Faction Turn Asset List

From Beacon Space

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 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
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
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