The L1Z1X Mindnet
Starting Components
Units
- 1 Dreadnought
- 1 Carrier
- 3 Fighters
- 5 Infantry
- 1 Space Dock
- 1 PDS
Technology
Neural MotivatorNeural MotivatorDuring the status phase, draw 2 action cards instead of 1.
Plasma ScoringPlasma ScoringWhen 1 or more of your units use Bombardment or Space Cannon, 1 of those units may roll 1 additional die.
Planets
Commodities
Abilities
When you gain control of a planet, replace each PDS and space dock that is on that planet with a matching unit from your reinforcements.
At the end of each round of ground combat, your ships in the active system may use their Bombardment abilities against your opponent's ground forces on the planet.
Faction Technologies
You may exhaust this card and spend 2 resources when you research a technology; ignore all of that technology's prerequisites.
This unit cannot be destroyed by "Direct Hit" action cards.
Flagship
During a space combat, hits produced by this ship and by your dreadnoughts in this system must be assigned to non-fighter ships if able.
Promissory Notes
When you gain command tokens during the status phase: Gain 1 additional command token. Then, return this card to the L1Z1X player.
Mech
While not participating in ground combat, this unit can use its Bombardment ability on planets in its system as if it were a ship.
Breakthrough
When you gain control of a planet, place infantry from your reinforcements equal to that planet's influence value on that planet.
Leaders
After a player activates a system: You may exhaust this card to allow that player to replace 1 of their infantry in the active system with 1 mech from their reinforcements.
Units that have Planetary Shield do not prevent you from using Bombardment.
Dark Space Navigation ACTION: Choose 1 system that does not contain other players' ships; you may move your flagship and any number of your dreadnoughts from other systems into the chosen system. Then, purge this card.