Sirius Theocracy TURN Structure Space Combat

Sirius Theocracy
The Lord has always provided, the Lord has brought us from the malice and destruction of Old
Earth, and the Lord will bring us into a better future and this new world of His, before our lost
Eden is once more restored to us. And when we return, we will rule it in His name.
The roots of what is known today as the Sirius Theocracy stem from the southern part of the former United States of
America and northern territories of Mexico. Bound together by a mutual belief in a higher power watching over them,
the Sirians believe that their destiny life both with Gaia, their new world, and Earth, were they are planning to return
to rebuild and restore its former glory.
Although the Sirius Theocracy is unified by an idea of a benevolent deity being their creator and protector, perceiving
them as simple minded religious fanatics would be a grave mistake. Members of the Sirius Theocracy are known as
true masters of politics: they are cunning and deceptive, often hiding their true agendas behind an image of zealots
driven solely by religious beliefs.
The immutability often associated with any societies bound by religious belief has never stopped the Sirians from
committing to scientific research, allowing them to not only be the first to master human cloning, but to spearhead
any new research in this field and become the only faction able to construct cloning factories not only on their home
planet, but also on any world they decide to incorporate.
The leaders of Sirius Theocracy know that their power lies in their ability to exert political influence, so they are more
eager to choose diplomatic solutions over open warfare. However, they do not shy away from armed conflicts when
peaceful options are exhausted or when openly provoked. Although not as skillful in combat as in politics, they are
still a formidable force one should never disregard.
Special Ability
UPGRADES
Sirius Theocracy may use Population from any planet to pay
the costs of Reactions.
4
Fringe Politics
At the end of the game, you gain 3 VP for each law on the table.
1
STARTING Resources
Medium Length Game
9
2
1
1
Long Game
7
1
2
TURN Structure
Reset market
Increase Population (Expert Cloning, Clone Factory)
Repair ships (Basic Repairs, Advanced Repairs)
Receive income and pay tax (Advanced Politics)
Get CP income (CP Refinery)
Get Axinium income (Axinium Refinery)
Get Phasium income (Phasium Refinery)
II. Council Stage
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Remove Resolutions
Political decision (Corrupt Politics, Visionary Politics)
Bonus Action decision
Elections (Corrupt Politics)
Combat Cards drafting
ACTION CARDS
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6.
You may pay a total of 4 CP ( ) less with this Research
Action if you hold the Chancellor title. / Trade.
Gain 1 Axinium ( ) extra with your Banking Action. / Research.
If you only buy 1/2 SDS as upgrades with this Action, do not pay
their cost. / Banking.
Place 2 less resources when using this Mining Action. / You may
pay a total of 2 Phasium ( ) less with this Buy Upgrades Reaction.
You may pay a total of 2 Axinium ( ) less with this Build Ships
Action. / Place 2 less resources with this Mining Reaction.
Skip your Action. / You may build no more than 2 ships with this
Build Ships Reaction. Do not pay their cost.
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Distance checks (Radar, Target Scanner)
Damage rolls (SDS, Advanced SDS, Interceptors, Strategic Bombers)
V. Conquest Stage (x2)
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Mount Population
Perform Ship Movement
Move Population (Civilian Ships)
Detection (Cloaking, Advanced Cloaking, Radar)
Player combat
Centaurian Resistance combat (Quantum Reflection)
Deploy Population (Landing Maneuver, Commando, Expert
Research)
Tachyon Scanner
During the first round of any combat, you may re-roll any or all combat
dice. You must accept the results of the re-roll.
Visionary Politics
At the end of the Political decision step of the Council Stage, you may
draw 2 Political cards. Keep one and place the other one on the top
or bottom of the Political cards deck. If the card you kept is a Law or
a Resolution put it in play, otherwise apply its effect only for yourself.
As an Upgrade you may build Space Defense Systems on planets you
control. An SDS offers protection to that planet from incoming Rockets.
For any incoming Rocket roll a die. A results of 4, 5 or 6 cancels the
effects of that Rocket.
Play 1st Action
Play 1st Reaction (Expert Politics)
Play 2nd Action (Basic Politics)
Play 2nd Reaction (Expert Politics)
Play 3rd Action (Master Politics)
Play Bonus Action
IV. Fire WMD Stage
As an Upgrade you may build Clone Factories on planets you control.
There can be only one Clone Factory on a planet. During the Increase
Population step of the Upkeep Stage, each Clone Factory provides one
population on that planet to the player controlling that planet.
Space Defense Systems (SDS)
III. Action Stage
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Every turn, at the end of the Elections Step of the Council Stage, you
gain half of the number of VP depicted on your Turn Order card (round
up).
Clone Factories
0
I. Upkeep Stage
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Technologies
Space Combat
Combat Round Structure
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7.
Start of Combat Step (Advanced Tactics)
Play Combat Cards Step
Resolve Combat Cards Step
Roll combat dice Step (Tachyon Scanners)
Assign Hits Step (Basic Tactics, Fringe Tactics)
Ship Damage Step
Discard Combat Cards Step
Advanced T-Modules
As an Upgrade you may buy Advanced T-Modules.
Any T-Module can be placed on spaceship blueprints instead of a
cannon. Each T-Module may transport 2 Population.
Corrupt Politics
After players reveal their bids during the Political Decision Step and/
or the Elections Step of the Council Stage, you may add or remove one
CP from you bid.