Rule Configurations
| Rule Name | Value | Rule Description |
|---|---|---|
| Max Character Level | 42 | Maximum level a character can achieve |
| Max Attribute New Game | 6 | The maximum Attribute points a Knight can set during New Game |
| Attribute Pool in New Game | 12 | The maximum Attribute points a Knight can spend during New Game |
| Free Respec Window | 80 | Number of turns after recruitment or start of game that a character can freely respec |
| Knight Max Implants | 7 | Maximum number of implants your Cyber Knight can have across all slots |
| Character Level OVER boost | 33 | The bonus to give to a character who should be HIGHER level |
| Character Level Bonus UHUB | -20 | The % bonus to Team Power Level granted to Underworld Hub recruits |
| Boost Character Level | 10 | Starting level for boosted characters |
| Max Implants | 6 | Maximum number of implants you can have across all slots |
| Max Trait Level | 4 | Traits exist from level 1 to this maximum level, default 4 |
| Character Level Bonus Proc-Gen | -20 | The % bonus to Team Power Level granted to proc-gen recruits |
| Max Pending Recruits | 2 | If there are this many pending recruits, do not offer more |
| Max Starting Level | 1 | The level of all starting and recruited characters |
| Max Character Jobs | 2 | Maximum number of jobs you can have |
| Max Characters | 14 | If there are this many characters in the safehouse, do not offer more |
| Smoke Maximum Penalty | 60 | The accuracy penalty given if the combatants are at or below the maximum distance |
| Smoke Minimum Penalty | 25 | The accuracy penalty given if the combatants are at or below the minimum distance |
| Hard Cover Penalty | -50 | Default -50% for hard cover |
| Max Injury Time | 100 | Maximum number of Injury Turns a character can suffer from one or more attacks. 25 days default |
| Soft Cover Penalty | -25 | Default -25% for soft cover |
| Smoke Maximum Penalty Distance | 25 | At this far, the penalty can get no higher |
| Smoke Minimum Penalty Distance | 5 | At this close, the penalty can get no lower |
| Glancing Distance Limit | 5 | Within this distance threshold, all hits are considered Glancing |
| Min Glancing Reduction | 30 | Minimum % that damage will be reduced in glancing hits |
| Max Glancing Reduction | 70 | Maximum % that damage can be reduced in glancing hits |
| Precision Burst Limit | 60 | Above this threshold, Precise Burst attacks will always deliver some damage |
| Glancing Limit | 80 | Above this threshold, any weapon is gauranteed to score a glancing hit |
| FA Targets Max | 4 | Maximum number of targets possible by FA |
| FA Shots Max | 3 | Maximum number of attacks allocated to a single target |
| Default Crit Dmg | 50 | Default +50% Dmg when getting a Critical |
| Surprised Bonus | 25 | Default +25% accuracy for attacking surprised target |
| Obstructed Penalty | -10 | Default -10% obstructed |
| Contact Limit Break Starting Date | 60 | Before this Game Turn, Contact Limit Breaks are skipped |
| Contact Exposure Protection Date | 60 | Before this Game Turn, Proc-Gen Skips do not damage Contacts |
| Loss of Resale Value | 60 | Amount to reduce a value of an item for before sale |
| Max Heat from Sec Level | 18 | Heat created by security level cannot exceed this value |
| Heat from Hack Only Mission | 6 | Flat heat value granted for hack only missions |
| Heat per Sec Level | 2 | Heat created per Sec Level during job |
| Minimum Heat per Job | 4 | Minimum Heat added to any job regardless of Sec Level |
| Heat from Security Devices | 10 | Max heat value that can be generated by security devices |
| Heat for Pitched Battle | 10 | Flat heat value granted for pitched battle levels |
| AI Sleepy Distance | 40 | How far before players wake up AI |
| AI Skip Turn Distance | 30 | How far away from player/dead bodies for an AI to be considered not immediately relevant? |
| Max Programs on a Deck | 10 | No Deck can have more than this number of programs |
| Next Proc-Gen Mission Delay for PL 3 | 50 | Number of turns after a new Story of this type is inserted before another one will even be considered |
| Next Chatter Delay for PL 3 | 20 | Number of turns after a new Story of this type is inserted before another one will even be considered |
| Next Recruit Delay for PL 3 | 60 | Number of turns after a new Story of this type is inserted before another one will even be considered |
| Vignette Base Chance for PL 3 | 20 | Once the Delay has passed, this is the starting % chance that another story of this type will be added |
| Chatter Base Chance for PL 3 | 12 | Once the Delay has passed, this is the starting % chance that another story of this type will be added |
| Recruit Base Chance for PL 3 | 20 | Once the Delay has passed, this is the starting % chance that another story of this type will be added |
| Vignette Turn Rate for PL 3 | 2 | Once the Delay has passed, every turn adding another story of this type becomes this much more likely |
| Chatter Turn Rate for PL 3 | 5 | Once the Delay has passed, every turn adding another story of this type becomes this much more likely |
| Recruit Turn Rate for PL 3 | 2 | Once the Delay has passed, every turn adding another story of this type becomes this much more likely |
| Next Vignette Delay for PL 3 | 40 | Number of turns after a new Story of this type is inserted before another one will even be considered |
| First Turn for Proc-Gen Mission | 60 | No proc-gen mission or proc-gen legwork will be offered before this turn count |
| Proc-Gen Mission Base Chance | 50 | Once the Delay has passed, this is the starting % chance that another story of this type will be added |
| Proc-Gen Legwork Turn Rate | 3 | Once the Delay has passed, every turn adding another story of this type becomes this much more likely |
| Next Vignette Delay | 36 | Number of turns after a new Story of this type is inserted before another one will even be considered |
| Next Chatter Delay | 12 | Number of turns after a new Story of this type is inserted before another one will even be considered |
| Next Recruit Delay | 56 | Number of turns after a new Story of this type is inserted before another one will even be considered |
| Vignette Base Chance | 25 | Once the Delay has passed, this is the starting % chance that another story of this type will be added |
| Chatter Base Chance | 12 | Once the Delay has passed, this is the starting % chance that another story of this type will be added |
| Recruit Base Chance | 25 | Once the Delay has passed, this is the starting % chance that another story of this type will be added |
| Vignette Turn Rate | 2 | Once the Delay has passed, every turn adding another story of this type becomes this much more likely |
| First Turn for Any Story to Proc | 42 | The entire proc-gen story engine waits until this turn has passed to start going |
| Chatter Turn Rate | 5 | Once the Delay has passed, every turn adding another story of this type becomes this much more likely |
| Next Proc-Gen Mission Delay | 48 | Number of turns after a new Story of this type is inserted before another one will even be considered |
| Proc-Gen Mission Base Chance for PL 3 | 44 | Once the Delay has passed, this is the starting % chance that another story of this type will be added |
| Proc-Gen Mission Turn Rate | 4 | Once the Delay has passed, every turn adding another story of this type becomes this much more likely |
| Base Head Hunter Chance | 15 | Each Head Hunter adds this percentage to the queue |
| Head Hunter Chance Per Heat | 4 | This many points of heat results in +1% for Head Hunters |
| Next Proc-Gen Legwork Delay | 60 | Number of turns after a new Story of this type is inserted before another one will even be considered |
| Proc-Gen Legwork Base Chance | 20 | Once the Delay has passed, this is the starting % chance that another story of this type will be added |
| Recruit Turn Rate | 2 | Once the Delay has passed, every turn adding another story of this type becomes this much more likely |
| Proc-Gen Mission Turn Rate for PL 3 | 3 | Once the Delay has passed, every turn adding another story of this type becomes this much more likely |