Twilight Imperium (Game 3) - Game Thread
#441
Posted 06 May 2019 - 06:50 PM
Politics
"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
#442
Posted 07 May 2019 - 06:20 AM
LEADERSHIP
Everyone is entitled to his own wrong opinion. - Lizrad
#443
Posted 07 May 2019 - 04:25 PM
Imperial
This post has been edited by Itwęs Nom: 07 May 2019 - 05:15 PM
All things fall from kings to rose petals
#444
Posted 07 May 2019 - 09:01 PM
Quote
BY | Public Disgrace | Play during the Strategy Phase | When another player chooses a strategy card: That player must choose a different strategy cards instead, if able.
Play on Noms choice of Imperial
This post has been edited by Gnaw: 07 May 2019 - 09:07 PM
"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
#445
Posted 07 May 2019 - 11:31 PM
Gnaw, on 07 May 2019 - 09:01 PM, said:
Quote
BY | Public Disgrace | Play during the Strategy Phase | When another player chooses a strategy card: That player must choose a different strategy cards instead, if able.
Play on Nom’s choice of Imperial
Sabotage
Quote
CC | Sabotage | Play immediately after another player plays an Action Card | When another player plays an action card other then "Sabotage": Cancel that action card.
This post has been edited by Galactic Council: 08 May 2019 - 07:31 PM
All things fall from kings to rose petals
#446
Posted 09 May 2019 - 06:50 AM
Diplomacy
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
#448
Posted 09 May 2019 - 11:54 AM
Trade
I don't know what I'm doing but it sounds good.
#449
Posted 09 May 2019 - 01:22 PM
Warfare
There is no struggle too vast, no odds too overwhelming, for even should we fail - should we fall - we will know that we have lived. ~ Anomander Rake
My sig comes from a game in which I didn't heed Blend's advice. So maybe this time I should. ~ Khellendros
I'm just going to have to come to terms with the fact that self-vote suiciding will forever be referred to as "pulling a JPK" now, aren't I? ~ JPK
My sig comes from a game in which I didn't heed Blend's advice. So maybe this time I should. ~ Khellendros
I'm just going to have to come to terms with the fact that self-vote suiciding will forever be referred to as "pulling a JPK" now, aren't I? ~ JPK
#450
Posted 09 May 2019 - 08:39 PM

Number of downloads: 0
ROUND 7
Action Phase
Turn order is: Tapper --> Morgoth --> Gnaw --> IH --> Twelve --> Blend --> Tattersail --> Drek --> Nom
This post has been edited by Galactic Council: 11 May 2019 - 12:01 PM
#451
Posted 10 May 2019 - 07:32 AM

Number of downloads: 0
Play AR | Unstable Planet | Play as an Action | Choose a hazardous planet. Exhaust that planet and destroy 3 infantry on it.
Target Abyz.
CURRENT STATUS
Victory Points: 6 (3× PO, 1× SO, 2× other)
Strategy Card: LEADERSHIP
Command Pools: 1T | 4F | 2S
Goods: 0/6 C | 1 TG.
Action Cards: 6
Secret Objectives: 1 fulfilled | 1 unfulfilled
PN:: 4 Hacan, 1 Winnu SftT on the table, 1 Mentak on the table, 1 Sol in hand.
Planets:
+ Arretze (2/0)
+ Hercant (1/1)
+ Kamdorn (0/1)
+ Daemon (4/0)
+ Arinaam (1/2)
+ Meer (0/4) (red tech)
+ Lodor (3/1)
+ Mallice (0/3)
Technologies:
+ 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.
+ Neural Motivator - During the status phase, draw 2 action cards instead of 1 (Researched through Technology Rider)
+ Dacxive Animators - After you win a ground combat, you may place 1 infantry from your reinforcements on that planet.
+ Production Biomes - 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.
+ Sarween Tools - When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Graviton Laser System - You may exhaust this card before 1 or more of your units uses SPACE CANNON; hits produced by those units must be assigned to non-fighter ships if able.
+ Transit Diodes - You may exhaust this card at the start of your turn during the action phase; remove up to 4 of your ground forces from the game board and place them on 1 or more planets you control.
+ Quantum Datahub Node - 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.
+ Plasma Scoring - When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Assault Cannon - At the start of a space combat in a system that contains three or more of your non-fighter ships, your opponent must destroy one of his non-fighter ships.
+ Deep Space Cannon - PDS II
Other: Winnu SftT, Imperial Rider, Mentak Promise of Protection
This post has been edited by Galactic Council: 11 May 2019 - 12:02 PM
Everyone is entitled to his own wrong opinion. - Lizrad
#452
Posted 10 May 2019 - 12:24 PM

Play Diplomacy on New Albion-Starpoint
Receive twelve's Cease fire.
CURRENT STATUS
Victory Points: 8 (5 PO, 1 SO, 1 SftT, 1 MR)
Command Pools: 2T | 2(4)F | 1S
Goods: 0/2 C | 1 TG
Action Cards: 5
Secret Objectives: 1 fulfilled | 2 unfulfilled
Promissory Notes: 2 Letnev, 1 Mentak, 1 Nekro,
Planets:
+ Arc Prime (4/0)
+ Wren Terra (2/1)
+ Fria (2/0)
+ Tequ'Ran (2/0)
+ Torkan (0/3)
+ Thibah (1/1) (Blue tech)
+ New Albion (1/1) (green tech)
+ Starpoint (3/1)
+ Wellon (1/2) (yellow tech)
Technologies:
+ 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.
+ Fleet Logistics - During each of your turns you may perform two actions rather than 1.
+ + Sarween Tools - When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ 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 one of your damaged units that did not use Sustain Damage during this combat round.
+ Non Euclidian Shielding - When 1 of your units uses Sustain Damage, cancel 2 hits instead of 1.
+ Dreadnought 2 - Upgrades Dreadnought blueprint to Dreadnought 2.
+ Carrier 2 - Upgrades Carrier blueprint to Carrier 2.
+ War Sun - Allows for the production of War Suns
Other:
+ Nekro Cease Fire
+ Nekro support for the throne - 1 VP
+ WInnu cease fire
This post has been edited by Morgoth: 10 May 2019 - 12:25 PM
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
#453
Posted 11 May 2019 - 01:06 AM

Secondaries:
Diplomacy: none
Receive Jol-Nar racial -1TG for Mentax
Strategic Action:
Play Politics
Make Her Unholiness Speaker
Draw 2 action cards.
Look at upcoming agendas
CURRENT STATUS
Victory Points: 7 {3x PO, 3x SO, 1 Arborec SftT}
Strategy Card:
Command Pool: 1T | 3F | 2S
Goods: 1/3 C | 3 TG
Action Cards: 6
Promissory Notes: 4 Nekro,, 1 Letnev, , 1 Jol-Nar, 1 Arborec
Secret Objectives: 3 fulfilled | 0 unfulfilled
Planets:
+ Mordai II (4/0]
+ Everra (3/1)
+ Wellon (1/2; yellow)
+ Herrah VI (1/1)
+ Lodd Eru (3/0; red)
+ Mansa III (0/1; yellow)
+ Muaat (4/1)
+ Xxehan (1/1)
+ Daxcive Animators - After you win a ground combat, you may place 1 infantry from your reinforcements on that planet.
+ Neural Motivator - During the status phase, draw 2 action cards instead of 1.
+ Hyper Metabolism - Gain 3 command tokens (instead of 2) during status phase.
+ 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.
+
+ Transit Diodes - You may exhaust this card at the start of your turn during the action phase; remove up to 4 of your ground forces from the game board and place them on 1 or more planets you control.
+ Duranium
+ Cruiser 2
+ War Sun - Allows for the production of War Suns
+ Dreadnought 2 - Upgrades Dreadnought blueprint to Dreadnought 2.
+ Valefar Assimilator X - Advanced Carrier II -- Upgrades your Advanced Carrier blueprints to Advanced Carrier II.
+ Valefar Assimilator Y - Quantum Datahub Node - 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..
Other:
Letnev Ceasefire
This post has been edited by Gnaw: 11 May 2019 - 10:07 PM
"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
#454
Posted 11 May 2019 - 07:58 AM

Number of downloads: 0
Play muaat racial, research warsuns
Quote
FIRES OF THE GASHLAI (Muaat) ¦ 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.
CURRENT STATUS
Victory Points: 10
Strategy Card: Construction
Command Pools: 1T | 8F | 2S
Goods: 0/2 C | 11 TG
Action Cards: 5
Secret Objectives: 2 fulfilled | 1 unfulfilled
PN 2 Letnev, 4 Mentak, 4 Sol, 1 Muaat
Planets:
+ Moll Primus (4/1)
+ Saudor (2/2)
+ Bereg (3/1)
+ Lirta (2/3)
Technologies:
+ Sarween Tools - When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Graviton Laser System - You may exhaust this card before 1 or more of your units uses SPACE CANNON; hits produced by those units must be assigned to non-fighter ships if able.
+ Salvage Operations -- 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.
+ Mirror Computing - When you spend trade goods, each trade good is worth 2 resources or influence instead of 1.
+ Plasma Scoring - When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Hypermetabolism - gain one extra CT
+ Cruiser II
+ PDS II
+Warsun
Other: Barony of Letnev support for the throne
Sol support for the throne
This post has been edited by Galactic Council: 11 May 2019 - 12:10 PM
#455
Posted 11 May 2019 - 12:30 PM

Tactical Action:
ACTIVATE Mecatol Rex.
MOVE Salai Sai Corian, 2 Dreadnought II, 1 Carrier, 1 Cruiser, 2 Fighter II, and 4 Infantry from Qucen'n-Rarron to Mecatol Rex.
SPACE CANNON OFFENSE: 2 Arborec PDS II on Gwynan fire [1, 1] (no hits)
INVADE Mecatol Rex with 4 Infantry.
PRODUCTION: Exhaust Hegemonic Trade Policy to swap the resources and influence of Mecatol Rex. Exhaust Mecatol Rex (6), Sakulag (2), Tura Nora (2), Lazar (1) and spend 3 Trade Goods. Build 1 War Sun and 6 Fighter II (Sarween Tools). Destroy Cruiser because of excess capacity.
CURRENT STATUS
Victory Points: 5
Strategy Card: TRADE
Command Pools: 0T | 5F | 1S
Goods: 0/3 C | 11 TG
Action Cards: 5
Promissory Notes: 4 Winnu, 1 Hacan
Secret Objectives: 0 fulfilled | 2 unfulfilled
Planets:
+ Winnu (3/4)
+
+
+ Centauri (1/3)
+ Gral (1/1) Blue
+
+ Ensapta (0/2)
+
+ Qucen'n (1/2)
+ Rarron (0/3)
+ Sarween Tools - When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Transit Diodes - You may exhaust this card at the start of your turn during the action phase, remove up to 4 of your ground forces from the game board and place them on 1 or more planets you control.
+ Gravity Drive - After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
+ Plasma Scoring - When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Type IV Drive - Upgrades your Dreadnaught Blueprints to Dreadnaught II
+ Advanced Fighters - Upgrades your fighter Blueprints to Fighter II
+ War Sun - Allows for the production of War Suns
Other:Hacan Support for the Throne
This post has been edited by Galactic Council: 11 May 2019 - 12:37 PM
#456
Posted 11 May 2019 - 05:34 PM

Give my racial PN to Tapper
Play Warfare on my fighter.
CURRENT STATUS
Victory Points: 3
Strategy Card:
Command Pools: 1T | 2F | 1S
Goods: 1/4 C | 12 TG
Action Cards: 2
Promissory Notes: 1 Muaat
Secret Objectives: 1 fulfilled | 1 unfulfilled
Planets:
+ Silvano (2/2, green)
+ Quann (2/1)
Technologies:
+ 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.
+ Sarween Tools - When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Neural Motivator - During the status phase, draw 2 action cards instead of 1.
+ Magmus Reactor - 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.
+ Stasis Capsules - Upgrades your Cruiser blueprints to Cruiser II.
+ Prototype War Sun II
Other:
This post has been edited by Blend: 13 June 2019 - 04:56 PM
There is no struggle too vast, no odds too overwhelming, for even should we fail - should we fall - we will know that we have lived. ~ Anomander Rake
My sig comes from a game in which I didn't heed Blend's advice. So maybe this time I should. ~ Khellendros
I'm just going to have to come to terms with the fact that self-vote suiciding will forever be referred to as "pulling a JPK" now, aren't I? ~ JPK
My sig comes from a game in which I didn't heed Blend's advice. So maybe this time I should. ~ Khellendros
I'm just going to have to come to terms with the fact that self-vote suiciding will forever be referred to as "pulling a JPK" now, aren't I? ~ JPK
#457
Posted 13 May 2019 - 07:38 AM

Warfare - Move Dreadnought with 1 Infantry from Beta Wormhole to Arnor/Lor. Move Carrier 2 fighters and 3 infantry (1 Arnor, 2 Lor) to B wormhole. - 1SCT
Technology - Use Minister of Sciences Law - Research Type IV Drive and Fleet Logistics
Tactical Action 2 - Activate Tura Nora - Move 1 Dread from Tar'Mann and 1 dread with infantry from Beta wormhole.
Space Combat:
Turn 1:
Winnu announces retreat with all units to Centauri-Gral.
Sol:
2 Dreadnought II [6, 3] (1 hit)
Winnu:
3 Destroyers [1, 2, 6] (no hits)
1 Winnu Destroyer destroyed. 2 Winnu Destroyers successfully retreat to Centauri-Gral. Sol wins space combat.
Sol successfully invades Tura Nora with 1 Spec Ops II. Winnu Space Dock on Tura Nora destroyed.
[/left]Victory Points: 5
Strategy Card:
+ Resculon (2/0)
+ Jord (4/2)
+ Corneeq (1/2)+ Arnor (2/1)
+ Lor (1/2)
+ Tar'Mann (1/1) (green)
+
Technologies:+ Neural Motivator - During the status phase, draw 2 action cards instead of 1.+ Dacxive Animators -- After you win a ground combat, you may place 1 infantry from your reinforcements on that planet.+ 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 results 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.+ Fleet Logistics -- During each of your turns of the action phase, you may perform 2 actions instead of 1+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.+ Advanced Carrier II -- Upgrades your Advanced Carrier blueprints to Advanced Carrier II.+ Advanced Fighters -- Upgrades your Fighter blueprints to Fighter II.+ Spec Ops II -- Upgrades your Spec Ops blueprints to Spec Ops II.+ Type IV Drive -- Upgrades your Dreadnought blueprints to Dreadnought II.
This post has been edited by Tattersail_: 17 May 2019 - 09:08 AM
Apt is the only one who reads this. Apt is nice.
#458
Posted 13 May 2019 - 02:39 PM

Tactical Action
> Activate Bereg/Lirta
> Move carrier from Bereg/Lirta to Bereg/Lirta via Zej Rajja, picking up 2 infantry from Zej Rajja en-route.
> Space Combat: n/a
Space Cannon Offense:
Mentak PDS II on Saudor fires (+ Plasma Scoring) [10, 1 (-1 Antimass Deflectors) ~ 9, 1] (1 hit)
1 Jol-Nar Dreandought II sustains damage.
> Invasion: land 1 infantry on each of Bereg and Litra. Establish control.
> Production: Integrated Economy: exhaust Zej Rajja, build 2 infantry on Bereg and 2 infantry on Lirta.
CURRENT STATUS
Victory Points: 6
Strategy Card: LOGISTICS
Command Pools: 0T | 4F | 2S
Goods: 0/4 C | 1 TG
Action Cards: 6
Secret Objectives: 1 fulfilled | 2 unfulfilled
Promissory Notes: 4 Jol-Nar
Planets:
+
+ Nar (2/3)
+ Jol (1/2)
+ Nevant (1/2, blue spc.)
+ Mehar Xull (1/3) (red tech)
+
+
Technologies:
+ Neural Motivator - During the status phase, draw 2 action cards instead of 1.
+ Hyper Metabolism - Gain 3 command tokens (instead of 2) during status phase.
+ 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.
+ Sarween Tools - When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Graviton Laser System - You may exhaust this card before 1 or more of your units uses SPACE CANNON; hits produced by those units must be assigned to non-fighter ships if able.
+ 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.
+ E-Res Siphons - After another player activates a system that contains 1 or more of your ships, gain 4 trade goods.
+ 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 one of your damaged units that did not use Sustain Damage during this combat round.
+ Assault Cannon - At the start of a space combat in a system that contains three or more of your non-fighter ships, your opponent must destroy one of his non-fighter ships.
+ Advanced Fighter - Fighter II
+ Type IV Drive - Dreadnought II
+ Automated Defense Turrets - Destroyer II
+ Deep Space Cannon - PDS II
Other:
+ Custodians Token (1 VP)
This post has been edited by Galactic Council: 13 May 2019 - 06:36 PM
#459
Posted 14 May 2019 - 05:20 PM

Secondaries:
Warfare - Move 1 dread + 1gf from Gwynnan to Silvano, Move 1 crusier from Quann to Quann via Gwynnan picking up 1 gf
Technology - exhaust Vefut, research Antimass deflectors
Tactical Action:
Activate Lodd Eru, Move in 1 cruiser + 1 gf from Quann, invade
CURRENT STATUS
Victory Points: 4
Strategy Card: IMPERIAL
Command Pools: 2T | 6F | 0S
Goods: 0/3 C | 2 TG
Action Cards: 4
Secret Objectives: 1 fulfilled | 0 unfulfilled
Promissory Notes: 4 Arborec, 2 Muaat
Planets:
+ Nestphar (3/2)
+ Mellon (0/2)
+ Zohbat (3/1)
+ Gwynan (3/1)
+ Lodd Eru (3/0)?
Technologies:
+ Magen Defence Grid - You may exhaust this card at the start of a round of ground combat on a planet that contains one of more of your units that have PLANETARY SHIELD; your opponent cannot make combat rolls this combat round.
+ Sarween Tools - When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Neural Motivator - During the status phase, draw 2 action cards instead of 1.
+ 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.
+ Deep Space Cannon - PDS II
+ Stasis Capsules - Cruiser II
+ Mobile Base - War Sun
Other:
Muaat Ceasefire + SftT
This post has been edited by Itwęs Nom: 14 May 2019 - 05:28 PM
All things fall from kings to rose petals
#460
Posted 17 May 2019 - 08:41 AM

Number of downloads: 0
Receive 4 TGs from Blend.
Trade 3 TGs to IH and receive Tatts' racial PN.
SECONDARIES
... of Diplomacy: no action.
... of Politics:: draw 2 cards (need to discard 1).
... of Warfare:: no action.
... of Technology:: exhaust Daemon. Research Gravity Drive - After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
Receive 4 TGs from Blend.
Trade 3 TGs to IH and receive Tatts' racial PN.
Play
Quote
FIRES OF THE GASHLAI (Muaat) ¦ 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.
CURRENT STATUS
Victory Points: 6 (3× PO, 1× SO, 2× other)
Strategy Card: LEADERSHIP
Command Pools: 1T | 4F | 1S
Goods: 0/6 C | 2 TG.
Action Cards: 6 --> 8 --> 7
Secret Objectives: 1 fulfilled | 1 unfulfilled
PN:: 4 Hacan, 1 Winnu SftT on the table, 1 Mentak on the table, 2 Sol in hand.
Planets:
+ Arretze (2/0)
+ Hercant (1/1)
+ Kamdorn (0/1)
+ Arinaam (1/2)
+ Meer (0/4) (red tech)
+ Lodor (3/1)
+ Mallice (0/3)
Technologies:
+ 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.
+ Neural Motivator - During the status phase, draw 2 action cards instead of 1 (Researched through Technology Rider)
+ Dacxive Animators - After you win a ground combat, you may place 1 infantry from your reinforcements on that planet.
+ Production Biomes - 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.
+ Sarween Tools - When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Graviton Laser System - You may exhaust this card before 1 or more of your units uses SPACE CANNON; hits produced by those units must be assigned to non-fighter ships if able.
+ Transit Diodes - You may exhaust this card at the start of your turn during the action phase; remove up to 4 of your ground forces from the game board and place them on 1 or more planets you control.
+ Quantum Datahub Node - 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.
+ Plasma Scoring - When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Assault Cannon - At the start of a space combat in a system that contains three or more of your non-fighter ships, your opponent must destroy one of his non-fighter ships.
+ Deep Space Cannon - PDS II
+ War Sun unit upgrade tech
Other: Winnu SftT, Imperial Rider, Mentak Promise of Protection
This post has been edited by Tapper: 17 May 2019 - 08:41 AM
Everyone is entitled to his own wrong opinion. - Lizrad