Each player plays as a particular race, each with their own unique strengths and weaknesses
The Barony of Letnev[]
Skills[]
- Warfare
Special Skills[]
- If you have at least 1 active Trade Agreement, all your units (except PDS) fight at +2 when attacking and +1 when defending
The Emirates of Hacan[]
Skills[]
- Trade
Special Skills[]
- No player can refuse to trade with the Hacan
- No player can willingly break a Trade Agreement with the Hacan
- Hacan Trade Agreements continue even if the Hacan is at war with their trading partners
The Federation of Sol[]
Skills[]
- Diplomacy
- Trade
Special Skills[]
- +1 Influence for each planet controlled outside your home system
- +2 Credits for each of your Trade Agreements
The Sardakk N'orr[]
Skills[]
- Warfare
Special Skills[]
- Always fight at +1
The Universities of Jol-Nar[]
Skills[]
- Technology
Special Skills[]
- Tech Advances only cost 20 Credits
- Always fight at -1
The Xxcha Kingdom[]
Skills[]
- Diplomacy
Special Skills[]
- 3 times per game, the Xxcha can force a Political Card to be discarded. Must use before the vote is completed.
- +1 Influence for each active Trade Agreement in the game
The Mentak Coalition[]
First Introduced in the Borderlands Expansion
Skills[]
- Piracy
Special Skills[]
- Before any space battle attack, up to 3 Mentak Cruisers or Fighters may fire 1 free shot (defender gets no return fire)
- 1 Credit during the Collect Trade Income Phase for each Trade Agreement in play
The Yssaril Tribes[]
First introduced in the Borderlands Expansion
Skills[]
- Espionage
Special Skills[]
- May choose between the top 2 action cards each time you draw a card during the Draw Action Cards Phase. The card not chosen is reshuffled
- Can purchase Technology advances already held by another race for 25 Credits each
The L1Z1X Mindnet[]
First introduced in the Outer Rim Expansion
Skills[]
- Technology
Special Skills[]
- During each Draw Action Cards Phase, nominate 1 target system. All L1Z1X units receive +2 on combat rolls in that system during this turn. All L1Z1X units receive a -1 on all combat rolls in other systems
- The L1Z1X may never control Elite Units
The Naalu Collective[]
First introduced in the Outer Rim Expansion
Skills[]
- Espionage
- Diplomacy
Special Skills[]
- Once during every turn, may look at 3 random Action cards from 1 other player's hand
- 3 times during the game, can force another race without the "Diplomacy" skill to vote their way during the Political Phase
- Naalu Dreadnoughts start the game with a basic movement value of 2
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