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Chapter 8: The Grey Years 1940 to 1944

Orders

Every order both sides can give in this chapter: its base cost, how many of the turn's actions it takes, what it aims at, and what it does by the game's own definition. Low Legitimacy makes the Law's orders dearer, and upgrades change some of them.

Chapter 8: The Grey YearsSealed so it does not spoil the story for you.Break the seal

The Revolution

Lie low

Heat −8, but your units do nothing this turn.

Cost (Influence)
0
Actions
1
Aims at
nothing on the map

Each time it is givenHeat −8

Attack

Your Fighters attack the district. Violence +3.

Cost (Influence)
10
Actions
1
Aims at
a district

Each time it is givenViolence +3Opinion −1

Barricade

Fighters raise the barricade here by one level (three at most).

Cost (Influence)
20
Actions
1
Aims at
a district

Sabotage

A saboteur in a railway district: the line is cut and the Directorate blames the Prefecture (Patience −10). On a radio target, supplies +40 and Allies +5. Heat +6.

Cost (Influence)
20
Actions
1
Aims at
a district

Each time it is givenHeat +6

Receive the drop

A radio operator at the drop zone named by the radio: +100 and Allies +5. The operator is found twice as easily this turn. Heat +4.

Cost (Influence)
0
Actions
1
Aims at
a district

Each time it is givenHeat +4

The Call

Once per level: Opinion +15 and the Parisians +15 toward you.

Cost (Influence)
0
Actions
1
Aims at
nothing on the map

What it doesOpinion +15Parisians +15 toward you

  • Once per level
  • Comes with the upgrade “The Call”

Network Reborn

Once per level: three lost cells come back where they were taken.

Cost (Influence)
0
Actions
1
Aims at
nothing on the map
  • Once per level
  • Comes with the upgrade “Network Reborn”

Rising Signal

Once, in the finale: every Resistance Cell becomes Fighters.

Cost (Influence)
0
Actions
1
Aims at
nothing on the map

What it doesEvery Resistance Cell becomes a Fighters

  • Once per level
  • Comes with the upgrade “Rising Signal”

Lose the registers

A cell or courier in a registered district: the lists go missing. Heat +4. Once per district per turn.

Cost (Influence)
15
Actions
1
Aims at
a district

Each time it is givenHeat +4

  • Only in “The Empty City”

Print run

At the hidden press: two issues printed. Heat +3. Once per turn.

Cost (Influence)
15
Actions
1
Aims at
a district

Each time it is givenHeat +3

  • Once per turn
  • Only in “Ink and Paper”

Move the press to another cellar

The press is hidden again. Once per turn.

Cost (Influence)
15
Actions
1
Aims at
a district

What it doesYour people in this district go back into hiding

  • Once per turn
  • Only in “Ink and Paper”

Give out the paper

A courier or printer, with an issue printed: the paper reaches this district. Opinion +3. Heat +2.

Cost (Influence)
10
Actions
1
Aims at
a district

What it doesOpinion +3

Each time it is givenHeat +2

  • Only in “Ink and Paper”

Check a cell's story

A cell here, a courier on the map: a clue about the mole. A clean cell is cleared 70% of the time; the mole looks suspicious 60% of the time. Heat +3. Once per turn.

Cost (Influence)
20
Actions
1
Aims at
a district

Each time it is givenHeat +3

  • Once per turn
  • Only in “The Mole”

Forge papers

A printer here: up to 8 draftees hidden. Heat +3. Once per district per turn.

Cost (Influence)
15
Actions
1
Aims at
a district

Each time it is givenHeat +3

  • Only in “The Draft”

Safe house

A cell here: up to 6 draftees hidden. Heat +2. Once per district per turn.

Cost (Influence)
10
Actions
1
Aims at
a district

Each time it is givenHeat +2

  • Only in “The Draft”

Escape route

A courier in a district near the edge of the city: up to 10 draftees get out to the woods. Heat +2. Once per district per turn.

Cost (Influence)
20
Actions
1
Aims at
a district

Each time it is givenHeat +2

  • Only in “The Draft”

Cut the wires

A cell or Fighters on a wired bridge: the charges are removed. Once per district per turn.

Cost (Influence)
10
Actions
1
Aims at
a district
  • Only in “Paris Rises”

The Law

Arrest

Your police arrest a revealed unit here.

Cost (Treasury)
20
Actions
1
Aims at
an enemy unit

Each time it is givenOpinion −1

Raid

Destroy a revealed building here.

Cost (Treasury)
30
Actions
1
Aims at
an enemy unit

Interrogation

With a Special Brigade on the map: an arrested member gives up a link in the chain, or a name from where the last cell was taken. Violence +10. Once per turn.

Cost (Treasury)
10
Actions
1
Aims at
nothing on the map

Each time it is givenViolence +10

  • Once per turn

Request garrison support

Two companies of the Directorate's garrison arrive here. Patience +5, Opinion +10 toward the Revolution.

Cost (Treasury)
0
Actions
1
Aims at
a district

What it does2 free Directorate garrison in this districtpatience +5

Each time it is givenOpinion −10

  • At most once every 2 turns

Clear the street

In the rising: your police attack the district. Violence +4, Opinion −5.

Cost (Treasury)
20
Actions
1
Aims at
a district

Each time it is givenViolence +4Opinion −5

Defiance

Once per level: the next demand refused costs no Patience.

Cost (Treasury)
0
Actions
1
Aims at
nothing on the map
  • Once per level
  • Comes with the upgrade “Defiance”

The Sweep

Once per level: every hidden unit here is revealed, and up to three next door. Violence +10.

Cost (Treasury)
0
Actions
1
Aims at
a district

What it doesReveal every hidden unit of the RevolutionReveal 3 hidden units of the Revolution

Each time it is givenViolence +10

  • Once per level
  • Comes with the upgrade “The Sweep”

Double Game

Once per level: Patience +20 and the Liberation committee +20; the consul's truce then needs one meeting less.

Cost (Treasury)
0
Actions
1
Aims at
nothing on the map

What it doespatience +20Liberation committee loyalty +20

  • Once per level
  • Comes with the upgrade “Double Game”

Restore services

Your police in a central district: water, gas and the town hall open again. Unrest −5.

Cost (Treasury)
20
Actions
1
Aims at
a district

What it doesUnrest −5 in this district

  • Only in “The Empty City”

Register the population

A Police Brigade in a central district where services are back: everyone is on the Prefecture's lists.

Cost (Treasury)
20
Actions
1
Aims at
a district
  • Only in “The Empty City”

Disperse

A Police Brigade sends one student group home, without taking names. Opinion −2. Once per district per turn.

Cost (Treasury)
10
Actions
1
Aims at
a district

What it does1 units of the Revolution removed

Each time it is givenOpinion −2

  • Only in “Students at the Arch”

Ask the mole

The mole names a cell he knows, or one near him. Once per turn.

Cost (Treasury)
10
Actions
1
Aims at
nothing on the map
  • Once per turn
  • Only in “The Mole”

Round up draftees

A Police Brigade takes up to 12 draftees here for the Directorate's labour quota. Unrest +8, Opinion −2. Once per district per turn.

Cost (Treasury)
15
Actions
1
Aims at
a district

What it doesUnrest +8 in this district

Each time it is givenOpinion −2

  • Only in “The Draft”

Refuse the quota

Once: no more round-ups. Patience −30, Patriots +20. The Prefecture wins if the Directorate's patience lasts to the end.

Cost (Treasury)
0
Actions
1
Aims at
nothing on the map

What it doespatience −30secret.law.patriots +20

  • Once per level
  • Only in “The Draft”

The police strike

Once, with Opinion +20 or more and the Patriots at 40: the Prefecture turns and its men fight beside the rising. Patience falls to 0, Legitimacy +15.

Cost (Treasury)
0
Actions
1
Aims at
nothing on the map

What it doespatience set to 0Legitimacy +15Liberation committee loyalty +10

  • Once per level
  • Only in “Paris Rises”

Countermand the order

With the Patriots at 30: a Police Brigade on a wired bridge removes the charges. Once per district per turn.

Cost (Treasury)
10
Actions
1
Aims at
a district
  • Only in “Paris Rises”

Talks through the consul

The neutral consul goes between the Prefecture, the committee and the garrison. Three meetings (two after the Double Game) make a truce: no demolition, and three turns without attacks or riots. Once per turn.

Cost (Treasury)
30
Actions
1
Aims at
nothing on the map
  • Once per turn
  • Only in “Paris Rises”

Interlude 8

After the finale of chapter 8: The Grey YearsSealed so it does not spoil the story for you.Break the seal

Talk to the crowd

Claire in the square: anger −2. Once per district per turn.

Cost (Influence)
0
Actions
1
Aims at
a district

Promise trials

A court for everyone accused: anger −1 in every square. Once every two turns.

Cost (Influence)
10
Actions
1
Aims at
nothing on the map
  • At most once every 2 turns

Call the police

Once: the police clear the square. The anger there is gone, but this was force, not talk. Violence +5.

Cost (Influence)
0
Actions
1
Aims at
a district

Each time it is givenViolence +5

  • Once per level

Stir the crowd

A ringleader works on the crowd: anger +1. Once per turn.

Cost (Treasury)
0
Actions
1
Aims at
a district
  • Once per turn

Sort the files

Claire at the archive: one more box sorted. Once per turn.

Cost (Influence)
0
Actions
1
Aims at
a district
  • Once per turn

Guard the archive

Claire locks the archive for a day: nobody can steal from it this turn. Once every two turns.

Cost (Influence)
10
Actions
1
Aims at
a district

What it doesNo actions for the Law in this district for 1 turns

  • At most once every 2 turns

Publish the files

Claire at the printers in the Latin Quarter, with five boxes sorted: the files are published.

Cost (Influence)
0
Actions
2
Aims at
a district

Seal the files

Claire at the ministry in Saint-Germain, with four boxes sorted: the files are sealed for the state.

Cost (Influence)
0
Actions
2
Aims at
a district

Steal a file

At the archive: one more file taken. Once per turn.

Cost (Treasury)
0
Actions
1
Aims at
a district
  • Once per turn