Friday, June 3, 2011

Shards of the Throne: New units and Racial Techs

Shards of the Throne brings us two new units:
Mechanized Unit: A super uncreative name for a tank. This is like a ground force, it costs 2 resources to produce, has a combat value of 6 and has sustain damage. You can have up to four of these. It is transported just like a ground force.

Flagship: I think this is a super-awesome idea that FF had. There is one flagship model per color (you can only have one on the table at a time, and they may only be built in your home system). Each race has its own specific flagship. They cost between 8 and 11 resources, all of them have sustain damage, and carrying capacity, most have multiple attacks at various combat values. They all have different abilities. The ships for the L1z1x, Winnu, and Jol-nar are pretty strong.

Racial Technologies:
Now onto the new racial techs!
First, there are two replacement racial techs.
The Winnu "Bioptic Recyclers" just states "once per game round"
The Sardakk N'orr "berserker Genome" is replaced by "Valkyrie Armor", which works only in invasion combat...
Without further ado, the new ones, per race.
Barony of Letnev: Noneuclidean Shielding:When you use sustain damage, it prevents 2 hits instead of one (so barony just got awesome at having Dreadnoughts, Warsuns, and Flagships.)
Xxcha: Instinct Training: Once per turn, you can spend a command counter to cancel an action card (wow, an on-demand sabotage)
Federation of Sol: Spec Ops training: Each time you roll a "1" during invasion combat, you get a re-roll.
L1Z1X: Inheritance Systems: This card reads nonsensically, I expect an errata.
Sardak N'orr: Exotrireme: At the end of a round of space combat, you can sacrifice a dreadnought to destroy 2 enemy ships. Yikes.
Naalu: Hybrid Crystal Drives: Carriers and Excess advanced fighters, count as 1/2 a ship toward fleet supply. Unless the "Fleet Regulations" law in in effect, I don't see much use of this one.
Mentak: Mirror Computing: When you spend trade goods, they count as 2 (either resources or influence) Holy shit, Mentak get something awesome. They needed something awesome.
Yssaril: Mageon Implants: When looking at your opponents hand (when using your racial ability) you can steal a card of your choice. (Did Yssaril need to get stupid strong?)
Jol-Nar: Electro-Resonance Turbines: When an opponent activates a system you control, you get 3 trade goods. Lol. (this is good since Jol-Nar seem to always get attacked)
Hacan: Quantum Datahub Node: At the end of the status phase, you may trade your strategy card with one of your trade partners. They do not need to agree to this trade. (this is an epic-level dick move that will be terrifying in late-game)
Yin: Yin Spinner: Whenever you build at a space dock, you get a free ground force.
Saar: Chaos Mapping: You can active asteroid field systems. Your fleet supply is limited to 3in these systems. Wow, this is an awesome way to hide your space docks from the enemy and produce units using Integrated Economy.
Winnu: Lazax Gate Folding: At the start of each Status Phase, you may put a ground force on Mecatol Rex. (only if under your control or uncontrolled) This is an easy way to get a grip on mecatol early (if not using the custodians rule)
Muaat: Nova Seed: As an action, remove the card from the game. You may then replace a system you control with a Supernova tile. (HOLY SHIT) You can't do it on Mecatol Rex, a Home System, or a System adjacent to a Red bordered system. This is the first ability to actually change the game map. This is really cool. It can be a nice dick-move to do to an opponent. (Or c-block some empty map space)
Nekro Virus: Valefar Assimilator: The race has two of these, it allows you to copy an opponents racial tech in the same way you copy regular technologies.
Creuss: Dimensional Splicer: At the start of a battle in a wormhole system you can assign a hit to an enemy ship of your choice. (aka, a carrier loaded with ground forces). Keep in mind that both Creuss home systems have wormholes.
Slave Wormhole Generator: At the start of each status phase, you may place (or move) your extra "a" and "b" wormhole markers into any empty or friendly non-home system.
Arborec: Spore Acceleration: Increase the build capacity of your Ground Forces by 1.
Bioplasmosis: At the beginning of the Strategy Phase, you may move one ground force from a planet you control to a friendly or empty planet in an adjacent system. (a neat way to expand your empire without spending command counters)

-Mike

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