Pass
Victory Points: 7
Strategy Card:
Command Pools: 1T | 7F | 2S
Goods: 0/3 C | 1 TG
Action Cards: 3
Promissory Notes: 3 Nekro , 1 Sardakk , 1 Creuss
Secret Objectives: 2 fulfilled | 1 unfulfilled
Planets:
+ Arinam (1/2)
+ Meer (0/4)
Technologies:
+ Neural Motivator -- During the status phase, draw 2 action cards instead of 1.
+ Daxcive Animators -- After you win a ground combat, you may place 1 Infantry from your reinforcements on that planet.
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Integrated Economy -- After you gain control of a planet, you may produce any number of units on that planet that have a combined cost equal to or less than that planet's resource value.
+ Antimass Deflectors -- Your ships can move into and through asteroid fields. When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
+ Gravity Drive -- After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action
+ Light / Wave Deflectors -- Your ships may movethrough systems thatcontain otherplayers' ships.
+ Plasma Scoring -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Duranium Armor -- During each combat round, after you assign hits to your units, repair 1 of your damaged units that did not use SUSTAIN DAMAGE during this combat round.
+ Stasis Capsules (Cruiser II)
+ Type IV Drive (Dreadnought II)
+ XRD Transporters (Carrier II)
+ Valefor Assimilator X -> Spec Ops II
+ Valefor Assimilator Y -> Hybrid Crystal Fighter II
Other:
+ Support for the Throne from Sardak N'orr (+1 VP)