Beruflich Dokumente
Kultur Dokumente
d SD 4
Hercant 1 1
s SD Nom R I T
Kamdorn 0 1 Lead Pds SD GF
1 1 D Cr Dr W Ca Fi
Lodor 3 1 G Pds GF
Nebulae
2
Arnor 2 1 Alpha New Albion 1 1 G
1:g 1 1 1
Lor 1 2 R Starpoint 3 1
1
Tren'lak 1 0 Alpha Dal Bootha 0 2 R Archon Ren 2 3
1 1 a SD
Quinarra 3 1 Xxehan 1 1 G Doom's Gate Archon Tau 1 1
SD 4 1
Abyz 3 0
1 1 d 1
Vetful II 2 0 R Thibah 1 1 Fria 2 0 B
d
Qucen'n 1 2 Tequ'ran 2 0 R
1
Rarron 0 3 G Quann 2 1 G Torkan 0 3 B
Asteroid Field
1
Beta
1 1 1 3
Cradle of Prophecy Mecatol Rex 1 6 Dream Nexus
Arinam 1 2 B Lazar 1 0
g, g 1 4 1
Meer 0 4 Wellonn 1 2 Sakulag 2 1
2 1
Bereg 3 1 R Beta Coorneeq 1 2 R
5 1:a 1 s, d, e SD 2 1 1
Litra IV 2 3 G Tar'mann 1 1 Resculon 2 0
3 1
Maaluuk 0 2
1 1 1 1 1 1 1 1 4
[0,0,0] 5 0 Destiny's Grave Subcon Focus Druaa 3 1
1 SD 5 d, a, e 1 SD 2
Mellon 0 2 Centauri 1 3
2 1 3 1 1
Zohbat 3 1 B Gral 1 1 B
Asteroid Field
1
CC 1
Mehar Xull 1 3 B
Supernova
2
Nom R I T
Lead Pds SD GF 1
Jord 4 2
D Cr Dr W Ca Fi a, d, e SD 2
Pds GF
1
Round Naalu Xxcha Sardakk L1z1x Sol Hacan
Turn 3
Turn 4
Turn 5
Turn 6
Turn 7
Turn 8
PLANETES
PLANETES
6. Warfare
7. Techno.
NOTES
SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP
CC
CC
1 2 2 2 3 1 1 3 2 3 3 3 1 4 2 1 7 1
CC
CC
1 2 2 2 3 1 1 3 2 3 3 3 1 4 2 1 7 1
TOTAL =
2+1 2+1 2 1 3 1 2 1 2 1 3 2
TRADE
0 0 0 3 0 0
Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods
3
ACTIVE LAWS
Enviro Compensator Antimass Deflectors Antimass Deflectors Antimass Deflectors Hylar V Assault Laser Hylar V Assault Laser TECHNOLOGY BUY-BACK
Sarween Tools Enviro Compensator Enviro Compensator Cybernetics Stasis Capsules Deep Space Cannon Sell 1 Techno for 6 TG at Status phase
Sarween Tools Cybernetics
TECHNOLOGIES
TECHNOLOGIES
Enviro Compensator
ACTION
ACTION
CARDS
CARDS
2 2 2 1 2 2
0 0 0 0 1 0 OBJECTIVES
Hacan 1 2 2 4 1 3 2 0 0 2 3 3 0 15
Xxcha 2 1 3 2 1 1 2 2 0 0 2 3 3 0 ###
Naalu 1 1 1 4 4 1 1 2 2 0 0 2 3 3 0 16
Sol 1 2 5 1 1 2 0 0 3 3 3 0 ###
L1z1x 1 1 3 5 1 1 1 4 0 0 2 3 3 0 18
Sardakk 1 1 5 1 1 2 2 0 0 2 3 3 0 ###
Turn 6 x x x x x x
De Cr Dr Ws Ca Fi GF SD PDS # # TG AC CC
Round 1 Planet Tech
VP
x8 x8 x5 x2 x4 ∞ ∞ x3 x6 x 40 <7 SA FS CP
Hacan 2 2 2 8 2 6 2 0 2 1 2 3 0 23
Xxcha 2 2 3 4 1 1 4 3 0 2 2 2 3 0 ###
Naalu 1 1 2 4 4 1 1 6 2 0 2 1 3 3 0 19
Sol 1 3 7 1 4 2 0 4 3 3 3 0 ###
L1z1x 1 1 1 1 5 7 1 1 5 4 0 2 1 4 3 1 23
Sardakk 5 1 1 5 1 1 4 2 0 2 1 7 3 0 ###
Turn 1
Turn 2
Turn 3
Turn 4
Turn 5
Turn 6
De Cr Dr Ws Ca Fi GF SD PDS # # TG AC CC
Round 2 Planet Tech
VP
x8 x8 x5 x2 x4 ∞ ∞ x3 x6 x 40 <7 SA FS CP
Hacan 2 2 2 8 2 23
Xxcha 2 2 3 4 1 1 ###
Naalu 1 1 1 3 4 8 1 1 29
Sol 1 3 7 1 ###
L1z1x 3 1 2 0 3 9 2 1 31
Sardakk 5 1 2 8 1 1 23
Assault Cannon
+ + Neural Motivator
Draw Extra
Dreadnoughts Get Action Card
A Free Shot During Status
Before Combat Light Wave Deflector
Type IV Drive
Move through Cruisers and
Enemy Space
X-89 Bacterial Weapon Dreadnoughts +1
Movement
Dreadnought/War
Sun May Destroy
All Ground Force
Transit Diodes
Advanced Fighters
Move Up to Four Fighters
Ground Forces
Gravitation Negator Independent, +1
Hit, Move 2
Dreadnoughts
Bombard PDS,
Fighters Invade
Dacxive Animators
Roll for Each GF
Fleet Logistics Lost, 6+
Reinforces
Take Two
Tactical Actions
Enviro Compensator
Space Docks
Produce +1
sis Capsules
Cruisers &
Dreadnoughts
Carry 1 GF Sarween Tools
+1 Resource to
Build
Micro Technology
+1 Trade Good
+ for Active
Agreements
Integrated Economy
Place Units in
Adjacent System
ral Motivator
Draw Extra
Action Card
During Status
Unit Cost Mov Hit Max Special
Fighter ½ - 9+ ∞
GF ½ - 8+ ∞
Destroyer 1 2 9+ x8 Anti-fighter beam (2D10)
Cruiser 2 2 7+ x8
SCIENTIFIQUE 1 1
DIPLOMATE 1 2 1 1 1
GENERAL 1 2
AMIRAL 1 1 1 1
ESPION 1 1 1
Agent Same abilities as in rulebook, except cannot be used to Sabotage an Action Card.
If the planet containing this Leader has a Space Dock, that Space Dock may function like a PDS. The Space Dock may
Guardian
NOT use Deep Space Cannons, however.
If the planet containing this Leader has a Technology Specialty, the tech credit may be applied to purchase a technolog
Inventor
of ANY color. This ability cannot be combined with the Scientist ability.
If a fleet containing a ship carrying this Leader destroys an enemy Cruiser or Dreadnought, roll a 10-sided die. On a resu
of 9+ for a Cruiser, or 10+ for a Dreadnought, you may place one of your own ships of that type in the system (if
Marine
possibly; Fleet Supply and reinforcement limits still apply). This ship may not be used during the rest of the Space Battle
If the ship is a Dreadnought, it is damaged.
Navigator The ship carrying this Leader gets +1 to its Move value. This ability may not be combined with the Admiral ability.
The planet containing this Leader still generates votes even if it is exhausted. If it is not exhausted, it gives the planets
Politician
owner 4 extra votes.
When the ship carrying this Leader deals a hit during Space Combat, you choose which ship to damage. This ability
Sharpshooter
cannot be used if the Admiral ability was used for this attack or while on a War Sun.
All enemy leaders in the system containing this Leader cannot use their abilities. This ability cannot be used if the syste
Spy
contains an enemy Spy.
Tactician All non-Fighter ships in the fleet containing the ship carrying this Leader receive +1 to all combat rolls.
As an action, you may exhaust the planet containing this Leader to generate Trade Goods equal to the resource value o
Trader
the planet.
Special
ilities as in rulebook.
ilities as in rulebook.
ilities as in rulebook.
urces when exhausted. This ability may not be combined with the
rader ability.
, that Space Dock may function like a PDS. The Space Dock may
Space Cannons, however.
alue. This ability may not be combined with the Admiral ability.
ilities as in rulebook.
cannot use their abilities. This ability cannot be used if the system
ns an enemy Spy.
Sardakk N’orr
Home World(s) – Arretze(2r/0i), Hercant(1r/1i), and Kamdorn(0r/1i)
Starting Units – 4 ground forces, 2 carriers, 1 cruiser, 2 fighters, 1 space dock
Starting Tech – Enviro Compensator, Sarween Tools
Leaders: 1 General, 1 Diplomat, 1 Scientist
Trade Agreements: 3, 3
Special Abilities :
- Your trades do not require approval during Trade Negotiations.
- You do not need to spend a Command Counter to execute the secondary action of the Trade
Strategy.
- When you receive Trade Goods from a Trade Contract you receive one additional Trade Good.
- No player may ever (except for war) break a Trade Contract with you.
- During the Status Phase you may trade Action Cards with other players.
Home World(s) – Archon Ren(2r/3i), and Archon Tau(1r/1i)
Starting Units – 1 space dock, 3 fighters, 1PDS, 1 carrier, 2 ground forces, 2 cruisers
Starting Tech – Antimass Deflectors, Enviro Compensator
Leaders: 1 Admiral, 2 Diplomats
Special Abilities :
Trade Agreements: 2, 2
- When executing the secondary action of the Diplomacy Strategy you may execute the primary
action instead.
- Immediately after a political card has been drawn and read you may spend one Command
Counter from your Strategic Allocation pool to cancel the card and force another political card to be
drawn.
- Your opponent receives –1 on all combat rolls against you during the first combat round of all
Space Battles and Invasion Combats.
Home World(s) – Druaa(3r/1i), and Maaluuk(0r/2i)
Starting Units – 1 space dock, 4 ground forces, 1 PDS, 1 carrier, 1 cruiser, 1 destroyer, 4 fighters
Starting Tech – Antimass Deflectors, Enviro Compensator
Leaders: 1 Diplomat, 1 Admiral, 1 Agent
Trade Agreements: 2, 1
Special Abilities :
- The initiative number on your chosen Strategy card is always considered to be zero (this means
you’re always first in the order of play).
- If attacked a Naalu fleet may retreat before the beginning of the Space Battle.
- Your Fighters receive +1 on all combat rolls in Space Battles.
Home World(s) – Jord(4r/2i)
Starting Units – 5 ground forces, 2 carriers, 1 destroyer, 1 space dock
Starting Tech – Antimass Deflectors, Cybernetics
Leaders: 1 Admiral, 1 Diplomat, 1 Agent
Trade Agreements: 2, 2
Special Abilities :
- As an action, you may spend one Command Counter from your Strategic Allocation pool to place
two free ground forces on any one planet that you control.
- During the Status Phase you receive one extra command counter.
Home World(s) – [0,0,0](5r/0i) “Null”
Starting Units – 1 space dock, 1 carrier, 5 ground forces, 1 dreadnought, 3 fighters, 1 PDS
Starting Tech –Enviro Compensator, Stasis Capsules, Cybernetics, Hylar V Assault Laser
Leaders: 1 Diplomat, 1 Scientist, 1 Agent
Trade Agreements: 1, 1
Special Abilities :
- The base cost of your Dreadnoughts is 4.
- Your Dreadnoughts receive +1 during Space Battles and your ground forces receive +1 when
attacking during Invasion Combat.
- You start with one extra Command Counter in your Strategic Allocation pool.
Home World(s) – Quinarra(3r/1i), and Tren’Lak(1r/0i)
Starting Units – 5 ground forces, 1 carrier, 1 cruiser, 1 PDS, 1 space dock
Starting Tech – Hylar V Assault Laser, Deep Space Cannon
Leaders: 2 Generals, 1 Admiral
Trade Agreements: 2, 1
Special Abilities :
- You receive +1 to all combat rolls during Space Battles and Invasion Combat.
- You receive one bonus GF whenever building units in a system. This bonus unit doesn't count
towards production capacity.
PRIMARY SECONDARY
2. - Name opponent. Neither you nor that opponent may activate a system containing - Refresh up to two exhausted non-Home System Planet Cards.
DIPLOMACY units of the other player. Cost = 1 CC.
A) Receive 3 Trade Goods, plus Trade Goods for active trade agreements. Open
5. - Receive Trade Goods for active trade agreements.
trade negotiations. You must approve all new trade agreements.
TRADE Cost = 1 CC.
B) Cancel all trade agreements.
- Choose any 1 or 2 of your Destroyers or Cruisers on board, each unit may move to
6. an adjacent empty non-Home system (place 1 CC from reinforcements in each
- Retrieve 1 CC from the board and place it back in your Command Pool.
WARFARE destination system).
Cost = 1 CC.
A) If you control Mecatol Rex, gain 1 victory point. You may qualify for any number of - Build units in one of your system containing one or more friendly Space Docks,
8. Public Objective Cards. even if you have already activated this system (building units here doesn't activate
IMPERIAL B) Execute secondary ability at no cost. Other players may not execute secondary the system).
ability. Cost = 1 CC.
Number of Planets Army Strenght
Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 0 Rd 1
Hacan 3 6 Hacan 15 23
Xxcha 2 4 Xxcha 16 20
Naalu 2 6 Naalu 16 19
Sol 1 4 Sol 14 18
L1z1x 1 5 L1z1x 18 23
Sardakk 2 4 Sardakk 14 19
6 25
5.5 23
5
20
4.5
4 18
Xxcha
3.5 Sol 15
3 Sardakk 13
2.5 L1z1x 10
2 Hacan
8
1.5 Naalu
1 5
0.5 3
0 0
Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 0 Rd 1 Rd 2 Rd 3 Rd 4
Victory Points
Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8
Hacan 0 0
Xxcha 0 0
Naalu 0 0
Sol 0 0
L1z1x 0 1
Sardakk 0 0
1
1
1
1
Xxcha
1 Sol
0 Sardakk
0 L1z1x
Hacan
0
Naalu
0
0
0
Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7
nght
Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8
Xxcha
Sol
Sardakk
L1z1x
Hacan
Naalu
Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7