The Naalu Collective

Starting Information:

Techs: Neural Motivator, Sarween Tools

Ships: 1 Carrier, 1 Cruiser, 1 Destroyer, 3 Fighters, 4 Infantry, 1 Space Dock, 1 PDS

Planets: Maaluuk (0/2), Druaa (3/1)

Max Commodities: 3

Faction ability

Telepathic

At the end of the strategy phase, place the Naalu "0" token on your strategy card; you are first in initiative order.

Foresight

After another player moves ships into a system that contains 1 or more of your ships, you may place 1 token from your strategy pool in an adjacent system that does not contain another player's ships; move your ships from the active system into that system.

promissory note

Gift of Prescience

At the end of the strategy phase:

Place this card face-up in your play area and place the Naalu "0" token on your strategy card; you are first in the initiative order. The Naalu player cannot use their TELEPATHIC faction ability during this game round.

Return this card to the Naalu player at the end of the status phase.

unique technology

Neuroglaive (Green):

After another player activates a system that contains 1 or more of your ships, that player removes 1 token from their fleet pool and returns it to their reinforcements.

Prerequisites: 3 Green Technologies

unique Units

Hybrid Crystal Fighter I

Cost: 1x2

Combat: 8

Abilities: None

Prerequisites: None

Hybrid Crystal Fighter II

Cost: 1x2

Combat: 7

Move: 2

Abilities: This unit may move without being transported. Each fighter in excess of your ships' capacity counts as 1/2 of a ship against your fleet pool.

Prerequisites: None

Flagship: Matriarch

Cost: 8

Combat: 9 (x2)

Move: 1

Capacity: 6

Abilities:

Sustain Damage;

During an invasion in this system, you may commit fighters to planets as if they were ground forces. When combat ends, return those units to the space area.

mech: Iconoclast

Cost: 2

Combat: 6

Abilities:

During combat against an opponent who has at least 1 relic fragment, apply +2 to the results of this unit's combat rolls;

Sustain Damage.

leaders

agent: Z'eu

unlock Criteria: Game Start.

Ability:

ACTION: Exhaust this card and choose a player;

That player may perform a tactical action in a non-home system without placing a command token; that system still counts as being activated.

commander: M'aban

unlock Criteria: Have 12 fighters on the game board.

Ability:

At any time:

You may look at your neighbors' hand of promissory notes and the top and bottom card of the agenda deck.

hero: The Oracle

unlock Criteria: Have 3 Scored Objectives.

Ability:

At the end of the status phase:

You may force each other player to give you 1 promissory note from their hand. If you do, purge this card.