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Sir Reil Effects

THE BARONY OF LETNEV

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DESCRIPTION

The artwork in TI4 has made it more clear that the Letnev are Steampunk Space Elves, and not simply Space Nazis as I used to call them. The Letnev are masters of industry: sweat shops (and sweet shops!) dot the wasteland. With a high production Home System and an increased Fleet Supply, they can be a behemoth in the early game.
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'Next time I'll use Clearasil!' - Baron Vladimir Harkonnen

RACIAL ABILITIES

Munitions Reserves:

Before any Space Combat round, may spend 2 Trade Goods to reroll any number of dice. Similar to TI3, slightly modified.


Armada:

Can have 2 additional capital ships in a fleet over the fleet limit.

STARTING UNITS

1 Space dock
1 Dreadnought
1 Destroyer
1 Carrier
3 Infantry

Only one Carrier, but the Dreadnought has capacity 1 so doing okay for expansion. Not many troops, but enough to get a few planets to start off!

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This intrepid Aviator has long been a thorn in the side of the Letnev. But he has never been able to stand up against...The Red Baron!

STARTING TECHNOLOGY

Plasma Scoring

Antimass Deflectors


Hylar V, now obsolete, has been updated with the new Plasm Scoring technology. Other than that, few changes in Starting Units or Starting Tech.

ANTHEM

RACIAL TECHNOLOGY

Noneuclidean Shielding:

When you use the Sustain Damage ability of one of your units
, it prevents 2 hits instead of just 1.


L4 Disruptors:

During an invasion, units cannot use Space Cannon against your units.

Disruptors would be better of they worked in Space Combat as well. Oh well. Noneuclidean Shielding is pretty great for a Dreadnought-heavy fleet.

AGENT

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Pretty nifty feature for your early game, especially with the starting Dreadnaught.

COMMANDER

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I call this the Worker's Compensation Strategy. You get hit, you get paid!

Unlock this Commander by having 5 non-fighter ships in a single system.

HERO

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Good for a big, giant, final showdown.

MECH

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More expensive than just buying the mech, given you need to sacrifice an infantry, but at least you have it where you need it.

Flagship

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ARC SECUNDUS

Sustain Damage: Opponent loses Planetary Shield; This ship repairs at the start of each Space Combat round

Bombard: 3 dice at 5
Cost: 8  Battle: 2 dice at 5  Move: 1  Capacity: 3

Nice! Combine this with Noneuclidean Shielding to soak an awful lot of hits.


HOME SYSTEM

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The best Home Sytem in the game! A dual system for double-docking with a total production value of 6. Not much influence, but the Letnev war machine is about industry, not chit-chat.

Promissory Note

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Not a bad Promissory Note. Maybe good for brokering a deal with someone entering into a war with another player.
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