Units (Second Edition)

* If a carrier is destoyed, all ground forces and PDS being carried are immediately destroyed. Fighters survive until the end of the Space Combat

### Cruiser

**Stasis Capsules**: Can carry 1 Ground Force
**Type IV Drive**: +1 Movement
**Strategic Mathematics:** After winning a Space Combat, may move half your Cruisers into an adjacent system tile

### Dreadnought

* Each dreadnought has the Bombardment ability
	+ Immediately before Invasion Combat, your dreadnoughts in the same system may bombard enemy planets
	+ Each Dreadnought may only bombard once during each Invasion Combat
	+ For every hit, the enemy must immediately remove 1 Ground Force unit from the planet
* If a planet contains 1 or more PDS, it cannot be bombarded
* Dreadnoughts can bombard even if there is no subsequent invasion
* If an enemy planet only contains an enemy Control marker, any Hit will remove the control marker and make the planet neutral (Thus a planet with 1 Ground Force will take 2 bombardment hits to turn the planet neutral)

**Assault Cannon**: Dreadnoughts get one free shot before combat
**X-89 Bacterial Weapon**: Can destroy all Ground Forces before bombarding. Must discard all action cards
**Type IV Drive**: +1 Movement
**Graviton Negator**: May bombard planets with PDS

### Fighter

* Must be carried by Spacedock or Carrier units and move along with that unit
* If a system has more Fighters than there is capacity of Spacedocks/Carriers, the excess fighters are immediately destroyed (Note: During combat, they stay until the end of the combat)

**Graviton Negator**: May invade planets like a ground force but return to space after invasion and cannot control planet

## Other Units

### PDS

* **Planetary Shield:** No Dreadnought may bombard a planet with a PDS unit
* **Out of Turn Defense:** If an enemy finishes their movement segment in a system containing your PDS, you may fire once per friendly PDS in that system onto their ships
* **Offensive Fire**: During your space combat segment, you may fire at enemy ships once per PDS unit in that system
	+ If the Deep Space Cannon technology is researched, a PDS may fire at an adjacent system or its own system, but not both
* **Invasion Defense**: During your enemy's Invasion combat segment, each defending PDS unit may fire once at enemy Ground Forces invading the planet containing PDS

**Magen Defense Grid:** +1 to Combat
**Graviton Laser System**: PDS Cost 5 each

### Spacedock

* During each turn, a spacedock can produce a number of units equal to the Resource value of its planet. This is the number of units that can be placed with that spacedock during the Place New Units Phase
* Each planet can only hold 1 Spacedock
* Each spacedock can carry 2 fighters
* Each player can control a maximum of 6 Spacedocks in the galaxy at a given time
* Ground forces and PDS units are always built directly on the planet of the spacedock whilst ships are always placed in the space area above the planet

**Sarween Tools:** Each planet receives +1 Resources

### Ground Forces

* To control a planet, a player must have had at least 1 Ground force unit on that planet
* When produced, they are placed on the planet the Spacedock is on
* During the movement step, a carrier may pick up ground forces from any planets it starts in or passes through
* During the Invasion step, any ground force on a carrier may move onto a friendly, hostile or neutral planet in the same system
* If the last ground force is moved off a planet you control, a control marker is placed on that planet. It is still under your control until an opponent invades or bombards

**Gen Synthesis**: May purchase and place one Ground Force on each planet without a spacedock
**Dacxive Animators**: Roll for each ground force lost in invasion. On a 9-10, replace
**Shuttle Logistics**: Ground Forces may move to an adjacent, friendly planet
**Transit Diodes:** Move 3 Ground Forces before your movement phase

### Shock Troops

* Shock Troops are a special type of Ground force unit introduced in the Hope's End expansion for TI2
* When a player rolls an unmodified '10' with a normal Ground force unit during invasion combat, the die is rolled again. If the new roll results in a '9' or '10', that ground force is now a Shock Troop (the Shock Force counter is placed under the ground force flag)
* All terms that refer to ground forces also apply to shock troops
* After a successful invasion, if any of the invading player's Shock Troops have survived, they may capture enemy Spacedock and PDS units
	+ These units are immediately replaced with the invading player's matching units
* During combat, Shock Troops must be taken as the first casualties (does not include defensive PDS fire before invasion)
* There can never be more than 8 shock troops total on the board at a given time
	+ If a shock troop is to be created when all 8 are in use, there is no effect

**Dacxive Animators**: Roll for each shock troop defeated in invasion. On a 9-10, replaced.
**Shuttle Logistics**: Shock troops may move to an adjacent, friendly planet
**Transit Diodes:** May move up to 3 before your movement phase