RACE - Sheets UE 221109 Print
RACE - Sheets UE 221109 Print
RACE - Sheets UE 221109 Print
General
4 GF
1 Cruiser
1 Carrier
8 3 1 6 2 10 2-1
Duha Menaimon (3 HP)
2 Fighters
Produce Units (n), where n is the number of Ground Forces
1 PDS
present on this ship.
1 SD
Your Ground Forces cost 1 resource each. Your Ground Forces and Shock Troops receive -1 to combat rolls.
Your Infantry Units, if not moved that round, gain the produce units (1) ability. Your produce units ability is
always pooled together for each planet (also with a Space Dock).
During the Status Phase, place 1 GF on each of your planets with resource value higher than the current
amount of GFs on the planet.
You may never build MUs or Space Docks. Instead, during the Status Phase you may swap 2 GF on a planet
you controlled the entire round for a Space Dock, or vice verca.
You are immune to the effects of Radiation and Biohazard.
Bioplasmosis (3)
At the start of the Strategy Phase, you may place 1 GF on a friendly or empty planet adjacent to (or inside) a
system containing at least 1 of your GF. (counts as a hostile action and triggers Domain Counters)
1 VP - Symbiotic Surge:
I have a total of 4 Infantry Units on each of 4 different planets outside my Home System.
2 VP - Zoetic Essence:
I control the Green Artifact and 3 planets with green Tech Labs.
You may treat “A” and “B” wormholes as wormholes of the same type.
You are immune to effects affecting movement through wormholes.
Movement through a wormhole into a system containing your ships (which are not currently moving), does
not cost movement points, even when not stopping in this system.
The Creuss Gate is placed instead of your Home System at your starting location. It is immune to the same
effects as Home Systems. Objectives counting distance from Home Systems counts from here and your
starting units may be placed here.
1 VP - Enigma:
I have ships in 4 systems adjacent to enemy ships. This round I called at least 2 retreats.
2 VP - Vanguards of the Dark Rim:
I control 7 systems along the edge of the board.
(I control a system when I have ships in the system and control all planets in the system)
3 VP - Omni-presence:
I control units or planets adjacent to (or in) every system on the board, OR
I control 5 planets with a blue Tech Lab.
v5.1
Opening your Trade Agreements does not require approval from Trade Master during Trade Negotiations.
You do not need to spend a Command Counter to execute the Secondary Ability of the Trade Strategy Card.
When adding Trade Goods on your Trade Agreements, you may place one additional on each.
During Status Phase, you may trade Action Cards with other players.
Players may not break Trade Agreements with you during Status Phase except for war.
1 VP - Wheel of Civilization:
I now spend 8 Trade Goods.
You may spend a Command Counter from Strategy Allocation to reroll one of your own combat rolls.
Before or after executing either ability of the Technology Strategy Cards, you may execute the other ability
(at most once per action).
1 VP - Scientific Supremacy:
I have 12 Technology Advances. I have 4 Technology Advances that no other opponent has.
2 VP - Xeno-technological Research:
I control a total of 7 Artifacts and planets with Tech Labs. I have a Scientists in two of these systems.
3 VP - Technology Singularity:
I have all Technology Advances of two colors, and all three of my racial Upgrades unlocked.
v5.1
Diplomat
3 GF
1 ST
1 Carrier 8 3
Arc Secundus (3 HP)
1 5 2 2 1-1
1 DN
1 Destroyer Bombardment x1
1 SD Anti-Fighter Barrage x1
Pre-Combat shot x1.
You gain +2 Fleet Supply in systems containing one or more of your Space Docks. You may, at any time,
move Command Counters from your Strategy Allocation to your Fleet Supply.
When you are the holder of the Warfare Strategy Card, at the end of one of your actions, you may move your
High Alert token to a different system.
You may spend a Trade Good in place of a Command Counter in order to execute the secondary ability of the
Warfare Strategy Card.
1 VP - Demonstration of Strength:
This round I have won 3 Space Battles; in each of these I destroyed at least 3 opponent ships.
2 VP - Industrial Dominance:
I have 4 Dreadnoughts and 5 other (non-Fighter) ships on the board. I have 12 Infantry Units on Arc Prime
or Mecatol Rex. I control planets totaling 10 resources outside my Home System.
3 VP - Fear and Awe:
This round I invaded or bombarded to neutrality 4 planets, of which two contained Space Docks.
I have at least 9 non-Fighter ships orbiting Mecatol Rex.
v5.1
Your Dreadnougnts gain +1 to all combat rolls, and have a carrying capacity of 1.
Your Ground Forces and Shock Troops take up 2 production capacity when produced, but receive +1 to
combat rolls. When accompanying Mech Units as the attacker, they instead receive +2.
When you control Mecatol Rex, treat the planet as if having a base influence of 8.
1 VP - Relic of Origin:
I control two Artifacts and my scientist is present with one of them.
I have two Dreadnoughts in each of these systems.
2 VP - Darkened Skies:
I control a total of 4 Dreadnoughts in opponent Home Systems or over three opponent Space Docks. I control
Mecatol Rex.
3 VP - End of an Era:
I control Mecatol Rex. I have successfully invaded planets belonging to 4 different (or all) opponents this
round.
I have a total of 5 Dreadnoughts in at least 3 different systems adjacent to (or inside) Mecatol Rex.
v5.1
In each Space Battle you participate, up to a total of two Cruisers and Destroyers
receive one pre-combat shot.
As an Action, you may spend 1 Command Counter from your Strategy Allocation to take 1 Trade Good from
up to two different opponents.
1 VP - The Raid:
I have destroyed 3 enemy Carriers this round.
2 VP - The Moder Lode:
This round I used Salvage Operations to obtain a War Sun or 2 Dreadnaughts.
I have at stolen 4 Trade Goods from opponents using my racial ability this round.
3 VP - Victory or Death:
I was the attacker in 6 different Space Battles this round and I won at least 3.
I control Hope‘s End or a non-Home System with the most resources on the map (one of them if several)
v5.1
You may produce War Suns even without the War Sun Technology, and you gain 1 cost discount for each
planet (or Artifact) with at least 1 Red Tech Lab you control.
In the Produce Units step of your Tactical Actions, your War Suns may produce ships for up to one resource
(even after moving).
During your actions, your War Suns may enter, but not move through, Supernova systems. Each Supernova
may only contain 1 War Sun (and its cargo). While controlling the Supernova, treat it as having a red Tech-Lab
(which is never exhausted and also provides 1 discount to War Suns).
1 VP - Vengeance Unchained:
I have both my War Suns with support of at least 4 Fighters in two systems 2 spaces apart from my Home
System. I have 4 Red Technology Advances.
2 VP - of Fire and Flame: This round I bombarded a planet containing a Space Dock to neutrality. I have won
two Space Battles this round.
3 VP - Sphere of Annihilation:
This round I bombarded to neutrality either Mecatol Rex or a planet in an opponent Home System.
I control ships, including both War Suns, in the six closest system to this system.
v5.1
Admiral
3 GF
1 Carrier
1 Cruiser 8 3
The Matriarch (2 HP)
2 6 2 6 2-1
4 Fighters
1 PDS Your Fleet Supply in this system is increased by 2.
1 SD No more than half of the fighters in this fleet (round down) may be
lost to Anti-Fighter Barrage.
Each game round, just before the Action Phase begins, you may take one Tactical Action.
Before the Space Battle step of an activation in which enemy ships moved into a system containing your ships,
you may immediately execute a retreat from the system. The turn proceeds as if your ships had not been
present.
1 VP - Siren Call: This round I destroyed a fleet I retreated from earlier this round or the previous round.
2 VP - Harmony:
I control 8 systems (or all eligible systems) within 2 spaces of my Home System. There are no enemy units
within 2 spaces of my Home System, except in enemy Home Systems.
3 VP - Trinity:
I control Mecatol Rex and Hope‘s End*. I have at least 6 Fighters in each of these systems.
I now spend 3 Command Counters.
*If Hope‘s End is not in play, control a planet in an opponent Home System instead.
v5.1
You may only use half your number of votes (round up).
Your Trade Agreements may be self-traded without permission.
At the end of an action in which you destroyed an opponent‘s unit through combat rolls, gain one Technology
held by that opponent AND gain one Command Counter. This ability may only be used once per opponent per
round.
When you would otherwise gain a Technology in any other way, instead gain 2 Trade Goods.
1 VP - Eradicate
This round I destroyed a Space Dock and at least 5 non-Fighter ships.
2 VP - Consume
I have 8 Technology Advances. This round I attacked and destroyed a total of 10 units in opponent Home
Systems or successfully invaded all planets in a Home System.
3 VP - Devour
I eliminated an opponent this round, and control a Space Dock in an opponent Home System. I have all
Valefar Assimilators active, and control at least 10 planets.
v5.1
General
4 GF
2 Carriers
1 Cruiser
8 3 2 7 3 4 2-1
Son of Ragh (2 HP): Anti-Fighter Barrage x2;
2 Fighters
In every turn this ship is not moving, your ships moving
1 SD through the system containing this ship (activated or not)
gain +1 movement.
Your Space Docks are always placed in space (not on a planet) and have 3 build slots. You are limited to 2
Space Docks in any one system. If ever present with only enemy ships in any system, they are immediately
destroyed.
Your Space Docks have a movement of 1 (but are still not ships), They may not produce units in the same
activation as they move, nor retreat from Space Battles.
Gain 1 TG every time you acquire a new planet during the Action Phase.
You do not receive any penalties for not controlling your Home System, and may build your Flagship in any
system.
Chaos-Mapping (5)
You may ignore all negative effects of all Special Systems (except Supernovas), but fleets in Asteroid Fields are
limited to 4 ships and do not block enemy movement.
All pre-combat rolls receive a -1 penalty against you.
1 VP - To the Stars:
I control a total of 3 Space Docks and/or planets at least 4 systems away from my Home System. I have 5
ships within these systems.
2 VP - The Promised Land:
I control a system with a combined total of 7 resources and influence, at least 3 spaces apart from my
Home System. I have a total of 15 units in this system. I control either Mallice or Hope‘s End.
3 VP - Cosmic Caravan:
I control at least 2 (non-Fighter) ships in each of 8 connected systems outside my Home System.
These contigous systems contain systems at least 4 spaces apart.
v5.1
General
6 GF
1 Carrier
1 Cruiser
8 3
C‘morran N‘orr (2 HP)
1 6 2 2 2-1
1 Fighter Deep Space Cannon x1
1 PDS This fleet receives +1 to all combat rolls in Space Battles of which
1 SD you are the attacker.
1 VP - Veiled Threat:
I have a total of 6 PDS units adjacent to Mecatol Rex or opponent Home Systems. I have a total of 10 Infantry
Units and 1 General in these systems.
2 VP - Ancient Rite:
This round i have destroyed a War Sun, Flagship or two Dreadnoughts.
I control 3 planets with a red Tech Lab.
3 VP - Might of the Great Hive:
I control 9 systems outside my Home System OR a planet in two different opponent Home Systems.
I have a total of 15 ships and 6 PDS units adjacent to or in Mecatol Rex.
v5.1
As an action, you may spend 1 Command Counter from Strategy Allocation to place 2 free Ground Forces on
any 1 planet you control.
1 VP - Perimeter Jord:
I control 6 systems within two spaces from Jord, which includes all systems adjacent to Jord.
I have 2 Dreadnaughts, 3 Carriers and 10 Fighters within these systems.
2 VP - Frontier Defense:
I control 3 planets outside my Home System. Each of these planets is at least two spaces apart from each
other and from my Home System and contains a Space Dock, 1 PDS and 4 Infantry Units.
3 VP - Proud Federation:
I have 3 Technology Advances of every color, 9 planets outside my Home System, and 20 non-Fighter
ships on the board. I have 6 Infantry Units on Quann OR Mecatol Rex.
v5.1
You have no hand limit on Political Cards and draw 1 additional Political Card during each Status Phase.
You may always add the influence of your Home System to your votes, even when exhausted.
You do not need to spend a Command Counter to execute the Secondary Ability of the Technology Strategy
Card.
When using the Primary Ability of the Bureaucracy Strategy, you may also execute the Secondary ability (for
free).
1 VP - Forgotten Secrets:
I control one Artifact and have 4 Technology Advances of ist color. I have my Scientist in the system
containing the Artifact.
2 VP - Ancient Glory:
I control the Blue or Green Artifact. I control Mecatol Rex and have a Space Dock and 3 Leaders there. I
control each eligible system in the shortest line from Home System.
3 VP - Galactic Culture:
I control planets totaling 12 influence outside my Home System. I have at least two Minister positions.
v5.1
Diplomat
2 GF
2 Fighter
1 Carrier 8 3 1 6 2 3 2-2
1 Destroyer Loncara Ssodu (4 HP): This ship is immune to Action Cards
3 PDS targeting a specific unit.
1 SD Planets*, even neutral, in or adjacent to this ship‘s system provide
their votes to you instead of to their owner.
*Mecatol Rex and Home System panets are not affected.
Before or after executing either ability of the Diplomacy Strategy, you may execute the other ability at no
cost (at most once per action).
Immediately after Political Cards have been selected and read aloud by the Assembly holder, you may spend 1
CC from your Strategy Allocation to discard one of the agendas (except Voice of the Council).
In the first round of any Space Battle or Invasion Combat in which you defend, your opponents receive -1 to
all combat rolls.
When counting votes, you may either use the Influence or the Resource value of each planet.
1 VP - Wise Guidance:
Three of my revealed political agendas have so far been chosen for voting in the Twilight Council. Their result
was each as I voted.
2 VP - Peace above all:
Until now, all my hostile actions were only against opponents, who took hostile actions against me or my
trade partners first. I have freed a Leader this round. I now donate 5 Trade Goods to opponents.
3 VP - Mighty, Mercy and Honor:
This round I let two fleets worth at least 10 resources retreat before combat using my Diplomats
(and did not lose the battle if retreat was not called).
I am the Voice of the Council AND have a Minister position.
v5.1
Before the 2nd round of a Space Battle, you may destroy one of your participating Destroyers or Cruisers to
inflict 1 hit on an opponent ship of your choice.
Once per round, as an action, you may choose one of your planets and reverse (swap) its influence and
resource values for that round.
At the beginning of an Invasion Combat in which you are the attacker and have ships in the system, you may
roll one die. On a roll of 5+ you may replace (counts as destroyed) 1 enemy GF with your own.
(you may replace a Shock Troop if and only if there are no Ground Forces present)
2 VP - Sword of Salvation:
I have killed or executed 2 opponent Leaders.
3 VP - Eternal Utopia:
I control Mecatol Rex or an opponent Home System and have 12 Infantry Units here. I control the Green
Artifact and have 2 green Tech Labs.
v5.1
Admiral
5 GF
1 Carrier
1 Cruiser 8 3
Y‘sia Y‘ssrila (2 HP)
2 6 1 5 2-1
1 PDS
2 Fighters Pre-Combat shot x3
1 SD This fleet does not trigger Space Mines and enemy PDS fire during
the movement step of activations.
You have no hand limit on Action Cards, regardless of active Political Cards and draw 1 Action Card more
during each Status Phase.
Once during every Strategy Phase, you may look at the Action Cards of one of your opponents.
When playing with the Tech Bubble Option, you treat the technology advance „Transit Diodes“ as if it had no
pre-requisites.
1 VP - Unseen Numbers:
I have played 5 Action Cards in a Single Space Battle or Invasion Combat this round, OR 8 Action Cards
throughout this round.
2 VP - Of Silence and Shadows:
This round I successfully invaded 4 enemy controlled planets that are closer to enemy Home Systems than
to my own. The invasions took place either on refreshed planets or after the opponent had passed.
3 VP - Silent Subversion:
I have replaced 6 installations (PDS and Space Docks) on invaded planets using my Agents or Shock
Troops. I have captured 3 enemy Leaders during the games.