#pbd23981-launched [FULL] - TF Twilight's Kart 6P NA Decently Fast
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Is there a list somewhere of the new stuff?
Bumbaclot used /search units source: twilight_kart
Cost: 
Combat: 6
SUSTAIN DAMAGE
Keep this card in your play area, your mechs gain the following ability:
After you resolve a tactical action where you gained control of this planet, you may place 1 PDS or 1 Space Dock from your reinforcements on this planet.
SPACE CANNON 5
PLANETARY SHIELD
You may use this unit's SPACE CANNON ability against ships that are adjacent to this unit's system. When a player activates this system place 1 infantry with this unit. At the start of ground combat on this planet, produce 1 hit and assign it to 1 of your opponent's ground forces.
Cost: 
Combat: 6
SUSTAIN DAMAGE
Keep this card in your play area, your mechs gain the following ability:
This unit does not count against capacity if it is being transported or if it is in a space area with 1 or more of your ships that have capacity values.
Cost: 
Move: 2
Combat: 8
ANTI-FIGHTER BARRAGE 6 (x3)
Once per combat, at the start of a space combat in a system that contains this unit and 2 or more of your other non-fighter ships, your opponent must destroy 1 of their non-fighter ships.
Cost: 
Move: 2
Capacity: 1
Combat: 5
BOMBARDMENT: 4
SUSTAIN DAMAGE
This unit cannot be destroyed by βSparkβ action cards. If the Active System contains units that belong to a player who has more victory points than you, apply +1 to this unit's move value.
Cost: 
Move: 2
Capacity: 1
Combat: 5
BOMBARDMENT: 4
SUSTAIN DAMAGE
This unit cannot be destroyed by βSparkβ action cards. This unit rolls 1 additional die for combat rolls and unit abilities if it is damaged.
Cost:
12
Move: 2
Capacity: 6
Combat: 3 (x3)
BOMBARDMENT: 3 (x3)
SUSTAIN DAMAGE
Other players' units in this system lose PLANETARY SHIELD. After you make a combat roll in this system, you may spend any number of trade goods to apply +1 to the result of that roll for each trade good spent.
Cost:
12
Move: 2
Capacity: 6
Combat: 3 (x3)
BOMBARDMENT: 3 (x3)
SUSTAIN DAMAGE
Other players' units in this system lose PLANETARY SHIELD. When you gain control of a planet in this system, place infantry from your reinforcements equal to that planet's influence value on that planet.
Cost: 
Move: 2
Capacity: 6
Combat: 9
After a player activates this system you may produce 2 units in this system.
Cost:
per 2 
Combat: 6
DEPLOY: At the start of a ground combat on a planet that contains 1 or more of your infantry, you may place 1 infantry on that planet.
Cost: 
SUSTAIN DAMAGE
Keep this card in your play area; your flagship gains the following ability: You may activate this system even if it contains your command token. If you do, return both command tokens to your reinforcements and end your turn.
Cost: 
Move: 3
Capacity: 1
Combat: 6
During an invasion in this system, you may commit fighters to planets as if they were ground forces. When combat ends, return those units to the space area.
Cost:
per 2 
Move: 2
Combat: 7
This unit may move without being transported. Fighters in excess of your ships' capacity count against your fleet pool. DEPLOY: After your non-fighter ships move through 1 or more wormholes, you may place 1 fighter with each of those ships.
SPACE CANNON 5
PLANETARY SHIELD
This unit can be transported by any ships; this does not require or count against capacity. At the end of your tactical action, you may place your PDS units that are in space areas onto planets you control in their respective systems.
Cost:
per 2 
Move: 2
Combat: 7
This unit may move without being transported. Fighters in excess of your ships' capacity count against your fleet pool. Once per combat, after 1 of your opponent's units is destroyed, you may destroy this unit and discard 1 of your abilities to draw 1 ability.
Cost:
per 2 
Move: 2
Combat: 7
ANTI-FIGHTER BARRAGE 9
BOMBARDMENT: 9
This unit may move without being transported. Fighters in excess of your ships' capacity count against your fleet pool.
Cost: 
Move: 2
Combat: 8
ANTI-FIGHTER BARRAGE 6 (x3)
After this unit is placed, you may place 1 fighter from your reinforcements in any system that contains your ships.
Cost: 
Move: 2
Capacity: 6
Combat: 9
This unit can move through systems that contain other player's ships.
Cost: 
Move: 2
Capacity: 6
Combat: 9
Other players must spend 2 influence to activate the system that contains this ship.
Cost: 
Combat: 6
SUSTAIN DAMAGE
Keep this card in your play area, your mechs gain the following ability:
DEPLOY: During the "Commit Ground Forces" step of your tactical action in a system that contains 1 or more of your non-fighter ships, you may commit 1 mech from your reinforcements.
Cost: 
Move: 2
Capacity: 1
Combat: 5
BOMBARDMENT: 4
SUSTAIN DAMAGE
This unit cannot be destroyed by βSparkβ action cards. After a space combat in this system, you may gain 1 trade good; then you may also produce 1 ship in this system of any type destroyed during the combat.
Cost: 
Move: 3
Capacity: 1
Combat: 6
DEPLOY: When a player activates a system that contains 1 of your PDS units and no other players' ships, you may place this unit from your reinforcements in that system.
Cost: 
SPACE CANNON 5 (x3)
SUSTAIN DAMAGE
Keep this card in your play area; your flagship gains the following abilities:
You may use this unit's Space Cannon ability against ships that are in adjacent systems.
PRODUCTION: 4
This unit's PRODUCTION value is equal to 4 more than the resource value of this planet.
Up to 3 fighters in this system do not count against your ships' capacity.
When you spend a token from your strategy pool, you may produce 1 ship in any system that contains 1 of your space docks.
Cost:
per 2 
Combat: 7
Double the hits produced by this unit.
Cost:
per 2 
Combat: 7
After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good.
PRODUCTION: 4
This unit's PRODUCTION value is equal to 4 more than the resource value of this planet.
Up to 3 fighters in this system do not count against your ships' capacity.
After a player activates this system, they may spend 3 trade goods to draw 1 ability. When another player uses this ability, draw 1 ability.
Cost: 
Move: 3
Capacity: 1
Combat: 6
When this unit moves, you may apply +1 to the move value of 1 of your other ships that started movement in this system.
Cost: 
Move: 2
Combat: 8
ANTI-FIGHTER BARRAGE 6 (x3)
After a player activates this system, you may place 1 frontier token in this system if it has no planets and does not already have a frontier token.
@spring moon
Spicy stuff in there. Iβm intriguedβ¦
heBRUhammer used /search action_cards source: twilight_kart
At the start of the "Announce Retreats" step of space combat:
If you are the defender, your opponent must announce a retreat, if able. If you are the attacker, your opponent cannot retreat during this round of space combat.
Action:
Draw and resolve 1 edict.
At the start of a combat round:
Apply +2 to the result of each of your unit's combat rolls during this combat round.
Action:
Choose 1 player and look at their hand of action cards. Choose 1 of those cards and add it to your hand.
Action:
Ready 1 of your planets that has a technology specialty. Then, you may discard 1 of your neighbors' abilities that has a matching technology type.
Action:
Place 1 structure from your reinforcements on a planet you control.
At the start of the Strategy Phase:
Place a total of 3 trade goods from the supply on strategy cards of your choice; you must place these tokens on at least 2 different cards. Then, gain 2 command tokens.
After another player moves ships into a system that contains your ships:
You may move 1 of your ships into the active system from any system, including systems that contain your command tokens.
At the start of a combat round:
Apply +2 to the result of each of your unit's combat rolls during this combat round.
Action:
Choose up to 4 of your infantry on the game board; replace each of those infantry with mechs.
Action:
Place 1 neutral mech and 1 neutral PDS on any non-home planet that contains no non-neutral units; if that planet was owned by another player, they return its planet card to the planet card deck.
Before you assign hits produced by another player's unit ability roll:
Cancel each of those hits.
When you are negotiating a transaction:
You and the other player can include relics and spliced cards as part of the transaction. This card cannot be cancelled.
After a player activates a system that contains 1 of your command tokens:
Return that command token to your tactic pool. Then, you may remove 1 token from that player's tactic pool and return it to their reinforcements.
Action:
Place 1 neutral destroyer and 2 neutral fighters in a non-home system that contains no non-neutral ships.
Action:
Draw 1 secret objective.
After a player activates a system that contains 1 or more of your ships:
Replace one of your non-fighter ships in that system with one of your dreadnoughts from your reinforcements.
Action:
Draw 2 genomes. Then, discard 1 of your genomes.
At the start of an invasion:
Each of your non-fighter ships in the active system that do not have BOMBARDMENT gain BOMBARDMENT 5 until the end of the invasion. During this invasion, double the hits produced by your units' BOMBARDMENT rolls.
After another player commits units to land on a planet you control:
Move any number of ground forces from planets you control in the active system or adjacent systems, to planets you control in the active system.
Action:
Choose a system that contains no more than 3 of your non-fighter ships. Replace each of your ships in that system with a neutral ship of the same type; gain trade goods equal to the combined cost of those non-fighter ships.
Action:
Choose 1 planet you control. Either ready each planet you control of that type, or gain 1 trade good for each planet you control of that type.
Before you assign hits produced by another player's unit ability roll:
Cancel each of those hits.
Action:
Destroy 1 dreadnought, cruiser, destroyer, or carrier in a system adjacent to a planet you control.
After 1 of your units is destroyed during combat:
Roll 2 dice. For each result equal to or greater than that unit's combat value, your opponent must choose and destroy 1 of their units.
@teal sedge is all this fully integrated and scripted in the bot?
Yea
As far as i know in the middle of my 1st game with these settings
Looks even more wild than the regular version Iβm in π
heBRUhammer joined the game.
Like there being extra units. Feel like if you miss one of the first unit splices youβre screwed.
Yea makes calamitas worth taking past rd 2-3 depending
Hello all
π
cc_turtle joined the game.
Heyo, excited to try the new mix
@spring moon hey again
Howdy again!
grtbrt. joined the game.
It looks interesting
Lot going on for sure π
Woohoo, glhf!
Let βer rip @teal sedge
Are we doing regular setup or a milty/Nucleus thing?
good question : I am in favor of a milty , but its not a deal breaker
I'm not too picky just thought id ask in case people have strong feelings
Iβm fine with Milty or Nucleus. Have more experience with Milty and makes it go faster though.
Milty
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pbd23981-launched [FULL] - TF Twilight's Kart 6P NA Decently Fast
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