The Emirates of Hacan
- Home World(s) - Arretze (2r/0i), Hercant (1r/1i) and Kamdorn (0r/1i)
- Starting Units - 4 ground forces, 2 carriers, 1 cruiser, 2 fighters, 1 space dock
- Starting Tech - Enviro Compensator, Sarween Tools
- Leaders: 1 General, 1 Diplomat, 1 Scientist
- Trade Agreements: 3, 3
- "Special Abilities :
- Your trades do not require approval during Trade Negotiations.
- You do not need to spend a Command Counter to execute the secondary action of the Trade Strategy.
- When you receive Trade Goods from a Trade Contract you receive one additional Trade Good.
- No player may ever (except for war) break a Trade Contract with you.
- During the Status Phase you may trade Action Cards with other players.
- Racial Technology :
- Production Centers (3 resources): As an action, spend 1 CC from Strategy Allocation area to gain 6 TG. You must then give 2 TG to any other player. You may only do this once per turn, and only if you have fewer than 6 TG."
The Xxcha Kingdom
- Home World(s) - Archon Ren (2r/3i) and Archon Tau (1r/1i)
- Starting Units - 1 space dock, 3 fighters, 1PDS, 1 carrier, 2 ground forces, 2 cruisers
- Starting Tech - Antimass Deflectors, Enviro Compensator
- Leaders: 1 Admiral, 2 Diplomats
- Trade Agreements: 2, 2
- "Special Abilities :
- When executing the secondary action of the Diplomacy Strategy you may execute the primary action instead.
- Immediately after a political card has been drawn and read you may spend one Command Counter from your Strategic Allocation pool to cancel the card and force another political card to be drawn.
- Your opponent receives -1 on all combat rolls against you during the first combat round of all Space Battles and Invasion Combats.
- Racial Technology :
- Diplomats (5 resources): Once per turn when an enemy activates a system you control, you may spend 1 CC from Strategy Allocation area to force him to instead place the CC into his reinforcements and immediately end his action. "
The Naalu Collective
- Home World(s) - Druaa (3r/1i) and Maaluuk (0r/2i)
- Starting Units - 1 space dock, 4 ground forces, 1 PDS, 1 carrier, 1 cruiser, 1 destroyer, 4 fighters
- Starting Tech - Antimass Deflectors, Enviro Compensator
- Leaders: 1 Diplomat, 1 Admiral, 1 Agent
- Trade Agreements: 2, 1
- "Special Abilities :
- The initiative number on your chosen Strategy card is always considered to be zero (this means you're always first in the order of play).
- If attacked a Naalu fleet may retreat before the beginning of the Space Battle.
- Your Fighters receive +1 on all combat rolls in Space Battles.
- Racial Technology :
- Telepathic Mind Weapon (5 resources): When an opponent activates a system you control, he immediately loses one CC from ship supply."
The Federation of Sol
- Home World(s) - Jord (4r/2i)
- Starting Units - 5 ground forces, 2 carriers, 1 destroyer, 1 space dock
- Starting Tech - Antimass Deflectors, Cybernetics
- Leaders: 1 Admiral, 1 Diplomat, 1 Agent
- Trade Agreements: 2, 2
- "Special Abilities :
- As an action, you may spend one Command Counter from your Strategic Allocation pool to place two free ground forces on any one planet that you control.
- During the Status Phase you receive one extra Command Counter.
- Racial Technology :
- Mark II Advanced Carriers (4 resources): Your Carriers now have a capacity of 8 and gain the ""sustain damage"" ability."
The L1Z1X Mindnet
- Home World(s) - [0,0,0] (5r/0i)
- Starting Units - 1 space dock, 1 carrier, 5 ground forces, 1 dreadnought, 3 fighters, 1 PDS
- Starting Tech -Enviro Compensator, Stasis Capsules, Cybernetics, Hylar V Assault Laser
- Leaders: 1 Diplomat, 1 Scientist, 1 Agent
- Trade Agreements: 1, 1
- "Special Abilities :
- The base cost of your Dreadnoughts is 4.
- Your Dreadnoughts receive +1 during Space Battles and your ground forces receive +1 when attacking during Invasion Combat.
- You start with one extra Command Counter in your Strategic Allocation pool.
- Racial Technology :
- Dreadnought Invasion Pod (2 resources): Dreadnoughts may carry one additional GF."
The Sardakk N'orr
- Home World(s) - Quinarra (3r/1i) and Tren'Lak (1r/0i)
- Starting Units - 5 ground forces, 1 carrier, 1 cruiser, 1 PDS, 1 space dock
- Starting Tech - Hylar V Assault Laser, Deep Space Cannon
- Leaders: 2 Generals, 1 Admiral
- Trade Agreements: 2, 1
- "Special Abilities :
- You receive +1 to your combat rolls.
- Racial Technology :
- Berserker Genome (5 resources): Roll a die for each unit you lost at end of space combat round 1. If you roll at least one '10', your opponent must take 2 additional casualties."
The Yssaril Tribes
- Home World(s) - Retillion (2r/3i) and Shalloq (1r/2i)
- Starting Units - 1 space dock, 5 ground forces, 1 PDS, 2 carriers, 1 cruiser, 2 fighters
- Starting Tech - Antimass Deflectors, XRD Transporter
- Leaders: 1 Admiral, 2 Agents
- Trade Agreements: 2, 1
- "Special Abilities :
- You are allowed to skip your action turn during the Action Phase (you may not skip two such action turns in a row).
- You draw one additional Action Card during Status Phase.
- You are never limited to a hand size of Action Cards (ever).
- Once during the Strategy Phase you may look at one other player's hand of Action Cards.
- Racial Technology :
- Shuttle Logistics (3 resources): At start of status phase, choose a system not containing enemy ships. Your GF in this system may move to any friendly planet in same or adjacent system (that does not contain enemy ships). "
The Barony of Letnev
- Home World(s) - Arc Prime (4r/0i) and Wren Terra (2r/1i)
- Starting Units - 1 space dock, 1 dreadnought, 1 destroyer, 1 carrier 3 ground forces
- Starting Tech - Hylar V Assault Laser, Antimass Deflectors
- Leaders: 1 Diplomat, 1 Admiral, 1 General
- Trade Agreements: 1, 1
- "Special Abilities :
- Before any Space Battle or Invasion Combat round, you may spend 2 Trade Goods to give all your spaceships +1 or all of your ground forces +2 on their combat rolls (for that combat round only).
- Your fleets may always contain one more ship than the number of Command Counters in your Fleet Supply pool.
- Racial Technology :
- L4 Disruptors (6 resources): You may use your race's special ability during Invasion Combat without paying any TG."
The Universities of Jol-Nar
- Home World(s) - Jol (1r/2i) and Nar (2r/3i)
- Starting Units - 2 ground forces, 2 carriers, 1 fighter, 2 PDS, 1 dreadnought, 1 space dock
- Starting Tech - Hylar V Assault Laser, Antimass Deflectors, Enviro Compensator, Sarween Tools
- Leaders: 2 Scientists, 1 Admiral
- Trade Agreements: 3, 1
- "Special Abilities :
- You receive -1 to all your combat rolls.
- When executing the secondary action of the Technology Strategy, you may execute both its primary and secondary action.
- You may spend a Command Counter from your Strategy Allocation pool to immediately re-roll any of your die rolls.
- Racial Technology :
- Spatial Conduit Network (6 resources): Once per turn when moving, you may move ships from one system you control to another you control as if both were adjacent. Ships using this movement must end their movement in a system you control."
The Mentak Coalition
- Home World(s) - Moll Primus(4r/1i)
- Starting Units - 1 carrier, 3 cruisers, 1 PDS, 4 ground forces, 1 space dock
- Starting Tech - Hylar V Assault Laser, Enviro Compensator
- Leaders: 1 Agent, 1 Admiral, 1 Diplomat
- Trade Agreements: 1, 1
- "Special Abilities :
- You start the game with one additional Command Counter in your Fleet Supply pool.
- Before a space battle begins (in which you are a participant) you may fire up to two Cruisers/Destroyers (or a mix thereof). The enemy takes casualties immediately with no return fire allowed.
- During the Strategy Phase, you may take one Trade Good from up to two different players (who have at least three Trade Goods).
- Racial Technology :
- Salvage Operations (4 resources): Gain 2 TG at end of each space combat you participated in. If you won, you may build a ship in this system that was destroyed in combat (you must pay for it) ."
The Clan of Saar
- Home World(s) - Lisis II (1r/0i) and Ragh (2r/1i)
- Starting Units - 4 ground forces, 2 carriers, 2 fighters, 1 cruiser, 1 space dock
- Starting Tech - Antimass Deflectors, XRD Transporter
- Leaders: 1 Agent, 1 Admiral, 1 General
- Trade Agreements: 2, 1
- "Special Abilities :
- Gain 1 Trade Good every time you acquire a new planet.
- Your Space Docks have a movement of 1 but cannot move & build in the same activation. Your Space Docks are never on planets and have a production capacity of 4. If your Space Dock is present in a system with enemy but no friendly ships, it is destroyed.
- You may fulfill objectives even if you don't control your Home System.
- Racial Technology :
- Foating Factory (3 resources): Your Space Docks now have a production capacity of 5, movement of 2 and can support 5 fighters. "
The Yin Brotherhood
- Home World(s) - Darien (2r/4i)
- Starting Units - 4 ground forces, 2 carriers, 1 destroyer, 4 fighters, 1 space dock
- Starting Tech - Hylar V Assault Laser, Automated Defense Turrets
- Leaders: 1 General, 1 Diplomat, 1 Agent
- Trade Agreements: 1, 1
- "Special Abilities :
- Before an Invasion Combat in which you are the attacker begins, you may roll 1 die. On a 5+ your opponent looses 1 Ground Force and you gain 1 Ground Force.
- Immediately before the second round of a Space Battle, you may discard one of your participating Destroyers or Cruisers to choose one opposing ship present and immediately inflict one hit on it.
- Once per turn, as an Action, you may place your control marker on an unexhausted Planet Card you control. Until the end of the round, its Influence and Resource values are reversed.
- Racial Technology :
- Fanaticism (4 resources): You may use your race special ability twice at the start of each invasion combat."
The Winnu
- Home World(s) - Winnu (3r/4i) Yellow tech discount
- Starting Units - 3 ground forces, 1 carrier, 1 cruiser, 2 fighters, 1PDS, 1 space dock
- Starting Tech - Antimass Deflectors, Enviro Compensator, Stasis Capsules
- Leaders: 1 Scientist, 1 Admiral, 1 Agent
- Trade Agreements: 3, 1
- "Special Abilities :
- You may always add Influence value of your Home System planet to your votes, even if is exhausted.
- Your planets that contain at least 1 Ground Force are immune to the Local Unrest Action Card.
- You do not need to spend a Command Counter to execute secondary ability of the Technology Strategy.
- Racial Technology :
- Bioptic Recyclers (3 resources): As an action, discard an action card from your hand and receive 2 TG or one CC. "
The Embers of Muaat
- Home World(s) - Muaat (4r/1i)
- Starting Units - 4 ground forces, 1 war sun, 2 fighters, 1 space dock
- Starting Tech - Enviro Compensator, Sarween Tools, War Sun
- Leaders: 1 Scientist, 1 General, 1 Diplomat
- Trade Agreements: 2, 2
- "Special Abilities :
- Your War Suns have a base movement of 1. This improves to 2 when you acquire the Deep Space Cannon technology.
- As an action, you may spend 1 Command Counter from your Strategy Allocation Area to place 2 free fighters or 1 free destroyer in any one system containing one of your War Suns or your Space Docks.
- Your ship may move through but may not end their movement in Supernova systems.
- Racial Technology :
- Magmus Reactor (5 resources): Your War Suns get +1 movement and cost 10 ressources. "
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A great game, I must say. A very long game as well. Playing one right now as the L1Z1X, 3 sessions long, at least six hrs. a session.