THE CLAN OF SAAR
DESCRIPTION
The Clan of Saar remains generally intact from TI3. It starts with its special Floating Factory (lower right of the race sheet) which can be upgraded.
The Saar are space gypsies, perhaps the first of the space-faring races but never formally recognized by the Lazax, former rulers of the galaxy. They wander from planet to planet, never really calling anywhere home, and in fact are the only race who doesn't need to control their Home System to score objectives. These folk are also scavengers. Each time they land on a new planet, they steal all the hubcaps, worth 1 Trade Good! May not seem like much, but it definitely adds up. |
STARTING TECHNOLOGY
Antimass Deflectors. An obvious choice for a people who live among the asteroid belts.
STARTING UNITS
2 Carriers
1 Cruiser
2 Fighters
4 Infantry
1 Space Dock
2 Carriers + 4 infantry = no right to whine about your Starting Forces.
1 Cruiser
2 Fighters
4 Infantry
1 Space Dock
2 Carriers + 4 infantry = no right to whine about your Starting Forces.
RACIAL TECHNOLOGY
Floating Factory 2: A Unit Upgrade for the Saar's special spacedock! Increased capacity, production, and movement. Note that the Saar spacedocks, unlike other races, are not tied to planets, and can fly freely. However, they are destroyed if blockaded.
Chaos Mapping: Other players cannot activate asteroid fields that contain 1 or more of your ships.* At the start of your turn during the action phase, you may produce 1 unit in a system that contains at least 1 of your units that has Production.
*This is a bit different from Chaos Mapping in TI3. In TI3 only the Saar with Chaos Mapping could activate Asteroid Fields. Now any race with Antimass Deflectors can do so, but Chaos Mapping allows the Saar dominance in asteroid fields as well as adding a Production perk.
Chaos Mapping: Other players cannot activate asteroid fields that contain 1 or more of your ships.* At the start of your turn during the action phase, you may produce 1 unit in a system that contains at least 1 of your units that has Production.
*This is a bit different from Chaos Mapping in TI3. In TI3 only the Saar with Chaos Mapping could activate Asteroid Fields. Now any race with Antimass Deflectors can do so, but Chaos Mapping allows the Saar dominance in asteroid fields as well as adding a Production perk.
AGENTGreat ability to get an extra space with a Carrier or Dreadnought! Make a long distance grab on Round 1, maybe.
HEROAwesome. Camp out in an Asteroid Field with your Chaos Mapping until the time is right for a massive invasion.
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COMMANDERCool that you can activate a farther-back space dock to build on one on the front lines, and still put them to use on your next turn.
Unlock by having 3 space docks on the board. MECHSince you get a Trade Good for taking a planet, it's basically free!
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FLAGSHIP
SON OF RAGH
Sustain Damage
Anti-Fighter Barrage 6 (X4) (You roll 4 dice and hit on 6 or higher)
Cost 8; Battle 2 dice at 5; Move 1; Capacity 3
The decreased cost from TI3 has perhaps made this Flagship more worthwhile. Toss in a Destroyer or two and worry no more about enemy Fighter screens!
Sustain Damage
Anti-Fighter Barrage 6 (X4) (You roll 4 dice and hit on 6 or higher)
Cost 8; Battle 2 dice at 5; Move 1; Capacity 3
The decreased cost from TI3 has perhaps made this Flagship more worthwhile. Toss in a Destroyer or two and worry no more about enemy Fighter screens!