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All factions have some unique quality about them, some trait that distinguishes them from other factions of similar resources. This is mechanically reflected in the Faction Tag. This tag is reflected in the lore of the faction and also has mechanical benefits in the Faction Turn game. Factions tags do not normally change without some drastic and organization-shaping event.

Most of the Faction Tags used in Far Verona are from the Stars Without Numbers Revised rule book. Some are custom made for the Far Verona game, others have received changes to the rules as written through custom rulings.

You can get the rule book here (scroll down for the free version).

Faction Tag Description Custom Ruling
Colonists see rule book p. 224
Deep Rooted see rule book p. 224
Eugenics Cult see rule book p. 224
Exchange Consulate see rule book p. 224
Fanatical see rule book p. 224 The ability to reroll a "1" result granted by the Fanatical tag applies only to the d10+stat vs. d10+stat type rolls made against another Faction (during an Attack or Defense for example). It can trigger multiple times per turn and multiple times per roll (for example, rolling a 1 and then rolling a 1 again would trigger the reroll a second time.)
Imperialists see rule book p. 224
Machiavellian see rule book p. 224
Martial Primacy This faction may upkeep 3 more Force assets than their stats would normally allow.
Mercenary Group see rule book p. 224 The Mercenary Group tag allows a faction to move their Assets with a freedom and fluidity that other Factions do not have.

All faction Assets gain the following special ability that can be used instead of the Asset's base "as an action" ability:

As an action, the Asset  may move itself to any world within one hex.

Mass Market Economists A true goliath of industry, this faction operates on a scale few can achieve, effortlessly managing laborers and consumers without number.

Whenever an asset generates FacCreds or passive income on a planet with the "Billions of Inhabitants" tag, roll a d6. On a 5 or 6, generate one additional Credit

Pacifist Enforcers The first Attack each Turn that takes place on a planet that contains this Faction's Base of Influence against any target must roll 2d10 and take the lowest die as the result.
Perimeter Agency see rule book p. 224
Pirates see rule book p. 225
Plutocratic see rule book p. 225
Preceptor Archive see rule book p. 225
Psychic Academy see rule book p. 225
Savage see rule book p. 225
Scavengers see rule book p. 225
Secretive see rule book p. 225
Technical Expertise see rule book p. 225
Theocratic see rule book p. 225
Unorthodox Pilots This faction may not always get to their destination faster, but you'd best believe you’ll remember the times they do.

When an asset moves itself with an ability it may roll a d6. On a 1-2 nothing happens. On a 3-6 the asset may move an additional hex.

Warlike see rule book p. 225