En

The Sophonity

Abilités de faction

  • Dangerous Science: Whenever you gain a random technology, shuffle the technology deck and pick out one card at random. If you do not meet the prerequisites for the picked technology, remove a command token from your fleet pool. You may exhaust planets with tech specialties to meet these requirements. Then gain that technology.
  • Wild Curiosity: Whenever you gain a relic, gain a random technology as well

Note de promesse de faction

Experimental Extravaganza
At the start of the Status Phase, choose a non-faction technology the Sophon player owns. When you do, remove a command token from your fleet pool for each prerequisite you do not meet. Then gain that technology and return this card to the Sophon player.

Technologies de faction

Omega Multidimensional Generator

During tactical actions, the number of ships you can have in a system is not limited by the number of command tokens in your fleet pool.

After another player moves units as part of a tactical action into a system that contains your ships, you may move any number of ships you control from other systems that do not contain your command tokens into the active system.
Prérequis:

Scienceganza

For the purposes of checking prerequisites, this technology can count as a technology of any color.

Whenever you research a technology, if no other player has that same technology, you may exhaust this card to gain a random technology.
Prérequis:

Percée technologique

Synergie
ACTION: Exhaust this card, then roll a die. On a roll of 1 or 10, put the Fracture into play if it isn't already. On a roll of 2 through 5, draw an action card. On a roll of 6 through 9, gain a random technology.

Vaisseau mère

Nom
Coût
Combat
Déplacement
Capacité
Abilités
The Pinnacle
8
9 (x2)
1
3

Sustain Damage

For each color of technology, apply +1 to this unit's combat rolls if you own more technologies in that color than your opponent. If you control more unit upgrades, also roll an additional die.

The Pinnacle

Sustain Damage

For each color of technology, apply +1 to this unit's combat rolls if you own more technologies in that color than your opponent. If you control more unit upgrades, also roll an additional die.

Coût

8

Combat

9 (x2)

Déplacement

1

Capacité

3

Mech

Nom
Coût
Combat
Abilités
Mobile Research Lab
2
6

Sustain Damage

Whenever you are checking your technology prerequisites, you may return this unit to your reinforcements to satisfy one Red prerequisite.

Mobile Research Lab

Sustain Damage

Whenever you are checking your technology prerequisites, you may return this unit to your reinforcements to satisfy one Red prerequisite.

Coût

2

Combat

6

Dirigeants

Agent

Nom
Débloquage
Abilité
Carte
Hanmharla Gerzi
Débloquage: At Game Start
Abilité:
At the start of a player's turn: You may exhaust this agent to let that player ready and explore any planet with a tech specialty they control.
Hanmharla Gerzi Card

Commandant

Nom
Débloquage
Abilité
Carte
Asaroenni Dzulmaran
Débloquage: Have a technology with three or more prerequisites
Abilité:
This card satisfies a Yellow technology requirement

Planets you control with tech specialties gain +1 to their Resource and Influence values.
Asaroenni Dzulmaran Card

Héro

Nom
Débloquage
Abilité
Carte
ENFER
Débloquage: Have 3 Scored Objectives
Abilité:
ACTION: Choose a player. You may gain up to two non-faction technologies that player owns that you do not. If you own all non-faction technologies that player owns, instead they must give you two promissory notes from their hand, trade goods or commodities equal to their commodity value, and they must remove a token from their fleet pool.
Then, purge this card.
ENFER Card

Système principal

Nom
Ressources/Influence
Spécialité Technologique
Description
Ressources/Influence: 2/2
Description: The Sophons evolved on Hekim, a rocky world orbiting a blue star. As their sun produced high radiation, their rate of mutation and evolution was unusually rapid. Though the world is cold, there are numerous volcanic fissures and vents that create a network of warm spots, oases, and habitable cave systems.
Ressources/Influence: 1/0
GREEN
Description: Created by the super AI ENFER, the new planet of Illumination was designed to be a planet only for Sophon habitation, as the AI had learned through extensive research how devastating the other races of the galaxy could be.

FAQ

Q: How do Tech Specialties work when gaining a random tech?

A: You may exhaust planets with Tech Specialties to meet the requirements, thus preventing you from losing a fleet token.

Q: When are requirements checked when getting a random technology?

A: You meeting the requirements for the random technology are checked before gaining the technology. In other words, if you get a random yellow technology, that technology does not count as being owned by you until after the game checks whether you need to remove a token or not. In other other words, if you got a yellow technology randomly, it wouldn't count itself as being a yellow tech you own when checking your prerequisites.

Q: Does the Sophon promissory note work the same way?

A: Yes, the technology you choose is not gained until after the game checks your prerequisites and pay however many tokens you need to pay.

Carte de faction

Histoire

Unités de départ

2 carriers

1 destroyer

4 infantry

2 fighters

1 space dock

Technologies de départ

Get three technologies with no prerequisites, chosen at random

Planètes de départ

Hekim (2/2) Illumination (1/0)

Commodités

3

Complexité

Modérée

Couleurs de faction

Discussion

Plasma Scoring
When 1 or more of your units use Bombardment or Space Cannon, 1 of those units may roll 1 additional die
Magen Defense Grid
At the start of ground combat on a planet that contains 1 or more of your structures, you may produce 1 hit and assign it to 1 of your opponent's ground forces.
Duranium Armor
During each combat round, after you assign hits to your units, repair 1 of your damaged units that did not use Sustain Damage during this combat round
Assault Cannon
At the start of a space combat in a system that contains 3 or more of your non-fighter ships, your opponent must destroy 1 of their non-fighter ships
AI Development Algorithm
  • When you research a unit upgrade technology, you may exhaust this card to ignore any 1 prerequisite
  • When 1 or more of your units use Production, you may exhaust this card to reduce the combined cost of the produced units by the number of unit upgrade technologies that you own
Self Assembly Routines
  • After 1 or more of your units use PRODUCTION, you may exhaust this card to place 1 mech from your reinforcements on a planet you control in that system
  • After 1 of your mechs is destroyed, gain 1 trade good
Neural Motivator
During the status phase, draw 2 action cards instead of 1.
Dacxive Animators
After you win a ground combat, you may place 1 infantry from your reinforcements on that planet
Hyper Metabolism
During the status phase, gain 3 command tokens instead of 2
X-89 Bacterial Weapon
After 1 or more of your units use BOMBARDMENT against a planet, if at least 1 of your opponent's infantry was destroyed, you may destroy all of your opponent's infantry on that planet.
Psychoarchaeology
  • You can use technology specialties on planets you control without exhausting them, even if those planets are exhausted
  • During the Action Phase, you can exhaust planets you control that have technology specialties to gain 1 Trade Good
Bio-Stims
You may exhaust this card at the end of your turn to ready 1 of your planets that has a technology specialty or 1 of your other technologies
Sarween Tools
When 1 or more of your units use Production, reduce the combined cost of the produced units by 1
Graviton Laser System
You may exhaust this card before 1 or more of your units uses Space Cannon; hits produced by those units must be assigned to non-fighter ships if able
Transit Diodes
You may exhaust this card at the start of your turn during the action phase; remove up to 4 of your ground forces from the game board and place them on 1 or more planets you control.
Integrated Economy
After you gain control of a planet, you may produce any number of units on that planet that have a combined cost equal to or less than that planet’s resource value.
Scanlink Drone Network
When you activate a system, you may explore 1 planet in that system which contains 1 or more of your units
Predictive Intelligence
  • At the end of your turn, you may exhaust this card to redistribute your command tokens
  • When you cast votes during the agenda phase, you may cast 3 additional votes; if you do, and the outcome you voted for is not resolved, exhaust this card
Antimass Deflectors
  • Your ships can move into and through asteroid fields
  • When other players’ units use SPACE CANNON against your units, apply -1 to the result of each die roll
Gravity Drive
After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action
Fleet Logistics
During each of your turns of the action phase, you may perform 2 actions instead of 1
Light/Wave Deflector
Your ships can move through systems that contain other players' ships
Dark Energy Tap
After you perform a tactical action in a system that contains a frontier token, if you have 1 or more ships in that system, explore that token Your ships can retreat into adjacent systems that do not contain other players' units, even if you do not have units or control planets in that system.
Sling Relay
ACTION: Exhaust this card to produce 1 ship in any system that contains one of your space docks