: Under the rule of the Lazax, the galaxy experienced a period of peerless prosperity for multiple millennia. But though they thought themselves benevolent Emperors, other races began to see the Lazax as arrogant and restrictive and they desired more - even to the point of wanting what belonged to other races. Now the great Empire is at a turning point: will the Lazax be able to recognize the darkness underneath the surface, and will they be able to hold it back?
The Emirates of Hacan
- Starting Units: 6 Ground Forces, 3 Destroyers, 3 Cruisers, 1 Dreadnought, 2 PDS, 1 Space Dock
- Starting Technologies: Enviro Compensator, Sarween Tools, Micro Technology, Integrated Economy, Stasis Capsules
- Trade Contracts: 2, 3
- During setup, you may place any of your starting units (except your Space Dock) in systems adjacent to your Home System.
- You start the game with one extra Command Counter in your Strategy Allocation area.
- You receive -5 votes when voting.
: The Hacan make their home on three desert-like planets surrounding the star Kenara. For the greater part of their civilization, the hot, arid enviroment on their homeworlds has limited their influence on the galaxy, but as technology grew, their worlds were found to be unique and ideal for a variety of special goods. Now, the Hacan are galaxy-renowned as masters of trade and commerce, and find themselves as one of the great races of the Empire.
The Universities of Jol-Nar
- Starting Units: 4 Ground Units, 2 Carriers, 1 Cruiser, 2 Fighters, 1 Space Dock
- Starting Technologies: Enviro Compensator, Sarween Tools
- Trade Contracts: 3, 3
- Your trades do not require approval during Trade Negotiations.
- You do not need to spend a Command Counter to execute the Secondary Ability of the Trade Strategy. When you receive Trade Goods from one of your Trade Agreements, you receive one additional Trade Good.
- No player may ever, except for war, break a Trade Contract with you.
- During the Status Phase, you may trade Action Cards with other players.
: The twin oceanic planets of Jol and Nar are home to the aquatic Hylar race and forms the nucleus of technological progress in the galaxy. While physically frail, they have overcome their weaknesses with intellectual prowess. It is rare to have a technological device that has not had Hylar input, either as an original design, or a vast improvement to a design developed by the other races.
The Barony of Letnev
- Starting Units: 2 Ground Forces, 2 Carriers, 1 Fighter, 2 PDS, 1 Dreadnought, 1 Space Dock
- Starting Technologies: Hylar V Assault Laser, Antimass Deflectors, Enviro Compensator, Sarween Tools
- Trade Contracts: 1, 3
- You receive -1 on your Combat Rolls.
- When executing the Secondary Ability of the Technology Strategy, you may execute both its Primary Ability and the Secondary Ability.
- You may spend a Command Counter from your Strategy Allocation to immediately re-roll any of your die rolls.
: The home planet of the Letnev, Arc Prime, is a bit of an oddity, lacking a defined orbit or central star, but supporting vast industrial capabilities. Militaristic by nature, the Barony of Letnev has had a history of troublemaking in the galactic community. Historically, they were the ones who sparked the Twilight Wars and were ultimately responsible for the utter destruction of the Xxcha world of Archon Tau. What might happen now, under alternate motivations?
The Sardakk N’orr
- Starting Units: 1 Space Dock, 1 Dreadnought, 1 Destroyer, 1 Carrier, 3 Ground Forces
- Starting Technologies: Hylar V Assault Laser, Antimass Deflectors
- Trade Contracts: 1, 1
- Before any Space Battle or Invasion Combat Round, you may spend 2 Trade Goods to give all your Spaceships +1, or all of your Ground Forces +2, on their Combat Rolls for that Combat Round.
- Your Fleets may always contain one more Ship than your number of Command Counters in your Fleet Supply.
: The N’orr are a hardened, tough race with a rich warrior history. The N'orr home planet of Quinarra is marked by frequent and harsh storms, its space teeming with swarms of ships. While they may not have much political influence, the N’orr are unmatched in combat. It is through their military strength that they are considered a great race of the empire.
The Federation of Sol
- Starting Units: 5 Ground Forces, 1 Carrier, 1 Cruiser, 1 PDS, 1 Space Dock
- Starting Technologies: Hylar V Assault Laser, Deep Space Cannon
- Trade Contracts: 1, 2
- You receive +1 on your Combat Rolls.
: The last of the great races to be admitted to the galactic council, the humans of Sol are known for being a diverse and gregarious race. However, they are also known for their impulsivity, and it was Sol’s actions against Letnev at Quann that knocked the foundation out from under the Lazax Empire. For humans, anything is possible; while they do not have advantages in the extremes like other races, their adaptability has thus far allowed them to thrive in the galactic arena.
The Xxcha Kingdom
- Starting Units: 5 Ground Units, 2 Carriers, 1 Destroyer, 1 Space Dock
- Starting Technologies: Antimass Deflectors, Cybernetics
- Trade Contracts: 2, 2
- As an Action, you may spend one Command Counter from your Strategy Allocation box to place two free Ground Units on any one Planet that you control.
- During the Status Phase, you receive one extra Command Counter.
: The ancient Xxcha Kingdom has a history as long as that of the Lazax, perhaps even longer. Unlike many of the other races, however, the Xxcha care little for expansion, instead preferring deliberate action and peace. And it was thanks to their cautious nature that the Xxcha were the first to recognize the fact that the Lazax Empire was beginning to become unstable. Warnings were unheeded, however, and the Twilight Wars destroyed the millennia-long prosperity. With the benefit of hindsight, perhaps a new destiny can be crafted…
- Starting Units: 1 Space Dock, 3 Fighters, 1 PDS, 1 Carrier, 2 Ground Forces, 2 Cruisers
- Starting Technologies: Antimass Deflectors, Enviro Compensator
- Trade Contracts: 2, 2
- When executing the Secondary Ability of the Diplomacy Strategy, you may execute the Primary Ability instead.
- Immediately after a Political Card has been drawn or played and read aloud, you may spend one Command Counter from your Strategy Allocation to cancel the card and force another Political Card to be drawn.
- Your opponents receive -1 on all combat rolls against you during the first combat round of all Space Battles and Invasion Combat.