Star Trek: Ascendancy - Revised Advancements

by dracodruid

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Rules Changes

  • The maximum number of possible Space Lanes per System is ignored. Only the physical limitations are used.

  • Capturing a Rival’s Research Node, no longer allows you to seize one of that Rival’s Active Projects. Instead, the Rival must give you 1 Research from one of their Active Projects or their Reserve, if available.

Rules Clarifications

  • Advancements may be used on any Player’s Turn, unless stated otherwise.
  • Advancements that affect dice rolls may only be used once per individual die.
  • Advancements that don't affect dice rolls may only be used in between a Rival’s Commands and not during their resolution, unless stated otherwise. Players must give others the chance to use Advancements in between their Commands.

Andorians

Advancements

Unflagging Animosity

(Military – Start)

When an enemy retreats from you in a Space Battle, roll a die for each of their Ships: on a 5 or 6 the Ship is destroyed. When you Retreat, each Retreating Ship may make an attack.

When a Space Battle ends because you or your enemies retreat, all your Ships may make one last attack.

Andorian Legion

(Military – 2)
1 Warp Token

In Planetary Invasions of Systems marked with an Andorian token, your Ships Fleets may Reroll To Hit Rolls of 1.

Science Institute

(Science – 3)
1 Warp Token

You may discard any claimed Rival Advancement cards and claim half of the Research required to finish the Project, rounded up.

During Resource Generation, collect 1 Research.

Subspace Intercepts

(Espionage – 3)

When a Rival takes Research from a System marked with an Andorian token, roll a die: on a 4, 5 or 6, you take one Research instead.

You may pay 2 Research or Exhaust this card to cancel the effect of a Rival’s Espionage, Military, or Science Advancement, that is being used against you.

Fleets

Reconnaissance Fleet

(3 Ships)

When this Fleet Occupies or is in a Space Lane Adjacent to a Rival-Controlled System, you may Exhaust a Command to place an Andorian token on the System. You may not place more Andorian tokens than you have Ascendancy. You may remove tokens at any time.

This Fleet may enter Warp on your turn without Exhausting a Command.

When attacked, the Fleet may Enter Warp without a Command. The Space Battle is canceled and the Attacker's Command is Refreshed.

Strike Fleet

(5 Ships)

On your turn, Ships in this Fleet receive +1 To Hit Rolls against Ships or Nodes in Systems marked with an Andorian token.

Cardassians

Gravitic Mine Fields

(Military – 3 4)
1 Warp Token

Systems you Control are a Level 5 Hazard to Hostile Ships, equal to your current Weapons –1.

Infiltration Protocols

(Espionage – 3)
1 Warp Token

When you launch new Projects, you may draw one card from a Rival's Advancement deck, instead of two from your own. The card is drawn at random. If you discard the Rival's card, it goes to the bottom of their deck.

When Invading a Planet, you may Reroll any of your failed To Hit Rolls in the first Combat Round.

Sensor Ghosting & Holo Projections

(Espionage Science – 3)
1 Warp Token

During a space battle you participate in, you may pay 2 Research or Exhaust this card to force a Rival to Reroll all Hits they've scored this Combat Round. This may be used on a Rival's turn.

The Obsidian Order

(Espionage – 3 4)

On your turn, You may pay 1 Culture or Exhaust this card to Exhaust a Rival’s Espionage, Military, or Science Advancement, with whom you've made Contact.

Your Systems' Hegemony Resistance is increased by 1.

Star Trek: Ascendancy - Revised Advancements v2.4 | by DracoDruid (@GMBinder | @Reddit)

Federation

Universal Translator

(Expansion – Start)

When attempting Hegemony or making a Diplomacy Test, add 1 to your die result.

Advanced Combat Analysis

(Military – 4)
1 Warp Token

You may pay 2 Research or Exhaust this card to Reroll all your failed To Hit Rolls, in a single Combat Round.

Adv. Stellar Cartography

(Exploration – 3)
1 Warp Token

You may connect 1 extra Space Lane to Systems beyond its maximum number of connections.

Whenever you place a new Space Lane, you may choose the result of the Space Lane die.

Bureau of Security

(Espionage – 3)
On your turn, You may pay 2 Research or Exhaust this card to Exhaust another Player's Espionage Advancement, with whom you've made Contact. to cancel the effect of a Rival’s Espionage Advancement, that is being used against you.

Class 4 Industrial Replicators

(Expansion – 4)
1 Warp Token

When you Colonize a System, you may immediately develop a Production Node at no cost, if the System's Capacity allows.

During Resource Generation, collect Production equal to your Ascendancy.

Long Range Sensor Arrays

(Exploration – 4 3)
1 Warp Token

When discovering a new System, draw two System discs and choose one. Return the other System disc to the bottom of the stack.

Multicultural Collaboration

(Science Trade – 4)

During Resource Generation, take 2 1 Research for each Rival Trade Agreement you hold. Keep 1, and give 1 to each Rival whose Trade Agreement you hold. Each Rival that holds one of your Trade Agreements also takes 1 Research.

Orbital Laboratories

(Science – 5 4)

During Resource Generation, take 1 Research for each Starbase you control.

Planetary Defense Shield

(Military – 3 4)

In Planetary Invasions, Systems you Control ignore 1 Hit in every Round of Combat.

In Planetary Invasions, your Nodes count as having +1 Shields.

Starfleet Academy

(Exploration – 4 3)
1 Warp Token

When Braving a Hazard, your Ships have +1 Shield Modifier. When resolving a Crisis or Discovery Exploration card, you may add or subtract 1 to any die you need to roll.

Starfleet Diplomatic Corps

(Espionage Expansion – 4)
1 Warp Token

When your Hegemony Attempts are successful, taking Control of the System does not require spending additional Culture.

The Cochrane Institute

(Exploration – 3)
1 2 Warp Tokens

Your Ships’ Impulse Speed is increased by 1.

Transwarp Drive

(Exploration – 3)
2 Warp Tokens

Replaced by Advanced Combat Analysis

Verteron Array Beam Emitter

(Military – 4)
1 Warp Token

In each Round of Combat, your Starbases and Control Nodes automatically score a Hit, instead of rolling a die.

Star Trek: Ascendancy - Revised Advancements v2.4 | by DracoDruid (@GMBinder | @Reddit)

Ferengi

Advancements

Ferengi Commerce Authority

(Business – Start)

During Resource Generation, gain 1 Production for each Rival Controlled System or Independent Warp-Capable Civilization with Ferengi Ships in Orbit.

A Contract Is a Contract...But Only Between Ferengi

(Business – 3)
1 Warp Token

During your Building Phase, you may build one Ship at each Peaceful Rival Starbase in which you do not already have any Ships in Orbit.

Hear All. Trust Nothing

(Espionage – 3)

On your turn, you may pay 1 2 Production to Exhaust any Espionage Advancement. You may do this multiple times on your turn cancel the effect of a Rival’s Espionage Advancement, that is being used against you.

Never Place Friendship Over Profit

(Business – 3)
1 Warp Token

When you launch new Projects, you may draw cards from any player Rival's Advancement deck. You may only have one Rival Project at a time.

Rivals with whom you are at Peace must still ask for permission to move through and into Systems you control and that are containing your Ships.

Peace Is Good For Business

(Business – 3)
1 Warp Token

Every time a Rival receives any Trade Agreement, take 1 Production.

During Resource Generation, take 1 Production for each Trade Agreement between two of your Rivals that doesn't include you.

The Bigger the Smile, The Sharper The Knife

(Espionage – 3)

On your turn, you may pay 1 2 Production to Exhaust any Military Advancement. You may do this multiple times on your turn cancel the effect of a Rival’s Military Advancement, that is being used against you.

Fleets

Market Penetration Convoy

Resource Exploitation Venture

(3 Ships)

On your turn, you may discard all Ships from this Fleet to immediately Colonize an Undeveloped System and place a Production Node on it, without spending additional Culture or Production.

Star Trek: Ascendancy - Revised Advancements v2.4 | by DracoDruid (@GMBinder | @Reddit)

Klingons

Disruptor Technology

(Military – Start)

Rolls To Hit of 6 always score a Hit, regardless of the Rival's Shield Modifier.

Your Rolls To Hit always ignore 1 Shield level.

Adapted Cloaking Device

(Espionage Military – 5)
1 Warp Token

Your Ships have First Strike in Space Battles during your turn. [Romulan Cloaking Technology]

Commandeer and Conscript

(Expansion – 4)

You may use a Command or Exhaust this card to place 1 Ship, for free, in any System you Control in which you do not currently have any Ships.

Klingon Battle Lust

(Military Culture – 4)
1 Warp Token

When you Initiate a Space Battle and Win without taking any Casualties, you may pay 1 Culture for each Ship you have lost in that Space Battle to Refresh 1 Command token.

Romulans

Adv. Romulan Cloaking Device

(Espionage Science – 5)
1 Warp Token

Rival Ships no longer block your Ships' movement. When attacked retreating from combat, instead of moving by impuls, your Ships may Enter Warp without a Command. The Space Battle is canceled and the Attacker's Command is Refreshed. [Romulan Cloaking Technology]

Disruptor Technology

(Military – 3 4)
1 Warp Token

Rolls To Hit of 6 always score a Hit, regardless of the Rival's Shield Modifier.

Your Rolls To Hit always ignore 1 Shield level.

Superior Combat Maneuvers

(Military – 4)
1 Culture

You may pay 2 Research or Exhaust this card to Reroll all your failed To Hit Rolls, in a single Combat Round.

Tal Shiar

(Espionage – 4)
1 Culture

On your Turn, You may Exhaust a Command or this card to Exhaust a Rival’s Espionage, Military, or Science Advancement, with whom you’ve made Contact.

Star Trek: Ascendancy - Revised Advancements v2.4 | by DracoDruid (@GMBinder | @Reddit)

 

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