Action Card Orientated:
Starting planet(s):
3/0
0/1
Starting units:
1 carrier
1 cruiser
3 ground forces
1 space dock
3 fighters
Starting technology:
Enviro Compensator
Antimass Deflectors
Trade Contracts:
2/1
Whenever you draw one or more action cards, you draw two additional action cards. You must then choose one of these cards and give it to another player.
You must pay 1 influence to play an action card and your opponents must pay you 2 trade goods to use the sabotage action card against you.
You action card hand size is increased by 3.
When you receive action cards during the status phase, you also receive 1 trade good.
Racial Tech: 5 cost - Once per turn, as an action, you may give another player between 1 and 4 trade goods to draw that many action cards. You do not draw extra cards at this time and you keep them all.
Strategy Card Orientated:
Starting planet(s):
2/0
2/1
Starting units:
2 carrier
4 ground forces
1 space dock
1 cruiser
Starting technology:
Hylar V Assault Laser
Enviro Compensator
Trade Contracts:
2/1
During the strategy phase, immediately after you have chosen your strategy card, you may place a bonus counter on any remaining strategy card to gain 1 command counter and 2 trade goods. You may not choose bureaucracy with this ability
You start with one additional command counter in strategy allocation.
You receive 1 trade good and 1 command counter for each bonus counter.
Once per turn, immediately after executing a secondary ability of a strategy card, you may execute the secondary ability of that strategy card a second time, or you may pay 1 command counter from strategy allocation to execute the secondary ability of a strategy card that was not chosen this round.
Racial Tech: 6 cost – At the start of the strategy phase, you may pay 1 command counter from strategy allocation to place a command counter and a control marker on two different strategy cards. The player selecting the card with the command counter must pay 1 command counter and 1 trade good. The player selecting the card with the control marker receives 1 command counter and 1 trade good. Remove both tokens after the strategy phase.
Harmony Orientated:
Starting planet(s):
3/1
1/0
0/1
Starting units:
3 cruiser
3 ground forces
1 space dock
3 fighters
Starting technology:
Enviro Compensator
Statis Capsules
Trade Contracts:
2/2
Your planet’s base production capacity limit is the difference between resources and influence.
You may add the difference between your total unexhausted resources and your total unexhausted influence to your total votes.
Planets that have the same resource and influence value are worth 1 more resource or influence.
During the status phase, if there are an odd number of ground forces on a planet, you must immediately destroy one.
Racial Tech: 6 cost - Harmony: When using any of your racial abilities, you may add or subtract 1 from either resources or influence.
Ground Force Orientated:
Starting planet(s):
3/0
1/0 GF refresh ability
0/2 GF refresh ability
Starting units:
1 carrier
1 cruiser
1 space dock
3 fighters
2 PDS
Starting technology:
Enviro Compensator
Stasis Capsules
Trade Contracts:
3/1
You may not build ground forces at your space docks and your ground forces receive +1 on all combat rolls.
During the strategy phase, before you have chosen a strategy card, you may move to up 4 ground forces in your home system to any other planet(s) you control. A route must exist that contains no enemy ships.
Immediately after the strategy phase, if a planet in your home system has less than 3 ground forces on it, you receive one ground force on that planet.
Any planet that has at least 6 ground forces is considered to have a PDS unit during bombardments and when defending during invasion combat.
Racial Tech: 4 cost – Bunkers – Your planets are immune to local unrest and your opponents receive -3 to bombardments.
Swarm Orientated:
Starting planet(s):
3/0
1/2
Starting units:
2 carriers
1 space dock
4 ground forces
6 fighters
Starting technology:
Antimass Deflectors
Enviro Compensator
Trade Contracts:
1/1
Swarm: Immediately before the first round of a space battle or invasion combat where you have more than 6 of a specific unit, each of your units beyond 5 may now fire 1 shot. Casualties are taken immediately and do not receive attack rolls.
Your carriers and warsuns have a capacity of 8
You may purchase 1 ground force and 1 fighter for 1 resource.
Racial Tech: 4 cost – Your carriers and warsuns now have a capacity of 10 and your swarm ability now activates for each unit you have beyond 4. These units receive +1 to combat rolls.
Activation Orientated:
Starting planet(s):
4/1
Starting units:
1 space dock
Starting technology:
Enviro Compensator
Hylar V Assault Laser
Trade Contracts:
3/1
You are allowed to activate a previously activated system. No ships may enter the system in this activation, but ships already present in the system may pick up and drop off units, and you may use production in this activation as well.
You are allowed to move through and pick up units in a system that has been activated.
Immediately after the status phase, place a command counter in your home system.
Ships in your home system are allowed to exit the system when it is activated while there is less than 2 command counters in the system.
Your home system is never considered blockaded during the production step of activation. If there are enemy ships present after producing ships, a space battle immediately takes place.
You start the game with 10 trade goods and an extra command counter in your command pool.
Racial Tech: 3 cost – You no longer place a command counter in your home system during the status phase.
Political Orientated:
Starting planet(s):
3/0
1/0
0/4
Starting units:
1 carriers
4 ground forces
1 space dock
2 fighters
2 PDS
Starting technology:
Enviro Compensator
Sarween Tools
Trade Contracts:
3/2
Immediately after executing the primary or secondary of political/assembly, you may spend 1 command counter from strategy allocation to put a politics card from your hand up for a vote.
During voting, you always vote last and you break all ties instead of the speaker.
You gain 1 vote for each unexhausted planet with 0 influence.
Whenever you draw a political and/or action card, you draw an additional political card.
You have no hand limit size on political cards.
Racial Tech: 3 cost – During a vote, you may double your influence of an unexhausted planet. Each planet used in this manner is exhausted.
PDS Orientated:
Starting planet(s):
3/0
0/2
Starting units:
1 carriers
3 ground forces
1 destroyer
1 cruiser
1 space dock
3 PDS
Starting technology:
Deep Space Cannon
Magen Defense Grid
Trade Contracts:
1/1
You may not acquire red technologies.
Your may have 3 PDS units per planet.
Your PDS units receive +1 on all combat rolls and only cost 1 to build.
Once per turn, as an action, you may choose any one system. Any PDS unit within range may fire on this system. This does not activate the system.
The affects of maneuvering jets are doubled when used against you.
Racial Tech: 4 cost – Long Range Cannons – Your PDS units may now fire at systems 2 spaces away at 8+ or 3 systems away at 10.