Faction Turn Asset List: Difference between revisions
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[[Category:Faction Turn Mechanics]] |
[[Category:Faction Turn Mechanics]] |
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[[Category:Faction Turn]] |
Revision as of 16:26, 15 June 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 | |||||||
---|---|---|---|---|---|---|---|
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 | |||||||
---|---|---|---|---|---|---|---|
Asset | HP | Cost | TL | Type | Attack | Counter | Ability |
Cunning 1 | |||||||
Smugglers | 4 | 2 | 4 | Starship | CvW, 1d4 | None | bility |
Informers | 3 | 2 | 0 | Special Forces | CvC, Special | None | May attack any faction, even if they do not have any targetable assets present on a world. On a successful attack against a faction, all stealthed assets belonging to that faction on the same world as this asset are revealed. |
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 world, 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 | bility |
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 | bility |
Cunning 3 | |||||||
Cyberninjas | 4 | 6 | 4 | Special Forces | CvC, 2d6 | None | None |
Stealth | - | 2 | 0 | Tactic | None | None | bility |
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 | As an action, this asset's owner may roll 1d6. On a 4+, gain 1 faccred. |
Vanguard Cadres | 10 | 8 | 3 | Military Unit | CvC, 1d8 | 1d8 | bility |
Tripwire Cells | 8 | 12 | 4 | Special Forces | None | 1d4 | bility |
Seditionists | 8 | 12 | 0 | Special Forces | None | None | bility |
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 | bility |
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 | 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 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 | bility |
Cunning 8 | |||||||
Panopticon Matrix | 20 | 30 | 5 | Logistics Facility | None | 1d6 | bility |
Force Assets | |||||||
---|---|---|---|---|---|---|---|
Asset | HP | Cost | TL | Type | Attack | Counter | Ability |
Force 1 | |||||||
Security Personnel | 3 | 2 | 0 | Military Unit | FvF. 1d3+1 | 1d4 | bility |
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, this asset can transport any one Military Unit or special forces asset, including itself, to a planet within 2 hexes of its starting location. |
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 | bility |
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 | As a free action, can move any non-starship asset including itself between any two worlds within two hexes of this asset's starting location. |
Strike Fleet | 8 | 12 | 4 | Starship | FvF, 2d6 | 1d8 | bility |
Postech Infantry | 12 | 8 | 4 | Military Unit | FvF, 1d8 | 1d8 | bility |
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 | bility |
Psychic Assasins | 4 | 12 | 4 | Special Forces | CvC, 2d6+2 | None | bility |
Force 6 | |||||||
Pretech Infantry | 16 | 20 | 5 | Military Unit | FvF, 2d8 | 2d8+2 | bility |
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 worlds within 3 hexes of this asset's starting location, 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 | bility |
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 | |||||||
---|---|---|---|---|---|---|---|
Asset | HP | Cost | TL | Type | Attack | Counter | Ability |
Wealth 1 | |||||||
Franchise | 3 | 2 | 2 | Facility | WvW, 1d4 | 1d4-1 | When this asset successfully attacks an enemy asset, the enemy faction loses 1 faccred if possible, which is gained by this asset's owner. This effect applies at most once per turn. |
Harvesters | 4 | 2 | 0 | Facility | None | 1d4 | As an action, the owner of this asset may roll 1d6. On a 3+, gain 1 faccred. |
Local Investments | 2 | 1 | 2 | Facility | WvW, 1d4-1 | None | Any faction other than this asset's owner that tries to buy an asset on this world must spend an additional faccred on it. This 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 transportitself and/or any one non-force asset to a location within 2 hexes 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 | bility |
Surveyors | 4 | 4 | 4 | Special Forces | None | 1d4 | bility |
Wealth 3 | |||||||
Postech Industry | 4 | 8 | 4 | Facility | None | 1d4 | bility |
Laboratory | 4 | 6 | 0 | Facility | None | None | Allows assets to be purchased on a world 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 | Cost 1 faccred maintinence per turn. As an action, can move to any world within 1 hex of their starting location. Requires planetary permission to purchase. |
Wealth 4 | |||||||
Shipping Combine | 10 | 10 | 4 | Facility | None | 1d6 | bility |
Monopoly | 12 | 8 | 3 | Facility | WvW, 1d6 | 1d6 | As an action, the owner of this asset may force one other faction with unstealthed assets on the same world as this asset to pay them 1 faccred. If that 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 world 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 - 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 | On a successful attack, the faction that was attacked chooses to 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 | bility |
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 | bility |
R&D Department | 15 | 18 | 4 | Facility | None | None | bility |
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 | bility |
Hostile Takeover | 10 | 20 | 4 | Tactic | WvW, 2d10 | 2d8 | If this asset would destroy an asset with damage, that asset is reduced to 1 HP and gained by the faction who owns the hostile takeover. |
Transit Web | 5 | 15 | 5 | Facility | CvC, 1d12 | None | bility |
Wealth 8 | |||||||
Scavenger Fleet | 20 | 30 | 5 | Starship | WvW, 2d10+4 | 2d10 | bility |
Resources: Stars Without Number RPG Ruleset