FANDOM


 
Highbeam Fleet Assets
Asset W/C/F HP Type Attack Counter Notes Hex System Planet
Base Of Influence Any 30 Special None None InfoBase of Influence assets are special, and are required for purchasing or upgrading units on a particular world. Any damage done to a Base of Influence is also done to a faction’s hit points. The cost of a Base of Influence equals its maximum hit points, which can be any number up to the total maximum hit points of its owning faction. A faction’s bases of influence don’t count against their maximum assets. A Base of Influence can only be purchased with the “Expand Influence” action, and not with a normal “Buy Asset” action 704 Bahktiar Asa 
Blockade Runners Wealth 6 Starship None 2d4 InfoBlockade Runners are starship captains that excel at transporting goods through unfriendly lines. As an action, a blockade runner can transfer itself or any one Military Unit or Special Forces to a world within three hexes for a cost of two FacCreds. Blockade Runners can even move units that would otherwise require planetary government permission to be imported into a world. 704 Bahktiar Asa 
Covert Shipping Cunning 4 Logistics Facility None None InfoCovert Shipping allows for the quiet transportation of a unit from one world to another. Any one Special Forces unit can be moved between any worlds within three hexes of the Covert Shipping at the cost of one FacCred. 704 Bahktiar Asa 
Space Marines Force 16 Military Unit FVF, 2d8+2 2d8 InfoSpace Marines are heavily-armored specialist troops trained for ship boarding actions and opposed landings. As an action, they can move to any world within one hex of their current location, whether or not the planetary government permits it. 203 Hlif Girjia 
Blockade Fleet Force 8 Starship FvW, 1d6* None InfoBlockade Fleets include a ragtag lot of corsairs, pirates, privateers, and other deniable assets. When they successfully hit an enemy faction asset, they steal 1d4 FacCreds from the target faction as well. This theft can occur to a faction only once per turn, no matter how many blockade fleets attack. As an action, this asset may also move itself to a world within one hex. 304 Vafa'i Onintza 
Strike Fleet Force 8 Starship FvF, 2d6 1d8 InfoStrike Fleets are composed of frigate or cruiser-class vessels equipped with space-to-ground weaponry and sophisticated defenses against light planetary weaponry. As an action, they can move to any world within one hex of their current location. 304 Vafa'i Onintza 
Base Of Influence Any 49 Special None None InfoBase of Influence assets are special, and are required for purchasing or upgrading units on a particular world. Any damage done to a Base of Influence is also done to a faction’s hit points. The cost of a Base of Influence equals its maximum hit points, which can be any number up to the total maximum hit points of its owning faction. A faction’s bases of influence don’t count against their maximum assets. A Base of Influence can only be purchased with the “Expand Influence” action, and not with a normal “Buy Asset” action 301 Naimi Pelasgon 
Hostile Takeover Wealth 10 Tactic WvW, 2d10 2d8 InfoHostile Takeover assets allow a faction to seize control of damaged

and poorly-controlled assets. If a Hostile Takeover does enough damage to destroy a faction, the target is instead reduced to 1 hit point and acquired by the Hostile Takeover’s owning faction.

301 Naimi Pelasgon 
Psychic Assassins Force 4 Special Forces CvC, 2d6+2 None InfoPsychic Assassins are combat-trained psychics equipped with advanced pretech stealth gear and psitech weaponry. Psychic assassins automatically start Stealthed when purchased.
Asset Specific Note: This is Howard and his units.
301 Naimi Pelasgon 
Capital Fleet Force 30 Spaceship FvF, 3d10+4 3d8 InfoCapital Fleets are the pride of an empire, a collection of massive pretech warships without peer in most sectors. Capital fleets are expensive to keep flying, and cost an additional 2 FacCreds of maintenance each turn. As an action, they may move to any world within three hexes of their current location. Planetary government permission is required to raise a capital fleet, but not to move one into a system. 606 Stasi Thorkatla
Units with a dark background have had been StealthedStealth is not an asset, per se, but a special quality that can be purchased for another Special Forces asset on the planet. An asset that has been Stealthed cannot be detected or attacked by other factions. If the unit normally requires the permission of a planetary government to be moved onto a planet, that permission may be foregone. An asset loses its Stealth if it is used to attack or defend., and cannot be seen by other factions
Last Updated After GM Turn #13
Highbeam Fleet Destroyed Assets
Needs info This table needs more info!
Go through all GM Turns record info, add everything before GM turn 12
Asset W/C/F HP Type Attack Counter Notes Last Hex Last System Last Planet Turn Destroyed Reason Destroyed
Last Updated After GM Turn #13
 
Highbeam Fleet Assets Turn Info
Turn: Info:
13 Strike Fleet on Onintza was unstealthed.
Last Updated After GM Turn #13

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.