Reinventing some new Race Tech's

By [email protected], in Twilight Imperium 3rd Edition

Xxcha - Diplomats: During the Strategy Phase, you may choose a Law or an Elect Player in play. Until the next Strategy Phase, ignore this Law or copy the effects of an Elect Player.

cost +4


Sardak - Valktrie Armor: During each round of Invasion Combat, if your opponent inflicts more hits then you do, you gain 1 more hit and you may apply it at any enemy unit at the end of the round.

Cost +3


Sol - Special Ops Training: During the first round of Invasion Combat, your Shocktroops do not have to be taken as casualties first. After Invasion Combat ends,if you have one or less Shocktroop unit present, you gain one free Shocktroop.

cost +4


Yin - Archangel class Destroyers: Your Destroyers may participate in Invasion Combat and gain +1 to hit. Surviving Destroyers are returned to space after the combat and can never establish control of a planet

Cost +4


L1Z1X - Hyperjump Drives: Once per round after activating a system, if at the end of the movement step you have one or more Dreadnoughts in that system, you can move any number of your Dreadnoughts from other systems to that system, even if the others systems are already activated.

Cost +5


Saar - Floating Factory: Spacedocks gain +1 move, 5 production capacity & 5 fighter capacity,and can Withdraw or Retreat from Space Battle.

Cost +3 resources


Yssaril - Masterful Counterintelligence

Once per round at any time, you may discard two Action Cards to move up to two of your units with combined cost of up to 3 resources from any system to a system you control.Non-Fighters ships can't exceeds its fleet supply limit and ground units can only be placed on planets.

Cost +3


OR


Stealthed Infiltrators - Once per round at any time, you may discard two Action Cards to stop one enemy ship to fire at you in a first round of Space Battle

Cost +4



From my experience addition to already Saar Space Dock (able them to retreat) is a nice ADD-ON,cause last night i play with them. You still need to have some ships with space docks but they aren't vulnerable that much now cause they can RETREAT.


I'm open for any critics,suggestion,anything.

Here is some suggestions. The suggestions is more to keep the race in its theme.

Xxcha - Diplomats: During the Strategy Phase, you may, "spend a strategy counter" , to choose a Law or an Elect Player in play. Until the next Strategy Phase, ignore this Law or copy the effects of an Elect Player.
cost +4
Sardak - Valktrie Armor: During each round of Invasion Combat, if your opponent inflicts more hits then you do, you gain 1 more hit and you may apply it at any enemy unit at the end of the round.
Cost +3 Cost 5
Sol - Special Ops Training: When defending , during the first round of Invasion Combat, your Shocktroops do not have to be taken as casualties first. After Invasion Combat ends,if you have one or less Shocktroop unit present, you gain one free Shocktroop. You may spend a strategy counter to gain two ground troops or 1 Shock troop on the planet.
cost +4
Yin - Archangel class Destroyers: Your Destroyers may participate in Invasion Combat and gain +1 to hit. Surviving Destroyers are returned to space after the combat and can never establish control of a planet
Cost +4 At the beginning of the 2nd round of Invasion Combat, you may sacrifice one Destroyer in the system, to destroy any enemy unit on the ground.
L1Z1X - Hyperjump Drives: Once per round after activating a system, if at the end of the movement step you have one or more Dreadnoughts in that system, you can move any number of your Dreadnoughts from other systems to that system, even if the others systems are already activated. your Dreadnoughts gain +1 movement to that system.
Cost +5
Saar - Floating Factory: Spacedocks gain +1 move, 5 production capacity & 5 fighter capacity, and can
Withdraw or Retreat from Space Battle Your spacedock(s) can do transfer actions.
Cost +3 resources
Yssaril - Masterful Counterintelligence
Once per round at any time when you are defending , you may discard two Action Cards to move up to two of your units with combined cost of up to 3 resources from any adjacent unactive system to the defending system you control . Non-Fighters ships can't exceeds its fleet supply limit and ground units can only be placed on planets.
Cost +3
OR
Stealthed Infiltrators - Once per round at any time , you may discard two Action Cards to stop one enemy ship to fire at you in a drop ground troops from 1 ship before the first round of Space Battle
Cost +4

Edited by Shadow

I was thinking that the OPs suggestions were a bit... OP. The nerfed suggestions feel more in tune with the original game.