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Hull 1 | Aiming 5+ | Shield 1 | Weapon d6 | Engine 2 | Capacity 0 | Slots 2 Short range: Sloop Class ships cannot end there turn in a sector not containing a planet or another ship with a Carrier Bay. Deploys three identical ships. |
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Hull 3 | Aiming 5+ | Shield 1 | Weapon d6 | Engine 1 | Capacity 6 | Slots 4 |
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Hull 5 | Aiming 5+ | Shield 1 | Weapon d6 x2 | Engine 1 | Capacity 9 | Slots 4 |
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Hull 4 | Aiming 5+ | Shield 1 | Weapon d6 | Engine 1 | Capacity 9 | Slots 4 Shortrange ships may end their movement in the same sector as the Carrier. |
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www.dvorakgame.co.uk |
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Hull 2 | Aiming 5+ | Shield 1 | Weapon d6 | Engine 2 | Capacity 3 | Slots 4 |
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Hull 4 | Aiming 5+ | Shield 2 | Weapon d6 | Engine 1 | Capacity 9 | Slots 4 Shortrange ships may end their movement in the same sector as the Mothership. Structures may be built inside of the Mothership. |
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Hull 1 | Aiming 5+ | Shield 0 | Weapon - | Engine 3 | Capacity 0 | Slots 1 |
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Hull 3 | Aiming 5+ | Shield 1 | Weapon d6 | Engine 1 | Capacity 6 | Slots 4 |
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Hull 4 | Aiming 5+ | Shield 1 | Weapon - | Engine 1 | Capacity 0 | Slots 2 Instead of moving this ship may destroy itself and any other ships or planet in the current sector. The player may place a planet of any color in that sector. |
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Hull 3 | Aiming 5+ | Shield 1 | Weapon d6 | Engine 1 | Capacity 3 | Slots 3 May generate 1 random spice at the beginning of your turn if the Harvester is orbiting asteroid. |
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Hull 2 | Aiming 5+ | Shield 1 | Weapon d6 | Engine 2 | Capacity 3 | Slots 4 |
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Planet Cracker Class |
2GGG |
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Ship Hull |
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Hull 4 | Aiming 5+ | Shield 1 | Weapon - | Engine 1 | Capacity 6 | Slots 3 If the Planet Cracker begins your turn orbiting a planet you may place 1 counter on that planet. If that planet has 4 or more counters then that planet is destroyed. You gain 2d6 spice of that planet's color. |
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When the Commander engages in combat with infantry he rolls a d8 to attack. |
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When a 1 is rolled in combat with infantry the Medic prevents one loss. |
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Produces 1 extra infantry on the Barrack's planet each turn. |
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Owner's units defend using d8s on the Fortress' planet. |
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This ship gains a Weapon rating of d8. |
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This ship gains a Weapon rating of d10. |
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This ship gains an Aiming bonus of -1. |
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This ship gains an Aiming bonus of -2. |
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This ship gains an Engine bonus of +1. |
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This ship may attack from 1 sector away. |
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Shortrange ships may end their turn in this ship's sector. |
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This ship may make two attacks against a single target each turn. |
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Allows the player to add 1 to any one defense roll of the Admiral's ship each turn. |
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Allows the player to restore 1 Hull to the ship at the beginning of each turn. |
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Allows the player to work on constructing two ships at once. |
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Allows the player to move infantry from one Warp Gate to another. If this is the first Warp Gate to be played the player may place two. |
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This ship gains an Aiming bonus of -1. |
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This ship gains an Aiming bonus of -2. |
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This ship gains +1 Shield. |
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This ship gains +2 Shield. |
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This ship gains +3 Capacity. |
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This ship gains +6 Capacity. |
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Instead of moving normally this ship may move any number of sectors in one direction. This ship may not move through planets or into unexplored sectors in this manner. |
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This ship and allies within the sector may attack enemy ships with Cloaking. |
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Shortrange ships may end their turn in this ship's sector. |
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If this ship hits an enemy ship that enemy may not move during their next turn. |
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A ship with a diplomat on board may not attack or be attacked. |
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Allows the player to gain 1 Spice of the color of a planet the Trader's ship orbits once per turn. |
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Generates 1 additional spice of the planet's color each turn. |
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Ships orbiting the Embassy's planet may not attack or be attacked. |
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This ship gains +3 Capacity. |
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This ship gains +6 Capacity. |
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Instead of moving this ship may pull an enemy ship within 2 sectors into this ship's sector. |
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Instead of attacking this ship may destroy itself to destroy all enemy ships within it's current sector. |
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Instead of moving this ship may move to a sector mirrored across either the horizontal or vertical axis of the game grid. |
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If this ship is in a sector when another ship is destroyed the player may take one upgrade of his choice from the destroyed ship and place that upgrade into his hand. |
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This ship cannot be attacked if it did not attack during your last turn. |
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If this ship is in a sector when another ship is destroyed you gain 1 spice of the color of the destroyed ship's Class. |
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Allows the player to draw an additional card each turn. |
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Allows the player peek at one unexplored sector and return that sector to play face down each turn. |
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Allows the player to hold an additional card in their hand. |
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May fire at a ship orbiting the planet for 1d8 once per turn. |
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This ship gains +1 Shield. |
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This ship gains +2 Shield. |
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This ship gains a Weapon rating of d8. |
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This ship gains a Weapon rating of d10. |
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This ship cannot be attacked if it did not attack during your last turn. |
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This ship and all allied ships within this sector cannot be attacked if it did not attack during your last turn. |
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Infinite Improbability Drive |
YY |
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Ship Upgrade |
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Instead of moving this ship may roll 2d10 to determine the coordinates to move to, the first die for the X and second for the Y. |
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www.dvorakgame.co.uk |
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This ship and allies within the sector may attack enemy ships with Cloaking. |
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Instead of attacking ship may restore 1 Hull to itself or any allied ships in the current sector. |
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This ship may move infantry to or from itself to any planet or allied ship even if an enemy ship is in the sector. |
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Play when attacking or being attacked with infantry. You may deploy 5 additional infantry into the planet or ship where the battle is taking place. |
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Play before your first attack on a turn. Any 1s you roll while attacking may be rerolled. |
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Play before your first attack on a turn. For each infantry you kill this turn you may deploy one infantry anywhere on the board at the end of your turn. |
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Play before your first attack on a turn. You may destroy up to half (rounded down) of the infantry on any one planet you have a ship orbiting. |
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Play after your move phase. You may take an additional move phase. |
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Play before your first attack. All cloaked ships may be attacked this turn. |
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Play when an opponent attempts to invade a planet you occupy. That planet is stealth and cannot be invaded this turn unless an orbiting opponent ship has a Radar Scanner. |
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Play at the beginning of an opponent's move phase. That opponent may not move any ships this turn. |
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Play on your turn. Draw 4 cards then discard 2 cards. |
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Play when an opponent attacks a planet or ship you control. You may not be attacked this turn. |
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Play on your turn. You may look at one opponent's hand and any ships he is constructing. |
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Play at the beginning of your turn. You gain double spice this turn. |
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