TI4 Space
Faction

The Clan of Saar

01

Starting Components

Units

  • 2 Carriers
  • 1 Cruiser
  • 2 Fighters
  • 4 Infantry
  • 1 Space Dock

Technology

  • PropulsionAntimass Deflectors
    Antimass Deflectors

    Your ships can move into and through asteroid fields. When other players' units use Space Cannon against your units, apply -1 to each result.

Planets

1/0
Lisis II
2/1
Ragh
ResourcesInfluence
02

Commodities

3
03

Abilities

Scavenge

After you gain control of a planet, gain 1 trade good.

Nomadic

You can score objectives even if you do not control the planets in your home system.

04

Faction Technologies

PropulsionPropulsion
Chaos Mapping

Other players cannot activate asteroid fields that contain 1 or more of your ships. At the start of your turn during the action phase, you may produce 1 unit in a system that contains at least 1 of your units that has Production.

Prerequisites
Propulsion
Space Dock
BasicFloating Factory I
Move1
Capacity4
Production 5

This unit is placed in a space area instead of on a planet. This unit can move and retreat as if it were a ship. If this unit is blockaded, it is destroyed.

UpgradedFloating Factory II
Move2
Capacity5
Production 7

This unit is placed in a space area instead of on a planet. This unit can move and retreat as if it were a ship. If this unit is blockaded, it is destroyed.

Prerequisites
CyberneticCybernetic
05

Flagship

Son of Ragh
Cost8
Combat5 (x2)
Move1
Capacity3
Sustain DamageAnti-Fighter Barrage 6 (x4)
06

Promissory Notes

Ragh's Call

After you commit 1 or more units to land on a planet: Remove all of the Saar player's ground forces from that planet and place them on a planet controlled by the Saar player. Then, return this card to the Saar player.

07

Mech

Scavenger Zeta
Cost2
Combat6

Deploy: After you gain control of a planet, you may spend 1 trade good to place 1 mech on that planet.

Sustain Damage
08

Breakthrough

Deorbit Barrage

ACTION: Exhaust this card and spend any amount of resources to choose a planet up to 2 systems away from an asteroid field that contains your ships; roll a number of dice equal to the amount spent, and assign 1 hit to a ground force on that planet for each roll of 4 or greater.

PropulsionWarfare
09

Leaders

AgentEven after settling in the Jorun Asteroid Field, the Saar tend to see their ships as a beloved home, and devote time and effort to improving and personalizing them. For example, Captain Mendosa of the Fifth Fleet ensures his ships have the best engines the Saar can build.
Captain MendosaAt game start

After a player activates a system: You may exhaust this card to increase the move value of 1 of that player's ships to match the move value of the ship on the game board that has the highest move value.

CommanderAn eccentric even by Saar standards, Sarrig has spent years in a small asteroid habitat, attempting to crack the puzzle of "instant mass transference."
Rowl SarrigHave 3 space docks on the game board

When you produce fighters or infantry: You may place each of those units at any of your space docks that are not blockaded.

Hero"When we arrived at the colony, we found it and one whole hemisphere of its planet had been scoured down to ash and bedrock, as if hit by some giant solar flare."
Gurno AggeroHave 3 scored objectives

Armageddon Relay ACTION: Choose 1 system that is adjacent to 1 of your space docks. Destroy all other player's infantry and fighters in that system. Then, purge this card.