Duskwalker

The Races - what we know so far

30 posts in this topic

Posted (edited)

I want to start a big overview for all the races abilities, technologies, special units, ect. that have been reviled so far. feel free to point out thing I missed, I will update the list accordingly. 

Everything written italic is an educated guess, deductions based on context or second hand in formations. 

 

The Barony of Letnev

Homeworlds:  Wren Terra (2/1); Arc Prime (4/0)

Starting Units: 1 dreadnought; 1 carrier; 1 destroyer; 1 fighter; 3 infantry; 1 space dock

Starting Tech: Antimass Deflectors; Plasma Scoring

Commodities: 2

Promissory Note: War Funding - At the start of a round of space combat: The Letnev player loses 2 trade goods. During this combat round, reroll any number of your dice. Then, return this card to the Letnev player

Abilities

Munitions Reserves: At the start of each round space combat, you may spend 2 trade goods; you may reroll any number of your dice during that combat. 

Armada: The maximum number of non-fighter ships you can have in each system is equal to 2 more than the number of tokens in your fleet pool.

Special units

Arc Secundus (flagship): co 8/cm 5(x2)m 1/ca 3; sustain damage; bombardment 5(x3); Other player's units in the system lose planetary shield. At the start of each space combat round, repair this ship

Race tech

L4 Disruptors (yellow; req. Y): During an invasion, units cannot us space cannon against your units. 

Non-Euclidean Shielding (Red; req. RR): When 1 of your units uses sustain damage, cancel 2 hits instead of 1. 

 

 

The Clan of Saar

Homeworlds: Ragh (2/1); Lisis II (1/0)

Starting Units: 2 carriers; 1 cruiser; 2 fighters; 4 infantry; 1 space dock

Starting Tech: Antimass Deflectors 

Commodities: 3

Promissory Note: Ragh's Call - After your commit 1 or more units to land on a planet: remove all of the Saar player's ground forces from that planet and place them on a planet controlled by the Saar player. Then, return this card to the Saar player. 

Abilities

Scavenge: After you took control of a planet gain 1 trade good. 

Nomadic: You can score objectives even if you don't control the planets in your home system

Special units

Son of Ragh (flagship): co 8/cm 5(x2)/m 1/ca 3; sustain damage; anit-fighter barrage 6(x4)

Floating Factories I (space dock): m 1/ca 4; production 5; this unit is placed in a space area, instead of a planet. This unite can move and retread as if it where a ship. If this unit is blockaded, it is destroyed.

Race tech

Chaos Mapping (blue; req. B): Other players cannot activate asteroid fields that contain 1 or more of your ships. At the start of your turn during the action phase, you may produce 1 unit in a system that contains at lest 1 of your units that has production. 

Floating Factories II (upgrade; req. YY): m 2/ca 5; production 7; this unit is placed in a space area, instead of a planet. This unite can move and retread as if it where a ship. If this unit is blockaded, it is destroyed.

 

The Emirates of Hacan

Homeworlds: Arretze (2/0); Hercant (1/1); Kamdorn (0/1)

Starting Units: 2 carriers; 1 cruiser; 2 fighters; 4 infantry; 1 space dock

Starting Tech: Antimass deflectors; sarween tools

Commodities: 6

Promissory Note: Trade Convoy - 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 your activate a system that contains 1 or more of the hacans player units , return this card to the Hacan player. 

Abilities

Masters of trade: You do not have to spend 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 you are negotiating transactions, action cards can be exchanged as part of that transaction 

Special units

Wrath of Kenara: co 8/cm 7(x2)/m 1/ca 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. 

Race tech

Quantum Datahub Node (yellow; req. YYY): 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.  

Production Biomes (green; req. GG): 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. 

 

The Federation of Sol 

Homeworlds: Jord (4/2)

Starting Units: 2 carriers; 1 destroyer; 3 fighters; 5 infantry; 1 space dock

Starting Tech: Neural Motivator; Anitmass Deflector 

Commodities: 4

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 your control. Then, return this card to the Sol player. 

Abilities

Orbital Drop: ACTION: Spend 1 token from your strategy pool to place 2 infantry from your reinfrocements on 1 planet you control. 

Versatile: when you gain command token during the status phase, gain 1 additional command token. 

Special units

Genesis (flagship): co 8/cm 5(x2)/M 1/ca 12; sustain damage; at the end of the status phase, place 1 infantry from your reinforcements in the systems space area.  

Advanced carrier I (carrier): co 3/cm 9/m 1/ca 6

spec ops I (infantry): co 1(for 2)/cm 7

Race tech

Advanced carrier II (upgrade; req. BB): co 3/cm 9/m 2/ca 8; sustain damage

spec ops II (upgrade; req. GG): co 1(for 2)/cm 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 your card on a planet you control in your home system.

 

The Mentak Coalition

Homeworlds: Moll Primus (4/1)

Starting Units: 1 carrier; 2 cruisers; 3 fighters; 4 infantry; 1 space dock; 1 pds

Starting Tech: sarween tools; plasma scoring 

Commodities: 2

Promissory Note: Promise of Protection - Action: Place this card faceup in your play area. While this card is in your play area, the Mentak player cannot use his Pillage faction ability against you. If you activate a system that contains 1 or more of the Mentak player's units, return this card to the Mentak player. 

Abilities

Ambush: At the start of a space combat, you may roll 1 die for each of up to 2 of your cruisers of destroyers in the system. For each result equal or greater than that ship's combat value, produce 1 hit; your opponent  assign it to 1 of his ships

Pillage: After 1 of your neighbors gains trade goods or resolves a transaction, if he has 3 or more trade goods, you may take 1 of his trade goods or commodities 

Special units

Fourth Moon (flag ship): co 8/cm 7(x2)/m 1/ca 3; sustain damage; enemy players ships in this system cannot use sustain damage 

Race tech

Mirror Computing (yellow; req. YYY): When you spend trade goods, each trade good is worth 2 resources or influence instead of 1. 

Salvage Operations (yellow; req. YY): After you win or lose a space combat, gain 1 trade good; if you won the combat, you may also produce 1 ship in that system of any ship type that was destroyed during the combat. 

 

The Naalu Collective 

Homeworlds: Maaluuk (0/2); Druaa (3/1)

Starting Units: 1 carrier; 1 cruiser; 1 destroyer; 3 fighters; 4 infantry; 1 space dock; 1pds  

Starting Tech: neural motivator; sarween tools 

Commodities: `3

Promissory Note: Gift of Prescience - At the end of the strategy phase: Place this card faceup in your play area and place the Naalu "0" token on your strategy 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. 

Abilities

Telepathic: At the end of the strategy phase, place the Naalu "0" token on your strategy card; you are first in initiative order.

Foresight: After another player moves ships into a system that contain 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.

Special units

Matriarch(flagship): co 8/cm 9(x2)/m 1/ca 6; sustain damage; During an invasion in this system, you ma commit fighters to planets as if they were ground forces. After combat, return those units to the space area. 

Hybrid crystal fighter (fighter): co 1(for 2)/cm 8/m -

Race tech

Hybrid Crystal Fighter II (upgrade; req, GB): co 1(for 2)/cm 7/m 2; This unit may move without being transported. Each fighter in excess of your ships' capacity counts as 1/2 of a ship against your fleet pool

Neuroglaive (green; req. GGG): After another player activates a system that contains 1 or more of your ships, that player removes 1 token form his fleet pool and returns it to his reinforcements.

 

The Nekro Virus

Homeworlds: Mordai II (4/0)

Starting Units: 1 dreadnought; 1 carrier; 1 cruiser; 2 fighters; 2 infantry; 1 space dock 

Starting Tech: daxcive animators; valefar assimilator X; valefar assimilator Y

Commodities: 3

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 active a system that contains 1 or more of the Nekro player's units return this card to the Necro player. 

Abilities

Galactic Thread: You can not vote on agendas. Once per agenda phase, after the agenda is revealed, you may aloud predict 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 technology, gain 3 command token instead.   

Special units

The Alastor: co 8/cm 5(x2)/m 1/ca 3; sustain damage; At the start of a space combat, choose any number of ground forces in this system to participate in that combat as if they were ships. 

Race tech

Valfar Assimilator X (colorless; req. -) When you would gain another player's technology using 1 of your faction abilities, you may place the "X" assimilator token 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. 

Valfar Assimilator Y (colorless; req. -) When you would gain another player's technology using 1 of your faction abilities, you may place the "Y" assimilator token 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.

 

The Sardakk N’orr

Homeworlds:  Tren’lak (1/0); Quinarra (3/1)

Starting Units: 2 carrier; 1 cruiser; 5 infantry; 1 space dock; 1 pds

Starting Tech: none

Commodities: 3

Promissory Note: Tekklar Legion - At the start of an invasion combat: Apply +1 to the result of each of your unit's combat rolls during this combat. If your oppoent 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.

Abilities

Unrelenting: Apply +1 to the result all your unit's combat rolls 

Special units

C'moran N'orr (flag ship): co 8/cm 6(x2)/m 1/ca 3; sustain damage; Apply +1 to the result off all your ship's combat rolls in this system

Exotrireme I (dreadnought): co 4/ cm 5/m 1/ca 1; sustain damage; bombardment 4(x2) 

Race tech

Exotrireme II (upgrade; req. BBY): co 4/ cm 5/m 2/ca 1; sustain damage; bombardment 4(x2); This unit cannot be destroyed by the "Direct Hit" action cards. After a round of space combat, you may destroy this unit to destroy up to 2 ships in this system. 

Valkyrie Particle Wave (red; req. RR): After making combat rolls during a round of ground combat, if your opponent produces 1 or more hits, you produce 1 additional hit.

 

The Universities of Jol-Nar

Homeworlds: Jol (1/2); Nar (2/3)

Starting Units: 1 dreadnought; 2 carriers; 1 fighter; 2 infantry; 1 space dock; 2 pds

Starting Tech: neural motivator; antimass deflectors; sarween tools; plasma scoring

Commodities: 4

Promissory Note: Research Agreement - After the Jol-Nar player researches a technology that is not a faction technology: Gain that technology. Then, return this card to the Jol-Nar player.

Abilities

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 

Special units

J.N.S. Hylarim: co 8/cm 6(x2)/m 1/ca 3; sustain damage; When making a combat roll for this ship, each result of 9 or 10, before applying modifiers, produces 2 additional hits

Race tech

Spatial Conduit Cylinder (blue; req. BB):  You may exhaust this card after you activate 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.

E-Res Siphons (yellow; req. YY): After another player activates a system that contains 1 or more of your ships, gain 4 trade goods.

 

The Winnu

Homeworlds: Winnu (3/4)

Starting Units: 1 carrier; 1 cruiser; 2 fighters; 2 infantry; 1 space dock; 1 pds

Starting Tech: Choose any 1 technology that has no prerequisites. 

Commodities: 3

Promissory Note: Acquiescence - At the end of the strategy phase: Exchange 1 of your strategy cards with the strategy card that was chosen by the Winnu player. Then return this card to the Winnu player.

Abilities

Blood Ties: You do not have to spend influence to remove the custodians token form Mecatol Rex.

Reclamation: After you resolve a tactical action during which you gaind control of Mecatol Rex, you may place 1 PDS and 1 space dock from your reinforcements on Mecatol Rex.

Special units

Salai Sai Corian (flagship): co 8/cm 7/m 1/ca 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 

Race tech

Lazax Gate Folding (blue; req. BB): 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.  

Hegemonic Trade Policy (yellow; req. YY): Exhaust this card when 1 or more of you units use Production; swap the resource and influence values of 1 planet you control until the end of your turn.

 

The Xxcha Kingdom

Homeworlds: Archon Ren (2/3); Archon Tau (1/1)

Starting Units: 1carrier; 2 cruiser; 3 fighters; 4 infantry; 1 space dock; 1 pds

Starting Tech: Graviton Laser System

Commodities: 4

Promissory Note: Political Favor - After an agenda is revealed: Remove 1 token from the Xxcha player's strategy pool and return it to his reinforcments. Then, discard the revealed agenda and reveal 1 agenda from the top of the deck. Player vote on this agenda instead. Then return this card to the Xxcha player. 

Abilities

Peace Accords: after you resolve the primary or secondary ability of the "Diplomacy" strategy card, you may gain control of 1 planet other then Mecatol Rex that does not contain any units and is in a system that is adjacent to a planet you control.

Quash: When an agenda is revealed, you may spend 1 token from your strategy pool to discard that agenda and reveal 1 agenda from the top of the deck. Players vote on this agenda instead. 

Special units

Loncara (flag ship): co 8/cm 7(x2)/m 1/ca 3) sustain damage; space cannon 5(x3) 

Race tech

Nullification Field (yellow; req. YY): After another player activates a system that contains 1 or more of your ships, you may exhaust this card and spend 1 token from your strategy pool; immediately end that player's turn.

Instinct Training (green; req. G) You may exhaust this card and spend 1 token from your strategy pool when another player plays an action card; cancel that action card. 

 

The Yssaril Tribes

Homeworlds: Retillion (2/3); Shalloq (1/2)

Starting Units: 2 carriers; 1 cruiser; 2 fighters; 5 infantry; 1 space dock; 1 pds

Starting Tech: neural motivator

Commodities: 3

Promissory Note: Spy Net - At the start of your turn: Look at the Yssaril player's hand of action cards. Choose 1 of those cards and add it to your hand. Then, return this card to the Yssaril player.

Abilities

Stall Tactics: Action: Discard 1 action card from your hand.

Scheming: When you draw 1 or more action cards, draw 1 additional action card. Then, choose and discard 1 action card from your hand

Crafty: you can have any number of action cards in your hand. Game effects cannot prevent you from using this ability 

Special units

Y'sia Y'ssrila (flagship): co 8/cm 5(x2)/m 2/ca 3; sustain damage; This ship can move through systems that contain other players' ships

Race tech

Mageon Implants (green; req. GGG): Action: Exhaust this card to look at another player's had of action cards. Choose 1 of thouse cards and add it to your hand.

Transparasteel Plating (green; req. G): During your turn of the action phase, players that have passed cannot play action cards. 

 

The Brotherhood of Yin

Homeworlds:  Darien (4/4)

Starting Units: 2 carriers; 1 destroyer; 4 fighters; 4 infantry; 1 space dock 

Starting Tech: Sarween Tools

Commodities: 2

Promissory Note: Greyfire Mutagen - After a system is activated: the Yin player cannot use faction abilities or faction technology during this tactical action. Then, return this card to the Yin player 

Abilities

Indoctrination: At the start of a ground coumbat, you may spend 2 influence to repleace on ouf your opponent's participating infantry with 1 infantry from your reinforcements.

Devotion: After each space battle round, you may destroy 1 of your cruisers or destroyers to produce 1 hit and assign it to 1 of your opponents ships.  

Special units

Van Hauge (flag ship): co 8/cm 9(x2)/m 1/ca 3; sustain damage; When this ship is destroyed, destroy all ships in this system

Race tech

Yin Spinner (green; req. GG): After 1 or more of your units use production, place 1 infantry from your reinforcements on a planet your control in the system.

 Impulse core (yellow; req. YY): At the start of a space combat, you may destroy 1 of your cruisers or destroyers in the active system to produce 1 hit against your opponent's ships; that hit must be assigned by your opponent to 1 of his non-fighter ships if able. 

 

The Embers of Muaat

Homeworlds: Muaat (4/1)

Starting Units_ 1 war sun; 2 fighters; 4 infantry; 1 space dock

Starting Tech: plasma scoring

Commodities: 4

Promissory Note: Fires of the Gashlai - Action: Remove 1 token from the Muaat player's fleet pool and return it to his reinforcements. Then, gain your war sun unit upgrade technology card. Then return this card to the Muaat player.

Abilities

Star Forge: Action: Spend 1 token form your strategy pool to place either 2 fighters or 1 destroyer from your reinforcements in a system that contain 1 or more of your war suns. 

Special units

The Inferno: co 8/cm 5(x2)/m 1/ca 3; sustain damage; Action: spend one command counter from your strategy pool to produce 1 cruiser in this ship's system

Prototype War Sun I (war sun): co 12/cm 3(x3)/m 1/ca 6; sustain damage; bombardment 3(x3); Other players' units in this system lose the planetary shield ability       

Race tech

Prototype War Sun II (upgrade; req. RRRY): co 10/cm 3(x3)/m 3/ca 6; sustain damage; bombardment 3(x3); Other players' units in this system lose the planetary shield ability       

Magnus Reactor (red; req. RR): your ships can move into supernovas. After 1 or more of your units use production in a system that either contains a war sun or is adjacent to a supernova, gain 1 trade good. 

 

The Ghosts of Creuss

Homeworlds: Creuss (4/2); delta wormhole

Starting Units: 1 carrier; 2 destroyers; 2 fighters; 4 infantry; 1 space dock

Starting Tech: gravity dirve

Commodities: 4

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.

Abilities

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 move value of each of your ships that start its movement in your home system or in a system that contain either an alpha or beta wormhole.

Creuss Gate: When you create the game board, place the Creuss Gate where your home system would normally be placed. Then, place your home system in your play area. 

Special units

Hil Colish (flag ship): co 8/cm 5/m 1/ca 3; sustain damage; this ship's system contains a delta wormhole. During movement, this ship may move before or after your other ships

Race tech

Wormhole Generator (blue; req. BB): 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

Dimensional Splicer (red; req. R): At the start of a 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 you opponent's ships.

 

The L1z1x Mindnet

Homeworlds: [0.0.0] (5/0)

Starting Units: 1 dreadnought; 1 carrier; 3 fighters; 5 infantry; 1 space dock; 1 pds

Starting Tech: neural motivator; plasma scoring 

Commodities: 2

Promissory Note: Cybernetic Enhancements - At the start of your turn - Remove 1 token from the L1Z1X player's strategy pool and return it to his reinforcements. Then, place 1 command token from your reinforcements in your strategy pool. Then, return This card to the L1Z1X player.   

Abilities

Assimilate: When you gain control of a planet, replace each PDS ans space dock that is on that planet with a matching unit from your reinforcements.  

Harrow: After each round of ground combat, your ships in the active system may use there bombardment ability against your opponents ground forces on the planet. 

Special units

[0.0.1] (flagship): co 8/cm 5(x2)/m 1/ca 5; sustain damage; During a space combat, all hits produced by this ship and by your dreadnoughts in this system must be assigned to non-fighter ships, if able. 

Super-Dreadnought I (dreadnought): co 4/cm 5/m 1/ca 2; sustain damage; bombardment 5 

Race tech

Super-Dreadnought II (upgrade; req. BBY): co 4/cm 4/m 2/ca 2; sustain damage; bombardment 5

 Inheritance Systems (yellow; req. YY): You may exhaust this card and spend 2 resources when you research a technology; ignore all of that technology's prerequisites. 

 

The Arborec

Homeworlds: Nestphar (3/2)

Starting Units: 1 carrier; 1 cruiser; 2 fighters; 4 infantry; 1 space dock; 1 pds

Starting Tech: magen defense grid

Commodities: 3

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 system that contain 1 or more of your units. If your activate a system that contains 1 or more of Arborec player's units, return this card to the Arborec player. 

Abilities

Your space docks cannot produce infantry. At the start of the status phase, place 1 infantry form your reinforcements on any planet you control 

Special units

Duha Menaimon (flagship): co 8/cm 7(x2)/m 1/ca 5; sustain damage; After you activate this system, you may produce up to 5 units in this system. 

Letani Warrior I (infantry): co 1(for 2)/cm 8; production 1

Race tech

Letani Warrior II (upgrade; req. GG): co 1(for 2)/cm 7; production 2; After this unit is destroyed, roll 1 die. If the result is 6 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. 

Bioplasmosis (green; req. GG): At the end of your 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. 

 

Edited by Duskwalker
DiabloAzul likes this

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Nice. I'm wondering about that Sol homeworld. I get the carrier argument, that is solid. However, it seems Command Counters will be more valuable in 4th, than in 3rd. Even though you seem to be able to buy more than 3 on Leadership (1), the cost is upped from 2 to 3 influence and you cannot gain CCs for "bonus tokens" and Bureaucracy doesn't give you a token either (But Warfare does). So the free CC that Sol gets every turn is perhaps worth even more than it used to be.

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Posted (edited)

Your Sol Special Ops is listed as co 1(*2)/co 7; for I second I misread that as Combat 1(×2) which is insane =) I think the second co should have been a cm!

Also where did we see the Brotherhood's Flagship?

Edited by Network57
2nd question added

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I don't personally think the change to Jord is a mistake.  In my group, Sol always did really well because of their ease for early expansion with free GFs everywhere.  As long as they start with a carrier, they'll be just fine waiting a turn to build more.

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Jord is 4 resources and 2 influence

The sar floating space docks now seem to be able to build even if they have moved

yssaril skip ability now costs an action card ( actually, it's spend an action to discard an action card) but it looks like you can do it on consecutive turns. 

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3 hours ago, Forgottenlore said:

yssaril skip ability now costs an action card ( actually, it's spend an action to discard an action card) but it looks like you can do it on consecutive turns. 

Good, that seems much more balanced.

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1 hour ago, pklevine said:

Good, that seems much more balanced.

Indeed. Now it's something you can do if you really need it, but not something you would do every round just to delay going until everyone passes. 

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2 hours ago, Pretorian said:

If it can be usefull here are images of all races.

 

You just made my evening, thank you sir!

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Posted (edited)

Wow! That Hil Colesh flagship for the Ghosts is nice. It can move before or after your other ships move! The Ghosts are one of my favorite factions.

Edit: And they switched the Brotherhood and the Necro's flagship around!

Edited by Archangelion

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I think the Yin/Nekro switch is very thematic.  Yin has the whole kamikaze thing going for them already, and I can see Nekro fighters being more like nightmarish transforming mechs or those Vulture Droids from the Clone Wars.

Hill Colesh is an example of taking previous rule vagueness from the previous edition and cleaning them up this time around.  Good stuff, though I'm sure this edition will have plenty of its own vagueness issues as we play more!

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Okay, I added all the sheet's information. Now we only need someone to scan the race-techs and home-world tiles and we are golden.

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I still don't understand what's the difference between a normal dreadnought and the exotrireme in this edition... they have same stats.

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2 minutes ago, Laurefindel said:

anyone posted the basic (non-racial) technology advances yet?

I have yet to see anything. I was suprised that they weren't in the rule book again. But I guess there's no tech tree, per se, anymore.

I'm very interested in the unit upgrades. As I still don't know how, if there are any, multiple upgrades to the same unit, or upgrades to starting special units, behave as they cover up their preceding information and potential upgrade effects.

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Posted (edited)

Each race has two racial techs.  Some races have improved Level-1 versions of some unit type.  When that is the case, they always have a further improved Level-2 upgrade to that unit type as one of their racial technologies.  Sol, in fact, has two improved units (Carriers and GF's) for their racial technologies.  The downside is they don't have any other fancy abilities.

Races that have improved units and accompanying racial techs (this is by memory):

  • Sardakk N'orr (Dreadnought)
  • L1z1x (Dreadnought)
  • Naalu (Fighter)
  • Sol (GF, Carrier)
  • Saar (Space Dock)
  • Arborec (GF)
  • Muatt (War Sun)

Races without improved units:  Yin, Winnu, Mentak (who should have gotten improved Cruisers IMO), Yssaril, Hacan, Jol Nar, Xxcha, Creuss, Nekro, Letnev

Example:  Standard Level 1 carriers are capacity 4.  Sol Level 1 carriers are Capacity 6.  One of Sol's racial techs is a Level 2 Carrier upgrade that gives them Sustain Damage and Capacity 8 (I think.. don't have the cards in front of me).

Edited by MikeEvans

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4 minutes ago, MikeEvans said:

Each race has two racial techs.  Some races have improved Level-1 versions of some unit type.  When that is the case, they always have a further improved Level-2 upgrade to that unit type as one of their racial technologies.  Sol, in fact, has two improved units (Carriers and GF's) for their racial technologies.  The downside is they don't have any other fancy abilities.

Races that have improved units and accompanying racial techs (this is by memory):

  • Sardakk N'orr (Dreadnought)
  • L1z1x (Dreadnought)
  • Naalu (Fighter)
  • Sol (GF, Carrier)
  • Saar (Space Dock)
  • Arborec (GF)
  • Muatt (War Sun)

Races without improved units:  Yin, Winnu, Mentak (who should have gotten improved Cruisers IMO), Yssaril, Hacan, Jol Nar, Xxcha, Creuss, Nekro, Letnev

Example:  Standard Level 1 carriers are capacity 4.  Sol Level 1 carriers are Capacity 6.  One of Sol's racial techs is a Level 2 Carrier upgrade that gives them Sustain Damage and Capacity 8 (I think.. don't have the cards in front of me).

So is there only 1 unit upgrade card for the units in the standard decks then?

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Yes.  One card for each unit in the generic deck.  If you are playing one of the races with an improved starting unit, you use your own racial tech when you upgrade that unit, not the one in the standard deck.

Basically, the upgraded units take all of the things that the older techs gave them, and give it to them in one go.  For example, when you upgrade cruisers, they get capacity (Stasis Capsules), +1 movement (Type IV Drive), and Hylar (+1 attack) all for the price of one upgrade.  Destroyers get +1 to attack (Hylar) and vastly improved anti-fighter barrage (Automated Defense Turrets) for their upgrade. 

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7 minutes ago, MikeEvans said:

Yes.  One card for each unit in the generic deck.  If you are playing one of the races with an improved starting unit, you use your own racial tech when you upgrade that unit, not the one in the standard deck.

Basically, the upgraded units take all of the things that the older techs gave them, and give it to them in one go.  For example, when you upgrade cruisers, they get capacity (Stasis Capsules), +1 movement (Type IV Drive), and Hylar (+1 attack) all for the price of one upgrade.  Destroyers get +1 to attack (Hylar) and vastly improved anti-fighter barrage (Automated Defense Turrets) for their upgrade. 

Thanks Mike. I was wondering how all that was working.

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