.0 · Thief, Crook, Hustler 1.2 · Gangster 1.4 · Heavy, Robber 2.0 · Gunman 3.0 · Hoe 1.5 · Ninja 3.5 · Doctor 2.5 crews.json wage_mult

See also

Locked vs leftover

Locked (document this) Leftover / do not claim
Every soldier is a person with a class Crews of many men raised as one unit (the older crew model)
Squads with no leader, capped by one kit budget
Class lines accumulate along a man's path A class swap that wipes the old lines
Tier 2 classes through research + level 3
Car is an accessory that only speeds the march
Ninja flanks Ninja hiding for the first rounds (the older crew passive)
Skill points buying anything (the tree is a placeholder)
A research box raising the kit budget past 48 (config names one, but no such box exists yet)