• 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 L1Z1X MINDNET

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DESCRIPTION

A long time ago, in a galaxy far away, said galaxy was ruled by a race of four-armed aliens called the Lazax. Blah blah blah they were destroyed, and then Lo and Behold! they showed up again, but this time they were cybernetic monstrosities! They now wish to take their original place as the rulers of Mecatol Rex. The other races, including the caretakers of Mecatol Rex, aren't so sure these be the right guys for the job. For one, they're pretty scary. They're basically the Borg from Star Trek: The Next Generation.
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He may look like a boy, but he's more machine than man, now.

SPECIAL ABILITIES

Assimilate:  When you take over a planet with a PDS and/or space dock, you can replace them with your own (they are usually destroyed).

Harrow:  You can Bombard after each round of combat.

Super-Dreadnought: Their starting Dreadnought has an extra capacity.

Complete change from TI3.

STARTING UNITS

1 Space Dock

1 Carrier

5 Infantry

1 Dreadnought

3 Fighters

1 PDS


Only one Carrier but no need for a second at the moment with that Super Dreadnought! An intimidating starting fleet, which is the same as the intimidating starting fleet they had in TI3.
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I have a flame thrower, a flashlight, and a torque wrench at the end of my arm. But I can't undo my zipper.

ANTHEM

STARTING TECHNOLOGY

Neural Motivators
Plasma Scoring

Whew. A reduction from 4 starting techs to 2. A well-earned nerf.

RACIAL TECHNOLOGY

Super-Dreadnought II: The L1Z1X's Super-Dreadnought improves in price, attack, and speed.

Inheritance Systems - When researching Technology using the Technology Strategy card, you may spend 2 additional resources to ignore the Technology's prerequisites.


The terrifying Inheritance Systems returns, allowing the L1Z1X access to high-level techs early in the game, as long as they have a bit of extra cash.

FLAGSHIP

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0.0.1

Sustain Damage

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

When this ship is present, all hits from your Flagship and Dreadnoughts must be taken by opposing non-fighter ships (if able).

AGENT

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Nice cheap way to get Mechs on the board!

COMMANDER

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For a Dreadnaught heavy faction, and with their bombarding Mechs, this is a lovely feature.

Unlock this Commander by having 4 Dreadnaughts on the board.

HERO

MECH

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Nice way to move a huge fleet against someone's home system, if they haven't set up proper defenses! Especially if you have Fleet Logistics. Note you don't need to activate the system to move in here...

HOME SYSTEM

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Not a very influential people, but a great start for production value! Also, I love the simplicity of the planet name.
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Say what you will about the L1Z1X, they know how to name their Mechs.

PROMISSORY NOTE

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Deprive the L1Z1X of a counter, and get one for yourself. It's okay.
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