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SoSo R3 3b
SoSo R3 3b
SoSo R3 3b
Nothing
Void
Null
SPEAKER
The Winnu
Special Abilities :
- You may always add Influence value of your Home System planet to your votes, even if is
The Winnu
exhausted.
- Your planets that contain at least 1 Ground Force are immune to the Local Unrest Action
Card.
- You do not need to spend a Command Counter to execute secondary ability of the
Technology Strategy.
Racial Technology :
Bioptic Recyclers (3 resources): As an action, discard an action card from your hand and
receive 2 TG or one CC.
Home World(s) – Muaat (4r/1i)
Starting Units – 4 ground forces, 1 war sun, 2 fighters, 1 space dock
Starting Tech – Enviro Compensator, Sarween Tools, War Sun
Leaders: 1 Scientist, 1 General, 1 Diplomat
Trade Agreements: 2, 2
Special Abilities :
The Embers of Muaat- Your War Suns have a base movement of 1. This improves to 2 when you acquire the Deep
Space Cannon technology.
- As an action, you may spend 1 Command Counter from your Strategy Allocation Area to
place 2 free fighters or 1 free destroyer in any one system containing one of your War Suns or
your Space Docks.
- Your ship may move through but may not end their movement in Supernova systems.
Racial Technology :
Magmus Reactor (5 resources): Your War Suns get +1 movement and cost 10 ressources.
ghters
Tools
Cost = Tap planets or pay TGs.
Cost = 1 CC.
Cost = 1 CC.
Cost = 1 CC.
After selecting this card, reveal cards from the objective deck equal to the number of
Cost = 1 CC.
bonus counters on this card.
WAYS TO AVOID THE DREADED AUTO PASS ORDER:
-The best thing we have going for us, is that we're all very fast posters and these rules are going to be moot.
You cannot fire through a Wormhole. A planet may never have more than 2 PDS.
simultaneous
Pre-combat:
NEVER
Sabotage: Sabotage Action Card can be played after the Action Cards have been revealed. If the sabotaged Action Card was played as an action, althou