Dvorak Export: Custom starship


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Sloop Class 2R
Ship Hull
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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Frigate Class 2RR
Ship Hull
Hull 3 Aiming 5+
Shield 1 Weapon d6
Engine 1 Capacity 6
Slots 4
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Dreadnought 3RR
Ship Hull
Hull 5 Aiming 5+
Shield 1 Weapon d6 x2
Engine 1 Capacity 9
Slots 4
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Carrier Class 3B
Ship Hull
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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Corvette Class 2B
Ship Hull
Hull 2 Aiming 5+
Shield 1 Weapon d6
Engine 2 Capacity 3
Slots 4
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Mothership Class 3BB
Ship Hull
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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Probe Class 1Y
Ship Hull
Hull 1 Aiming 5+
Shield 0 Weapon -
Engine 3 Capacity 0
Slots 1
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Frigate Class 2YY
Ship Hull
Hull 3 Aiming 5+
Shield 1 Weapon d6
Engine 1 Capacity 6
Slots 4
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Genesis Class 2YYY
Ship Hull
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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Harvester Class 1GG
Ship Hull
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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Corvette Class 2G
Ship Hull
Hull 2 Aiming 5+
Shield 1 Weapon d6
Engine 2 Capacity 3
Slots 4
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Planet Cracker Class 2GGG
Ship Hull
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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Commander RR
Officer
When the Commander engages in combat with infantry he rolls a d8 to attack.
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Medical Officer RR
Officer
When a 1 is rolled in combat with infantry the Medic prevents one loss.
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Barracks 1RR
Structure
Produces 1 extra infantry on the Barrack's planet each turn.
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Fortress 1RR
Structure
Owner's units defend using d8s on the Fortress' planet.
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Reinforced Hull R
Ship Upgrade
This ship gains +1 Hull.
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Armored Hull 1R
Ship Upgrade
This ship gains +2 Hull.
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Laser Cannon R
Ship Upgrade
This ship gains a Weapon rating of d8.
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Plasma Cannon 1R
Ship Upgrade
This ship gains a Weapon rating of d10.
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Tracking System R
Ship Upgrade
This ship gains an Aiming bonus of -1.
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Homing System 1R
Ship Upgrade
This ship gains an Aiming bonus of -2.
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Hyperdrive RR
Ship Upgrade
This ship gains an Engine bonus of +1.
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Proton Torpedoes RR
Ship Upgrade
This ship may attack from 1 sector away.
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Carrier Bay RR
Ship Upgrade
Shortrange ships may end their turn in this ship's sector.
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Dual Weapons System RRR
Ship Upgrade
This ship may make two attacks against a single target each turn.
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Admiral BB
Officer
Allows the player to add 1 to any one defense roll of the Admiral's ship each turn.
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Chief Engineer BB
Officer
Allows the player to restore 1 Hull to the ship at the beginning of each turn.
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Construction Bay 1BB
Structure
Allows the player to work on constructing two ships at once.
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Warp Gate 1BB
Structure
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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Tracking System B
Ship Upgrade
This ship gains an Aiming bonus of -1.
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Homing System 1B
Ship Upgrade
This ship gains an Aiming bonus of -2.
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Energy Shield B
Ship Upgrade
This ship gains +1 Shield.
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Ion Shield 1B
Ship Upgrade
This ship gains +2 Shield.
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More Room B
Ship Upgrade
This ship gains +3 Capacity.
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Even More Room 1B
Ship Upgrade
This ship gains +6 Capacity.
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Warpdrive BB
Ship Upgrade
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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Radar Scanner BB
Ship Upgrade
This ship and allies within the sector may attack enemy ships with Cloaking.
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Carrier Bay BB
Ship Upgrade
Shortrange ships may end their turn in this ship's sector.
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Ion Cannon BBB
Ship Upgrade
If this ship hits an enemy ship that enemy may not move during their next turn.
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Diplomat GG
Officer
A ship with a diplomat on board may not attack or be attacked.
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Trader GG
Officer
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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Spice Refinery 1GG
Structure
Generates 1 additional spice of the planet's color each turn.
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Embassy 1GG
Structure
Ships orbiting the Embassy's planet may not attack or be attacked.
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Reinforced Hull G
Ship Upgrade
This ship gains +1 Hull.
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Armored Hull 1G
Ship Upgrade
This ship gains +2 Hull.
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More Room G
Ship Upgrade
This ship gains +3 Capacity.
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Even More Room 1G
Ship Upgrade
This ship gains +6 Capacity.
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Tractor Beam GG
Ship Upgrade
Instead of moving this ship may pull an enemy ship within 2 sectors into this ship's sector.
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Explosive Reactor GG
Ship Upgrade
Instead of attacking this ship may destroy itself to destroy all enemy ships within it's current sector.
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Gravity Drive GG
Ship Upgrade
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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Salvage Droids GGG
Ship Upgrade
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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Cloaking Device GG
Ship Upgrade
This ship cannot be attacked if it did not attack during your last turn.
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Scavenger Droids GGG
Ship Upgrade
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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Scientist YY
Officer
Allows the player to draw an additional card each turn.
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Explorer YY
Officer
Allows the player peek at one unexplored sector and return that sector to play face down each turn.
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Library 1YY
Structure
Allows the player to hold an additional card in their hand.
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Terra Cannon 1YY
Structure
May fire at a ship orbiting the planet for 1d8 once per turn.
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Energy Shield Y
Ship Upgrade
This ship gains +1 Shield.
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Ion Shield 1Y
Ship Upgrade
This ship gains +2 Shield.
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Laser Cannon Y
Ship Upgrade
This ship gains a Weapon rating of d8.
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Plasma Cannon 1Y
Ship Upgrade
This ship gains a Weapon rating of d10.
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Cloaking Device YY
Ship Upgrade
This ship cannot be attacked if it did not attack during your last turn.
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Cloaking Field 2Y
Ship Upgrade
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
Ship Upgrade
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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Radar Scanner YY
Ship Upgrade
This ship and allies within the sector may attack enemy ships with Cloaking.
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Engineer Droids YYY
Ship Upgrade
Instead of attacking ship may restore 1 Hull to itself or any allied ships in the current sector.
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Teleporter Bay YY
Ship Upgrade
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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Stealthed Troops 1R
Command
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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Bigger Guns RR
Command
Play before your first attack on a turn. Any 1s you roll while attacking may be rerolled.
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Resistance is Futile 1RR
Command
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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Planetary Bombardment 2B
Command
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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Accelerate 1BB
Command
Play after your move phase. You may take an additional move phase.
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Galactic Scan BB
Command
Play before your first attack. All cloaked ships may be attacked this turn.
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Stealth Planet 2Y
Command
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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Disruption Pulse YY
Command
Play at the beginning of an opponent's move phase. That opponent may not move any ships this turn.
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Research Y
Command
Play on your turn. Draw 4 cards then discard 2 cards.
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Cease Fire 1G
Command
Play when an opponent attacks a planet or ship you control. You may not be attacked this turn.
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Espionage 1G
Command
Play on your turn. You may look at one opponent's hand and any ships he is constructing.
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Drill Deep GGG
Command
Play at the beginning of your turn. You gain double spice this turn.
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