Factions

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There are various factions in Stellar Tactics. They can be met all over the **universe**. Each solar system belongs to a faction, but **ships** of various factions can be met in a solar system.

## Faction Agents

Faction Agents can be found on any station or base of a faction. They offer faction missions and buy scan data for Credits, reputation and faction **tokens**.

### Faction Missions

Faction missions are random missions, which can have different objectives and different lengths (short, medium and long). The length determines the number of areas in the mission and the rewards.

* Short missions (1-2 areas): about 30,000 to 35,000 Credits, 200 faction gain, ~60 tokens and 3 random items (exceptional to legendary quality)
* Medium Missions (3-4 areas): 90,000 to 135,000 Credits, 600-800 faction gain, 90-120 tokens and 3 random items (exceptional to epic quality)
* Long Missions (5-6 areas): about 140,000 to 220,000 Credits, 1000-1200 faction gain, 150-180 tokens and 3 random items (exceptional to epic quality)

### Selling Scan Data

Data of scanned planets from a radius of 6x6 sectors around the faction agent can be sold. Per planet this earns about 5,600 to 6,200 Credits and 0.15 to 0.66 reputation.

## Reputation

The reputation of factions are influenced by the actions of the player. All reputations given on this page (neutral, wary and hostile) are the standard reputations at the start of the game. The reputation is given as a number between -50,000 to 50,000. The reputation level also influences prices of the **vendors in stations and bases** of that faction. The current reputation of all factions can be seen in the log (press 'L'), see image to the right.

 Wary
 Neutral
 Friendly
 Aligned

### Changing Reputation

Completing faction agent missions, selling scan data to faction agents and space combat (incursions, attacking ships randomly, joining in on NPC space combat). You can also land at various scanned locations on planets (red base icons) and clear those areas to gain faction with the controlling powers of that system. There will be other ways to gain reputation when a second pass at the system is taken and full faction warfare is introduced.

## The Houses

All Houses are neutral factions (starting reputation: 0). In systems of the houses, missions for the faction agents earn house-specific **tokens**.

### House Halamis

Faction vendors of the Halamis faction offer Halamis faction armor and the **Halamis Quantum Translocator**.

### House Shikaru

House Shikaru developed the FTL drive in transit from Earth. It allows to travel faster than the speed of light. Faction vendors of the Shikaru faction offer Shikaru faction armor and the **Shikaru Life-Sign Tracker**.

### House Varadyn

Faction vendors of the Varadyn faction offer Varadyn faction armor and the **Varadyn Ammo Converter**.

## The Sovereignty

The Sovereignty is a neutral faction (starting reputation: 0). After **the Arrival**, the Houses went to work fighting out for power. In the end, the House Farland won and immediately established an Empire that is called the ****Sovereignty****, which is the ruling power in the universe. Power is controlled by the Sovereignty, but for the most part, the government is a democracy. Free enterprise, taxes and elections. The core systems of the Empire expanded to several hundred star systems that have been colonized and are under Sovereignty rule. Taxes are paid, and for that, security and law are enforced by the Sovereignty. The six main Houses (Halamis, Aralion, Cilivon, Conrair, Shikaru and Varadyne) have control over their holdings and pay tribute to the Sovereignty who in turn provides special dispensation to the Houses. The Houses exert their power on the various sub-factions in the Stellar Tactics Universe.

The primary contact with the Sovereignty is Ayela, a member of the royal family. She will have missions that involve investigating the Phage, The Coven, Raiders, Scavvers as these are all ongoing threats to peace under the rule of the Sovereignty. Ayela has been looking for a crack squad of mercenaries for a few critical missions.

## The Coven

The Coven is a wary faction (starting reputation: -23,000). The Coven is a specific mutation that presented itself on one of the four ships that made the transit with the remnants of the human race. The mutation applied itself to females while in cryonic suspension and resulted in uncontrolled Psionic powers. The Coven were immediately isolated and studied by scientists on arrival and eventually released to colonize, provided certain rules were followed. Specifically, anyone with the Coven mutation was subjected to surgical implants that subdued their powers. Psionic powers were outlawed and have been since **the Arrival**.

    This did not go over well with The Coven and eventually they went into hiding and removed their implants, refining their powers. For hundreds of years, The Coven have not been seen and are nearly forgotten, though some still do business with them – smuggling goods for trade with the elusive and secretive faction.

They have various tiers of structure: Grand Psion, Prelate, Inquisitor, Supplicant and Initiates. The Coven have quite strict laws. Sisters who strayed several times from the path are excommunicated, which means they loose all their psionic powers and they are not part of the shared conscious of The Coven anymore.

During the Storyline, The Coven are met. They have a problem with several Coven facilities, which have to be cleared. In one of the facilities, **Harnsteaad** is met.

## The Kchor

The Kchor is a wary faction (starting reputation: -20,000). The Kchor is a specific mutation that presented itself on one of the four ships that made the transit with the remnants of the human race. They are easily recognizable, because of their blue skin color and their intimidating physical appearance.

## Raiders

Raiders is a hostile faction (starting reputation: -40,000). They are basically pirates. You will be harassed by Raiders, if you have active **contraband** contracts. Furthermore, they attack ships **mining** in asteroid fields.

Not implemented, yet: Raider mission series, which might allow to become the leader of the Raiders.

## Scavvers

Scavvers is a hostile faction (starting reputation: -36,000). They are Scavengers, who scrap metal from abandoned bases, factories and debris from past wars. However, they've been getting a bit more aggressive lately, which likely has something to do with a new leader, **Harnsteaad**. During the storyline, Harnsteaad will be met, because the Scavvers deliver critical supplies to The Coven.

You will be harassed by Scavvers, if you have active **contraband** contracts.

Not implemented, yet: Scavver mission series, which might allow to become the leader of the Scavvers.

## The Order

The Order is a wary faction (starting reputation: -12,000).

## The Church

The Church is a neutral faction (starting reputation: 0).

## Traders Guild

Traders Guild is a neutral faction (starting reputation: 0).

## Fabricants

Fabricants is a neutral faction (starting reputation: 0).

## The Syndicate

The Syndicate is a wary faction (starting reputation: -18,000).

## Jhemm

Jhemm is a neutral faction (starting reputation: 10,000). They are first met in the **Aznari Ruins** in the form of a crystalline object. They give the player special powers over the course of the story to fight the Ghornath. They can be found in active **Aznari Ruins** (Aznari Hubs) across the **universe**.

## Phage

The **Phage** is a hostile faction (starting reputation: -40,000).