Tactical Advantage Combat System
A TWILIGHT IMPERIUM 3rd EDITION (Shattered Empire) PBeM

:: MAIN ::

:: LARGE MAP ::

:: SUMMARY ::

:: POLITICS ::

:: BATTLES ::

:: TECHNOLOGY ::

:: SMALL MAP ::

:: DISCARDS ::

:: RULES ::

:: RULES ::

 


GENERAL GUIDELINES

1. Basic rules of Twilight Imperium 3rd Edition, Twilight Imperium: Shattered Empire, and Twilight Imperium 3rd Edition FAQ (v. 2.1) are used, unless stated otherwise (see Optional Rules, House Rules, and Modifications below).

2. The Game Master Overlord (GMO) maintains the official count of all game variables, including, but not limited to, the game board, units, Strategy Cards (including Bonus Counters), Command Counters, Planet Cards, Trade Cards, Trade Goods, millions of barrels of oil exported daily, Technology Advances, Action Cards, Political Cards, nuclear stockpiles, victory points, Public Objectives and Secret Objectives. The GMO also keeps track of all deadlines.

3. All players are encouraged to regularly check all publicly accessible information pertaining to the game. In case of discrepancies players should contact the GMO and ask to correct the mistake. Any problems arising from a player's failure to notice such discrepancies will not be considered a valid reason to back up a game in case of irreversible negative consequences for the player(s) involved.

4. The GMO has final say on all issues.  He is, after all, the Game Master Overlord.

 

OPTIONAL RULES

The following options will be used: Homeworlds, variant Strategy Cards, Artifacts (altered, see house rules), race-specific Technologies, Space Mines, tactical retreats, Voice of the Council (altered, see house rules).

The following options will not be used: Leaders, Sabotage Runs, Shock Troops, Wormhole Nexus, Facilities, Custodians of Mecatol Rex.

For details on these, see the appropriate sections of the rulebooks.

 

HOUSE RULES

1. The Public Objective deck will contain a mix of base game and expansion cards.  Imperium Rex will not be included.

2. "Drafting" of systems will be used.  Each race will be dealt a hand of tiles.  Each player will select one tile and pass the remainder to the player on his left.  This process will continue until all tiles have been distributed.

3. All systems will be single planet systems.

4. Artifacts will be attached to empty systems and Special Systems.  Placement of these must still follow normal placement rules.

5. There is no plastic limit.  A player may build any number of any type of unit.  All other unit limits still apply.

6. There is no Trade Goods limit.

7. Leadership secondary is altered as follows: "You may spend influence to purchase Command Counters at the following rate: 1 influence for 1st CC, 2 influence for 2nd CC, 3 influence for 3rd CC, 4 influence for 4th CC, etc."

8. The "Mindstorm" variant for Assembly will be used.  Its rules are as follows:

  • In the Strategy Phase of the first round, each player will place one of his Political Cards face-up in front of him.  This is his "proposed agenda".  This proposed agenda may only be replaced by another Political Card in your hand during subsequent Status Phases.

  • Assembly primary is altered as follows: 

    • a) Claim the Speaker token.  Choose another player.  That player must select three proposed agendas (other than his own).  Optionally, that player may choose Voice of the Council as a fourth agenda.

    • b) Give the Speaker token to another player.  You must now select one proposed agenda (including your own).  Optionally, you may choose up to three other agendas to vote on or discard; you may also choose Voice of the Council as an additional agenda.

  • Voting is conducted across all agendas simultaneously and privately via pm to the GM.  Each player allocates their available votes as they choose.

    • Example: The agendas are Ancient Artifact, Public Execution, and Enemy of the Throne.  You have unexhausted planets with influence totaling six.  You choose:

      • Ancient Artifact: FOR - 2
      • Public Execution: ABSTAIN - 0
      • Enemy of the Throne: N'ORR - 4

    • If any agenda is left with zero votes, it is returned to the player who proposed it.  It remains a proposed agenda.

  • Voice of the Council grants 5 votes in addition to the 1 Victory Point.

  • In the Status Phase, each player will receive 1 Political Card.

  • In the Status Phase, 2 Political Cards from your unrevealed agendas may be discarded for 1 Political Card.

  • Political cards MAY NOT be spent for Trade Goods.

 

MODIFICATIONS

TACS - Tactical Advantage Combat System

This game will use the TAC System.

SHIP MOVEMENT

With this combat system, each planetary system is divided into "zones".  There are three zones for the defender (D1, D2, D3, where D3 is closest to the planet), three zones for the attacker (A1, A2, A3, where A3 is furthest from the planet), and one neutral zone
(-0-).

When activating a system that is neutral or undefended by enemy ships or PDS, the player may directly place his ships in any of the three "D" zones.  When activating a system in which there is an enemy fleet or PDS within range, the attacker may only place his ships initially in the "A" zones.  In this initial placement of ships, Large ships may not be placed in A1.  (The different sizes of ships are explained in more detail later.)

For each round of combat, each ship may move a number of zones that is equal to or less than their movement rate, as shown below:

Table 1

 

Fighter (F)
Destroyer (DD)
Cruiser (CA)
Dreadnought (DN)
War Sun (WS)
Carrier (CV)

 3
 2
 2
 1
 1
 1

For example, a Fighter could move from zone A1 to zone D2 (passing through zone -0-) in one combat round, whereas a Dreadnought could only move from zone A2 to zone A1 in one combat round.

IMPORTANT: The attacker moves first, followed by the defender.

Movement exception: A ship may never pass through a zone containing an enemy ship without stopping. 

In such a case, movement must stop in the system with the enemy ship, though it may continue forward again in the following combat round.

SHIP INFORMATION

Each ship has several individual characteristics: size, armor, cannons, and movement.  The interaction between these has a variety of unique effects on a Space Battle.

The SIZE of a ship affects its chances of being hit by a shot from another ship.  The Fighter (VS) is much harder to hit than the War Sun (VL).  The table below shows the relative sizes.

Table 2

 

SIZE

Fighter (F)
Destroyer (DD)
Cruiser (CA)
Dreadnought (DN)
War Sun (WS)
Carrier (CV)

 

 VS - Very Small
 S - Small
 M - Medium
 L - Large
 VL - Very Large
 L - Large

 

The ARMOR of a ship affects its chances of being damaged after being hit by a shot from another ship.  Generally speaking, the larger the ship, the heavier the armor it mounts.  Therefore, a larger ship is harder to damage.

Table 3

 

ARMOR

Fighter (F)
Destroyer (DD)
Cruiser (CA)
Dreadnought (DN)
War Sun (WS)
Carrier (CV)

 

 L - Light
 L - Light
 M - Medium
 H - Heavy
 H - Heavy
 M - Medium

 

The CANNONS of a ship are the weapons that are mounted on each ship.  There are five sizes of cannons: Very Light (VL), Light, Medium, Heavy, and Assault (only acquired via technology).  Each ship has a different combination of these four different cannons.

Table 4

 

 

 

 

CANNONS
 
Fighter (F)
Destroyer (DD)
Cruiser (CA)
Dreadnought (DN)
War Sun (WS)
Carrier (CV)

 
VL
0
1
0
0
1
0
 
L
1
1
1
1
1
2
 
M
0
0
1
2
3
1
 
H
0
0
0
2
3
0

Each cannon also has a specific range. 

  • Very Light and Light cannons may only be fired in the same zone.
  • Medium cannons may fire into adjacent zones.
  • Heavy cannons may fire two zones away (provided there are no enemy ships in the intervening zone).
  • Assault cannons (once acquired) may fire three zones away (with no enemy ships intervening).

Some ships have multiple cannons.  These cannons may be aimed individually.  A War Sun, for example, has a total of 8 cannons.  A War Sun, therefore, can fire at eight different ships or fire eight shots at one ship.  And note that only Destroyers and War Suns have Very Light cannons; these take the place of Anti-Fighter Barrage and may only be fired at Fighters (they are too weak to damage anything else).

Cannons are considered to fire simultaneously.  Combat rolls, though, are performed in order from Very Light to Heavy.  All cannons of the same size on both sides are resolved before moving to the next size up.  For example, all Destroyers firing Very Light cannons will be resolved first, followed by all Light cannons, and so on.

IMPORTANT: Targeting is set before combat rolls are performed.  As a ship may be targeted by multiple cannons, it may be destroyed before all of the cannons targeting it have a chance to fire.

Also, Heavy and Assault cannons may target ships that they actually cannot fire at (due to there being screening ships in intervening zones); however, if those intervening screening ships are not destroyed by lighter cannons, the shots from those Heavy and Assault cannons will be wasted.

Further, if a Heavy cannon or Assault cannon fires through a zone containing a friendly ship, on an accuracy roll of 1 the shot will automatically hit the friendly ship (determined randomly if there is more than one). A potency roll will still be performed on the friendly ship.

 

HIT POINTS, or how much damage is caused by a certain shot, is the final variable.  Each cannon can produce damage within a certain range.

Table 5

 

CANNON DAMAGE

Very Light (VL)
Light (L)
Medium (M)
Heavy (H)
Assault (A)

 

 1
 1-3
 2-6
 4-10
 7-15

And each ship can absorb a certain amount of damage (or, has a certain Hit Point Value).

Table 6

 

HIT POINTS

Fighter (F)
Destroyer (DD)
Cruiser (CA)
Dreadnought (DN)
War Sun (WS)
Carrier (CV)

 

  1
  3
  6
 12
 20
 10

 

A ship loses cannons as it takes more and more damage.  This is done proportionally: If a unit loses half of its hit points, it will lose half of its cannons.  Which cannons are lost is randomly determined, with the exception of the Destroyer, which will always lose its Very Light cannons first.  Lost cannons are assessed at the end of a combat round.  The following table assumes ships unmodified by technologies.

Table 7

 

ATTRITION

CANNONS REMAINING
PER HIT POINTS

   

Fighter (F)
Destroyer (DD)
Cruiser (CA)
Dreadnought (DN)
War Sun (WS)
Carrier (CV)

0

0
0
0
0
0
0

1

1
2
3
3
3
3

2

-
3
6
6
6
6

3

-
-
-
8
9
10

4

-
-
-
10
12
-

5

-
-
-
12
14
-

6

-
-
-
-
16
-

7

-
-
-
-
18
-

8

-
-
-
-
20
-

Example: A Dreadnought starts off with 12 hit points and 5 cannons.  Once a Dreadnought's hit points reach 10 or less, it will lose one of those 5 cannons (randomly determined).  When its hit points reach 8 or less, the Dreadnought will now have only 3 of its original cannons remaining, and so on.

 

SPACE BATTLES

Each combat round of a Space Battle has three steps:

  • movement - First, the attacker declares all ship movement; then, the defender does the same.
  • targeting - All cannons that will be used must be assigned to an enemy target.  If necessary, this is done in the same order (attacker, then defender).
  • combat - described below

When evaluating combat between two ships, the size, armor, cannons, and hit points of a ship all have an effect.  There are up to three die rolls that need to be made to determine how successful a shot from another ship is:

  • ACCURACY - whether the shot hits its target (cannon vs. size)
  • POTENCY - whether the shot is powerful enough to damage the ship through its armor (cannon vs. armor)
  • DAMAGE - how much damage the shot causes (cannon)

[Combat rolls generally follow the same rules as normal combat in TI3: A roll is considered successful if it is equal to or greater than the combat value.]

 

Table 8

 

ACCURACY

SIZE

 
cannon

Light (L)
Medium (M)
Heavy (H)
Assault (A)

VS*
 

6
8
9
10

S
 

4
6
8
9

M
 

3
5
6
8

L
 

2
3
4
5

VL
 

1
2
3
4

 

 
*shots on a Fighter by another Fighter or a Destroyer's VL cannon are considered hits on 5

Examples: A Light cannon (from a Fighter, Destroyer, or Cruiser) will always be able to hit a War Sun.
   A Heavy cannon (from a Dreadnought or War Sun) will only have a 20% chance of hitting a Fighter.

 

Table 9

 

POTENCY

ARMOR

 
cannon

Light (L)
Medium (M)
Heavy (H)
Assault (A)

L
 

5
3
2
1

M
 

6
5
3
2

H
 

7
6
5
3

 

 
shots by Destroyer's VL cannon are considered to damage on 6

Examples: After scoring a hit, a Light cannon (such as from a Fighter) will only have a 40% chance of damaging the heavily-armored Dreadnought or War Sun.  A Heavy cannon (such as from a War Sun) will have a 90% chance of damaging a lightly-armored Fighter.

IMPORTANT MODIFICATION: Every number over the accuracy value of a cannon increases the potency by 5%.  An accuracy roll of 10 will automatically damage.

For example, if a Fighter (with a Light cannon) attacked a Dreadnought (with Heavy armor), it would need a 2 to score a hit.  If the Fighter were to roll a 4, it would have a 10% higher chance of damaging the Dreadnought (5% for each number over the 2).  In this case, the Fighter would only need a 6 to roll for damage.

Finally, after determining whether damage has occurred, a die is rolled (depending on the cannon - see Table 5) and the resulting amount of damage is subtracted from the ship's current hit point total.

After these steps are performed with all ships participating in the battle, the next round commences with the movement step.

For an example of a full Space Battle with the TACS, click here.

Following the battle, the winning fleet may freely rearrange their ships inside the defensive zones.

 

RETREATS

Retreats do not have to be announced.  Any time any ship is in one of the Attacker zones and there are no enemy ships further from the planet, it may perform a retreat during the Movement step.  Ships may retreat individually and may retreat to multiple systems, though normal activation rules still apply (including Tactical Retreat option).  The same rules apply to both attacking fleet and defending fleet.

 

PDS

The following changes are made to the PDS unit:

  • The PDS unit's cost is now 3 (instead of 2).

  • Each planet may contain only PDS unit (instead of 2).

  • A PDS is considered to be 1 Heavy cannon and to have 25 Hit Points.

  • The presence of a PDS without friendly ships forces any invading fleet to adhere to the rules regarding movement into a system (i.e., enemy ships must enter a system in the Attacker zones: A1, A2, A3).

  • The "PDS fire?" step is removed from the activation sequence as listed on the race sheet.  Instead, a PDS in range may fire during every round of a Space Battle, with the following guidelines:

    • A PDS may never fire through a zone containing ships of any kind.

    • A PDS may fire into a zone containing friendly ships. However, if the target ship is missed, the shot will automatically hit the friendly ship (determined randomly if there is more than one). A potency roll will still be performed on the friendly ship. EXCEPTION: A ship that is currently involved in a Planetary Landing or Bombardment is considered closer to the planet than any friendly ship. In this case, a missed shot will not hit a friendly ship.

    • The effectiveness of the PDS depends greatly on the distance (in zones) between the enemy fleet and the planet.  The corresponding accuracy and potency values are, therefore, slightly different from ship-to-ship combat.  The combat values for the PDS when firing into each zone are as follows:

Table 10

 

PDS ACCURACY

SIZE

 
location of target ship

D3
D2
D1
-0-
A1
A2
A3
Deep Space Cannon

VS
 

8
8
8
9
9
9
9
10

S
 

7
7
7
8
8
8
8
9

M
 

6
6
6
7
7
7
7
8

L
 

5
5
5
6
6
6
6
7

VL
 

4
4
4
5
5
5
5
6

Table 11

 

PDS POTENCY

ARMOR

 
location of target ship

D3
D2
D1
-0-
A1
A2
A3
Deep Space Cannon

L
 

1
2
3
3
4
5
6
6

M
 

2
3
4
4
5
6
7
7

H
 

3
4
5
5
6
7
8
8

    • PDS combat value on Ground Forces doing a Planetary Landing is 6.

    • No ship may bombard Ground Forces through a PDS.  (More details on this below.)

    • Deep Space Cannon special rules:

      • presence of enemy ships in the system containing the PDS are not a hindrance to its ability to fire
      • may participate in an adjacent system's Space Battle (receiving one shot per round on ships in range)
      • may only target ships in the "Attacking" zones of the adjacent system (other targeting rules still apply)

All other rules pertaining to the PDS (such as its method of being transported) remain the same.

 

PLANETARY LANDINGS

Planetary Landings may occur anytime during a Space Battle, assuming a ship containing a Ground Force is present in zone D3.  The ship may continue to fire and be fired upon as the Ground Forces depart for the planet below.  If a PDS is present on the planet, it may choose to fire once at the carrier(s) (regardless of friendly ships present in zone D3 - the carrier is considered to be the ship closest to the planet) or twice at any Ground Forces that are landing.  Selection of Ground Forces to be fired on is made by the enemy.

 

BOMBARDMENT

The following rules apply to bombardment:

  • Bombardment may take place only with Heavy or Assault cannons belonging to ships in zone D3.

  • A ship may not bombard through a PDS.

  • A ship may bombard a PDS itself.  In such a case, the effectiveness of the bombardment depends solely on the damage roll by the cannon in question; no accuracy or potency rolls are necessary as the bombarding ship is assumed to hit its target.  (A Heavy cannon has a damage range of 4-10; an Assault cannon's range is 7-15.)  This PDS bombardment is considered that cannon's shot for the combat round.

    The PDS being bombarded may continue to fire at any ship that is bombarding it, regardless of friendly ships present in zone D3.  A bombarding ship is considered to be closer to the planet than any friendly ship.

  • Bombarding of enemy Ground Forces may only take place before friendly Ground Forces have landed on the planet.

  • Ships are still restricted to one round of bombardment before Ground Forces land.  In other words, bombardment of enemy Ground Forces must accompany a Planetary Landing.  (PDS may be bombarded without a Planetary Landing, however.)

  • The combat value for bombarding Ground Forces with an Assault cannon is 4; with a Heavy cannon, 5; and with a Medium cannon (after acquiring Graviton Negator), 7.

 

INVASION COMBAT and PROMOTIONS

Invasion Combat works in much the same way as the manual states.  Combat values for the Ground Force unit remain the same.

The only difference in the way Invasion Combat is processed is that each Ground Force may choose to target a specific enemy Ground Force.  This is possible since each Ground Force is uniquely numbered, much like the ships.  This is relevant since a Ground Force, upon destroying an enemy Ground Force unit, may be promoted.

Each "kill" (destruction of an enemy Ground Force) enables a particular unit to work toward gaining promotions, which enhance various abilities of the unit, as detailed in the table below.  These promotions are put into effect immediately.  This means that if a Ground Force gains a successful kill in Round 1 of Invasion Combat, his promotion may be put into effect for Round 2 of that Invasion Combat.

A roll of 10 is considered a "double promotion", meaning simply that the Ground Force receives two promotions.
Refreshing Hope's End provides two double promotions, which may be used on one or two Ground Forces.

Table 12

The column of numbers to the left is number of kills to attain to each particular promotion.  A hollow star indicates that two kills are needed to reach a certain level.

Example: A Ground Force rolls a 9, notching a successful kill.  At the end of the combat round (assuming the Ground Force survives), he has two options for promotions: Attacker I, or taking a step toward Defender I.  If he selects Attacker I, that Ground Force unit's combat value is now 7.

The number of kills required for a promotion is cumulative, building on the promotion before it.

Example: If a Ground Force unit already has the Attacker II promotion, he only needs 1 more kill to attain the Occupier A promotion; 3 total kills would be required, not 3 additional kills.

However, if a Ground Force unit already has the Attacker I promotion, he will still need 2 more kills to attain the Defender I promotion.

Here is an example of a totally tricked-out Ground Force unit (all promotions attained):

This unit will:

  • hit on a 5 (3 red stars - Attacker III)
  • roll 2 combat dice (orange star - Berserker)
  • force unpromoted enemy GF to hit on a 10 (2 green stars - Defender II)
  • take 2 hits (3 green stars - Resister)
  • be able to capture PDS and Space Docks (2 purple stars - Occupier A & B)
  • be immune to bombardment, including X-89 (2 blue stars - Immunity A & C)
  • be immune to PDS fire (yellow star - Immunity B)

But he's earned it: To accomplish this, he has notched 17 kills (or spent a very long time on Hope's End)..

TECHNOLOGY

The technology tree has been heavily modified.  There are four new techs; some techs have been reworded to accommodate the TACS; some techs have been moved to different places on the tree, or have different prerequisites.  There is a link to the tech tree at the top of this page.

New technologies:

Enhanced Armor (red) - Your ships gain additional hit points.
Fusion Thrusters (blue) - Your ships may move one additional zone in Space Battles.
Military Academy (green) - All Ground Forces receive 1 attacking promotion; receive double promotions on 9 or 10.
Deep Defense (yellow) - All of your planets now have four defensive zones (D4).

Reworded technologies:

Advanced Fighters - Also have 1 additional hit point.
Assault Cannon - Dreadnoughts and War Suns mount 1 Assault cannon.
Automated Defense Turrets - Gives 1 additional Very Light cannon to Destroyers.
Cybernetics - Fighters receive +1 on accuracy rolls.
Fleet Logistics - Once per round, spend 1CC from Strategy to remove a CC from the board.
Gen Synthesis - All Ground Forces receive 1 defending promotion.
Graviton Negator - Allows Medium cannons to bombard (instead of allowing Dreadnoughts to bombard through PDS).
Hylar V Assault Laser - Gives 1 Medium cannon to Cruisers and Destroyers.
Integrated Economy - Produce units without a Space Dock; rearrange CC on race sheet at any time.
Magen Defense Grid - GF on planet with PDS receive Attacking promotion for as long as they're there.
Maneuvering Jets - (eliminated -2 to Deep Space Cannon PDS rolls)
Nano Technology - Ships damaged in Space Battle may be repaired after combat (up to ½ hit points replenished; e.g., a DN could get 6 repair points)

Adjusted prerequisites:

Automated Defense Turrets is now the base red tech.
Deep Defense takes the place of Transit Diodes.
Gen Synthesis requires Hyper Metabolism.
Graviton Laser System is a red tech.
Hylar V Assault Laser requires Automated Defense Turrets.
Transit Diodes requires XRD Transporters and Military Academy.
War Sun is a yellow tech.  It requires Automated Defense Turrets, XRD Transporters, and Stasis Capsules.

Race-specific technologies:

Bioptic Recyclers (Winnu) - At any time, you may discard 1 Action Card to receive 2 Trade Goods or 1 Command Counter.
Mark II Advanced Carriers (Sol) - Your Carriers have a capacity of 8 and have 15 Hit Points.

SPECIAL ABILITIES

The six races present in this game are: L1z1x, Mentak, Muaat, Sol, Winnu, and Yin.  Adjustments in their race sheets as follows:

Starting Technologies: All races who normally start with Hyler V Assault Laser start with Automated Defense Turrets instead.  Muaat starts with Automated Defense Turrets instead of Sarween Tools.

L1z1x -

  • Your Dreadnoughts receive +1 only on accuracy rolls during Space Battles.

  • Your Ground Forces all start with Attacker I promotion.

Mentak - 

  • Once per combat round, you may select a Cruiser or Destroyer to fire twice with any cannon.

Muaat - 

  • Your War Suns movement improves to 2 when you acquire all prerequisites.

Yin - 

  • Once per Space Battle, before a combat round, you may choose to discard a Cruiser or Destroyer to choose one opposing ship present and inflict damage on it.  The target ship must be in the same zone or an adjacent zone.  A Destroyer will inflict the damage of a Heavy cannon; a Cruiser will inflict the damage of an Assault cannon.

  • When using the conversion ability, you receive -1 to your roll for every full promotion that the target Ground Force has.

ACTION CARDS

There are several adjustments to the Action Card deck.  Some cards are new, some cards have been slightly reworded to accommodate the TACS, and some quantities have been adjusted.  The changes are as follows:

New cards (TACS):

  • Battle Stations (4) - All ships in your fleet (including any PDS in range) receive +1 to accuracy combat rolls for one combat round.  Play: Immediately before any round of Space Combat.
  • Chain Reaction (4) - Double the amount of damage a ship receives.  Play: Immediately after a ship has been damaged in a Space Battle.
  • Emergency Propulsion (2) - Move to any empty zone in the system.  Play: During Movement step of any Space Battle round.
  • Minesweepers (2) - Discard 1 Space Mine.  Play: Immediately after activating a system containing a Space Mine.
  • Risky Attack (1) - Your ships may enter the system in any zone.  Play: Immediately after moving ships into a system containing an enemy fleet.
  • Strategic Redeployment (5) - You may freely rearrange your ships in one system.  Play: As an action.  Note: Each player starts with one of these Action Cards.

Revised cards (TACS):

  • Advanced Reinforcements - Assign two promotions to any Ground Force.  Play: As an action.
  • Courageous to the End - Fire all cannons that were functioning this combat round once more.  Play: Immediately after one of your ships is destroyed.
  • Direct Hit (2, instead of 4)
  • Emergency Repairs - Repair all units in one system (restoring up to ½ of total hit points; e.g. 6 points for a DN).  Play: After a combat round.
  • Experimental Weaponry - For one combat round, all of your Heavy cannons may fire as Assault cannons.  Play: Immediately before any round of a Space Battle.
  • Faulty Targeting Systems - Force one opponent to reroll one PDS roll.  Play: At any time.
  • Fighter Prototype (2, instead of 1) - Choose one Fighter.  That Fighter's Light cannon now does the same damage as a Medium cannon.  That Fighter also receives 2 hit points.  Play: As an action.
  • First Strike (4, instead of 2) - Choose two Ground Forces.  Each may roll one combat die.  The target may not return fire.  Play: Immediately before an Invasion Combat in which you are participating.
  • Flanking Tactic (3, instead of 2) - All enemy ships receive -1 to their accuracy combat rolls for one combat round.  Play: Immediately before any round of a Space Battle.
  • Friendly Fire - For one combat round, any time an enemy ship rolls 1-3 on accuracy combat rolls, the shot hits another enemy ship instead of one of yours, to be followed by subsequent potency roll.  Play: Immediately before any round of a Space Battle.
  • Into the Breach - Choose one Dreadnought.  All ships in fleet with that DN receive +1 on accuracy combat rolls for duration of battle, as long as DN is one of the fleet's ships that is closest to the planet.  Play: Immediately before any Space Battle.
  • Morale Boost (4, instead of 5) - All Ground Forces receive +1 to all combat rolls for one combat round.  Play: Immediately before any round of an Invasion Combat.
  • Privateers - Take 1 Trade Good from each opponent.  Play: As an action.
  • Recheck (8, instead of 4)
  • Transport (4, instead of 1)

Revised cards (Mindstorm):

  • Bribery - Add 1 vote to each agenda you vote for.  Play: Immediately before your votes are submitted.
  • Determine Policy - Replace your proposed agenda with any card from the Political Card deck.  This card must be selected.  Play: Immediately after Assembly has been activated.
  • Discredit - Choose one player's votes for one agenda.  Nullify those votes.  Play: Immediately after all votes have been revealed.
  • Fantastic Rhetoric - Gain 10 additional votes for one agenda.  Play: Immediately before your votes are submitted.
  • Thugs - Choose one player.  That player may not vote on any agendas this round.  Play: Immediately after agendas are chosen.

Removed cards:

  • Council Dissolved
  • Enhanced Armor
  • Rule by Terror
  • Sabotage
  • Target Their Flagship!

STATUS PHASE

A step is inserted between (b) Repair damaged ships and (c) Remove Command Counters:

Redeploy fleets - You may arrange the ships of each fleet in different zones.

Twilight Imperium 3rd Edition PBeM web site design
b, 2005