EMBERS OF MUAAT
DESCRIPTION
The Muaat are a race of fire people who wear metal suits so they can hang out with us. Their worst fear: people who spit when they talk. Once enslaved by the Jol-Nar, the Muaat rebelled and eventually stole the Jol-Nar plans to a secret weapon. They emerged with a not-yet perfected but still horrifying War Sun. They went to Mecatol Rex demanding recognition as one of the galaxy's major races.
Though the Muaat don't start with much of a fleet, the War Sun does tend to mean people will leave you alone at the beginning of the game, so you should be able to expand uninhibited while others build up their fleets. And as the Muaat also have the ability to build on the front lines, their opponents have some catching up to do!
Though the Muaat don't start with much of a fleet, the War Sun does tend to mean people will leave you alone at the beginning of the game, so you should be able to expand uninhibited while others build up their fleets. And as the Muaat also have the ability to build on the front lines, their opponents have some catching up to do!
SPECIAL ABILITIES
War Suns:
You begin with Prototype War Suns! They have a base movement of 1, and are a bit pricey, but you start with one so no one feels sad for you. Star Forge: As an Action, you may spend one Command Counter from your Strategy Allocation Area to place 2 free fighters or 1 free Destroyer in any one System containing one of your War Suns. I would say in general that a Command Counter has greater value than 2 fighters or a Destroyer, but the ability to build on your front line can be very useful at the right time. Also serves as a turn burner if you need to waste a move. Gashlai Physiology: Gashlai, if you must know, is the name of the actual alien race of fiery beings. Your ships may move through Supernova systems. |
STARTING UNITS
4 Infantry
2 Fighters 1 War Sun 1 Space Dock While a War Sun can carry your infantry, it's still only 1 system you can take at a time until you build carriers (or another War Sun). However, if you are playing Distant Suns you can feel a lot safer with a War Sun on the board. STARTING TECHNOLOGY
Plasma Scoring
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RACIAL TECHNOLOGY
Prototype War Sun II:
War sun's cost decreases to 10 and speed increases to 3. Quite a terrifying development!
Magmus Reactor: Your ships can move into Supernovas. A change from TI3, where it added speed to War Suns. Now you can park in an untouchable zone!
RIP to the Nova Seed, the racial tech from TI3 which allowed you to blow up a system and turn it into a supernova. Seldom useful, due to its placement restrictions, it was great to have around and will be missed.
War sun's cost decreases to 10 and speed increases to 3. Quite a terrifying development!
Magmus Reactor: Your ships can move into Supernovas. A change from TI3, where it added speed to War Suns. Now you can park in an untouchable zone!
RIP to the Nova Seed, the racial tech from TI3 which allowed you to blow up a system and turn it into a supernova. Seldom useful, due to its placement restrictions, it was great to have around and will be missed.
ANTHEM
HOME SYSTEMDecent enough starting planet, and it looks neat.
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NOVA SEED SUPERNOVAIt's back from TI3, and more useful than ever! Now a Hero ability, rather than a tech, this beauty replaces a system destroyed by the Hero. It does not suffer the restriction from TI3 that it can't be placed next to an anomaly, so much more useful.
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