Assets

Assets are special rules that allow factions to upgrade systems and fleets, or trigger specific effects in different game situations.

Acquiring Assets

Unlocking Assets from the Asset Marketplace: The most accessible way is to unlock assets from the Asset Marketplace, by paying the cost, and meeting the requirement of a specific asset. The cost can be any combination of Credits, IP, and RP, while the requirement can vary a bit more. Usually the requirement is other assets, or a build meeting a specific XP threshold.

Earning Assets: Another way of achieving assets is by earning them through game challenges, like prices in Limited Time Challenge or Episodes.

Finding Assets: Assets can be hidden on systems throughout the galaxy. The first Faction to establish an Outpost on a system with a hidden asset, uncovers and claims the asset.

Asset Types

Upgrade

Upgrades are Assets that improve the capability of your builds, as long as the upgrade is assigned to that build. An upgrade could be stronger shields for your starships, or expanded capacity at your farms etc. To add an Upgrade you must pay the Cost of the Upgrade, as well as fulfill any specific Requirements.

Action

An Action Asset can be played with instant effect or change to a game situation. An action could be a defensive maneuver in space combat, or a one-time pass through restricted space. Action Assets cannot be bought, these assets have to either be earned through challenges, or found on systems throughout the galaxy.

Item

Items are physical objects, pieces of equipment, devices, artifacts, or relics. Items hold special abilities or effects. Some items are set-items that unlock even greater powers when all collected and combined. Items cannot be bought, these assets have to either be earned through challenges, or found on systems throughout the galaxy.

Asset Marketplace

This is the overview of Assets that are available to all factions in the game.

Hyperdrive Upgrade

This asset upgrades a fleet’s Hyperdrive Class by one. Each time this Upgrade Asset is picked, the Hyperdrive Class of a specific fleet improves by one. The cost of this Upgrade Asset increases with the efficiency of the Hyperdrive Class. See the table below.

Type: Upgrade

 

 

HYPERDRIVE CLASS UPGRADE

6 to 5

5 to 4

4 to 3

3 to 2

2 to 1

1 to 1.5

 

MOVEMENT SPEED

1 grids/week

3 grids/week

5 grids/week

7 grids/week

9 grids/week

12 grids/week

 

COST

3.000 Credits + 3 RP

6.000 Credits + 6 RP

12.000 Credits + 12 RP

25.000 Credits + 25 RP

50.000 Credits + 50 RP

100.000 Credits + 100 RP

 

Navicomputer Upgrade

The Improved navicomputer upgrade allows your fleet to travel faster when moving “off-lane”. When moving through a grid, not traveling on a hyperspace route, the Fleets movement speed improves to 2 grids per week.

Type: Upgrade
Cost: 40.000 credits and 40 RP

 

Reallocation Manifest

A corporate cargo company has agreed to move valuable goods for your faction. Your faction is allowed a one-time move of either Credits, IP or RP.

Requirement: Make a build entry showing your goods being inspected, prepped for shipping, or loaded onto a cargo ship for hire. The build entry must earn 10+ XP.

Type: Action

Cost: 10.000 per 10 RP; 5 RP per 10.000; 20.000 per 10 IP.

Heist

Your faction has hired a crew to do a heist on one of your rival faction’s systems. Based on your Heist build entry XP score, you can steal equal to double the amount of XP your entry earned, from the target faction’s system. E.g. if your entry earns 17 XP you may steal 34 RP or 34,000 credits. Whatever you steal is instantly transported to the nearest system (uncontrolled, and without outposts), where it must be retrieved by using a fleet. The stolen RP or credits are unguarded and can be retrieved by the first faction that has a fleet in that system.

Requirement: Make a build entry depicting your crew carrying out the heist.
Type: Action
Cost: 50.000 credits

Inciting Insurgence

Your faction has been successful in starting an insurgence on a rivaling faction’s system. You may steal IP from the controlling faction’s system equal to your Insurgency build entry XP score.

Requirement: Make a build entry depicting an insurgency 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 you control. Any assets that would remove or steal Credits, IP, or RP, in this system, will have to exceed the XP score of your security build entry.

Requirement: Make a build entry depicting your faction’s security measures in the system.
Type: Upgrade
Cost: 50 RP

Political Funds

Money is power! Your faction has bribed and paid off local authorities and politicians to gain influence. 

Requirements: IP access to the target system. Make a build entry earning 10+ XP showing how your faction is bribing local authorities.
Type: Action
Cost: For each 10.000 credits you pay, you earn 5 IP in the target system.

Found Assets

Some assets are harder to come by than others. Found Assets are assets that cannot be bought or created.

Ancient Artifact

A relic of old, potentially holding immense power, uncovered during the excavation for a new outpost, roaming around ancient ruins, or disturbing tombs of eons past.

Requirement: Build a 15+ XP build entry depicting how your faction uncovers this ancient artifact.
Type: Item
Cost: n/a – black market commodity

Credits Payload

A full payload rack of New Republic credits. Your Faction receives 50.000credits to your account.

Requirement: None
Type: Item
Cost: n/a – black market commodity

Class-A Cargo Container

A sealed Class-A Cargo Container with all its cargo intact. Your Faction receives 50 Resource Points.

Requirement: None
Type: Item
Cost: n/a – black market commodity