Faction Turn Asset List: Difference between revisions
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|style="text-align:left;"|Required for purchasing or upgrading assets on a world. 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. |
|style="text-align:left;"|Required for purchasing or upgrading assets on a world. 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. |
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|style="text-align:center;"|CvC, 1d6+1 |
|style="text-align:center;"|CvC, 1d6+1 |
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|style="text-align:center;"|None |
|style="text-align:center;"|None |
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|style="text-align:center;"|Any attempt to attack or defend against this asset loses any bonus dice from tags. |
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|style="text-align:center;"|'''Seducterox''' |
|style="text-align:center;"|'''Seducterox''' |
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|style="text-align:center;"|None |
|style="text-align:center;"|None |
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|style="text-align:center;"|None |
|style="text-align:center;"|None |
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|style="text-align:center;"|As a free action, can move a Special Forces asset between any two worlds within 3 hexes of this asset for 1 faccred. |
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|style="text-align:center;"|Ability |
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!colspan="8"|Cunning 4 |
!colspan="8"|Cunning 4 |
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|style="text-align:center;"|None |
|style="text-align:center;"|None |
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|style="text-align:center;"|Special |
|style="text-align:center;"|Special |
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|style="text-align:center;"|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. |
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|style="text-align:center;"|Ability |
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|style="text-align:center;"|'''Boltholes''' |
|style="text-align:center;"|'''Boltholes''' |
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|style="text-align:center;"|None |
|style="text-align:center;"|None |
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|style="text-align:center;"|2d6 |
|style="text-align:center;"|2d6 |
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|style="text-align:center;"|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. |
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|style="text-align:center;"|Ability |
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!colspan="8"|Cunning 6 |
!colspan="8"|Cunning 6 |
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|style="text-align:center;"|None |
|style="text-align:center;"|None |
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|style="text-align:center;"|None |
|style="text-align:center;"|None |
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|style="text-align:center;"| |
|style="text-align:center;"|As an action, may move any Special Forces assets within any worlds within three hexes of this asset. |
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|style="text-align:center;"|'''Demagogue''' |
|style="text-align:center;"|'''Demagogue''' |
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|style="text-align:center;"|None |
|style="text-align:center;"|None |
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|style="text-align:center;"|2d8 |
|style="text-align:center;"|2d8 |
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|style="text-align:center;"|Once per turn, this asset allows the faction to reroll 1 die for an action taken on that world, 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. |
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|style="text-align:center;"|Ability |
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|style="text-align:center;"|'''Treachery''' |
|style="text-align:center;"|'''Treachery''' |
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|style="text-align:center;"|None |
|style="text-align:center;"|None |
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|style="text-align:center;"|1d6+3 |
|style="text-align:center;"|1d6+3 |
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|style="text-align:center;"|None |
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|style="text-align:center;"|'''Counterintel Unit''' |
|style="text-align:center;"|'''Counterintel Unit''' |
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|style="text-align:center;"|CvC, 1d4+1 |
|style="text-align:center;"|CvC, 1d4+1 |
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|style="text-align:center;"|1d6 |
|style="text-align:center;"|1d6 |
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|style="text-align:center;"|None |
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!colspan="8"|Force 4 |
!colspan="8"|Force 4 |
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|style="text-align:center;"|None |
|style="text-align:center;"|None |
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|style="text-align:center;"|None |
|style="text-align:center;"|None |
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|style="text-align:center;"|As an action - May move any number of force assets, including itself, to any world within 2 hexes at a cost of 1 faccred per asset. |
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|style="text-align:center;"|Ability |
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|style="text-align:center;"|'''Extended Theater''' |
|style="text-align:center;"|'''Extended Theater''' |
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|style="text-align:center;"|FvW, 1d6* |
|style="text-align:center;"|FvW, 1d6* |
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|style="text-align:center;"|None |
|style="text-align:center;"|None |
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|style="text-align:center;"|As an action, this asset may move itself to a world within 2 hexes. When this asset successfully hits an enemy asset, they steal 1d4 faccreds from the target faction in addition to normal effects. This effect can occur to a faction only once per turn. |
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|style="text-align:center;"|Ability |
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|style="text-align:center;"|'''Pretech Logistics''' |
|style="text-align:center;"|'''Pretech Logistics''' |
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|style="text-align:center;"|FvF, 3d10+4 |
|style="text-align:center;"|FvF, 3d10+4 |
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|style="text-align:center;"|3d8 |
|style="text-align:center;"|3d8 |
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|style="text-align:center;"| |
|style="text-align:center;"|Cost 2 additional faccreds of maintenance per turn. As an action, may move to any world within 3 hexes. |
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|style="text-align:center;"|None |
|style="text-align:center;"|None |
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|style="text-align:center;"|None |
|style="text-align:center;"|None |
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|style="text-align:center;"|Once per turn per bank owned - faction can ignore one cost or faccred loss imposed by another faction, regardless of where loss is imposed. |
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|style="text-align:center;"|Ability |
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!colspan="8"|Wealth 5 |
!colspan="8"|Wealth 5 |
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|style="text-align:center;"|None |
|style="text-align:center;"|None |
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|style="text-align:center;"|2d4 |
|style="text-align:center;"|2d4 |
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|style="text-align:center;"|As an action, this asset can move itself and/or any 1 military unit or special forces asset to a location within 3 hexes for a cost of 2 faccreds |
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|style="text-align:center;"|Ability |
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!colspan="8"|Wealth 6 |
!colspan="8"|Wealth 6 |
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|style="text-align:center;"|WvW, 2d8 |
|style="text-align:center;"|WvW, 2d8 |
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|style="text-align:center;"|1d8 |
|style="text-align:center;"|1d8 |
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|style="text-align:center;"|As an action, the faction may 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. |
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|style="text-align:center;"|Ability |
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!colspan="8"|Wealth 7 |
!colspan="8"|Wealth 7 |
Revision as of 22:04, 20 February 2021
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.
Special assets are assets that all factions have available to them, regardless of stat level
Special Assets | |||||||
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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 world. 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. |
Cunning Assets | |||||||
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Asset | HP | Cost | TL | Type | Attack | Counter | Ability |
Cunning 1 | |||||||
Smugglers | 4 | 2 | 4 | Starship | CvW, 1d4 | None | Ability |
Informers | 3 | 2 | 0 | Special Forces | CvC, Special | None | Ability |
False Front | 2 | 1 | 0 | Logistics Facility | None | None | Ability |
Cunning 2 | |||||||
Lobbyists | 4 | 4 | 0 | Special Forces | CvC, 1d4+1 | 1d4 | Ability |
Saboteurs | 6 | 5 | 0 | Special Forces | CvC, 2d4 | None | Ability |
Blackmail | 4 | 4 | 0 | Tactic | CvC, 1d6+1 | None | Any attempt to attack or defend against this asset loses any bonus dice from tags. |
Seducterox | 4 | 4 | 0 | Special Forces | CvC, Special | None | Ability |
Cunning 3 | |||||||
Cyberninjas | 4 | 6 | 4 | Special Forces | CvC, 2d6 | None | Ability |
Stealth | - | 2 | 0 | Tactic | None | None | Ability |
Covert Shipping | 4 | 8 | 4 | Logistics Facility | None | None | As a free action, can move a Special Forces asset between any two worlds within 3 hexes of this asset for 1 faccred. |
Cunning 4 | |||||||
Party Machine | 8 | 8 | 0 | Logistics Facility | CvC, 2d4 | 1d6 | Ability |
Vanguard Cadres | 10 | 8 | 3 | Military Unit | CvC, 1d8 | 1d8 | Ability |
Tripwire Cells | 8 | 12 | 4 | Special Forces | None | 1d4 | Ability |
Seditionists | 8 | 12 | 0 | Special Forces | None | None | Ability |
Cunning 5 | |||||||
Organization Moles | 10 | 10 | 0 | Tactic | CvC, 2d6 | 1d6 | Ability |
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 | Ability |
Covert Transit Net | 15 | 18 | 4 | Logistics Facility | None | None | As an action, may move any Special Forces assets within any worlds within three hexes of this asset. |
Demagogue | 10 | 20 | 0 | Special Forces | CvC, 2d8 | 1d8 | Ability |
Cunning 7 | |||||||
Popular Movement | 16 | 25 | 4 | Tactic | CvC, 2d6 | 1d6 | Ability |
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 world, 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 | Ability |
Cunning 8 | |||||||
Panopticon Matrix | 20 | 30 | 5 | Logistics Facility | None | 1d6 | Ability |
Force Assets | |||||||
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Asset | HP | Cost | TL | Type | Attack | Counter | Ability |
Force 1 | |||||||
Security Personnel | 3 | 2 | 0 | Military Unit | FvF. 1d3+1 | 1d4 | Ability |
Hitmen | 1 | 2 | 0 | Special Forces | FvC, 1d6 | None | Ability |
Militia Unit | 4 | 4 | 3 | Military Unit | FvF, 1d6 | 1d4+1 | Ability |
Force 2 | |||||||
Heavy Drop Assets | 6 | 4 | 4 | Facility | None | None | Ability |
Elite Skirmishers | 5 | 5 | 4 | Military Unit | FvF, 2d4 | 1d4+1 | Ability |
Hardened Personnel | 4 | 4 | 3 | Special Forces | None | 1d4+1 | Ability |
Guerilla Populace | 6 | 4 | 0 | Military Unit | FvC, 1d4+1 | None | Ability |
Force 3 | |||||||
Zealots | 4 | 6 | 0 | Special Forces | FvF, 2d6 | 2d6 | Ability |
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 - May move any number of force assets, including itself, to any world within 2 hexes at a cost of 1 faccred per asset. |
Extended Theater | 10 | 10 | 4 | Facility | None | None | Ability |
Strike Fleet | 8 | 12 | 4 | Starship | FvF, 2d6 | 1d8 | Ability |
Postech Infantry | 12 | 8 | 4 | Military Unit | FvF, 1d8 | 1d8 | Ability |
Force 5 | |||||||
Blockade Fleet | 8 | 10 | 4 | Starship | FvW, 1d6* | None | As an action, this asset may move itself to a world within 2 hexes. When this asset successfully hits an enemy asset, they steal 1d4 faccreds from the target faction in addition to normal effects. This effect can occur to a faction only once per turn. |
Pretech Logistics | 6 | 14 | 0 | Facility | None | None | Ability |
Psychic Assasins | 4 | 12 | 4 | Special Forces | CvC, 2d6+2 | None | Ability |
Force 6 | |||||||
Pretech Infantry | 16 | 20 | 5 | Military Unit | FvF, 2d8 | 2d8+2 | Ability |
Planetary Defenses | 20 | 18 | 4 | Facility | None | 2d6+6 | Ability |
Gravtank Formation | 14 | 25 | 4 | Military Unit | FvF, 2d10+4 | 1d10 | Ability |
Force 7 | |||||||
Deep Strike Landers | 10 | 25 | 4 | Facility | None | None | Ability |
Integral Protocols | 10 | 20 | 5 | Facility | None | 2d8+2 | Ability |
Space Marines | 16 | 30 | 4 | Military Unit | FvF, 2d8+2 | 2d8 | Ability |
Force 8 | |||||||
Capital Fleet | 30 | 40 | 4 | Starship | FvF, 3d10+4 | 3d8 | Cost 2 additional faccreds of maintenance per turn. As an action, may move to any world within 3 hexes. |
Wealth Assets | |||||||
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Asset | HP | Cost | TL | Type | Attack | Counter | Ability |
Wealth 1 | |||||||
Franchise | 3 | 2 | 2 | Facility | WvW, 1d4 | 1d4-1 | Ability |
Harvesters | 4 | 2 | 0 | Facility | None | 1d4 | Ability |
Local Investments | 2 | 1 | 2 | Facility | WvW, 1d4-1 | None | Ability |
Wealth 2 | |||||||
Freighter Contract | 4 | 5 | 4 | Starship | WvW, 1d4 | None | Ability |
Lawyers | 4 | 6 | 0 | Special Forces | CvW, 2d4 | 1d6 | Ability |
Union Toughs | 6 | 4 | 0 | Military Unit | WvF, 1d4+1 | 1d4 | Ability |
Surveyors | 4 | 4 | 4 | Special Forces | None | 1d4 | Ability |
Wealth 3 | |||||||
Postech Industry | 4 | 8 | 4 | Facility | None | 1d4 | Ability |
Laboratory | 4 | 6 | 0 | Facility | None | None | Ability |
Mercenaries | 6 | 8 | 4 | Military Unit | WvF,2d4+2 | 1d6 | Ability |
Wealth 4 | |||||||
Shipping Combine | 10 | 10 | 4 | Facility | None | 1d6 | Ability |
Monopoly | 12 | 8 | 3 | Facility | WvW, 1d6 | 1d6 | Ability |
Medical Center | 8 | 12 | 4 | Facility | None | None | Ability |
Bank | 8 | 12 | 3 | Facility | None | None | Once per turn per bank owned - faction can 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 | Ability |
Pretech Researchers | 6 | 14 | 4 | Special Forces | None | None | Ability |
Blockade Runners | 6 | 12 | 4 | Starship | None | 2d4 | As an action, this asset can move itself and/or any 1 military unit or special forces asset to a location within 3 hexes for a cost of 2 faccreds |
Wealth 6 | |||||||
Venture Capital | 10 | 15 | 4 | Facility | WvW, 2d6 | 1d6 | Ability |
R&D Department | 15 | 18 | 4 | Facility | None | None | Ability |
Commodities Broker | 10 | 20 | 0 | Special Forces | WvW, 2d8 | 1d8 | As an action, the faction may 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 | Ability |
Hostile Takeover | 10 | 20 | 4 | Tactic | WvW, 2d10 | 2d8 | Ability |
Transit Web | 5 | 15 | 5 | Facility | CvC, 1d12 | None | Ability |
Wealth 8 | |||||||
Scavenger Fleet | 20 | 30 | 5 | Starship | WvW, 2d10+4 | 2d10 | Ability |
Resources: Stars Without Number RPG Ruleset