Faction Turn Asset List: Difference between revisions

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|style="text-align:center;"|CvC, Special
|style="text-align:center;"|CvC, Special
|style="text-align:center;"|None
|style="text-align:center;"|None
|style="text-align:left;"|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.
|style="text-align:left;"|bility
|-
|-
|style="text-align:center;"|'''False Front'''
|style="text-align:center;"|'''False Front'''
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|style="text-align:center;"|CvC, 1d4+1
|style="text-align:center;"|CvC, 1d4+1
|style="text-align:center;"|1d4
|style="text-align:center;"|1d4
|style="text-align:left;"|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 If it succeeds, permission is withdrawn and may not be repeated until next turn.
|style="text-align:left;"|bility
|-
|-
|style="text-align:center;"|'''Saboteurs'''
|style="text-align:center;"|'''Saboteurs'''
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|style="text-align:center;"|CvC, 2d4
|style="text-align:center;"|CvC, 2d4
|style="text-align:center;"|1d6
|style="text-align:center;"|1d6
|style="text-align:left;"|bility
|style="text-align:left;"|As an action, this asset's owner may roll 1d6. On a 4+, gain 1 faccred.
|-
|-
|style="text-align:center;"|'''Vanguard Cadres'''
|style="text-align:center;"|'''Vanguard Cadres'''
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|style="text-align:center;"|CvC, 2d6
|style="text-align:center;"|CvC, 2d6
|style="text-align:center;"|1d6
|style="text-align:center;"|1d6
|style="text-align:left;"|bility
|style="text-align:left;"|Any attempt to attack or defend against this asset loses any bonus dice from tags.
|-
|-
|style="text-align:center;"|'''Cracked Comms'''
|style="text-align:center;"|'''Cracked Comms'''
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|style="text-align:center;"|CvC, 2d6
|style="text-align:center;"|CvC, 2d6
|style="text-align:center;"|1d6
|style="text-align:center;"|1d6
|style="text-align:left;"|bility
|style="text-align:left;"|Planetary asset purchase requests on the same planet as this asset are always granted.
|-
|-
|style="text-align:center;"|'''Book of Secrets'''
|style="text-align:center;"|'''Book of Secrets'''
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|style="text-align:center;"|FvC, 1d6
|style="text-align:center;"|FvC, 1d6
|style="text-align:center;"|None
|style="text-align:center;"|None
|style="text-align:left;"|bility
|style="text-align:left;"|None
|-
|-
|style="text-align:center;"|'''Militia Unit'''
|style="text-align:center;"|'''Militia Unit'''
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|style="text-align:center;"|FvF, 1d6
|style="text-align:center;"|FvF, 1d6
|style="text-align:center;"|1d4+1
|style="text-align:center;"|1d4+1
|style="text-align:left;"|bility
|style="text-align:left;"|None
|-
|-
!colspan="8"|Force 2
!colspan="8"|Force 2
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|style="text-align:center;"|None
|style="text-align:center;"|None
|style="text-align:center;"|None
|style="text-align:center;"|None
|style="text-align:left;"|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.
|style="text-align:left;"|bility
|-
|-
|style="text-align:center;"|'''Elite Skirmishers'''
|style="text-align:center;"|'''Elite Skirmishers'''
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|style="text-align:center;"|None
|style="text-align:center;"|None
|style="text-align:center;"|1d4+1
|style="text-align:center;"|1d4+1
|style="text-align:left;"|bility
|style="text-align:left;"|None
|-
|-
|style="text-align:center;"|'''Guerilla Populace'''
|style="text-align:center;"|'''Guerilla Populace'''
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|style="text-align:center;"|FvC, 1d4+1
|style="text-align:center;"|FvC, 1d4+1
|style="text-align:center;"|None
|style="text-align:center;"|None
|style="text-align:left;"|bility
|style="text-align:left;"|None
|-
|-
!colspan="8"|Force 3
!colspan="8"|Force 3
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|style="text-align:center;"|None
|style="text-align:center;"|None
|style="text-align:center;"|2d6+6
|style="text-align:center;"|2d6+6
|style="text-align:left;"|bility
|style="text-align:left;"|May only defend against starship assets.
|-
|-
|style="text-align:center;"|'''Gravtank Formation'''
|style="text-align:center;"|'''Gravtank Formation'''
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|style="text-align:center;"|FvF, 2d10+4
|style="text-align:center;"|FvF, 2d10+4
|style="text-align:center;"|1d10
|style="text-align:center;"|1d10
|style="text-align:left;"|bility
|style="text-align:left;"|None
|-
|-
!colspan="8"|Force 7
!colspan="8"|Force 7
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|style="text-align:center;"|None
|style="text-align:center;"|None
|style="text-align:center;"|2d8+2
|style="text-align:center;"|2d8+2
|style="text-align:left;"|bility
|style="text-align:left;"|May only defend against cunning attacks, add an extra dice to defense rolls.
|-
|-
|style="text-align:center;"|'''Space Marines'''
|style="text-align:center;"|'''Space Marines'''
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|style="text-align:center;"|None
|style="text-align:center;"|None
|style="text-align:center;"|1d4
|style="text-align:center;"|1d4
|style="text-align:left;"|bility
|style="text-align:left;"|As an action, the owner of this asset may roll 1d6. On a 3+, gain 1 faccred.
|-
|-
|style="text-align:center;"|'''Local Investments'''
|style="text-align:center;"|'''Local Investments'''
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|style="text-align:center;"|WvW, 1d4-1
|style="text-align:center;"|WvW, 1d4-1
|style="text-align:center;"|None
|style="text-align:center;"|None
|style="text-align:left;"|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.
|style="text-align:left;"|bility
|-
|-
!colspan="8"|Wealth 2
!colspan="8"|Wealth 2
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|style="text-align:center;"|CvW, 2d4
|style="text-align:center;"|CvW, 2d4
|style="text-align:center;"|1d6
|style="text-align:center;"|1d6
|style="text-align:left;"|bility
|style="text-align:left;"|Cannot attack or counterattack force assets
|-
|-
|style="text-align:center;"|'''Union Toughs'''
|style="text-align:center;"|'''Union Toughs'''
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|style="text-align:center;"|None
|style="text-align:center;"|None
|style="text-align:center;"|None
|style="text-align:center;"|None
|style="text-align:left;"|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).
|style="text-align:left;"|bility
|-
|-
|style="text-align:center;"|'''Mercenaries'''
|style="text-align:center;"|'''Mercenaries'''
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|style="text-align:center;"|WvF,2d4+2
|style="text-align:center;"|WvF,2d4+2
|style="text-align:center;"|1d6
|style="text-align:center;"|1d6
|style="text-align:left;"|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.
|style="text-align:left;"|bility
|-
|-
!colspan="8"|Wealth 4
!colspan="8"|Wealth 4
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|style="text-align:center;"|WvW, 1d6
|style="text-align:center;"|WvW, 1d6
|style="text-align:center;"|1d6
|style="text-align:center;"|1d6
|style="text-align:left;"|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.
|style="text-align:left;"|bility
|-
|-
|style="text-align:center;"|'''Medical Center'''
|style="text-align:center;"|'''Medical Center'''
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|style="text-align:center;"|None
|style="text-align:center;"|None
|style="text-align:center;"|None
|style="text-align:center;"|None
|style="text-align:left;"|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.
|style="text-align:left;"|bility
|-
|-
|style="text-align:center;"|'''Bank'''
|style="text-align:center;"|'''Bank'''
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|style="text-align:center;"|WvC, Special
|style="text-align:center;"|WvC, Special
|style="text-align:center;"|None
|style="text-align:center;"|None
|style="text-align:left;"|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.
|style="text-align:left;"|bility
|-
|-
|style="text-align:center;"|'''Pretech Researchers'''
|style="text-align:center;"|'''Pretech Researchers'''
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|style="text-align:center;"|WvW, 2d10
|style="text-align:center;"|WvW, 2d10
|style="text-align:center;"|2d8
|style="text-align:center;"|2d8
|style="text-align:left;"|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.
|style="text-align:left;"|bility
|-
|-
|style="text-align:center;"|'''Transit Web'''
|style="text-align:center;"|'''Transit Web'''

Revision as of 22:49, 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
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