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FEDERATION OF SOL
YSSARIL
ARBOREC

RACES

:: In this section you will find all race specific information ::

HOMESYSTEM

NESTPHAR

RES: 3 INF: 2 TECH: Green

 

STARTING UNITS

- 1 PDS

- 4 Ground Forces

- 1 Cruiser

- 1 Carrier

- 2 Fighers

​

STARTING TECHNOLOGIES

- Stasis Capsules

- Antimass Deflectors

​

LEADERS

- General

- Admiral

- Diplomat

​

TRADE AGREEMENTS

2, 1

​

FLAG SHIP

DUHA MENAIMON

COST: 10 BATTLE: 6(x2) MOVE: 1
SPECIAL ABILITIES
Capacity 5

This ship has a production capacity of 5. It may only produce units if it is in the same system as a friendly Space Dock. It may NOT both build and move during the same activation.

ARBOREC

RACIAL ABILITIES
- You may NOT build Ground Forces with your Space Docks.
- Your Ground Forces have a production capacity of 1 and the Ground Forces' production capacity CANNOT be pooled.
- Arborec Ground Forces can build units while being carried in a ship. Units built this way are placed in the same system as the Ground Force, either in space (for ships), in a ship with sufficient capacity, or on a planet you control.
- You may NOT build units with Ground Forces that have moved using the same activation. However, if Ground Forces happen to be in the destination system already, you may use their production capacity.
- At the start of the Status Phase, place 1 Ground Force on one planet you control.

 

RACIAL TECHNOLOGIES
Spore Acceleration (cost +5): Increase the production capacity of your Ground Forces by 1 (Among other things, this allows you to build 2 Ground Forces at the cost of 1 res. using an Arborec Ground Force).
Bioplasmosis (cost +3): At the beginning of the Strategy Phase, you may move 1 Ground Force from a planet you control to a friendly or uncontrolled planet in an adjacent system. (Discard any Domain Counters on the planet, if applicable).

​

DIPLOMATIC REPRESENTATIVES
Dirzuga Ohao (Councilor) +3: If killed, this Representative returns to your hand after voting.
Dirzuga Mantasa (Councilor) +4: Other Councilors do not receive bonus votes when voting.
Letani Miasmiala (Spy) +0: Choose another player. If he chose a Councilor, you may kill this spy to control his councilor during voting.

​

NOTE: The Arborec home world is unique in that it is the only home planet with a green Technology specialty.
This green Technology specialty works exactly like it would on any other planet and can even
count for the purpose of fulfilling objectives.

BARONY OF LETNEV
CLAN OF SAAR
EMBERS OF MUAAT
EMIRATES OF HACAN
GHOSTS OF CREUSS
L1Z1X MINDSET
MENTAK COALITION
NAALU COLLECTIVE
NEKRO VIRUS
SARDARKK N'ORR
UNIVERSITIES OF JOL-NAR
WINNU
XXCHA KINGDOM
YIN BROTHERHOOD

HOMESYSTEM

WREN TERRA
RES: 2    INF: 1    TECH: -
ARC PRIME
RES: 4    INF: 0    TECH: -

​

STARTING UNITS​

- 1 Dreadnought
- 1 Destroyer
- 1 Carrier
- 3 Ground Forces

​

STARTING TECHNOLOGIES

- Antimass Deflectors
- Hylar V Assault Laser

​

LEADERS

- Admiral
- Diplomat
- General

​

TRADE AGREEMENTS

1, 1

​

FLAG SHIP

ARC SECUNDUS
COST: 10 BATTLE: 5(x2) MOVE: 1

SPECIAL ABILITIES​

Capacity 2
This ship may bombard planets that contain PDS units. At the start of each combat round, repair this ship.

BARONY OF LETNEV

RACIAL ABILITIES

+1 to Fleet Supply
- May spend 2 Trade Goods to get +1 in actual round of space combat or +2 in ground combat

 

RACIAL TECHNOLOGIES

L4 Disruptors (cost +6): You don’t need to spend 2 Trade Goods to use your racial ability in ground combat.
Noneuclidian Shielding (cost +4): When you use the sustain damage ability of one of your units, it prevents two casualties (rather than one).

​

DIPLOMATIC REPRESENTATIVES
Darktalon Treilla (Spy) +0 Assassinate. If successful, gain your target's bonus votes.
Legate Erran (Councilor) +4 You cast your votes after all other players.
Captain Lassir (Bodyguard) +2 If you do not like the result of this vote, gain one Dreadnought in any system and abstain from all future votes.

​

HOMESYSTEM

LISIS II
RES: 1    INF: 0    TECH: -
RAGH
RES: 2    INF: 1    TECH: -

​

STARTING UNITS​

- 4 Ground Forces
- 2 Carriers
- 2 Fighters
- 1 Cruiser

​

STARTING TECHNOLOGIES

- Antimass Deflectors
- XRD Transporters

​

LEADERS

- Agent
- Admiral
- Diplomat

​

TRADE AGREEMENTS

2, 2

​

FLAG SHIP

SON OF RAGH
COST: 10 BATTLE: 6(x3) MOVE: 1
SPECIAL ABILITIES
Capacity 4
This ship rolls four dice for your anti- Fighter barrage.

CLAN OF SAAR

RACIAL ABILITIES

- Gain 1 Trade Good every time you acquire a new planet
- You may fulfill objectives even if you don’t control your Home System
- Your Space Docks have a movement of one but may not build in the same activation as they move
- Your Space Docks are not placed on planets and have a build limit of 4 each. They are destroyed when alone with an enemy ship.

- Ground Forces and PDS units built in systems containing Saar Space Docks may be placed on
any planet you control in the system, or they may go on a Carrier. If you do not have a planet
or Carrier in the system to place Ground Force or PDS units on, you may not build them.

​

RACIAL TECHNOLOGIES

Floating Factories (cost +3): Space Docks may sustain 5 Fighters and have a build limit of 5. Additionally, they get +1 movement.
Chaos-Mapping (cost +2): You may activate an Asteroid Field. Your Fleet Supply limit in it is 3 (which cannot be modified).

​

DIPLOMATIC REPRESENTATIVES
Elder Gurno (Spy, Bodyguard) +0: Choose unrevealed Representative. He may not use any power on you.
Elder Sarrig (Counsilor) +4: Gain +3 votes if you are the Speaker.
Melkov (Spy) +2: Choose outcome. Gain 1 Trade Good for every player voting that way.

HOMESYSTEM

MUAAT
RES: 4    INF: 1    TECH: -

​

STARTING UNITS​

- 4 Ground Forces
- 2 Fighters
- 1 Warsun

​

STARTING TECHNOLOGIES

- Enviro Compensator
- Sarween Tools
- Warsun

​

LEADERS

- General
- Scientist
- Diplomat

​

TRADE AGREEMENTS

2, 2

​

FLAG SHIP

THE INFERNO
COST: 10 BATTLE: 5(x3) MOVE: 1
SPECIAL ABILITIES
Capacity 4
As an action, you may spend 1 Command Counters from the Strategy Allocation to produce one free Cruiser in this system.

EMBERS OF MUAAT

RACIAL ABILITIES

- You may move through, but not stop in, Supernovas.
- Your War Suns have a base movement of 1 until you develop Deep Space Cannon, then it becomes 2.
- As an action, spend one Command Counter from your Strategy Allocation Area to place two Fighters or one Destroyer in any system containing one of your Space Docks or War Suns.

​

RACIAL TECHNOLOGIES

Magmus Reactor (cost +5): Warsuns gain +1 Movement and have a base cost of 10.
Nova Seed (cost +3): As an action, you may remove this card from the game to replace a system you control with a Supernova system tile. This may not be used on Mecatol Rex, a Home System, or adjacent to a red-bordered system.

​

DIPLOMATIC REPRESENTATIVES

Moltosh Flae (Councilor). If you have a War Sun in, or adjacent to, the Mecatol Rex system, gain +4 votes.
Hosh Gahloki (Spy) +0. Assassinate. If he is killed, draw 1 Action Card.
Flaim Haash (Bodyguard) +1. If this card is targeted by a Spy, the player controlling the Spy receives -5 votes.

HOMESYSTEM

ARRETZE
RES: 2    INF: 0    TECH: -
HERCANT
RES: 1    INF: 1    TECH: -
KAMDORN
RES: 0    INF: 1    TECH: -

​

STARTING UNITS​

- 2 Carriers
- 4 Ground Forces
- 2 Fighters
- 1 Cruiser

​

STARTING TECHNOLOGIES

- Enviro Compensator
- Sarween Tools

 

LEADERS

- General
- Scientist
- Diplomat

​

TRADE AGREEMENTS

3, 3

​

FLAG SHIP

WRATH OF KENARA
COST: 10 BATTLE: 7(x3) MOVE: 2
SPECIAL ABILITIES
Capacity 4
When this ship is present, up to two times each combat round, you may spend 1 Trade Good to reroll one of your dice.

EMIRATES OF HACAN

RACIAL ABILITIES

- In Status Phase, you may trade Action Cards with other players.
- You receive one additional Trade Good per Trade Agreement.
- Your trades don’t need approval; other players may never break a Trade Agreement with you except for war or the Trade Strategy Card (not Trade II/III).

​

RACIAL TECHNOLOGIES

Production Centers (cost +3): Once per round, spend a Command Counter from Strategy Allocation to receive 4 Trade Goods and give 2 Trade Goods to any other player(s), but only if you have less than 6 Trade Goods.
Quantum Datahub Node (cost +5): At the end of your Strategy Phase, you may trade one of your Strategy Cards with a Strategy Card of one of your trading partners. The other player doesn’t need to agree to the trade.

​

DIPLOMATIC REPRESENTATIVES

Alrung (Spy, Bodyguard) +0. Assassinate.
Huldran (Councilor) +2. When voting, each player who didn’t receive a Promissory Note must give you 1 Trade Good or abstain.
Garrus (Councilor) +4. If any player gives you Trade Goods during the Bargaining step, gain one additional Trade Good from the supply (once per round).

HOMESYSTEM

JORD
RES: 4    INF: 2    TECH: -

​

STARTING UNITS​

- 5 Ground Forces
- 2 Carriers
- 1 Destroyer

​

STARTING TECHNOLOGIES

- Antimass Deflectors
- Cybernetics

​

LEADERS

- Agent
- Admiral
- Diplomat

​

TRADE AGREEMENTS

2, 2

​

FLAG SHIP

GENESIS I
COST: 10 BATTLE: 5(x3) MOVE: 1
SPECIAL ABILITIES
Capacity 3
Ground Forces on this ship do not count towards its capacity.

FEDERATION OF SOL

RACIAL ABILITIES

- May spend one Command Counter from Strategy Allocation to create 2 Ground Forces on any planet you control.
- Gain one additional Command Counter in Status Phase

​

RACIAL TECHNOLOGIES

Mark II Advanced Carriers (cost +4): Carriers may carry eight units and gain sustain damage.
Spec Ops Training (cost +5): Each time you roll a 1 during Invasion Combat, you may reroll the die. You must use the second result.

​

DIPLOMATIC REPRESENTATIVES

Rev. Hendrickson (Spy, Bodyguard) +0. Assassinate. If target is Bodyguard, it is considered not targeted.
Claire Gibson (C) +4. If the Political Card doesn’t resolve the way you wanted to, you may force a player who voted against you to return one of your Promissory Notes.
Ronald Wiley (C) +3. If you abstain from this vote, gain 2Ground Force on any one planet you control.

HOMESYSTEM

CREUSS
RES: 4    INF: 1    TECH: -

​

STARTING UNITS​

- 4 Ground Forces
- 2 Destroyers
- 1 Carrier
- 2 Fighters

​

STARTING TECHNOLOGIES

- Antimass Deflectors
- XRD Transporters

​

LEADERS

- Diplomat
- Admiral
- Scientist

​

TRADE AGREEMENTS

2, 2

​

FLAG SHIP

HIL COLISH
COST: 10    BATTLE: 4    MOVE: 1
SPECIAL ABILITIES
Capacity 3
- You may treat this ship’s system as if it had a “D” wormhole in it.
- When this ship is moving, treat its destination (the system in which it ends its movement) as if it had a “D” wormhole. This ship may not use the “D” wormhole it generates.
- No other race may travel through the “D” wormhole, not even with Light/Wave Deflector.

GHOSTS OF CREUSS

RACIAL ABILITIES

- You may treat “A” and “B” wormholes as if they were adjacent to each other.
- You may always use wormholes, regardless of other effects or restrictions.
- Other players may not use “A” or “B” wormholes to travel into a system you control.

​

RACIAL TECHNOLOGIES

Dimensional Splicers (cost +3): At the start of a battle containing a Wormhole and at least one of your ships, You may assign 1 hit to an enemy ship of your choice.
Slave Wormhole Generator (cost +5): At the beginning of each Status Phase, you may place (or move) your extra “A” or “B” wormhole token into any empty or friendly non-Home System.

​

DIPLOMATIC REPRESENTATIVES

San Omairo (Bodyguard) +1. If this card is targeted by a Spy, look at the targeting player’s Action Cards and steal one.
Sai Seravus (Councilor) +2. Gain +1 vote for each wormhole you control.
Soo Leirah (Spy) +1. Choose another player. He may not use Representative’s special ability (if not already used).

HOMESYSTEM

[0.0.0]
RES: 5    INF: 0    TECH: -

​

STARTING UNITS​

- 5 Ground Forces
- 1 Carrier
- 3 Fighters
- 1 Dreadnought
- 1 PDS

​

STARTING TECHNOLOGIES

- Enviro Compensator
- Stasis Capsules
- Cybernetics
- Hylar V Assault Laser

​

LEADERS

- Agent
- Scientist
- Diplomat

​

TRADE AGREEMENTS

1, 1

​

FLAG SHIP

0.0.1
COST: 11 BATTLE: 5(x3) MOVE: 1
SPECIAL ABILITIES
Capacity 2
When this ship is present, all hits from your Flagship must be taken by opposing non-Fighter ships (if able).

L1Z1X MINDSET

RACIAL ABILITIES

- Base cost of your Dreadnoughts is 4
- You start with one additional Command Counter in Strategy Allocation
- Your Dreadnoughts receive +1 in Space Combat and your Ground Forces +1 during Invasion Combat

​

RACIAL TECHNOLOGIES

Dreadnought Invasion Pod (cost +2): Your Dreadnoughts may carry one additional Ground Force.
Inheritance Systems (cost +5): When researching Technology using the Technology Strategy Card, you may spend two additional resources to ignore one of the Technology’s prerequisites.

​

DIPLOMATIC REPRESENTATIVES

R7-82 (Councilor) +4. If you abstain from this vote, gain one free Cruiser in your Home System.
44G5I-0 (Bodyguard) +1. If this card is targeted by a Spy, the player controlling the Spy must abstain from the vote.
A6AH3 (Spy) +0. Choose an outcome. If the result of this vote does not match your choice, kill any one Councilor that did not vote the outcome you chose.

HOMESYSTEM

MOLL PRIMUS
RES: 4    INF: 1    TECH: -

​

STARTING UNITS​

- 1 Carrier
- 3 Cruisers
- 1 PDS
- 4 Ground Forces

​

STARTING TECHNOLOGIES

- Hylar V Assault Laser
- Enviro Compensator

​

LEADERS

- Agent
- Diplomat
- Admiral

​

TRADE AGREEMENTS

1, 1

​

FLAG SHIP

FOURTH MOON
COST: 8  BATTLE: 5(x2) MOVE: 2
SPECIAL ABILITIES
Capacity 2
Opposing ships may not use the Sustain Damage ability in this system.

MENTAK COALITION

RACIAL ABILITIES

- You start with one additional Command Counter in your Fleet Supply
- During Strategy Phase, you may take 1 Trade Good from up to two players with 3+ Trade Goods
- Before Space Battles begin, you may take two pre-combat shots with Cruisers or Destroyers; casualties don’t return fire

​

RACIAL TECHNOLOGIES

Salvage Operations (cost +4): +2 Trade Goods for every Space Battle. If victorious, you rebuild one ship that was destroyed.
Mirror Computing (cost +4): When you spend Trade Goods, each Trade Good counts as 2 resources instead of one.

​

DIPLOMATIC REPRESENTATIVES

S’ula Mentarion (Councilor) +4. After voting, look at the top card of the Political Deck and place it on top or bottom.
Cador Grim (Spy) +0. Assassinate. If your Spy is killed by an enemy Spy, the enemy Spy is also killed.
Orid Grim (Bodyguard) +2. If this card is targeted by a Spy, the player controlling the Spy must give you 3 Trade Goods or kill the spy.

HOMESYSTEM

MAALUUK
RES: 0    INF: 2    TECH: -
DRUAA
RES: 3    INF: 1    TECH: -

​

STARTING UNITS​

- 4 Ground Forces
- 1 PDS
- 1 Carrier
- 1 Destroyer
- 4 Fighters

​

STARTING TECHNOLOGIES

- Antimass Deflectors
- Enviro Compensator

​

LEADERS

- Agent
- Diplomat
- Admiral

​

TRADE AGREEMENTS

2, 1

​

FLAG SHIP

MATRIARCH
COST: 10 BATTLE: 8(x2) MOVE: 2
SPECIAL ABILITIES
Capacity 6
Your Fleet Supply Limit in this system is increased by three.

NAALU COLLECTIVE

RACIAL ABILITIES
- Your initiative number is always 0
- Your Fighters receive +1 in Space Battle
- Naalu fleets may retreat before Space Battle begins

 

RACIAL TECHNOLOGIES
Telepathic Mind Weapon (cost +5): When your opponent activates a system you control, he loses 1 Command Counter in Fleet Supply.
Hybrid Crystal Drives (cost +3): Your Carriers and unsupported Advanced Fighters each only count 1/2 ship for the Fleet Supply (rounded up).

 

DIPLOMATIC REPRESENTATIVES
S’sruuk G’ella (Councilor) +4. Gain +2 votes if you are voting “For”.
S’sruuk H’eyra (Coucilor) +2. If you vote the same as current player you must give him one Promissory Note.
S’srool D’amil (Bodyguard) +0. If a Spy tries to assassinate this Representative, kill the Spy.

HOMESYSTEM

MORDAI II
RES: 4    INF: 0    TECH: -

​

STARTING UNITS​

- 2 Ground Forces
- 1 Mechanized Unit
- 1 Carrier
- 2 Cruisers

​

STARTING TECHNOLOGIES

- Gen Synthesis
- Hylar V Assault Laser
- Dacxive Animators

​

LEADERS

- Agent
- Admiral
- General

​

TRADE AGREEMENTS

2, 1

​

FLAG SHIP

THE ALASTOR
COST: 9 BATTLE: 9(x3) MOVE: 1
SPECIAL ABILITIES
Capacity 1
If this ship is destroyed, destroy all friendly and enemy ships in the system.

NEKRO VIRUS

RACIAL ABILITIES
- You may not vote on Political or Agenda Cards.
- When you destroy at least 1 enemy unit in a Space Battle or Invasion Combat, you may copy (receive) one free Technology Card (ignoring all prerequisites) that the enemy player has already researched. Limit once per battle.
- You may not receive Technology Cards from Political, Assembly, Action or Strategy Cards. Any time you would receive a Technology Card this way, instead gain three Comand Counters.

 

RACIAL TECHNOLOGIES
Valefar Assimilator (x2) (cost +0): Gain this Technology by using your racial ability to copy a racial Technology an opponent has researched. You cannot copy a Technology that modifies his racial ability.
 

DIPLOMATIC REPRESENTATIVES
Beelzebul (Councilor) +0. After “Resolve Spies”, all Councilors are killed. Then discard Political Card.
Asmodai (Spy) +0. Choose a player and outcome. If right, copy one Technology from him.
Wendigo (Bodyguard) +0. In order for a player to vote “For”, he must give you 1 Trade Good or one random Action Card.

HOMESYSTEM

TREN’LAK
RES: 1    INF: 0    TECH: -
QUINARRA
RES: 3    INF: 0    TECH: -

​

STARTING UNITS​

- 5 Ground Forces
- 1 Carrier
- 1 Cruiser
- 1 PDS

​

STARTING TECHNOLOGIES

- Hylar V Assault Laser
- Deep Space Cannon

​

LEADERS

- Admiral
- General
- General

​

TRADE AGREEMENTS

2, 1

​

FLAG SHIP

C'MORRAN NORR
COST: 10 BATTLE: 5(x3) MOVE: 1
SPECIAL ABILITIES
Capacity 2
You receive +1 to your space combat rolls in this system.

SARDAKK N'ORR

RACIAL ABILITIES
- You receive +1 to all combat rolls.

 

RACIAL TECHNOLOGIES
Valkyrie Armor (cost +3): At the end of a round of Invasion Combat, roll one die for each casualty you take. For each 10 you roll, your opponent must immediately take one casualty.
Exotrireme (cost +4): At the end of a round of Space Battle, you may destroy one of your Dreadnoughts present to destroy two present enemy ships of your choice.

 

DIPLOMATIC REPRESENTATIVES
Qui’rek (Bodyguard) +2. If targeted by Spy, Spy’s killed.
An’Grag (Coucilor) +4. If killed, killer must place 1 Command Counter from supply into a system of your choice.
Redband R’t’an (Spy) +0. Choose Representative and outcome. If the chosen representative does not vote for the chosen outcome, he is killed after voting.

HOMESYSTEM

JOL
RES: 1    INF: 2    TECH: -
NAR
RES: 2    INF: 3    TECH: -

​

STARTING UNITS​

- 2 Ground Forces
- 2 Carriers
- 1 Fighter
- 2 PDS
- 1 Dreadnought

​

STARTING TECHNOLOGIES

- Hylar V Assault Laser
- Antimass Deflectors
- Enviro Compensator
- Sarween Tools

​

LEADERS

- Scientist
- Scientist
- Admiral

​

TRADE AGREEMENTS

3, 1

​

FLAG SHIP

J.N.S. HYLARIM
COST: 10 BATTLE: 2(x2) MOVE: 2
SPECIAL ABILITIES
Capacity 2
Each natural 10 rolled by this ship during Space Battle counts as three hits (instead of one hit).

UNIVERSITIES OF JOL-NAR

RACIAL ABILITIES
- You receive -1 to all combat rolls.
- You may spend a Command Counter from your Strategy Allocation to immediately reroll any dice roll.
- When executing the Secondary of Technology, you may additionally use the Primary.

 

RACIAL TECHNOLOGIES
Spatial Conduit Network (cost +6): Once per round you may move from any system you control to any other system you control as if they were adjacent.
Electro-Resonance Turbines (cost +2): When an opponent activates a system you control, gain three Trade Goods from the Trade Supply.

 

DIPLOMATIC REPRESENTATIVES
Yaluga Huin (Bodyguard, Councilor) +1. Cannot be killed.
Ta Zern (Councilor) +2. Gain +1 vote for each Technology you have researched (DOES NOT COUNT Starting Technologies).
Deluin Fillac (Spy, Councilor) +3. Choose unrevealed Representative. You may force player to choose another one.

HOMESYSTEM

WINNU
RES: 3    INF: 4    TECH: Yellow

​

STARTING UNITS​

- 3 Ground Forces
- 1 Cruiser
- 1 Carrier
- 2 Fighters
- 1 PDS

​

STARTING TECHNOLOGIES

- Antimass Deflectors
- Enviro Compensator
- Stasis Capsules

​

LEADERS

- Agent
- Admiral
- Scientist

​

TRADE AGREEMENTS

3, 1

​

FLAG SHIP

SALAI SAI CORIAN
COST: 10 BATTLE: 7(x?) MOVE: 1
SPECIAL ABILITIES
Capacity 3
? is equal to the number of opposing non- Fighter ships present this round during Space Battle.

WINNU

RACIAL ABILITIES
- Your planets containing at least 1 Ground Force are immune to “Local Unrest”
- The influence value of Winnu counts for votes even when exhausted
- You do not need a Command Counter to execute the Secondary Ability of Technology.

 

RACIAL TECHNOLOGIES
Bioptic Recyclers (cost +3): Once per round, as an action, discard one Action Card to get a Command Counter or 2 Trade Goods.
Lazax Gate Folding (cost +4): At the start of each Status Phase, you may place 1 Ground Force on Mecatol Rex. You may only do this if the planet is uncontrolled or is under your control (discard any Domain Counters on the planet).

 

DIPLOMATIC REPRESENTATIVES
Perdin Perdona (Councilor) +2. If you vote “against”, gain +3 votes.
Menda Mendala (Spy) +0. Assassinate. Immune to other spies.
Berekar Berekon (Councilor) +3. Gain a Cruiser if result of vote not the one you wanted.

HOMESYSTEM

ARCHON REN
RES: 2    INF: 3    TECH: -
ARCHON TAU
RES: 1    INF: 1    TECH: -

​

STARTING UNITS​

- 3 Fighters
- 1 PDS
- 1 Carrier
- 2 Ground Forces
- 2 Cruisers

​

STARTING TECHNOLOGIES

- Antimass Deflectors
- Enviro Compensator

​

LEADERS

- Admiral
- Diplomat
- Diplomat

​

TRADE AGREEMENTS

2, 2

​

FLAG SHIP

LONCARA SSODU
COST: 9 BATTLE: 6(x2) MOVE: 1
SPECIAL ABILITIES
Capacity 4
You may attack with this ship as if it were 2PDS units with Deep Space Cannon.

XXCHA KINGDOM

RACIAL ABILITIES
- May spend one Command Counter from Strategy Allocation to veto a political agenda
- You may execute the Primary ability of the Diplomacy Strategy Card when using the Secondary ability.
- Enemy receives -1 in first round of Space Combat

 

RACIAL TECHNOLOGIES
Diplomats (cost +5): You may spend one Command Counter from you Strategy Allocation to veto an enemy action (once per round).
Instinct Training (cost +4): Once per game turn, you may spend 1 Command Counter from your Strategy Allocation Area to cancel an Action Card just played by your opponent.

 

DIPLOMATIC REPRESENTATIVES
Brothers Qquiar (Bodyguard) +2. If not targeted by Spy, gain +3 votes.
Ggrucoto Rinn (Councilor) +3. If you give Trade Goods to players, they mustn’t receive Promissory Notes. You must vote for them.
Xxekir Grom (Councilor) +2. During bargaining step, gain +3 votes if the current player does not offer Promissory Note.

HOMESYSTEM

DARIEN
RES: 2    INF: 4    TECH: -

​

STARTING UNITS​

- 4 Ground Forces
- 2 Carriers
- 1 Destroyer
- 4 Fighters

​

STARTING TECHNOLOGIES

- Hylar V Assault Laser
- Automated Defense Turrets

​

LEADERS

- Agent
- Admiral
- Diplomat

​

TRADE AGREEMENTS

1, 1

​

FLAG SHIP

VAN HAUGE
COST: 10 BATTLE: 5(x2) MOVE: 1
SPECIAL ABILITIES
Capacity 4
Your Ground Force units in this system may participate in Space Battles as if they were Fighters.

YIN BROTHERHOOD

RACIAL ABILITIES
- When attacking, roll a die before ground combat. On 5+, enemy loses one Ground Force and you gain one
- Before the second round of space battle, you may discard a Cruiser or Destroyer to immediately inflict one hit on any enemy ship
- Once per round, as an action, reverse the resource and influence value of any planet for the rest of the round

 

RACIAL TECHNOLOGIES
Fanaticism (cost +4): Use your racial ability twice each ground combat.
Yin Spinner (cost +2): Build one free Ground Force each time you build units at your Space Dock. The free Ground Force does not count toward production limit.

 

DIPLOMATIC REPRESENTATIVES
Imar Yissadar (Spy) +0. Assassinate a Representative. If he is a Bodyguard, then both he and this Spy are killed.
Talla Darator (Councilor) +4. If this Councilor is assassinated by a Spy, the Spy's owner must abstain from this vote.
Rhal Darish (Councilor) +3. If you give any player a Promissory Note this round, you receive 3 TGs from the supply.

HOMESYSTEM

RETILLION
RES: 2    INF: 3    TECH: -
SHALLOQ
RES: 1    INF: 2    TECH: -

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STARTING UNITS​

- 5 Ground Forces
- 1 PDS
- 2 Carriers
- 1 Cruiser
- 2 Fighters

​

STARTING TECHNOLOGIES

- Antimass Deflectors
- XRD Transporters

​

LEADERS

- Agent
- Agent
- Admiral

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TRADE AGREEMENTS

2, 1

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FLAG SHIP

Y'SIA Y'SSRILA
COST: 9 BATTLE: 7(x2) MOVE: 2
SPECIAL ABILITIES
Capacity 5
This ship may move through systems containing enemy ships.

YSSARIL TRIBES

RACIAL ABILITIES
- During Strategy Phase, you may look at the Action Cards of any one player
- You are allowed to skip your turn, but not twice in a row
- You draw one additional Action Card during Status Phase and are never restricted in the size of your hand.

 

RACIAL TECHNOLOGIES
Shuttle Logistics (cost +3): During Status Phase you may move your Ground Forces from one planet you control to another planet you control in the same or an adjacent system; neither may contain enemy ships.
Mageon Implants (cost +4): When looking at the hand of your opponent’s Action Cards using your racial ability, you may steal one card of your choice and put it in your hand.

 

DIPLOMATIC REPRESENTATIVES
Zo Cou (Councilor) +3. When voting, you may discard any number of Action Cards to gain an equal number of votes.
Ne Ruk (Spy) +0. Assassinate and then return this Representative to hand. You must abstain from voting.
So Ata (Spy) +0. Choose a player. His total votes are reduced by half (rounded down).

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