Fortifications
I'm not sure the best way to format this until we get some more info, but I'm dumping what I know so far here. Might want to make individual pages eventually.
General info
Fortifications let PvP defenders (patrollers/ambushers) tweak the battles when other gangs are trying to take over. Some fortifications help only the defender, while others can help or hinder both players equally. Some fortifications are better suited to some decks better than others.
To set up fortifications you need:
- Delivering Fortifications
- A gang Beancounter sends Profits from the gang stash to fortification in a particular area to turn them into Pending Fortifications.
- Someone in the gang delivers the fortification in the area. They do not need to have fortifications unlocked personally to help with this, nor do they need control of the area. They do need to be in gang warfare though. Each time someone does this, they turn 1 Pending Fortification into 1 Delivered Fortification.
- Using Fortifications
- If you want to use fortifications in PvP, you need to buy Annotated Maps from the gang smuggler for 50 Profits
- Set the type of fortifications you want to use on the main Gang Warfare screen.
- Whenever you defend and use a fortification, it uses up 1 Delivered Fortification (some of the time? see individual fortifications below for details).
Fortified PvP fights start with:
As you patrol The Quad, you come upon <player> from <gang>
<Fortification start text> (see below)
<Health qualifier> (see gang warfare page)
Fortification | Effect | Unlock* |
---|---|---|
Southside Park | ||
Nothing | Does nothing, uses no resources. | Annotated Maps |
Barrel Trap | If attacker wins, explodes for Fire damage unless they've used Reflexes-based attacks. | Annotated Maps |
Improvised Armor | Gives defender bonus defense if needed. | Annotated Maps |
Improvised Weapon | Gives defense bonus power if needed. | Annotated Maps |
Field Medicine | Boosts your HP if you are injured and have less HP than your opponent. | Buy 50+ Omnitech trauma bandages from Little Eddie's |
Waterfront | ||
Nothing | Does nothing, uses no resources. | Annotated Maps |
Cut the Lights | Can avoid some defensive moves. | Annotated Maps |
Incoming Shipment | Gives the attacker some extra Dock Security fights afterwards. | Annotated Maps |
Stacked Crates | Blocks techniques when one player's chain is 2? higher than other player's. | Annotated Maps |
Experimental Drugs | Boosts your Attributes to match your opponents, if lower. | Buy from the Smuggler's Market |
Dockside Sewers | ||
Nothing | Does nothing, uses no resources. | Annotated Maps |
Narrow Tunnels | Blocks techniques when one player's chain is 2? lower than other player's. | Annotated Maps |
Rigged Collapse | Deals extra damage if you block all damage with an evasion technique. | Annotated Maps |
Vent Gasses | Can light the sewers on Fire for extra damage with Fire techniques. | Annotated Maps |
Sabotage Valve | Makes the fight underwater. | Defeating an Energized Serpent |
The Quad | ||
Nothing | Does nothing, uses no resources. | Annotated Maps |
Call the Rave | Boosts the power of Etheric techniques. | Annotated Maps |
Gather a Crowd | Blocks all? damage for the first round. | Annotated Maps |
Get the Punks | Boosts the power of Fire techniques when unopposed? | Annotated Maps |
Stage a Bust | Gives extra untyped damage unless you are wearing an air filter. | Beating the 4 Midgard Security encounter in The Quad (during protest). |
* Note that unlocked fortifications persist across resets.
page revision: 39, last edited: 11 Oct 2012 14:34