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Exploration is the process of exploring a planet for a chance to get a random event. Planets are explored upon being captured, and certain cards can allow additional explorations.

The events from exploration will usually come with choices. These choices will either have a percent chance at different outcomes, but some will have "do nothing" options.

Traits[edit | edit source]

Traits are extra tags on your overlord that unlock new options in certain exploration events. Traits can be acquired based on your choices in other events, sometimes even when you get the "bad" outcome. Traits have no value outside of these events. Traits can be levelled up by receiving an outcome that grants a trait that you already have, and some outcomes require these levelled up traits.

Traits are permanent across a campaign, but reset when you start a new one.

Disasters[edit | edit source]

Main article: Disasters

Disasters are rare special events that are similar to exploration events, but happen at the beginning of your turn and take several turns to resolve. Certain traits can make disasters more manageable by giving you an option to lessen their blow.

List of events[edit | edit source]

This list is incomplete. You can help by expanding it.

This list assumes that the percent chance of each outcome is equivalent to its size on the slider bar.

Outcomes that involve credits, research, tyranny, or destroyed ships are not exact amounts, as the actual amount is a range. The number is present to give a general idea of how much to expect.

Ancient Master[edit | edit source]

On a dilapidated space station, you find an ancient alien wearing a threadbare naval uniform. Given the number of medals on it, the alien has clearly seen countless campaigns in space.

  • (30 Credits): Offer it fine Space Brandy.
    • 75% Cheers (+1 XP) - The Ancient Master's eyes twinkle with delight and it tells you many tales of its exploits. Much is hyperbole but you do learn a great deal.
    • 25% Recovering
  • Tell it a tale of your exploits.
    • 50% Fascinated (+1 xp) - Tales of space sharks and planetary bombings invigorates the Master, prompting many interesting tales of its own. You learn many things.
    • 50% Dozes Off
  • Throw it in the Pain Booth.
    • 33% Back Away
    • 66% Amusement (+2 Tyranny) - Burly guards strong arm the alien into the Pain Booth, but no useful information is extracted. Always fun to throw people in the Booth tho!

Ancient Vault[edit | edit source]

Scouring some asteroids you find an ancient vault belonging to some forgotten culture The locks are too bizarre and intricate to open by conventional means.

  • Locked: requires ???
  • Mine through the asteroid.
  • Open fire on the doors.
    • 33% ?
    • 67% Slug Attack! (Space Slug released; new trait: Destructive) - A concerted attack shatters the mighty doors of the vault. At that moment a roar sounds from within as a dread Space Slug blasts free from its eon-long captivity!
  • Leave

Androids Part II[edit | edit source]

Requires having encountered Underground Androids

A Well remembered energy signature comes up from the planet and you land to find the androids who earlier escaped you. They stand before you impassively.

  • (50 Credits) Bribe them to stay put.
    • 33% Shut Out (nothing) - They calmly state that they have all the resources they need and slam shut the gates. No amount of prying or blasting can seem to open them again.
    • 66% ?
  • Threaten them again.

Artifacts Roadshow[edit | edit source]

  • Kill them and take their stuff!
    • 60% Trinkets (+26 Credits) - It's mostly junk but a few items are worth some credits.
    • 10% ?
    • 20% ?
  • (50 Credits) Haggle with them over their artifacts
    • 66% Fake (nothing) - Careful analysis of the artifact reveals that its a fake. You've been bamboozled!
    • 33% ???
  • Go on Artifacts Roadshow
    • 66% ?
    • 33% Collector (+6 Tyranny) - A galaxy sees a different side of, improving your reputation.

Asteroid Fields Forever[edit | edit source]

Unable to track all the debris in this system, you receive no warning as asteroids begin slamming your fleet. Each moment brings more danger as the size and speed of the impacts increases!

  • Endure it
    • 100% Endure It (-3 ships) - Asteroid storms are a fact of life in space - dodging them is pointless. Your fleet endures the storm but some ships are lost.
  • Punch the engines!
    • 50% Shredded (3-5 ships destroyed) - Engines blaze to life in an effort to dodge the storm, but it only increases the relative speed of the impacts. Many ships are lost!
    • 50% ???

Barrier Maze[edit | edit source]

One pocket of this world's digital network appears to be protected by a tremendously complex Barrier Maze. The fact that the network activity is occurring without the watchful oversight of your secret police is an offense to the empire!

  • Hacker 1: Bypass the maze (1 free tech) - Only amateurs go straight through a Barrier Maze! A clever hotwiring of key hardware and a few lines of code allow bypassing of the entire thing.
  • Enter it yourself
    • 60% ?
    • 40% Determined (draw 2 cards, new trait: Hacker) - The Barrier Maze is exceptional - clearly designed by a master hacker. With skill and determination the maze is navigated and you gain many insights!
  • Assign a team
    • 50% Group Effort (+13 Research) - A team of technicians is assigned and after several determined efforts manages to penetrate the maze. The hidden network contains much interesting data.
    • 50% ???
  • Crash the network
    • 50% ?
    • 50% Crashed (nothing) - No one keeps secrets from a Space Tyrant! Crashing the planetary network completely destroys both the maze and hidden network.

Blood Fever[edit | edit source]

Rigelian Blood Fever, the most feared plague in the 'verse, has broken out! The populace is terrified as infection runs rampant!

  • Weaponize it!
    • 50% Bioweapon (Plague Bomb card, New Trait: Plagued) Advanced bio-warfare labs are successful in weaponizing the virus. It can now be deployed at your command.
    • 35% ???
    • 15% ???
  • Scientist 1: Collect samples for study.
    • 50% Good Samples (+26 Research) - Deadly and unstoppable, the value of this virus cannot be understated. Your scientists will be parsing the results for many years.
    • 40% Innoculation (+25 Tyranny) - After intense study, your scientists find an absurdly expensive way to protect you, not only from the Blood Fever, but many other ailments.
    • 10% Evolution! (planet gains Pacifist) - The devilish virus evolves unexpectedly, killing all the scientists and much of the population at large. Your troops refuse to set foot on the planet.
  • Quarantine the planet.

Blood Fever Evolution[edit | edit source]

A new strain of Rigelian Blood Fever has broken out on this world! The population is panicking as existing methods of control fail.

  • (100 Credits): Hire more doctors.
    • 80% Containment (nothing) - Your efforts manage to contain the virus before it can wipe out the population.
    • 10% ?
    • 10% ?
  • (20 Research): Develop treatment techniques
  • Do nothing.
    • 50% Devastation (planet gains Pacifist) - The evolved virus ravages the population. Troops can never be stationed here again lest they infect the rest of your empire.
    • 50% Breakout! (4 ships destroyed) - A crewmember becomes infected while on shore leave: you have to destroy a number of ships to burn out the infection in the fleet.

Bounty Hunter[edit | edit source]

In a distant cell block you find a renowned bounty hunter locked away. He begs for his freedom - will you grant it?

  • Demand a ransom!
    • 33% Hoodwinked (-18 Credits) - The bounty hunter eagerly accepts and promises to hand over the loot from his last job. Unfortunately, he double crosses you and escapes.
    • 66% ?
  • Employ him as a hitman.
    • 60% Called Shots (draw 2 cards) - The bounty hunter happily sets to work hounding the enemies of the empire. All your plans proceed more easily.
    • 20% ?
    • 20% ?
  • Locked: requires ???
  • Let him rot.
    • 80% Ignore (nothing) - Never trust a bounty hunter! There is a reason he was locked up in the first place.
    • 20% ?

Burning Slum[edit | edit source]

Drawn by smoke and shouting you enter the slums which pervade this impoverished world. The source of commotion is a towering complex of overlapping hovels, wreathed in flames. What will you do?

  • Locked: requires ???
  • Savor the experience
  • Extinguish the fire
    • 80% Noblesse Oblige (+9 Tyranny) - Surprised at receiving any help - or even attention at all - the peasants are greatly appreciative. Tales of your largesse spread rapidly.
    • 20% ?

Camping Trip[edit | edit source]

Seeking to draw out the legendary killer who lives on this strange world, you entice a group of teenagers to camp in the nearby woods. Unable to resist such tantalizing bait, Skullface emerges from the woods to a chorus of shouts and screams.

  • Offer all the teenagers
    • 40% ?
    • 20% ?
    • 20% ?
    • 20% Pleased (Unknown) -Relentlessly hunting down the teens, Skullface finishes them all one by one. The moon glints on his blood covered mask as he turns to face you and gives a silent nod. You've made a new friend!
  • Take notes
  • Locked: requires ???
  • Locked: requires ???

Core Anomaly[edit | edit source]

This event only occurs on Doomed planets

Your scientists have discovered that the instability of this planet is due to an anomalous mantle-core interaction. What will you do?

  • Scientist 1: Alter the magma flow.
    • (planet loses Doomed) - You successfully alter the magma flow, saving the planet from destruction.
  • (15 Research): Science the frack out of it.
  • Nuke the core.
  • Ignore it.

Courtesan[edit | edit source]

To ingratiate themselves, the leaders of this world present you a coveted Andromedan Courtesan. Renowned for their abilities as companions and lovers, it makes for a very tempting offer...

  • Accept the Courtesan.
    • 75% Concubine (Seduce Senator card) - You take the Courtesan on as a mate and are well pleased with the results. Clearly the skills of the Andromedans are all they claim to be!
    • 25% ?
  • Turn them away.
    • 40% Charmed - Unable to resist the charms of the Courtesan you relent and accept them as your mate. The leaders breathe a sigh of relief at your change of heart.
    • 60% ???
  • Extort the leaders.
    • 50% ???
    • 50% Nothing (nothing) - Anyone able to afford an Andromedan Courtesan must have even more stashed away. Hard nosed secret police search for any additional funds but come up dry.

Cybernetics Station[edit | edit source]

On the edge of an asteroid field, your scouts come upon a moon-sized station filled with all manner of bizarre cybernetic projects. While surely of scientific interest, the station is so vast that it would take years to fully explore.

  • LOCKED: requires ???
  • (10 Tyranny) Spend time exploring the station
    • 20% Discovery (Free Tech; sometimes New Trait: Hacker) - Wandering for days among the stations various bays and labs you finally come upon one workstation with very promising ship schematics.
    • 20% ???
    • 60% Wandering (nothing) - Wandering for days among the station's various bays and labs yields nothing, save a deepened understanding of computing.
  • Take a quick look
    • 33% Hot Equipment (+1 Card) - Accessing the first terminal that you come across, you are delighted to find plans for an automated muon testing array.
    • 33% ???
    • 33% Today's Menu (nothing) - Accessing the first terminal you come across, you find only logistics records and what may be the station cafeteria menu.
  • Loot it
    • 50% Smash and Grab (+5 Research) - Engineers ransack every bay and lab they can find, looking for promising technology. Most is common parts but several prove to be worthy of study.
    • 50% ?

Dark Altar[edit | edit source]

Tracking an odd energy signature leads you to a strange site hemmed in by broken crystal. There you find a dark altar still pulsing with unknown energies.

  • Slowly approach the altar.
    • 40% ?
    • 60% Imprisoned (frozen for 4 turns) - Tendrils of energy eagerly react to a new presence. With relentless strength they grasp and bind your commander down onto the altar. Unable to break free, you must simply hope the imprisonment will eventually end.
  • Scan it.
    • 60% Amnesia (-1 xp) - The power surrounding the altar roils violently in response to the scan. Arcs of energy stream out and blast both the scanner and your commander. When they come to, they are unable to recall any of their recent battles!
    • 40% ?
  • Leave it alone

Death Ritual Culture[edit | edit source]

The custom on this planet is to terminate beings when they reach a certain age and their productivity drops off. While amusing, this is not in keeping with imperial policy.

  • Ban the practice.
    • 40% Recruits! (1 destroyer) - Population explodes without the ritual to suppress it. Survivors express their thanks and offer to crew ships in your fleet.
    • 60% Traditionalists (Rebellion) - The populace are outraged that you would tamper in their age-old traditions! They rise up in revolt and retake the planet.
  • Lower the death age even more!
    • 60% Slaughter (+46-51 Credits) - Like lambs to the slaughter, a new wave of people obediently file into the death chambers. You confiscate their property, of course.
    • 40% Interference (planet gains Vulnerable) - Interfering with the ritual culture causes global unrest but you are able to keep control of the planet.
  • Witness the ceremony.
    • 60% Entertainment (New Trait: Curious) - Seeing the mindless sacrifice is an amusing diversion, but you quickly move on. A tyrant's work is never done!
    • 40% Wounded! (New Trait: Curious; -16 Tyranny) - Little did you know you were going to be the sacrifice! You escape with the help of your bodyguards, but not before taking a lasting wound!

Deep Dive[edit | edit source]

Sensors have indicated a strange echo deep in the crushing depths of a gas giant. Attempting to enter with normal ships would be very risky.

  • Dive anyways!
    • 20% ???
    • 40% ???
    • 20% Under Pressure (-20% HP) - Halfway to the target your ships hulls begin to buckle and their captains order immediate surfacing to prevent the loss of the fleet.
    • 20% Wormhole! (Warp jump) - Diving into the gas giant, the echo goes silent, but your engines are unable to pull back out. Your fleet is pulled in farther then spit out someplace completely new!
  • Navigator 2: Modify a ship.
    • 75% Salvage (1 free tech) - Pressurization mods easily allow the affected ship to reach the anomaly. It turns out to be an extremely advanced probe.
    • 25% Crushed! (1 ship destroyed) - Pressurization mods applied to the ship fail unexpectedly and it is lost to the depths!
  • Move on

Demigod[edit | edit source]

While exploring some alien ruins a common soldier touches an artifact which grants him god-like powers.

  • Diplomatic 2: Bargain with them.
    • 60% Everybody wins (draw 2 cards) - After some back and forth, you come to an agreement that's mutually beneficial to both parties.
    • 30% ?
    • 10% ?
  • Order them to assist you!
    • 40% ?
    • 60% The Fist (13 ships destroyed) - Enraged at your gall he smashes your fleet with an ethereal hand.
  • Trick them into helping you.
    • 40% Tricky Tricky (draw 3 cards) - Still a common soldier at heart you easily manipulate him into giving you secret knowledge.
    • 60% ?
  • Flee immediately!

Doppelganger[edit | edit source]

Investigating reports that you yourself have been spotted at various points on this planet brings you face to face with someone who could easily be your twin.

  • Hire them as a body double.
    • 66% Double Trouble (+7 Tyranny) The many threats against the life of a Space Tyrant now have two targets to contend with!
    • 33% ???
  • Publicly execute them!
  • Diplomatic 2: Discuss the rigors of being a Tyrant.
    • 66% Good Talk (Insight card) - An invigorating discussion of how the common people fear and respect you ensues. You come away with many insults on ruling.
    • 33% ?
  • Duelist 1: Challenge them to a duel!
    • 66% Swift Victory (-1 Unrest) - The doppelganger may look like you, but clearly, has not trained in the art of dueling. You easily beast them; you smile before ending their miserable life.
    • 33% Dirty Trick (+7 Tyranny) - The doppelganger is well trained. In a fair fight you would lose, but this is not a fair fight. You pull a hidden dagger jab it into his skull.

Downed Pilot[edit | edit source]

Following a distress beacon to a desert moon, you come upon a capable looking pilot mourning his ruined ship. He explains that while exploring 6-D space he became disoriented and entered reality just in time to crash into this world.

  • Locked: requires ???
  • Compare starmaps
    • 33% Insight (New Trait: Navigator) - The air comes alive with holograms of regular and 6D space as you compare various charts and measures. With some technical assistance the maps are merged, increasing your navigation skills.
    • 66% Tech Team (-2 Research, new trait: Navigator) - The air comes alive with holograms of regular and 6D space as you compare various charts and measures. With some technical assistance the maps are merged, increasing your navigation skills.
  • Conscript him
    • 50% Carrier (1x Carrier) - Soldiers quickly slap a slave collar around Ace's neck and haul him up to the fleet for processing. His skills are put to best use captaining a fighter-based vessel.
    • 50% ?
  • Sadistic 1: Take his engines
    • 25% ?
    • 50% Sick Joke (+7 Tyranny) - Laughing at his dismay your soldiers shear the engines off his vessel and bring them to the fleet. Once back in space you position them in orbit so they will crash back down on the pilot, just for kicks.
    • 25% ?

Drunken Master[edit | edit source]

Requires having encountered Ancient Master

Abandoning all pretense at sobriety, the Ancient Master stumbles drunkenly into your court ranting about the mighty Coridan Fleet it once fought. How will you respond?

  • (100 Credits): Send an expedition.
    • 80% The Fleet (3x Cruiser) - Cleverly hidden in the folds of a murky nebula, your scouts locate the Coridan Fleet. Most of the ships are derelicts but several can be recovered!
    • 20% ?
  • Post the sad affair on SpaceBook
    • 50% ???
    • 50% Meme (+62 Gold) - The antics of the Drunken Master goes viral. You leverage the publicity into a large boost in war bonds.
  • Throw it in the Pain Booth.

Excavation Mecha[edit | edit source]

Abandoned by their creators, a group of excavation mecha lay rusting at an ancient mining site. Reactivating them seems to be a simple matter, but it is impossible to know the precise goals their alien masters originally gave them.

  • Hacker 2: Rewrite them for war
    • 66% Low Battery - Reprogramming the machines turns out to be a trivial task and they are quickly made ready for war. However, their battery systems were not designed with battle in mind and will quickly wear out.
    • 33% ???
  • Activate them
    • 40% Gems (+40-47 Credits) - The mecha power on and quickly set to work mining the site. Several valuable space gems are extracted.
    • 20% ?
    • 40% Disaster! (planet becomes asteroids) - The mecha power on and quickly set to work mining... straight down! Quakes begin to shake the ground with increasing frequency. All imperial personnel flee just in time to see the planet's core implode.
  • Release in a city
    • 33% Assistance (Draw 1 card) - Unable to make sense of their urban surroundings the mecha begin toppling buildings at random and process the rubble. The inhabitants offer to help you in return for calling off the robots.
    • 33% Desperate Plea (draw 3 cards) - Unable to make sense of their urban surroundings, the mecha begin toppling buildings at random and processing the rubble. Terrified inhabitants offer to do anything for your empire if you save them.
    • 33% Protests! (+1 Unrest) - Unable to make sense of their urban surroundings the mecha begin toppling builds at random and processing the rubble. The population of the city is wiped out, sparking protests across your empire.
  • Use them for scrap
  • Let them rust
    • 40% Nobility (+5 Tyranny) - Tinkering with mining equipment is beneath the notice of a Tyrant. This example of regal tyranny seems to impress the common people.
    • 60% Clean Hands (nothing) - Tinkering with mining equipment is beneath the notice of a Tyrant. You carry on with the affairs of state.

Federation Outpost[edit | edit source]

You discover a forward operating base for the Galactic Federation. They haven't noticed your fleet yet. What do you want to do about this base?

  • Send in troops.
    • 75% Victory! (Free Tech) - You decimate the Federation forces. Looting the outpost afterwards, you find plans to advanced tech.
    • 25% ???
  • Diplomatic 1: Send in a diplomat.
    • 75% Persuasion (Draw 1 card, new trait: Diplomatic) - The Federation officers are swayed by your persuasive diplomat. They offer to assist you in any way they can.
    • 25% ?
  • (10 Research): Use experimental weapon.
    • 25% Dud (nothing) - You wait to see the results of your weapon but nothing seems to happen. Oh well, back to the drawing board!
    • 50% Melted (+1 Crystals; new traits Sadistic, Scientist) - The Federation troops are melted into a crystalline slurry that you quickly move off planet, boosting your own crystal reserves.
    • 25% ?

Fortified City[edit | edit source]

The native population has holed up in a megacity, refusing to submit to your authority! Something will have to be done about these insolent fools.

  • Take the city by force.
  • Diplomatic 2
    • 25% ?
    • 75% Squadron (2 Destroyers) - The local citizens stand down and you gain access to their hangars.
  • Total orbital bombardment.

Gigantic Natives[edit | edit source]

This planet has a species of gigantic proto-sentients native to it. How will you manage them?

  • Have them toil the fields.
    • 50% ?
    • 25% Simpletons (nothing) - The simple brains of the giants cannot grasp the absctract concepts involved in even limited farming.
    • 25% ?
  • Become their god-emperor!
  • Study them.
    • 50% Meager Facts (+4 Research, new trait: Scientist) - Their gigantism is showy but of only limited scientific value.
    • 25% Failure - Unfortunately, your studies fail to produce any applicable results for the empire.
    • 25% ?

Gravitic Anomalies[edit | edit source]

Deep inside a nearby nebula, your scouts find a tight cluster of gravitic anomalies. Sensors cannot detect what may be inside them.

  • Send in a ship.
    • 50% Shredded (1 ship destroyed, new trait Navigator) - Unable to maneuver between the shifting gravity fields, your hapless ship is torn to bits.
    • 25% Equipment (+23 Credits) - Inside the field the ship discovers remnants of an alien probe. unable to bring the ship out the pilot manages to salvage some of its valuable equipment.
    • 25% ?
  • Navigator 2: Navigate it yourself
    • 35% Eureka! (1 free tech) - You nimbly navigate the field and find an alien device at its center. Studying how the device creates gravity fields leads to a breakthrough!
    • 45% Salvage (1 frigate) - Deep inside the field, you find an ancient vessel with a drive that's creating the anomalies. Shutting it down, you're able to retrieve the ship and repair it for use.
    • 10% ?
    • 10% ?
  • Attempt to bypass the cluster.
    • 75% Bypassed (nothing) - Gravity has no mercy. Better to move on!
    • 12.5% Escape (-1 Card) - Gravity has no bounds; you miscalculated the bypass and had to spend extra energy to get away.
    • 12.5% ?

Hit Piece[edit | edit source]

The fake media, Galactic News Net, published a hit piece about your ties to a wanted criminal and hitman. How do you want to handle this?

  • Locked: requires ???
  • Try to redirect the story.
    • 66% Denial (nothing) - You reject GNN's claims, blaming them for distributing fake news for the Galactic Senate, drowning out any ill effects from the original article.
    • 33% ?
  • Sell out the hitman.
    • 75% Inconvenient End (Unknown effect, possibly nothing) - Your hitman isn't worth this much trouble, you hand him over for execution for his crimes.
    • 25% ?
  • No comment.
    • 33% Fade away (nothing) - Without drawing more attention to the story, it quickly fades from the news cycle, overshadowed by the next galactic outrage.
    • 67% Backfire (+3 Unrest) - Your silence is seen as an admission of guilt by the galaxy. Unrest towards your rule increases dramatically.

Idle Robots[edit | edit source]

Inside an abandoned factory you find operational droids mindlessly fussing away at a spotless interior. What will you do with them?

  • Scientist 2 (5 Research): Ship the droids off to be reverse engineered in your labs.
    • 70% Boxed up (1 free tech) - Your soldiers box up the struggling robots and ship them away to be researched.
    • 20% ?
    • 10% Free Will (battle) - Attempting to reverse engineer the bots, triggers a failsafe and they attack!
  • (10 Credits) Weld lasers to their heads and wire them into the defense net.
    • 75% Obedience (+4 Defense) - Lumbering under the weight of enormous lasers the robots obediently march off to the nearest base.
    • 25% Disorder (1 ship destroyed) - Applying the lasers, your technicians trip an attack circuit. The robots, now with lasers wreak havoc in the fleet!
  • Smash them up and use them for parts.

Imposing Monolith[edit | edit source]

While scouring this world for riches and treasures you find a tall, alien monolith sitting in a blue glowing pool. It pulls at your mind, drawing you closer.

  • Locked: requires ???}
  • Touch it.
    • 33% ?
    • 67% Erased (-1 XP, new trait: Curious) - Touching the Monlith releases a torrent of memories and images! Unable to endure it, your commander staggers backward clutching their head. After recovering, they realize all memories of the most recent battles have been erased!
  • Reduce it to rubble!
  • Walk away

Incentive Program[edit | edit source]

This event only occurs on lab planets.

Tired of the poor performance at this facility, you decide to intervene in its operation directly. How will you motive the researchers?

  • Give them all a turn in the pain booth.
    • 50% Motivated (Free Tech) - The pain booth proves to be an excellent motivator resulting in major scientific gains. Perhaps you should make this standard practice?
    • 25% ???
    • 25% ???
  • (10 Research): Engage them in a Science Death Match.
    • 67% Champion (! free tech; new trait: Scientist) - Desperate to save their own lives, the scientists are inspired to new heights. The champion's work is of particular use to your empire.
    • 33% ?
  • Execute one.
    • 25% Subverted (+1 Unrest) - Angered by the death of their peer, the remaining scientists sow dissent via the data networks.
    • 75% ?

Inevitable Betrayal[edit | edit source]

"It's nothing personal boss." your hitman says as they draw their blaster and aim it at you, "I just got a better offer..."

  • Locked: requires ???
  • Locked: requires ???
  • (200 Credits): Offer triple their current pay.
    • (nothing) - Lowering his pistol as the credit transfer goes through, he tips his space hat, saying "I always did like you best"
  • Attempt to space 'em!

Ion Storm[edit | edit source]

An ion storm sweeps through the system and the fleet cannot avoid it. Heavy interference has already blinded all ships sensors.

  • Batten the hatches!
    • 33% Core Breach! (1-2 ship destroyed) - The storm is powerful, disrupting and damaging systems across the fleet. Several ships have core malfunctions and explode.
    • 50% Zzzzzt (-20% HP for 1 turn) - The storm is powerful, disrupting and damaging systems across the fleet. Damage is widespread bu there are no losses.
    • 17% ?
  • Psionic 2: Sense your way through it.
    • 100% - Sensors are blinded by the storm, but psionics are not, allowing you to safely exit the storm
  • Navigator 3: Calculate 5D course.
    • (+25% attack for 4 turns) - Your advanced navigational skills allow you to carve a stunning course both in and out of real space. Morale among the fleet is boosted by your exceptional skill!

Jilted Lover[edit | edit source]

Requires having experienced Courtesan

You awake with a start to realize you are not alone in your chambers. The Courtesan you turned away is looming over you in the dark, pressing a sharp knife to your throat.

  • Locked: requires ???
  • (100 Credits): Offer a lavish bribe.
  • Shout for the guards.
    • 50% ???
    • 25% ???
    • 25% Stabbed (-12 Tyranny) - Unbeknownst to you, the guards were subverted by the Courtesan and ignore you. Forced to fight alone, you are badly injured before blasting your opponent.
  • Pet 1: Command your pet to attack.
    • 80% Parting Gift (+31 Credits) - Your pet leaping into the fray gives you enough time to blast the Courtesan to atoms. Laying on the floor you find the knife - it should make a good keepsake.
    • 20% ?

Leggy Lifeforms[edit | edit source]

On a secluded island you find a small population of truly bizarre multi-limbed life forms. Unfortunately for them, their sole habitat appears to be atop a vein of isotop rich ore. What will you do?

  • Capture a creature.
    • New trait: Pet - Their many legs makes the life forms very difficult to catch but you managed to snare one eventually. It seems capable of understanding basic commands and you have no trouble domesticating it.
  • Refine the ore for fuel.
    • 50% Rich Fuel (+1 Move) - Mining grews mercilessly tear through the small habitat, churning up precious isotope laden ore. Some creatures might survive, but that is no matter to a Space Tyrant.
    • 50% Crushed Creatures (-16 Credits) - Mining crews mercilessly tear through the small habitat, causing a panic among the creatures. Many are caught up in the gears and several machines are ruined.
  • Hunt them for sport.
    • 60% Jolly Good (+9 Tyranny) - Nothing beats a relaxing day hunting defenseless animals. Their speed and agility make for great sport!
    • 40% Annoyed (nothing) - Their many legs makes the life forms almost impossible to shoot. Giving up in frustration you order them bombed from orbit.

Limpet[edit | edit source]

Limpet monsters attach to your fleet, and no one has seen anything like them.

  • Leave them alone.
  • Scrape them off.
  • Scientist 1 (5 Research): Examine them.
    • 25% ?
    • 75% Limpet Mines (Infiltrate! card) - You create advanced mines from what you learn.

Living Lotus[edit | edit source]

Passing over a secluded island, you notice a patch of flowers that appears to be waving at you. Landing, you discover a colony of the rare Living Lotus people who invite you to share in their wondrous fruit.

  • Diplomatic 2: Ask for their assistance
    • 20% Fine Spores (Ambrosia Spores card) - Deeply pleased with your concillatory tone, the Lotus people offer you their finest spores!
    • 60% Pods (Space Madness card) - Unwilling to part with their most precious spores, the Lotus people do give you a spaceborne variant which will be of some use.
    • 20% Refusal (nothing) - Tarnished by your tyrannical past, the Lotus people have difficulty believing your words and turn you away.
  • Locked: requires ???
  • Harvest them
    • 50% Bouquet (+19 Tyranny) - Soldiers mercilessly scythe down the Lotus people at your order and arrange some of the more impressive ones into a lovely bouquet. Shockwaves of fear ripple through the empire!
    • 50% Madness (Randomly moves invading fleet) - The Lotus people are not without defenses: They release spaceborne Spore Pods into your fleet, causing confusion and disarray!)
  • Eat the Fruit
    • 50% Fine Dining (+8 Tyranny) - The fruit of the Lotus is delicious and induces a great sense of well being. You can't wait to get back to tyrantting!
    • 25% ?
    • 25% Unimpressed (nothing) - The fruit of the lotus is delicious but no more so than any of the multitude of foods available to a tyrant.

Local Court[edit | edit source]

Furious at bring thrown in the pain booth for a trivial offense, a local noble brings legal charges against you. How will you react?

  • (50 Credits): Rig the jury.
    • (nothing) - Money makes the 'verse turn. To the astonishment of the prosecution, all the charges against you are dropped.
  • Deny all charges.
    • 33% Outwitted (nothing) - Through a combination of denials, clever wording, and outright trickery you manage to defeat all claims against you.
    • 67% (Rebellion) - Incensed by this travesty of justice, the world rises up against you.
  • Template:Trait:Hitman 1: Assassinate the judge.
    • 90% Terror (-1 Unrest) - No one brings a tyrant to heel - let the galaxy be damned! Your hitman takes out the judge leaving the courtroom in disarray!
    • 10% ?

Mesmerizing Lifeform[edit | edit source]

Drawn to a remote location by unexplainable forces, you encounter a frog-like creature. You sense that it has become tired of this world and wishes to relocate.

  • (50 Credits): Offer the creature lavish quarters
    • 75% Psychic Drone (New Trait: Psionic) - The hypnofrog is displeased with its quarters! For the next few days all your servants report severe headaches, but it stays on board.
    • 25% ???
  • Vaporize this abomination!
    • 50% Mind Blast (lose 1 card) - You raise your weapon... but suddenly black out! Hours later you awake on your ship confused and unable to recall how you got there.
    • 50% ?
  • (5 Tyranny): Refuse to take the creature.
    • 80% Flee (nothing) - This is far to dangerous of a creature to interact with. You summon all your willpower and walk away as fast as you can.
    • 20% ?

Misty Maze[edit | edit source]

This event only occurs on Doomed planets

Seeking the legendary killer of this strange planet, you enter The Maze alone. Weaving your way through mist you stumble into a conspicuously placed fridge. Stepping out from behind it, Skullface raises his chainsaw toward you in a wordless challenge.

  • Hire Him
    • 16.6% ?
    • 50% Nothing - In characteristic fashion Skullface turns away without a word and walks off into the maze. Perhaps you should have brought something more interesting than a sales pitch?
    • 16.6% ?
    • 16.6% ?
  • Compare Kills
    • 25% Attack (-9 Tyranny) - Skullface cares nothing for your exploits and immediately launches into a savage series of attacks with his chainsaw. You are able to escape, but take some minor injuries.
    • 50% ?
    • 25% ?

Musashi Serum[edit | edit source]

Sealed in a hardened container festooned with dire warnings, you fina a sample of the famed Musashi Serum. The serum is rumored to grant great power in battle at the cost of destabilizing the receiver's mind.

  • Scientist 2: Edit soldier DNA
    • 66% Samurai Soldiers (+1 siege die) - Proceeding with great care and deliberation the experiments are a stunning success! Your troops have gained the unparalleled melee skills of Musashi!
    • 33%
  • Expose the entire population
    • 20% ???
    • 20% ???
    • 60% Entrenched (Rebellion; New Trait: Scientist) Dispersing the serum as an atmospheric aersol causes a planet-wide spasm of violence and destruction. Maddened super soldiers slaughter the garrison and take control of the planet. It will be almost impossible to recapture, now.
  • Run computer models
    • 50% Fun Facts (+6 Research) - Playing it safe, the serum is processed through several computational models but never used directly. The results are interesting but not ground-breaking.
    • 50% ?

Mutiny[edit | edit source]

A few commanders of your space force become convinced they will be the next target of your sadistic practices. Mutiny is inevitable unless you act immediately!

  • Smash 'em.
    • (2 ships destroyed) - Loyal ships open fire on the mutineers without mercy, annihilating them.
  • (Diplomatic 2, 50 Credits): Placate 'em.
    • 67% Mollified (nothing) - Anger subsides and they rejoin the fleet.
    • 33% ?
  • Mock 'em.
    • 67% Retaliation! (Battle) - Your goading enrages them. Prepare for an attack.
    • 33% ?
  • Ignore 'em.
    • 85% ?
    • 15% Spy Work (nothing) - Your crew is too scared of you to assist the mutineers. Secret police round up the leaders and execute them.

Mysterious Signal[edit | edit source]

As you explore this region, you pick up an unknown transmission from deep space. Your scientists can't decipher it.

  • Investigate the source.
    • 40% Colony (Tariffs Drone card; new trait: Curious) - You find a long lost pirate colony. Happy to be part of your operation they offer their assistance.
    • 30% ?
    • 15% ?
    • 15% ?
  • Ignore it.

Orion Spaceway[edit | edit source]

This system is hosting the yearly Orion Spaceway hyperspace racing competition. A wide array of racing vessels have gathered at the start point, waiting for the race to begin.

  • Commandeer their fuel.
    • 50% Full Tank (+1 move) - Your Space Force swoops down over the event and rapidly boards all the ships. Fuel and engine components are found in great abundance!
    • 50% ?
  • Discuss racing with the champ.
    • 50% Racing Lesson (+1 xp) - The champion is hesitant at first but quickly warms to the subject and explains many interesting facts about high-speed maneuvering.
  • Locked: requires ???
  • Locked: requires ???

Pacifist Movement[edit | edit source]

Segments of the population on this world ascribe to a pacifist movement which is at odds with your imperial doctrine.

  • Crushing taxation.
    • 66% Quashed - (+50 Credits) Crushing taxes are levied against those who breach imperial doctrine. The movement quickly dies down.
    • 33% Conversion (planet gains Pacifist) - Crushing taxes only fuel the fire for peace! The whole planet adopts the religion!
  • Diplomatic 1: Coerce their leader
    • 20% Greased Palm (-19 Credits) - The pompous oaf proves resistant to threats and you are forced to bribe him to dissolve the movement.
    • 40% Darkness (Dark Ritual card) - A sharp knife always brings results! Not only does the leader dissolve the movement but they show you its dark underbelly.
    • 40% ?
  • Sanction the religion.
    • 66% Grace (-1 Unrest) - The galaxy is pleasantly surprised by this sudden change of character!
    • 33% ?
  • Ignore them.
    • 100% Ignore Them - This movement is beneath your notice. Surely the local governor will wipe it out in due time.

Personal Combat[edit | edit source]

A high noble of this world took great offense to an offhand remark. To preserve their honor they challenge you to a personal duel!

  • Fight the duel!
    • 70% Victory! (+9 Tyranny, new trait: Duelist) - Superior skill allows you to land the requisite three touches and win the bout. You have the noble exiled for good measure.
    • 30% Touche (-3 Tyranny; New Trait: Duelist) - The noble proves to be an excellent fencer and manages to defeat you in three touches, but thankfully without serious injury.
  • Throw them in the pain booth.
    • 25% ?
    • 75% Dire Warning (nothing) - The screams of the noble serve as a warning to the others. You will not likely be challenged again.
  • Psionic 2: Cheat!
    • 100% (+ Tyranny; New Trait: Duelist)

Petty King[edit | edit source]

An extremely influential noble of this world has refused to submit to imperial rule. Your agents fear that executing them could lead to outright rebellion. What will you do?

  • Abduct a hostage.
    • 50% ???
    • 50% Martyr (+1 Unrest) - Your soldiers brazenly smash into the noble's home but the family manages a desperate escape into exile. Unable to track them down, they serve as a focus for unrest on this world.
  • Sit down and talk.
    • 25% ?
    • 25% ?
    • 25% Kickback (+72 Credits; new trait: Diplomatic) - Through shrewd negotiations, you convince this conniving noble that it would be best to support your tyrannical efforts against the Galactic Senate.
    • 25% Influence (-1 Unrest, new trait: Diplomatic) - The king agrees to a live, planet-wide broadcast regaling your generosity and grand plans for a reshaping the galaxy!
  • Locked: requires ???
  • Hitman 1: Engineer their demise.
    • 60% Intrigue (+9 Tyranny) - You execute an elaborate plot to discredit and ruin the noble: ultimately resulting in their death. Fearing for their lives, the others quickly back down.
    • 40% ?

Pirate King[edit | edit source]

Garot, the Pirate King, has been raiding this system for some time causing serious damage to local trade. Treating you with the respect due to a fellow monarch, he responds to your request for parley.

  • Locked: requires ???
  • (30 Credits): Bribe to leave
    • 66% Kindred Spirit (nothing) - Bringing gifts of fine space brandy you spend an evening drinking with the King, discussing the deeply misunderstood nature of Tyrants. Moved by a new sense of kinship, Garot agrees to leave the system.
    • 33% ?
  • Threaten him
    • 25% ???
    • 50% Failure (-20 income, not tied to planet) - The King responds with a blustering tirade of his strength which goes on for the better part of an hour. Clearly your threats will not dissuade him from raiding.
    • 25% ???
  • Compliment him on his gun hand
    • 50% Insulted! (Fight) - Garot instantly becomes defensive and irate, building to a crescendo of anger and reproach at your comment. Whatever his reason, you cannot be spoken to like that - he must die.
    • 50% Raiders (+20 credit income, not tied to planet) - Garot is initially defensive but soon reveals that he lost his hand to a Space Shark which he still hunts to this day. Pleased by this moment of connection he offers to raid your enemies.

Pirate Treachery[edit | edit source]

You are hard at work directing your space fleet in the extermination of a pirate band when your comm chirps. It is one of the pirates with an interesting offer: allow him to live and he will betray the others! How will you respond?

  • Allow him to join your fleet.
  • Doublecross him.
    • 40% Doublecross (3 Battleships) - You take in the pirate and promptly torture him for access codes to the enemy ships. Commandos sneak aboard the heaviest vessels, capturing them for your own use!
    • 60% ?
  • Exterminate them all.

Planet Repair[edit | edit source]

This planet could prove useful if we spend the resources to repair it.

  • Repair the planet.
    • 80% Restoration (planet regains ability, new trait: Scientist) - After focusing your research efforts on this palnet's problems, you've restored its full potential.
    • 20% ?
  • Ignore it.

Planetary Improvement[edit | edit source]

Your advisors have determined this planet is a good candidate for improvements and experimental effects.

  • Improve (text varies based on type of planet)
    • Adds a power to the world.
  • Not worth the trouble!
    • (Nothing) - You leave the planet ready for further oppression!

Prison Riot[edit | edit source]

This event only occurs on prison planets

The inmates have revolted against their robot ovverlords. You have a choice to make.

  • Help the inmates.
    • 50% ???
    • 50% Penalize (battle!) - The Overlords will have none of your betrayal. They bring the riot under control and send out a fleet to teach you a lesson.
  • Help the overlords.
    • 50% ?
    • 50% Lecture (+18 Credits) - The overlords are suspect of your motives and only give you a few credits along with a stern lecture about "doing the right thing".
  • Nuke them.

Psionic Race[edit | edit source]

On a remote asteroid, you discover a colony of psionic beings inhabiting delicate and beautiful pod-like structures.

  • Confiscate all the pods.
    • 33% ?
    • 33% ?
    • 33% Mind Blast (1 card lost) - The residents take great offense and slam you with a psionic attack. You stumble away confused and disoriented.
  • (50 Credits) Employ psionic agents.
    • 33% Mindcraft (New Trait: Psionic; +2 Research) - In addition to having psionic agents at your disposal they also reveal some of their art.
    • 66% Agents (New Trait: Psionic) - Having psionic agents will prove far more valuable than a handful of credits.
  • Ignore them.

Risky Experiment[edit | edit source]

Your scientist, surrounded by terrified interns, eagerly explains his plans to use proto-matter to vastly expand research potential. It sounds risky!

  • Give him complete authority
    • 33% ?
    • 66% Hellstorm! (planet destroyed) - Shaking with uncontrolled energies, the equipment of the lab sparks and explodes. Your guards rush you to an escape pod moments before the lab and its "genius" are consumed by a hellstorm of plasmatic fire.
  • Locked: requires ???}
  • The methods are too extreme: the scientist needs to be removed.

Rogue Assassin[edit | edit source]

It appears your serial killer has been misbehaving. Important figures in the empire are dying in a most inconvenient and disorderly way. Something must be done!

  • (-5 Tyranny) Give him a stern lecture.
    • 25% Repentance (Draw 1 card) - For several hours you lambast the assassin over his errant ways. To your delight he offers aplogies and even gives you some information on plots against you.
    • 25% ?
    • 50% Anger (-2 Tyranny) - For several hours you lambase the assassin over his errant ways. Unrepentant, he decries his treatment and storms out of your chamber.
  • Scientist 1: Implant explosives in his brain.
    • 75% Brain Bomb (-2 Unrest) - A Tyrant knows that words mean nothing. Explosives in the neo-cortex on the other hand, work wonders! He begins behaving immediately.
    • 25% ???
  • Disintegrate him.
    • 50% ?
    • 50% Terminated (nothing) - With a heavy heart you have the assassin thrown into the disintegrator. He was an effective tool, but outlived his usefulness.

Sentient Probe[edit | edit source]

Scouts in this system have located a damaged probe of unknown origin. Scans show that the device contains an advanced sentient AI system. What will you do with it?

  • Scientist 2: Repair AI
    • 75% Power Up (+1 Move) - Grateful at being repaired, the probe shows you how to more efficiently operate your engines.
    • 25% ???
  • Force it to research.
  • Toss it back into space.

Serial Killer[edit | edit source]

  • Let your researchers dissect him.
  • (50 Credits) Hire him as an assassin.
    • 75% Sharp Knife (+2 Unrest, New Trait: Hitman) - The new assassin sets to removing political enemies with a vicious and unrelenting glee. Perhaps a little too unrelenting... But you can't argue with results!
    • 25% ???

Shapeshifter[edit | edit source]

Local police have caught a lifeform which appears to be able to change its shape at will. What will you do with it?

  • Enroll it in your secret police.
    • 66% Intelligence (Tightened Grip card) - The new spy is a smashing success! It reports to you on friend and foe alike without being detected.
    • 33% Infiltration (-9 Tyranny) - Enraged at its treatment, the shifter impersonates one of your guards and attacks you! You are wounded before the other guards can react.
  • Put it in a zoo.
    • 66% Exhibit (+73 Credits) - The attraction draws crowds from all over the 'verse. Your coffers fill with gold!
    • 33% ?
  • (Destructive 1, Sadistic 1: Does it blend?
    • 80% Protein Shake (+10 Tyranny - Mmmmm delicious shapeshifter smoothie - what could be better? The peculiar properties of the creature flow through you and fill you with energy.
    • 20% Poison (-5 Tyranny) - Your body rejects the strange dna of the shapeshifter and you are left with a terrible stomach ache.

Silent Ones[edit | edit source]

Geologists investigating a series of earthquakes were surprised to find a colony of Silent Ones deep underground. An envoy of the colony makes the long trip to the surface, requesting that you attend one of their complicated religious rituals.

  • Descend into the mines
    • 60% Gems (+15 income, not tied to planet) - The ritual is stilted and bizarre but completes without incident and the miners appear pleased. They offer an unending stream of gems and metals for your participation.
    • 40% ?
  • Locked: requires ???
  • Enslave them
    • 50% ?
    • 50% Bombings (planet rebels) - Engraged by your violation of their sacred tunnels the Silent Ones plant fusion charges under all planetary garrisons and detonate them simultaneously!
  • Ignore the request
    • 50% Respect (+5 Tyranny) - A Space Tyrant doesn't pay any heed to backward peoples and their bizarre rituals. Courtiers and officers alike nod their approval.
    • 50% ???

Space Zombie[edit | edit source]

Drifting among countless asteroids your sensors detect a functioning life pod. There appears to be a living creature inside. What will you do?

  • That the creature out.
  • Scientist 2: Experiment on it
    • 15% ?
    • 85% Space 'Roids (+25% attack to this fleet for 4 turns) - Using the remains of the creature, your scientists create a super-serum that improves your crew, but reduces their lifespan!
  • Eject the pod.

Surrounded Ship[edit | edit source]

The fleet has surrounded a rebel who escaped in a research ship. The pilot threatens to detonate the prototype drive if you do not allow him to escape.

  • Call the bluff and attack!
    • 20% ?
    • 60% ?
    • 20% Capture (Antimatter Mine card) - Your ships swoop in and easily overpower the rebel. Amazingly, the pilot's claim was true and the ship has a powerful self-destruct system. You are sure you can find a use for it.
  • Run for it!
    • 25% Lost Sleep (-9 Tyranny) - The angst of letting even one rebel get away gnaws and you and you cannot rest.
    • 75% Escape (nothing) - Discretion is the better part of valor. One rebel is not worth risking a fleet over.
  • Psionic 1: Attempt to board the ship.
    • (+1 Destroyer) - A blast of psionic power distracts the pilot at a key moment and your space marines capture the ship!

Thrumming Sphere[edit | edit source]

Buried deep in the crust of this world you uncover a tiny alien sphere, thrumming with power. Despite its size, tests indicate that it is a shield powerful enough to protect a planet. How will you proceed?

  • (1 Crystals): Activate the device!
  • (10 Research): Weaponize it!
    • 50% ?
    • 50% Irradiated (+1 max Crystals this turn) - As your scientists are loading the sphere into a missile, they break a safeguard and are instantly killed by lethal radiation. The sphere is ruined but at least you can tap its power reserves.
  • Take the sphere for your personal protection.
    • 80% Personal Shield (+7 Tyranny) - While not the most fashionable accessory, this device is sure to protect you from the many threats of a hostile galaxy.
    • 20% ?

Time Tourist[edit | edit source]

With a sudden pop, an outlandishly dressed person appears in your audience hall, claiming to be a tourist from the future. How will you receive them?

  • Give a tour.
    • 25% ?
    • 25% Bamboozled! (-19 Credits) - Midway trhough the imperial tour you realize the "tourist" has disappeared - along with several critical pieces of equipment!
    • 50% Respect (-2 Unrest) - Hours are spent extolling the virtues of your star empire and the tourist is suitably impressed. Other worlds hear of the visit and are in awe of your future majesty.
  • Throw them in jail.
    • 25% Secrets (1 free tech) - Guards quickly strip the person of all his items and throw him in a hold cell. Rigorous interrogation reveals secrets from the future.
    • 25% ?
    • 50% Charlatan (nothing) - Guards quickly strip the person of all his items and throw him in a holding cell. Unfortunately he turns out to be only a charlatan.
  • Disintegrate them.
    • 67% Zzzzt - Time travel is impossible! You waste no time disintegrating this fool.
    • 33% ???

Traitors![edit | edit source]

You discover a group of traitors in your midst, actively planning against your tyranny! What will you do with them?

  • Public execution.
    • 25% ?
    • 25% ?
    • 50% Excitement (Draw 1 card) - Nothing like an old fashioned execution to invigorate the empire!
  • (50 Credits): "Re-educate" them.
    • 75% Brainwashing (+25% Attack) - Your re-education program improves fleet efficiency in the short term.
    • 25% Nerve Staples (New Commander) - Nerve stapling worked better than ever!
  • Space 'em!
  • Duelist 1: Duel their leader.
    • (+26 Tyranny) - With one quick strike you take down their leader. The rest of the traitors try to flee, but your troops quickly cut them down.

Underground Androids[edit | edit source]

At the lip of a promising cave you are greeted by an android race which lives there. While cordial, they refuse your requests to enter.

  • Threaten to destroy their home.
    • 50% ?
    • 25% Scraps (+11 Credits)
    • 25% ?
  • Lure them into a logic trap.
    •  ???
  • Diplomatic 1: Take a diplomatic approach.
    • 50% Parting Gift (1 free tech) - They explain they are leaving this forsaken planet, but offer up some tech before they go.
    • 50% ?

Unexpected Wormhole[edit | edit source]

Exploring this system, you discover a hidden wormhole. Before you can take action, your fleet is pulled in!

  • Calculate Trajectory
    • 80% Transit (fleet teleported to random nearby world. If hostile they can fight and invade the world) = The wormhole spits you out in another location then collapses behind you!
    • 20% ?
  • Locked: requires ???

Unstable Wormhole[edit | edit source]

Without warning a wormhole-like anomaly appears in front of your fleet. You must act quickly to avoid disaster

  • Enter the wormhole.
    • 50% Losses (2 ships destroyed; new trait: Navigator) - The fleet successfully passes through the anomaly but some ships are lost.
    • 25% Data (1 free tech, new trait: Navigator) - Shields and hulls are battered by unfamiliar radiation but there are no losses and some interesting data was gained.
    • 25% ?
  • Blast it!
    • 50% Particle Harvest (+27 Credits) - Hammering the anomaly at all angles with hard gamma rays and fusion bolts causes it to disperse. Several exotic particles are collected from the remains.
    • 25% ?
    • 25% ?
  • Take evasive action.
    • 75% Full Throttle (nothing) - Engines scream in protest at the desperate movement, but hold and the fleet escapes unharmed.
    • 25% ?

Warring Factions[edit | edit source]

Two factions are engaged in a savage little war on this planet. Neither side will yield until the other is wiped out.

  • Broadcast the conflict.
    • 50% Hit Series (+35-38 Credits) - The war is adapted into a dramatic miniseries which turns out to be a hit! Many of your subjects are now thinking of starting their own wars.
    • 30% ?
    • 20% ?
  • Favor one side.
    • 40% ?
    • 40% Assistance (draw 2 cards) - Favoring one side quickly decides the conflict and the other is wiped out. Grateful, the winners assist you in your plans.
    • 20%
  • Kill them both.
    • 66% Merciless (new trait: Destructive) - Only the Tyrant can make war! Both sides are annihilated from orbit.
    • 33%

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