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Example Faction Goals
The difficulty of a faction goal is the number of experi-
ence points earned on a successful completion of it.
Blood the Enemy: Inflict a number of hit points of dam-
age on enemy faction assets or bases equal to your
faction’s total Force, Cunning, and Wealth ratings.
Difficulty 2.
Destroy the Foe: Destroy a rival faction. Difficulty equal
to 2 plus the average of the faction’s Force, Cunning,
and Wealth ratings.
Eliminate Target: Choose an undamaged rival Asset. If
you destroy it within three turns, succeed at a Dif-
ficulty 1 goal. If you fail, pick a new goal without
suffering the usual turn of paralysis.
Expand Influence: Plant a Base of Influence at a new
location. Difficulty 1, +1 if a rival contests it.
Inside Enemy Territory: Have a number of Stealthed
assets in locations where there is a rival Base of
Influence equal to your Cunning score. Units that
are already Stealthed in locations when this goal is
adopted don’t count. Difficulty 2.
Invincible Valor: Destroy a Force asset with a minimum
purchase rating higher than your faction’s Force rat-
ing. Difficulty 2.
Peaceable Kingdom: Don’t take an Attack action for
four turns. Difficulty 1.
Root Out the Enemy: Destroy a Base of Influence of a
rival faction in a specific location. Difficulty equal to
half the average of the current ruling faction’s Force,
Cunning, and Wealth ratings, rounded up.
Sphere Dominance: Choose Wealth, Force, or Cunning.
Destroy a number of rival assets of that kind equal
to your score in that attribute. Difficulty of 1 per 2
destroyed, rounded up.
Wealth of Kingdoms: Spend Treasure equal to four
times your faction’s Wealth rating on bribes and
influence. This money is effectively lost, but the
goal is then considered accomplished. The faction’s
Wealth rating must increase before this goal can be
selected again. Difficulty 2.