@DragonCobolt, and it's really a permanent loss? Even if attacking a stat that normally replenishes like Sov or Influence?
Lemmi check, cause the distinction is a bit wiggywaggy.
Okay! I've been explaining this poorly, since I am dumb!
Here's how it works
When you attack, you choose a goal. Are you conquering territory? attacking their army? Raiding for g-g-g-g-GOOOOOOLD!? I.E, which stat are you trying to steal. If you attack their Sovereignty, you can raise your Sovereignty or Influence (representing your morale going up as you beat up your enemies, or your fame growing as you humiliate a powerful rival), if you attack their Territory, your Territory goes up, if you attack their Treasure, your Treasure goes up. The only thing which has no reward is attacking their Might, cause dropping their might
is the point.
Now, as a note for these goals: You can only raise your stat
if their stat is higher.
So, a Territory 6 guy gets nothing by yanking Territory 3 to Territory 2 in an attack - the new lands conquered just don't make much of an impact mechanically, beyond the fact that your enemy has less room to work in.
Now, once you've picked a
goal, then the actual battle rolls happen.
If the attacker wins the roll, then the goal is accomplished for the day and everyone's stats are eroded. The erosion is what is not permanent unless the stat hits zero.
To put this in an example: If you were to attack the AdMechs to take territory, it'd be your roll against their roll. You have 6 Might, 5 Treasure and roll 10 dice (as a note, this means you can take -1d penalty without impacting your dice pool), and the AdMechs are going to defend with their 5 Might and 3 Territory. They choose a dynamic contest, to bleed you extra for when you come at them. You roll and get 2x7, 2x5 and 2x1, they roll and get 2x10 and 2x9. They choose to use the 2x10, so they cause you 1 Might Damage and gobble one die. Your 2x5 and 2x1 still go in, dropping their Territory by 2.
Now, your might is 6(4) and your Treasure is 5(4), meaning you're only rolling 8d, while their might is 5(4) and their territory is 2(1) - they have lost a point because you accomplished your goal. The next roll, they do the same thing, but this time, they bring the SPACE MARINES. Your roll is bonkers good, getting a 3x10 and 2x6 on 8d, but THEIR roll is 4x7! So, they gobble your 3x10 to a 2x10 and drop your might again as the space marines really bleed your forces.
However, you still get two sets in.
So, your might is now 6(2) and your treasure is 5(3), while their Might is 5(3) and their Territory is 0, flat. You have driven from from every hab and block. Say you choose to push your luck and start aiming at their material, attacking their convoys as they pull away and disperse. The space marines are still around, so your 5d is against their 5d+MD, so you get 2x2 and they get 3x10, OUCH! The space marines chasten your temeirty, and your might is now 6(0), meaning it is now 0. You have completely spent the cult's entire fighting force on this - you have successfully driven the AdMech into the wastes, but THEY have successfully bled you completely dry...and next month, they'd refresh all their stats save Territory, and you'd refresh all your stats save Might, and they'd probably start going on the offensive right back.
This is just an example! In the real rolls, you would A) Not do that last attack and or B) write in to give yourself better dice and C) Forcefemme the White Scar to remove their Space Marine advantage.
(though, as a note, you'd be able to start levying up troops to raise your might again - which is why a high sov would be pretty valuable, since it'd mean you'd be able to get more bodies from all those habs you just liberated)
Does that all make it clear?