The Crimson Rebellion
Starting Units
Home System
- Ahk Creuxx
42
- Epsilon Wormhole
Commodities
2
Starting Components
Starting Technologies
Choose one red or blue with no prerequisites.
Options to choose from
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.
After you perform a tactical action in a system that contains a frontier token, if you have 1 or more ships in that system, you may 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.
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.
Your ships can move into and through asteroid fields and retain their printed Move value when moving out of nebulae.
When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
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.
If you announce a retreat, your opponent applies -2 to the result of each of their combat rolls during this combat round.
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 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.
When you research a unit upgrade technology, you may exhaust this card to ignore any 1 prerequisite.
When you pass, you may spend 6 influence to research a unit upgrade technology.
Faction Abilities
You cannot use wormholes other than epsilon wormholes. Other players' units that move or are placed into your home system are destroyed.
You can’t use most wormholes.
When you activate a system that contains a breach, you may flip that breach; systems that contain active breaches are adjacent. At the end of the status phase, any player with ships in a system that contains an active breach may remove that breach.
When you create the game board, place The Sorrow (tile 94) where your home system would be placed, and place an inactive breach in it. The Sorrow is not a home system. Then, place your home system (tile 118) in your play area.
Your home system is through a wormhole off the board.
Faction Units
Crimson Rebellion Destroyer
At the end of any player's combat in this unit's system or an adjacent system, you may place 1 inactive breach in that system.
You can create breaches when players engage in combat.
ANTI-FIGHTER BARRAGE 9 (×2)
Flagship
While this unit is in a system that contains an active breach, other players' units in systems with active breaches lose all of their unit abilities.
Enemies in systems with breaches lose unit abilities.
SUSTAIN DAMAGE
Mech
DEPLOY: During the "Commit Ground Forces" step of your tactical action in a system that contains an active breach, you may commit 1 mech, even if you have no units in the system.
Can materialize when an active breach is present.
SUSTAIN DAMAGE
Monument
After a breach becomes or is placed active side up in any system, if that system is adjacent to this planet, you may produce 1 hit in that system against another player's ships.
Leaders
ACTION: Exhaust this card to choose 1 player. That player may swap the position of 2 of their ships in any systems; they may transport units when they swap.
Lets you swap the position of two of your ships.
At the end of a combat between any players:
Gain 1 commodity or convert 1 of your commodities to a trade good.
Generates income for you when players get into combats.
When you produce ships:
You may place any of those ships on this card.
At the start of a space combat, you may purge this card to place all ships from this card into the active system.
Produces a fleet that can appear later in any of your combats.
Faction Promissory Note
ACTION: Place this card faceup in your play area and place the sever token in a system that contains your units; wormholes in that system have no effect during movement.
Remove the sever token and return this card to the Rebellion player at the end of the status phase.
Allows someone to block the use of a wormhole.
Breakthrough
During your tactical actions, apply +1 to the move value of each of your ships that starts its movement in your home system or in a system that contains an active breach.
ACTION: Exhaust this card to flip any breach or place an active breach in a non-home system that contains your units.
Place or flip breaches, which increase your ships’ move.
Faction Technologies
When one of your ships is destroyed, you may produce a ship of the same type at a space dock in your home system.
Lets you rebuild your own ships that are destroyed.
Crimson Rebellion Destroyer
At the end of any player's combat in this unit's system or up to 2 systems away, you may place 1 active or inactive breach in that system.
Lets your destroyers place active breaches.
ANTI-FIGHTER BARRAGE 6 (×3)
Other Components
Tokens
- 7Crimson breach tokens
- 1Crimson sever token