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

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.

Action

An instant effect or one-off modifier. Once used, it is spent – as such they are cheaper and most useful in higher quantities.

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

Undermining Influence

Your faction is actively undermining another faction’s influence, removing Influence Points from a system. This may be achieved through peaceful political opposition, subtle propaganda, or by inciting insurgencies, as well as through hostile armed assaults targeting seats of power. Through these actions, your faction weakens and erodes the opposing faction’s control.

Requirement: You must submit a single build entry showing how your faction undermines the influence of the other faction in the targeted system. Your faction must have access to the system you are targeting, when submitting the build entry.

Effect: IP equal to your Undermining Influence build, is removed from the target faction in the targeted system. The build earns XP, but no Credits, RP, or IP.

Type: Action
Cost: 40RP and 40.000 Credits

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

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

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

 

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

Sensor Array (Planetary)

Your faction has invested in advanced surveillance technology — a planetary sensor array capable of detecting starship movements across nearby systems.

Requirement: You must submit a build entry showing the sensor array system or the manned sensor array control station.

Effect: Any starfleet entering the grid of the system with a planetary sensor array, must notify the faction that their fleet has entered the grid. If a faction fails to notify the faction owning the Sensor Array, they may be subject to fines and detainment.

Type: Upgrade
Cost: 50.000 Credits and 25R

Sensor Array (Deep-space)

Your faction has upgraded their surveillance technology — a deep-space sensor array capable of detecting starship movements across nearby sectors.

Requirement: You must have a Planetary Sensor Array in the system, before you can upgrade to a deep-space sensor array. You must submit a new build entry showing the sensor array system or the manned sensor array control station.

Effect: Any starfleet entering the eight grids surrounding the grid of the system with a deep-space sensor array, must notify the faction that their fleet has entered the grid. If a faction fails to notify the faction owning the Sensor Array, they may be subject to fines and detainment.

Type: Upgrade
Cost: 100.000 Credits and 50RP

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 StarshipsIf assigned to a Military Starship, Light Military Starships take up only one Cargo BayThe assigned Starship no longer rolls dice in a Space Battle.

Requirement: Assign to a Medium/Heavy Starship.
Type: Upgrade
Cost: 30 RP