The Universities of Jol-Nar
Starting Components
Units
- 1 Dreadnought
- 2 Carriers
- 1 Fighter
- 2 Infantry
- 1 Space Dock
- 2 PDS
Technology
Neural MotivatorNeural MotivatorDuring the status phase, draw 2 action cards instead of 1.
Antimass DeflectorsAntimass DeflectorsYour ships can move into and through asteroid fields. When other players' units use Space Cannon against your units, apply -1 to each result.
Sarween ToolsSarween ToolsWhen 1 or more of your units use Production, reduce the combined cost of the produced units by 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
Apply -1 to the result of each of your unit's combat rolls.
When you spend a command token to resolve the secondary ability of the "Technology" strategy card, you may resolve the primary ability instead.
When you research a technology that is not a unit upgrade technology, you may ignore 1 prerequisite.
Faction Technologies
After another player activates a system that contains 1 or more of your ships, gain 4 trade goods.
You may exhaust this card after you activate a system that contains 1 or more of your units; that system is adjacent to all other systems that contain 1 or more of your units during this activation.
Flagship
When making a combat roll for this ship, each result of 9 or 10, before applying modifiers, produces 2 additional hits.
Promissory Notes
After the Jol-Nar player researches a technology that is not a faction technology: Gain that technology. Then, return this card to the Jol-Nar player.
Mech
Your infantry on this planet are not affected by your Fragile faction ability.
Breakthrough
When you research technology using the "Technology" strategy card, you may exhaust a planet that has a technology speciality instead of spending resources; if you do you must research a technology of that colour.
Leaders
When a player spends resources to research: You may exhaust this card to allow that player to remove any number of their infantry from the game board. For each unit removed, reduce the resources spent by 1.
After you roll dice for a unit ability: You may reroll any of those dice.
Genetic Memory ACTION: For each non-unit upgrade technology you own, you may replace that technology with any technology of the same color from the deck. Then, purge this card.