ROF83 0 Posted July 27, 2012 Hello all, I have never looked at the Lazax race sheet, representatives, leaders etc from the scenario (if they even have these in the scenario?). Could someone enlighten me as to what they have, and what is missing in terms of making them a viable race for regular games? (obviously a new home system etc…) Quote Share this post Link to post Share on other sites
Treguard2 0 Posted July 27, 2012 ROF83 said: … what is missing in terms of making them a viable race for regular games? A functioning civilisation for about 2000 years? Seriously, the game kinda revolves around the premise of a complete collapse of the Lazax society and near extinction, with only pockets of survivors left. It'd be like if the Romans suddenly reared the heads in todays society. Quote Share this post Link to post Share on other sites
ROF83 0 Posted July 27, 2012 Well I was asking about what game mechanical units and pieces they had, and which were missing, but if you think it's more relevant to talk about their society's survivability in the odds of all-out war fair enough… others? Quote Share this post Link to post Share on other sites
ROF83 0 Posted July 28, 2012 Ok - so I found out that they got command counters and flags, but pretty much everything else needs to be adapted. In Rex the Board Game (Not that I own it, but from what I have gleaned) they field Mechanized Units and get other players' influence when they bid on Strategy Cards. This should (Somehow) translate into the Special Abilities and Starting Units. Also their abilities in the Scenario should be taken into account. The ability to control the political phase more, or field more laws in their favour. Quote Share this post Link to post Share on other sites
ROF83 0 Posted July 30, 2012 I have tinkered with this race, and unfortunately it won't be printed and done for testing tomorrow when I play a 6player game LAZAX EMPIRE Starting Units Space Dock 2 Cruisers 1 Destroyer 2 Mechanized Units (Very mobile and quite strong, I like the option for them to be aggressive early) Starting Technology Antimass Deflectors Enviro Compensator Stasis Capsules Homesystem Lazax 4/2 Mecatol Minor 0/2 (This is a good system, double planet and 4 resources. This could be toned down) Special Abilities You start the game with 1 Lazax Survivors token Your Mechanized Units receive +1 to all Combat Rolls and may be transported via Stasis Capsules (Weak-ish. +3 votes is nice, and powerful in the beginning, then ebbs out. Second ability only covers 4 units in play, or 6 if you count the racial tech, and these units are groundforces, not ships) Trade: 3/1 Leaders: ADM, DIP, SCI Flagship "The Ambassador" Cost: 10 Battle: 6x3 Movement: 2 Capacity: 4 Abilities: Sustain Damage. Gain 1 Political Card during the Status Phase (Synergy with their racial tech. mobile and good in battle. Could be more expensive?) Racial Technologies Ancient Legacy +2 After Assembly Primary, you may have 1 Politcal Card from your hand voted on. This Political Card is not affected by Action Cards You gain +3 to this vote. (This illustrates the Lazax' traditional strength - political power. They cannot, however, just determine the outcome) Elaborate Machinery +3 Your Mechanized Units roll 3 dice during Combat Rolls. You may build up to 6 Mechanized Units. Use the Mechanized Unit tokens (Supports their special ability, and makes them the "Mechanized Units Race") Representatives Councilor +5: This Councilor may not be assassinated. Gives double bonus vote if you control Mecatol Rex (I have always hated loosing a good councilor…) Spy +3: Negate target unrevealed representative's ability (Less chaos at the table) Bodyguard +1: When revealed, you may move 1 Mechanized Unit from a planet you control to any other planet you control. Would like to hear your thoughts Quote Share this post Link to post Share on other sites
Steve-O 473 Posted August 7, 2012 The Lazax already exist as a playable race in TI:3. They're called the L1z1x. 1 cvtheoman reacted to this Quote Share this post Link to post Share on other sites
ROF83 0 Posted August 8, 2012 These are pre-'fill-me-up-with-tech-in-da-face' Actually this race and 5 others will be playtested friday by me and friends. Looking forward to it. Quote Share this post Link to post Share on other sites
Fnoffen 96 Posted August 8, 2012 Give battlereport. Give, give! Quote Share this post Link to post Share on other sites
ROF83 0 Posted August 10, 2012 First of: Thank you to the creators of the races we playtested. Some of them I had tweaked, and changed, others were new (Lazax Empire). Cloudkin of Anarra. Special AbilitiesYou gain 1 Nebula system token. Before game start you must place it in any non-home , non Mecatol Rex System. This system cannot border another red tile system, unless no other option is available You start with 5 leaders. When leaving a Nebula system, your movement is not reduced to 1. You may fly through Nebula systems if your ships have adequate movement. Starting Units 1 Space Dock 2 Carriers 1 Cruiser 4 Ground Forces2 Fighters Starting TechnologyAntimass DeflectorsHylar V Assault Laser Homesystem Anarra 3/3 Trade 2/1 Racial Technology Stellar Extractors +2Every Status Phase you gain 1 Trade Good, for every Nebula system you control. You gain +1 Fleet Supply in Nebula systems. Dream Spear +3Once per round, you may force an opponent to play his Strategy Card before any other actions. Flagship The StarwombCost 8Battle 7x2Movement 1Capacity 2Abilities: Sustain Damage. You may sacrifice this ship to place a nebula counter in this system, though not adjacent to a redbordered system Representatives Councilor +3Gain +1 vote for every Nebula system you control Bodyguard +0If targeted by a spy, you may place 1 Nebula system token in any non-Nebula system you control. Remove the token at the end of the Status Phase Bodyguard +1If targeted by a spy, kill that spy. Quote Share this post Link to post Share on other sites
ROF83 0 Posted August 10, 2012 Qi'Kai Industries Special AbilitiesYour Build limit for the secondary of Production is based on the capacity of the chosen space dockYour Destroyers receive +1 to all Combat Rolls Starting Units1 Space Dock1 Carrier 3 Ground Forces1 Destroyer1 Cruiser1 PDS1 Fighter Racial TechnologiesIndustrial Secrets +2You may always look at the top Public Objective. Retrofitting +4You may reroll up to two dice in every space battle Starting Technology Antimass Deflectors XRD Transporters Homesystem Va’node 2/2 Jil’re 1/0 Trade 2/2 Leaders : DIP, GEN, SCI Flag ship – The TalonCost 10Battle 7x3Movement 1Capacity 3 Special Abilities: Sustain Damage. Destroyers in this system only count as half fleet supply, round up. Representatives Councilor +2 If the vote is not resolved the way you voted place 2 points worth of ships in any system you control Spy +1 Target representative must vote as you choose, or give you 1 promissory note Spy +1 Assassinate target representative. Quote Share this post Link to post Share on other sites
ROF83 0 Posted August 10, 2012 The Crian Admiralty Special AbilitiesYour Dreadnoughts are immune to the Direct Hit Action CardYour Dreadnoughts may bombard without landing Ground Forces.When rolling a CAPTURED for your admirals they have instead ESCAPED. Starting Units 1 Space Dock 3 Ground Forces 2 Dreadnoughts 1 Destroyer Starting TechnologyHylar V Assault LaserEnviro CompensatorStasis Capsules Leaders: 2 ADM, AGE Trade: 1/1 HomeworldCrian 4/0 Racial technologies Phalanx Bays +2 ResourceYour Dreadnought and Cruisers gain ‘Capacity 2’. This overrides the Stasis Capsules Technology Testudo Formation +2 ResourceFor every Dreadnought you control in a system, enemy PDS units receive -1 to hit your units in that system. Flagship: Fist of NumitorCost 12Battle 5x2Movement 1Capacity 3Special Abilities: Sustain Damage. Instead of executing Warfare II Se-condary, pay 1 Strategy allocation counter and use the primary. Representatives Spy +3Target representative must exhaust 1 planet he controls. Bodyguard +0If targeted by a representative’s ability you may immediately deal 1 hit to any Dreadnought or Warsun Bodyguard +0If targeted by a representative, you may kill this representative. Then kill any other non-revealed representative. Quote Share this post Link to post Share on other sites
ROF83 0 Posted August 10, 2012 The Papacy of D’Arzaire Special AbilitiesAt the start of a space battle in which you participate, you may draw 1 Action CardYour non-fighter ships receive +1 to their combat rolls, if you have fewer counters in your fleet supply than your opponent.You may use the secondary of your Strategy Card Starting Units 1 Space Dock 4 Fighters 2 Carriers4 Ground Forces Starting TechnologyAntimass DeflectorsCybernetics Racial technologiesRevelation Engine +1 ResourceEvery time you take control of a planet you may place 1 free Ground Force there Endless Coffers +3 ResourcesEach unspent Trade Good you possess grants you +1 vote when resolving a Political Card HomeworldD’Arzaire 3/4 Flagship Miter of JusticeCost 10Battle 5x2Movement 2Capacity 4Abilities: Sustain Damage. If an opponent uses one or more action cards in a space battle involving your flagship, you may choose and keep 1 of those cards. Representative Councilor +5If assassinated by a spy, you gain control of that spy for 1 round and you may vote with the spy. The Spy then returns to the owning player. Spy +2Target representative’s owner must discard an action card, sacrifice a Ground Force or pay you 1 Trade Good to vote. Spy +1Assassinate target Representative Trade 3/1 Leaders: AGE,DIP,GEN Quote Share this post Link to post Share on other sites
ROF83 0 Posted August 10, 2012 The Magen Protectorate Special AbilitiesDuring the Status Phase you may move 1 PDS Unit from any planet you control to any planet you control in an adjacent system.You may build your PDS units paying with Influence.Warsuns may not bombard planets containing your PDS units. Home systemMagen 0/2Gamanga 2/0Naggat 1/1 Starting Units 1 Space Dock 2 Destroyers 1 Carrier3 Ground Forces4 Fighters 2 PDS Starting TechnologyHylar V Assault LaserDeep Space Cannon Racial Technologies Shielded Hangars +2Each of your PDS units may hold 2 Fighters. Teleporter Shields +1 During the Status Phase, you may now move 1 Ground Force from any planet you control, to any planet containing one of your PDS Units. Trade 2/1 Leaders: AGE, GEN, SCI FlagshipShield Of MagenCost: 9Battle: 8x2Movement: 1Capacity 2Abilities: Sustain Damage. May fire as 2 PDS units with bonuses from any technologies you have. Representatives Councilor +2Gain +3 votes if you vote ‘against’ Spy +1Target representative looses votes equal to number of red technologies you own. Bodyguard -1When targeted by a spy, you may kill this bodyguard, to have him kill any other revealed or non-revealed bodyguard. Quote Share this post Link to post Share on other sites
ROF83 0 Posted August 10, 2012 Lazax Empire Special AbilitiesYou start the game with 1 Lazax Survivor tokenYour Mechanized Units receive +1 to all Combat rolls, and may be transported with Stasis Capsules Starting Units 1 Spacedock1 Carrier1 Cruiser2 Mechanized Units1 Destroyer2 Fighters HomesystemLazax 3/2Mecatol Minor 0/2 Leaders: ADM, DIP, SCI Starting TechnologiesEnviro CompensatorSarween ToolsStasis Capsules Racial Technologies Ancient Legacy +3After Assembly Primary you may have a law from your hand voted on. This law may not be discarded by action cards. You gain +3 votes for this law. Elaborate Machinery +2Your Mechanized Units roll 3 dice during Combat rolls Flagship – The AmbassadorCost 10Movement 2Combat 7x3Capacity 4Ability: Sustain Damage. You gain 1 Political Card every Status Phase Representatives Councilor +4 May not be assassinated. Councilor+1 After all representatives have voted, you may sacrifice this representative. You choose the outcome of the Political Card (You must still roll any dice) Bodyguard +1If targeted by a spy, you may move 1 Mechanized Unit you own to any planet you control. Quote Share this post Link to post Share on other sites
ROF83 0 Posted August 10, 2012 We played a 6 person game. Ronni (Lazax Empire), Ivan (Magen Protectorate), Mathias (Qi’kai Industries), Glenn (Papacy of D’Arzaire), Frede (Crian Admiralty) and Alexander (Cloudkin of Anarra).The galaxy set-up created a rather balanced and fair board. Everyone had been dealt 1 empty planet system, 1 redborder, and 3 planet tiles (1 with 2 planets and 2 with 1 planet) The players all read the special abilities of the race aloud, but not the representatives’ abilities at this time. During the first round everyone took planets surround them with more or less luck, the Cloudkin did experience some trouble with Distant Suns’ counters in Lazar and Sakulag. The Crian Admiralty had Production and moved 2 spaces and took control of a 1 planet system adjacent to Mecatol Rex and then produced to take the 2 planet system in front of him, which gave him 2 free space docks with the Distant Suns’ counters! Quite alarming, and lucky. The second round saw more expansion, and the first public objective being turned – spending 3 command counters from Strategy Allocation/Command pool. Magen Protectorate started their “build a ditch” and produced several PDS units and focused on PDS technology. Qi’Kai industries were pressed by the Crian Admiralty, who focused on bringing his Dreadnoughts on the board. Lazax Empire enjoyed a rather peaceful expansion, but found a Supernova in an empty tile, and thus made the border with the Cloudkin VERY secure – Gravity Rift, Super Nova and Asteroid Field, which the Lazax with no Antimass Deflectors could not penetrate now. This brought respite to a slightly troubled Cloudkin. Third and Fourth round saw wars between the Crian Admiralty, Cloudkin , Qi’Kai and Papacy. People started getting some of their racial technologies, and Mecatol Rex was taken by the Crian, who fulfilled his Primary and then Secret objective over 2 rounds. At 6 Victory points everybody jumped him with ships, action cards etc., and he was hampered quite a lot. Cloudkin commented on his flagship’s ability to sacrifice itself and turning into a Nebula – that this would be hard, cause the redbordered systems were so spread, that it was nearly impossible. Qi’kai could rebuild some after the Crian Admiralty had been set back, and gained some ground, but remained last in Victory Points. Ancient Artefact political law was voted on and everybody got technology, not what we had hoped for, as the Crian had a sizeable fleet at MEcatol Rex. He moved it out and started harassing The Papacy and the Cloudkin with it. Finally Qi’kai entered the Crian homesystem with a Carrier and 1 GF and fought a Destroyer, which died. Qi’kai could then take the defenseless homesystem, marking a sharp and abrupt stop to the Crian expansion. During the Fifth round, the Lazax attacked an Artefact world of the Cloudkin with a large fleet containing their flagship to gain a victory point for invading a planet with a GF on it. In the meantime the Magen protectorate had gotten Warsuns and destroyed a small Lazax fleet with a Warsun with small retinue. The sixth round saw the Lazax make a bold attack into The Magen area surviving a hail of PDS fire and taking Lodor. Also the Lazax took Lazar and Sakulag from the Cloudkin, and could claim the Secret objective of being “Threatening” and win with 10 points. (We had previously passed a law giving all players 2 victory points – leading to a shorter game) All in all the players found the races balanced with small tweaks needed.Papacy of D’Arzaire: Suggested a little better race technologies, as he was not particularly interested in buying his. Counter-suggestion was to add a larger AC hand to one of the racial technologies, as he had to discard often from his racial ability gained AC cards (having also bought Neural Motivators). Was also suggested that the AC gained could maybe be the top AC turned and take effect if it was Space Battle related. This was deemed maybe too weak. Crian Admiralty: Nothing seemed wrong or too strong/too weak. The Crian was very strong the first two rounds, but this was also due to very good Distant Suns’ counters. Qi’Kai: Was not utilized with their stronger Destroyers. Seemed to lack just a little ‘Oomph’. Nothing was suggested, but they might need a little extra special ability or something. Magen Protectorate: Was commented on as lacking a little incentive to go into the Galaxy. Also that their PDS units might be able to gain a bonus from racial tech which allowed them to become ships. They didn’t need more power, but maybe a slightly more aggressive focus. Lazax Empire: Their political racial ability was not bought, and could not be commented on. Though the winning race, the win was not due to them having too strong abilities, merely good fortune and no major space battles to annihilate their fleet until the last round. Was found to be balanced. Cloudkin of Anarra: Their problem was getting the whole Nebula system into play. The player did place his Nebula Token from his special ability so he gained control of it for some of the game, but he never bought the Flagship and created more Nebula. A cheaper and weaker Flagship was suggested to make it feasible to make more Nebulas. Or a Flagship that moved around with a Nebula. This player was leading in victory points for 2 rounds though, so he did not exactly have a bad game. Quote Share this post Link to post Share on other sites