A major component of the faction turn is the assets used by factions to interact with the board. These assets fall into three categories: Force, Wealth, and Cunning, and each of these categories is then further broken down into smaller categories, 1-8. A faction may only have assets (with a few exceptions), if they have a stat value equal to or higher than the number of the asset in that category. For example, a faction with 2 Force and 3 Cunning could have a Cunning 3 asset, but not a Force 3 asset.
The assets shown below are originally taken from the Stars Without Number RPG Ruleset, and have been modified by the Unrestricted Lorefare community through a number of community patches.
Assets
Special Assets
Special assets are assets that all factions have available to them, regardless of stat level
Asset
|
HP
|
Cost
|
TL
|
Type
|
Attack
|
Counter
|
Ability
|
Base of Influence
|
X
|
X
|
0
|
Special
|
None
|
None
|
Required for purchasing or upgrading assets on a planet. Cost and HP are X, where X is the number of credits spent to construct it, up to the value of the faction's max HP. Doesn't count against maximum assets. Can only be bought using the expand influence action. Damage to this asset is also dealt to a faction's hit points.
|
White Whale
|
20
|
X
|
X
|
Starship
|
FvF 2d4
|
1d6
|
As an action the White Whale can move itself up to 2 Hexes, gain the Stealth property or heal 1d3-1 HP. Any Faction other than the Aguamala Syndicate has disadvantage when attacking the White Whale.
|
Cunning Assets
Asset
|
HP
|
Cost
|
TL
|
Type
|
Attack
|
Counter
|
Ability
|
Cunning 1
|
Smugglers
|
4
|
2
|
4
|
Starship
|
CvW, 1d4
|
None
|
As a free action, transport itself and/or any one Special Forces unit up to 2 hexes away for 1 FacCred.
|
Informers
|
3
|
2
|
0
|
Special Forces
|
CvC, Special
|
None
|
On a successful attack against a faction, all stealthed assets belonging to that faction on the same planet as this asset are revealed. May attack any faction, even if they do not have any targetable assets present on a planet.
|
False Front
|
2
|
1
|
0
|
Logistics Facility
|
None
|
None
|
If another asset on the same planet as this asset, and owned by the same faction as this asset, would be destroyed, they may sacrifice this asset instead, to nullify the killing blow.
|
Cunning 2
|
Lobbyists
|
4
|
4
|
0
|
Special Forces
|
CvC, 1d4+1
|
1d4
|
When another faction is granted permission to buy an asset on a planet, this asset's owner may make a CvC check against that faction. If it succeeds, permission is withdrawn and may not be repeated until next turn.
|
Saboteurs
|
6
|
5
|
0
|
Special Forces
|
CvC, 2d4
|
None
|
Assets attacked by saboteurs (whether successful or not) cannot use any Action ability until the start of the attacking faction's next turn.
|
Blackmail
|
4
|
4
|
0
|
Tactic
|
CvC, 1d6+1
|
None
|
Any attempt to attack or defend against Blackmail loses any bonus dice from tags.
|
Seductrox
|
4
|
4
|
0
|
Special Forces
|
CvC, Special
|
None
|
As an action, move to a planet within 1 hex away. On a successful attack, immediately reveal any other Stealthed assets on the planet. Only Special Forces assets can attack a Seductrox.
|
Cunning 3
|
Cyberninjas
|
4
|
6
|
4
|
Special Forces
|
CvC, 2d6
|
None
|
None
|
Stealth
|
X
|
2
|
0
|
Tactic
|
None
|
None
|
Stealth is a special quality that can be purchased for a Special Forces asset on the planet. A Stealthed asset cannot be directly targeted by other factions. If used to attack or defend, the asset loses Stealth. Secretive factions build all assets (even if not Special Forces) with free Stealth.
|
Covert Shipping
|
4
|
8
|
4
|
Logistics Facility
|
None
|
None
|
As a free action, move a Special Forces asset between any two planets within 3 hexes of this asset for 1 FacCred.
|
Cunning 4
|
Party Machine
|
8
|
8
|
0
|
Logistics Facility
|
CvC, 2d4
|
1d6
|
As an action, roll 1d6. On a 4+, gain 1 FacCred.
|
Vanguard Cadres
|
10
|
8
|
3
|
Military Unit
|
CvC, 1d8*
|
1d8
|
*At half health (5hp) or below, this asset attacks for 2d6 damage.
|
Tripwire Cells
|
8
|
12
|
4
|
Special Forces
|
None
|
1d4
|
When a stealthed asset is purchased or moved onto a planet with Tripwire cells, make an immediate CvC attack. If successful, the asset loses stealth.
|
Seditionists
|
8
|
12
|
0
|
Special Forces
|
None
|
None
|
As an action and 1d4 FacCreds, attach to a rival asset. Until the Seditionists no longer shares the same planet or attaches to a different asset, the rival asset cannot perform attack actions.
|
Cunning 5
|
Organization Moles
|
10
|
10
|
0
|
Tactic
|
CvC, 2d6
|
1d6
|
Any attempt to attack or defend against this asset loses any bonus dice from tags.
|
Cracked Comms
|
6
|
14
|
0
|
Tactic
|
None
|
Special
|
If this asset succeeds in defending against an attack, it can cause the attacking asset to attack itself for the normal damage and counterattack consequences.
|
Boltholes
|
6
|
12
|
4
|
Logistics Facility
|
None
|
2d6
|
If a faction's Military Unit or Special Forces asset on the same planet as this asset would be destroyed by damage, that asset is instead set to 0 HP and made unusable until it is repaired to full strength. If the Boltholes are destroyed before the asset is repaired, the asset is destroyed as well.
|
Cunning 6
|
Transport Lockdown
|
10
|
20
|
4
|
Tactic
|
CvC, Special
|
None
|
On a successful attack against a rival faction, they cannot transport assets onto the Transport Lockdown's location without spending 1d4 FacCreds and waiting one turn.
|
Covert Transit Net
|
15
|
18
|
4
|
Logistics Facility
|
None
|
None
|
As an action, may move any Special Forces assets between any planets within 3 hexes of this asset.
|
Demagogue
|
10
|
20
|
0
|
Special Forces
|
CvC, 2d8
|
1d8
|
All Special Forces assets on the same planet as this asset owned by the same faction gain +1 to damage rolls, this bonus is doubled for stealthed assets. Only applies once, even if multiple demagogues are present.
|
Cunning 7
|
Popular Movement
|
16
|
25
|
4
|
Tactic
|
CvC, 2d6
|
1d6
|
Planetary asset purchase requests on the same planet as this asset are always granted.
|
Book of Secrets
|
10
|
20
|
4
|
Tactic
|
None
|
2d8
|
Once per turn, this asset allows the faction to reroll 1 die for an action taken on that planet, or force an enemy faction to reroll 1 die on that planet. This can only be forced once per turn, no mater how many book of secrets are owned.
|
Treachery
|
5
|
10
|
0
|
Tactic
|
CvC, Special
|
None
|
Targets a rival asset. On a successful attack, the Treachery is lost, 5 FacCreds are gained, and the targeted asset switches sides to the attacker's faction.
|
Cunning 8
|
Panopticon Matrix
|
20
|
30
|
5
|
Logistics Facility
|
None
|
1d6
|
Every rival Stealthed asset on the planet must succeede a Cunning vs. Cunning test at the beginning of each turn or lose stealth. The owner gains an additional die on all Cunning attacks and defenses on that planet.
|
Force Assets
Asset
|
HP
|
Cost
|
TL
|
Type
|
Attack
|
Counter
|
Ability
|
Force 1
|
Security Personnel
|
3
|
2
|
0
|
Military Unit
|
FvF. 1d3+1
|
1d4
|
None
|
Hitmen
|
1
|
2
|
0
|
Special Forces
|
FvC, 1d6
|
None
|
None
|
Militia Unit
|
4
|
4
|
3
|
Military Unit
|
FvF, 1d6
|
1d4+1
|
None
|
Force 2
|
Heavy Drop Assets
|
6
|
4
|
4
|
Facility
|
None
|
None
|
As a free action, can transport any one Military Unit or special forces asset, including itself, to a planet within 2 hexes for 2 FacCreds.
|
Elite Skirmishers
|
5
|
5
|
4
|
Military Unit
|
FvF, 2d4
|
1d4+1
|
None
|
Hardened Personnel
|
4
|
4
|
3
|
Special Forces
|
None
|
1d4+1
|
None
|
Guerilla Populace
|
6
|
4
|
0
|
Military Unit
|
FvC, 1d4+1
|
None
|
None
|
Force 3
|
Zealots
|
4
|
6
|
0
|
Special Forces
|
FvF, 2d6
|
2d6
|
Take 1d4 damage to the Zealots on successful attacks and on counter attacks.
|
Cunning Trap
|
2
|
5
|
0
|
Tactic
|
None
|
1d6+3
|
None
|
Counterintel Unit
|
4
|
6
|
4
|
Special Forces
|
CvC, 1d4+1
|
1d6
|
None
|
Force 4
|
Beachhead Landers
|
10
|
10
|
4
|
Facility
|
None
|
None
|
As an action, moves any number of Force assets, including itself, to any planet within 2 hexes at a cost of 1 FacCred per asset.
|
Extended Theater
|
10
|
10
|
4
|
Facility
|
None
|
None
|
As a free action, can move any non-Starship asset including itself between 2 planets within 2 hexes of the Extended Theater for 1 FacCred.
|
Strike Fleet
|
8
|
12
|
4
|
Starship
|
FvF, 2d6
|
1d8
|
As a free action, move up to 2 hexes away for 1 FacCred.
|
Postech Infantry
|
12
|
8
|
4
|
Military Unit
|
FvF, 1d8
|
1d8
|
None
|
Force 5
|
Blockade Fleet
|
8
|
10
|
4
|
Starship
|
FvW, 1d6*
|
None
|
As an action, move up to 2 hexes away. When this asset successfully hits an enemy asset, they steal 1d4 FacCreds from the target faction. This effect can occur to a faction only once per turn.
|
Pretech Logistics
|
6
|
14
|
0
|
Facility
|
None
|
None
|
As an action, allows purchase of one Force asset that requires up to TL5 to buy. The asset cost 1.5 times (rounded up) as many FacCreds. Only one asset may can be purchased in this manner per turn.
|
Psychic Assassins
|
4
|
12
|
4
|
Special Forces
|
CvC, 2d6+2
|
None
|
Automatically start with free Stealth when purchased.
|
Force 6
|
Armageddon Mech
|
20
|
24
|
5
|
Starship
|
FvF, 2d8
|
3d4
|
For one FacCred, this asset can move to any location within two hexes (free action). As an action, this asset can gain the status 'Armored'. When this asset attacks or defends, the attacking Faction can overcharge this Mech resulting in a resounding display of power granting advantage on the roll and +3 to the damage. Regardless of the success or failure of this asset overcharging damages critical systems resulting in a d6 of damage. If this damage would destroy the asset instead it is set to 0 HP and in stasis until restored to full strength. While in this stasis the asset can not be moved and can only take attacks if it is the only valid asset to do so. See: Boltholds rules.
|
Pretech Infantry
|
16
|
20
|
5
|
Military Unit
|
FvF, 2d8
|
2d8+2
|
None
|
Planetary Defenses
|
20
|
18
|
4
|
Facility
|
None
|
2d6+6
|
May only defend against Starship assets.
|
Gravtank Formation
|
14
|
25
|
4
|
Military Unit
|
FvF, 2d10+4
|
1d10
|
None
|
Force 7
|
Deep Strike Landers
|
10
|
25
|
4
|
Facility
|
None
|
None
|
As an action, any non-Starship asset, including this asset, can be moved between any two planets within 3 hexes of the DSL for 2 FacCreds.
|
Integral Protocols
|
10
|
20
|
5
|
Facility
|
None
|
2d8+2
|
May only defend against Cunning attacks, add an extra dice to defense rolls.
|
Space Marines
|
16
|
30
|
4
|
Military Unit
|
FvF, 2d8+2
|
2d8
|
As an action, move to a planet within 1 hex away.
|
Anchorage Station
|
14
|
20
|
5
|
Starship
|
FvF, 2d4+2
|
2d6+2
|
This asset can support any number of land-based assets on board and can support the purchase of any force asset TL2 or lower. It also counts as a BoI for purposes of the 'Repair' action. For 1 + ceil(land-based assets / 2) FC, it can move to any location within two hexes of their current location (no action). As an action, this asset can gain the status 'Armored'.
|
Force 8
|
Capital Fleet
|
30
|
40
|
4
|
Starship
|
FvF, 3d10+4
|
3d8
|
As an action, may move up to 3 hexes away. 2 FacCred per turn maintenance cost.
|
Wealth Assets
Asset
|
HP
|
Cost
|
TL
|
Type
|
Attack
|
Counter
|
Ability
|
Wealth 1
|
Franchise
|
3
|
2
|
2
|
Facility
|
WvW, 1d4
|
1d4-1
|
On successful attacks, steal 1 FacCred (if available) from the enemy faction. This effect applies at most once per turn.
|
Harvesters
|
4
|
2
|
0
|
Facility
|
None
|
1d4
|
As an action, roll 1d6. On a 3+, gain 1 FacCred.
|
Local Investments
|
2
|
1
|
2
|
Facility
|
WvW, 1d4-1
|
None
|
Rival Factions must spent 1 additional FacCred when purchasing assets on the same world as a Local Investment. This penalty only applies once, regardless of the number of local investments present.
|
Wealth 2
|
Freighter Contract
|
4
|
5
|
4
|
Starship
|
WvW, 1d4
|
None
|
As an action, this asset can transport itself and/or any one non-force asset up to 2 hexes away for 1 FacCred.
|
Lawyers
|
4
|
6
|
0
|
Special Forces
|
CvW, 2d4
|
1d6
|
Cannot attack or counterattack Force assets.
|
Union Toughs
|
6
|
4
|
0
|
Military Unit
|
WvF, 1d4+1
|
1d4
|
None
|
Surveyors
|
4
|
4
|
4
|
Special Forces
|
None
|
1d4
|
As an action, moves to a planet within 2 hexes. Adds an additional die to Expand Influence actions.
|
Wealth 3
|
Postech Industry
|
4
|
8
|
4
|
Facility
|
None
|
1d4
|
As an action, roll 1d6: On a 1, 1 FacCred is lost. On a 2-4, 1 FacCred is gained. On a 5+ 2 FacCreds are gained. If unable to pay the lost FacCred, the Postech Industry is destroyed.
|
Laboratory
|
4
|
6
|
0
|
Facility
|
None
|
None
|
Allows assets to be purchased on a planet as if it were TL4, at a +2 FacCred cost (if asset would not have previously been purchasable).
|
Mercenaries
|
6
|
8
|
4
|
Military Unit
|
WvF,2d4+2
|
1d6
|
As an action, move to a planet 1 hex away. 1 FacCred per turn maintenance cost.
|
Wealth 4
|
Shipping Combine
|
10
|
10
|
4
|
Facility
|
None
|
1d6
|
As an action, move any number of non-Force Assets, including itself, to any planet within 2 hexes at the cost of 1 FacCred pre asset.
|
Monopoly
|
12
|
8
|
3
|
Facility
|
WvW, 1d6
|
1d6
|
As an action, force a rival faction with unstealthed assets on the same planet to pay 1 FacCred to you. If the faction cannot pay, they choose one of their assets on that world to be destroyed.
|
Medical Center
|
8
|
12
|
4
|
Facility
|
None
|
None
|
Once between turns, if a Special Forces or Military Unit asset on the same planet as this asset was destroyed on the previous turn, the faction may pay half that asset's purchase cost to restore the destroyed asset to 1 HP. Repair asset actions on the same world as this asset cost 1 less FacCred for Special Forces and Military Units.
|
Bank
|
8
|
12
|
3
|
Facility
|
None
|
None
|
Once per turn per bank owned, ignore one cost or FacCred loss imposed by another faction, regardless of where loss is imposed.
|
Wealth 5
|
Marketers
|
8
|
10
|
0
|
Tactic
|
WvC, Special
|
None
|
On a successful attack, the enemy faction must either pay half the attacked asset's purchase cost rounded down or have the asset disabled until that price is paid. This attack is special, and can target a specific asset.
|
Pretech Researchers
|
6
|
14
|
4
|
Special Forces
|
None
|
None
|
A planet with Pretech Researchers is treated as TL5 for purchase requirements of Cunning and Wealth Assets. 1 FacCred per turn maintenance cost.
|
Blockade Runners
|
6
|
12
|
4
|
Starship
|
None
|
2d4
|
As an action, move itself and/or any 1 Military Unit or Special Forces asset to a location up to 3 hexes away for a cost of 2 FacCreds.
|
Wealth 6
|
Venture Capital
|
10
|
15
|
4
|
Facility
|
WvW, 2d6
|
1d6
|
As an action, roll 1d8. On a 1, the asset is destroyed. On a 2-3, 1 FacCred is gained. On a 4-7, 2 FacCreds are gained. On an 8, 3 FacCreds are gained.
|
R&D Department
|
15
|
18
|
4
|
Facility
|
None
|
None
|
A faction with a R&D Dept. may treat all planets as having TL4 for purchase requirements of Wealth assets.
|
Commodities Broker
|
10
|
20
|
0
|
Special Forces
|
WvW, 2d8
|
1d8
|
As an action, roll 1d8; that many FacCreds are subtracted from the cost of their next asset purchase, down to a minimum of half the normal price rounded down.
|
Wealth 7
|
Pretech Manufactory
|
16
|
25
|
5
|
Facility
|
None
|
None
|
As an action, roll 1d8; gain half that many FacCreds, rounded up.
|
Hostile Takeover
|
10
|
20
|
4
|
Tactic
|
WvW, 2d10
|
2d8
|
If the Hostile Takeover would destroy an asset with damage, that asset is instead reduced to 1 HP and transferred to the Hostile Takeover's faction.
|
Transit Web
|
5
|
15
|
5
|
Facility
|
CvC, 1d12
|
None
|
As a free action, any number of non-Starship, non-Force assets may be moved between 2 planets within 3 hexes of the Transit Web for 1 FacCred per asset.
|
Wealth 8
|
Scavenger Fleet
|
20
|
30
|
5
|
Starship
|
WvW, 2d10+4
|
2d10
|
As an action, move up to 3 hexes away. 2 FacCred per turn maitenance cost.
|
Faction Turn
|
Faction Turns
|
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Faction Turn Lore
|
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Faction Turn Resources
|
|