If you change alignment, you have to test the alliance rolling 2D6, adding 3 to the roll. In addition, add +1 each time you test the alliance previously.
On a 7+, the alliance is broken. So you need to roll 1-4 on 2D6 if you never tested the alliance before? If you switch alignment, this is the chance to keep the alliance:
Tested Alliance 0 times before: 16.6% (83.3% change to break the alliance)
Tested Alliance 1 times before: 8.3% (91.6% change to break the alliance)
Tested Alliance 2 times before: 2.7% (97.2% change to break the alliance)
Also checkout the drawback for Imperial Imposters: Each time you use the Charlatan in battle, you roll a D6, and on a 6 you gang is outlawed.
Under the rules for switching alignments, the rules state that there are only 2 ways to switch alignment:
1) Forced: A gang can be forced to change alignment because they claim an Intrigue from a category that does not match their alignment are are caught.
2) Declared: Once during the campaign, a gang can declare to change alignment (between battles).
Here are some initial conclusions:
- The rules for when you can change alignment is incorrect. Allied drawbacks can also force you to change alignment.
- Only Outlaws can start an alliance with the Imperial Imposters.
- One drawback for Imperial Impostors is the gang becomes Outlaws.
- When switching alignment, there is a 83.3%-100% chance to break the Alliance.
- You will almost never be able to transfer Imperial Imposters from an Outlaw gang to Law Abiding gang!