LanterneWiki

Lanterne is played on a computer

Chapter 13: The Glass City 2041 to 2049

Units

Every unit both sides can field in this chapter, with the game's description and its base numbers. In play the price moves with Opinion, and for the Law with low Legitimacy; upgrades change some numbers too.

Chapter 13: The Glass CitySealed so it does not spoil the story for you.Break the seal

The Revolution

Mesh Node

The Hackers

Stealth 3, Move 1. A blind spot: the Grid has no effect in its district, and your units there slip out of sight. A sweep tears it out.

Cost (Influence)
40
Upkeep
1
Strength
0
Stealth
3
Move
1

Hacker Crew

The Hackers

Strength 1, Stealth 4, Move 3. Takes a district’s cameras and Drone Swarms off the air for two turns; needed for your fakes.

Cost (Influence)
70
Upkeep
2
Strength
1
Stealth
4
Move
3

Cooling Commune

The Commons

Building, one per district. Unrest −10 in heat events; Parisians +3 a turn.

Cost (Influence)
50
Upkeep
1
Strength
0
Stealth
0
Move
0
  • Building
  • At most 1 in one district

Analog Assembly

The Assemblies

Stealth 2, Move 1. Opinion +1 a turn; each one takes a quarter off the Law’s fakes. Four at most, one per district.

Cost (Influence)
35
Upkeep
1
Strength
0
Stealth
2
Move
1
  • At most 4 at a time
  • At most 1 in one district

Swarm Marchers

The Commons

Strength 2, Stealth 2, Move 2. Gather where a Mesh Node stands, and can move to any district with one.

Cost (Influence)
40
Upkeep
1
Strength
2
Stealth
2
Move
2

Ash Front Cell

The Ash Front

Strength 4, Stealth 3, Move 2. Infrastructure sabotage: Violence +10 an action.

Cost (Influence)
60
Upkeep
2
Strength
4
Stealth
3
Move
2

The Law

Drone Swarm

The Drone Corps

Strength 5, Move 5. Flies over barricades. Surveillance +3 a turn.

Cost (Treasury)
90
Upkeep
3
Strength
5
Stealth
1
Move
5

Predictive Unit

The Steward

Move 2. Shows where the Revolution will be: reveals in its district and next door, 40% a turn (60% with Prediction). Blind spots defeat it.

Cost (Treasury)
60
Upkeep
2
Strength
0
Stealth
0
Move
2

Cooling Centre

The Chancellery

Building, one per district, four at most. Unrest −10 in heat events; Legitimacy +1 a turn.

Cost (Treasury)
100
Upkeep
2
Strength
0
Stealth
0
Move
0
  • Building
  • At most 4 at a time
  • At most 1 in one district

Third forces

Steward Drone

The Steward’s own: hostile to both sides. Raises the Grid where it flies and detains the people it sees.

Strength
4
Stealth
0
Move
0
  • Never recruited: the story brings it in