• 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 NAALU COLLECTIVE

Picture
<-- Back

DESCRIPTION

The Naalu Collective is a matriarchal race of telepathic snake-women. Obviously, the fact that these girls can't wear shoes has left them rather ill-tempered. So dealing with the Naalu is a difficult situation from the get-go. Naalu are fun to play but kind of annoying to play against, as their special Telepathic ability allows them to always go first in initiative.
Picture
Among the Naalu, a Soldier is considered a safer career choice than a hair stylist.

SPECIAL ABILITIES

Telepathic:

The Naalu have a special token marked "0" that is placed over the initiative number of their selected Strategy Card. This means the Naalu is always first in initiative. One less thing to worry about when selecting Strategy Cards, as you can always take what you want without having to consider turn order.

Foresight:

When another player activates a system with at least 1 of your ships, you may place 1 token from your strategy pool into an adjacent system that does not contain another player's ships. You may move your fleet into that system.

This is a special retreat that allows you to flee before combat, so will help you avoid losing ships in a potentially devastating first round of combat. Also perhaps a good counter to the terrifying Yin Flagship.

Hybrid Crystal Fighter I:

​The Naalu have a slightly more advanced starting fighter which hits on 8 instead of 9.

STARTING UNITS

1 Space Dock
4 Infantry
1 PDS
1 Carrier
1 Cruiser
1 Destroyer
3 Fighters

A lot of variety in the starting units. Similar to TI3's starting units, save 1 fewer fighter. Only one carrier, however.


Picture
The Naalu are very affectionate, but also unforgiving. And as they are telepathic, few men survive more than a few months in a relationship with these serpentine women. Picture by Karbo at deviantart

ANTHEM

STARTING TECHNOLOGY

Neural Motivator
Sarween Tools


For a race that focuses so much on Fighters, Sarween tools can really ramp up production. Neural Motivators never hurt no one, neither.

RACIAL TECHNOLOGIES

Hybrid Crystal Fighter II:

A powerful fighter that hits on 7 and has a move of 2! Don't need to be carried; uncarried fighters count as 1/2 a ship toward fleet capacity.



Neuroglaive:

When another player activates a system that contains 1 or more of your ships, that player removes 1 token from his fleet pool and returns it to reinforcements.

It's not only expensive to attack a Naalu fleet with Neuroglaive, but with Foresight, knowing you mihgt just flee after all that anyway should make your opponent think thrice about attacking!

AGENT

Picture
Well, it's thematic, at least. Useless until the Agenda Phase, and even then , you're really just learning if you want to save your votes for Agenda 2.

COMMANDER

Picture
Now this makes up for that Agent. Great ability for producing those famous Naalu fighter swarms.

Unlocks by having 12 fighters on the board.

HERO

Picture
The stars would really have to align for this to be useful. Hopefully the Mentak or Mahact have drained the other players of their most useless Promissory Notes before you activate this.

MECH

Picture
+2 is a big deal. These guys really hate archaeologists for some reason.

FLAGSHIP

Picture
picture by darthell on deviantart
MATRIARCH

Sustain Damage

Cost: 8  Battle: 2 dice at 9  Move: 1  Capacity 6
During an invasion in Matriarch's system, fighters may commit to planets as if they were ground forces. After combat, return these units to the space area.

HOME SYSTEM

Picture
Another system with little production but double-docking potential.

PROMISSORY NOTE

Picture
Some good strength to this. Be careful you don't hand this to someone who might be end-game scoring against you, as victory is achieved in Initiative order!

INITIATIVE TOKEN

Picture
The Naalu has a special token to represent its Telepathic ability. After a Strategy CArd is selected, the Naalu player places this '0' over the Initiative number. Thus, no matter which Strategy is selected, the Naalu acts first.
<-- Back
Powered by Create your own unique website with customizable templates.