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DispatchMetaGameplay

by The Ödland Reich of New Franken. . 5,182 reads.

The S.P.E.C.I.A.L. System!: A Fallout Wasteland Guide

S.P.E.C.I.A.L. Stats

You may allocate 40 points to your build.

Science
Science determines the technological prowess of a faction. It determines how quickly a faction can research things by reducing the cost of tech from the research tree. Origins now determine your starting technology and starting equipment. Here is how each level of Science works:

10 - Science 10 reduces research cost by -25%.

9 - Science 9 reduces research cost by -20%.

8 - Science 8 reduces research cost by -15%.

7 - Science 7 reduces research cost by -10%.

6 - Science 6 reduces research cost by -5%.

5 - Science 5 uses the standard research cost provided.

4 - Science 4 increases research cost by +5%.

3 - Science 3 increases research cost by +10%.

2 - Science 2 increases research cost by +15%.

1 - Science 1 increases research cost by +20%.


Preparedness
Preparedness determines how well organized a faction is and how well it can respond to a crisis. In case of an invasion your Preparedness stat will determine how many civilians will help defense the nation alongside your military. See the Resource Guide for starvation mechanics.

10 - 90% of your non-militarized population will come to arms to defend their land.
50% of your excess population starves from malnourishment; 28 free days.
9 - 85% of your non-militarized population will come to arms to defend their land.
55% of your excess population starves from malnourishment; 21 free days.
8 - 80% of your non-militarized population will come to arms to defend their land.
60% of your excess population starves from malnourishment; 21 free days.
7 - 70% of your non-militarized population will come to arms to defend their land.
65% of your excess population starves from malnourishment; 21 free days.
6 - 60% of your non-militarized population will come to arms to defend their land.
70% of your excess population starves from malnourishment; 14 free days.
5 - 50% of your non-militarized population will come to arms to defend their land.
75% of your excess population starves from malnourishment; 14 free days.
4 - 40% of your non-militarized population will come to arms to defend their land.
80% of your excess population starves from malnourishment; 14 free days.
3 - 30% of your non-militarized population will come to arms to defend their land.
85% of your excess population starves from malnourishment; 7 free days.
2 - 20% of your non-militarized population will come to arms to defend their land.
90% of your excess population starves from malnourishment; 7 free days.
1 - 10% of your non-militarized population will come to arms to defend their land.
100% of your excess population starves from malnourishment; 7 free days.

Expansion
Expansion determines how fast a faction's population grow. Factions also start with 5,000 population for each point of Expansion. It also determines how far your army can move away from your territory.

10 - population grows at a rate of 5% per 28 days. Armies can move through ten empty tiles.
9 - population grows at a rate of 4.5% per 28 days. Armies can move through nine empty tiles.
8 - population grows at a rate of 4% per 28 days. Armies can move through eight empty tiles.
7 - population grows at a rate of 3.5% per 28 days. Armies can move through seven empty tiles.
6 - population grows at a rate of 3% per 28 days. Armies can move through six empty tiles.
5 - population grows at a rate of 2.5% per 28 days. Armies can move through five empty tiles.
4 - population grows at a rate of 2% per 28 days. Armies can move through four empty tiles.
3 - population grows at a rate of 1.5% per 28 days. Armies can move through three empty tiles.
2 - population grows at a rate of 1% per 28 days. Armies can move through two empty tiles.
1 - population grows at a rate of 0.5% per 28 days. Armies can move through one empty tile.

Combat
Combat determines how well a faction can fight. For example, Caeser's Legion is a 10, whereas the Railroad is a 5. It determines the quality of your overall army and what portion of your population can be trained. However, combat effectiveness is limited to the technology wielded by a soldier.

10 - 80% of your population can be in your military; Highly advanced skilled army
9 - 75% of your population can be in your military; Highly skilled army
8 - 70% of your population can be in your military; Skilled army
7 - 65% of your population can be in your military; Moderately skilled army
6 - 60% of your population can be in your military; Lightly skilled army
5 - 50% of your population can be in your military; Average army
4 - 40% of your population can be in your military; Beginner army
3 - 30% of your population can be in your military; Very beginner army
2 - 20% of your population can be in your military; Weak army
1 - 10% of your population can be in your military; Very weak army

Industry
Industry determines how efficient a faction's factories are, and how fast it would take for a player to repair or build factories and other constructs. Standard times for repairing or building structures can be found here.

10 - Industry at 10 uses the standard construction times provided -50%.
9 - Industry at 9 uses the standard construction times provided -40%.
8 - Industry at 8 uses the standard construction times provided -30%.
7 - Industry at 7 uses the standard construction times provided -20%.
6 - Industry at 6 uses the standard construction times provided -10%.
5 - Industry at 5 uses the standard construction times provided.
4- Industry at 4 uses the standard construction times provided +10%.
3 - Industry at 3 uses the standard construction times provided +25%.
2 - Industry at 2 uses the standard construction times provided +50%.
1 - Industry at 1 uses the standard construction times provided +100%.

Authority
Authority determines how well you can project your faction's prerogative on newly acquired lands. A high authority lets you take more land before needing to do domestic roleplay. It also represents how centralized your faction is. Generally, an authoritarian faction has a high Authority, while a democratic faction's Authority would be lower. If a player does not use all of their authority in the allotted time period, then their limit will refresh at the end of the week (defined as Sundays). However, if a player uses all of their Authority limit in the allotted timeframe, they must then wait until the end of the next period to continue expanding. If a player is found to have ignored this they have become over-extended. A moderator will take control of the Separatist rebellion and the player will face internal rebellion or hostile raiders trying to seize tiles. Decide to fight or give in to their demands.

10 - Can take 10 tiles every 14 days before over-extension.
9 - Can take 9 tiles every 14 days before over-extension.
8 - Can take 8 tiles every 14 days before over-extension.
7 - Can take 7 tiles every 7 days before over-extension.
6 - Can take 6 tiles every 7 days before over-extension.
5 - Can take 5 tiles every 7 days before over-extension.
4 - Can take 4 tiles every 7 days before over-extension.
3 - Can take 3 tiles every 7 days before over-extension.
2 - Can take 2 tiles every 7 days before over-extension.
1 - Can take 1 tile every 7 days before over-extension.

Luck
Feeling Lucky punk? Luck impacts the dice roles on our discord server for any of our systems that require dice rolls.

10 - Add +5 to your roll.
9 - Add +4 to your roll.
8 - Add +3 to your roll.
7 - Add +2 to your roll.
6 - Add +2 to your roll.
5 - Add +1 to your roll.
4 - Add +1 to your roll.
3 - Add +0 to your roll.
2 - Add +0 to your roll.
1 - Add +0 to your roll.

The Ödland Reich of New Franken

Edited:

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