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Asset NameHPCostTech LevelTypeAttackCounter- AttackSpecial*Description Special Ability (if any)Additional ability (if any)Ideas
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Force 1
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Security Personnel320Military UnitFvF 1d3+11d4-Standard civilian guards or policemen, usually equipped with simple weaponry or personal sidearms.--
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Hitmen120Special ForcesFvC 1d6none-Crudely-equipped thugs and assassins with minimal training that have been aimed at a rival faction's leadership.--
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Militia unit443Military UnitFvF 1d61d4+1PGroup of lightly-equipped irregular troops with rudimentary military training but no heavy support.--
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Base of Influence**0Special*nonenoneS***
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Force 2
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Transport Convoy644FacilitynonenoneAAllows for the transport of resources from one world to another.As an action, any one non-Mobile asset (including this one) may be moved to any world within 1 hex, at the cost of 1 FacCred.-
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Elite Skirmishers554Military UnitFvF 2d41d4+1PLightly-equipped troops trained for guerilla warfare and quick raids.--
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Hardened Personnel443Special Forcesnone1d4+1-Employees and support staff that have been trained in defensive fighting and equipped with supply caches and hardened fallback positions.--
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Guerilla Populace640Military UnitFvc 1d4+1none-Asset reflects popular support among the locals and a cadre of men and women willing to fight as partisans.--
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Force 3-
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Zealots460Special ForcesFvF 2d62d6SMembers so utterly dedicated that they are willing to commit suicide attacks.Takes 1d4 damage EVERY TIME they launch a successful attack or perform a counterattack.-
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Cunning Trap250Tacticnone1d6+3-Involves all the myraid strategems of war, from induced landslides to spreading local diseases.--
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Counterintel Unit464Special ForcesCvC 1d4+11d6-Specializes in counter-subterfuge, internal security, and monitoring duties. They can crack open enemy plots long before they have time to come to fruition.--
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Force 4-
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Supply Convoy10104FacilitynonenoneAA collection of wagons, horses and other supplementary vehicles used to transport large numbers of troops.As an action, this asset may move any number of assets in the city - including itself - to any city within one hex, at the cost of one FacCred per asset moved.-
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Extended Theater10104FacilitynonenoneAExtended Theater facilities allow for transporting various assets long distances.As an action, any one non-Mobile Unit asset (including the extended theatre itself) can be moved between any two cities within two hexes of the extended theater, at the cost of 1 FacCred.-
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Siege Forces8124Mobile UnitFvF 2d61d8AManned siege engines, towers and the like used to storm or destroy fortified cities.As an action, they can move to any city within one hex of their current location.-
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Professional Soldiers1284Military UnitFvF 1d81d8PThe backbone of most armies. These well-trained soldiers are usually equipped with martial weaponry and combat field uniforms.--
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Force 5-
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Privateers8104Mobile UnitFvW 1d6noneSIncludes a ragtag lot of corsairs, pirates, bandits, and other deniable assets.When they successfully hit an enemy faction asset, they steal 1d4 FacCreds from the target faction as well. This effect can occur to a faction only once per turn, no matter how many blockade fleets attack.As an action, this asset may move itself to any world within 1 hex.-
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Military Logistics6140FacilitynonenoneARepresents caches, smugglers or internal research and salvage programs which allow higher level troops to be martialled virtually anywhere.As an action, a military logistics asset allows the owner to buy one Force asset in that city that requires up to TL5 to purchase. This asset costs half as many FacCreds as usual, rounded up. Only one asset can be purchased per turn.-
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Arcane Assassins4124Special ForcesCvC 2d6+2noneSSecretive, combat-trained mages equipped with advanced spellcraft and magical items.Automatically start as Stealthed when purchased.-
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Force 6
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Mystic Infantry16205Military UnitFvF 2d82d8+2P
The cream of the general ground forces, mystic infantry combine the effectiveness of well-armed and armored soldiers with support from mages, siege engines, and whatever else they need in any given situation.
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Stronghold20184Facilitynone2d6+6 ***SA fortified city or causeway, highly effective in delaying enemy attacks or movements, and crushing their attempted invasions with elite guards, missile weapons, or boiling oil or other counter-measures.
Can only be targeted by (or defend against) Mobile Units or Military Units.-
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Mounted Regiment14255Military UnitFvF 2d10+41d10P
Heavily trained and well-equipped soldiers, who specialize in aggressive, direct conflict with enemy troops.
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Force 7
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Teleportation Deployment
10255FacilitynonenoneAAdvanced mages trained in long-distance teleportation, capable of moving assets long distances.As an action, any one non-Mobile Unit asset (including itself) can be moved between any two cities within three hexes of Teleportation Deployment, at the cost of 2 FacCreds.-
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Clairvoyance Security10205Facilitynone2d8+2 ***SA complex web of divinators and redundant security checks used to defeat attempts to infiltrate an area.Can defend only against attacks vs Cunning, but add an additional 1d10 to the defender's roll.-
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Assault Teams16305Military UnitFvF 2d8+22d8AWell armed and armored infantry, specializing in forcing their way into enemy territory against opposition.As an action, they can move to any city within one hex of their current location, whether or not the government permits it.-
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Force 8
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Standing Army30405Mobile UnitFvF 3d10+43d8A, SThe pride of an empire, a collection of massive seige weapons and highly trained troops.Standing Armies are expensive to keep fed and prepared, and cost an additional 2 FacCreds of maintenance each turn.As an action, they may move to any world within 3 hexes of their current location. Planetary Government permission is required to raise a capital fleet, but not to move one into a system.
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P = needs government permission to raise or transport in the asset.
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A = asset may perform a special action
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S = asset has special cost or feature
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