-
Notifications
You must be signed in to change notification settings - Fork 6
/
Copy pathF_saar.php
92 lines (83 loc) · 7.3 KB
/
F_saar.php
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
<?php include "prefix.php"?>
<header>The Clan of Saar</header>
<article>
<h1>Scavenge</h1>
<ol class="note">
<li>If the Saar player gains control of multiple planets during one invasion, the trade goods are gained one at a time.</li>
<li>When the Saar player gains control of a planet that is not already controlled by another player, they will explore it before gaining the trade good from this ability.</li>
<ol>
<li>If the Saar player is to gain control of multiple planets not already controlled by another player, they will gain and explore one planet and gain a trade good before gaining and exploring the next.</li>
<li>If the Saar player has the Naaz–Rokha player’s <i>Alliance</i> promissory note, and they gain control of a planet that was controlled by another player, they may explore it or gain a trade good in either order.</li>
</ol>
</ol>
<h1>Nomadic</h1>
<ol class="note">
</ol>
<h1>Ragh’s Call <sub>(Promissory Note)</sub></h1>
<ol class="note">
<li>Playing <i>Ragh’s Call</i> will prevent ground combat from occurring on that planet.</li>
<li>Any PDS on the planet remain. They might produce hits during the <b>Space Cannon Defense</b> step.</li>
<li>All of the Saar player’s ground forces must be placed on the same planet.</li>
<li>Any damaged mechs remain damaged.</li>
</ol>
<h1>Chaos Mapping <sub>(Technology)</sub></h1>
<ol class="note">
<li>The produced unit must be paid for.</li>
<li>The produced unit may move later that same turn, if the Saar player performs a tactical action.</li>
<li>A unit may be produced on each of the Saar player’s turns; <i>Chaos Mapping</i> is not exhausted.</li>
<ol><li>A unit may be produced on the turn the Saar player passes.</li></ol>
<li>A player may still use abilities such as action cards or <sc>Deep Space Cannon</sc> that affect the Saar player’s units located in asteroid fields.</li>
<li>If an asteroid field contains only non–ship units belonging to the Saar player, it may still be activated by other players.</li>
</ol>
<h1>Floating Factory <sub>(Unit)</sub></h1>
<ol class="note">
<li>A floating Factory does not count towards the Saar player’s fleet pool.</li>
<li>When a Floating Factory produces ground forces, they may be placed in the space area or on a planet they control in that system.</li>
<li>Hits produced by space cannon rolls cannot be assigned to a Floating Factory.</li>
<li>Game effects that affect ship movement, such as the <i>Gravity Drive</i> technology, the <i>Flank Speed</i> action card, the <i>Light/Wave Deflector</i> technology, the <i>Antimass Deflectors</i> technology, etc, may affect Floating Factories.</li>
<li>A Floating Factory moving through or out of a gravity rift must roll for removal. It will receive the +1 to its movement.</li>
<li>If the Saar player announces a retreat during a space combat, but all their ships are destroyed that round, any Floating Factories in that system are destroyed without retreating.</li>
<ol>
<li>If neither player has ships in the active system after the final round of combat, the Floating Factory is not destroyed, and does not retreat.</li>
</ol>
<li>If the Saar player has their last ship destroyed during combat by a <i>Direct Hit</i> action card, a Floating Factory in the system will be blockaded and destroyed, even if the Saar player produced enough hits to destroy their opponent’s remaining ships during that round of combat.</li>
<ol>
<li>Players alternate using the <sc>Sustain Damage</sc> ability of their units, one at a time, starting with the active player, and continuing until both players decline, in a row, to use the <sc>Sustain Damage</sc> of one of their units. If both the Saar player and their opponent have a <i>Direct Hit</i>, then the first unit to use <sc>Sustain Damage</sc> will be the first unit that may be destroyed by a <i>Direct Hit</i>. If the Saar player’s unit is the last to be destroyed, and leaves no other ships in the system, then a Floating Factory in that system will not be blockaded nor destroyed.</li>
</ol>
<li>When resolving an ability of the <i>Construction</i> strategy card, the Saar player must control a planet in the system they place a Floating Factory in.</li>
<li>If an effect allows a Floating Factory to move through a system that contains another player’s ships (such as the <i>Light/Wave Deflectors</i> technology), it will not be blockaded in systems it moves through.</li>
<li>If a Floating Factory is in a system that contains none of the Saar player’s ships, and another player moves ships into that system, the Floating Factory is immediately destroyed.</li>
<ol>
<li>This will happen before the <b>Space Cannon Offense</b> step. The Floating Factory is destroyed, even if all of the other player’ ships are destroyed during this step. Additionally, the Saar player cannot use that Floating Factory to resolve a space cannon roll enabled by the <i>Experimental Battlestation</i> action card.</li>
<li>If all of the other player’s ships are removed due to a gravity rift, they will not arrive in the active system. The Floating Factory will not be destroyed.</li>
</ol>
<li>A Floating Factory cannot count towards the <i>Improve Infrastructure</i> or <i>Protect the Border</i> objectives.</li>
</ol>
<h1>Son of Ragh <sub>(Flagship)</sub></h1>
<ol class="note">
</ol>
<h1>Captain Mendosa <sub>(Agent)</sub></h1>
<ol class="note">
<li>The Saar player does not decide to use this ability until after the other player has activated a system. Any deal made to use this ability before the system has been activated is non–binding.</li>
<li>The effect of Captain Mendosa occurs when the system is activated. The move value will be set to the chosen ship’s move value during this window.</li>
<ol>
<li>Move value modifying effects that trigger after a system is activated, such as the <i>Flank Speed</i> action card or the <i>Gravity Drive</i> technology will not be included in Captain Mendosa’s effect.</li>
<li>Gravity rifts apply the +1 during movement. This modifier will not be included in Captain Mendosa’s effect.</li>
</ol>
<li>The nebula effect of setting the move value of all ships in that system to one will be overwritten by Captain Mendosa’s effect.</li>
</ol>
<h1>Rowl Sarring <sub>(Commander)</sub></h1>
<ol class="note">
</ol>
<h1>Gurno Aggero — Armageddon Relay <sub>(Hero)</sub></h1>
<ol class="note">
<li>A unit is not adjacent to the system it is in.</li>
</ol>
<h1>Scavenger Zeta <sub>(Mech)</sub></h1>
<ol class="note">
<li>The Saar player may perform the <sc>Deploy</sc> ability or their <sc>Scavenge</sc> ability in either order. If they perform their <sc>Scavenge</sc> ability first, they may pay for the <sc>Deploy</sc> ability with the gained trade good.</li>
<li>When the Saar player gains control of a planet that is not already controlled by another player, they will explore it before the <sc>Deploy</sc> ability will be able to trigger.</li>
<li>If the Saar player gains control of multiple planets, they may deploy one Scavenger Zeta to each.</li>
</ol>
</article>
<?php include "suffix.php"?>