The L1Z1X Mindnet
Starting Units
Home System
- [0.0.0]
50
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.
During the status phase, draw 2 action cards instead of 1.
The maximum number of action cards you can have in your hand is increased by 3.
When you draw 1 or more action cards, you may exhaust this card to draw 2 additional action cards.
The maximum number of action cards you can have in your hand is increased by 2. During the status phase, draw 2 action cards instead of 1.
Faction Abilities
When you gain control of a planet, replace each PDS and space dock that is on that planet with a matching unit from your reinforcements.
You can take over others’ structures after you invade.
At the end of each round of ground combat, your ships in the active system may use their BOMBARDMENT abilities against your opponent's ground forces on the planet.
Your ships can bombard between every combat round.
Faction Units
L1Z1X Mindnet Dreadnought
SUSTAIN DAMAGE · BOMBARDMENT 5
Flagship
During a space combat, hits produced by this ship and by your dreadnoughts in this system must be assigned to non-fighter ships if able.
Its hits are assigned to non-fighter ships.
SUSTAIN DAMAGE
Mech
While not participating in ground combat, this unit can use its BOMBARDMENT ability on planets in its system as if it were a ship.
Can bombard as if it were a ship.
SUSTAIN DAMAGE · BOMBARDMENT 8
Monument
At the start of your turn, you may exhaust this card to remove a player's command token from an adjacent system and place it in this system.
Leaders
After a player activates a system:
You may exhaust this card to allow that player to replace 1 of their infantry in the active system with 1 mech from their reinforcements.
Upgrades infantry into mechs.
After a player's BOMBARDMENT roll destroys 1 or more ground forces:
You may exhaust this card to allow that player to remove 2 of their infantry in the active system. If they do, they place 1 command token from their reinforcements in their strategy pool.
Units that have PLANETARY SHIELD do not prevent you from using BOMBARDMENT.
Ignores opponents’ units that would prevent bombardment.
Game effects cannot prevent you from using BOMBARDMENT.
At the start of a space combat, if the number of planets in the active system is equal to or greater than the number of your dreadnoughts in that system, choose 1 of them to roll 1 additional die and to apply +1 to its roll results during this combat.
ACTION: Choose 1 system that does not contain other players' ships; you may move your flagship and any number of your dreadnoughts from other systems into the chosen system.
Then, purge this card.
Moves any of your dreadnoughts to an empty system at any distance.
Faction Promissory Note
At the start of your turn:
Remove 1 token from the L1Z1X player's strategy pool and return it to their reinforcements. Then, place 1 command token from your reinforcements in your strategy pool.
Then, return this card to the L1Z1X player.
Allows others to gain a command token.
When you gain command tokens during the status phase:
Gain 1 additional command token.
Then, return this card to the L1Z1X player.
Allows others to gain a command token.
Breakthrough
When you gain control of a planet, place infantry from your reinforcements equal to that planet's influence value on that planet.
Gains infantry when conquering planets.
Faction Technologies
You may exhaust this card and spend 2 resources when you research a technology; ignore all of that technology's prerequisites.
You can pay to ignore technology prerequisites.
When you research a technology, you may exhaust this card to ignore all prerequisites on that technology.
ACTION: You may exhaust this card and spend 1 command token from your strategy pool and 4 resources to research a technology.
When you research a technology, you may spend 2 resources and exhaust this card to ignore all of that technology's prerequisites.
After an invasion in which you gained control of a planet that contains 1 or more structures of another player, you may exhaust this card to gain 1 non-faction technology owned by that player.
L1Z1X Mindnet Dreadnought
This unit cannot be destroyed by "Direct Hit" action cards.
Your dreadnoughts have more effective bombardment.
SUSTAIN DAMAGE · BOMBARDMENT 4
L1Z1X Mindnet Dreadnought
This unit cannot be destroyed by "Direct Hit" action cards.
SUSTAIN DAMAGE · BOMBARDMENT 4
L1Z1X Mindnet Dreadnought
This unit cannot be destroyed by "Direct Hit" action cards.
After an invasion in this system, if the number of planets you gained is equal to or greater than the number of your dreadnoughts in this system, you may spend 1 token from your strategy pool to ready 1 of your technologies.
SUSTAIN DAMAGE · BOMBARDMENT 4