Muaat's Prototype War Sun
Category: Factions
A number of factions have special variations of units that when upgraded count as faction technology. Below is a list of all faction specific units, and their upgraded versions.
Generic War Sun
Base Game
[]
The Arborec (Infantry)[]
Arborec Infantry have the Production ability.
| Name | Cost | Combat | Abilities | Prerequisites |
|---|---|---|---|---|
| Letani Warrior I | 1x2 | 8 | Production 1 | None |
| Letani Warrior II | 1x2 | 7 | Production 2
After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system. |
The Clan of Saar (Space Docks)[]
Saar Space Docks are placed in the space area of their system instead of on a planet. They can move as ships and have capacity. They also have a set Production value.
| Name | Move | Capacity | Abilities | Prerequisites |
|---|---|---|---|---|
| Floating Factory I | 1 | 4 | Production 5
This unit is placed in a space area instead of on a planet. This unit can move and retreat as if it were a ship. If this unit is blockaded, it is destroyed. |
None |
| Floating Factory II | 2 | 5 | Production 7
This unit is placed in a space area instead of on a planet. This unit can move and retreat as if it were a ship. If this unit is blockaded, it is destroyed. |
The Embers of Muaat (War Suns)[]
The Embers of Muaat are the only faction that begins play with the ability to build War Suns. Muaat War Suns are slower than base War Suns, but upgraded Muaat War Suns are faster and cheaper.
| Name | Cost | Combat | Move | Capacity | Abilities | Prerequisities |
|---|---|---|---|---|---|---|
| Prototype War Sun I | 12 | 3 (x3) | 1 | 6 | Sustain Damage
Bombardment 3 (x3) Other players' units in this system lose Planetary Shield. |
None |
| Prototype War Sun II | 10 | 3 (x3) | 3 | 6 | Sustain Damage
Bombardment 3 (x3) Other players' units in this system lose Planetary Shield. |
The Federation of Sol (Infantry and Carriers)[]
Federation of Sol Infantry are better at combat than standard Infantry, and once upgraded are more likely to be returned to their home system when destroyed.
| Name | Cost | Combat | Abilities | Prerequisites |
|---|---|---|---|---|
| Spec Ops I | 1x2 | 7 | None | |
| Spec Ops II | 1x2 | 6 | After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system. |
Federation of Sol Carriers have 2 more capacity than regular Carriers, and when upgraded gain the Sustain Damage ability.
| Name | Cost | Combat | Move | Capacity | Abilities | Prerequisites |
|---|---|---|---|---|---|---|
| Advanced Carrier I | 3 | 9 | 1 | 6 | None | |
| Advanced Carrier II | 3 | 9 | 2 | 8 | Sustain Damage |
The L1Z1X Mindnet (Dreadnoughts)[]
L1Z1X Dreadnoughts have a greater capacity than regular Dreadnoughts, and once upgraded have more effective bombardment.
| Name | Cost | Combat | Move | Capacity | Abilities | Prerequisites |
|---|---|---|---|---|---|---|
| Super-Dreadnought I | 4 | 5 | 1 | 2 | None | |
| Super-Dreadnought II | 4 | 4 | 2 | 2 |
This unit cannot be destroyed by "Direct Hit" action cards. |
The Naalu Collective (Fighters)[]
Naalu Fighters are stronger than standard Fighters. When upgraded, they gain further improved combat and only count as 1/2 toward the fleet limit as opposed to 1.
| Name | Cost | Combat | Move | Capacity | Abilities | Prerequisites |
|---|---|---|---|---|---|---|
| Hybrid Crystal Fighter I | 1x2 | 8 | - | - | - | None |
| Hybrid Crystal Fighter II | 1x2 | 7 | 2 | - | This unit may move without being transported. Each fighter in excess of your ships' capacity counts as 1/2 of a ship against your fleet pool. |
Sardakk N'orr (Dreadnoughts)[]
Sardakk N'orr Dreadnoughts and their upgraded variety have stronger bombardment than all other Dreadnoughts.
| Name | Cost | Combat | Move | Capacity | Abilities | Prerequisites |
|---|---|---|---|---|---|---|
| Exotrireme I | 4 | 5 | 1 | 1 | Sustain Damage
Bombardment 4 (x2) |
None |
| Exotrireme II | 4 | 5 | 2 | 1 |
Bombardment 4 (x2) This unit cannot be destroyed by "Direct Hit" action cards. After a round of space combat, you may destroy this unit to destroy up to 2 ships in this system. |
Prophecy of Kings Expansion
[]
The Argent Flight (Destroyers)[]
Argent Flight Destroyers have capacity and they hit on an 8 rather than a 9.
| Name | Cost | Combat | Move | Capacity | Abilities | Prerequisities |
|---|---|---|---|---|---|---|
| Strike Wing Alpha I | 1 | 8 | 2 | 1 |
Anti-Fighter Barrage 9 (x2) |
None |
| Strike Wing Alpha II | 1 | 7 | 2 | 1 |
Anti-Fighter Barrage 6 (x3) When this unit uses ANTI-FIGHTER BARRAGE, each result of 9 or 10 also destroys 1 of your opponent's infantry in the space area of the active system |
The Mahact Gene Sorcerers (Infantry)[]
Mahact Infantry turn into commodities or trade goods when they are destroyed.
| Name | Cost | Combat | Abilities | Prerequisites |
|---|---|---|---|---|
| Crimson Legionnaire I | 1x2 | 8 | After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good. | None |
| Crimson Legionnaire II | 1x2 | 7 | After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good. Then, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system. |
The Nomad (Flagship)[]
While all factions have a flagship, The Nomad has the unique ability to upgrade its flagship, increasing all possible stats, except cost.
| Name | Cost | Combat | Move | Capacity | Abilities | Prerequisites |
|---|---|---|---|---|---|---|
| Memoria | 8 | 7 (x2) | 1 | 3 | Sustain Damage
You may treat this unit as if it were adjacent to systems that contain one or more of your mechs. |
None |
| Memoria II | 8 | 5 (x2) | 2 | 6 |
Anti-Fighter Barrage 5 (x3) You may treat this unit as if it were adjacent to systems that contain one or more of your mechs. |
The Titans of Ul (Cruisers and PDS)[]
Titans of Ul Cruisers start with capacity and when upgraded gain the Sustain Damage ability.
| Name | Cost | Combat | Move | Capacity | Abilities | Prerequisites |
|---|---|---|---|---|---|---|
| Saturn Engine I | 2 | 7 | 2 | 1 | - | None |
| Saturn Engine II | 2 | 6 | 3 | 2 | Sustain Damage |
Titans of Ul PDS can participate in Ground Combat and have a Production value.
| Name | Combat | Abilities |
Prerequisites |
|---|---|---|---|
| Hel‑Titan I | 7 | Planetary Shield
This unit is treated as both a structure and a ground force. It cannot be transported. |
None |
| Hel‑Titan II | 6 | Planetary Shield
This unit is treated as both a structure and a ground force. It cannot be transported. You may use this unit's SPACE CANNON against ships that are adjacent to this unit's system. |
The Vuil'Raith Cabal (Space Dock)[]
Vuil'Raith Dimensional Tears are Gravity Rifts, meaning they give +1 movement to all ships moving out of their system. These gravity rifts are represented by a token placed under the space dock. If a space dock that has a dimensional tear token under it is destroyed, the dimensional tear token is immediately removed from the board.
They also have a set Production value and can carry more Fighters over capacity than a regular Space Dock.
| Name | Production | Abilities | Prerequisities |
|---|---|---|---|
| Dimensional Tear I | 5 |
This system is a gravity rift; your ships do not roll for this gravity rift. Place a dimensional tear token beneath this unit as a reminder. Up to 6 fighters in this system do not count against your ships' capacity. |
None |
| Dimensional Tear II | 7 |
This system is a gravity rift; your ships do not roll for this gravity rift. Place a dimensional tear token beneath this unit as a reminder Up to 12 fighters in this system do not count against your ships' capacity. |
Thunder's Edge Expansion
[]
The Crimson Rebellion (Destroyer)[]
Crimson Rebellion Destroyers are apart of the Crimson Rebellion's Breach mechanic, allowing the placement of Inactive Breach tokens after combat in, or next to, the Destroyer's system. They are also stronger than regular Destroyers.
| Name | Cost | Combat | Move | Capacity | Abilities | Upgrade |
|---|---|---|---|---|---|---|
| Exile I | 1 | 8 | 2 | - | Anti-Fighter Barrage 9 (x2)
At the end of any players combat in this units system or an adjacent system, you may place one inactive breach in the system. |
None |
| Exile II | 1 | 7 | 2 | - | Anti-Fighter Barrage 6 (x3)
At the end of any players combat in this units system or up to two systems away, you may place 1 active or inactive breach in the system. |
Last Bastion (Space Dock)[]
| Name | Abilities | Prerequisites |
|---|---|---|
| 4X4IC "HELIOS" VI | Production (Planet + 2)
The resource value of this planet is increased by 1. Up to 3 fighters in this system do not count against your ships' capacity. |
None |
| 4X4IC "HELIOS" ??? | Production (Planet + 4)
??? Up to 3 fighters in this system do not count against your ships' capacity. |
The Ral Nel Consortium (Destroyer)[]
Ral Nel Destroyers are able to use the SPACE CANNON ability of structures they carry (as apart of the Ral Nel's faction ability). They are also faster than the regular Destroyers, able to reach a 4 Move speed once upgraded.
| Name | Cost | Combat | Move | Abilities | Prerequisites |
|---|---|---|---|---|---|
| Linkship I | 1 | 9 | 3 |
This unit can use the SPACE CANNON ability of 1 of your structures in its space area; each structure can only be triggered once. Anti-Fighter Barrage 9 (x2) |
None |
| Linkship II | 1 | 8 | 4 |
The unit can use the SPACE CANNON ability of one of your structures in its space area; each linkship can trigger the same structure. Anti-Fighter Barrage 6 (x3) |
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