THE ARBOREC
Description
If "Attack of the Killer Tomatoes" and "Little Shop of Horrors" have taught us anything, it is that plants are the true enemy of mankind. As man has slaughtered their kind for millions of years for food, and building shelter from their bones, it is no wonder that plant life, in the form of the Arborec, has finally risen up against us to jockey for the rulership of the galaxy.
SPECIAL ABILITIES
You may not build Ground Forces with your Space Docks. At the start of the Status Phase, place 1 Ground Force on one planet you control. Letani Warrior I - Special Unit. Arborec Infantry have a production capacity of 1. No change here from TI3, save that the Arborec's infantry production is now attached to the infantry in the description. This ability, along with the Flagship's ability to create units, makes the Arborec a master of frontline production. Though mitigated somewhat with the restrictions on producing infantry with space docks, the Arborec expansion is unhampered without Distant Suns from TI3, which has always been the main weakness of the Arborec. Let those other suckers build at factories. Like the appearance of a fully-armed Athena from Zeus' head, your units pop out fully armed where and when you need them. |
STARTING UNITS
4 Ground Forces 1 Cruiser 1 Carrier 2 Fighters 1 PDS 1 Space dock No change here from TI3. Only one carrier, and not going to get Carrier II or Cruiser II for a couple rounds. Expect a slower expansion on Round 1, so will need to take advantage of that front line production capability to catch up! |
LEADERS AND MECH: PROPHECY OF KINGS EXPANSION
AGENTThe obvious use would be to upgrade, say, one of your own Destroyers to a Carrier, or a Cruiser to a Dreadnaught. But as with most Agent abilities, you could upgrade someone else's ship, if the price is right. The only issue is, while you could theoretically downgrade a ship with this card, the wording is that the targeted player gets to choose which ship is affected. But, there may be cases where a Carrier is more useful to you than a Dreadnaught, and at least the option is there to change it...
HERO |
COMMANDERThe unlock ability for the Commander is to have 12 ground forces on the board. (It doesn't say Infantry, so this would include Mechs). Well, if someone activates your system, and you have Production capability with one of your units. You can toss a ship in there before the battle. Maybe an easy way to put out another ground force. You still have to pay for it.
MECH |
So, you can build all over the board, and you don't need to obey Production limits! As long as you have at least 1 ground force in the system. But you still have to pay for it...
ANTHEM
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A lot of abilities on this guy. Free Deployment ability, sustain damage (as with all mechs), but also planetary shield and Production 2. Very respectable, for a mechanized salad!
RACIAL TECHNOLOGY |
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Letani Warrior II - Infantry upgrade. When unit is destroyed, roll a die; on a 6+, place the unit on the unit card. On your next turn, place each unit on the card onto a planet you control in your Home System. Also, unit production increased to 2 |
Bioplasmosis - At the end of the Status Phase, remove any number of infantry from planets you control and place them on 1 or more planets you control in the same or adjacent systems.
Unit upgrade is great for boosting front line offense (as in TI3). Bioplasmosis would be a great way to compensate for the lack of starting Carriers, if it weren't so far away in the research queue, needing two greens.
Unit upgrade is great for boosting front line offense (as in TI3). Bioplasmosis would be a great way to compensate for the lack of starting Carriers, if it weren't so far away in the research queue, needing two greens.
FLAGSHIP
Duha Menaimon:
Sustain Damage
Build Capacity 5
Cost 8: Battle: 2 dice at 7+ Move: 1 Capacity: 5
Sustain Damage
Build Capacity 5
Cost 8: Battle: 2 dice at 7+ Move: 1 Capacity: 5