Template:Infobox Faction/tags

<!-- list of tags Colonists	This faction has all the benefits of the Planetary Government tag for its homeworld, as no other government exists on a fresh colony. The faction’s homeworld is also treated as if it had at least tech level 4. Colonies with fewer than 100,000 citizens lack the necessary industrial infrastructure to build Spaceshiptype assets. Deep Rooted	This faction can roll one additional d10 when defending against attacks on assets on their homeworld. If the faction ever changes homeworlds, this tag is lost. Eugenics Cult	Eugenics Cultists can buy the Gengineered Slaves asset; it’s an asset requiring Force 1 with the statistics of 6 HP, 2 FacCred cost, tech level 4 required, with an Attack of Force vs. Force/1d6 damage and a Counterattack of 1d4 damage. Once per turn, the Eugenics Cult can roll an extra d10 on an attack or defense by a Gengineered Slaves asset. Exchange Consultant	When the faction successfully completes a “Peaceable Kingdom” Goal, they may roll 1d6; on a 4+, they gain a bonus experience point. Once per turn, the faction may roll an extra d10 when defending against a Wealth attack. Fanatical	The faction always rerolls any dice that come up as 1. This zealousness leaves them open at times, however; they always lose ties during attacks. Imperialists	This faction may roll an extra d10 for attacks made as part of a Seize Planet action. Machiavellian	Once per turn, this faction can roll an additional d10 when making a Cunning attack. Mercenary Group	All faction assets gain the following special ability: As an action, the asset may move itself to any world within one hex. Perimeter Agency	Once per turn, the faction may roll an additional d10 when making an attack against an asset that requires tech level 5 to purchase. The faction may roll an extra die when making a test to detect Stealthed assets. Pirates	Any movement of an asset onto a world that has a Base of Influence for this faction costs one extra FacCred, paid to this faction. Planetary Government	The faction’s permission is required to buy or import those assets marked as needing government permission. This tag can be acquired multiple times, once for each planet the faction controls. Plutocratic	Once per turn, this faction can roll an additional d10 when making a Wealth attack. Preceptor Archive	Purchasing an asset that requires tech level 4 or more costs one fewer FacCred than normal. The Preceptor Archive may also take the special action “Teach Planetary Population”, costing 2 FacCreds and allowing them to roll 1d12 for one world. On a 12, the world’s tech level permanently becomes 4 for the purposes and purchases of this faction. Psychic Academy	This faction can provide psionic mentor training to qualified psychics. Once per turn, this faction can also force a rival faction to reroll any one d10, whether or not this faction is involved in the roll. Savage	Once per turn, this faction can roll an extra die when defending with an asset that requires tech level 0 to purchase. Scavengers	Whenever the faction destroys an asset or has one of their assets destroyed, they gain one FacCred. Secretive	All assets purchased by this faction automatically begin Stealthed. See the list of Cunning assets for details on Stealth. Technical Expertise	This faction treats all planets on which they have a Base of Influence as if they were at least tech level 4. They can build Starship-type assets on any world with at least ten thousand occupants Theocratic	Once per turn, this faction can roll an extra d10 when defending against a Cunning attack. Warlike	Once per turn, this faction can roll an additional d10 when making a Force attack. -->