Drek: 7VP (4 x PO, 2 x SO, Vuil'Raith SftT) Tattersail: 9VP (Muaat SftT, 2 x SO, 4 x PO) Khellendros: 7VP (5 x PO, 1 x SO) Twelve: 3VP (1 x PO, 1 x SO, Vuil'Raith SftT) Has been eliminated. Morgoth: 9VP (Letnev SftT, 5 x PO, 2 x SO, 1 x Imperial Rex) Tapper: 6VP (Sardakk SftT, 2 x SO, 3 x PO) Imperial Historian: 11VP (L1Z1X SftT, Custodians Token, 4 x PO, 3 x SO)
Public Objectives:
Level 1 Objectives
Improve Infrastructure -- 1VP -- Status Phase -- Have structures on 3 planets outside of your home system.
(Claimed by: Imperial Historian, Morgoth)
Build Defenses -- 1VP -- Status Phase -- Have 4 or more structures.
(Claimed by: Morgoth, Khellendros, Twelve, Imperial Historian, D'rek, Tapper)
Develop Weaponry -- 1VP -- Status Phase -- Own 2 unit upgrade technologies.
(Claimed by: Tapper, Morgoth, D'rek, Khellendros)
Discover Lost Outposts -- 1VP -- Status Phase -- Control 2 planets that have attachments.
(Claimed by: Tapper, Tattersail, Morgoth, Khellendros)
Level 2 Objectives
Control the Borderlands -- 2VP -- Status Phase -- Have units in 5 systems on the edge of the game board other than your home system.
(Claimed by: Tattersail, Imperial Historian)
Reclaim Ancient Monuments -- 2VP -- Status Phase -- Control 3 planets that have attachments.
(Claimed by: Imperial Historian, Tattersail)
Protect the Border -- 2VP -- Status Phase -- Have structures on 5 planets outside of your home system.
Common Play Area:
Quote
MINISTER OF POLICY | LAW | ELECT PLAYER: The elected player gains this card. At the end of the status phase, the owner of this card draws 1 action card.
The Barony of Letnev have been elected as the Minister of Policy.
Quote
MINISTER OF SCIENCES | LAW | ELECT PLAYER: The elected player gains this card. When the owner of this card resolves the primary or secondary ability of the "Technology" strategy card, he does not need to spend resources to research technology.
The Vuil'Raith Cabal has been elected as Minister of Sciences.
Quote
WORMHOLE RECONSTRUCTION | LAW | FOR: All systems that contain either an alpha or beta wormhole are adjacent to each other. AGAINST: Each player places a command token from his reinforcements in each system that contains a wormhole and 1 or more of his ships.
Wormhole Reconstruction has passed as FOR. All alpha and beta wormholes are considered adjacent.
Quote
ARTICLES OF WAR | LAW | FOR: All mechs lose their printed abilities except for Sustain Damage. AGAINST: Each player that voted "For" gets 3 trade goods.
Articles of War has passed as FOR. All mechs lose their printed abilities except for Sustain Damage.
Quote
MINISTER OF COMMERCE | LAW | ELECT PLAYER: The elected player gains this card. After the owner of this card replenishes commodities, he gains 1 trade good for each player that is his neighbor.
The Vuil'Raith Cabal have been elected the Minister of Commerce.
Discard Piles
Action Cards
Spoiler
EG | Exploration Probe | ACTION: | Explore a frontier token in an anomaly that contains or is adjacent to a system that contains 1 or more of your ships.
DU | War Machine | When 1 or more of your units use PRODUCTION: | Apply +4 to the total Production value of your units and reduce the combined cost of the produced units by 1.
DK | Harness Energy | After you activate an anomaly: | Replenish your commodities.
BH | Leadership Rider (μ) | At the start of your turn during the status phase: | Choose an agenda that will be voted on in the next agenda phase. You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, gain 3 command tokens.
AJ | Direct Hit | After another player's ship uses Sustain Damage to cancel a hit produced by your units: | Destroy that ship.
AS | 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.
ED | Divert Funding | ACTION: | Return a non-unit upgrade, non-faction technology that you own to your technology deck. Then, research another technology.
AC | Bribery (μ) | After the votes for an agenda are tallied: | Spend any number of trade goods. For each trade good spent, cast 1 additional vote for any outcome
BG | Intercept | After your opponent declares a retreat during a space combat: | Your opponent cannot retreat during this round of space combat.
BA | Ghost Ship | ACTION: | Place 1 destroyer from your reinforcements in a non-home system that contains a wormhole and does not contain other players' ships.
BL | Maneuvering Jets | Before you assign hits produced by another player's Space Cannon roll: | Cancel 1 hit.
DI | Fighter Conscription | As an Action: | Place 1 fighter from your reinforcements in each system that contains 1 or more of your space docks or units that have capacity; they cannot be placed in systems that contain other players' ships
DQ | Counterstroke | After a player activates a system that contains 1 of your command tokens: | Return that command token to your tactic pool.
EM | Reveal Prototype | At the start of a combat: | Spend 4 resources to research a unit upgrade technology of the same type as 1 of your units that is participating in this combat.
CO | 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.
EI | Seize Artifact | ACTION: | Choose 1 of your neighbors that has 1 or more relic fragments. That player must give you 1 relic fragment of your choice.
DM | Reflective Shielding | When one of your ships uses SUSTAIN DAMAGE during combat: | Produce 2 hits against your opponent's ships in the active system.
BO | Mining Initiative | ACTION: | Gain trade goods equal to the resource value of 1 planet you control.
DW | Diplomatic Pressure (μ) | At the start of your turn during the status phase: | Choose another player; that player must give you 1 promissory note from their hand.
AG | 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.
DX | Diplomatic Pressure (μ) | At the start of your turn during the status phase: | Choose another player; that player must give you 1 promissory note from their hand.
DB | Warfare Rider (μ) | At the start of your turn during the status phase: | Choose an agenda that will be voted on in the next agenda phase. You cannot vote on this agenda. Predict 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.
CY | Uprising | ACTION: | Exhaust 1 non-home planet controlled by another player. Then gain trade goods equal to its resource value.
CR | Summit | At the start of the strategy phase: | Gain 2 command tokens.
DA | War Effort | ACTION: | Place 1 cruiser from your reinforcements in a system that contains 1 or more of your ships.
CM | 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.
CA | Repeal Law | ACTION: | Discard 1 law from play.
AH | Cripple Defenses | ACTION: | Choose 1 planet. Destroy each PDS on that planet.
AD | Bunker | At the start of an invasion: | During this invasion, apply -4 to the result of each Bombardment roll against planets you control.
EE | Archaeological Expedition | ACTION: | Reveal the top 3 cards of an exploration deck that matches a planet you control; gain any relic fragments that you revealed and discard the rest.
EO | Scuttle | ACTION: | Choose 1 or 2 of your non-fighter ships on the game board and return them to your reinforcements; gain trade goods equal to the combined cost of those ships.
BX | Public Disgrace | When another player chooses a strategy card during the strategy phase: | That player must choose a different strategy card instead, if able.
BQ | 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.
AK | Direct Hit | After another player's ship uses Sustain Damage to cancel a hit produced by your units: | Destroy that ship.
CX | 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.
BE | 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.
BK | Maneuvering Jets | Before you assign hits produced by another player's Space Cannon roll: | Cancel 1 hit.
EL | Refit Troops | ACTION: | Choose 1 or 2 of your infantry on the game board; replace each of those infantry with mechs.
AX | Flank Speed | After you activate a system: | Apply +1 to the move value of each of your ships during this tactical action.
AQ | Emergency Repairs | At the start or end of a combat round | Repair all of your units that have Sustain Damage in the active system.
AN | 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.
AF | Construction Rider (μ) | At the start of your turn during the status phase: | Choose an agenda that will be voted on in the next agenda phase. 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.
AA | Ancient Burial Sites | At the start of the agenda phase: | Choose 1 player. Exhaust each cultural planet owned by that player.
AB | Assassinate Representative (μ) | At the start of your turn during the status phase: | Choose 1 player and an agenda that will be voted on in the next agenda phase. That player cannot vote on this agenda.
CN | 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.
AU | Flank Speed | After you activate a system: | Apply +1 to the move value of each of your ships during this tactical action.
BI | Lost Star Chart | After you activate a system: | During this tactical action, systems that contain alpha and beta wormholes are adjacent to each other.
EB | Reverse Engineer | When another player discards an action card that has a component action: | take that card from the discard pile.
BY | Reactor Meltdown | ACTION: | Destroy 1 space dock in a non-home system.
BT | Parley | After another player commits units to land on a planet you control: | Return the committed units to the space area.
DD | Plagiarize | As an Action: | Spend 5 influence and choose a non-faction technology owned by 1 of your neighbours; gain that technology
BD | Industrial Initiative | ACTION: | Gain 1 trade good for each industrial planet you control.
CV | Unexpected Action | ACTION: | Remove 1 of your command tokens from the game board and return it to your reinforcements.
BJ | Lucky Shot | ACTION: | Destroy 1 dreadnought, cruiser, or destroyer in a system that contains a planet you control.
BU | 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.
BF | Insubordination | ACTION: | Remove 1 token from another player's tactic pool and return it to his reinforcements.
CW | Unstable Planet | ACTION: | Choose 1 hazardous planet. Exhaust that planet and destroy up to 3 infantry on it.
DG | Scramble Frequency | After another player makes a BOMBARDMENT, SPACE CANNON or ANTI-FIGHTER BARRAGE roll: | That player re-rolls all of their dice
BR | 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.
CQ | Spy | ACTION: | Choose 1 player. That player gives you 1 random action card from his hand.
CF | Sabotage | When another player plays an action card other than "Sabotage": | Cancel that action card.
EJ | Decoy Operation | After another player activates a system that contains 1 or more of your structures: | Remove up to 2 of your ground forces from the game board and place them on a planet you control in the active system.
CJ | Shields Holding | Before you assign hits to your ships during a space combat: | Cancel up to 2 hits.
CI | Shields Holding | Before you assign hits to your ships during a space combat: | Cancel up to 2 hits.
CT | Technology Rider (μ) | At the start of your turn during the status phase: | Choose an agenda that will be voted on in the next agenda phase. You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, research 1 technology.
DZ | Diplomatic Pressure (μ) | At the start of your turn during the status phase: | Choose another player; that player must give you 1 promissory note from their hand.
CE | Sabotage | When another player plays an action card other than "Sabotage": | Cancel that action card.
DY | Diplomatic Pressure (μ) | At the start of your turn during the status phase: | Choose another player; that player must give you 1 promissory note from their hand.
AI | Diplomacy Rider (μ) | At the start of your turn during the status phase: | Choose an agenda that will be voted on in the next agenda phase. 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.
DN | Impersonation | As an Action: | Spend 3 influence to draw 1 secret objective.
Cultural Exploration Deck
Spoiler
Hazardous Exploration Deck
Spoiler
EH19 | Volatile Fuel Source: | If you have at least 1 mech on this planet, or if you remove 1 infantry from this planet, gain 1 command token.
EH04 | Expedition | If you have at least 1 mech on this planet, or if you remove 1 infantry from this planet, ready this planet.
EH17 | Volatile Fuel Source: | If you have at least 1 mech on this planet, or if you remove 1 infantry from this planet, gain 1 command token.
EH01 | Core Mine | If you have at least 1 mech on this planet, or if you remove 1 infantry from this planet, gain 1 trade good.
EH05 | Expedition | If you have at least 1 mech on this planet, or if you remove 1 infantry from this planet, ready this planet.
EH02 | Core Mine | If you have at least 1 mech on this planet, or if you remove 1 infantry from this planet, gain 1 trade good.
EH06 | Expedition | If you have at least 1 mech on this planet, or if you remove 1 infantry from this planet, ready this planet.
EH03 | Core Mine | If you have at least 1 mech on this planet, or if you remove 1 infantry from this planet, gain 1 trade good.
EH18 | Volatile Fuel Source: | If you have at least 1 mech on this planet, or if you remove 1 infantry from this planet, gain 1 command token.
Industrial Exploration Deck
Spoiler
EI02 | Abandoned Warehouses | You may gain 2 commodities, or you may convert up to 2 of your commodities to trade goods.
EI16 | Local Fabricators | You may gain 1 commodity, or you may spend 1 trade good or 1 commodity to place 1 mech from your reinforcements on this planet.
EI19 | Local Fabricators | You may gain 1 commodity, or you may spend 1 trade good or 1 commodity to place 1 mech from your reinforcements on this planet.
EI07 | Functioning Base | You may gain 1 commodity, or you may spend 1 trade good or 1 commodity to draw 1 action card.
EI08 | Functioning Base | You may gain 1 commodity, or you may spend 1 trade good or 1 commodity to draw 1 action card.
EI17 | Local Fabricators | You may gain 1 commodity, or you may spend 1 trade good or 1 commodity to place 1 mech from your reinforcements on this planet.
EI01 | Abandoned Warehouses | You may gain 2 commodities, or you may convert up to 2 of your commodities to trade goods.
EI03 | Abandoned Warehouses | You may gain 2 commodities, or you may convert up to 2 of your commodities to trade goods
EI18 | Local Fabricators | You may gain 1 commodity, or you may spend 1 trade good or 1 commodity to place 1 mech from your reinforcements on this planet.
EI09 | Functioning Base | You may gain 1 commodity, or you may spend 1 trade good or 1 commodity to draw 1 action card.
EI04 | Abandoned Warehouses | You may gain 2 commodities, or you may convert up to 2 of your commodities to trade goods.
Frontier Exploration Deck
Spoiler
FD08 | Merchant Station | You may replenish your commodities, or you may convert your commodities to trade goods.
FD09 | Merchant Station | You may replenish your commodities, or you may convert your commodities to trade goods.
FD01 | Derelict Vessel | Draw 1 secret objective.
FD06 | Lost Crew | Draw 2 action cards.
This post has been edited by Galactic Council: 23 February 2022 - 02:24 PM
Map Setup: Magi's Madness map from Codex 2. The map is revealed before faction/seat selection.
Faction/Seat Selection: Seat selection is randomized and revealed. We then proceed with a snake draft for Faction and Starting Location selection. The Speaker Token will be randomized.
Forum House Rules:
1. Deferred Secondaries - YES
2. Malaz Agenda Phase - YES
Strategy Cards: PoK Set Public Objectives: PoK Set Secret Objectives: PoK Set Action Cards: Malaz Set Agendas: PoK Set Generic Technologies: Omega Set Faction Technologies: Omega cards Faction Promissory Notes: Omega cards Relics: Include Codex 2 Relics
Race Sheets
Drek / Hacan
Spoiler
Tattersail / L1Z1X
Spoiler
Khellendros / Vuil'raith
Spoiler
Twelve / Mahact
Spoiler
Morgoth / Sardakk N'orr
Spoiler
Tapper / Letnev
Spoiler
Imperial Historian / Muaat
Spoiler
This post has been edited by Galactic Council: 19 April 2021 - 03:24 PM
+ Self Assembly Routines -- After 1 or more of your units use PRODUCTION, you may exhaust this card to place 1 mech from your reinforcements on a planet you control in that system. After 1 of your mechs is destroyed, gain 1 trade good.
Leaders:
+ The Stillness of Stars (AGENT) -- After another player replenishes commodities: You may exhaust this card to convert their commodities to trade goods and capture 1 unit from their reinforcements that has a cost equal to or lower than their commodity value.
+ That Which Molds Flesh (COMMANDER) -- {LOCKED: Have units in 3 Gravity Rifts} When you produce fighter or infantry units: Up to 2 of those units do not count against your PRODUCTION limit.
+ It Feeds on Carrion (HERO) -- {LOCKED: Have 3 Scored Objectives} ACTION: Each other player rolls a die for each of his non-fighter ships that are in or adjacent to a system that contains a dimensional tear; on a 1-3, capture that unit. If this causes a player's ground forces or fighters to be removed, also capture those units. Then, purge this card.
Other:
This post has been edited by D'rek: 19 April 2021 - 08:06 PM
"I think I've made a terrible error of judgement."
+ Bio Sims -- You may exhaust this card at the end of your turn to ready 1 of your planets that has a technology specialty or 1 of you other technologies.
+ Predictive Intelligence -- At the end of your turn, you may exhaust this card to redistribute your command tokens. When you cast votes during the agenda phase, you may cast 3 additional votes; if you do, and the outcome you voted for is not resolved, exhaust this card.
Leaders:
+ Jae Mir Kan (AGENT) -- Whwn you would spend a command token during a secondary ability of a strategic action; you may exhaust this card to remove 1of the active player's command tokens from the board and use it instead
+ Il Na Viroset (COMMANDER) -- {LOCKED: Have 2 other factions' command tokens in your fleet pool} During your tactical actions, you can activate systems that can contain your command tokens. If you do, return both command tokens to your reinforcements and end your turn.
+ Airo Shir Aur (HERO) -- {LOCKED: Have 3 Scored Objectives} ACTION: Move all units in the space area of any system to an adjacent system that contains a different player's ships. Space combat is resolved in that system; neither player can retreat or resolve abilities that would move their ships. Then purge this card.
Other:
This post has been edited by D'rek: 19 April 2021 - 08:06 PM
Leaders:
+ (AGENT) -- At the end of a player's tactical action: You may exhaust this card; if you do, that player may place 2 infantry from their reinforcements on a planet they control in the active system
+ (COMMANDER) -- {LOCKED: Control 5 planets in non home systems} -- During the "Commit Ground Forces" step:You can commit up to 1 ground force from each planet in the active system and each planet in adjacent systems that do not contain 1 of your command tokens.
+ (HERO) -- {LOCKED: Have 3 Scored Objectives} -- TEKKLAR CONDITIONING: After you move ships into the active system:You may skip directly to the "Commit Ground Forces" step. If you do, after you commit ground forces to land on planets, purge this card and return each of your ships in the active system to your reinforcements.
Other:
This post has been edited by D'rek: 19 April 2021 - 08:05 PM
Take good care to keep relations civil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
Antimass Deflectors (Pre: -) -- 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.
Plasma Scoring (Pre: -) -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
Leaders:
+ Viscount Unlenn (AGENT) -- At the start of a Space Combat round: You may exhaust this card to choose 1 ship in the active system. That ship rolls 1 additional die during this combat round.
+ Rear Admiral Farran (COMMANDER) -- {LOCKED: Have 5 non-fighter ships in 1 system} After 1 of your units uses SUSTAIN DAMAGE: You may gain 1 Trade Good.
+ Darktalon Treilla (HERO) -- {LOCKED: Have 3 Scored Objectives} ACTION: Place this card near the game board; the number of non-fighter ships you can have in systems is not limited by laws or by the number of command tokens in your fleet pool during this game round. At the end of that game round, purge this card.
Other:
This post has been edited by D'rek: 19 April 2021 - 08:05 PM
Everyone is entitled to his own wrong opinion. - Lizrad
Plasma Scoring (Pre: -) -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
Leaders:<br style="color: rgb(255, 255, 255); font-size: 13px; background-color: rgb(34, 34, 34);">+ Umbat (AGENT) -- ACTION: Exhaust this card to choose a player; that player may produce up to 2 units that each have a cost of 4 or less in a system that contains one of their war suns or their flagship.
+ Magmus (COMMANDER) -- {LOCKED: Produce a War Sun} After you spend a token from your strategy pool: You may gain 1 trade good.
+ Adjudicator Ba'al (HERO) -- {LOCKED: Have 3 Scored Objectives} After you move a war sun into a non-home system other than Mecatol Rex: You may destroy all other players' units in that system and replace that system tile with the Muaat supernova tile. If you do, purge this card and each planet card that corresponds to the replaced system tile.
Other:
This post has been edited by D'rek: 19 April 2021 - 08:05 PM
Technologies:
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 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.
Leaders:
+ Carth of Golden Sands (AGENT) -- During the action phase: You may exhaust this card to gain 2 commodities or replenish another player's commodities.
+ Gila the Silvertongue (COMMANDER) -- {LOCKED: Have 10 Trade Goods} When you cast votes: You may spend any number of trade goods; cast 2 additional votes for each trade good spent.
+ Harrugh Gefhara (HERO) -- {LOCKED: Have 3 Scored Objectives} When 1 or more of your units use PRODUCTION: You may reduce the cost of each of your units to 0 during this use of PRODUCTION. If you do, purge this card.
Other:
This post has been edited by D'rek: 19 April 2021 - 08:04 PM
worrywort, on 14 September 2012 - 08:07 PM, said:
I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
Technologies; Neural Motivator (Pre: -) -- During the status phase, draw 2 action cards instead of 1. Plasma Scoring (Pre: -) -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
Leaders: + I48S (AGENT) -- After a player activates a system: You may exhaust this card to allow that player to replace 1 of their infantry in the active system with 1 mech from their reinforcements. + 2RAM (COMMANDER) -- {LOCKED: Have 4 Dreadnoughts on the Board} Units that have PLANETARY SHIELD do not prevent you from using Bombardment. + The Helmsman (HERO) -- {LOCKED: Have 3 Scored Objectives} ACTION: Choose 1 system that does not contain other players' ships; you may move your flagship and any number of your dreadnoughts from other systems into the chosen system. Then, purge this card.
This post has been edited by D'rek: 19 April 2021 - 08:04 PM
Plasma Scoring (Pre: -) -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
Leaders:<br style="color: rgb(255, 255, 255); font-size: 13px; background-color: rgb(34, 34, 34);">+ Umbat (AGENT) -- ACTION: Exhaust this card to choose a player; that player may produce up to 2 units that each have a cost of 4 or less in a system that contains one of their war suns or their flagship.
+ Magmus (COMMANDER) -- {LOCKED: Produce a War Sun} After you spend a token from your strategy pool: You may gain 1 trade good.
+ Adjudicator Ba'al (HERO) -- {LOCKED: Have 3 Scored Objectives} After you move a war sun into a non-home system other than Mecatol Rex: You may destroy all other players' units in that system and replace that system tile with the Muaat supernova tile. If you do, purge this card and each planet card that corresponds to the replaced system tile.
MOVE
> 1 carrier {w/ 2 infantry and 1 fighter} from the Hacan home system
SPACE COMBAT n/a
INVASION
Commit 1 infantry to Tequ'ran and 1 infantry to Torkan.
Torkan:
No ground combat. Establish control.
Explore (cultural) Torkan -> EC16 | Mercenary Outfit | You may place 1 infantry from your reinforcements on this planet. (If it is Freelancers, exaust Kamdorn to produce 1 destroyer.)
Tequ'ran:
No ground combat. Establish control.
Explore (hazardous) Tequ'ran -> EH19 | Volatile Fuel Source: | If you have at least 1 mech on this planet, or if you remove 1 infantry from this planet, gain 1 command token.
(If it is Core Mine, Expedition, or Volatile Fuel Source, yes I will remove 1 infantry for the effect.) Remove 1 infantry from Tequ'ran, gaint 1 CT (please let me know where you want to place it) -> Place in strategic pool.
Technologies:
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 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.
Leaders:
+ Carth of Golden Sands (AGENT) -- During the action phase: You may exhaust this card to gain 2 commodities or replenish another player's commodities.
+ Gila the Silvertongue (COMMANDER) -- {LOCKED: Have 10 Trade Goods} When you cast votes: You may spend any number of trade goods; cast 2 additional votes for each trade good spent.
+ Harrugh Gefhara (HERO) -- {LOCKED: Have 3 Scored Objectives} When 1 or more of your units use PRODUCTION: You may reduce the cost of each of your units to 0 during this use of PRODUCTION. If you do, purge this card.
Other:
This post has been edited by Galactic Council: 20 April 2021 - 03:17 PM
worrywort, on 14 September 2012 - 08:07 PM, said:
I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
ACTIVATE: Qucen’n-Rarron.
MOVE: 1 Carrier with 2 Infantry from Acheron to Qucen’n-Rarron.
INVADE: Both planets with 1 Infantry.
EXPLORE:
Qucen’n > EI02 | Abandoned Warehouses | You may gain 2 commodities, or you may convert up to 2 of your commodities to trade goods. (Gain 2 commodities)
Rarron > EC20 | Tomb of Emphidia | ATTACH: | This planet's influence value is increased by 1.
+ Self Assembly Routines -- After 1 or more of your units use PRODUCTION, you may exhaust this card to place 1 mech from your reinforcements on a planet you control in that system. After 1 of your mechs is destroyed, gain 1 trade good.
Leaders:
+ The Stillness of Stars (AGENT) -- After another player replenishes commodities: You may exhaust this card to convert their commodities to trade goods and capture 1 unit from their reinforcements that has a cost equal to or lower than their commodity value.
+ That Which Molds Flesh (COMMANDER) -- {LOCKED: Have units in 3 Gravity Rifts} When you produce fighter or infantry units: Up to 2 of those units do not count against your PRODUCTION limit.
+ It Feeds on Carrion (HERO) -- {LOCKED: Have 3 Scored Objectives} ACTION: Each other player rolls a die for each of his non-fighter ships that are in or adjacent to a system that contains a dimensional tear; on a 1-3, capture that unit. If this causes a player's ground forces or fighters to be removed, also capture those units. Then, purge this card.
Other:
This post has been edited by Galactic Council: 20 April 2021 - 03:17 PM
"I think I've made a terrible error of judgement."
+ Bio Sims -- You may exhaust this card at the end of your turn to ready 1 of your planets that has a technology specialty or 1 of you other technologies.
+ Predictive Intelligence -- At the end of your turn, you may exhaust this card to redistribute your command tokens. When you cast votes during the agenda phase, you may cast 3 additional votes; if you do, and the outcome you voted for is not resolved, exhaust this card.
Leaders:
+ Jae Mir Kan (AGENT) -- When you would spend a command token during a secondary ability of a strategic action; you may exhaust this card to remove 1of the active player's command tokens from the board and use it instead
+ Il Na Viroset (COMMANDER) -- {LOCKED: Have 2 other factions' command tokens in your fleet pool} During your tactical actions, you can activate systems that can contain your command tokens. If you do, return both command tokens to your reinforcements and end your turn.
+ Airo Shir Aur (HERO) -- {LOCKED: Have 3 Scored Objectives} ACTION: Move all units in the space area of any system to an adjacent system that contains a different player's ships. Space combat is resolved in that system; neither player can retreat or resolve abilities that would move their ships. Then purge this card.
Other:
This post has been edited by Galactic Council: 20 April 2021 - 12:40 PM
Move carrier and 3 GFS from homworld.
Invade New Albion with 1 GF and Starpoint with 2
Explore both
New Albion > EI16 | Local Fabricators | You may gain 1 commodity, or you may spend 1 trade good or 1 commodity to place 1 mech from your reinforcements on this planet.
Starpoint > EH11 | Hazardous Relic Fragment | ACTION: | Purge 3 of your hazardous relic fragments to gain 1 relic.
Planets:
+ Tren'Lak (1/0)
+ Quinarra (3/1) + New Albion (1/1) G + Starpoint (3/1)
Technologies:
Leaders:
+ (AGENT) -- At the end of a player's tactical action: You may exhaust this card; if you do, that player may place 2 infantry from their reinforcements on a planet they control in the active system
+ (COMMANDER) -- {LOCKED: Control 5 planets in non home systems} -- During the "Commit Ground Forces" step:You can commit up to 1 ground force from each planet in the active system and each planet in adjacent systems that do not contain 1 of your command tokens.
+ (HERO) -- {LOCKED: Have 3 Scored Objectives} -- TEKKLAR CONDITIONING: After you move ships into the active system:You may skip directly to the "Commit Ground Forces" step. If you do, after you commit ground forces to land on planets, purge this card and return each of your ships in the active system to your reinforcements.
Other:
This post has been edited by Galactic Council: 20 April 2021 - 03:17 PM
Take good care to keep relations civil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
ACTIVATE Bereg/Lirta.
MOVE Carrier from Arc Prima/Wren Terra with 2 Infantry to Bereg/Lirta.
INVADE each planet with 1 Infantry.
ESTABLISH CONTROL Establish control
EXPLORE (both)
Bereg > EH04 | Expedition | If you have at least 1 mech on this planet, or if you remove 1 infantry from this planet, ready this planet.
Lirta IV > EH17 | Volatile Fuel Source: | If you have at least 1 mech on this planet, or if you remove 1 infantry from this planet, gain 1 command token.
Please let me know how you'd like to resolve the above two explores.
Remove both Infantry. CT to Tactical (2 --> 3).
Planets:
+ Arc Prime (4/0)
+ Wren Terra (2/1)
+ Bereg (3/1) + Lirta IV (2/3)
Technologies:
Antimass Deflectors (Pre: -) -- 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.
Plasma Scoring (Pre: -) -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
Leaders:
+ Viscount Unlenn (AGENT) -- At the start of a Space Combat round: You may exhaust this card to choose 1 ship in the active system. That ship rolls 1 additional die during this combat round.
+ Rear Admiral Farran (COMMANDER) -- {LOCKED: Have 5 non-fighter ships in 1 system} After 1 of your units uses SUSTAIN DAMAGE: You may gain 1 Trade Good.
+ Darktalon Treilla (HERO) -- {LOCKED: Have 3 Scored Objectives} ACTION: Place this card near the game board; the number of non-fighter ships you can have in systems is not limited by laws or by the number of command tokens in your fleet pool during this game round. At the end of that game round, purge this card.
Other:
Edit: add strikethrough to Bereg/Lirta and remobe quote tags.
This post has been edited by Tapper: 20 April 2021 - 04:57 PM
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Posted 20 April 2021 - 12:36 PM
ACTIVATE Arinam/Meer
MOVE Carrier from 0.0.0 with 2 fighters and 2 infantry
INVADE each planet with 1 Infantry.
ESTABLISH CONTROL Establish control
EXPLORE (both)\
Arinam > EI19 | Local Fabricators | You may gain 1 commodity, or you may spend 1 trade good or 1 commodity to place 1 mech from your reinforcements on this planet.
Meer > EH01 | Core Mine | If you have at least 1 mech on this planet, or if you remove 1 infantry from this planet, gain 1 trade good.
Please let me know how you'd like to resolve the Meer explore.
Planets; 0.0.0 (5/0) Arinam (1/2) Meer (0/4, red tech)
Technologies; Neural Motivator (Pre: -) -- During the status phase, draw 2 action cards instead of 1. Plasma Scoring (Pre: -) -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
Leaders: + I48S (AGENT) -- After a player activates a system: You may exhaust this card to allow that player to replace 1 of their infantry in the active system with 1 mech from their reinforcements. + 2RAM (COMMANDER) -- {LOCKED: Have 4 Dreadnoughts on the Board} Units that have PLANETARY SHIELD do not prevent you from using Bombardment. + The Helmsman (HERO) -- {LOCKED: Have 3 Scored Objectives} ACTION: Choose 1 system that does not contain other players' ships; you may move your flagship and any number of your dreadnoughts from other systems into the chosen system. Then, purge this card.
This post has been edited by Tattersail_: 20 April 2021 - 03:21 PM