Just to clarify, all bombardment occurs before you need to commit ground forces to planets.
Geth roll 1d10t5 for Bereg bombardment
Geth roll 1d10t5 for Lirta IV bombardment
Bereg bombardment:
1d10t50 [1d10t5=4]
Lirta IV bombardment:
1d10t51 [1d10t5=8]
0
Options
KetarCome on upstairswe're having a partyRegistered Userregular
I should get an extra die for Plasma Scoring, right? Apologies for not mentioning it.
0
Options
KetarCome on upstairswe're having a partyRegistered Userregular
edited June 2020
Or maybe I screwed up then, my bad. I thought they would be separate events and plasma scoring could apply to both. If I had to choose one, well, my mistake.
That's partially my fault for forgetting that you had Plasma Scoring. Only one of your Dreadnoughts would get to use it, however. Since there were mistakes on both sides, I can re-roll the bombardment rolls entirely, but you do need to specify how Plasma Scoring will be set.
KetarCome on upstairswe're having a partyRegistered Userregular
It's ok, I screwed it up. I knew space canon defense would be separate events but forgot that all bombardment is considered one event or action or whatever.
Land both infantry on Lirta and end turn.
0
Options
KetarCome on upstairswe're having a partyRegistered Userregular
KetarCome on upstairswe're having a partyRegistered Userregular
edited June 2020
Phyphor, I would really rather not lose a dread or two. That's the kind of thing blood feuds are born from, and there are still Creuss troops on Vefut.
If we can avoid such things, I think we Jol-Nar would be able to share our knowledge gains in the future through the trading or selling of our racial promissory note at discounted rates.
Phyphor, I would really rather not lose a dread or two. That's the kind of thing blood feuds are born from, and there are still Creuss troops on Vefut.
If we can avoid such things, I think we Jol-Nar would be able to share our knowledge gains in the future through the trading or selling of our racial promissory note at discounted rates.
Yes we understand. The Virus is not planning on declaring war on you and we are happy you 1) did not attack us and 2) did not block the wormhole
Perhaps that infantry thoughtfully left on Tan'Mann has our TG?
Activate Tar'Mann. Move in carrier w/ fighters and 2 inf, land both inf
Phyphor, I would really rather not lose a dread or two. That's the kind of thing blood feuds are born from, and there are still Creuss troops on Vefut.
If we can avoid such things, I think we Jol-Nar would be able to share our knowledge gains in the future through the trading or selling of our racial promissory note at discounted rates.
Yes we understand. The Virus is not planning on declaring war on you and we are happy you 1) did not attack us and 2) did not block the wormhole
Perhaps that infantry thoughtfully left on Tan'Mann has our TG?
Activate Tar'Mann. Move in carrier w/ fighters and 2 inf, land both inf
Creuss scores one hit in the first round, destroying 1 Nekro Infantry.
Nekro scores one hit in the second round, destroying 1 Creuss Infantry.
Combat resolves in favor of Nekro. @Phyphor, anything else to do for your action?
Ah, that's right. For some reason, I was only looking at Creuss for Anti-Fighter Barrage. I'll roll that and then remove any hits from destroyed Fighters.
The Naalu Collective: Pass turn. Universities of Jol-Nar: Activate the Bereg-Lirta IV system. (TP 1 --> 0)
Move in 2 Dreadnoughts, 1 Carrier, and 1 Fighter from Arnor-Lor via Gravity Drive, loading 2 Infantry from Dal Bootha-Xxehan.
During space combat, Jol-Nar damages 2 Dreadnoughts and loses 1 Carrier and 1 Fighter, while Creuss loses 1 Destroyer, 1 Carrier, and 2 Fighters; combat resolves in favor of Jol-Nar.
Bombardment destroys 1 Creuss Infantry on Lirta IV.
Land 2 Infantry on Lirta IV. The Ghosts of Creuss: Pass turn. The Winnu: Pass turn. Nekro Virus: Activate the Tar'mann system. (TP 4 --> 3)
Move in 1 Carrier, 2 Fighters, and 2 Infantry from Tequ'ran-Torkan.
Land 2 Infantry on Tar'mann.
During ground combat, Nekro loses 1 Infantry while Creuss loses 1 Infantry; combat resolves in favor of Nekro.
Use racial ability Technological Singularity to research Gravity Drive.
Use Dacxive Animators to gain 1 Infantry on Tar'mann. Federation of Sol: Pass turn. Universities of Jol-Nar: Pass turn. Nekro Virus: Activate the Vefut II system. (TP 3 --> 2)
Move in 1 Dreadnought, 1 Cruiser, and 1 Infantry from Lodor via Gravity Drive and 1 Cruiser and 1 Destroyer from Tequ'ran-Torkan.
During space combat, Nekro loses 1 Dreadnought, 2 Cruisers, 1 Destroyer, and 1 Infantry while Creuss loses 2 Fighters; combat resolves in favor of Creuss.
Use racial ability Technological Singularity to research Sarween Tools. Nekro Virus: Pass turn.
Federation of Sol: 1 VP The Winnu: 0 VP Universities of Jol-Nar: 0 VP The Ghosts of Creuss: 0 VP Nekro Virus: 0 VP The Naalu Collective: 0 VP
Public Objectives Negotiate Trade Routes (1 VP): Spend 5 Trade Goods. Diversify Research (1 VP): Own 2 technologies in each of 2 colors. Erect a Monument (1 VP): Spend 8 resources.
2 Stage I Objectives and 5 Stage II Objectives remain in the deck.
Secret Objectives The Winnu: 1 Secret Objective in hand. Universities of Jol-Nar: 1 Secret Objective in hand. The Ghosts of Creuss: 1 Secret Objective in hand. Nekro Virus: 1 Secret Objective in hand. Federation of Sol: 1 Secret Objective in hand. The Naalu Collective: 1 Secret Objective in hand.
Special Objectives Custodians of Mecatol Rex (1 VP): Claimed by Sol in Round 2.
The Winnu (discrider) SPEAKER
Commodities: 0 / 3
Trade Goods: 1
Action Cards: 3
Tactic Pool: 0
Fleet Pool: 2
Strategy Pool: 1
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Acquiescence)
Technology: Sarween Tools, Graviton Laser System, Plasma Scoring, PDS II
Worlds: X - Winnu (3R, 4I) X - Arinam (Industrial, 1R, 2I) X - Meer (Hazardous, 0R, 4I, R) X - Mellon (Cultural, 0R, 2I) X - Thibah (Industrial, 1R, 1I, B) X - Zohbat (Hazardous, 3R, 1I)
Other Racial Data:
- Flagship: Salai Sai Corian: Combat Value 7 (x?), Movement 1, Carry Capacity 3. Sustain Damage. When this unit makes a combat roll, it rolls a number of dice equal to the number of your opponent's non-Fighter ships in this system.
- Racial Technology: Lazax Gate Folding (Blue, requires 2 Blue): During your Tactical Actions, if you do not control Mecatol Rex, treat its system as if it contains both an Alpha and Beta wormhole. Action: If you control Mecatol Rex, exhaust this card to place 1 Infantry from your reinforcements on Mecatol Rex.
- Racial Technology: Hegemonic Trade Policy (Yellow, requires 2 Yellow): Exhaust this card when 1 or more of your units use Production; swap the resource and influence value of 1 planet you control until the end of your turn.
- Blood Ties: You do not have to spend influence to remove the Custodians token from Mecatol Rex.
- Reclamation: After you resolve a Tactical Action during which you gained control of Mecatol Rex, you may place 1 PDS and 1 Space Dock from your reinforcements on Mecatol Rex.
- Racial Promissory Note: Acquiescence: At the end of the Strategy Phase: Exchange 1 of your Strategy Cards with a Strategy Card that was chosen by the Winnu player. Then, return this card to the Winnu player.
Universities of Jol-Nar (Ketar)
Commodities: 0 / 4
Trade Goods: 0
Action Cards: 5
Tactic Pool: 0
Fleet Pool: 4
Strategy Pool: 0
Promissory Notes: Creuss Ceasefire (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Research Agreement)
Technology: Neural Motivator, Hyper Metabolism, Antimass Deflectors, Gravity Drive, Sarween Tools, Plasma Scoring, Dreadnought II
Worlds: X - Jol (1R, 2I) X - Nar (2R, 3I) X - Arnor (Industrial, 2R, 1I) X - Dal Bootha (Cultural, 0R, 2I) X - Lirta IV (Hazardous, 2R, 3I) X - Lor (Industrial, 1R, 2I) X - Xxehan (Cultural, 1R, 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.
The Ghosts of Creuss (A Half Eaten Oreo)
Commodities: 0 / 4
Trade Goods: 0
Action Cards: 2
Tactic Pool: 0
Fleet Pool: 2
Strategy Pool: 0
Promissory Notes: (Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
Technology: Gravity Drive, Sarween Tools, Plasma Scoring
Worlds: X - Creuss (4R, 2I) X - Bereg (Hazardous, 3R, 1I) X - Vefut II (Hazardous, 2R, 2I)
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.
Nekro Virus (Phyphor)
Commodities: 3 / 3
Trade Goods: 0
Action Cards: 2
Tactic Pool: 2
Fleet Pool: 4
Strategy Pool: 0
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Antivirus)
Technology: Dacxive Animators, Gravity Drive, Sarween Tools (Valefor Assimilator X, Valefor Assimilator Y)
Worlds: X - Mordai II (4R, 0I) X - Centauri (Cultural, 1R, 3I) X - Gral (Industrial, 1R, 1I, B) X - Lodor (Cultural, 3R, 1I) X - Tar'mann (Industrial, 1R, 1I, G) X - Tequ'ran (Hazardous, 2R, 0I) X - Torkan (Cultural, 0R, 3I)
Other Racial Data:
- Flagship: The Alastor: Combat Value 9 (x2), Movement 1, Carry Capacity 3. Sustain Damage. At the start of a Space Combat, choose any number of your ground forces in this system to participate in that combat as if they were ships.
- Racial Technology: Valefar Assimilator X (colorless): When you would gain another player's technology using 1 of your faction's abilities, you may place the "X" assimilator on a faction technology owned by that player instead. While that token is on a technology, this card gains that technology's text. You cannot place an assimilator token on technology that already has an assimilator token.
- Racial Technology: Valefar Assimilator Y (colorless): When you would gain another player's technology using 1 of your faction's abilities, you may place the "X" assimilator on a faction technology owned by that player instead. While that token is on a technology, this card gains that technology's text. You cannot place an assimilator token on technology that already has an assimilator token.
- Galactic Threat: You cannot vote on Agendas. Once per Agenda Phase, after an Agenda is revealed, you may predict aloud the outcome of that Agenda. If your prediction is correct, gain 1 technology that is owned by a player who voted how you predicted.
- Technological Singularity: Once per combat, after 1 of your opponent's units is destroyed, you may gain 1 technology that is owned by that player.
- Propagation: You cannot research technology. When you would research a technology, gain 3 command tokens instead.
- Racial Promissory Note: Antivirus: At the start of a combat: Place this card faceup in your play area. While this card is in your play area, the Nekro player cannot use his "Technological Singularity" faction ability against you. If you activate a system that contains 1 or more of the Nekro player's units, return this card to the Nekro player.
Federation of Sol (MrBody)
Commodities: 0 / 4
Trade Goods: 4
Action Cards: 3
Tactic Pool: 0
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
Technology: Antimass Deflectors, Gravity Drive, Neural Motivator, Advanced Carrier II
Worlds: X - Jord (4R, 2I) X - Coorneeq (Cultural, 1R, 2I) X - Resculon (Cultural, 2R, 0I) X - Saudor (Industrial, 2R, 2I)
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.
- 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.
The Naalu Collective (38thDoe)
Commodities: 2 / 3
Trade Goods: 3
Action Cards: 2
Tactic Pool: 1
Fleet Pool: 2
Strategy Pool: 3
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Gift of Prescience)
Technology: Neural Motivator, Sarween Tools, Antimass Deflectors
Worlds: R - Maaluuk (0R, 2I) X - Druaa (3R, 1I) X - Quann (Cultural, 2R, 1I) X - Qucen'n (Industrial, 1R, 2I) X - Rarron (Cultural, 0R, 3I)
Other Racial Data:
- Racial Unit: Hybrid Crystal Fighter (Fighter): As Fighter, but Combat Value 8.
- Flagship: Matriarch: Combat Value 9 (x2), Movement 1, Carry Capacity 6. Sustain Damage. During an invasion in this system, you may commit Fighters to planets as if they were ground forces. When combat ends, return those units to the space area.
- Racial Technology: Hybrid Crystal Fighter II (unit upgrade, requires 1 Green and 1 Blue): As Fighter, but Combat Value 7, Movement 2. Does not need to be Carried; each Fighter in excess of your ships' Capacity counts as 1/2 of a ship against your Fleet pool.
- Racial Technology: Neuroglaive (Green, requires 3 Green): After another player activates a system that contains 1 or more of your ships, that player removes 1 token from his Fleet pool and returns it to his reinforcements.
- Telepathic: At the end of the Strategy Phase, place the Naalu "0" token on the Strategy Card; you are first in initiative order.
- Foresight: After another player moves ships into a system that contains 1 or more of your ships, you may place 1 token from your Strategy pool in an adjacent system that does not contain another player's ships; move your ships from the active system into that system.
- Racial Promissory Note: Gift of Prescience: At the end of the Strategy Phase: place this card face up in your play area and place the Naalu "0" token on your Strategy Card; you are first in initiative order. The Naalu player cannot use his "Telepathic" faction ability during this game round. Return this card to the Naalu player at the end of the Status Phase.
Neutral Worlds
N - Mecatol Rex (1R, 6I)
N - Mehar Xull (Hazardous, 1R, 3I, R)
N - New Albion (Industrial, 1R, 1I, G)
N - Starpoint (Hazardous, 3R, 1I)
N - Wellon (Industrial, 1R, 2I, Y)
Order of Play The Naalu Collective (38thDoe) - (0) Leadership Universities of Jol-Nar (Ketar) - (3) Politics The Ghosts of Creuss (A Half Eaten Oreo) - (4) Construction The Winnu (discrider) - (5) Trade Nekro Virus (Phyphor) - (6) Warfare Federation of Sol (MrBody) - (7) Technology
Each player may now claim up to one Public Objective and one Secret Objective.
Posts
Geth roll 1d10t5 for Bereg bombardment
Geth roll 1d10t5 for Lirta IV bombardment
Land both infantry on Lirta and end turn.
@discrider
@Phyphor
If we can avoid such things, I think we Jol-Nar would be able to share our knowledge gains in the future through the trading or selling of our racial promissory note at discounted rates.
Yes we understand. The Virus is not planning on declaring war on you and we are happy you 1) did not attack us and 2) did not block the wormhole
Perhaps that infantry thoughtfully left on Tan'Mann has our TG?
Activate Tar'Mann. Move in carrier w/ fighters and 2 inf, land both inf
@A Half Eaten Oreo @MrBlarney
I doubt it, but they sadly do have some tasty tech.
No response, lets try to kill some virus.
Combat Rounds 1-3
Nekro has 2 Infantry.
Creuss has 1 Infantry.
For expediency, multiple combat rounds will be rolled. In case a Nekro infantry is destroyed, roll results will be taken from left to right.
Geth roll 3#2d10t8 for Nekro
Geth roll 3#1d10t8 for Creuss
Nekro scores one hit in the second round, destroying 1 Creuss Infantry.
Combat resolves in favor of Nekro. @Phyphor, anything else to do for your action?
@MrBody
[Use dacxive animators, place 1 inf on tar'mann
@Ketar i think
@Phyphor I believe.
@MrBlarney @A Half Eaten Oreo
Combat Round 1
Nekro has 1 Dreadnought, 2 Cruisers, and 1 Destroyer (loading 1 Infantry).
Creuss has 1 Destroyer, 1 Carrier, and 2 Fighters.
Geth roll 1d10t5+2d10t7+1d10t9 for Nekro
Geth roll 1d10t9+1d10t9+2d10t9 for Creuss
Waiting for hit assignments and other bits from @Phyphor and @A Half Eaten Oreo.
But shouldnt I have gotten anti-fighter barrage?
Geth roll 2d10t9 for Nekro Anti-Fighter Barrage
Leave the damaged dread
0.2^4 = 0.0016
Combat Round 2
Nekro has 1 Dreadnought (damaged, loading 1 Infantry).
Creuss has 1 Destroyer and 1 Carrier.
Geth roll 1d10t5 for Nekro
Geth roll 1d10t9+1d10t9 for Creuss
@Phyphor, you are the only player left to pass. Let me know if you need a map update; otherwise, I'll save it for the end of the round.
Pass
The Naalu Collective: Pass turn.
Universities of Jol-Nar: Activate the Bereg-Lirta IV system. (TP 1 --> 0)
Move in 2 Dreadnoughts, 1 Carrier, and 1 Fighter from Arnor-Lor via Gravity Drive, loading 2 Infantry from Dal Bootha-Xxehan.
During space combat, Jol-Nar damages 2 Dreadnoughts and loses 1 Carrier and 1 Fighter, while Creuss loses 1 Destroyer, 1 Carrier, and 2 Fighters; combat resolves in favor of Jol-Nar.
Bombardment destroys 1 Creuss Infantry on Lirta IV.
Land 2 Infantry on Lirta IV.
The Ghosts of Creuss: Pass turn.
The Winnu: Pass turn.
Nekro Virus: Activate the Tar'mann system. (TP 4 --> 3)
Move in 1 Carrier, 2 Fighters, and 2 Infantry from Tequ'ran-Torkan.
Land 2 Infantry on Tar'mann.
During ground combat, Nekro loses 1 Infantry while Creuss loses 1 Infantry; combat resolves in favor of Nekro.
Use racial ability Technological Singularity to research Gravity Drive.
Use Dacxive Animators to gain 1 Infantry on Tar'mann.
Federation of Sol: Pass turn.
Universities of Jol-Nar: Pass turn.
Nekro Virus: Activate the Vefut II system. (TP 3 --> 2)
Move in 1 Dreadnought, 1 Cruiser, and 1 Infantry from Lodor via Gravity Drive and 1 Cruiser and 1 Destroyer from Tequ'ran-Torkan.
During space combat, Nekro loses 1 Dreadnought, 2 Cruisers, 1 Destroyer, and 1 Infantry while Creuss loses 2 Fighters; combat resolves in favor of Creuss.
Use racial ability Technological Singularity to research Sarween Tools.
Nekro Virus: Pass turn.
Current Map: Round 2, Start of Status Phase
Current Technologies
Victory Points and Objectives
The Winnu: 0 VP
Universities of Jol-Nar: 0 VP
The Ghosts of Creuss: 0 VP
Nekro Virus: 0 VP
The Naalu Collective: 0 VP
Public Objectives
Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.
Diversify Research (1 VP): Own 2 technologies in each of 2 colors.
Erect a Monument (1 VP): Spend 8 resources.
2 Stage I Objectives and 5 Stage II Objectives remain in the deck.
Secret Objectives
The Winnu: 1 Secret Objective in hand.
Universities of Jol-Nar: 1 Secret Objective in hand.
The Ghosts of Creuss: 1 Secret Objective in hand.
Nekro Virus: 1 Secret Objective in hand.
Federation of Sol: 1 Secret Objective in hand.
The Naalu Collective: 1 Secret Objective in hand.
Special Objectives
Custodians of Mecatol Rex (1 VP): Claimed by Sol in Round 2.
The Winnu (discrider) SPEAKER
Trade Goods: 1
Action Cards: 3
Tactic Pool: 0
Fleet Pool: 2
Strategy Pool: 1
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Acquiescence)
Technology: Sarween Tools, Graviton Laser System, Plasma Scoring, PDS II
Worlds:
X - Winnu (3R, 4I)
X - Arinam (Industrial, 1R, 2I)
X - Meer (Hazardous, 0R, 4I, R)
X - Mellon (Cultural, 0R, 2I)
X - Thibah (Industrial, 1R, 1I, B)
X - Zohbat (Hazardous, 3R, 1I)
Other Racial Data:
- Racial Technology: Lazax Gate Folding (Blue, requires 2 Blue): During your Tactical Actions, if you do not control Mecatol Rex, treat its system as if it contains both an Alpha and Beta wormhole. Action: If you control Mecatol Rex, exhaust this card to place 1 Infantry from your reinforcements on Mecatol Rex.
- Racial Technology: Hegemonic Trade Policy (Yellow, requires 2 Yellow): Exhaust this card when 1 or more of your units use Production; swap the resource and influence value of 1 planet you control until the end of your turn.
- Blood Ties: You do not have to spend influence to remove the Custodians token from Mecatol Rex.
- Reclamation: After you resolve a Tactical Action during which you gained control of Mecatol Rex, you may place 1 PDS and 1 Space Dock from your reinforcements on Mecatol Rex.
- Racial Promissory Note: Acquiescence: At the end of the Strategy Phase: Exchange 1 of your Strategy Cards with a Strategy Card that was chosen by the Winnu player. Then, return this card to the Winnu player.
Universities of Jol-Nar (Ketar)
Trade Goods: 0
Action Cards: 5
Tactic Pool: 0
Fleet Pool: 4
Strategy Pool: 0
Promissory Notes: Creuss Ceasefire (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Research Agreement)
Technology: Neural Motivator, Hyper Metabolism, Antimass Deflectors, Gravity Drive, Sarween Tools, Plasma Scoring, Dreadnought II
Worlds:
X - Jol (1R, 2I)
X - Nar (2R, 3I)
X - Arnor (Industrial, 2R, 1I)
X - Dal Bootha (Cultural, 0R, 2I)
X - Lirta IV (Hazardous, 2R, 3I)
X - Lor (Industrial, 1R, 2I)
X - Xxehan (Cultural, 1R, 1I)
Other Racial Data:
- 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.
The Ghosts of Creuss (A Half Eaten Oreo)
Trade Goods: 0
Action Cards: 2
Tactic Pool: 0
Fleet Pool: 2
Strategy Pool: 0
Promissory Notes: (Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
Technology: Gravity Drive, Sarween Tools, Plasma Scoring
Worlds:
X - Creuss (4R, 2I)
X - Bereg (Hazardous, 3R, 1I)
X - Vefut II (Hazardous, 2R, 2I)
Other Racial Data:
- 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.
Nekro Virus (Phyphor)
Trade Goods: 0
Action Cards: 2
Tactic Pool: 2
Fleet Pool: 4
Strategy Pool: 0
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Antivirus)
Technology: Dacxive Animators, Gravity Drive, Sarween Tools (Valefor Assimilator X, Valefor Assimilator Y)
Worlds:
X - Mordai II (4R, 0I)
X - Centauri (Cultural, 1R, 3I)
X - Gral (Industrial, 1R, 1I, B)
X - Lodor (Cultural, 3R, 1I)
X - Tar'mann (Industrial, 1R, 1I, G)
X - Tequ'ran (Hazardous, 2R, 0I)
X - Torkan (Cultural, 0R, 3I)
Other Racial Data:
- Racial Technology: Valefar Assimilator X (colorless): When you would gain another player's technology using 1 of your faction's abilities, you may place the "X" assimilator on a faction technology owned by that player instead. While that token is on a technology, this card gains that technology's text. You cannot place an assimilator token on technology that already has an assimilator token.
- Racial Technology: Valefar Assimilator Y (colorless): When you would gain another player's technology using 1 of your faction's abilities, you may place the "X" assimilator on a faction technology owned by that player instead. While that token is on a technology, this card gains that technology's text. You cannot place an assimilator token on technology that already has an assimilator token.
- Galactic Threat: You cannot vote on Agendas. Once per Agenda Phase, after an Agenda is revealed, you may predict aloud the outcome of that Agenda. If your prediction is correct, gain 1 technology that is owned by a player who voted how you predicted.
- Technological Singularity: Once per combat, after 1 of your opponent's units is destroyed, you may gain 1 technology that is owned by that player.
- Propagation: You cannot research technology. When you would research a technology, gain 3 command tokens instead.
- Racial Promissory Note: Antivirus: At the start of a combat: Place this card faceup in your play area. While this card is in your play area, the Nekro player cannot use his "Technological Singularity" faction ability against you. If you activate a system that contains 1 or more of the Nekro player's units, return this card to the Nekro player.
Federation of Sol (MrBody)
Trade Goods: 4
Action Cards: 3
Tactic Pool: 0
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
Technology: Antimass Deflectors, Gravity Drive, Neural Motivator, Advanced Carrier II
Worlds:
X - Jord (4R, 2I)
X - Coorneeq (Cultural, 1R, 2I)
X - Resculon (Cultural, 2R, 0I)
X - Saudor (Industrial, 2R, 2I)
Other Racial Data:
- 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.
- 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.
The Naalu Collective (38thDoe)
Trade Goods: 3
Action Cards: 2
Tactic Pool: 1
Fleet Pool: 2
Strategy Pool: 3
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Gift of Prescience)
Technology: Neural Motivator, Sarween Tools, Antimass Deflectors
Worlds:
R - Maaluuk (0R, 2I)
X - Druaa (3R, 1I)
X - Quann (Cultural, 2R, 1I)
X - Qucen'n (Industrial, 1R, 2I)
X - Rarron (Cultural, 0R, 3I)
Other Racial Data:
- Flagship: Matriarch: Combat Value 9 (x2), Movement 1, Carry Capacity 6. Sustain Damage. During an invasion in this system, you may commit Fighters to planets as if they were ground forces. When combat ends, return those units to the space area.
- Racial Technology: Hybrid Crystal Fighter II (unit upgrade, requires 1 Green and 1 Blue): As Fighter, but Combat Value 7, Movement 2. Does not need to be Carried; each Fighter in excess of your ships' Capacity counts as 1/2 of a ship against your Fleet pool.
- Racial Technology: Neuroglaive (Green, requires 3 Green): After another player activates a system that contains 1 or more of your ships, that player removes 1 token from his Fleet pool and returns it to his reinforcements.
- Telepathic: At the end of the Strategy Phase, place the Naalu "0" token on the Strategy Card; you are first in initiative order.
- Foresight: After another player moves ships into a system that contains 1 or more of your ships, you may place 1 token from your Strategy pool in an adjacent system that does not contain another player's ships; move your ships from the active system into that system.
- Racial Promissory Note: Gift of Prescience: At the end of the Strategy Phase: place this card face up in your play area and place the Naalu "0" token on your Strategy Card; you are first in initiative order. The Naalu player cannot use his "Telepathic" faction ability during this game round. Return this card to the Naalu player at the end of the Status Phase.
Neutral Worlds
N - Mehar Xull (Hazardous, 1R, 3I, R)
N - New Albion (Industrial, 1R, 1I, G)
N - Starpoint (Hazardous, 3R, 1I)
N - Wellon (Industrial, 1R, 2I, Y)
Order of Play
The Naalu Collective (38thDoe) - (0) Leadership
Universities of Jol-Nar (Ketar) - (3) Politics
The Ghosts of Creuss (A Half Eaten Oreo) - (4) Construction
The Winnu (discrider) - (5) Trade
Nekro Virus (Phyphor) - (6) Warfare
Federation of Sol (MrBody) - (7) Technology
Each player may now claim up to one Public Objective and one Secret Objective.
We just declare Sol the winner turn 2 and then restart right?
That's how all my Alpha Centauri games go at least.
Let me tell you the story of my land bridge which I forgot was constructing and then had my stack wrecked when my brother rolled through it first.