Faction Turn 33

This page details the Actions and Announcements for. In addition, links to relevant lore write-ups and documentation are provided where appropriate. Be aware that links to live spreadsheets and the map reference the latest version of events and may not reflect the board's status at the time of this turn below.

Half Turn Trades
The following Asset or Faction Credit trades were processed in the 32.5 Turn:
 * Telas Council sent 1 FC to the Larkspur Combine
 * Starlit Court sent 3 FC to the Larkspur Combine
 * Ascent sent 1 FC to the Concord of Mutual Disdain
 * Tahora Whai sent 3 FC to the Concord of Mutual Disdain
 * Concord of Mutual Disdain transferred a Distorted Lense on 0408 / Kuafu / Langgan to Ascent
 * Ascent sent 2 FC to the Children of the Vein
 * Assembled Commonwealth sent 3 FC to the Amelhart Institute
 * Larkspur Combine sent 5 FC to the Aguamala Syndicate

Planet Z aka Valkaii
Doom: 7/12 | Evacuations: 5/5 | Government: 4/10 | Resistance Groups: 5/10

Ruin Clocks
0400 / Nekhrosia / Djedefre-Khonsu: 4/45 FC. Grail World: 8/8

Grail World Ruin
When this planet has a Planetary Governor, it becomes a legitimate target of any movement asset, regardless of hex range. Starship type assets controlled by the Planetary Government Controller have quadruple the range when starting on this hex. Any Starship type assets cost FLOOR(ASSET_TIER/2) FC less to build. Additionally repairing any Starship type assets cost 1 less FC to repair.

0408 / Kuafu / Langgan Ruin
Assembled Commonwealth received the free Distorted Lens asset.

WARMIND Quest
Clock: 7/12.

White Whale Faction Updates

 * Joins Peaceful Retirement
 * Any assets controlled by the White Whale asset no longer needs to guard the creature and they disband. Each asset remaining rolls a D10 for the following results: 1-7: The Asset is Lost. 8: The asset is set to 0 HP and in ‘Stasis’ (See: Boltholds). 9: The asset is disabled. 10: No Effect. 8-10: A random Faction receives the asset.


 * Distorted Lense: Removed
 * Zealot: Set to 0 HP and in 'Stasis'. Received by the Aguamala Syndicate

Aguamala Syndicate Quest: Fauna Sightings

 * After tracking the White Whale for an epoch, Aguamalan Hunters have become more adept at locating the signs and identifiers left by space fauna. Identifying places where these creatures may gather could establish hot spots for eager hunters.*

Goal
Establish 4 Sighting Outposts.

Action "Establish a Sighting Outposts"
Choose a Hex where this Faction has an Asset then roll a d10+FC+D+Con against DC 9 where FC is an amount of Faction Credits from 0 to 5, D is a bonus related to the asset taking a d2 (+1), d4 (+2), d6 (+3) of damage, and Con is your constellation bonus if applicable. On a success, establish a "Sighting Outposts" sector object in the given Hex; this will complete the 'Scout a System' goal if taken. This action can be taken up to twice on a single turn with the second attempt having a DC of 14. If the first attempt fails, the second may be in the same location.

Completion

 * Gain the existing Faction Tag developed
 * Gain a single use 'Advantage' for *any* action taken against the Megafauna Faction that requires rolling a d10.
 * All current Bases of Influence gain the 'Armored' status.

Amelhart Institute Quest Reward Announcement
At the completion of the Amelhart Institute's quest they will receive the following tag:

Reawakened Fleet This faction can support one Scavenger Fleet asset without paying the upkeep cost nor having the tier or tech level requirement.

Mechanical Megafauna
Megafauna shall now be represented on the Faction Turn with a series of assets and methods of interaction. This process necessitates creating a 'Faction' called Megafauna. More details about this environmental system can be found on the Faction Page and the Asset List.

Asset Ability Activation
Assets can ‘activate’ an ability once on a turn unless the ability allows multiple activations. All assets of the same name must also activate simultaneously during the turn. Assets with the phrasing “as an action” require the Faction to take the “Use Asset Ability” Faction Turn to activate. Abilities with either “As a free action” or without the “as an action” qualifier can be activated at any time, regardless of the Faction Turn Action chosen. If an asset has multiple abilities, only one can activate it, but different assets of the same name can choose different activations.

Turn Action
Factions can only select an ‘Action Type’ per turn (e.g., Buy Asset, Attack). In addition to this action selection, Factions may meet the requirements to take other ‘Free Actions’. These actions do not require the selection of a specific action type but instead, just require meeting the requirements. Any number of these ‘Free Actions’ can be taken on a Faction’s Turn so long as the requirements are met however, each named ‘Free Action’ can only be taken once unless the action says otherwise.

Movement Asset Clarifications
Several movement assets in the game still have yet to be updated into the modern standard of “Free Ability” movement costs FC while ‘Action Ability’ does not. The following changes aim to bring these changes to hopefully completion.
 * Shipping Combine: As an action, the combine may move any number of non-Force assets, including itself, to any planet within two hexes.
 * Blockade Runner: As an action, a Blockade Runner asset can transfer itself and/or any one Military Unit or Special Forces to a location within three hexes.
 * Covert Shipping: Free Ability: Select two planets within three hexes of this asset, and move one Special Forces asset between the two planets for 1 FC.
 * Extended Theatre: Free Ability: Select two planets within two hexes of this asset, and move one non-Starship Asset, including itself, between the two planets for 1 FC.

Movable "Planet" Mechanical Tag Clarification
The current text of the Mechanical Tag to enable movement reads: "As an action, this homeworld can move one hex. Any assets on this homeworld moves with it."

This is reworded to replace “homeworld” with “planet.” The power to move these pseudo-planets rests with the Planetary Government and is unrelated to the ‘homeworld’ status.

Stealing Assets
Factions can only steal assets available on the “Core Asset List” (e.g., Assets that have a listed *cost* and can be purchased) if an Action would steal an asset not on this list, it will, at minimum, be destroyed. Other interactions may occur at the GM’s discretion.