L1Z1X Mindnet¶
Info
Absol mod references are v4 and accurate to Async TI4 as of 16 Feb 25
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Home System¶
- [0.0.0]
- Commodities: 2
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Starting Space Units¶
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Starting Ground Units¶
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Starting Technologies¶
Neural Motivator¶
Requirements: None
During the status phase, draw 2 action cards instead of 1.
Plasma Scoring¶
Requirements: None
When 1 or more of your units use Bombardment or Space Cannon, 1 of those units may roll 1 additional die.
Neural Motivator¶
Requirements: None
The maximum number of action cards you can have in your hand is increased by 3
At the end of your turn, you may exhaust this card to draw 2 action cards.
Plasma Scoring¶
Requirements: None
When 1 or more of your units use Bombardment or Space Cannon, 1 of those units may roll 1 additional die.
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Faction Abilities¶
Assimilate¶
When you gain control of a planet, replace each PDS and space dock that is on that planet with a matching unit from your reinforcements.
Harrow¶
At the end of each round of ground combat, your ships in the active system may use their Bombardment abilities against your opponent's ground forces on the planet.
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Flagship¶
[0.0.1]¶
Unit Type: Flagship
During a space combat, hits produced by this ship and by your dreadnaughts in this system must be assigned to non-fighter ships if able.
- Sustain Damage
| Cost 8 | Combat 5 | Move 1 | Capacity 5 |
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Mech ¶
Anihilator ¶
Unit Type: Mech
While not participating in ground combat, this unit can use its Bombardment ability on planets in its system as if it were a ship.
- Sustain Damage
- Bombardment 8
| Cost 2 | Combat 6 |
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Special Units¶
Super Dreadnought I¶
Unit Type: Dreadnought
- Sustain Damage
- Bombardment 5
| Cost 4 | Combat 5 | Move 1 | Capacity 2 |
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Faction Technologies¶
Super Dreadnought II¶
Requirements:
Unit Type: Dreadnought
"Direct Hit" cards are no longer effective against this type of ship.
- Sustain Damage
- Bombardment 4
| Cost 4 | Combat 4 | Move 2 | Capacity 2 |
Inheritance Systems¶
Requirements:
You may exhaust this card and spend 2 resources when you research a technology; ignore all of that technology's prerequisites.
Super-Dreadnought II¶
Requirements:
Unit Type: Dreadnought
This unit cannot be destroyed by "Direct Hit" action cards.
- Sustain Damage
- Bombardment 4
| Cost 4 | Combat 4 | Move 2 | Capacity 2 |
Inheritance Systems¶
Requirements:
When you research a technology, you may exhaust this card to ignore all prerequisites on that technology.
Action: You may exhaust this card and spend 1 command token from your strategy pool and 4 resources to research a technology.
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Leaders ¶
Agent: I48S – Enhancer Prodigy¶
Unlock: Always Unlocked
After a player activates a system:
You may exhaust this card to allow that player to replace 1 of their infantry in the active system with 1 mech from their reinforcements.
Commander: 2RAM – Integrated Systems Engineer¶
Unlock: Have 4 dreadnoughts on the game board.
At any time:
Units that have Planetary Shield do not prevent you from using Bombardment.
Hero: The Helmsman – The Last Record¶
Unlock: Have 3 scored objectives.
Dark Space Navigation: Diaspora
Action:
Choose 1 system that does not contain other players' ships. you may move your flagship and any number of your dreadnoughts from other systems into the chosen system. Then, purge this card.
Note: This can move/carry ground forces and fighters up to capacity, but cannot land them
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Breakthrough ¶
Fealty Uplink ¶
When you gain control of a planet, place infantry from your reinforcements equal to that planet's influence value on that planet.
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Faction Promissory Note¶
L1Z1X Mindnet - Cybernetic Enhancements Ω ¶
When you gain command tokens during the status phase:
Gain 1 additional command token.
Then, return this card to the L1Z1X player.