| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | |
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1 | Asset Name | HP | Cost | Tech Level | Type | Attack | Counter- Attack | Special* | Description | Special Ability (if any) | Additional ability (if any) | Ideas | ||||||||||||||
2 | Force 1 | |||||||||||||||||||||||||
3 | Security Personnel | 3 | 2 | 0 | Military Unit | FvF 1d3+1 | 1d4 | - | Standard civilian guards or policemen, usually equipped with simple weaponry or personal sidearms. | - | - | |||||||||||||||
4 | Hitmen | 1 | 2 | 0 | Special Forces | FvC 1d6 | none | - | Crudely-equipped thugs and assassins with minimal training that have been aimed at a rival faction's leadership. | - | - | |||||||||||||||
5 | Militia unit | 4 | 4 | 3 | Military Unit | FvF 1d6 | 1d4+1 | P | Group of lightly-equipped irregular troops with rudimentary military training but no heavy support. | - | - | |||||||||||||||
6 | Base of Influence | * | * | 0 | Special* | none | none | S | * | * | * | |||||||||||||||
7 | Force 2 | |||||||||||||||||||||||||
8 | Transport Convoy | 6 | 4 | 4 | Facility | none | none | A | Allows 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. | - | |||||||||||||||
9 | Elite Skirmishers | 5 | 5 | 4 | Military Unit | FvF 2d4 | 1d4+1 | P | Lightly-equipped troops trained for guerilla warfare and quick raids. | - | - | |||||||||||||||
10 | Hardened Personnel | 4 | 4 | 3 | Special Forces | none | 1d4+1 | - | Employees and support staff that have been trained in defensive fighting and equipped with supply caches and hardened fallback positions. | - | - | |||||||||||||||
11 | Guerilla Populace | 6 | 4 | 0 | Military Unit | Fvc 1d4+1 | none | - | Asset reflects popular support among the locals and a cadre of men and women willing to fight as partisans. | - | - | |||||||||||||||
12 | Force 3 | - | ||||||||||||||||||||||||
13 | Zealots | 4 | 6 | 0 | Special Forces | FvF 2d6 | 2d6 | S | Members 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. | - | |||||||||||||||
14 | Cunning Trap | 2 | 5 | 0 | Tactic | none | 1d6+3 | - | Involves all the myraid strategems of war, from induced landslides to spreading local diseases. | - | - | |||||||||||||||
15 | Counterintel Unit | 4 | 6 | 4 | Special Forces | CvC 1d4+1 | 1d6 | - | Specializes in counter-subterfuge, internal security, and monitoring duties. They can crack open enemy plots long before they have time to come to fruition. | - | - | |||||||||||||||
16 | Force 4 | - | ||||||||||||||||||||||||
17 | Supply Convoy | 10 | 10 | 4 | Facility | none | none | A | A 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. | - | |||||||||||||||
18 | Extended Theater | 10 | 10 | 4 | Facility | none | none | A | Extended 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. | - | |||||||||||||||
19 | Siege Forces | 8 | 12 | 4 | Mobile Unit | FvF 2d6 | 1d8 | A | Manned 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. | - | |||||||||||||||
20 | Professional Soldiers | 12 | 8 | 4 | Military Unit | FvF 1d8 | 1d8 | P | The backbone of most armies. These well-trained soldiers are usually equipped with martial weaponry and combat field uniforms. | - | - | |||||||||||||||
21 | Force 5 | - | ||||||||||||||||||||||||
22 | Privateers | 8 | 10 | 4 | Mobile Unit | FvW 1d6 | none | S | Includes 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. | - | ||||||||||||||
23 | Military Logistics | 6 | 14 | 0 | Facility | none | none | A | Represents 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. | - | |||||||||||||||
24 | Arcane Assassins | 4 | 12 | 4 | Special Forces | CvC 2d6+2 | none | S | Secretive, combat-trained mages equipped with advanced spellcraft and magical items. | Automatically start as Stealthed when purchased. | - | |||||||||||||||
25 | Force 6 | |||||||||||||||||||||||||
26 | Mystic Infantry | 16 | 20 | 5 | Military Unit | FvF 2d8 | 2d8+2 | P | 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. | - | - | |||||||||||||||
27 | Stronghold | 20 | 18 | 4 | Facility | none | 2d6+6 *** | S | A 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. | - | |||||||||||||||
28 | Mounted Regiment | 14 | 25 | 5 | Military Unit | FvF 2d10+4 | 1d10 | P | Heavily trained and well-equipped soldiers, who specialize in aggressive, direct conflict with enemy troops. | - | - | |||||||||||||||
29 | Force 7 | |||||||||||||||||||||||||
30 | Teleportation Deployment | 10 | 25 | 5 | Facility | none | none | A | Advanced 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. | - | |||||||||||||||
31 | Clairvoyance Security | 10 | 20 | 5 | Facility | none | 2d8+2 *** | S | A 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. | - | |||||||||||||||
32 | Assault Teams | 16 | 30 | 5 | Military Unit | FvF 2d8+2 | 2d8 | A | Well 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. | - | |||||||||||||||
33 | Force 8 | |||||||||||||||||||||||||
34 | Standing Army | 30 | 40 | 5 | Mobile Unit | FvF 3d10+4 | 3d8 | A, S | The 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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