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UNIVERSITIES OF JOL-NAR

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DESCRIPTION

Do you remember those nerds you used to pick on in school? You know, the ones that now issue your paycheck? Well, imagine them as a fish. Should be easy to do, if you've given them enough swirlies. Well, that's the Jol-Nar. The weak but super-intelligent fish-people who evolved to breathe underwater from all the time their heads spent in the toilet bowl. Well, now they've made some robot friends and they're back for vengeance.
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Do you remember them? 'Cuz they remember you...
Weak in combat but excelling in technology, the Universities are a great mid-game race. Too weak in the beginning to be very strong, and by the end game everyone has the same key technological bonuses. But a good ramp-up in the middle of the game can definitely give the Jol-Nar a powerful lead as the end draws near a conclusion.

SPECIAL ABILITIES

STARTING UNITS

Fragile: A penalty of 1 to all combat rolls.

Brilliant: When executing the Secondary ability of the Technology Strategy, you may resolve the Primary instead.

Analytical: When you research a technology, you may ignore 1 prerequisite.

The re-roll ability from TI3 has been swapped out. The Technology Strategy effect is a but nerfed, but more than compensated for by the new Analytical ability, in my opinion, though I have yet to play the Jol-Nar in TI4.

And just as wussy as ever in combat!
2 Ground Forces
2 Carriers
1 Fighter
2 PDS
1 Dreadnought
1 Space Dock


Exact same setup as TI3. Only 2 Ground forces makes for a slow expansion in the beginning, but 2 Carriers is nice. And roomy, with no one to put inside.
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Many Jol-Nar parents had to learn the hard way that the Hacan aren't the best babysitters.

STARTING TECHNOLOGY

 Plasma Scoring

Antimass Deflectors

Neural Motivator

Sarween Tools


Starting with four technologies is pretty logical for the brains of the galaxy. A couple changes from TI3 as there were some adjustments to tech. One from each color of tech, and with the Jol-Nar Analytical racial ability, this puts them in close range of higher-level techs such as War Suns. In fact, I do believe War Suns is the only unit upgrade that is not immediately available to our fishy four-eyed friends.

ANTHEM

RACIAL TECHNOLOGIES

E-Res Siphones:

Replaces, but is similar to, electro-resonance turbines from TI3. It's actually been beefed up, now giving 4 instead of 3 Trade Goods when another player activates a system containing at least one of your ships.


Spatial Conduit Cylinder: 

Exhaust this card after you activate a system that contains 1 or more of your units. That system is now adjacent to all systems in which you have units during this activation. Same as in TI3 with clearer wording.
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Ariel, the daughter of a Jol-Nar diplomat and Sol Ambassador, helped build a strong relationship between the two factions.
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Then this guy ruined it.

FLAGSHIP

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J.N.S. Hylarim
Sustain Damage
Cost: 8  Battle: 2 dice at 6  Move: 1  Capacity: 3

Hits rolled by the J.N.S. Hylarim that scored on a roll of 9 or 10 count as 2 additional hits.


HOME SYSTEM

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Dual system, though Production isn't great. Perhaps better served for its Influence to buy Command tokens using Leadership?

PROMISSORY NOTE

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One of the top Promissory notes, imo. Should be able to broker a good deal with your tech-starved friends.
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