The Embers of Muaat
Starting Units
Home System
- Muaat
41
Commodities
4
Starting Technologies
When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those units may roll 1 additional die.
When 1 or more of your units use unit abilities, 1 of those units may roll 1 additional die.
When the result of your non-fighter ships' combat rolls exceeds that ship's combat value by 3 or more, your opponent cannot assign that hit to a fighter unless they first destroy 1 of their fighters in the active system.
When your units make a roll for a unit ability, you may choose 1 of those units to roll 1 additional die.
Faction Abilities
ACTION: Spend 1 token from your strategy pool to place either 2 fighters or 1 destroyer from your reinforcements in a system that contains 1 or more of your war suns.
You can spend command tokens to forge additional fighters and destroyers.
Faction Units
Embers of Muaat War Sun
Other players' units in this system lose the PLANETARY SHIELD ability.
You begin with a war sun.
SUSTAIN DAMAGE · BOMBARDMENT 3 (×3)
Flagship
ACTION: Spend 1 token from your strategy pool to place 1 cruiser in this unit's system.
Can create cruisers in its system.
SUSTAIN DAMAGE
Mech
When you use your STAR FORGE faction ability in this system or an adjacent system, you may place 1 infantry from your reinforcements with this unit.
Creates infantry when you forge additional units.
SUSTAIN DAMAGE
When you use your STAR FORGE faction ability or your flagship component action in this system or an adjacent system, you may place 1 infantry from your reinforcements with this unit.
SUSTAIN DAMAGE
When you use your STAR FORGE faction ability or your flagship's ability in this system or an adjacent system, you may place 1 infantry from your reinforcements with this unit.
SUSTAIN DAMAGE
Monument
When you exhaust this planet to cast votes, for each war sun or flagship you control in this system, and for each supernova adjacent to this system, choose: cast 3 additional votes, or produce a hit against another player's ships in this or an adjacent system.
Leaders
ACTION: Exhaust this card to choose a player; that player may produce up to 2 units that each have a cost of 4 or less in a system that contains one of their war suns or their flagship.
Produces extra units at a war sun or flagship.
After you spend a token from your strategy pool:
You may gain 1 trade good.
Gains trade goods when spending command tokens.
Your war suns gain +1 capacity for each of your war suns and flagships on the game board and for each supernova that contains your units.
After you spend a token from your strategy pool:
You may gain 1 trade good.
After you move a war sun into a non-home system other than Mecatol Rex:
You may destroy all other players' units in that system and replace that system tile with the Muaat supernova tile. If you do, purge this card and each planet card that corresponds to the replaced system tile.
Turns a system into a supernova, destroying units and planets.
Faction Promissory Note
ACTION: Remove 1 token from the Muaat player's fleet pool and return it to their reinforcements. Then, gain your war sun unit upgrade technology card.
Then, return this card to the Muaat player.
Allows others to gain war sun technology.
When you research the war sun unit upgrade technology:
Ignore all of that technology's prerequisites.
Then, return this card to the Muaat player.
Breakthrough
When you gain this card, place the Avernus planet token into a non-home system that is adjacent to a planet you control; gain control of and ready it.
After you move 1 of your war suns out of or through Avernus's system and into a non-home system, you may move the Avernus token with it.
Creates the legendary planet Avernus.
Faction Technologies
Embers of Muaat War Sun
Other players' units in this system lose the PLANETARY SHIELD ability.
Your war suns have a move value of three.
SUSTAIN DAMAGE · BOMBARDMENT 3 (×3)
Embers of Muaat War Sun
Other players' units in this system lose the PLANETARY SHIELD ability. This unit cannot be destroyed by "Direct Hit" action cards.
SUSTAIN DAMAGE · BOMBARDMENT 3 (×3)
Embers of Muaat War Sun
Other players' units in this system lose PLANETARY SHIELD.
During an action, you may assign a hit to this unit to treat 1 system other than the Mecatol Rex system that contains your flagship as if it were a supernova for the duration of that action.
SUSTAIN DAMAGE · BOMBARDMENT 3 (×3)
Your ships can move into supernovas.
After 1 or more of your units use PRODUCTION in a system that either contains a war sun or is adjacent to a supernova, gain 1 trade good.
Your ships can move into supernovas.
Each supernova that contains 1 or more of your units gains the PRODUCTION 5 ability as if it were 1 of your units.
You can move into supernovas and produce additional units there.
Your ships can move into supernovas.
Each supernova that contains 1 or more of your units gains the PRODUCTION 5 ability as if it were 1 of your units.
Your ships can move into supernovas. Each supernova that contains 1 or more of your units gains the PRODUCTION 5 ability as if it were 1 of your units.
After you place 1 or more units in a system that contains or is adjacent to a supernova, you may gain 1 commodity.
Other Components
Legendary Planet Ability
ACTION: Exhaust this card to use the Embers of Muaat's Star Forge faction ability without spending a command token.
Tokens
- 1Avernus planet token
Planet Card
- 1Avernus