0% found this document useful (0 votes)
9 views2 pages

Game Unit Stats and Mechanics Guide

The document outlines various military units, their stats, and costs, including MODs and Commanders. It details the construction and capabilities of factories and turrets, as well as the rules for Commander and Diplomat cards. Special abilities and conditions for attacking and defending territories are also specified.

Uploaded by

angrybogle
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as XLSX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
9 views2 pages

Game Unit Stats and Mechanics Guide

The document outlines various military units, their stats, and costs, including MODs and Commanders. It details the construction and capabilities of factories and turrets, as well as the rules for Commander and Diplomat cards. Special abilities and conditions for attacking and defending territories are also specified.

Uploaded by

angrybogle
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as XLSX, PDF, TXT or read online on Scribd

UNITS ATTACK DEFENCE HEALTH COST

MOD1 10+ 9+ 1 3
MOD2 8+ 8+ 1 4
MOD3 7+ 7+ 2 8
Super MOD 5+ 6+ 2 15
Land Commander 6+ 7+ 2 10
Navel Commander 6+ 7+ 2 10
Space Commander 6+ 7+ 2 10
Nuclear Commander 5+ 7+ 2 12
Diplomat 8+ 7+ 1 6

Factory
Factories cost 8 credits to build. They provide the means to build/train and heal/repair units and small defensive capabilities. So long as there is one friend
unit on a territory during a defence, factories defend at 10+(x2). This increases to x4 for factories on Capitals. Factories only count as units for the purpose
defending during a Conflict while there are other friendly units remaining and they can not be selected to take damage. Factories not on a Capital are dest
Factories are considered adjacent to the following Lunar territories but not the other way around: Bay of Dew, Tycho, Sea of Crisis.
Each Factory can have up to 6 units placed in them while a Factory in a Capital can have up to 10 units placed during the Mobilization Phase.

Commander Cards
Commander and Diplomat Cards cost 2 credit each and a player can buy no more than 3 per turn. Players can only buy and play cards which they have the
corresponding unit to. Example: You must have a Space Commander to buy Space Commander Cards. Players can only play 1 Commander Card per type p
turn. You can only have a max of 4 cards of each type. Example: You have 3 Land Commander Cards, 2 Diplomat, 4 Space Commander Cards. You can't gain
Commander Cards and any you would recieve are immediately discarded. Commander Cards are discarded after being resovled. If any deck of cards runs o
its discard pile to form a new deck.

Turret
Turrets can not be contructed and can only be placed with the Diplomat Card "Territorial Station". They defend at 10+(x2) if they are not on a territory
with a Factory, otherwise they defend at 10+. Turrets have 1HP and are treated as a unit with the exception that they can't move from the territory they w
SPECIAL
You get 2 units per cost.
When attacking, each MOD2 improves 1 MOD1's Attack Stat by 1.

You may only have 1 present in your army. Must unlock through R&D.
While attacking into a Land Territory, improve Attack by 1.
Allows army to attack and/or move to Water territories. While attacking into or from a Water Territory, improve Attack stat by 1.
Allows army to attack and/or move to Lunar territories. While attacking into or from a Lunar Territory, improve Attack stat by 1.

When defending a territory containing a Diplomat but before dice are rolled, You may have your Diplomat
suffer 1 damage to force the attacker to retreat after 1 round of combat. If after the first round of
combat you do not have any units left on the territory, the attacker does not have to retreat.

ain and heal/repair units and small defensive capabilities. So long as there is one friendly
s increases to x4 for factories on Capitals. Factories only count as units for the purposes of
aining and they can not be selected to take damage. Factories not on a Capital are destroyed if the territory is taken by an opponent.
but not the other way around: Bay of Dew, Tycho, Sea of Crisis.
n a Capital can have up to 10 units placed during the Mobilization Phase.

buy no more than 3 per turn. Players can only buy and play cards which they have the
r to buy Space Commander Cards. Players can only play 1 Commander Card per type per each player
have 3 Land Commander Cards, 2 Diplomat, 4 Space Commander Cards. You can't gain anymore Space
arded. Commander Cards are discarded after being resovled. If any deck of cards runs out, shuffle

mat Card "Territorial Station". They defend at 10+(x2) if they are not on a territory
are treated as a unit with the exception that they can't move from the territory they were placed.

You might also like