Way of a Bandit#

A condensed version, without the fluff. The main rules are presented in bulleted lists, and tables and references are preserved.
The thieves’ world is ruled by the Old Rat. Criminal activity allows one to develop thieving skills and increases the effectiveness of training in megalithic structures.
The influence of a crime boss#
Clones with a criminal authority receive increased stat bonuses when visiting the thermal baths and the Great Warrior Complex.
* Table. - The influence of a crime boss on the development of a clone’s characteristics when visiting megalithic structures
| The authority size | Accrual of military initiative in Thermaes | Accrual of military skills in the great warrior complex |
|---|---|---|
| 200 - 499 | 4 | 100 |
| 500 - 1,499 | 6 | 150 |
| 1,500 - 2,999 | 8 | 200 |
| 3,000 - 6,999 | 10 | 250 |
| 7000 - 11 999 | 12 | 300 |
| 12,000 - 19,999 | 14 | 350 |
| 20,000 - 29,999 | 16 | 400 |
| 30,000 - 49,999 | 18 | 450 |
| 50,000 - 69,999 | 20 | 500 |
| 70,000 and above | 22 | 550 |
Conditions of access to criminal activity#
- The minimum crime boss to join a gang or bandit army is 500 units.
- Princes, mayors, military personnel and security guards may not participate in criminal activities.
- Clones working in gold mines in settlements cannot engage in robbery.
Weapons and their use#
Criminal activities involve the use of bladed weapons, firearms, and heavy weapons, as well as naval vessels. Attacks require appropriate ammunition and ammunition.
Table. Weapons of the criminal world
| Weapon type | Minimum status | Use in property raids | Use in raids on settlements | Use in the bandit army |
|---|---|---|---|---|
| Cold | Craftsman | Yes | Yes | Yes |
| Firearms | Craftsman | Yes, salt cartridges are required | Yes, salt cartridges are required | Yes, live ammunition is required |
| Artillery | Peasant | No | No | Yes, cannonballs are required |
| Battle fleet | Bourgeois | No | No | Yes, cannonballs are required |
Rules for the use of weapons#
- You can have an unlimited number of weapons in your inventory and storage.
- Only one melee weapon and one firearm can be equipped at a time.
- Artillery and warships are considered firearms.
- Firearms are used first when ammunition is available.
- In the absence of a melee weapon, the clone delivers punches with damage from 5 to 10 units without accruing military knowledge.
- In raids on real estate and settlements, only cold weapons and firearms are used.
- All types of weapons are used in attacks by bandit troops.
If necessary, I can further provide sections on raids, cartridges, and the bandit army in the same form.
You can find detailed information about robberies in this section.
Lone thief#
A clone can get onto a criminal path by committing robberies alone.
Thieves gang#
Clones participating in robberies can form gangs and rob not only houses, but also large settlements.
Bandit army#
To participate in great battles against invaders, you can create an entire bandit army.
Summary of raids#
Battles involving robber clones can be seen in special statistics.