THE L1Z1X MINDNET
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.
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.
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. |
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.
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
![Picture](/uploads/1/8/9/6/18967337/7507018.jpg)
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).
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).
HERO |
MECH |
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 SYSTEMNot 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 NOTEDeprive the L1Z1X of a counter, and get one for yourself. It's okay.
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