The Crimson Rebellion
Starting Components
Units
- 1 Carrier
- 2 Destroyers
- 3 Fighters
- 4 Infantry
- 1 Space Dock
- 1 PDS
Technology
Choose one red or blue with no prerequisites.Breakthrough
Resonance GeneratorPlanets
Commodities
Abilities
You cannot use wormholes other than epsilon wormholes. Other players' units that move or are placed into your home system are destroyed.
When you activate a system that contains a breach, you may flip that breach; systems that contain active breaches are adjacent. At the end of the status phase, any player with ships in a system that contain an active breach may remove that breach.
When you create the game board, place the Sorrow (tile 94) where your home system would normally be placed, then place a inactive breach there. The Sorrow is not a home system. Then, place your home system (tile 118) in your play area.
Faction Technologies
When one of your ships is destroyed, you may produce a ship of the same type at a space dock in your home system.
At the end of any player's combat in this unit's system or an adjacent system, you may place 1 inactive breach in that system.
At the end of any player's combat in this unit's system or up to 2 systems away, you may place 1 active or inactive breach in that system.
Flagship
While this unit is in a system that contains an active breach, other players' units in systems with active breaches lose all their unit abilities.
Promissory Notes
ACTION: Place this card faceup in your play area, and place the sever token in a system that contains your units; wormholes in that system have no effect during movement. Remove the sever token and return this card to the Rebellion player at end of the status phase.
Mech
Deploy: During the "Commit Ground Forces" step of your tactical action in a system that contains an active breach, you may commit 1 mech, even if you have no units in the system.
Breakthrough
During your tactical actions, apply +1 to the move value of each of your ships that start in your home system or in a system that contains an active breach. ACTION: Exhaust this card to flip any breach or place an active breach in a non-home system that contains your units.
Leaders
ACTION: Exhaust this card to choose 1 player. That player may swap the position of 2 of their ships in any systems; they may transport units when they swap.
At the end of a combat between any players: Gain 1 commodity or convert 1 of your commodities to a trade good.
Fragment Reality When you produce ships: You may place any of those ships on this card. At the start of a space combat, you may purge this card to place all ships from this card into the active system.