UNIVERSITIES OF JOL-NAR
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.
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. |
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.
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.
FLAGSHIP
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.
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.
AGENTThese guys are DEFINITELY doing weird tests on their own citizens.
HEROTurn your Gravity Drive into Light-Wave Deflectors? Yes, please.
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COMMANDERA unit ability is a keyword on a card. Those that involve die rolls include Anti-Fighter Barrage, Space Cannon, and Bombardment. Given the Jol-Nar's poor fighting stats, a very useful ability! Maybe keep this one away from the Sardakk N'Orr.
Unlock this Commander by having 8 technologies. You start with 4. Should be easy. MECHThe Jol-Nar unexpectedly mastered space travel before inventing the shield.
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