
Techs: Neural Motivator, Antimass Deflectors, Sarween Tools, Plasma Scoring
Ships: 1 Dreadnought, 2 Carriers, 2 Fighter, 2 Infantry, 1 Space Dock, 2 PDS
Planets: Jol (1/2), Nar (2/3)
Max Commodities: 4
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.
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.
After another player activates a system that contains 1 or more of your ships, gain 4 trade goods.
Prerequisites: 2 Yellow Technologies
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.
Prerequisites: 2 Blue Technologies
Cost: 8
Combat: 6 (x2)
Move: 1
Capacity: 3
Abilities:
Sustain Damage;
When making a combat roll for this ship, each result of 9 or 10, before applying modifiers, produces 2 additional hits.
Cost: 2
Combat: 6
Abilities:
Your infantry on this planet are not affected by your FRAGILE faction ability;
Sustain Damage.
unlock Criteria: Game Start.
Ability:
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.
unlock Criteria: Own 8 technologies.
Ability:
After you roll dice for a unit ability:
You may reroll any of those dice.
unlock Criteria: Have 3 Scored Objectives.
Ability:
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.