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» An Dan
Game mechanics
The An Dan do not have spaceships, but travel to distant stars with the help of their teleportation chambers on Tír na Nóg and an artefact that each An Dan wears on their upper arm. After a specified time, it is teleported back into the jump chamber along with its wearer.
A part of their units do not start the game on the battlefield. They only teleport there during the course of the game.
All units on the battlefield have a timer. As soon as this timer has expired, the unit teleports off the battlefield. The duration of the timer can be influenced by game mechanics.
The artefacts in their equipment offer special abilities, such as stealth.
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» Arvingar
Game mechanics
Thanks to their cerebral implants, which they have inherited for centuries, the Arvingar can take a brief look into the future. This ability is particularly strong in their seers.
They can influence the fate cards in the game. For example, they can have the hit and damage determinations repeated.
With their ritual chambers on board of their ships, they can look at the next cards of the fate card deck and put them back in any order.
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» Komplex
Game mechanics
Military drill and combat training are noticeable. Their large number of free actions, that cost no action points, the units of the complex can act more often per turn than those of the other factions.
Opposing ships need to watch out, as the Komplex's well-equipped spaceships offer additional firepower in orbital combat.
Add-ons
» Murfs
Game mechanics
Mutants can activate a hidden power within them. Doctors of the Murfs have discovered that this is not based on the human part of their DNA. Too frequent use leads to spontaneous changes in the foreign DNA, which makes the entire DNA of the mutants unstable. Serious, harmful mutations are the result.
Murfs can use mutation points to increase their abilities. But caution is advised. Too frequent use can result in critical hits.