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
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
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
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
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
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
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
Strength 5, Move 5. Flies over barricades. Surveillance +3 a turn.
- Cost (Treasury)
- 90
- Upkeep
- 3
- Strength
- 5
- Stealth
- 1
- Move
- 5
Predictive Unit
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
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