• Twilight Imperium Emporium
    • Arborec
    • Argent Flight
    • Ghosts of Creuss
    • Empyrean
    • Emirates of Hacan
    • Universities of Jol-Nar
    • L1Z1X Mindnet
    • Barony of Letnev
    • Mahact Gene-Sorcerers
    • Mentak Coalition
    • Embers of Muaat
    • Naalu Collective
    • Naaz-Rokha
    • Nekro Virus
    • Nomad
    • Clan of Saar
    • Sardakk N'Orr
    • Sol Federation
    • Titans of Ul
    • Vuil'Raith
    • Winnu
    • Xxcha Kingdom
    • Yin Brotherhood
    • Yssaril
  • Contact
Sir Reil Effects

THE CLAN OF SAAR

Picture
<-- Back

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.
Picture
*While ugly by Saar standards, Esmerelda has seen much success socially among the men of Jord, not to mention the woman-starved Brotherhood of Yin.
Picture
A Saar warrior resting between bouts.

ANTHEM

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.

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.

AGENT

Picture
Great ability to get an extra space with a Carrier or Dreadnought! Make a long distance grab on Round 1, maybe.

HERO

Picture
Awesome. Camp out in an Asteroid Field with your Chaos Mapping until the time is right for a massive invasion.

COMMANDER

Picture
Cool 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.

MECH

Picture
Since you get a Trade Good for taking a planet, it's basically free!

FLAGSHIP

Picture
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!

HOME SYSTEM

Picture
Not a great starting system, but the Saar are in the unique position that they can abandon it for greener pastures.

PROMISSORY NOTE

Picture
Pretty great card I think, but don't expect to keep Mecatol Rex should you give this away.
<-- Back
Powered by Create your own unique website with customizable templates.