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Twilight Imperium Reference Thread

#1 User is offline   Galactic Council 

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Posted 26 June 2019 - 04:11 PM

Fantasy Flight has a Learn to Play guide which you can download here.

The Twilight Imperium Fourth Edition Rules Reference can be found here!

A Twilight Imperium Fourth Edition Battle Calculator can be found here!

We play with some relatively small rule variations on those which will be specified in the Chat Thread for any game that is currently underway.

If you want a basic outline of the game first, read the General Course section below, then read the Learn to Play guide linked above, and then finally read the Forum House Rules section. If you think you can handle it without the overview then skip that, jump straight into the Learn to Play guide and then read the Forum House Rules section.

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General Course of the Game


The game is broken into multiple Game Rounds. Each Game Round has several Phases:

Strategy Phase - The main part of the Strategy Phase is that each player picks up one Strategy Card. Strategy Cards determine turn order during the Action Phase and grant the player access to one particular Strategic Action. The player who is The Speaker chooses their Strategy Card first, and selection then proceeds clockwise. Additionally, there are a few cards, technologies, and racial abilities that resolve during the Strategy Phase.

Action Phase - This phase is the "guts" of the game. One-by-one, each player performs an Action or passes, until all players have passed. (Unlike Eclipse, there are no "reactions" - once you have passed you can never perform another Action, though you can still use any (non-Action) special abilities or play (non-Action) cards.) Most Actions performed will be Tactical Actions, but various cards, technologies, and racial abilities can grant additional Actions - look for any text which says "As an Action, do ______". Additionally, all players will have one Strategy Action to perform from their chosen Strategy Card and they *must* perform it before they can pass (it does not have to be the last action performed before passing).

Status Phase - This phase serves as both scoring and cleanup. First, each player can score points for fulfilling one Public Objective and/or one Secret Objective (if you qualify for multiple Public Objectives, you have to pick one and hope you still qualify for the second next round). Then a new Public Objective is revealed, everyone gets a free Action Card, ships are repaired, planets are refreshed, and Strategy Cards are returned to the supply.

Agenda Phase - This is the political phase, where players use the influence of their dominion to shape galaxy-wide legislation. Players will have a certain number of votes they can cast (based on the influence of the planets they control and other bonuses), and there will be two political Agendas up for debate in each Agenda Phase which the players must split their vote between. This phase does not occur at the start of the game - it only gets added once someone removes the Custodian tile from Mecatol Rex.


So a typical (3-player) game will look something like this:

Round 1
**Strategy Phase
****Everyone picks a Strategy Card
**Action Phase
****Alice: Strategic Action - Diplomacy
****Bob: Tactical Action
****Cindy: Tactical Action
****Alice: Tactical Action
****Bob: Strategic Action - Technology
****Cindy: Production Biomes (an action granted by a Hacan racial technology)
****Alice: Pass
****Bob: Tactical Action
****Cindy: Strategic Action - Imperial
****Bob: Pass
****Cindy: Pass
**Status Phase
****Everyone scores objectives (if they can)
****New public objective revealed
****Everyone gets an action card
****Cleanup and refresh

Round 2
**Strategy Phase
****Everyone picks a Strategy Card
**Action Phase
****Bob: Strategic Action - Trade
****Alice: Tactical Action
****Cindy: Strategic Action - Imperial
****Bob: Tactical Action
****Alice: Strategic Action - Technology
****Cindy: Production Biomes
****Bob: Pass
****Alice: Tactical Action
****Cindy: Pass
****Alice: Tactical Action
****Alice: Orbital Drop (an action granted by Sol's racial ability)
****Alice: Tactical Action
****Alice: Pass
**Status Phase
****Everyone scores objectives (if they can)
****New public objective revealed
****Everyone gets an action card
****Cleanup and refresh
**Agenda Phase
****Politics happens

Round 3...



Objectives, Points, and Scoring

The game keeps on going through successive rounds until someone reaches enough points to win. Since it is a first game for most people, we will be playing to 11 VP.

There are a handful of Public Objectives available at the start of the game, and a new Public Objective is revealed after round. Players also have Secret Objectives (up to a maximum of three). You can acquire more Secret Objectives using the Imperil strategy card. Additionally, if you control Mecatol Rex you can gain 1 VP by using the Imperial strategy card.

Twilight Imperium tends to be shorter than you think. It is easy to get distracted by expanding your empire, warring with other players, pursuing technologies, or building more units "just in case", rather than focusing on objectives and victory points. Because there are limitations on how many objectives you can fulfill each round, you can pay dearly for neglecting objectives and being unable to catch up fast enough later on.

Lastly: note that you cannot score Public Objectives when you do not control all the planets of your home system (unless you are Saar). You *can* still score Secret Objectives and gain VP using the Imperial card.

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Forum House Rules


1. Deferred Secondaries

When a player performs a Strategic Action they execute the Primary part of the strategy card and everyone else has the opportunity to execute the Secondary part of the card.

In the rules-as-written, this all happens right away: Cindy says she's performing the Technology strategy, she immediately executes the Primary effect for herself (gaining 1 tech and spending 6 resources to gain a second tech); immediately after that Alice decides to execute the Secndary (spending a command token and 4 resources to gain a tech); also immediately Bob chooses not to do the Secondary of the card. Only after all of that does the turn pass from Cindy to the next player.

This will slow down the game every time a Strategic Action is performed as we wait for all players to check-in, and the Secondary effects typically have little game impact.

Therefore, executing the Secondary effect of all Strategy Cards will be moved to the start of the player's turn. E.g.: Cindy does the Technology strategic action and executes the Primary, then her turn is over. On Alice's turn she can do the Technology Secondary, then proceed with her own action. If Alice also does a Strategic Action, then on Bob's turn he can do both the Secondary effects from Cindy and Alice's Strategic Actions (or just one, or neither) before he then performs his own action.

To prevent any "luck" from when players do/don't check-in on the forum, all Secondary effects *must* be deferred like this - even if you happen to be online right after a Strategic Action is performed you have to wait until your turn to do the Secondary. Furthermore, if you have multiple Secondary effects to execute before your turn you must perform them in the same order that their Primary effects were executed.

This will slightly devalue the Secondary effects of Politics, Construction, and Warfare, and make trading commodities a bit more logistically annoying, but I think overall it will be a very minor balance impact and a very helpful game-speed improvement.


2. Simultaneous Voting

In the rules-as-written, voting on the Agendas in the Agenda Phase goes player-by-player, one-at-a-time with the Speaker last, first one Agenda and then the next.

This is great for finnagling last-minute deals out of the later voters, but will also take a lot of time waiting for players, so instead we will use a secret, simultaneous ballot. All players will PM me their votes (split between the two Agendas) and once they're all in I'll reveal the results.

Of course, the amount of influence each player has is public knowledge, and you're free to state which way you'll be voting. It should absolutely still be possible and profitable to bribe and otherwise make arrangements for players to vote the way you want them to.

This devalues being The Speaker a bit, since you no longer get to be the final vote. But: The Speaker still picks Strategy Card first, and all tied votes will still resolve in favour of The Speaker.



3. Agenda Reveals

The agendas for the upcoming Agenda phase will only be revealed at the beginning of the Status Phase.

Both agendas will be revealed at the same time, and voting will otherwise remain the same as in the previous game.


Any action cards or abilities that affect the agendas MUST be played during the Status Phase. This includes the Nekro Virus "Galactic Threat" ability, the Xxcha "Quash" ability, VETO action cards, RIDER action cards, and any other abilities or action cards I may have missed.

This post has been edited by Galactic Council: 27 June 2019 - 04:50 PM

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#2 User is offline   Galactic Council 

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Posted 26 June 2019 - 04:11 PM

Strategy Cards

Spoiler

This post has been edited by Galactic Council: 26 June 2019 - 04:46 PM

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Posted 26 June 2019 - 04:11 PM

Planet Symbols

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This post has been edited by Galactic Council: 26 June 2019 - 04:46 PM

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Posted 26 June 2019 - 04:11 PM

All Steps in a Tactical Action

1) Activation (put a command token from your Tactic Pool in the system being activated)

2) Movement
..i) Move Ships (you can move any ship into the activated system, as long as it has enough Move to get there and you don't exceed your Fleet Pool)
..ii) Space Cannon Offense (Active Player) (the active player's PDSs can fire at enemy ships in the activated system)
..iii) Space Cannon Offense (Others) (proceeding clockwise from the active player, all non-active players with PDSs in range of the activated system can fire upon the active player's fleet)

3) Space Combat
..i) Anti-Fighter Barrage <-- a "round" of Space Combat begins here, but Anti-Fighter Barrage only happens in the first round
..ii) Announce Retreats
..iii) Make Combat Rolls
..iv) Assign Hits
..v) Retreat <-- if both sides still have ships after this step, go back to (i)

4) Invasion
..i) Bombardment
..ii) Commit Ground Forces (choose what Infantry will be sent to which planets)
..iii) Space Cannon Defense (any PDSs on a planet being invaded can use their Space Cannon ability to fire upon the invading ground forces once)
..iv) Ground Combat <-- this step is a "round" of Ground Combat (repeat combat rounds until one side is wiped out)
..v) Establish Control

5) Production (use the Production ability of any Space Docks/Floating Factories/Letani Warriors in the system to build units)

This post has been edited by Galactic Council: 26 June 2019 - 04:47 PM

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Posted 26 June 2019 - 04:47 PM

Status Phase Order

1) Score Objectives
2) Reveal Public Objective
3) Draw Action Cards
4) Remove Command Tokens
5) Gain and Redistribute Tokens
6) Ready Cards
7) Repair Units
8) Return Strategy Cards

This post has been edited by Galactic Council: 26 June 2019 - 04:47 PM

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Posted 26 June 2019 - 04:58 PM

List of Technologies


Yellow Technologies

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Green Technologies


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Red Technologies

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Blue Technologies

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Unit Upgrade Technologies

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Racial Technologies

Arborec

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Creuss

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Hacan

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Jol-Nar

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L1z1x

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Letnev

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Mentak

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Muaat

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Naalu

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Nekro

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Saar

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Sardakk

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Sol

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Winnu

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Xxcha

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Yin

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Yssaril

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Posted 26 June 2019 - 04:59 PM

Anomalies


Asteroid Field

By default, you cannot move into or through Asteroid Fields. The Antimass Deflectors technology (a low-level blue tech) allows you to do so.

The Clan of Saar can research a racial technology which blocks other players from activating an asteroid field if it has Saar ships in it (essentially making them nigh-impregnable locations for Saar).


Nebula


  • Ships can't move through a Nebula, they can only move into it (and stop there).
  • Ships starting their movement in a Nebula have their Movement reduced to 1
  • Ships defending a Nebula get +1 to all combat rolls



Supernova

For everyone except the Embers of Muaat: Nothing can move into or through Supernovas.

The Embers of Muaat have a racial ability that their ships can move through (but not stop in) Supernovas. Furthermore, they can research a racial technology which allows them to stop in a Supernova.


Gravity Rift

Ships gain +1 movement if they (A) start their activation in a Gravity Rift, or {B} will move through a Gravity Rift. For each ship doing so, roll a die: on a 1-3 the ship is destroyed; on a 4-10 nothing else happens.

Even if the ship doesn't need the +1 movement, it must still roll a die if it leaves/passes through a Gravity Rift.

This post has been edited by Galactic Council: 26 June 2019 - 05:01 PM

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Posted 26 June 2019 - 05:02 PM

List of 1 VP Public Objectives

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List of 2 VP Public Objectives

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List of Secret Objectives

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This post has been edited by Galactic Council: 19 July 2019 - 07:30 PM

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#9 User is offline   Galactic Council 

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Posted 26 June 2019 - 05:02 PM

List of Action Cards

AA | Cripple Defenses | Action: Choose 1 planet. | Destroy each PDS on that planet.
AB | Economic Initiative | As an Action: | Ready each cultural planet you control.
AC | Focused Research | As an Action: | Spend 4 trade goods to research 1 technology
AD | Frontline Deployment | As an Action: | Place 3 infantry from your reinforcements on 1 planet you control.
AE | Ghost Ship | As an Action: | Place 1 destroyer from your reinforcements in a non-home system that contains a wormhole and does not contain other players' ships.
AF | Industrial Initiative | As an Action: | Gain 1 trade good for each industrial planet you control.
AG | Insubordination | As an Action: | Remove 1 token from another player's tactic pool and return it to his reinforcements.
AH | Lucky Shot | As an Action: | Destroy 1 dreadnought, cruiser, or destroyer in a system that contains a planet you control.
AI | Mining Initiative | As an Action: | Gain trade goods equal to the resource value of 1 planet you control.
AJ | Plague | Action: Choose 1 planet that is controlled by another player. | Roll 1 die for each infantry on that planet. For each result of 6 or greater, destroy 1 of those units.
AK | Reactor Meltdown | As an Action: | Destroy 1 space dock in a non-home system.
AL | Repeal Law | As an Action: | Discard 1 law from play.
AM | Rise of a Messiah | As an Action: | Place 1 infantry from your reinforcements on each planet you control.
AN | Signal Jamming | As an Action: | Chose 1 non-home system that contains or is adjacent to 1 of your ships. Place a command token from another player's reinforcements in that system.
AO | Spy | As an Action: | Choose 1 player. That player gives you 1 random action card from his hand.
AP | Tactical Bombardment | As an Action: | Choose 1 system that contains 1 or more of your units that have Bombardment. Exhaust each planet controlled by other players in that system.
AQ | Unexpected Action | As an Action: | Remove 1 of your command tokens from the game board and return it to your reinforcements.
AR | Unstable Planet | As an Action: | Choose 1 hazardous planet. Exhaust that planet and destroy up to 3 infantry on it.
AS | Uprising | As an Action: | Exhaust 1 non-home planet controlled by another player. Then gain trade goods equal to its resource value.
AT | War Effort | As an Action: | Place 1 cruiser from your reinforcements in a system that contains 1 or more of your ships.
AU | Bunker | At the start of an invasion: | During this invasion, apply -4 to the result of each Bombardment roll against planets you control.
AV | Courageous to the End | After 1 of your ships is destroyed during a space combat: | Roll 2 dice. For each result equal to or greater than that ship's combat value, your opponent must choose and destroy 1 of his ships.
AW | Disable | At the start of an invasion in a system that contains 1 or more of your opponents' PDS units: | Your opponents' PDS units lose Planetary Shield and Space Cannon during this invasion.
AX | Emergency Repairs | At the start or end of a combat round | Repair all of your units that have Sustain Damage in the active system.
AY | Fighter Prototype | At the start of the first round of a space combat: | Apply +2 to the result of each of your fighters' combat rolls during this combat round.
AZ | Fire Team | After your ground forces make combat rolls during a round of ground combat: | Reroll any number of your dice.
BA | Infiltrate | When you gain control of a planet: | Replace each PDS and space dock that is on that planet with a matching unit from your reinforcements.
BB | Intercept | After your opponent declares a retreat during a space combat: | Your opponent cannot retreat during this round of space combat.
BC | Parley | After another player commits units to land on a planet you control: | Return the committed units to the space area.
BD | Salvage | After you win a space combat: | Your opponent gives you all of his commodities.
BE | Direct Hit | After another player's ship uses Sustain Damage to cancel a hit produced by your units: | Destroy that ship.
BF | Direct Hit | After another player's ship uses Sustain Damage to cancel a hit produced by your units: | Destroy that ship.
BG | Direct Hit | After another player's ship uses Sustain Damage to cancel a hit produced by your units: | Destroy that ship.
BH | Direct Hit | After another player's ship uses Sustain Damage to cancel a hit produced by your units: | Destroy that ship.
BI | Skilled Retreat | At the start of a combat round: | Move all of your ships from the active system into an adjacent system that does not contain another player's ships; the space combat ends in a draw. Then, place a command token from your reinforcements in that system.
BJ | Skilled Retreat | At the start of a combat round: | Move all of your ships from the active system into an adjacent system that does not contain another player's ships; the space combat ends in a draw. Then, place a command token from your reinforcements in that system.
BK | Skilled Retreat | At the start of a combat round: | Move all of your ships from the active system into an adjacent system that does not contain another player's ships; the space combat ends in a draw. Then, place a command token from your reinforcements in that system.
BL | Skilled Retreat | At the start of a combat round: | Move all of your ships from the active system into an adjacent system that does not contain another player's ships; the space combat ends in a draw. Then, place a command token from your reinforcements in that system.
BM | Maneuvering Jets | Before you assign hits produced by another player's Space Cannon roll: | Cancel 1 hit.
BN | Maneuvering Jets | Before you assign hits produced by another player's Space Cannon roll: | Cancel 1 hit.
BO | Maneuvering Jets | Before you assign hits produced by another player's Space Cannon roll: | Cancel 1 hit.
BP | Maneuvering Jets | Before you assign hits produced by another player's Space Cannon roll: | Cancel 1 hit.
BQ | Shields Holding | Before you assign hits to your ships during a space combat: | Cancel up to 2 hits.
BR | Shields Holding | Before you assign hits to your ships during a space combat: | Cancel up to 2 hits.
BS | Shields Holding | Before you assign hits to your ships during a space combat: | Cancel up to 2 hits.
BT | Shields Holding | Before you assign hits to your ships during a space combat: | Cancel up to 2 hits.
BU | Morale Boost | At the start of a combat round: | Apply +1 to the result of each of your unit's combat rolls during this combat round.
BV | Morale Boost | At the start of a combat round: | Apply +1 to the result of each of your unit's combat rolls during this combat round.
BW | Morale Boost | At the start of a combat round: | Apply +1 to the result of each of your unit's combat rolls during this combat round.
BX | Morale Boost | At the start of a combat round: | Apply +1 to the result of each of your unit's combat rolls during this combat round.
BY | Public Disgrace | When another player chooses a strategy card during the strategy phase: | That player must choose a different strategy card instead, if able.
BZ | Summit | At the start of the strategy phase: | Gain 2 command tokens.
CA | Sabotage | When another player plays an action card other than "Sabotage": | Cancel that action card.
CB | Sabotage | When another player plays an action card other than "Sabotage": | Cancel that action card.
CC | Sabotage | When another player plays an action card other than "Sabotage": | Cancel that action card.
CD | Sabotage | When another player plays an action card other than "Sabotage": | Cancel that action card.
CE | Political Stability | When you would return your strategy card(s) during the status phase: | Do not return your strategy card(s). You do not choose strategy cards during the next strategy phase.
CF | Experimental Battlestation | After another player moves ships into a system during a tactical action: | Choose 1 of your space docks that is either in or adjacent to that system. That space dock uses Space Cannon 5 (x3) against ships in the active system.
CG | In The Silence Of Space | After you activate a system: | Choose 1 system. During this tactical action, your ships in the chosen system can move through systems that contain other players' ships.
CH | Lost Star Chart | After you activate a system: | During this tactical action, systems that contain alpha and beta wormholes are adjacent to each other.
CI | Reparations | After another player gains control of a planet you control: | Exhaust 1 planet that player controls and ready 1 planet you control.
CJ | Upgrade | After you activate a system that contains 1 or more of your ships: | Replace one of your cruisers in that system with one of your Dreadnoughts from your reinforcements.
CK | Flank Speed | After you activate a system: | Apply +1 to the move value of each of your ships during this tactical action.
CL | Flank Speed | After you activate a system: | Apply +1 to the move value of each of your ships during this tactical action.
CM | Flank Speed | After you activate a system: | Apply +1 to the move value of each of your ships during this tactical action.
CN | Flank Speed | After you activate a system: | Apply +1 to the move value of each of your ships during this tactical action.
CO | Ancient Burial Sites | At the start of the agenda phase: | Choose 1 player. Exhaust each cultural planet owned by that player.
CP | Assassinate Representative | After an agenda is revealed: | Choose 1 player. That player cannot vote on this agenda.
CQ | Bribery | After the speaker votes on an agenda: | Spend any number of trade goods. For each trade good spent, cast 1 additional vote for any outcome
CR | Confusing Legal Text | When you are elected as the outcome of an agenda: | Choose 1 player. That player is the elected player instead.
CS | Veto | When an agenda is revealed: | Discard that agenda and reveal 1 agenda from the top of the deck. Players vote on this agenda instead.
CT | Distinguished Councilor | After you cast votes on an outcome of an agenda: | Cast 5 additional votes for that outcome.
CU | Construction Rider | After an agenda is revealed: | You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, place 1 space dock from your reinforcements on a planet you control.
CV | Diplomacy Rider | After an agenda is revealed: | You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, choose 1 system that contains a planet you control. Each other player places a command token from their reinforcements in that system.
CW | Imperial Rider | After an agenda is revealed: | You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, gain 1 victory point.
CX | Leadership Rider | After an agenda is revealed: | You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, gain 3 command tokens.
CY | Politics Rider | After an agenda is revealed: | You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, draw 3 action cards and gain the speaker token.
CZ | Technology Rider | After an agenda is revealed: | You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, research 1 technology.
DA | Trade Rider | After an agenda is revealed: | You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, gain 5 trade goods.
DB | Warfare Rider | After an agenda is revealed: | You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, place 1 dreadnought from your reinforcements in a system that contains 1 or more of your ships.

This post has been edited by Galactic Council: 27 October 2019 - 06:12 PM

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Posted 26 June 2019 - 05:17 PM

UNIT REFERENCES




How to Read a Unit Card

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Basic Units:

These are the basic units that you'll find on most race sheets, but some races have unique, superior versions instead.

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Some General Advice

Cruisers, Dreadnoughts and War Suns (and Flagships for most races) are your heavy hitters that can reliably get a decent number of hits in each combat round. Cruisers are cheaper and more mobile, while War Suns are costlier (and require the technology to build) but even stronger, while Dreadnoughts are a middle-ground. You can use a lot of Cruisers for about the same effectiveness as Dreadnoughts or War Suns, but you'll need a much larger fleet supply to make that work. War Suns, Dreadnoughts, and upgraded Cruisers can all carry a small amount of Infantry or Fighters, too, meaning you can invade planets without even bringing a Carrier or have a few Fighters with them to take some hits, too.

Fighters can't be relied upon to actually deal much damage since they're combat rating is so bad, so more often they act as a meat shield for your more expensive and effective ships. They're especially effective as meat shields not only because they're cheap but also because they don't use up fleet supply so you can bring a lot of them. If you get Advanced Fighters or have the Naalu special fighters a swarm of Fighters can become very threatening all by itself.

Carriers are slow, expensive, and suck at fighting so you're really only using them because you need to. But having a Carrier with four meat-shield Fighters or bringing a bunch of Infantry to ensure you get that planet is often worth the hassle. That being said, it's not an uncommon strategy to eschew upgrading your Carriers and try to transition to just transporting your Infantry solely through Cruisers and Dreadnoughts later in the game, especially when playing a race that can get a lot of fleet supply.

Destroyers aren't all that great in combat compared to the fairly-similar Cruiser. They're main role in combat is their Anti-Fighter Barrage ability to try and reduce the enemy's meat shield of Fighters so your bigger ships can then fire at will on the enemy's big ships. That being said, with a movement of 2 and the cheapest non-Fighter ship, Destroyers can also be very useful for blocking empty space around your borders or other light maneuvers.




Upgraded Units

You can upgrade your unit blueprints by researching the associated technology - e.g. as soon as you research Stasis Capsules the Cruiser II blueprint is placed over top of the Cruiser blueprint on your race sheets and all your Cruisers immediately become Cruiser IIs.

Everyone has access to all of these generic unit upgrades. But, if your race has a superior starting unit it will also have a superior upgrade technology with the same prerequisites (so for example if you are Sardakk N'orr you start with Exotriremes instead of Dreadnoughts, and the prerequisites needed to upgrade them to Exotrireme II is the same as it would be to upgrade them to Dreadnought II, so there'd never be a reason to get Dreadnought II instead of Exotrireme II).

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War Suns (unlockable through tech)

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Unique Racial Units' Upgrades

Many races have their generic units replaced with superior versions of the same unit on their race sheet. Furthermore, all of these unique versions of the unit can be upgraded to an even better unique version by researching the associated tech (which will be one of that race's two special unique technologies.

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Unit Stats and Abilities - Full Explanation

Stats

Cost - how many resources (or trade goods) must be spent in order build the unit.

Combat - The number of stars indicates how many dice to roll when the ship attacks in a combat roll (if no stars it is 1) and the listed number is the minimum die result needed to score a hit. Units with no Combat stat cannot fight in combat rounds.

Move - How many hexes (or through wormholes) a ship can travel. Ships can take any route to an activated system, so if a ship has a Move of 6 and you activate a system adjacent to it it can go on a big loopy journey through other hexes so long as it still finishes its movement in the activated system. If a ship doesn't have enough Move to reach an activated system it cannot be moved as part of that activation.

Capacity - How many Fighters and Ground Forces the unit can carry and support. Ground Forces can be carried in a ship or be landed on planets, and they do not require Capacity when on a planet. Fighters always require Capacity (Advanced Fighters technology changes this) and you cannot build more Fighters if there is not enough free Capacity in the system to support them. If carrying ships get blown up during space combat and you have excess unsupported units, you will have to destroy them until you reach Capacity at the end of space combat. When ships are moving (including being shot by PDSs) Fighters and Ground Forces must be assigned to specific ships carrying them and they die if the particular ship they're on dies.


Production

Production is a unit ability which allows a unit to create new ships on the board. Typically, only Space Docks and the Arborec's ground forces can produce. When it says "Production 5", that means that the Space Dock (or other thing) can create a maximum of 5 units each time it produces (1 unit being 1 piece of plastic, so even though 2 fighters costs 1 resource they are still 2 units).

Most Space Docks say "Production X" with X = the resource amount of the planet it is on plus 2. E.g.: a Space Dock built on planet Thibah (resources = 1) has the ability "Production 3" and can create 3 units each time it produces.


Bombardment

This is a unit ability, mostly only on Dreadnoughts and War Suns, which allows the ship(s) to fire upon an enemy's ground forces at the start of a planetary invasion. Each unit with Bombardment can only bombard once per activation. The player controlling the ships chooses which planet each ship bombards.

Bombardment is not a combat roll, so any modifier to "combat rolls" does not apply.

Bombardment 5 --> The ship rolls one die which hits on a 5 or higher

Bombardment 6 (x3) --> The ship rolls three dice, each of which hits on a 6 or higher. (All three dice must target the same planet.)

The X-89 Bacterial Weapon technology upgrades Bombardment to an immediate wipe-out-all-defenders ability (but it gets exhausted, so you can typically only use X-89 once per round).


Planetary Shield

This is a unit ability, mostly only provided by PDSs. If a planet has a unit on it that has the Planetary Shield ability, then Bombardment cannot be used on that planet. Note that War Suns have an ability which disables enemy Planetary Shield.


Anti-Fighter Barrage

At the beginning of any Space Combat, Anti-Figher Barrage is used. This allows ships to attack fighters before anything else gets any shots off.


Space Cannon

When you move into a system, the active player can use the "space cannon" abilities on his units in the active system. This means that if a PDSII can reach the system a player has activated from another system, that player can use them to fire upon ships in the activated system. This is also the case if a player has PDS on planets that are currently blockaded by another player who then activates the system to try to retake his or her airspace.


Sustain Damage

Ships with sustain damage take 2 hits (or sometimes more if a ship can sustain damage more than once) to kill. The first time they are hit, their ship is flipped (a red X is placed on the ship on the forums) to show that they've sustained damage.
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#11 User is offline   Galactic Council 

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Posted 26 June 2019 - 05:30 PM

Race Sheets


Arborec

Spoiler


Ghosts of Creuss

Spoiler


Emirates of Hacan

Spoiler


Universities of Jol-Nar

Spoiler


L1Z1X Mindnet

Spoiler

This post has been edited by Galactic Council: 26 June 2019 - 05:48 PM

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#12 User is offline   Galactic Council 

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Posted 26 June 2019 - 05:49 PM

The Barony of Letnev

Spoiler


Mentak Coalition

Spoiler


The Embers of Muaat

Spoiler


The Naalu Collective

Spoiler


The Nekro Virus

Spoiler

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#13 User is offline   Galactic Council 

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Posted 26 June 2019 - 05:49 PM

The Clan of Saar

Spoiler


Sardakk N'orr

Spoiler


Federation of Sol

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The Winnu

Spoiler


The Xxcha Kingdom

Spoiler

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#14 User is offline   Galactic Council 

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Posted 26 June 2019 - 05:50 PM

The Yin Brotherhood

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The Yssaril Tribes

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#15 User is offline   Galactic Council 

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Posted 26 June 2019 - 06:09 PM

Home Systems


Arborec

Spoiler


Ghosts of Creuss

Spoiler


Emirates of Hacan

Spoiler


Universities of Jol-Nar

Spoiler


L1Z1X Mindnet

Spoiler


The Barony of Letnev

Spoiler


Mentak Coalition

Spoiler


The Embers of Muaat

Spoiler


The Naalu Collective

Spoiler


The Nekro Virus

Spoiler

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#16 User is offline   Galactic Council 

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Posted 26 June 2019 - 06:12 PM

The Clan of Saar

Spoiler


Sardakk N'orr

Spoiler


Federation of Sol

Spoiler


The Winnu

Spoiler


The Xxcha Kingdom

Spoiler


The Yin Brotherhood

Spoiler


The Yssaril Tribes

Spoiler

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#17 User is offline   Hugin & Munin 

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Posted 09 July 2019 - 04:56 AM

Agendas


ANTI-INTELLECTUAL REVOLUTION (LAW)
FOR: After a player researches a technology, they must destroy one of their nonfighter ships.
AGAINST: At the start of the next strategy phase each player exhausts one planet for each technology they have researched.


ARCHIVED SECRET (DIRECTIVE) -- Elect a Player
Elected player draws 1 secret objective.


ARMS REDUCTION (DIRECTIVE)
FOR: Each player destroys all but 2 of their dreadnaughts and all but 4 of their cruisers.
AGAINST: At the start of the next strategy phase, each player exhausts each of their planets with a technology specialty.


CLASSIFIED DOCUMENT LEAKS (LAW) -- Elect a Scored Secret Objective
The elected secret objective becomes a public objective.



COLONIAL REDISTRIBUTION (DIRECTIVE) -- Elect a Non-home, Non-Mecatol Rex system
Destroy each unit on the planet. It's controller chooses a player with the fewest victory points to place 1 infantry on the planet.


COMMITTEE FORMATION (LAW) -- Elect a Player
This card may be discarded during a future agenda to choose a player to be elected for an agenda, bypassing the voting process.



COMPENSATED DISARMAMENT (DIRECTIVE) -- Elect a Planet
Destroy each ground force on the planet. For each unit destroyed, the player who controls that planet gains 1 trade good.



CONVENTIONS OF WAR (LAW)
FOR: Players cannot use Bombardment against cultural planets.
AGAINST: Players who voted "Against" discard all of their action cards.


CORE MINING (LAW) - Elect a Hazardous Planet
Destoy 1 infantry on that planet. Its resource value is increased by 2.



DEMILITARIZED ZONE (LAW) -- Elect a Cultural Planet
Destroy all units on that planet. Player's units cannot land, be produced on or be placed on this planet.



ECONOMIC EQUALITY (DIRECTIVE)
FOR: All players discard all trade goods, then draw 5.
AGAINST: All players discard all trade goods.


ENFORCED TRAVEL BAN (LAW)
FOR: Players cannot use alpha or beta wormholes.
AGAINST: Destroy each PDS in/adjacent to a wormhole.


EXECUTIVE SANCTIONS (LAW)
FOR: All players have a maximum of 3 action cards in hand.
AGAINST: Each player dicards a random action card.


FLEET REGULATIONS (LAW)
FOR: Each player cannot have more than 4 tokens in their fleet pool.
AGAINST: Each player gains 1 command token into their fleet pool.


HOLY PLANET OF IXTH (LAW) -- Elect a Cultural Planet
The planet's controller gains 1VP. Units on this planet cannot use Production.



HOMELAND DEFENSE ACT (LAW)
FOR: Each player can have any number of PDS on planets they control.
AGAINST: Each player destroys one PDS.


IMPERIAL ARBITER (LAW) -- Elect a Player
At the end of the strategy phase this card may be discarded to swap one of this player's strategy cards with 1 of another player's strategy cards.


INCENTIVE PROGRAM (DIRECTIVE)
FOR: Draw and reveal an additional stage 1 public objective.
AGAINST: Draw and reveal an additional stage 2 public objective.


IXTHIAN ARTIFACT (DIRECTIVE)
FOR: The speaker rolls a die. 1-5: Destroy all units on Mecatol Rex & 3 units in each
system adjacent to Mecatol Rex. 6-10: Each player researches 2 technologies.
AGAINST: Nothing happens.


JUDICIAL ABOLISHMENT (DIRECTIVE) -- Elect a Law
Discard elected law.


MINISTER OF COMMERCE (LAW) -- Elect a Player
After the owner of this card replenishes commodities, they gain a trade good for each player that is their neighbor.


MINISTER OF EXPLORATION (LAW) -- Elect a Player
When the owner of this cards gains control of a planet, they gain a trade good.


MINISTER OF INDUSTRY (LAW) -- Elect a Player
When the owner of this card places a space dock in a system, their units in that system use Production abilities.


MINISTER OF PEACE (LAW) -- Elect a Player
After a player activates a system that contains 1 or more of a different player's units, the owner of this card may discard it to immediately end the active player's turn.


MINISTER OF POLICY (LAW) -- Elect a Player
The owner draws an extra action card during the status phase.


MINISTER OF SCIENCES (LAW) -- Elect a Player
When the owner of this card resolves the primary or secondary ability of the Technology Strategy card, they do not need to spend resources.


MINISTER OF WAR (LAW) -- Elect a Player
The owner of this card may discard this card after performing an action to remove one of their command tokens on the board. Then, they may perform an additional action.


MISCOUNT DISCLOSED (DIRECTIVE) -- Elect a Law
Vote on that law again, as if it was revealed.


MUTINY (DIRECTIVE)
FOR: Each player who voted "For" gains 1 VP.
AGAINST: Each player who voted "For" loses 1 VP.


NEW CONSTITUTION (DIRECTIVE)
FOR: Discard all laws in play. Exhaust all home systems next strategy phase.
AGAINST: Nothing happens


PROPHECY OF IXTH (LAW) -- Elect a Player
The owner of this card applies +1 to their fighter's combat rolls. When the owner of this card uses a Production ability they discard this card unless they produce at least 2 fighters.


PUBLIC EXECUTION (DIRECTIVE) -- Elect a Player
Elected player discards all action cards. If they have the speaker token, they pass it to the player on their left. They cannot vote on further agendas during this agenda phase.


PUBLICIZE WEAPON SCHEMATICS (LAW)
FOR: If a player has Warsun technology all players may ignore that technology's prerequisites. All warsuns lose sustain damage.
AGAINST: Each player with war sun technology discards all of their action cards.


REGULATED CONSCRIPTION (LAW)
FOR: Each fighter or infantry requires 1 resource instead of 1/2 of a resource to
produce.
AGAINST: Nothing happens.


REPRESENTATIVE GOVERNMENT (LAW)
FOR: Players cannot exhaust planets to cast votes during the agenda phase. Each player may cast 1 vote on each agenda.
AGAINST: At the start of the next strategy phase, each player that voted "Against" exhausts all of his cultural planets.


RESEARCH TEAM: BIOTIC (LAW) -- Elect an Industrial Planet
When this planet's owner researches technology they may exhaust this planet to ignore a green prerequisite.


RESEARCH TEAM: CYBERNETIC (LAW) -- Elect an Industrial Planet
When this planet's owner researches technology they may exhaust this planet to ignore a yellow prerequisite.


RESEARCH TEAM: PROPULSION (LAW) -- Elect an Industrial Planet
When this planet's owner researches technology they may exhaust this planet to ignore a blue prerequisite.


RESEARCH TEAM: WARFARE (LAW) -- Elect a Hazardous Planet
When this planet's owner researches technology they may exhaust this planet to ignore a red prerequisite.


SEED OF AN EMPIRE (DIRECTIVE)
FOR: The player with most VP gains 1 VP.
AGAINST: The player with the fewest VP gains 1 VP.


SENATE SANCTUARY (LAW) -- Elect a Cultural Planet
The influence value of this planet is increased by 2.


SHARD OF THE THRONE (LAW) -- Elect a Player
This card is worth 1VP. If a player wins a combat against the player that has this card, they gain this card.


SHARED RESEARCH (LAW)
FOR: Units can move through nebulae.
AGAINST: Each player places a command token in their home system.


SWORDS TO PLOWSHARES (DIRECTIVE)
FOR: Each player destroys half of their infantry (rounded up) on each planet. Each player gains a trade good for each unit they destroyed.
AGAINST: Each player gains 1 infantry on each planet they control.


TERRAFORMING INITIATIVE (LAW) -- Elect a Hazardous Planet
The influence and resource values of this planet are each increased by 1.


THE CROWN OF EMPHIDIA (LAW) -- Elect a Player
This card is worth 1VP. If a player gains control of a planet in this player's home system they gain this card.


THE CROWN OF THALNOS (LAW) -- Elect a Player
During each round this card's owner may reroll any number of his dice. Any units that reroll but do not produce a hit are destroyed.


UNCONVENTIONAL MEASURES (DIRECTIVE)
FOR: Each player that voted "For" draws 2 action cards.
AGAINST: Each player that voted "For" discards all of their action cards.


WORMHOLE RECONSTRUCTION (LAW)
FOR: Systems that contain an alpha or beta wormhole are adjacent to each other.
AGAINST: Each player places a command token in each system with one of their ships and either an alpha or beta wormhole.


WORMHOLE RESEARCH (DIRECTIVE)
FOR: Each player with a ship in a system with an alpha or beta wormhole destroys all his ships in those systems, then researches a technology.
AGAINST: Each player who voted "Against" removes a command token from his command sheet.

This post has been edited by Galactic Council: 09 July 2019 - 12:41 PM

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