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FACILITIES


- A player may build facilities during the Produce Units step of a Tactical/Transfer Action. Facilities are built following the same rules as Space Dock units, and therefore may only be build on a planet that you have controlled for the entire round. A player may not build a facility if an opponent has ships in the system or if there are no more Facility Cards available. Facilities may not be built on Trade Stations.
- Building a Facility exhausts that planet. You can use the planet's resources to build the Facility, but you do not receive the extra resources to build in a later game round. Each planet may only support a single Facility at any time.

SHIPS
PLANETARY FORCES
LEADERS
MERCENARIES
PDS
GROUND FORCE
PLANETARY FORCES

 

 

SPACE DOCK

COST: 4 BATTLE: - MOVE: -

SPECIAL ABILITIES

  • Fighter capacity 3

  • Production capacity :: planet production value +2

TECHNOLOGY UPGRADES

  • Enviro Compensator: +1 production capacity

  • Sarween Tools: +1 resource for each Space Dock producing units

  • Integrated Economy: can place units in adjacent, activated systems

 

GROUND FORCE (x2)

COST: 1 BATTLE: 9 MOVE: must be carried

SPECIAL ABILITIES

  • Control planets

  • Shock Troops (option)

    • If a GF rolls a 10 in battle, it becomes a Shock Troop with a Battle value of 5 at the end of the combat round. At the end of a successful invasion, Shock Troops can capture enemy PDS or Space Docks. Shock Troops must be taken as casualties before any other GF unit. Shock Troops must always be present with 1 friendly GF.

TECHNOLOGY UPGRADES

  • Gen Synthesis: +1 to all combat rolls, for each friendly GF killed, add 1 GF on home system on roll of 5+

  • Dacxive Animators: On successful invasion, for each friendly/enemy GF killed, add 1 GF on roll of 6+

  • Transit Diodes: spend 1 command counter to teleport up to 4 GFs

  • Magen Defense Grid: +1 to combat rolls if friendly PDS is present

 

MECHANIZED UNIT

COST: 2 BATTLE: 6x2 MOVE: must be carried

SPECIAL ABILITIES

  • Sustain Damage

TECHNOLOGY UPGRADES

  • Duranium Armor: repair 1 unit per round of combat

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PLANETARY DEFENSE SYSTEM (PDS)

COST: 2 BATTLE: 6 MOVE: must be carried

SPECIAL ABILITIES

  • Planetary Shield: Protects from Dreadnought Bombardments

  • Space Cannon: Fired during the 3rd step of the Tactical Sequence

  • Invasion Defense: Fired before the 1st round of Invasion Combat

  • Restricted to 2/planet

TECHNOLOGY UPGRADES

  • Deep Space Cannon: fires into adjacent systems

  • Magen Defense Grid: +1 to all combat rolls, and for friendly Ground Forces

  • Graviton Laser System: 1 re-roll for each miss

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SHIPS

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FIGHTERS (x2)

COST: 1 BATTLE: 9 MOVE: must be carried

SPECIAL ABILITIES

  • Probing: During a Tactical Action, secretly look at all Domain Counters. You cannot land Ground Forces on the planets that you probed during this activation.

  • Restricted to system capacity

TECHNOLOGY UPGRADES

  • Cybernetics: +1 to all combat rolls

  • Advanced Fighters: +1 to all combat rolls; moves independently with movement of 2. Excess fighters (not carried) count towards fleet limit.

  • Graviton Negator: participate in Invasion combat

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DESTROYER

COST: 1 BATTLE: 9 MOVE: 2

SPECIAL ABILITIES

  • Anti-Fighter Barrage

TECHNOLOGY UPGRADES

  • Hylar V Assault Laser: +1 to all combat rolls

  • Automated Defense Turrets: 1 extra dice and +2 to Anti-Fighter Barrage rolls

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CRUISER

COST: 2 BATTLE: 7 MOVE: 2

SPECIAL ABILITIES

  • Space Mine: Cruisers may spend 2 resources to produce 1 Space Mine. For ships ending their turn in a system with a Space Mine, roll a die for each non-Fighter ship. 9 or 10 is a hit. Remove Space Mine.

TECHNOLOGY UPGRADES

Hylar V Assault Laser: +1 to all combat rolls

  • Stasis Capsules: transports 1 Ground Force

  • Type IV Drive: +1 movement

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CARRIER

COST: 3 BATTLE: 9 MOVE: 1

SPECIAL ABILITIES

  • Carrying capacity 6

TECHNOLOGY UPGRADES

  • XRD Transporters: +1 movement

 

DREADNOUGHT

COST: 5 BATTLE: 5 MOVE: 1

SPECIAL ABILITIES

  • Sustain Damage

  • Bombardment

TECHNOLOGY UPGRADES

  • Assault Cannon: one precombat shot

  • Duranium Armor: repair 1 unit per round of combat

  • Nano Technology: cannot be target of Action Card

  • Graviton Negator: bombards through PDS

  • Stasis Capsules: transports 1 Ground Force

  • Type IV Drive: +1 movement

  • X-89 Bacterial Weapon: wipes out all enemy GFs, discard all Action Cards

 

WAR SUN

COST: 12 BATTLE: 3x3 MOVE: 2

SPECIAL ABILITIES

  • Sustain Damage

  • Bombardment

  • Carrying capacity 6

TECHNOLOGY UPGRADES

  • Nano Technology: cannot be target of Action Cards

  • Duranium Armor: repair 1 unit per round of combat

  • X-89 Bacterial Weapon: wipes out all enemy GFs, discard all Action Cards

 

 

 

LEADERS

DEFEATING A LEADER
ON A PLANET
1-5 Captured
6-9 Escaped
10 Killed
(any time other than Invasion, Leader escapes to friendly planet)


IN SPACE
1-5 Killed
6-8 Escaped
9-10 Captured
(any time other than Space Combat, Leader is killed)

 

CAPTIVE LEADERS
When a leader is captured, the player places the enemy Leader in his play area. During the Status Phase he may freely choose to exchange the Leader to any other player (including the original owner), keep him for another turn, or execute him (in which case the Leader is discarded).

 

RESCUING A LEADER
Every time a planet is successfully invaded, if the planet was controlled by a player holding a captive leader, roll a die. If the result is 9-10 the invading player may choose any one Leader in his enemy's possession. If the Leader belongs to him, he may immediately return him to a friendly planet not under blockade.

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ADMIRAL

ON SHIP

Roll one additional die. If the ship carrying the Admiral is a Dreadnought, it gains 1 movement.

ATTACKING FLEET

An enemy fleet cannot retreat when your Admiral is present, unless it has an Admiral of its own.

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AGENT

ATTACKING WITH GROUND FORCES

Defending PDS units cannot fire. If the invasion is successful, you may capture enemy PDS units and Space Dock.

SPECIAL ABILITY

Sacrifice the Agent to sabotage an Action card.

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DIPLOMAT

DEFENDING A PLANET

Delay invasion by one round (enemy GFs return to their respective carriers). Cannot use this ability in two consecutive rounds.

IN A FLEET

Fleet can move through systems containing enemy ships, if granted permission.

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GENERAL

DEFENDING A PLANET

Dreadnoughts and War Suns receive -4 to Bombardment rolls. Allied Ground Forces receive a +1 bonus to combat rolls.

ATTACKING WITH GROUND FORCES

You may re-roll 2 failed dice results each combat round.

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SCIENTIST

ON A PLANET

Technology discounts on this planet are increased by an additional 1. When you build a Space Dock on this planet, pay 2 resources instead of 4.

DEFENDING WITH A PDS

PDS units receive +1 on all rolls. War Suns cannot use Bombardment against this planet.

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MERCENARIES

AS UNITS

  • Are acquired through the Trade III Strategy Card.

  • Cannot claim planets and ARE NOT GFs (Any time a mercenary is left alone on a planet, that planet reverts to neutral, even if it is a planet you own). The mercenary remains under its owner’s control.

  • Can only move from ground to space during a Tactical or Transfer action.

  • Can only move from space to ground through planetary landings.

  • Count toward Fleet Supply and may not be carried in other ships

  • May NOT carry leaders

  • Are NOT affected by the Domain Counters “Biohazard” and “Radiation”

  • Are NOT affected by the Technology X-89 Bacterial Weapon

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IN BATTLE

  • May participate in Space Battle and Invasion Combat in the same Tactical Action

  • DO NOT benefit from the General’s ability

  • Their combat rolls ARE affected by the Jol-Nar and Sardakk N’orr’s special ability.

  • Any Mercenary ability that takes place during battle may only be used if the Mercenary is participating in the Space Battle or Invasion Combat.

  • Mercenaries are hit last (i.e. they do not take two consecutive hits in the same round unless all other units are either destroyed or have suffered a second consecutive hit themselves).

 

EVASION

  • When a player assigns a hit to a Mercenary (any hit, even from a PDS), he rolls one die. If roll ≥ x, the Mercenary is not destroyed by the hit. Otherwise, it is destroyed.

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52N6

EVA: 10 SPACE: 7 GROUND: 7 MOVE: 2

SPECIAL ABILITIES

Sustain damage. At the start of a battle (pre-combat), target one Tech your opponent has developped (not RACE specific or STASIS CAPSULES). He cannot use this Tech during this battle.

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BARUDIN

EVA: 6 SPACE: 6 GROUND: 8 MOVE: 3

SPECIAL ABILITIES

Your cost to research Technologies is reduced by 1.

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BLAKE STRYKER

EVA: 5 SPACE: 5 GROUND: 7 MOVE: 2

SPECIAL ABILITIES

When you win a Space Battle in which this mercenary participates, you gain 1 Trade Good.

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DAFFREN

EVA: 7 SPACE: 9x2 GROUND: 8 MOVE: 2

SPECIAL ABILITIES

At the end of the Strategy Phase, you may give this mercenary to another player to trade a Strategy card. He cannot refuse your offer.

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FELRAY

EVA: 7 SPACE: 5 GROUND: 6 MOVE: 3

SPECIAL ABILITIES

At the start of a battle, draw 1 Action card.

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HEP’KUK

EVA: 7 SPACE: 6 GROUND: 7 MOVE: 3

SPECIAL ABILITIES

When this mercenary would be destroyed, you may sacrifice a friendly fighter instead.

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KAV’LIK

EVA: 8 SPACE: 5 GROUND: 5 MOVE: 2

SPECIAL ABILITIES

At the start of a battle, destroy 1 enemy fighter or ground force.

 

KREVVIL

EVA: 6 SPACE: 6 GROUND: 6 MOVE: 2

SPECIAL ABILITIES

At the start of a battle, you may deal 1 hit to an enemy mercenary or ship of your choice.

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MURRAG

EVA: 6 SPACE: 6 GROUND: 5 MOVE: 2

SPECIAL ABILITIES

When this mercenary is destroyed, you may assign 1 hit to any one unit participating in the battle.

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NOLAD

EVA: 7 SPACE: 6x2 GROUND: 6 MOVE: 2

SPECIAL ABILITIES

Carrying capacity 1

 

RHELAT

EVA: 6 SPACE: 9 GROUND: 7 MOVE: 3

SPECIAL ABILITIES

This mercenary can be used as a PDS unit when on a planet (even if there are already 2 PDS units present) in addition to being used as a Ground Force. Not affected by Equipment Sabotage, but benefits from PDS technology upgrades.

 

R’UNA

EVA: 4 SPACE: 5 GROUND: 9 MOVE: 2

SPECIAL ABILITIES

During each round of Space battle, reduce the hits scored by your opponent by 1 (to a min. of 1).

 

SARA CRANE

EVA: 7 SPACE: 6 GROUND: 6 MOVE: 3

SPECIAL ABILITIES

​Your cost to acquire Command Counters from Strategy Cards is reduced by 1.

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SAYGRA

EVA: 5 SPACE: 7 GROUND: 7 MOVE: 2

SPECIAL ABILITIES

​At the start of a battle, you may spend 1 Trade Good to purchase 1 Fighter or 1 Ground Force in this system. It will participate in the battle.

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T’UGAR

EVA: 6 SPACE: 6 GROUND: 7 MOVE: 2

SPECIAL ABILITIES

At the start of a battle, you may look at you opponent’s hand of Action cards and choose 1 to discard.

 

URRSIK

EVA: 6 SPACE: 5 GROUND: 7 MOVE: 3

SPECIAL ABILITIES

​This mercenary may move through systems containing enemy ships.

SPACE DOCK
MECHANIZED UNIT
FIGHTERS
DESTROYER
CRUISERS
CARRIER
DREADNOUGHTS
WAR SUN

SUPPLEMENT COUNTER TOKENS


The Ground Force and Fighter units are the only units in the game that players may purchase "unlimited" quantities of. Players may at any time replace these units with the corresponding token type. There must always be at least 1 plastic unit on top of a pile of tokens to represent the race the forces belong to. If for any reason, a token is found on it's own, it is discarded. This holds true in multi-planet systems, where at least 1 plastic Ground Force must be present on each planet owned by a player along with any token accompanying it (otherwise put a Control Marker to indicate ownership).

SUPPLEMENT TOKENS
FACILITIES
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