The Clan of Saar
Starting Units
Home System
- Ragh
21
- Lisis II
10
Commodities
3
Starting Technologies
Your ships can move into and through asteroid fields.
When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
Your ships can move into and through asteroid fields and retain their printed Move value when moving out of nebulae.
When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
Your ships can move into and through asteroid fields.
When other players’ units use SPACE CANNON against your units, apply -1 to the result of each die roll.
If you announce a retreat, your opponent applies -2 to the result of each of their combat rolls during this combat round.
Faction Abilities
After you gain control of a planet, gain 1 trade good.
You gain a trade good when you gain control of a planet.
You can score objectives even if you do not control the planets in your home system.
You can score objectives even if your home system is taken.
Faction Units
Clan of Saar Space Dock
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.
Your space docks can move.
PRODUCTION 5
Flagship
SUSTAIN DAMAGE · ANTI-FIGHTER BARRAGE 6 (×4)
Mech
DEPLOY: After you gain control of a planet, you may spend 1 trade good to place 1 mech on that planet.
Can be placed when you gain a planet by spending a trade good.
SUSTAIN DAMAGE
DEPLOY: After you gain control of a planet, you may spend 1 trade good to replace 1 infantry on that planet with 1 mech.
SUSTAIN DAMAGE
Monument
You may treat this system as being adjacent to 1 of your space docks.
SPACE CANNON 8 (×2) · PRODUCTION 1
Leaders
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.
Allows a slow ship to move farther.
When you produce fighters or infantry:
You may place each of those units at any of your space docks that are not blockaded.
Allows you to place produced fighters and infantry at any dock.
ACTION: Choose 1 system that is adjacent to 1 of your space docks. Destroy all other players' infantry and fighters in that system.
Then, purge this card.
Destroys all infantry and fighters in one system.
Faction Promissory Note
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.
Allows another player to force you to give up an invaded planet.
After you gain control of a planet other than Mecatol Rex that is not controlled by the Saar player:
Remove 1 of your space docks from the game board and place it on that planet.
Then, return this card to the Saar player.
Breakthrough
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.
Attack a planet using an asteroid field.
Faction Technologies
Clan of Saar Space Dock
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.
Your space docks can move farther.
PRODUCTION 7
Clan of Saar Space Dock
This unit is placed in the 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. 1 non-fighter ship in this system does not count against your fleet pool.
PRODUCTION 7
Clan of Saar Space Dock
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.
During your turn, you may treat this space dock and your planets in this system as if they were in your home system.
PRODUCTION 8
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.
Others cannot activate asteroid fields that you occupy.
At the start of your turn, you may exhaust this card to produce 1 unit at each of your space docks.
Apply +2 to your ships' combat rolls in asteroid fields.