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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.
\columnbreak ### 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.
###
{footnote} ([@GMBinder](https://www.gmbinder.com/profile/dracodruid) | [@Reddit](https://www.reddit.com/user/DracoDruid/))
\pagebreakNum
## 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. \columnbreak #### 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 Token
s
* 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.
###
{footnote} ([@GMBinder](https://www.gmbinder.com/profile/dracodruid) | [@Reddit](https://www.reddit.com/user/DracoDruid/))
\pagebreakNum
## 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.
### \columnbreak
### 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.
###
{footnote} ([@GMBinder](https://www.gmbinder.com/profile/dracodruid) | [@Reddit](https://www.reddit.com/user/DracoDruid/))
\pagebreakNum ## 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~~.
###
\columnbreak ## 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.
###
{footnote} ([@GMBinder](https://www.gmbinder.com/profile/dracodruid) | [@Reddit](https://www.reddit.com/user/DracoDruid/))