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Legacy of Fire Round 7 Action Phase

Speaker
▼ Refineries = 1

Order 6th 5th 2nd 4th 3rd 1st Colonies = 7


pacuttus murph lost destiny redscare Vorocano Olmestig
Xel'Naga Overmind Broods Renegade Broods Protoss Bretheren UED Fleet Terran Confederacy Shock Troops = 12

STRAT. 8. Imperial II 7. Techno. II 4. Logistics 6. Warfare 5. Trade II 1. Initiative


BONUS
Total 8 13 Total 19 7 Total 18 12 Total 9 4 Total 5 11 Total 16 13
Xul'Thayros 4 4 X Char 5 0 X Zerus 4 0 X Auir 4 1 Tarsonis 4 1 X 1. Initiative
Abadoon 2 0 R X El'nath 2 0 B X Shakuras 2 2 Hope's End 4 1 ST X Korhal 0 2 2. Diplomacy II X X
Rigel I 0 1 G X Ashtroth 3 0 X Lisis 2 2 Meer 0 4 Capha 3 0 X 3. Political X
Rigel II 1 2 X Loki 2 2 X Velnor 2 0 R X Mecatol Rex 1 6 Tequ'ran 3 0 R X 4. Logistics
Rigel III 2 1 B X Lodor 3 1 G X Tar'mann 1 1 X Torkan 0 4 B 5. Trade II
Lesab 2 1 G X Primor 2 1 GF X Quann 3 1 G Sumerian 2 2 T X 6. Warfare

PLANETS
PLANETS

Bellatrix 0 1 R Vega Minor 1 2 B X Arcturus 1 1 X 7. Techno. II


Mallice 0 3 Tsion 2 2 T X Vega Major 2 1 X Mellon 0 2 8. Imperial II
Arinam 1 2 B X Mirage 1 2 FI X
Mehar Zull 1 3 B X Zohbat 3 1 B X Active Used 1st
2nd
3rd
4th
5th
6th

NOTES
SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP The Galaxy takes a long breathe and recover
before it once again errupts into turmoil.
1 6 3 1 5 0 1 3 0 1 6 3 1 8 2 2 5 0

Zerg are evolving at alarming rate, limbs appear


out of nowhere with no clear purpose.

Trade Trade Trade Trade Trade Trade


Agreements Agreements Agreements Agreements Agreements Agreements

TOTAL =
2 1 1 2 1 1 1 3 2 2 1 2
TRADE

2 2 1 2 3 9

Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods

19
ACTIVE LAWS
Enviro Compensators Enviro Compensators Stasis Capsules Antimass Deflectors Enviro Compensators Hylar V Assault Laser
Council Elder (Elect - Xel'Naga)
Sarween Tools Antimass Deflectors Antimass Deflectors XRD Transporters Antimass Deflectors Assault Cannons
Juggernaught Caste XRD Transporters XRD Transporters Gen Synthesis Cybernetics Antimass Deflectors
Wormhole Reconstruction

TECHNOLOGIES
TECHNOLOGIES

Microtechnology Daxcive Animators Daxcive Animators Type IV Drives XRD Transporters XRD Transporters
XRD Transporters Cybernetics Cybernetics Drone Automation Sarween Tools Cybernetics
Public Execution (Protoss)
AutoDefense Turrets Gen Synthesis Enviro Compensators Cybernetics Gen Synthesis
Lightwave Deflector Sarween Tools Hylar V Assault Laser
Hylar V Assault Laser Hyper Evolution
OGIES
TEC
Deep Space Cannon
Hylar V Assault Laser

AC AC AC AC AC AC
ACTION

ACTION
CARDS
CARDS

6 2 3 1 3 4

Artifacts Artifacts Artifacts Artifacts Artifacts Artifacts


Lazax Armory Fossil Precursor Imperial Datacache Ancient Shipwreck

pacattus murph lost destiny redscare Vorocano Olmestig


VP

4 4 5 7 4 6 OBJECTIVES

I successfully invaded one planet containing at least 1 opposing


1 1 1 1 GF this turn.

I won a space battle against at least 3 opposing ships in one


1 1 system this turn.

I have more than one technology advance in 3 different colors


STAGE 1

I am blockading an opponent's Space Dock at the beginning of the


1 1 Status Phase

1 1 1 I now spend 10 resources or 10 finluence

1 1 1 1 1 I took control of 3 planets this turn < TURN

I destroyed an opponent's space dock at the end of combat this


2 2 turn. 2VP

I successfully invaded two planets containing at least 1 opposing


2 2 GF this turn. 2VP
STAGE 2

Imperium Rex
GAME OVER

I have at least 4 (non-Fighter) ships in two different opponent's


Home Systems I WIN THE GAME

game ends at the end of the 9th status phase

2 Secret Objective 2 VP
S

1 1 1 1 ARTIFACTS
S
Planet List to use on this page.

Abadoon
Abyz
Archon Ren
Archon Tau
Arinam
Arnor
Arretze
Ashtroth
Bellatrix
Bereg +R
Capha
Centauri
Dal Bootha
Darien
Druaa
El'nath
Fria
Garbozia
Gral
Hercant
Hope's End
Jord
Kamdorn
Lazar
Lesab
Lisis
Lisis II
Litra IV +C
Lodor
Loki
Lor
Maaluuk
Malice
Mallice
Mecatol Rex
Meer
Mehar Zull
Mellon
Mirage
Mol Primus
Muaat
New Albion
Perimeter
Primor
Quann
Qucen'n
Quinarra
Ragh
Rarron
Rigel I
Rigel II
Rigel III
Sakulag
Saudor
Starpoint
Tar'mann
Tequ'ran
Thibah
Torkan
Tren'lak
Tsion
Vega Major
Vega Minor
Velnor
Wellonn
Winnu
Xxehan
URN
To turn off gridlines use: Tools, Options, View, Window options, uncheck Gridlines CC CC CC CC CC CC

0 Malice 3

5 Char 0

3 Ashtroth 0
Alpha Beta Re 2 4\2 [G,E]

SD SD 1
1
Overmind Broods 2
2 Loki 2 1 2
Re 2 2 10 CC

ARTIFACT (1VP) CC SD B 1 Vega Minor 2


B 1 Mehar Xull 3
R2 Abadoon 0 1
Re 2 SD 4
2
Asteroid Field
1 Tar'mann 1
1 2
1 G 2 Lesab 1 The Slumber The Beyond
5 2 Vega Major 1
Alpha 2[E]
1
Beta 1
4 Xul'Thayros 4
SD 5[D]

1
Xel'Naga UED
Alpha Beta

1
1
Asteroid Field Ion Storm
G 0 Rigel I 1
3 T 2 Tsion 2 2 1[A]
G 3 Lodor 1 1
SD 3 1

1 Rigel II 2 1 [A] 1 CC
SD 3[S] 9 1
6 SD SD
CC SD 3
The Drift 1 Mecatol Rex 6 4 Hope's End 0
ST The Edge GF 2 Primor 1
B 2 Rigel III 1 R 0 Bellatrix 1 2 [G,S] Re SD 1 2 SD 4[G]
1 SD 4 1

Beta B 1 Arinam 2 2 Lisis 2


5 2
1 4
1 2 2
3[A] 2 Alpha 1 8
5 M
SD T 2 Sumerian 2

G 3 Quann 1 FI 1 Mirage 2
Re 2 SD 10 [S] 0 Meer 4 3 R 2 Velnor 0
1/2 1

Nebula Ion Storm


2 Shakuras 2 4 Zerus 0
3 The Void The Shadow 1 SD 4[G]

1 Arcturus 1 SD
SD 1 [E] 2
1 1 1
4 Aiur 1 1 2 CC 2
1 SD 7 2 0 Mellon 2 2
1 1

CC 2
Protoss
Beta
1 1 1
Renegade Broods
1 CC
Nebula
R3 Tequ'ran 0
Re 2 SD 5 [G]
B 2 El'nath 0
B 3 Zohbat 1 1 SD 1 7
1 CC

1[A] 2
0 Korhal 2 2
1 SD
3 Capha 0
CC B 0 Tor'kan 4
2 SD Co 2

4 Tarsonis 1
1 SD 3

Terrans

CC CC CC CC CC CC
Speaker
0 0 0 0 0 0
Round 1 pacattus murph lost destiny redscare Vorocano Olmestig

Strategy
Imperial Warfare Diplomacy Trade Logistics Technology
Selection

Secondary
Warfare (racial)
Strategies

Diplomacy II Technology
Action T Activate Lesab T Activate Ashtroth S S Trade II T Activate Ion Storm S
Annex El'Nath Antimass Deflectors

Action S Imperial Build T Activate Char T Activate Lisis T Activate Zohbat T Activate Primor T Activate Capha

Action T Activate Rigel S Warfare Char T Activate El'Nath T Activate Sumerian S Logistics +0.1.3 T Activate Tarsonis

Action Pass T Activate Lodor T Activate Zerus T Activate Aiur T Activate Hope's End Pass

Action Pass Pass Pass Pass

Action

Action

Status Phase 1/4/3 2/3/3 1/3/3 2/2/3 4/4/5 2/4/3

Speaker
0 0 0 0 0 0
Round 2 pacattus murph lost destiny redscare Vorocano Olmestig

Strategy Initiative Political (bonus


Technology Warfare Imperial Diplomacy C
Selection (bonus - fleet cc) - fleet cc)

Secondary Political 15 votes fo


Political Warfare
Strategies Technology (XRD) 5v

Trade II results
Technology Political
Action S T Activate Lodor T Activate Mirage T Activate Quann T Activate Tar'mann S
Racial Tech (cc to fleet)

Imperial Activate Activate The


Action T Activate Rigel T Activate Char S T T Activate Hope's End T
Zerus Homesystem Shadow
Diplomacy
Action T Activate XulTharos T Activate Tsion T Activate Primor T Activate Arinam S Annex Vega C Rally of the People
Minor
Warfare
Action Pass S Pass Pass T Activate Zerus T Activate Tequ'ran
Char

Action T Activate Vega Major Pass T Activate Tarsonis

Status Phase 1/4/3 1/3/2 1/3/3 1/4/3 2/3/3

0 0 0 0 0 0
Round 3 pacattus murph lost destiny redscare Vorocano Olmestig

Strategy
Technology Initiative Imperial Trade Diplomacy Warfare
Selection

Secondary
Tech (racial tech) Tech (XRD)
Strategies
Technology Diplomacy
Action S T Activate Hopes End T Activate Hopes End T Activate Lodor S T Activate Mirage
(microtech + XRD) (Jam Tarmann)

Action T Activate XulTharos T Activate Char S Imperial T Trade T Activate Ion Storm T Activate Arcturus

Activate UED Ion


Action T Activate Rigel Pass T T Activate Quann A Unexpected Action T Activate Torkan
Storm

Activate Local Unrest Warfare


Action T Activate Tsion T A T Activate Hope's End S
Zerus/Elnath (Ashtroth) Torkan

Action Pass Pass T Activate The Drift Pass T Activate Malice

Activate The
Pass
Shadow

Action Pass

Status Phase 1/4/2 0/4/2 1/2/2 1/4/2 2/5/4 1/3/2

T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card

X T 3 2 3 4 2 4
S 1 0 1 0 1 1

# #
Round 3 De Cr Dr Ws Ca Fi GF ST Mine SD PDS Ref. Col.
Planet Tech
TG PC AC C

0 0 0 0 0 0
Round 4 pacattus murph lost destiny redscare Vorocano Olmestig

Strategy Wormhol
Initiative Imperial Logistics Trade Technology Political
Selection

Secondary Tech (ADT) Tech (Cybernetics)


Political AC Tech (Cybernetics)
Strategies Political AC Logistics (2CC)

Technology
Action T Activate Mallice S Imperial T Activate Primor T Activate Quann S T Activate Torkan
(XRD)

Activate
Action T Activate Rigel T Activate a/l/a S Logistics T T Activate Lodor A Rise of Messiah
Arinam/Meer

Action Pass Pass A Activate Zerus S Trade T Activate Hope's End S Political

Action Pass Pass Pass T Activate Sumerian

Action Pass

Status Phase 1/4/2 1/5/3 2/4/3 1/4/2 2/6/3 1/4/3

T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card

0 0 0 0 0 0
Round 5 pacattus murph lost destiny redscare Vorocano Olmestig
Strategy
Diplomacy Trade Imperial Logistics Technology Initiative
Selection

Secondary Logistics (2 CC)


Logistics (1 CC) Logistics (2CC)
Strategies Technology(Lightwave)

Action T Activate Rigel S Trade S Imperial S Logistics T Activate MRex T Activate Mirage

Activate Char & Activate


Action T Activate XulTharos T T T Activate Rigel T Activate Lodor T Activate Torkan
A/L/A Zerus/Elnath

Action S Diplomacy Pass T Activate Tarmann T Activate Zohbat T Activate Hopes End T Activate Tarsonis

Activate Empty
Action T Pass T Activate Quann S Technology Pass
Alpha

Action T Activate Protoss HS Pass Pass

Status Phase 2/5/2 1/6/4 1/4/3 1/5/4 2/6/2 1/5/3

T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card


X T 4 1 2 3 3 3

0 0 0 0 0 0
Round 6
pacattus murph lost destiny redscare Vorocano Olmestig
2 5 4 SPEAKER 3 6
Secondaries Political Warfare Trade Initiative Logistics Imperial

Secondary
Strategies
Assembly
results
Action T Activate Rigel T Activate A/L/A T Activate Vega T Activate HS T Activate Meer T Activate Lodor

Action S Political S Warfare T Activate Mirage T Activate Rigel T Activate Mecatol T Activate Zohbat

Action T Activate HS T Activate Lodor Trade Pass S Logistics S Imperial

Activate The
Action T Pass T Activate Lesab Pass T Activate Mecatol T
Shadow

Action T Activate A/L/A Pass T Activate T/T

Status Phase 2/6/4 1/5/3 1/3/3 1/6/3 2/8/3 2/5/1

T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card

X T 3 4 2 2 3 4
S 1 1 0 0 1 1

0 0 0 0 0 0
Round7 pacattus murph lost destiny redscare Vorocano Olmestig

Secondaries

Trade II results

Action T Activate Rigel T Activate a/l/a T Activate Mehar Xull T Activate Quann T Activate HE A Local Unrest HE
Action S Imperial S Tech T Activate Primor S Warfare S Trade Activate HS

Activate
Action T Activate Tsion T A Insubordination T Activate Mrex Pass
Zerus/Elnath

Action

Action

Status Phase

T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card

X T 0 2 3 1 2 0
S 1 1 0 1 1 0

De Cr Dr Ws Ca Fi GF ST Mine SD PDS Ref. Col. # # TG PC AC C


Round 5 Planet Tech
x8 x8 x5 x2 x4 ∞ ∞ x 12 x 12 x3 x6 x8 x8 x 40 <5 <7 SA
0
0
0
0
0
0
Council Elder

15 votes for XelNaga


5 votes marginalized
Unit
CC VP
Strgth.

Wormhole Reconstruction
Passed
CC Unit
VP
SA FS CP Strgth.

0 0
0 0
0 0
0 0
0 0
0 0
RACE-SPECIFIC TECHNOLOGIES
Overmind Broods - Hyper Evolution (5):
You may now purchase technology, and when you do so, you may reduce the cost of each technology by 1
Terran Confederacy - Nuclear Warheads (4)
Before the first round of invasion combat (but after PDS fire), if you have any GF remaining you may inflict 2 casualties on any enemy GF
UED Fleet - Yamato Cannons (5)
Each Cruiser may fire once during the precombat fire stage of space combat (in addition to their normal attack)
Protoss Bretheren - Drone Automation (2)
Each carrier may produce up to 2 fighters at cost during the produce units step of any tactical or transfer action, carrier capacity is also increased by 2.
Xel'Naga - Juggernaught Caste (6)
Your Ground Forces now have the sustain damage ability
Renegade Broods - Ravager Strain (2)
Your Ground Forces receive +1 to combat rolls. On a roll of 10 they inflict 2 hits.
Unit Cost Mov Hit Max Special

Carrier 3 1 9+ x4 Carry up to 6 units (Fighters, GF or PDS)

Fighter ½ - 9+ ∞
Destroyer 1 2 9+ x8 Anti-fighter beam (2D10)

Cruiser 2 2 7+ x8 Lay mines

Dreadnought 5 1 5+ x5 Sustain damage / Bombardment if invasion and no PDS

War Sun 12 2 3+ (x3) x2 Sustain damage / Bombardment (3D10) / Carry up to 6 units

Ground Force ½ - 8+ ∞
Shock Troop - - 5+ x 12 Capture Facility, SD & PDS / Die first during invasion / Should be with at least 1 GF

PDS 2 - 6+ x6 Planetary shield / Space Cannon

Space Dock 4 x3 Production (Resource + 2) / 3 Fighters capacity

Refinery 1 x8 Production +1 / Planet is exhausted when refinery is built / Not considered as an unit

Colony 1 x8 Influence +1 / Planet is exhausted when colony is built / Not considered as an unit

R. Zerg O. Zerg Protoss UED Terran XelNaga

- Technology discount of 2 credits rather than 1 on technological planets


- Cost of SD = 2 resources
SCIENTIST (S) x x x - PDS +1 on any rolls
- Planets with PDS and Scientist can't be bombarded by WS

- Delay invasion for 1 round


DIPLOMAT (D) x - Can move through opponent's fleet (with opponent's permission)

- Reroll up to 2D10 per round (invasion)


GENERAL (G) xx xx x x x - Bombardement -4 for Dreadnaught and WS (defense)
- GF +1 combat (defense)

- Combat +1 additional D10


ADMIRAL (A) x x x x - Movement Dreadnaught +1
- Opponent can't retreat (except if an another Admiral is present)
- No ennemy PDS fire during invasion
AGENT (E) x x x - If invasion is succesful, ennemy Facility, PDS and SD can be captured
- Sacrifice to Sabotage an Action Card
TI3:SE Cards PRIMARY SECONDARY

1. - Receive 3 CC. - Receive 1 CC for every 2 influences spent (up to 3 CC maximum).


LEADERSHIP - You may execute immediately this card's secondary ability. Cost = Tap planets.

A) Choose one system containing a planet you control. Each opponent must place a
2. - Claim an empty planet adjacent to a system you control.
CC from his reinforcements.
DIPLOMACY II B) Execute this card's secondary ability without paying a CC or any influence. Cost = 1 CC & 3 influences.

- Draw 1 political card and 2 action cards.


A) If you are not the Speaker, claim the Speaker token. Choose one other player to - Refresh any number of your planet cards with total combined resource and
3.
play a political card and resolve its agenda. influence of 6 or less.
ASSEMBLY B) Choose one other player to claim the Speaker token. Play a political card from Cost = 1 CC.
your hand and resolve its agenda.

- Build in one of your system (even activated) containing a SD with a bonus of 4 - Build up to 3 units in one of your system (even activated) containing a SD.
4.
resources. - Building doesn't activate the system.
PRODUCTION - Building doesn't activate the system. Cost = 1 CC.

- Receive 3 Trade Goods OR Cancel up to 2 trade agreements (except Hacan's trade agreements).
5.
- All players receive Trade Goods from their active trade agreements minus 1 (except active player).
TRADE II - Open trade negotiations. Active player must approve all new Trade Agreements.

- Choose a system to place the High Alert token. Your ships in this system gain +1 - Move up to 2 of your ships from unactivated systems into any adjacent system you
6. movement and +1 on space combat rolls. control.
WARFARE II - You may move the High Alert token with any ships that move out of the system. The - This does not activate the destination system(s).
token is removed at the start of the Status Phase. Cost = 1 CC.

7. - Receive 1 technology advance. - Receive 1 Technology advance.


TECHNO II - You may buy a second technology advance at the cost of 8 resources. Cost = 1 CC & 6 resources.

After selecting this card, reveal cards from the objective deck equal to the number of
bonus counters on this card.
8. - Receive 1 CC. - Draw 1 political card and 1 action card.
BUREAUCRACY - Draw the top 2 cards from the objective deck. Reveal one and place the other on Cost = 1 CC.
the top of the deck.
- You may immediately claim 1 public objective that you qualify for.
TI3 Cards PRIMARY SECONDARY

- Claim Speaker Token.


1.
- Execute secondary abilities of Strategy Cards without paying CC.
INITIATIVE - You may not select the Initiative Strategy during the next Strategy Phase.

2. - Name opponent. Neither you nor that opponent may activate a system containing - Refresh up to two exhausted non-Home System Planet Cards.
DIPLOMACY units of the other player. Cost = 1 CC.

- Draw 3 Action Cards.


3. - Receive 1 CC. - Draw 1 Action Card.
POLITICAL - Draw and resolve top card of Political Deck. Then draw 3 cards from Political Deck, Cost = 1 CC.
place one on its top and two on its bottom.

4. - Receive 1 CC for every 3 influence spent.


- Receive 4 CC.
LOGISTICS Cost = Tap planets.

A) Receive 3 Trade Goods, plus Trade Goods for active trade agreements. Open
5. - Receive Trade Goods for active trade agreements.
trade negotiations. You must approve all new trade agreements.
TRADE Cost = 1 CC.
B) Cancel all trade agreements.

- Choose any 1 or 2 of your Destroyers or Cruisers on board, each unit may move to
6. an adjacent empty non-Home system (place 1 CC from reinforcements in each
- Retrieve 1 CC from the board and place it back in your Command Pool.
WARFARE destination system).
Cost = 1 CC.

7. - Receive 1 Technology advance.


- Receive 1 Technology advance.
TECHNOLOGY Cost = 1 CC and 8 resources.

- Build units in one of your system containing one or more friendly Space Docks,
8. - Draw and reveal the top card from the Objective Deck. even if you have already activated this system (building units here doesn't activate
IMPERIAL - Receive 2 Victory Points. the system).
Cost = 1 CC.
Xel'Naga

The Protoss Bretheren

The Overmind Broods

The Terran Confederacy

United Earth Directorate Fleet

The Renegade Broods


Home World(s) – Xul'Thayros 4/4
Starting Units – 1 Dread, 1 Carrier, 3 GF, 2 PDS, 1 Fighter, 1 Spacedock
Starting Tech – Enviro Compensator, Sarween Tools
Leaders on units page
Trade Agreements: 2, 1
Special Abilities :
- You receive a -1 penalty to your fleet supply
- The wormholes in your homesystem are usable only by you.
- When purchasing technology, you may ignore any prerequisits if you posses a planet with
the corresponding technology specialty.

Home World(s) – Auir 4/1 Shakuras 2/2


Starting Units – 1 space dock, 2 Carriers, 2 GF, 2 PDS, 2 Fighters, 1 Cruiser
Starting Tech – Antimass Deflectors, GenSynthesis, Type IV Drives
Leaders on units page
Trade Agreements: 2, 1
Special Abilities :
- The cost of all your units is increased by 1 resource
- Enemies receive -1 to all combat rolls against you.
Home World(s) – Char 5/0
Starting Units – 1 space dock, 5 GF, 1 PDS, 1 Carrier, 2 destroyer
Starting Tech – Enviro, Antimass, XRD, Daxcive
Leaders on units page
Trade Agreements: 1, 1
Special Abilities :
- The carrying capacity of all your ships able to carry units is increased by 2
- You cannot purchase technology or vote in the Galactic Senate
- After successfully winning any space battle or planetary invasion combat, you may spend a
command counter from your
strategy allocation to duplicate one that opponents technology advancements as long as
you have the prerequisites
Home World(s) – Tarsonis 4/1 Korhal 0/2
Starting Units – 1 space dock, 3 GF, 1 PDS, 1 Carrier, 1 destroyer, 1 Dread, 2 Fighters
Starting Tech – Hylar V Assault Laser, Assault Cannons
Leaders on units page
Trade Agreements: 2, 2
Special Abilities :
- You may fire with up to 4 Fighters before any combat or precombat shots are fired.
Causualties are taken
immediately with no return fire allowed
- Your Ground Forces may ignore the first casualty during invasion combat and receive +1
to combat rolls when defending
- Each of Dreadnoughts may roll 2 dice during bombardment
x
Starting Units – 2 Carriers, 4 Ground Forces, 1 Dread, 6 Fighters, 2 PDS
Starting Tech –Enviro Compensator, Antimass Deflectors, Cybernetics
Leaders on units page
Trade Agreements: 3, 1
Special Abilities :
- You have no homesystem, but you start the game with 4 Trade Goods and 1 additional
counter in your strategy allocation pool
- When performing the secondary of Warfare, you may perform the primary instead
- Your cruisers have the ability to sustain damage, but your Dreadnaughts do not
Home World(s) – Zerus 4/0
Starting Units – 1 space dock, 6 GF, 1 PDS, 1 Carrier, 1 Cruiser
Starting Tech – Stasis, Antimass, XRD, Dacxive
Leaders on units page
Trade Agreements: 2, 1
Special Abilities :
- Each one of your fleet command counters allows for 2 ships per system (instead of the
default of 1)
- You cannot purchase technology or vote in the Galactic Senate
- After successfully winning any space battle or planetary invasion combat, you may spend a
command counter from your
strategy allocation to duplicate one that opponents technology advancements as long as
you have the prerequisites
OPTIONS AND VARIANTS

- Game in 10 VP
- Option Long War : ?
- Option Age of Empire : YES
- Option Distant Suns : NO
- Option Leaders : YES
- Option Sabotage Runs : no
- Option Homeworld : YES
- Option Star in the Crown : ?
- Option Ancient Throne : ?
- Variant Imperial Strategy Card : YES
- Variant Strategy Cards : YES
- Variant Objectives : YES
- Variant Race-Specific Technologies : YES
- Variant Artifacts : YES
- Variant Shock Troops : YES
- Variant Space Mines : No
- Variant Wormhole Nexus : YES
- Variant Facilities : YES
- Variant Tactical Retreats : YES
- Variant New Distant Suns Domain Counters : NO
- Variant Territorial Distant Suns : NO
- Variant Voice of the Council : NO
- Variant Simulated Early Turns : No

GENERAL GUIDELINES
- Basic rules of Twilight Imperium 3rd Edition, Twilight Imperium Expansion and Twilight Imperium 3rd Edition FAQ (version
(see House Rules below).
- The Game Master (GM) maintains the official count of all game variables, including, but not limited to, the game board,
Counters), Command Counters, Planet Cards, Trade Cards, Trade Goods, Technology Advances, Action Cards, Political Car
Secret Objectives. The GM also keeps track of all deadlines.
- All players are encouraged to regularly check all publicly accessible information pertaining to the game. In case of discrepan
ask to correct the mistake. Any problems arising from a player's failure to notice such discrepancies will not be considered a
of irreversible negative consequences for the player(s) involved.
- The GM has final say on all issues.
- 24 hours is the time allotted to player reaction to particular events. After this time the GM may choose to proceed with play.A

HOUSE RULES AND RULES CLARIFICATIONS


- 10's always hit in combat. 1's always miss in combat.
- Emergency Repairs takes precedence over Direct Hit! If both are played at effectively the same time, then Emergency Repair
Hit! re-damages it, but does not kill it.
- Players MAY, if they choose, build a Space Dock in the system they are not building units in during a Transfer Action.
- When purchasing a Technology Advance, you can apply the Technology Specialty discount from a planet even if that planet i
Technology Advance purchase.
-Memoryless space docks means that if you can reactivate A planet you just took this round, you may build A space dock on it
Also you may build units at a space dock you just built by reactiviting the system or using imperial secondary
-Double leader abilities do not stack
-'Regarding GenSynthesis. I personally think that this tech is a little broken myself. If a player has GenSynth, and is defending
invasion combat, the ground forces will not respawn until the entire invasion combat is over, the defending player respawns no
any respawned GF must be respawned on a homeplanet you currently control.
- The Diplomatic Immunity Action Card should read "round" instead of "turn".

RULES TO SAVE TIME


- During voting, if it is apparent to the GM that the outcome is certain, minority voters may be marginalized (forced to abstain) to
- Any action card that could normally be played as a response to a previous action card, can be played after the previous action
following:
* No more than 24 hours have passed since the previously played action card ;
* The player playing the delayed response action card has not yet posted in the message board for any reason.
If the GM does not feel the player is abusing this rule, the GM will rewind the game to the previously played action card and the
resolved and play will continue again from that point.
- After any action card causing major changes, the GM may "pause" the game for responses to the action card played from all
action cards are allowed against the action card after all players have passed or played responses.
- For quick resolution, secondary activations should be PM'd to the GM. If you wish to decide whether to participate or what to d
secondary activation is, this is still possible. If you are after that player in the turn order, submit your conditional activation in the
order. After resolving them, the GM will post secondary activation results to all players. Note that this does not apply to the sec
will be resolved in the normal manner.

RULES CLARIFICATIONS

- If a player plays the Strategic Shift action card, no one can later take the excluded strategy card using the Strategic Flexibity a
- Q: Can the extra resource from multiple spacedocks with Sarween Tools be combined to purchase one unit (eg two spacedoc
- Q: Are fighters considered "ships" for the purposes of determining legal destination systems for In the Silence of Space? No,
- Q: For elect two planet cards, does each player elect two planets or does each player vote for one planet and the highest and
two planets, two highest voted planets are elected
- Q: For elect two planet cards, is the voting conducted simultaneously for both or are there two 'rounds' of voting, with the resu
the votes for planet #2 are cast? 1 round of voting, elect two planets at once
- Q: When does the effect of Skilled Retreat happen in relation to other pre-combat effects? Handled same as Naalu retreat ab
- Q: While moving carriers between the two systems with a Transfer Action, can fighters be temporarily without support? No
- Q: If both sides have the same combat pre-fire (eg Assault Cannon) who takes casualties first? Simultaneous casualties

- Q: Can Experimental Battlestation be played on another player's spacedock? No


- Q: How long does the effect of Diplomatic Immunity last? Until the end of round
- Q: In a fleet of carriers (or Warsuns or Cruiser/Dreadnaughts with Stasis Capsules) should each carrier's individual load be tra

GM will accept majority opinion of FFG TI3 main forum [4], if player wishes to post a rules question not specifically covered her
In all other cases, GM will use TI3 Fan FAQ as basis for rulings not covered by standard rules and errata.
Player # Race Username First Name Email

1 Olmestig

2 redscare

3 lost destiny

4 pacattus

5 Vorocano

6 murph

GM GM Eppic Matt Matthewjoelepp@hotmail.com

Username List: Olmestig, redscare, lost destiny, pacattus, Vorocano, murph, Eppic
Email List: 0, , , , , , Matthewjoelepp@hotmail.com
Race/Player: /Olmestig, /redscare, /lost destiny, /pacattus, /Vorocano, /murph, GM/Eppic
Time Zone

GMT+2

GMT-6

GMT+1

GMT-6

GMT-6

GMT-6

GMT-6

, /murph, GM/Eppic
UED Terran Protoss O.Zerg
Admiral [A] Dugalle Mengsk Tassadar x
General [G] Stukov Duke Zeratul Zig
General [G] x x x Zag - Deceased
Scientist [S] x Magellan Aldaris x
Diplomat [D] x x x x
Agent [E] Duran x x Zorn
Xel'Naga R.Zerg
Kang Arc'trus x
x Torrasque
x Kukulza
Eldrad Ka'yontir x
Abbraxas Mexar'Xul x
x Zasz
Planet List
T R Name I Notes on using this list:
These *must* be in alphabetical order for the Lookup feature to work properly.
5 [0,0,0] 0 The top row is empty on purpose, so that the drop-down selection has a blank at the beginning o
R 1 Abadoon 0 The Data, Validation, List feature is used on the 'Main' tab in the planets list to make it very easy
3 Abyz 0 Unfortunately the Validation feature needs to have the list on the same tab as its used. Therefo
2 Archon Ren 3 a reference to this exact same list of planets located here. If you add a planet, just make sure
1 Archon Tau 1 the 'Main' tab.
B 1 Arinam 2
2 Arnor 1
2 Arretze 0
2 Ashtroth 0
R 0 Bellatrix 1
R 4 Bereg +R 1
3 Capha 0
1 Centauri 3
R 0 Dal Bootha 2
2 Darien 4
3 Druaa 1
B 2 El'nath 0
B 2 Fria 0
G 2 Garbozia 1
B 1 Gral 1
1 Hercant 1
ST 3 Hope's End 0
4 Jord 2
0 Kamdorn 1
1 Lazar 0
G 2 Lesab 1
2 Lisis 2
1 Lisis II 0
G 2 Litra IV +C 4
G 3 Lodor 1
1 Loki 2
R 1 Lor 2
0 Maaluuk 2
0 Malice 3
0 Mallice 3
1 Mecatol Rex 6
0 Meer 4
B 1 Mehar Zull 3
0 Mellon 2
FI 1 Mirage 2
4 Mol Primus 1
4 Muaat 1
G 1 New Albion 1
2 Perimeter 2
GF 2 Primor 1
G 2 Quann 1
1 Qucen'n 2
3 Quinarra 1
2 Ragh 1
G 0 Rarron 3
G 0 Rigel I 1
1 Rigel II 2
B 1 Rigel III 1
2 Sakulag 1
2 Saudor 2
3 Starpoint 1
1 Tar'mann 1
R 2 Tequ'ran 0
1 Thibah 1
B 0 Torkan 3
1 Tren'lak 0
TG 2 Tsion 2
2 Vega Major 1
B 1 Vega Minor 2
R 2 Velnor 0
1 Wellonn 2
Y 3 Winnu 4
G 1 Xxehan 1
B 3 Zohbat 1
a blank at the beginning of it.
ts list to make it very easy to enter planets.
e tab as its used. Therefore, the Main worksheet tab has
d a planet, just make sure it also shows up on the list on

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