TI4 Game # 2 Signup Thread
#21
Posted 09 July 2018 - 02:41 PM
So the plan is everyone get IH, right?
"I think I've made a terrible error of judgement."
#22
#23
Posted 09 July 2018 - 03:14 PM
Me? I am but an innocent child caught in the currents of your mighty rivers!
Take good care to keep relations civil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
#24
Posted 09 July 2018 - 03:35 PM
I have posted the turn order in the first post of the Chatty Thread.
We will be using the same map "shape" as last game, so all the Homeworld hexes will be in the same spots as the one in the previous game.
So, if you guys would like, you may post in here, in the order posted in the Chatty Thread, your race choice, and where you would like your homeworld to be placed. (For example, I could say that I want to play Hacan, and I'd like to place my homeworld where Morgoth's homeworld was in the previous game).
I'll get everything else ready for the map creation tonight once I get home.
You can find all the race sheets HERE!
We will be using the same map "shape" as last game, so all the Homeworld hexes will be in the same spots as the one in the previous game.
So, if you guys would like, you may post in here, in the order posted in the Chatty Thread, your race choice, and where you would like your homeworld to be placed. (For example, I could say that I want to play Hacan, and I'd like to place my homeworld where Morgoth's homeworld was in the previous game).
I'll get everything else ready for the map creation tonight once I get home.
You can find all the race sheets HERE!
This post has been edited by Galactic Council: 09 July 2018 - 03:38 PM
#25
Posted 09 July 2018 - 03:44 PM
Galactic Council, on 09 July 2018 - 03:35 PM, said:
We will be using the same map "shape" as last game, so all the Homeworld hexes will be in the same spots as the one in the previous game.
If we're building the map, using the exact same shape could be an issue. Two of the homeworld positions (Twelve and Gnaw's) were only 2 hexes away from Mecatol Rex last game. That was okay, since they were blocked by Nebulas from being able to bum-rush Mecatol Rex faster than anyone else, but if we're building the map it's unlikely they'll have a nebula block like that?
Might be better to just put all the HWs on "ring 4" and add extra blank hexes (or an ion storm!) to cover any extra hexes needed.
#26
Posted 09 July 2018 - 03:50 PM
D, on 09 July 2018 - 03:44 PM, said:
Galactic Council, on 09 July 2018 - 03:35 PM, said:
We will be using the same map "shape" as last game, so all the Homeworld hexes will be in the same spots as the one in the previous game.
If we're building the map, using the exact same shape could be an issue. Two of the homeworld positions (Twelve and Gnaw's) were only 2 hexes away from Mecatol Rex last game. That was okay, since they were blocked by Nebulas from being able to bum-rush Mecatol Rex faster than anyone else, but if we're building the map it's unlikely they'll have a nebula block like that?
Might be better to just put all the HWs on "ring 4" and add extra blank hexes (or an ion storm!) to cover any extra hexes needed.
Hmmmm..... That's a good point, I didn't really look at it that way.
Okay, then, everyone please hold off on choosing homeworld location until I get a map posted this evening.
That being said, you guys can still go ahead and post your race choices!
#27
Posted 09 July 2018 - 04:29 PM
I should mention - I was planning on doing a 14 point game this time. Things were just starting to get really cut throat on the last round of the last game, so I figured having an extra round or two should be good fun!
Any objections?
Any objections?
#28
Posted 09 July 2018 - 04:45 PM
Galactic Council, on 09 July 2018 - 04:29 PM, said:
I should mention - I was planning on doing a 14 point game this time. Things were just starting to get really cut throat on the last round of the last game, so I figured having an extra round or two should be good fun!
Any objections?
Any objections?
Sure! Age of Empire or just regular reveal-objectives-one-at-a-time?
#29
Posted 09 July 2018 - 04:45 PM
So do people post their race selections here so we know what's left when it comes around our selection?
I don't know what I'm doing but it sounds good.
#30
Posted 09 July 2018 - 04:52 PM
D, on 09 July 2018 - 04:45 PM, said:
Galactic Council, on 09 July 2018 - 04:29 PM, said:
I should mention - I was planning on doing a 14 point game this time. Things were just starting to get really cut throat on the last round of the last game, so I figured having an extra round or two should be good fun!
Any objections?
Any objections?
Sure! Age of Empire or just regular reveal-objectives-one-at-a-time?
Gonna stick with reveal one objective at a time. I feel if we did Age of Empire, it would just allow everyone to finish faster?! I dunno, for now i'm gonna stick with that. We can do Age of Empire in a future game!
#31
Posted 09 July 2018 - 04:52 PM
#32
#33
Posted 09 July 2018 - 05:13 PM
I would very much like the Arborec. They're not particularly good I think, but they look like a lot of fun
Take good care to keep relations civil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
#34
Posted 09 July 2018 - 05:48 PM
So you are saying we are waiting on Khell, again. Some things never change.
I don't know what I'm doing but it sounds good.
#35
Posted 09 July 2018 - 05:48 PM
Galactic Council, on 09 July 2018 - 04:52 PM, said:
Oh gawd. Khell has 17 choices?!?? Morgoth will be back from Indonesia before that choice is made.
"Between stimulus and response there is a space. In that space is our power to choose our response. In our response lies our growth and our freedom." - Viktor Frankl
#36
Posted 09 July 2018 - 05:49 PM
Now that was an epic cross post.
"Between stimulus and response there is a space. In that space is our power to choose our response. In our response lies our growth and our freedom." - Viktor Frankl
#37
#38
#39
Posted 09 July 2018 - 06:07 PM
Quote
https://imgur.com/a/kfzt2#tOsuiwZ[/url]
Racial Technologies: https://imgur.com/a/PqS6t
Generic Technologies: https://imgur.com/gallery/LwA4N
Unit Upgrades: https://imgur.com/a/3aqrr
Racial Promissory Notes: https://imgur.com/a/pCTt5
Public Objectives I: https://imgur.com/a/I0VXd
Public Objectives II: https://imgur.com/a/xyU3R
Secret Objectives: https://imgur.com/a/0BWUc
Action Cards: http://imgur.com/RHPm9cL http://imgur.com/FWn7AjA
Action Card Overview: https://docs.google.com/spreadsheets/d/1PRz0DmY_nQ_uwKE8pshp3KLyQ7LDnSBmjJsNOPd6WPE/edit?usp=sharing
Punchboard: http://imgur.com/a/o4TYl
Generic Promissory Notes: http://imgur.com/a/AZnn0
Plastic Units: http://imgur.com/a/jyp7y
Planets: https://docs.google.com/spreadsheets/d/1IxHdG1hB0CgcXFAB2D_ePcEuYf9VVcYlUte_6hxFtFg/edit?usp=sharing
Insert: http://imgur.com/a/h8nWm
Agenda Cards: http://imgur.com/a/oKwl7
Agenda Card Overview: https://docs.google.com/spreadsheets/d/1j1timU4HrE_uy4PXPHjSNV_vElVWyVCWVaU7S7m7GYQ/edit#gid=0
Races
Sardakk N'orr
The Arborec
The Barony of Letnev
The Clan of Saar
The Embers of Muaat
The Emirates of Hacan
The Federation of Sol
The Ghosts of Creuss
The L1z1x Mindnet
The Mentak Coalition
The Naalu Collective
The Nekro Virus
The Universities of Jol-Nar
The Winnu
The Xxcha Kingdom
The Yin Brotherhood
The Yssaril Tribes
Racial Technologies: https://imgur.com/a/PqS6t
Generic Technologies: https://imgur.com/gallery/LwA4N
Unit Upgrades: https://imgur.com/a/3aqrr
Racial Promissory Notes: https://imgur.com/a/pCTt5
Public Objectives I: https://imgur.com/a/I0VXd
Public Objectives II: https://imgur.com/a/xyU3R
Secret Objectives: https://imgur.com/a/0BWUc
Action Cards: http://imgur.com/RHPm9cL http://imgur.com/FWn7AjA
Action Card Overview: https://docs.google.com/spreadsheets/d/1PRz0DmY_nQ_uwKE8pshp3KLyQ7LDnSBmjJsNOPd6WPE/edit?usp=sharing
Punchboard: http://imgur.com/a/o4TYl
Generic Promissory Notes: http://imgur.com/a/AZnn0
Plastic Units: http://imgur.com/a/jyp7y
Planets: https://docs.google.com/spreadsheets/d/1IxHdG1hB0CgcXFAB2D_ePcEuYf9VVcYlUte_6hxFtFg/edit?usp=sharing
Insert: http://imgur.com/a/h8nWm
Agenda Cards: http://imgur.com/a/oKwl7
Agenda Card Overview: https://docs.google.com/spreadsheets/d/1j1timU4HrE_uy4PXPHjSNV_vElVWyVCWVaU7S7m7GYQ/edit#gid=0
Races
Sardakk N'orr
- Front: http://i.imgur.com/MQJFzik.jpg Back: http://i.imgur.com/W89lYVz.jpg
- Note: The +1 only applies to combat rolls, not for Bombardment or Space Cannons
- Race Unit: Exotrireme I (Dreadnought) with Bombardment 4 (x2)
- Flagship Stats are now 8,6x2,1,3 instead of 10,5x3,1,1
- Starting Technology NONE instead of 2 red (Hylar V Assault Laser, Deep Space Cannon)
- Starting Units now 2 Carrier instead of 1 Carrier
- Promissory Note "Tekklar Legion": Return to apply +1 to all combat rolls during an Invasion. If fighting the N'orr, they receive -1 for that Invasion
- Racial Technologies
- Exotrireme II (Unit Upgrade)
- Prerequisite: 2 Blue, 1 Yellow
- No changes: After a round of space combat, you may destroy this unit to destroy up to 2 ships in this system.
- Bombardment 4 (x2) instead of 5 (Dreadnought I)
- Valkyrie Particle Weave (Red)
- Prerequisite: 2 Red
- New: In ground combat if enemy produces 1 hit, you produce 1 additional hit
- Removed: At the end of a round of Invasion Combat, roll one die for each casualty you take. For each 10 you roll, your opponent must immediately take 1 additional casualty
The Arborec
- Front: http://i.imgur.com/UuBBQqi.jpg Back: http://i.imgur.com/cbWmapX.jpg
- Race Unit: Letani Warrior 1 (Reworked old TI3 ability as race unit)
- Flagship
- Stats are now 8,7x2,1,5 instead of 10,6x2,1,5
- Reworked: You can now build directly after system activation
- TI3: You may not build units with this ship if it has moved during the same activation
- Starting Technology are now 1 red (Magen Defense Grid) instead of 1 green (Stasis Capsules) and 1 blue (Antimas Deflectors)
- Dreadnought have now 1 capacity by default
- Promissory Note "Stymie": Placed face up, Arborec cannot produce units in non-home systems adjacent to those containing the holder's ships. Returned if holder activates an Arborec system
- Racial Technologies
- Letani Warrior II (Unit Upgrade)
- Prerequisite: 2 Green
- No Changes: Same as Infantry II, but with Production 2 instead of 1. (TI3: This was the tech Spore Acceleration)
- Bioplasmosis (Green)
- Prerequisite: 2 Green
- Reworked: You can now move any number of ground forces to planets in your system or adjacents systems.(TI3: Only 1 Ground Force, but is was allowed to move to uncontrolled planets)
The Barony of Letnev
- Front: http://i.imgur.com/SvfGzgk.jpg Back: http://i.imgur.com/zgaSLrB.jpg
- Abilities
- Reworked: You can now spend 2 Trade Goods at the start of a round of Space Combat; if you do, you may reroll any number of dice (TI3: Give +1 to Spaceships and +2 to Ground Forces)
- Reworked: You can now have up to 2 more non-fighter units over your fleet supply (instead of one unit).
- Flagship Stats are now 8,5x2,1,3 instead of 10,5x2,1,2
- Starting Technology
- Antimass Deflectors (blue)
- Plasma Scoring (red) instead of Hylar V Assault Laser (red)
- Starting Units added 1 Fighter
- Promissory Note "War Funding": Return at the start of a Space Combat round to be able to reroll any number of your dice. The Letnev player loses 2 Trade Goods
- Racial Technologies
- L4 Disruptors (Yellow)
- Prerequisite: 1 Yellow
- New: Enemies cannot use Space Cannon during Invasion
- Removed: You can use your ability without spending Trade Goods
- Non-Euclidean Shielding (Red)
- Prerequisite: 2 Red
- No Changes: Sustain Damage absorb 2 hits instead of 1
The Clan of Saar
- Front: http://i.imgur.com/EffJSar.jpg Back: http://i.imgur.com/0pmOxgp.jpg
- Race Unit: Floating Factory 1 (Reworked old TI3 ability as race unit)
- Since the Floating Factory 1 has Capacity 4 it can transport Ground Forces
- Flagship Stats 8,5x2,1,3 instead of 10,6x3,1,4
- Removed XRD Transporter (blue) technology, they have now only Antimass Deflector (blue)
- Promissory Note "Ragh's Call": Return when landing on a Saar planet to return all Ground Forces on it to another planet belonging to the Saar
- Racial Technologies
- Floating Factory II (Unit Upgrade)
- Prerequisite: 2 Yellow
- No Changes
- Production 7 instead of 5 (Floating Factory1)
- Movement of 2 instead of 1 (Floating Factory 1)
- Capacity 5 instead of 4 (Floating Factory 1)
- Chaos Mapping (Blue)
- Prerequisite: 1 Blue
- New: Other players cannot activate asteroid field that contain 1 or more of your ships.
- New: You can produce for 1 in an system with at least 1 ship.
- Removed: You can move into asteroid fields with fleet supply 3 (in TI4 this is with Antimass Deflector possible)
The Embers of Muaat
- Front: http://i.imgur.com/X2RGTPV.jpg Back: http://i.imgur.com/0iO4sIU.jpg
- Race Unit: Prototype War Sun 1 with 12,3x3,1,6 (Reworked old TI3 ability as race unit)
- Missing: Muaat cannot end in supernova https://boardgamegeek.com/article/26691017
- Flagship Stats are now 8,5x2,1,3 instead of 10,5x3,1,4
- Starting Technology are now 1 red (Plasma Scoring) instead of 2 yellow (Enviro Compensator) and 1 red (War Sun)
- Promissory Note "Fires of the Gashlai": As an action, may remove 1 token from the Embers' Fleet Pool and gain the War Sun technology card
- Racial Technologies
- Prototype War Sun II (Unit Upgrade)
- Prerequisite: 1 Yellow, 3 Red
- New: Movement increased to 3 instead of 2
- Magmus Reactor (Red)
- Prerequisite: 2 Red
- New: You can move into supernovas. You gain 1 trade good if you use production in a system with a war sun or adjacent to a supernova
- Removed: War Suns have +1 Movement and cost 10 (Refactored in Unit Upgrade: Prototype War Sun II)
- Removed Nova Seed
- As an action, you may remove the card from the game to replace a system you control with a Supernova system tile. This may not be used on mecatol Rex, a Home System, or adjacent to a red-bordered system
The Emirates of Hacan
- Front: http://i.imgur.com/cWpeeKA.jpg Back: http://i.imgur.com/PzZAhpA.jpg
- Abilities
- New: You can negotiate transaction with players who are not your neighbor
- Reworked: Action cards can be part of your transaction (TI3: You can trade actions cards during Status Phase)
- Removed: Nobody can break Trade Contracts, unless starting a war with you
- Removed: Your trades don't require approval
- Flagship
- Stats are now 8,7x2,1,3 instead of 10,7,2,4
- Reworked: You can now spend 1 TG to apply +1 to the result instead of rerolling one die
- Starting Technology
- Antimass Deflectors (blue) instead of Enviro Compensator (yellow)
- Promissory Note "Trade Convoys": Place face up, you may have transactions with anyone even if you are not neighbors. Returned if you attack the Hacan
- Racial Technologies
- Quantum Datahub Node (Yellow)
- Prerequisite: 3 Yellow
- New: You must now spend 1 CC and 3 Trade Goods to swap Strategy Cards
- Production Biomes (Green)
- Prerequisite: 2 Green
- Reworked: Exhaust as Action with 1 CC to gain 4 Trade Goods and another player get 2 Trade Goods.
- Removed: Limitation that you can only use if you have less than 6 Trade Goods
The Federation of Sol
- Front: http://i.imgur.com/zvXXTW0.jpg Back: http://i.imgur.com/Zn0IB29.jpg
- Race Unit: Advanced Carrier
- Capacity 6 instead of 4
- Race Unit: Spec Ops (Ground Forces)
- Combat value 7 instead of 8
- Abilities
- Reworked: You now gain 1 additional CC EVERY Status Phase
- Flagship
- Stats are now 8,5×2,1,12 instead of 10,5x3,1,3
- Remove: GF on this ship do not count towards its capacity (instead this ship has 12 capacity)
- New: At the end of the status phase, place 1 infantry from your reinforcements in this system's space area
- Starting Technology
- Neural Motivator (green) instead of Cybernetics (green)
- Antimass Deflectors (blue)
- Starting Units added 3 Fighters
- Promissory Note "Military Support": Return at the start of Sol turn to place 2 infantry on one of your planets, and the Sol lose 1 Strategy counter
- Racial Technologies
- Spec Ops II (Unit Upgrade)
- Prerequisite: 2 Green
- Combat 6 instead of 7 (Infantry II)
- You need a 5 instead of a 6 (Infantry II) to revive the Infantry next turn on the home system
- Removed: Each time you roll a 1 during Invasion combat, you may re-roll that die. You must use the second result
- Advanced Carrier II (Unit Upgrade)
- Prerequisite: 2 Blue
- No Changes Capacity 8 instead of 6 (Carrier II) with Sustain Damage ability
The Ghosts of Creuss
- Front: http://i.imgur.com/zVTzKBR.jpg Back: http://i.imgur.com/atCPt2M.jpg
- Abilities
- New: +1 movement if starting in home system or system with a or b wormhole
- Removed: can no longer block wormholes
- Reworked: Creuss Gate does not count as a home system (in TI3 it counted for objectives)
- Flagship
- Stats are now 8,5,1,3 instead of 10,4,1,3
- Rule clarification for flagship d wormhole
- Flagship may move BEFORE or AFTER all other ships
- Starting Technology 1 blue (Gravity Drive) instead of 2 (Antimass Deflectors, XRD Transporters)
- Promissory Note "Creuss IFF": Return to move or place a Creuss Wormhole Token into a system that either contains one of your planets or does not contain enemy ships
- Racial Technologies
- Wormhole Generator (Blue)
- Prerequisite: 2 Blue
- Refactored: You can now place the A or B wormhole token in a system that contains a planet you control or any non-home systems without enemy ships (TI3: only allowed friendly non-home systems and empty ones)
- If all players have ships only in the homeworlds you can place the token on any non-homeworld tile
- Dimensional Splicer (Red)
- Prerequisite: 1 Red
- No Changes: At the start of a battle in a system containing a Wormhole and at least 1 of your ships, you may assign 1 hit to 1 enemy ship of your choice
The L1z1x Mindnet
- Front: http://i.imgur.com/PWSIjMV.jpg Back: http://i.imgur.com/cGQH0fZ.jpg
- Race Unit: Have Super Dreadnought from the beginning
- 2 capacity instead of 1 (TI3 this was the Dreadnought Invasion Pod)
- Unit Upgrade changes Combat and Movement
- Abilities
- New: Conquer PDS and Space docks
- New: Can bombard every round
- Remove all old abilities
- Dreadnought cost now 4 for everybody
- Dreadnought combat value is increased by Unit Upgrades
- You have no additional CC from the Start
- Flagship Stats are now 8,5x2,1,5 instead of 11,5x3,1,2
- Starting Technology
- Neural Motivator (green) instead of Stasis Capsules (green)
- Plasma Scoring (red) instead of Hylar V Assault Laser (red)
- Removed also Enviro Compensator (yellow)
- Removed also Cybernetics (green)
- Promissory Note "Cybernetic Enhancements": Return at the start of your turn to steal one Strategy counter from the L1Z1X
- Racial Technologies
- Super-Dreadnought II (Unit Upgrade)
- Prerequisite: 2 Blue, 1 Yellow
- Combat 4 instead of 5 (Dreadnought II)
- Bombardment 4 instead of 5 (Dreadnought II)
- Inheritance Systems (Yellow)
- Prerequisite: 2 Yellow
- No Changes: Spend 2 Trade Goods to ignore technology prerequisite
The Mentak Coalition
- Front: http://i.imgur.com/5F8pO5P.jpg Back: http://i.imgur.com/PE74FFM.jpg
- Ability Reworked: If one of you neighbour gains trade goods or resolve a transaction and he has 3 or more trade goods, you can take 1 of his trade goods or commodities
- TI3: You can can take one trade good from two different players during the status phase if they have at least 3 trade goods
- Missing: No return fire is allowed on before combat fire https://boardgamegeek.com/article/26691214
- Flagship Stats are now 8,7x2,1,3 instead of 8,5x2,2,2
- Starting Technology 1 yellow (Sarween Tools) and 1 red (Plasma Scoring) instead of 1 yellow (Enviro Compensator) and 1 red (Hylar V Assault Laser)
- Starting Units
- 2 Cruisers instead of 3 Cruisers
- New: 3 Fighters
- Promissory Note "Promise of Protection": Placed face up, Mentak cannot steal from you. Returned if you activate a Mentak system
- Racial Technologies
- Mirror Computing (Yellow)
- Prerequisite: 3 Yellow
- No Changes: 1 Trade Good count as 2
- Salvage Operations (Yellow)
- Prerequisite: 2 Yellow
- Reworked: You get now only 1 Trade Good for each space battle, but if you won you can still rebuild a destroyed ship
The Naalu Collective
- Front: http://i.imgur.com/cVicfrI.jpg Back: http://i.imgur.com/mzKmofx.jpg
- Race Unit: Hybrid Crystal Fighter I with Combat 8 instead of 9 (default) (Reworked old TI3 ability as race unit)
- Ability Rework: You now have a Naalu "0" token to indicate that you are first in initiative order
- Flagship
- Stats are now 8,9x2,1,6 instead of 10,8x2,2,6
- Reworked: During invasion you can use fighters as like ground forces (TI3: +3 Fleet Supply)
- Starting Technology
- Neural Motivator (green) instead of Antimass Deflectors (blue)
- Sarween Tools (yellow) instead of Enviro Compensator (yellow)
- Starting Units 3 Fighters instead of 4 Fighters
- Promissory Note "Gift of Prescience": Return at the end of the Strategy Phase to steal the Naalu's Initiative 0 token and gain that ability this round
- Racial Technologies
- Hybrid Crystal Fighter II (Unit Upgrade)
- Prerequisite: 1 Green, 1 Blue
- New: Combat value 7 instead of 8 (Fighter II)
- Reworked: Only Fighters count ½ against fleet supply (TI3: Carriers and Fighters count ½ against the fleet supply)
- Neuroglaive (Green)
- Prerequisite: 3 Green
- Reworked: If the opponent activate a system that contains 1 or more of your ships (TI3: what is under your control) remove 1 CC from his Fleet Supply
The Nekro Virus
- Front: http://i.imgur.com/29mRnq0.jpg Back: http://i.imgur.com/HxO6Po3.jpg
- Abilities
- Reworked: You now predict once in the agenda phase the outcome, if correct you gain 1 technology
- Reworked: You gain now once in combat directly a technology if 1 opponent ship is destroyed
- Flagship
- Stats are now 8,9x2,1,3 instead of 9,9x3,1,1
- Ability switched with The Yin Brotherhood
- TI4: Ground Forces can participate in battle
- TI3: KAMIKAZE, if this unit is destroyed destroy all other units
- Starting Technology Gen Synthesis (green) and Hylar V Assault Laser (red) are replaced by two racial technologies (Valefar Assimilator X, Valefar Assimilator Y)
- Starting Unit
- 1 Dreadnought instead of 1 Mechanized Unit
- 1 Cruiser instead of 2 Cruiser
- New: 2 Fighters
- Promissory Note "Antivirus": Nekro cannot copy techs from you during combat. Returned if you attack the Nekro Virus
- Racial Technologies
- Reworked: Valefar Assimilator X
- Allow to gain another faction technology by placing the X token on it
- Reworked: Valefar Assimilator Y
- Allow to gain another faction technology by placing the Y token on it
The Universities of Jol-Nar
- Front: http://i.imgur.com/WeSVmTY.jpg Back: http://i.imgur.com/lQ43X9U.jpg
- Abilities
- Removed: Reroll a die for a CC
- Reworked: You must now spend a CC to resolve the primary Technology Strategy Card ability instead
- You can no longer execute primary and secondary ability from technology
- New: Ignore 1 prerequisite of a non unit upgrade technology
- Flagship
- Stats are now 8,6x2,1,3 instead of 10,2x2,2,2
- Rework: 9 or 10 before applying modifiers produces 2 additional hits, in TI3 natural rolled 10 produces 2 hits
- Maybe some cards can flip the die?
- Starting Technology
- Hylar V Assault Laser (red) replaced with Plasma Scoring (red)
- Enviro Compensator (yellow) replaced with Neural Motivator (green)
- Promissory Note "Research Agreement": Return after the Jol-Nar research a tech to gain that tech
- Racial Technologies
- Spacial Conduit Cylinder (Blue)
- Prerequisite: 2 Blue
- Reworked: You now exhaust this card if you have at least one unit in the activated system (TI3: you must only control the system) and then all systems with at least one unit are adjacent (TI3: all controlled systems were adjacent)
- E-Res Siphons (Yellow)
- Prerequisite: 2 Yellow
- Reworked: You now get 4 Trade Goods if an enemy activates your system (TI3: 3 trade goods)
The Winnu
- Front: http://i.imgur.com/SY8kvoO.jpg Back: http://i.imgur.com/BwQ6SJT.jpg
- Abilities
- New: You do not have to pay 6 influence to remove the 1 victory point token from Mecatol Rex
- New: You can place 1 PDS and 1 Space Dock on Mecatol Rex for free if you gain control of it during a tactical action
- Remove: Planets are immune to Local Unrest Action Card
- Remove: You must not spend a CC to execute the Secondary ability of the Technology Strategy Card
- Remove: You can always add the influence values of your homeworld to votes
- Flagship Stats are now 8,7,1,3 instead of 10,7,1,3
- Starting Technology you can choose any technology without prerequisites instead of 1 blue (Antimass Deflector), 1 yellow (Enviro Compensator) and 1 green (Stasis Capsules)
- Starting Units 2 Infantry instead of 3 Ground Forces
- Promissory Note "Acquiescence": Return at end of Strategy Phase to swap 1 Strategy Card with the Winnu
- Racial Technologies
- Lazax Gate Folding (Blue)
- Prerequisite: 2 Blue
- Refactored: Action: (TI3: Status Phase) If you control Mecatol Rex (TI3: also if uncontrolled) exhaust this card to place 1 Ground Force on it
- New: During your Tactical Actions, if you do not control Mecatol Rex it contains an A and B Wormhole.
- Hegemonic Trade Policy (Yellow)
- Prerequisite: 2 Yellow
The Xxcha Kingdom
- Front: http://i.imgur.com/sJ9vOYE.jpg Back: http://i.imgur.com/rZcn7jN.jpg
- Abilities
- Reworked: You can spend 1 CC and change the Agenda Card if reveled (TI3: Similar only for Political Cards)
- New: After you resolve Diplomacy (either Primary or Secondary abilities) you gain control of 1 empty adjacent planet (not MR).
- Removed: You can use the primary Diplomacy instead of the secondary
- Removed: Enemy receives -1 on first space battle and invasion round
- Flagship
- Stats are now 8,7x2,1,3 instead of 9,6x2,1,4
- Reworked: Has 3 Space Cannons instead of 2 PDS
- Starting Technologies
- Graviton Layer System (yellow) instead of Enviro Compensator (yellow)
- Removed: Antimass Deflector (blue)
- Starting Units now 4 Infantry instead of 2 Ground Forces
- Promissory Note "Political Favor": Can be returned to force the Xxcha to use their agenda discard ability
- Racial Technologies
- Instinct Training (Green)
- Prerequisite: 1 Green
- No Changes: Exhaust this card and spend 1 CC and cancel an Action card.
- Nullification Field (Yellow)
- Prerequisite: 2 Yellow
- Reworked: If an enemy activate a system with at least one ships (TI3: a system you controlled) spend 1 CC to end his turn
The Yin Brotherhood
- Front: http://i.imgur.com/oJedG6U.jpg Back: http://i.imgur.com/5xkKTY1.jpg
- Abilities
- Reworked: You can spend 2 Influence to convert an enemy infantry to yours (TI3: You roll a die, only on 5+)
- Reworked: You can now sacrifice a cruiser or destroyer after any space battle round to assign 1 hit to a ship of your choice (TI3: Only before the second space battle round)
- Removed: You can reverse Resource and Influence value as an action
- Flagship
- Stats are now 8,9x2,1,3 instead of 10,5x3,1,4
- Ability switched with The Nekro Virus
- TI4: KAMIKAZE, if this unit is destroyed destroy all other units
- TI3: Ground forces can participate in battle
- Starting Technology
- Sarween Tools (yellow)
- Removed Hylar V Assault Laser (red)
- Removed Automated Defence Turrets (red)
- Promissory Note "Greyfire Mutagen": Return after a system is activated to prevent the Yin from using any faction abilities or faction technology during that activation
- Racial Technologies
- Yin Spinner (Green)
- Prerequisite: 2 Green
- Reworked: When you use production gain 1 free Infantry (TI3: one free unit for each space dock)
- Impulse Core (Yellow)
- Prerequisite: 2 Yellow
- Rework: At the start of a space combat sacrifice a cruiser or destroyer to produce 1 hit that is must the opponent assign to a non-fighter ship
- Removed Fanaticism
- You may use your race's special ability (convert enemy Ground Forces) twice at the start of each Invasion Combat
The Yssaril Tribes
- Front: http://i.imgur.com/X304BGv.jpg Back: http://i.imgur.com/tOsuiwZ.jpg
- Abilities
- Reworked: You must discard 1 action card to skip your action (stall)
- TI3: free, but it was not possible to skip two actions in a row
- Reworked: You draw 1 more action card whenever you draw action cards, but then you must discard 1 from your hand
- TI3: You draw one additional action card in the status phase
- Removed: You look into enemy actions cards
- Flagship Stats are now 8,5x2,2,3 instead of 9,7x2,2,5
- Starting Technology 1 green (Neural Motivator) instead of 2 blue (Antimass Deflectors, XRD Transporters)
- Promissory Note "Spy Net": Return to look at Yssaril's Action Card hand and take one
- Racial Technologies
- Megeon Implants (Green)
- Prerequisite: 3 Green
- Refactored: Exhaust to look at opponent's action cards and steal one (TI3: Looking at opponents action cards was an ability)
- Transparasteel Plating (Green)
- Prerequisite: 1 Green
- New: During your turn passed player cannot play action cards.
- Removed Shuttle Logistics
- At the start of the Status Phase, you may choose a system that does not contain any enemy ships. Your GFs in the chosen system may move to any friendly planet in the same or an adjacent system (that does not contain any enemy ships)
I borrowed this from here: https://docs.google....=h.hl6d2raynzkx
Might be helpful.
"Between stimulus and response there is a space. In that space is our power to choose our response. In our response lies our growth and our freedom." - Viktor Frankl