Table 2.

 

Table for determining influence. 

 

 

-11

-10

-9

-8

-7

-6

-5

-4

-3

-2

-1

0

1

2

3

4

5

6

7

8

9

10

1

O

O

O

O

O

O

O

O

U

U

U

U

U

U

U

U

BN

N

F

F

F

A

2

O

O

O

O

O

O

O

U

U

U

BN

BN

BN

BN

BN

BN

N

F

F

F

A

A

3

O

O

O

O

O

O

U

U

U

BN

BN

BN

N

N

N

N

F

F

F

A

A

A

4

O

O

O

O

O

U

U

U

BN

BN

BN

N

N

N

N

F

F

F

A

A

A

A

5

O

O

O

O

U

U

U

BN

BN

BN

N

N

N

N

F

F

F

A

A

A

A

A

6

O

O

O

U

U

U

BN

BN

BN

N

N

N

N

F

F

F

A

A

A

A

A

A

7

O

O

U

U

U

BN

BN

BN

N

N

N

N

N

F

F

F

A

A

A

A

A

A

8

O

U

U

U

BN

BN

BN

N

F

F

F

F

F

F

F

F

A

A

A

A

A

A

  Key:  O opposed

             U unfriendly

          BN belligerent neutral

           N neutral

           F friendly

           A allied

Use:  Starting with a value of 0, add or subtract the modifiers listed below for all hexes within 3 hexes of the target hex:

For every enemy controlled hex        -4

For every opposed hex                    -3

For every unfriendly hex                  -2

For every belligerent neutral hex       -1

For every friendly hex                     +2

For every allied hex                        +3

For every hex controlled by an ally   +2

 

For every combat within 3 hexes        -1

For every combat loss within 3 hexes  -2

For every combat win within 3 hexes  +2

 

This gives the column to use; roll an 8 sided dice and read off the result.

 

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Last updated: 22 March 2012.

 

Copyright SR Jenkins, March 2012.