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ENVIRO COMPENSATOR +1 production capacity of your Space Docks

TRANSFABRICATION May scuttle units at the start of the Produce Units step. Each non-Fighter or non-GF unit you scuttle +1 TG. Units scuttled may not be reproduced same turn.

ANTIMASS DEFLECTORS All ships may pass through asteroid fields, but not stop in one

Legend OR AND

HYLAR V ASSAULT LASER Cruisers and Destroyers receive +1 in all combat rolls

SARWEEN TOOLS Whenever you produce units at any Space Dock, you now receive +1 resource with which to build units

STASIS CAPSULES Cruisers and Dreadnoughts can carry one Ground Force

GRAVITY DRIVE Dont roll when moving out of a Gravity Rift When ships begin activation adjacent to Gravity Rift or Wormhole, +1 movement

DEEP SPACE CANNON Enemy fleets in adjacent systems are now in range of your PDS

AUTOMATED DEFENCE TURRETS Destroyers receive +2 and roll additional die for Anti-Fighter Barrage

MICRO TECHNOLOGY When you receive Trade Goods from your trade agreements, you now receive +1 Trade Good for each of your active Trade Agreements

CYBERNETICS Fighters receive +1 on all combat rolls

XRD TRANSPORTERS Carriers receive +1 movement

GRAVITON LASER SYSTEM PDS get one re-roll for each missed combat roll

DURANIUM ARMOR At the end of each round of combat, you may repair 1 of your damaged units in the battle

MAGEN DEFENSE GRID PDS receive +1 on all combat rolls. GF with PDS get +1 on all combat rolls during Invasion Combat

INTEGRATED ECONOMY When producing units place them in any activated, adj. system that is empty or friendly. Place PDS and GF on any friendly planet in range

NEURAL MOTIVATOR Draw one extra Action Card during each Status Phase

GEN SYNTHESIS Ground Forces receive +1 during Invasion Combat. When destroyed, roll +5 to return to home system

MANEUVERING JETS Opponent receive 1 on all PDS rolls, 2 from adj. systems. You receive 1 Space Mine rolls. Ships dont have to stop in Ion Storm

WAR SUN You are now allowed to produce War Sun units

ASSAULT CANNON Dreadnoughts get one free shot before any Space Battle

NANO TECHNOLOGY Dreadnaughts and War Suns cant be targeted by Action Cards. When you claim a planet, you gain it refreshed

NEUTRAL COMPUTING Your cost to purchase new Technologies is reduced by 2

DACXIVE ANIMATORS If you win an Invasion Combat, place one Ground Force for every force lost (both sideson a roll +6) on the planet from your reinforcements

TYPE IV DRIVE Cruisers and Dreadnoughts receive +1 movement

HYPER METABOLISM During each Status Phase gain 1 additional Command Counter. Before drawing Action Card you may discard 1 and draw a new one

LIGHT/WAVE DEFLECTOR All ships may move through systems containing enemy ships and continue their movement to the activated system

GRAVITON NEGATOR Dreadnoughts may bombard planets with PDS. Fighters may participate in Invasion Combat (return to space after combat)

ADVANCED FIGHTERS Your Fighters may now move Independently with a movement rate of 2 and receive +1 on all combat rolls. Excess fighters will count towards Fleet Supply

TRANSIT DIODES As an action you may spend 1 Command Counter from your Strategic Allocation to immediately move up to 4 GF to a planet you control

General FLEET LOGISTICS When taking a Tactical Action, you may now take 2 Tactical Actions, one after the other, before your turn ends Bio X-89 BACTERIAL WEAPON Dreadnoughts or War Sun units may now immediately destroy all enemy GF on the planet. Then discard all of your Action Cards

Propulsion

Warfare

BIOHAZARD The first Ground Force unit to land here is always eliminated while this token remains. Discard this counter after a player successfully invades this planet. SETTLERS Return all of your Ground Forces to their Carrier/War Sun. Roll a die. On a result of 6+, place two free Ground Forces on the planet from your reinforcements. On a roll of 1-5, determine a random opponent. That opponent places two free Ground Forces from his reinforcements on the planet. Then discard this counter. LAZAX SURVIVORS You may take this counter to receive 3 additional votes towards all future political agendas.

WORMHOLE DISCOVERY Place this counter in the middle of the system to indicate the presence of the wormhole. This wormhole will connect to its brethren ( or ) following the normal rules for wormholes. HOSTAGE SITUATION Pay Trade Goods equal to the number of Ground Forces landing or lose all Ground Forces in the initial landing. Then discard this counter. FIGHTER AMBUSH After landing, a Space Battle immediately starts in the system against the indicated number of local Fighters. Players may not use Anti-Fighter Barrage in this Space Battle. If the Space Battle fails, then the planet remains uncontrolled, all landing GF are discarded, and the fighters return to full indicated strength. Discard this counter after a successful Space Battle. AUTOMATED DEFENSE SYSTEM Roll 2 dice. For each 6+ lose 1 ship in this system and one landing Ground Force. If no Ground Forces remain on this planet, it remains uncontrolled. The first player to successfully invade this planet removes this counter and may place one free PDS unit on the planet. NATIVE INTELLIGENCE Secretly look at any one facedown Domain Counter on any planet of your choice. Then discard this counter. HIDDEN FACTORY Immediately receive any number of ships (for free) worth up to 2 resources. Place them in this system, then discard this counter. SUPERNOVA When this counter is revealed, it stays in play. All ships in this system are destroyed and this system is now treated as a Supernova system. EMPTY SPACE There is nothing of interest here. This token has no effect.

SPECIAL RULE: When probed, remove the counter from the game. Immediately receives one victory point and you may immediately draw 3 action cards. When razed, immediately discard all your Action Cards, exhaust all your planets, and lose all your Trade Goods. In addition, You may not vote on the next Political Agenda.

RADIATION Kill all the Ground Forces of the initial landing (the planet remains uncontrolled), then remove this counter. HOSTILE LOCALS The indicated number of local Ground Forces will fight any invader. If an invasion attempt fails, the locals return to their full indicated strength. May not be bombarded. Discard after a successful invasion. TECHNOLOGICAL SOCIETY The player to your left must search through your Technology deck and give you a free technology advance for which you have the necessary prerequisites. Then discard this counter. INDUSTRIAL SOCIETY You may immediately place a free Space Dock here. The Planet card for this planet is not exhausted when you receive it. Discard this counter. PEACEFUL ANNEXATION The landing proceeds without incident. Discard this counter. NATURAL WEALTH Receive the number of Trade Goods indicated, if able. Then discard this counter.

GRAVITY RIFT When this counter is revealed, it stays in play. This system is now treated as a Gravity Rift system. SPACE PIRATES Loose all your Trade Goods or be attacked by a Dreadnought. If you have no Trade Goods, you are attacked. After the battle, or if you paid the Trade Goods, discard this counter. DERELICT SHIP The player who reveals this counter may gain 1 Cruiser for free in this system. ABANDONED TRANSPORT The player who reveals this counter receives 2 Trade Goods.

(p.34)

A planet that contains a technology specialty and at least one Scientist provides a technology discount of 2 credits rather than 1. A planet with at least one Scientist may build a new Space Dock at a cost of 2 rather than 4. PDS units on a planet with at least one Scientist receive +1 on all rolls. Planets with at least one Scientist and one PDS unit may not be bombarded by a War Sun unit.
(p.35)

DISCOVERY The player who reveals this counter may draw 1 Action Card.

When a General participates as the attacker in an Invasion Combat the active player may re-roll up to 2 dice during every round of that Invasion Combat. Dreadnoughts and War Suns receive -4 to bombardment rolls against a planet that contains at least one General. All defending Ground Forces on a planet that contains at least one General receive +1 to their combat rolls during Invasion Combat.
(p.35)

PRECURSOR SPACE STATION After this counter is revealed, this counter stays in play. While a player controls this system, he needs 1 less victory point to win. ALIEN TECHNOLOGY The player who reveals this counter may research any one Technology that he has the prerequisites for at no cost.

When an Admiral participates in a Space Battle, its owner may roll one additional die for the ship that is carrying the Admiral. A Dreadnought carrying an Admiral receives +1 movement. When attacked by a fleet containing an Admiral, a defending fleet may not retreat unless the defending fleet also contains an Admiral.
(p.35)

LEADERS (p.34) Failing an invasion on an enemy planet: automatically CAPTURED Failing an invasion on a neutral planet: automatically KILLED In space On a planet 1-5 -> KILLED 1-5 -> CAPTURED 6-8 -> ESCAPES 6-9 -> ESCAPES 9-10 -> CAPTURED 10 -> KILLED If a ship is destroyed any time other than If a leader is on a planet whose ownership during a Space Battle, he is automatically changes for any other reason than invaKILLED sion, he automatically ESCAPES Captive Leaders During the Status Phase: Transfer the captive leader to another player (including owner) Keep the prisoner another round. Execute the prisoner. Rescuing Captive Leaders Every time you successfully invade an enemy planet, on a 9 or 10 you find a captive leader. Choose if there are more than one, even leaders of an other player (Decide next Status Phase what you want to do with them) If you successfully invade a players last planet, all captive leaders are transferred to the invader.

If a Diplomat is present on a planet about to be invaded by enemy Ground Forces during the Planetary Invasion step, the Diplomat may delay the invasion by one round. Simply return the enemy Ground Force units to their Carrier's. A planet protected by a Diplomat may not be protected again by a Diplomat for the remainder of the round, or for the next game round. A fleet that contains at least one Diplomat may move through systems containing an opponents ships, but only if the opponent grants his permission for the transit.
(p.35)

If an Agent is part of an Invasion Combat as an, enemy PDS may not fire at the invading Ground Forces. If an Agent is part of a successful Invasion Combat as an attacker the active player may replace any enemy PDS and Space Dock on the planet with his own similar units. An Agent may be sacrificed at any time to act as a Sabotage action card. Simply announce the action after another player plays an Action Card, canceling its effects. Then discard both the Action Card and the Agent.

ENVIRO COMPENSATOR +1 production capacity of your Space Docks

TRANSFABRICATION May scuttle units at the start of the Produce Units step. Each non-Fighter or non-GF unit you scuttle +1 TG. Units scuttled may not be reproduced same turn.

ANTIMASS DEFLECTORS All ships may pass through asteroid fields, but not stop in one

Legend OR AND

HYLAR V ASSAULT LASER Cruisers and Destroyers receive +1 in all combat rolls

SARWEEN TOOLS Whenever you produce units at any Space Dock, you now receive +1 resource with which to build units

STASIS CAPSULES Cruisers and Dreadnoughts can carry one Ground Force

GRAVITY DRIVE Dont roll when moving out of a Gravity Rift When ships begin activation adjacent to Gravity Rift or Wormhole, +1 movement

DEEP SPACE CANNON Enemy fleets in adjacent systems are now in range of your PDS

AUTOMATED DEFENCE TURRETS Destroyers receive +2 and roll additional die for Anti-Fighter Barrage

MICRO TECHNOLOGY When you receive Trade Goods from your trade agreements, you now receive +1 Trade Good for each of your active Trade Agreements

CYBERNETICS Fighters receive +1 on all combat rolls

XRD TRANSPORTERS Carriers receive +1 movement

GRAVITON LASER SYSTEM PDS get one re-roll for each missed combat roll

DURANIUM ARMOR At the end of each round of combat, you may repair 1 of your damaged units in the battle

MAGEN DEFENSE GRID PDS receive +1 on all combat rolls. GF with PDS get +1 on all combat rolls during Invasion Combat

INTEGRATED ECONOMY When producing units place them in any activated, adj. system that is empty or friendly. Place PDS and GF on any friendly planet in range

NEURAL MOTIVATOR Draw one extra Action Card during each Status Phase

GEN SYNTHESIS Ground Forces receive +1 during Invasion Combat. When destroyed, roll +5 to return to home system

MANEUVERING JETS Opponent receive 1 on all PDS rolls, 2 from adj. systems. You receive 1 Space Mine rolls. Ships dont have to stop in Ion Storm

WAR SUN You are now allowed to produce War Sun units

ASSAULT CANNON Dreadnoughts get one free shot before any Space Battle

NANO TECHNOLOGY Dreadnaughts and War Suns cant be targeted by Action Cards. When you claim a planet, you gain it refreshed

NEUTRAL COMPUTING Your cost to purchase new Technologies is reduced by 2

DACXIVE ANIMATORS If you win an Invasion Combat, place one Ground Force for every force lost (both sideson a roll +6) on the planet from your reinforcements

TYPE IV DRIVE Cruisers and Dreadnoughts receive +1 movement

HYPER METABOLISM During each Status Phase gain 1 additional Command Counter. Before drawing Action Card you may discard 1 and draw a new one

LIGHT/WAVE DEFLECTOR All ships may move through systems containing enemy ships and continue their movement to the activated system

GRAVITON NEGATOR Dreadnoughts may bombard planets with PDS. Fighters may participate in Invasion Combat (return to space after combat)

ADVANCED FIGHTERS Your Fighters may now move Independently with a movement rate of 2 and receive +1 on all combat rolls. Excess fighters will count towards Fleet Supply

TRANSIT DIODES As an action you may spend 1 Command Counter from your Strategic Allocation to immediately move up to 4 GF to a planet you control

General FLEET LOGISTICS When taking a Tactical Action, you may now take 2 Tactical Actions, one after the other, before your turn ends Warfare X-89 BACTERIAL WEAPON Dreadnoughts or War Sun units may now immediately destroy all enemy GF on the planet. Then discard all of your Action Cards

Bio

Propulsion

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