Races (First Edition)

Each player plays as a particular race, each with their own unique strengths and weaknesses

## Letnev

### Starting Units (Empire's End Variant)

1 Carrier1 Cruiser

1 Spacedock

3 Ground Forces

### Leaders

Sekkus (General)Unlenn (Admiral)

Emeciel (Diplomat)

### Special Skills

* If you have at least 1 active Trade Agreement, all your units (except PDS) fight at +2 when attacking and +1 when defending

## Hacan

### Home System

Hercant (2/2)Arretze (2/1)

Kamdorn (1/2)

### Starting Units (Empire's End Variant)

2 Carriers1 Spacedock

5 Ground Forces

### Leaders

Harugh (General)Gila (Admiral)

Cahtso (Scientist)

### Special Skills

* No player can refuse to trade with the Hacan
* No player can willingly break a Trade Agreement with the Hacan
* Hacan Trade Agreements continue even if the Hacan is at war with their trading partners

## Sol

### Starting Units (Empire's End Variant)

1 Carrier1 Cruiser

1 Space Dock

1 Ground Force

### Starting Technology

XRD Starclass TransporterAntimass Deflector

Industrial Efficiency

### Leaders

DeLouis (Admiral)Rev (Diplomat)

Connor (Agent)

### Skills

* Diplomacy
* Trade

### Special Skills

* +1 Influence for each planet controlled outside your home system
* +2 Credits for each of your Trade Agreements

## N'orr

### Starting Units (Empire's End Variant)

1 Carrier2 Cruisers

1 Spacedock

3 Ground Forces

### Leaders

Sh’amol (General)Sek’kus (General)

T’kkro (Admiral)

## Jol-Nar

### Starting Units (Empire's End Variant)

1 Carrier1 Spacedock

1 Fighter

2 Ground Forces

### Starting Technology

XRD Starclass TransporterAntimass Deflector

Fluxar Cargo-Bays

Industrial Efficiency

### Leaders

Weqib (Admiral)Rin (Scientist)

Sucab (Scientist)

### Special Skills

* Tech Advances only cost 20 Credits
* Always fight at -1

## Xxcha

### Starting Units (Empire's End Variant)

1 Carrier1 Space Dock

4 Ground Forces

### Leaders

Neekuaq (Admiral)Quanoj (Diplomat)

Junn (Diplomat)

### Special Skills

* 3 times per game, the Xxcha can force a Political Card to be discarded. Must use before the vote is completed.
* +1 Influence for each active Trade Agreement in the game

## Mentak

### Starting Units (Empire's End Variant)

1 Carrier2 Cruisers

1 Spacedock

1 Ground Force

### Starting Technology

XRD Starclass TransportersAntimass Deflector

### Leaders

Kilik (Admiral)Suffi (Diplomat)

Havwatt (Agent)

First Introduced in the Borderlands Expansion

### Special Skills

* Before any space battle attack, up to 3 Mentak Cruisers or Fighters may fire 1 free shot (defender gets no return fire)
* 1 Credit during the Collect Trade Income Phase for each Trade Agreement in play

## Yssaril

### Starting Units (Empire's End Variant)

1 Carrier1 Spacedock

1 Fighter

4 Ground Forces

### Leaders

Sskriil (Admiral)Ssruu (Agent)

Thlinn (Agent)

First introduced in the Borderlands Expansion

### Special Skills

* May choose between the top 2 action cards each time you draw a card during the Draw Action Cards Phase. The card not chosen is reshuffled
* Can purchase Technology advances already held by another race for 25 Credits each

## L1Z1X

### Starting Units (Empire's End Variant)

2 Dreadnoughts1 Cruiser

1 Spacedock

1 Ground Force

### Starting Technology

Fluxar Cargo-BaysIndustrial Efficiency

Micro Technology

### Leaders

2RAM (Diplomat)148S (Scientist)

A6 (Agent)

First introduced in the Outer Rim Expansion

### Special Skills

* During each Draw Action Cards Phase, nominate 1 target system. All L1Z1X units receive +2 on combat rolls in that system during this turn. All L1Z1X units receive a -1 on all combat rolls in other systems
* The L1Z1X may never control Elite Units

## Naalu

### Starting Units (Empire's End Variant)

1 Carrier1 Cruiser

1 Spacedock

1 Fighter

3 Ground Forces

### Starting Technology

XRD Starclass TransportersAntimass Deflector

Wexcon Invasion Barges

### Leaders

M’aban (Admiral)Z’eu (Diplomat)

T’elsa (Agent)

First introduced in the Outer Rim Expansion

### Skills

* Espionage
* Diplomacy

### Special Skills

* Once during every turn, may look at 3 random Action cards from 1 other player's hand
* 3 times during the game, can force another race without the "Diplomacy" skill to vote their way during the Political Phase
* Naalu Dreadnoughts start the game with a basic movement value of 2