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Jul 4th, 2018
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  1. The Arborec
  2. Experience Level: High
  3.  
  4. Plant people who produce new soldiers naturally and organically rather than via recruitment. They start off weak but grow exponentially more powerful as they amass ground forces on each planet.
  5.  
  6. The Barony of Letnev
  7. Experience Level: New Player
  8.  
  9. Warrior-nobles with a powerful two-planet home system that gives them arguably the best starting position in the game. Their mastery of logistics lets them “buy” offensive power and handle larger than usual fleets.
  10.  
  11. The Clan of Saar
  12. Experience Level: High
  13.  
  14. A scattered, nomadic race, whose space docks need not be anchored to a planet. Instead, they use them to journey from system to system, usually preferring to explore new planets rather than fighting to keep the ones they have.
  15.  
  16. The Embers of Muaat
  17. Experience Level: Moderate
  18.  
  19. Sentient fire creatures who can travel through supernovas effortlessly. At the beginning of the game, they are the only race who knows the secret of producing war suns, the deadliest ship that exists.
  20.  
  21. The Emirates of Hacan
  22. Experience Level: New Player
  23.  
  24. Peaceful lion-like humanoids who value trade and diplomacy over militaristic might. They have more commodities to trade than any other race, can make deals with anyone, and may even trade action cards.
  25.  
  26. The Federation of Sol
  27. Experience Level: New Player
  28.  
  29. The space forces of humanity, empowered by their ability to quickly breed and train new troops. They have countless special ops forces at their disposal (which they can upgrade further), their carriers are second to none, and they recover quickly if they overextend themselves.
  30.  
  31. The Ghosts of Creuss
  32. Experience Level: Moderate
  33.  
  34. Beings of energy and light who control wormholes, for rapid movement and potentially even offensive ability. Their home system is very difficult to reach, which is a mixed blessing: good for defense, bad for fast expansion.
  35.  
  36. The L1z1x Mindnet
  37. Experience Level: Low
  38.  
  39. Aggressive cyborgs with immediate access to plenty of home-system resources, but little diplomatic influence. They rely heavily on their powerful dreadnoughts and flagship, both in space combat and to bombard the enemy while invading.
  40.  
  41. The Mentak Coalition
  42. Experience Level: Low
  43.  
  44. A consortium of space pirates, all descend¬ants of what was once a system of prison planets, with an impressive fleet of ships. They can steal trade goods from other players and end certain space battles before their foe even gets off a shot.
  45.  
  46. The Naalu Collective
  47. Experience Level: Moderate
  48.  
  49. Psychic snake-women who use telepathy to out-maneuver their foes. They act before everyone else, may retreat from unwinnable battles, and operate their fighters mentally (to devastating effect).
  50.  
  51. The Nekro Virus
  52. Experience Level: High
  53.  
  54. A corrupted offshoot of the L1z1x, standing completely apart from galactic civilization. They cannot take part in politics or technological advancement, but they steal tech from every foe they injure, even if they lose the battle.
  55.  
  56. Sardakk N’orr
  57. Experience Level: New Player
  58.  
  59. Insectoid tacticians who start with modest resources and a small fleet, but who can use their straightforward combat advantages to quickly build and conquer. Their dreadnoughts are custom-built to bombard ground forces before invasion.
  60.  
  61. The Universities of Jol-Nar
  62. Experience Level: New Player
  63.  
  64. Intelligent, peaceful people known for the scientific research facilities on their twin planets. They are not great in a fight, but can research new technology faster and more easily than any other race.
  65.  
  66. The Winnu
  67. Experience Level: Moderate
  68.  
  69. Former stewards of Mecatol Rex who still have many supporters there. This makes it easier for them to quickly take control of Mecatol Rex, and lets them reinforce it easily. They can also choose their starting technology, which gives you plenty of options.
  70.  
  71. The Xxcha Kingdom
  72. Experience Level: New Player
  73.  
  74. A proud, ancient race of humanoid space turtles who can use their political contacts to avoid confrontation and to veto dangerous agendas (and action cards, with the right tech). They can annex other planets via pure diplomacy.
  75.  
  76. The Yin Brotherhood
  77. Experience Level: Low
  78.  
  79. A “race” of male clones driven by a shared religious fanaticism. Their holy fervor lets them convert the populace as they invade and make kamikaze ship attacks without hesitation. Their home system is particularly strong.
  80.  
  81. The Yssaril Tribes
  82. Experience Level: Moderate
  83.  
  84. Goblin-like guerilla fighters, masters of secret attacks and sabotage. They get a better selection of action cards, which they can also discard to “stall” indefinitely. And they start with a solid fleet and home system.
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