L'tokk Khrask
Starting Units
Home System
- Bohl-Dhur
34
Commodities
2
Starting Technologies
When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those units may roll 1 additional die.
When 1 or more of your units use unit abilities, 1 of those units may roll 1 additional die.
When the result of your non-fighter ships' combat rolls exceeds that ship's combat value by 3 or more, your opponent cannot assign that hit to a fighter unless they first destroy 1 of their fighters in the active system.
When your units make a roll for a unit ability, you may choose 1 of those units to roll 1 additional die.
When you activate a system, you may explore 1 planet in that system that contains 1 or more of your units.
When you activate a system as part of a tactical action, you may explore 1 planet in that system that contains 1 or more of your units.
When you resolve an exploration card, you do not need to pay commodities or remove units to resolve the optional effects of that exploration card.
When you activate a system, you may explore 1 planet in that system that contains 1 or more of your units.
When you would explore a planet that contains 2 or more of your structures, you may exhaust this card to draw 1 additional card; choose 1 to resolve and discard the rest.
Faction Abilities
During the agenda phase, the number of votes you cast is instead equal to the combined resource value of the planets that you exhaust.
You vote with resources.
Apply +1 to the resource values of your planets that do not contain 1 or more ground forces.
Your undefended planets are worth one additional resource.
When your units use BOMBARDMENT against a planet another player controls, you may cancel any number of hits you produce to place that many infantry from your reinforcements onto that planet. Those units participate in ground combat, if able.
Your bombardment can place infantry instead.
Faction Units
Flagship
At the start of a space combat in this system, choose up to 2 non-fighter ships to gain SUSTAIN DAMAGE until the end of combat.
Can grant two other ships sustain damage.
SUSTAIN DAMAGE
Mech
Units other than your mechs do not make combat rolls during the first round of ground combat on this planet.
Roll one round before other units in ground combat.
SUSTAIN DAMAGE
Monument
During ground combat in this system, this unit is treated as a structure and a ground force.
SUSTAIN DAMAGE
Leaders
When a player would spend influence:
You may exhaust this card to allow that player to spend the resources of 1 non-home planet they control as influence, in addition to its influence.
Can add resources to influence.
At the start of invasion in a system that contains 1 or more planets:
You may place 1 infantry unit from your reinforcements in that system's space area if you have unused capacity in that system.
Place additional infantry in space before invading.
ACTION: Purge this card to choose up to 4 planets; exhaust or ready each of those planets.
Exhaust or ready any 4 planets.
Faction Promissory Note
During a tactical action, when you produce 1 or more hits during a BOMBARDMENT roll:
For each hit you produced, you may instead place 1 infantry from your reinforcements on the planet being bombarded.
Then, return this card to the L'tokk Khrask player.
Allows a player to place infantry via bombardment.
Breakthrough
Gain the Grove card.
When you resolve METEOR SLINGS, if you cancel all hits produced, you may place your units into coexistence; you cannot commit those coexisting ground forces during this action.
Faction Technologies
When you would spend a token from your strategy pool, you may exhaust 1 planet you control to spend 1 token from your reinforcements instead.
Exhaust planets as strategy tokens.
Other Components
Grove – 2/X
This card's influence value is equal to the number of planets that contain your coexisting units.