## Faction Turns and Actions Faction turns and actions are the month by month functioning of a faction. One faction turn represents one month. This is most often used in a [[Social Campaign]]. ### Getting Actions Points Factions can take actions to accomplish goals. GM's should allow players to also carry out a faction action by themselves, as faction assets are things which happen during the month. Each asset has an Action Point cost. Player Factions spend ticks on clocks to gain Action Points on their factions, it is encouraged for the GM to recommend the clocks of the factions they want to use. This is because NPC's get an equal number of Action Points based when a clock is completed - thus a 4 tick clock provides four action points, a 3 tick clock provides three action points, etc. Ticks on a finished clock that wasn't assigned to any faction can be assigned to other factions clocks during a [[Social Campaign]], but it cannot fill the last tick on any clocks, that is up to the players. If the game is not a social campaign, or if the GM want's to include it in a Social Campaign (though this is recommended only for Large campaigns), then the GM also gains 1 Action Point for every hour of player. This is done to give the GM more tools to draw the players into the faction game, but also to keep the world feel alive even without the players engaging directly with the Faction game. ### How Faction Actions & Goals Work Faction actions are how they complete their goals, or more accurately how they complete the goal described in their clocks if they're NPC factions, or take grand sweeping moves in a player led [[Social Campaign]]. ### Faction Combat When faction assets fight, what happens is each faction rolls 2D6 and adds 1 relevant skill, along with the relevant asset(s) DMG modifiers. The results are compared to one another, if the attacker rolled higher then then defender, the amount of effect of the roll is applied as damage to the defenders assets which are under attack by the attacker. _Thus if an attacker has a group of marines (+10) torch a Home/Mall Office (+1) which has a security system upgrade (+2 against stealth attacks). The Attacker chooses to use their [[Stealth]] skill (+1) to make this a quiet operation. The defender watches with their [[Examine]] skill (+1). The attackers total modifiers are +11, vs the defendsre +3. Both sides roll 2D6. The attacker gets a 3, the defender rolls a 7. The attackers total of 14 vs the defenders 10, gives the attacker an effect of 3, dealing 3 damage to the Mall/Offices HP pool._ ![[Faction Actions List]]