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Twilight Imperium 4e - Game 3: Round 4 - Agenda Phase

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Posts

  • LykouraghLykouragh Registered User regular
    edited May 15
    No, but those carriers displeased me.

    Lykouragh on
  • El SkidEl Skid The frozen white northRegistered User regular
    Hmm... No sabo on the sabo.

    mrpaku wrote: »
    my name is precisionk and i'm ten tanks

    wrath God fear traitor evil
  • Zombie HeroZombie Hero Registered User regular
    Sent in my orders

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  • mindflare77mindflare77 OhioRegistered User regular
    Just for the record, @El Skid, Sabotages can't be sabotaged.

    8BFpSWC.png


    PSN/Steam: mindflare77
  • El SkidEl Skid The frozen white northRegistered User regular
    Oh right... it's been a while.

    *sips a milkshake*

    mrpaku wrote: »
    my name is precisionk and i'm ten tanks

    wrath God fear traitor evil
  • MrBlarneyMrBlarney Registered User regular
    Alright, I'm back home, so let's do this.

    Round 4 - Battle at Arnor-Lor

    Combat Round 1

    Sol has 1 Dreadnought, 1 Advanced Carrier II, and 2 Fighter IIs (carrying 5 Spec Ops).
    Arborec has 1 Carrier and 2 Fighters.

    At the beginning of the first round of combat, Arborec declares a retreat.

    Geth roll 1d10t5+1d10t9+2d10t8 for Sol
    Geth roll 1d10t9+2d10t9 for Arborec

    Sol:
    1d10t5+1d10t9+2d10t8 1 [1d10t5=5] [1d10t9=6] [2d10t8=2, 3]
    Arborec:
    1d10t9+2d10t9 0 [1d10t9=4] [2d10t9=4, 1]

    chirisigtext.png
  • MrBlarneyMrBlarney Registered User regular
    Sol scores 1 hit. @Zombie Hero to assign the hit and then resolve the retreat. Lykouragh will then continue their action.

    chirisigtext.png
  • Zombie HeroZombie Hero Registered User regular
    Fighter

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  • MrBlarneyMrBlarney Registered User regular
    Arborec's Carrier and Fighter retreat to the Lodor system.

    @Lykouragh, what's next?

    chirisigtext.png
  • MrBlarneyMrBlarney Registered User regular
    edited May 16
    Oh whoops, I realized I rolled the wrong number of dice for Arborec in the combat round. Rather than 1 Carrier and 2 Fighters, they have 2 Carriers and 3 Fighters. The additional carrier and Fighter will be rolled here.

    Geth roll 1d10t9+1d10t9 for Arborec added combat roll

    EDIT: No hits, so nothing else changes.

    Arborec added combat roll:
    1d10t9+1d10t9 0 [1d10t9=3] [1d10t9=4]

    MrBlarney on
    chirisigtext.png
  • Zombie HeroZombie Hero Registered User regular
    MrBlarney wrote: »
    Oh whoops, I realized I rolled the wrong number of dice for Arborec in the combat round. Rather than 1 Carrier and 2 Fighters, they have 2 Carriers and 3 Fighters. The additional carrier and Fighter will be rolled here.

    Geth roll 1d10t9+1d10t9 for Arborec added combat roll

    EDIT: No hits, so nothing else changes.

    That was a warning shot

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    Brody
  • Zombie HeroZombie Hero Registered User regular
    Anyways the Sol has taught us an important lesson about friendships. This will surely be the end of hostilities. No need to continue this with bombardment and invasion.

    We are a better plant today. Mission accomplished

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  • Zombie HeroZombie Hero Registered User regular
    You could invade, but then you would be officially “on notice”. I don’t know if anyone wants that.

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  • LykouraghLykouragh Registered User regular
    Bombard Arnor and land the troops.

    I think we all like notices around here.

  • LykouraghLykouragh Registered User regular
    Just to be clear I mean "land all 5 GF on Arnor" when I say land the troops.

  • Zombie HeroZombie Hero Registered User regular
    Don’t go gently into the good night, little sproutlings.

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  • MrBlarneyMrBlarney Registered User regular
    Round 4 - Invasion of Arnor

    Bombardment Round

    Sol uses bombardment from their 1 Dreadnought in the system prior to invasion.

    Geth roll 1d10t5 for Sol Bombardment

    Sol Bombardment:
    1d10t5 1 [1d10t5=9]

    chirisigtext.png
  • MrBlarneyMrBlarney Registered User regular
    Bombardment hits, destroying 1 Arborec Infantry.

    Combat Round 1

    Sol has 5 Spec Ops.
    Arborec has 3 Letani Warriors.

    Geth roll 5d10t7 for Sol
    Geth roll 3d10t7 for Arborec

    Sol:
    5d10t7 3 [5d10t7=8, 3, 3, 7, 9]
    Arborec:
    3d10t7 2 [3d10t7=7, 8, 6]

    chirisigtext.png
  • MrBlarneyMrBlarney Registered User regular
    Sol scores 3 hits, destroying 3 Arborec Infantry.
    Arborec scores 2 hits, destroying 2 Sol Infantry.
    Combat resolves in favor of Sol.

    @Lykouragh, you may take a second action from Fleet Logistics. What will you do?

    chirisigtext.png
  • LykouraghLykouragh Registered User regular
    Activate Arinam/Meer. Move in the carrier and the cruiser from Mecatol carrying 1 GF from Mecatol, picking up the 1 GF on Qucen'n along the way. Also move in the destroyer from Q/R and the two fighters from my home system.

  • Zombie HeroZombie Hero Registered User regular
    Can I concede now?

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  • Zombie HeroZombie Hero Registered User regular
    This might not be the game for me

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  • LykouraghLykouragh Registered User regular
    Hey if you retreat I'll let your fleet live.

    MrBlarney I kind of want to micromanage this combat a little, do you mind pausing after the first round for AC?

  • Zombie HeroZombie Hero Registered User regular
    I don’t think the rules allow for that

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  • Zombie HeroZombie Hero Registered User regular
    Like we gotta fight at least once

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  • LykouraghLykouragh Registered User regular
    No I just mean that there are action cards I might want to play after the first round of combat.

  • Zombie HeroZombie Hero Registered User regular
    Retreat to xxehan/del bootha

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  • MrBlarneyMrBlarney Registered User regular
    Round 4 - Battle at Arinam-Meer

    Anti-Fighter Barrage Step

    Sol has 1 Cruiser, 1 Destroyer, 1 Advanced Carrier II, and 2 Fighter IIs (holding 2 Spec Ops).
    Arborec has 2 Cruisers, 1 Carrier, and 2 Fighters.

    Sol has 1 Destroyer for Anti-Fighter Barrage.

    Geth roll 2d10t9 for Sol Anti-Fighter Barrage

    Sol Anti-Fighter Barrage:
    2d10t9 0 [2d10t9=5, 8]

    chirisigtext.png
  • MrBlarneyMrBlarney Registered User regular
    No hits registered.

    Combat Round 1

    Sol has 1 Cruiser, 1 Destroyer, 1 Advanced Carrier II, and 2 Fighter IIs (holding 2 Spec Ops).
    Arborec has 2 Cruisers, 1 Carrier, and 2 Fighters.

    At the beginning of the first round of combat, Arborec declares a retreat.

    Geth roll 1d10t7+1d10t9+1d10t9+2d10t8 for Sol
    Geth roll 2d10t7+1d10t9+2d10t9 for Arborec

    Sol:
    1d10t7+1d10t9+1d10t9+2d10t8 1 [1d10t7=10] [1d10t9=6] [1d10t9=4] [2d10t8=6, 3]
    Arborec:
    2d10t7+1d10t9+2d10t9 2 [2d10t7=10, 4] [1d10t9=5] [2d10t9=9, 5]

    chirisigtext.png
  • MrBlarneyMrBlarney Registered User regular
    Sol scores 1 hit, and Arborec scores 2 hits.

    @Zombie Hero and @Lykouragh to each allocate hits taken, and Lykouragh to continue the action afterwards.

    chirisigtext.png
  • Zombie HeroZombie Hero Registered User regular
    Cruiser

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  • LykouraghLykouragh Registered User regular
    I'll play

    Shields Holding
    Before you assign hits to your ships during a space combat: Cancel up to 2 hits.

  • LykouraghLykouragh Registered User regular
    Land both infantry on Arinam.

  • LykouraghLykouragh Registered User regular
    Oh and I just noticed- @MrBlarney it looks like you had the Arborec infantry hitting on a 7 on Arnor, but I think they have a combat value of 8.

  • Zombie HeroZombie Hero Registered User regular
    edited May 16
    Should be one hit, yeah

    Zombie Hero on
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  • MrBlarneyMrBlarney Registered User regular
    Lykouragh wrote: »
    Oh and I just noticed- MrBlarney it looks like you had the Arborec infantry hitting on a 7 on Arnor, but I think they have a combat value of 8.
    Oh, whoops - for some reason I thought they had a combat advantage in addition to their production ability. This will be corrected in the map and status update!

    Invasion of Arinam

    Combat Rounds 1, 2

    Sol has 2 Spec Ops.
    Arborec has 1 Letani Warrior.

    For expediency, multiple combat rounds have been rolled. In case of casualties, results will be taken from left to right.

    Geth roll 2#2d10t7 for Sol
    Geth roll 2#1d10t8 for Arborec

    Sol:
    2#2d10t7 2 # 2 [2d10t7=10, 8] 0 [2d10t7=1, 5]
    Arborec:
    2#1d10t8 2 # 0 [1d10t8=3] 1 [1d10t8=8]

    chirisigtext.png
  • MrBlarneyMrBlarney Registered User regular
    Sol scores 2 hits in the first round, destroying 1 Arborec Infantry.
    Combat resolves in favor of Sol.

    Action is on you, @Zombie Hero, unless you need a status update first.

    chirisigtext.png
  • Zombie HeroZombie Hero Registered User regular
    I would like a status update, if it isn’t too much trouble

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    mindflare7738thDoe
  • MrBlarneyMrBlarney Registered User regular
    edited May 20
    Round 4: Action Phase Update 1

    The Ghosts of Creuss: Activate the Abyz-Fria system. (TP 2 --> 1)
    Move in 1 Dreadnought, 1 Cruiser, 1 Destroyer, and 1 Infantry from the Creuss Home System and 1 Carrier, 2 Fighters, and 2 Infantry from the Tar'mann system.
    During space combat, Creuss loses 2 Fighters and damages 1 Dreadnought while N'orr loses 3 Cruisers; combat resolves in favor of Creuss.
    Bombardment scores no hits.
    Land 3 Infantry on Abyz.
    During invasion combat, Creuss loses 3 Infantry, while N'orr suffers no losses; combat resolves in favor of N'orr.
    Federation of Sol: Activate the Arnor-Lor system. (TP 3 --> 2)
    Move in 1 Dreadnought, 1 Carrier, 2 Fighters, and 5 Infantry from Jord.
    Arborec plays Action Card "Skilled Retreat", but is countered by Sol's "Sabotage" Action Card. (Arborec AC 6 --> 5; Sol AC 5 --> 4)
    During space combat, Sol suffers no losses, while Arborec calls a retreat and loses 1 Fighter; combat resolves in favor of Sol.
    Arborec retreats 2 Carriers and 2 Fighters to the Lodor system, placing 1 command counter from their reinforcements in the system.
    Bombardment destroys 1 Arborec Infantry on Arnor.
    Land 5 Infantry on Arnor.
    During invasion combat, Sol loses 1 Infantry, while Arborec loses 3 Infantry; combat resolves in favor of Sol.
    Federation of Sol: Use Fleet Logistics to take a second action.
    Activate the Arinam-Meer system. (TP 2 --> 1)
    Move in 1 Cruiser, 1 Carrier, and 1 Infantry from Mecatol Rex, picking up 1 Infantry from Qucen'n along the way, 1 Destroyer from Qucen'n-Rarron, and 2 Fighters from the Sol Home System.
    During space combat, Sol expends Action Card "Shields Holding" while Arborec calls a retreat and loses 1 Cruiser; combat resolves in favor of Sol. (AC 4 --> 3)
    Arborec retreats 1 Cruiser, 1 Carrier, and 2 Fighters to Dal Bootha-Xxehan, placing 1 command counter from their reinforcements in the system.
    Land 2 Infantry on Arinam.
    During invasion combat, Sol suffers no losses while Arborec loses 1 Infantry; combat resolves in favor of Sol.

    Current Map: Round 4, Action Phase Update 1

    Current Technologies

    Victory Points and Objectives
    The Emirates of Hacan - 5 VP
    Federation of Sol - 4 VP
    Universities of Jol-Nar - 3 VP
    The Arborec - 2 VP
    Sardakk N'orr - 2 VP
    The Ghosts of Creuss - 0 VP

    Public Objectives
    Develop Weaponry (1 VP): Own 2 unit upgrade technologies.: Sol, Jol-Nar, N'orr
    Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.: Jol-Nar, Sol
    Corner the Market (1 VP): Control 4 planets that each have the same planet trait.: Hacan, Arborec, N'orr
    Sway the Council (1 VP): Spend 8 influence.: Hacan
    Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.
    5 Stage II Objectives remain in the deck.

    Secret Objectives
    The Emirates of Hacan: Learn Secrets of the Cosmos (Status Phase, 1 VP): Have one or more ships in 3 systems that are each adjacent to an anomaly.
    1 unfulfilled secret objective in hand.
    The Arborec: Monopolize Production (Status Phase, 1 VP): Control 4 industrial planets.
    1 unfulfilled secret objective in hand.
    Federation of Sol: 1 unfulfilled secret objective in hand.
    Universities of Jol-Nar: 1 unfulfilled secret objective in hand.
    Sardakk N'orr: 2 unfulfilled secret objectives in hand.
    The Ghosts of Creuss: 2 unfulfilled secret objectives in hand.

    Special Objectives
    Custodians of Mecatol Rex (1 VP): Claimed by Hacan.
    Imperial Primary Ability (1 VP): Claimed by Sol once (Round 2).
    Hacan's Support for the Throne (1 VP): Held by Sol.
    Creuss' Support for the Throne (1 VP): Held by Jol-Nar.
    Imperial Rider (1 VP): Successful prediction by Hacan.

    The Emirates of Hacan (mindflare77)
    Commodities: 0 / 6
    Trade Goods: 1
    Action Cards: 5

    Tactic Pool: 4
    Fleet Pool: 3
    Strategy Pool: 3

    Promissory Notes: Arborec's Ceasefire (Ceasefire, Political Secret)
    Technology: Antimass Deflectors, Gravity Drive, Sarween Tools, Duranium Armor, Dreadnought II, Carrier II

    Worlds:
    R - Arretze (2R, 0I)
    R - Hercant (1R, 1I)
    R - Kamdorn (0R, 1I)
    R - Coorneeq (Cultural, 1R, 2I)
    R - Mehar Xull (Hazardous, 1R, 3I, R)
    R - Quann (Cultural, 2R, 1I)
    R - Resculon (Cultural, 2R, 0I)
    R - Tequ'ran (Hazardous, 2R, 0I)
    R - Torkan (Cultural, 0R, 3I)

    Other Racial Data:
    - Flagship: Wrath of Kenara: Combat Value 7 (x2), Movement 1, Carry Capacity 3. Sustain Damage. After you roll a die during a Space Combat in this system, you may spend 1 Trade Good to apply +1 to the result.
    - Racial Technology: Production Biomes (Green, requires 2 Green): Action: Exhaust this card and spend 1 token from your Strategy pool to gain 4 Trade Goods and choose 1 other player; that player gains 2 Trade Goods.
    - Racial Technology: Quantum Datahub Node (Yellow, requires 3 Yellow): At the end of the Strategy Phase, you may spend 1 token from your Strategy pool and give another player 3 of your Trade Goods. If you do, give 1 of your Strategy cards to that player and take 1 of his Strategy cards.
    - Masters of Trade: You do not have to spend a Command token to resolve the secondary ability of the Trade Strategy card.
    - Guild Ships: You can negotiate transactions with players who are not your neighbor.
    - Arbiters: When negotiating a transaction, Action Cards can be exchanged as part of that transaction.
    - Racial Promissory Note: Trade Convoys: Action: Place this card faceup in your play area. While this card is in your play area, you may negotiate transactions with players who are not your neighbor. If you activate a system that contains 1 or more of the Hacan player's units, return this card to the Hacan player.

    The Arborec (Zombie Hero)
    Commodities: 0 / 3
    Trade Goods: 2
    Action Cards: 5

    Tactic Pool: 1
    Fleet Pool: 3
    Strategy Pool: 1

    Promissory Notes: (Trade Agreement, Political Secret, Support for the Throne, Stymie)
    Technology: Magen Defense Grid, Sarween Tools, Neural Motivator, Dacxive Animators

    Worlds:
    R - Nestphar (3R, 2I)
    R - Centauri (Cultural, 1R, 3I)
    R - Dal Bootha (Cultural, 0R, 2I)
    R - Gral (Industrial, 1R, 1I, B)
    R - Lodor (Cultural, 3R, 1I)
    R - Lor (Industrial, 1R, 2I)
    R - Meer (Hazardous, 0R, 4I, R)
    R - Xxehan (Cultural, 1R, 1I)

    Other Racial Data:
    - Racial Unit: Letani Warrior (Infantry): As Infantry, but Production 1.
    - Flagship: Duha Menaimon: Combat Value 7 (x2), Movement 1, Carry Capacity 5. Sustain Damage. After you activate this system, you may produce up to 5 units in this system.
    - Racial Technology: Bioplasmosis (Green, requires 2 Green): At the end of the Status Phase, you may remove any number of Infantry from planets you control and place them on 1 or more planets you control in the same or adjacent systems.
    - Racial Technology: Letani Warrior II (unit upgrade, requires 2 Green): As Infantry, but Combat Value 7. Production 2. After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
    - Mitosis: Your Space Docks cannot produce Infantry. At the start of the Status Phase, place 1 Infantry from your reinforcements on any planet you control.
    - Racial Promissory Note: Stymie: Action: Place this card faceup in your play area. While this card is in your play area, the Arborec player cannot produce units in or adjacent to non-home systems that contain 1 or more of your units. If you activate a system that contains 1 or more of the Arborec player's units, return this card to the Arborec player.

    Federation of Sol (Lykouragh)
    Commodities: 0 / 4
    Trade Goods: 0
    Action Cards: 3

    Tactic Pool: 1
    Fleet Pool: 3
    Strategy Pool: 2

    Promissory Notes: Jol-Nar's Ceasefire, Hacan's Support for the Throne (Trade Agreement, Political Secret, Support for the Throne, Military Support)
    Technology: Neural Motivator, Antimass Deflectors, Gravity Drive, Fleet Logistics, Advanced Carrier II, Fighter II

    Worlds:
    R - Jord (4R, 2I)
    R - Mecatol Rex (1R, 6I)
    X - Arinam (Industrial, 1R, 2I)
    X - Arnor (Industrial, 2R, 1I)
    R - Qucen'n (Industrial, 1R, 2I)
    R - Rarron (Cultural, 0R, 3I)

    Other Racial Data:
    - Racial Unit: Advanced Carrier (Carrier): As Carrier, but Carry Capacity 6.
    - Racial Unit: Spec Ops (Infantry): As Infantry, but Combat Value 7.
    - Flagship: Genesis: Combat Value 5 (x2), Movement 1, Carry Capacity 12. Sustain Damage. At the end of the Status Phase, place 1 Infantry from your reinforcements in this system's space area.
    - Starting Technologies: Neural Motivator, Antimass Deflectors
    - Racial Technology: Spec Ops II (unit upgrade, requires 2 Green): As Infantry, but Combat Value 6. After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
    - Racial Technology: Advanced Carrier II (unit upgrade, requires 2 Blue): As Carrier, but Movement 2, Capacity 8. Sustain Damage.
    - Orbital Drop: Action: Spend 1 token from your Strategy pool to place 2 Infantry from your reinforcements on 1 planet you control.
    - Versatile: When you gain command tokens during the Status Phase, gain 1 additional command token.
    - Racial Promissory Note: Military Support: At the start of the Sol player's turn: Remove 1 token from the Sol player's Strategy pool, if able, and return it to his reinforcements. Then, you may place 2 Infantry from your reinforcements on any planet you control. Then, return this card to the Sol player.

    Universities of Jol-Nar (38thDoe)
    Commodities: 0 / 4
    Trade Goods: 12
    Action Cards: 5

    Tactic Pool: 4
    Fleet Pool: 4
    Strategy Pool: 5

    Promissory Notes: Sol's Ceasefire, Hacan's Trade Agreement, Creuss' Trade Agreement, Creuss' Support for the Throne, N'orr's Tekklar Legion, Hacan's Trade Convoys, Creuss' Creuss IFF (Trade Agreement, Political Secret, Support for the Throne)
    Technology: Neural Motivator, Hyper Metabolism, Antimass Deflectors, Gravity Drive, Sarween Tools, Plasma Scoring, Magen Defense Grid, Duranium Armor, PDS II, Dreadnought II

    Worlds:
    R - Jol (1R, 2I)
    R - Nar (2R, 3I)
    R - Lazar (Industrial, 1R, 0I, Y)
    R - Mellon (Cultural, 0R, 2I)
    R - Sakulag (Hazardous, 2R, 1I)
    R - Wellon (Industrial, 1R, 2I, Y)
    R - Zohbat (Hazardous, 3R, 1I)

    Other Racial Data:
    - Flagship: J.N.S. Hylarim: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. When making a combat roll for this ship, each (pre-modified) roll of 9 or 10 produces 2 additional hits.
    - Racial Technology: Spacial Conduit Cylinder (Blue, requires 2 Blue): You may exhaust this card after you ativate a system that contains 1 or more of your units; that system is adjacent to all other systems that contain 1 or more of your units during this activation.
    - Racial Technology: E-Res Siphons (Yellow, requires 2 Yellow): After another player activates a system that contains 1 or more of your ships, gain 4 Trade Goods.
    - Fragile: Apply -1 to the result of each of your units' combat rolls.
    - Brilliant: When you spend a command token to resolve the secondary ability of the Technology Strategy card, you may resolve the primary ability instead.
    - Analytical: When you research a technology that is not a unit upgrade technology, you may ignore 1 prerequisite.
    - Racial Promissory Note: Research Agreement: After the Jol-Nar researches a technology that is not a faction technology: Gain that technology. Then, return this card to the Jol-Nar player.

    Sardakk N'orr (El Skid)
    Commodities: 0 / 3
    Trade Goods: 0
    Action Cards: 5

    Tactic Pool: 2
    Fleet Pool: 3
    Strategy Pool: 1

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
    Technology: Hyper Metabolism, Sarween Tools, Plasma Scoring, Antimass Deflectors, Gravity Drive, Cruiser II, Fighter II

    Worlds:
    R - Tren'lak (1R, 0I)
    R - Quinarra (3R, 1I)
    R - Abyz (Hazardous, 3R, 0I)
    R - Bereg (Hazardous, 3R, 1I)
    R - Fria (Hazardous, 2R, 0I)
    R - Lirta IV (Hazardous, 2R, 3I)
    R - New Albion (Industrial, 1R, 1I, G)
    R - Saudor (Industrial, 2R, 2I)
    R - Starpoint (Hazardous, 3R, 1I)

    Other Racial Data:
    - Racial Unit: Exotrireme (Dreadnought): As Dreadought, but Bombardment 4 (x2).
    - Flagship: C'morran N'orr: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Apply +1 to the result of each of your other ships' combat rolls in this system.
    - Racial Technology: Valkyrie Particle Weave (Red, requires 2 Red): After making combat rolls during a round of Ground Combat, if your opponent produced 1 or more hits, you produce 1 additional hit.
    - Racial Technology: Exotrireme II (unit upgrade, requires 2 Blue and 1 Yellow): As Dreadnought, but Movement 2, Bombardment 4 (x2). This unit cannot be destroyed by "Direct Hit" action cards. After a round of Space Combat, you may destroy this unit to destroy up to 2 ships in this system.
    - Unrelenting: Apply +1 to the result of each of your units' combat rolls.
    - Racial Promissory Note: Tekklar Legion: At the start of an Invasion Combat: Apply +1 to the result of each of your units' combat rolls during this combat. If your opponent is the N'orr player, apply -1 to the result of each of his unit's combat rolls during this combat. Then, return this card to the N'orr player.

    The Ghosts of Creuss (Brody) SPEAKER
    Commodities: 0 / 4
    Trade Goods: 8
    Action Cards: 2

    Tactic Pool: 1
    Fleet Pool: 4
    Strategy Pool: 2

    Promissory Notes: Jol-Nar's Research Agreement (Ceasefire, Political Secret)
    Technology: Gravity Drive, Antimass Deflectors, Wormhole Generator

    Worlds:
    R - Creuss (4R, 2I)
    R - Tar'mann (Industrial, 1R, 1I, G)

    Other Racial Data:
    - Flagship: Hil Colish: Combat Value 5, Movement 1, Carry Capacity 3. Sustain Damage. This ship's system contains a Delta wormhole. During movement, this ship may move before or after your other ships.
    - Racial Technology: Dimensional Splicer (Red, requires 1 Red): At the start of Space Combat in a system that contains a wormhole and 1 or more of your ships, you may produce 1 hit and assign it to 1 of your opponent's ships.
    - Racial Technology: Wormhole Generator (Blue, requires 2 Blue): At the start of the Status Phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.
    - Quantum Entanglement: You treat all systems that contain either an Alpha or Beta wormhole as adjacent to each other. Game effects cannot prevent you from using this ability.
    - Slipstream: During your Tactical Actions, apply +1 to the movement value of each of your ships that starts its movement in your home system or in a system that contains either an Alpha or Beta wormhole.
    - Creuss Gate: When the board is created, the Creuss Gate is placed where your home system would normally be placed. The Creuss Gate system is not a home system; your home system is placed in your play area.
    - Racial Promissory Note: Creuss IFF: At the start of your turn during the Action Phase: Place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships. Then, return this card to the Creuss player.

    Agenda Effects
    Minister of Peace - Held by Hacan. After a player activates a system that contains 1 or more of a different player's units, Hacan may discard this card; immediately end the active player's turn.
    Anti-Intellectual Revolution - After a player researches a technology, they must destroy 1 of their non-fighter ships.

    Order of Play
    The Ghosts of Creuss (Brody): (1) Leadership
    Federation of Sol (Lykouragh): (2) Diplomacy
    The Arborec (Zombie Hero): (3) Politics Current Player
    Universities of Jol-Nar (38thDoe): (5) Trade
    Sardakk N'orr (El Skid): (7) Technology
    The Emirates of Hacan (mindflare77): (8) Imperial

    MrBlarney on
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  • Zombie HeroZombie Hero Registered User regular
    Oh, retreating puts down a command counter.

    Steam
    Nintendo ID: Pastalonius
    Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
    3ds: 3282-2248-0453
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