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Leader Rules

Every race receives 3 leaders at his or her home planet at the beginning of the game. Leaders must be transported via the normal transport rules, but do not count against unit capacities. Leaders may only land on a neutral or hostile planet with at least one ground force. Leaders are captured if invasion of a hostile planet (with a force containing a leader) fails. Leaders are killed if invasion of a neutral planet containing a leader fails. Once dead, leaders cannot return in any way, shape, or form. Leaders can never exist on neutral or enemy planets, or in space alone. Captured leaders belong to players, not ships, planets, systems, or anything else. When a leader is freed or escapes, it is placed on any friendly planet that is not under a blockade

If a ship carrying a Leader is destroyed during a space battle: Roll a die. 1-5: Leader dies 6-8: Leader escapes 9-10: Leader is captured If a planet containing a Leader is invaded: Roll a die. 1-5: Leader is captured 6-9: Leader escapes 10: Leader dies Other situations Ship carrying a leader is destroyed not by combat: Leader dies Leader is present on a planet that you do not own for any reason other than invasion: Leader escapes Status phase options for the captor of a Leader: Transfer the leader to any other player Free the leader (the Leaders owner immediately chooses a friendly planet not under blockade and places the Leader there) Execute the leader (this causes the leader to die) Rescuing a Leader To rescue a leader, invade a planet they control successfully. Then, roll a die. On a 910, choose a leader that player is holding captive and free it. If it belongs to another player, you are now that Leaders captor. If it belongs to you, it is freed. Leaders only provide effects on the planet/ship/area/fleet that they are in. At no time will leaders affect units in different hexes. The agent, however, can affect any action card.

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[Type text] Leaders

Leader Types
Diplomat Diplomats can postpone a planetary invasion for one round if they are on the planet being attacked. Diplomats allow you to move through systems with enemy players if they give you permission (applies to the whole fleet).

General Generals allow you to re-roll up to 2 dice per round of invasion combat. Generals give -4 to bombardment if they are on the planet being bombarded. Generals give you +1 to combat rolls during invasion combat if you are the defender.

Admiral Admirals allow you to roll one additional die for the ship carrying it (so war suns with admirals would always have 4 dice, for example). Dreadnoughts carrying an admiral get +1 movement. When you attack with an admiral, the defender cannot retreat unless they also have an admiral.

Agent If an agent is the attacker in an invasion combat, PDS may not fire at the invading ground forces. If an agent is part of a successful invasion attack, you may replace any enemy PDS or Space Dock on that planet with one from your own reinforcements. Any time an action card is played, you may sacrifice (destroy, kill, etc) your agent to cancel it.

Scientist Scientist effects do not stack! When a scientist is on a planet that has a technology specialty, that planet provides a technology discount of 2. Scientists allow you to build new space docks for 2 resources if they are on the planet at which you are building the space dock. Scientists give your PDSs on the same planet +1 on all rolls. A planet with both a PDS and a scientist is protected from war sun bombardment.

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[Type text] Leaders

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[Type text] Distant Sun Tokens

Note: In addition to the below tech tree, you also have race-specific technologies in your bag. These have costs that you must pay in addition to the normal cost to purchase a technology. These also have no prerequisite.

Hylar V Assault Laser +1 to combat rolls and AFB Automated Defense Turrets +2 to AFB rolls +1 AFB die Hylar V Assault Laser +1to combat rolls Assault Cannon One pre-battle combat die Stasis Capsules Can carry a ground force Type IV Drive +1 Movement

Blue Technology Red Technology Green Technology Yellow Technology (YES I KNOW ITS ORANGE)

XRD Transporter +1 Movement

Deep Space Cannon Adjacent systems now in range Magen Defense Grid +1 to combat rolls Graviton Laser System

Pre-battle combat die for Assault Cannon grant a single combat die regardless of your normal # of dice, and casualties are applies immediately as in before battle (with no return fire allowed).

Assault Cannon One pre-battle combat die Stasis Capsules Can carry a ground force Type IV Drive +1 Movement Graviton Negator Bombard planets with PDS X-89 Bacterial Weapon Before bombarding, you can destroy all ground forces on the planet by discarding all of your action cards. Nano Technology May not be targeted by enemy action cards War Sun War suns can now be built X-89 Bacterial Weapon Before bombarding, you can destroy all ground forces on the planet by discarding all of your action cards. Nano Technology May not be targeted by enemy action cards Enviro Compensator +1 production Sarween Tools +1 resource when you build units Integrated Economy New units can go in adjacent empty for friendly systems

Magen Defense Grid +1 combat when defending with a PDS Gen Synthesis +1 combat during invasion When killed, roll a die. 5 or more returns the unit to your home system Dacxive Animators When you win an invasion combat, roll a die for every GF killed. For every roll of 6 or more, place a free GF on the planet. Technologies that apply to all ships Light Wave Deflector Allows you to move through enemy systems Antimass Deflectors Allows you to move through asteroid fields Maneuvering Jets Opponents receive -1 to PDS rolls against your ships (-2 if the PDS is in an adjacent system) -1 to Space Mine rolls Your ships do not have to stop in Ion Storms

Cybernetics +1 to combat rolls Graviton Negator Can participate in invasions Advanced Fighters +1 to combat rolls Can move independently

Flagship Cost, movement, battle, capacity, abilities, and everything else are race specific. Refer to your card that looks like this:

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