Frequently Asked Questions

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A: Factions are the Noble Houses, Corporations and Societies that the player is representing in the game. Each player uses three distinct Faction panels to create their unique Faction for each game. Faction panels can be either Noble Houses, Corporations or Societies. Each Panel grants a number of Action Points, an initial Budget and Special Actions and/or abilities for the player. A player can mix and match Noble Houses, Corporations and Societies as they wish to create the style of play that suits them best.

Each Faction Panel is double-sided and gives the player additional options for customizing their player position. The Base Game and each Expansion come with 4 distinct Faction possibilities and additional Packs such as Asteroid Miner or Free Traders can be added to increase the flexibility and customization of each player position.

A: In the Traveller Universe, Flux is used to identify how probabilities of chance can be affected both positively and negatively by creating a variation in the standard chance probabilities in various D6 die rolls. .

In Traveller Ascension: Imperial Warrant, this effect is utilized by adjusting the number of dice available to make a chance roll and adjusting the difficulty of the roll based on the Tech Level difference between the unit taking the action and the target. For example, a Diplomat has a Trade Skill of 3 and a Tech Level of 10. If they attempt to establish a Trade Agreement between 2 systems, each of which have 2 Society/Resource panels, and the Tech Level of the Society they are located is 11, they would get to roll 3 dice (Trade Skill of 3) in order to attempt to roll a 1, 2 or 3 (4 total Resource/Society panels and Diplomat has 1 lower Tech Level than the target).

A: No. When Hiring an Asset or Building a Ship, the piece is placed off-board on it’s designated card. The Asset or Ship may be brought on board by using the Movement Action, “Enter Quadrant”.

A: Assassinations are used to remove opponent Diplomats and Shadow Agents. It requires a Shadow Agent in system with the target. The player must Flux the Shadow Agent’s Tech Level vs the target’s Tech Level. If successful, the target is destroyed and removed from the board. The target’s player must return the target’s card to the bottom of the appropriate deck. For example, if a System has 2 total Society and Resource Panels, and the Shadow Agent with a Tech Level of 11 and Assassination skill of 2, is attempting to Assassinate a Diplomat with Tech Level of 10, the Shadow Agent would roll 2 dice (Assassination Skill of 2) and would need to roll a 1, 2 or 3 on either die to succeed (1-2 for number of Society and Resource Panels, and the Shadow Agent is 1 Tech Level higher than the target).

The only exception to this is that if the target piece is currently in a friendly Outpost, the number to roll starts at 1 and is then modified by the Tech Level difference. It is always harder to Assassinate an Asset when they are protected on friendly ground.

A: Security is used as a React to counter the action of a Shadow Agent in the same System as the Soldier. The React does not require a card to play but will consume an Action Point on the Action Mat. Flux your Soldier’s Tech Level vs the Shadow Agent’s Tech Level. If you succeed the Shadow Agent’s action is negated.