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Mandates


MAJOR FACTION MANDATES

  • Mandates are unique characteristics that may be adopted by a Major Faction that provide the Major Faction a bonus.

 

CHOOSING A MANDATE

  • A Major Faction Owner must declare his/her Mandate in the Map Update Thread upon their Faction being approved for Major status.
  • Major Faction Mandates and their dates changed will be displayed in the Major Faction Mandates thread.

 

CHANGING A MANDATE

  • A Major Faction Owner may request their Mandate be changed once every 60 days in the Map Update Thread.

 

MAJOR FACTION MANDATES

 

Droid Army
Strength: Droids and AI do not count against this Faction's Invasion Requesting Aid slots when defending or attacking.

 

Relentless Horde
Strength: This faction may invade two different Major Factions simultaneously.

 

Benevolent Dictator
Strength: Hexes adjacent to this Major Faction's Capital Planet hex are immune to Rebellions.
Weakness: The Capital Hex cannot be moved.

 

Capitalism Reigns
Strength: Companies established in this Major Faction's influence cloud may begin at or upgrade to Tier III.

 

Rapid Expansion
Strength: This faction may claim a fourth Dominion per month.
Weakness: The fourth Dominion claimed may also be targeted by Rebellions in addition to the 3rd.

 

Hermit Kingdom
Strength: Hexes this Major Faction owns may not be the target of Rebellions or Flashpoints.
Weakness: This Major Faction may only claim one Dominion per month.

 

Casino Royale
Strength: Once a month, this Major Faction may choose either to 1) re-roll any Flashpoint modifer of any thread it is involved in once or 2) roll a second time for an additional Flashpoint modifier on a thread it is involved in.

 

Frontier Exploration
Strength: The number of Dominions this Major Faction may complete a month is now equal to the number of Codex Location & Species submissions approved on planets within the Faction's Influence Cloud, at a maximum of 4. None of these Dominions may be targets of Rebellions.
Weakness: This Major Faction may not Dominion any planet from the Mid-Rim to the Deep Core, only the Tingel Arm/Unknown Regions/Wild Space/Outer Rim.

 

Galactic Nomads
Strength: Once a month, this Major Faction may abandon their current Influence Cloud & Capital Planet and relocate elsewhere on the map as if they were a creating a new Major Faction.
Weakness: The Major Faction may not use this Mandate's strength if the Major Faction is currently engaged in an incomplete Invasion, Rebellion, or Dominion.

 

Defensive Stronghold
Strength: This Major Faction has an infinite number of Requesting Aid slots when it is defending a hex it owns from an Invasion.
Weakness: This Major Faction has no Requesting Aid slots when it is Invading a hex.

 

Vigilante Justice
Strength: Bounty Hunters with at least one Player Character Bounty capture listed in their Character Biographies do not count against this Faction's Requesting Aid slots when defending or attacking in an Invasion.

 

Lawlessness
Strength: Characters with unclaimed bounties on their heads do not count against this Faction's Requesting Aid slot when defending or attacking in an Invasion.
Weakness: This Major Faction's threads are open to Bounty Hunters, regardless of their Faction. Private threads are excluded.

 

Neutral
Strength: None.




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