Assets
Assets are special add-ons that allow Factions to upgrade Systems and Starfleets, or trigger effects in different game situations. There is no limit on how many Assets you can have on a System. Effects to do stack unless stated otherwise.
Asset Types
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Upgrade
Improves your Starfleets and Systems when assigned to them. To activate the Asset, you must pay the Cost, as well as fulfill its listed Requirements. Assigned Upgrades do not take up Cargo Bays.
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Action
An instant effect or one-off modifier. Once used, it is spent – as such they are cheaper and most useful in higher quantities.
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Item
Items are physical objects, pieces of equipment, devices, artifacts, or relics found on systems throughout the galaxy. Items hold special abilities or effects. Some items are set-items that unlock even greater powers when all collected and combined.
Asset Marketplace
Garrison
A permanent military presence has been established to ward off hostile actors. The designated System is protected from any hostile Fleets whose highest scoring Ship has a lower Score than your Garrison Entry. Your Garrison Entry earns IP and XP.
Requirement: Submit an Entry showing your Faction’s military base of operations or machines of war.
Type: Upgrade
Cost: RP and Credits equal to the Score of your Entry
Hyperdrive
Assign to a Starship. Upgrades must be assigned successively. Starships start with a Class 4 Hyperdrive.
A Starfleet’s speed is determined by the Starship with the slowest class.
Type: Upgrade
Upgrade chart:
6 to 5: 2 grids/week; Cost: 5.000 credits
5 to 4: 3 grids/week; Cost: 10.000 credits
4 to 3: 5 grids/week; Cost: 15.000 credits
3 to 2: 7 grids/week; Cost: 25.000 credits
2 to 1: 9 grids/week; Cost: 35.000 credits
1 to 0.5: 12 grids/week; Cost: 50.000 credits
Inciting Insurgency
Start an insurgency on a System Controlled by another Faction. You may remove IP from the target system equal to your Inciting Insurgency Entry’s Score.
Requirement: Submit an Entry depicting an insurgency, riots or unrest on a System Controlled by another faction.
Type: Action
Cost: 50.000 credits
Increased Security
Your Faction has invested in heightened security on a specific System. Any Assets that would remove or steal Credits, IP, or RP in this System have to exceed the XP Score of your security Entry. This asset does not stack.
Requirement: Submit a security Entry depicting measures against threats that arise from within or come from the outside.
Type: Upgrade
Cost: 15RP
Navicomputer Upgrade
Your Starfleet can travel faster when moving “off-lane”. Instead of jumping one Grid [A1 > B1], you may jump two Grids [A1 > C1].
Type: Upgrade
Cost: 40,000 Credits and 40 RP
Reallocation Manifest
Your Faction is allowed a one-time move of IP between two Systems where your Faction has 50+ IP.
Requirement: Submit an Entry showing how your influence is being transferred–whether that’s military power, political influence, or cultural cache. The Entry must earn 10+ XP.
Type: Action
Cost: 20.000 credits per 10IP
Rearmament
Cargo decks have been torn out for additional weapon emplacements. The assigned Starship no longer fights at a 50% penalty. Lose half of Cargo Bays while this Upgrade is assigned rounded down.
Requirement: Assign to a Medium/Heavy Commercial Starship.
Type: Upgrade
Cost: 30 RP
Starfighter Bay Retrofit
This Starship has exchanged cargo space for fuel lines and starfighter support infrastructure. If assigned to a Commercial Starship, it can carry Light Military Starships. If assigned to a Military Starship, Light Military Starships take up only one Cargo Bay. The assigned Starship no longer rolls dice in a Space Battle.
Requirement: Assign to a Medium/Heavy Starship.
Type: Upgrade
Cost: 30 RP