Twilight Imperium Races
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Twilight Imperium 3rd edition, with Shattered Empires added in is one of my all time Favorite games. I enjoy the fact that it is not always 100% balanced and part of what gives it so much re-playability is the huge combination of races that can be in the game.

this is a list that gives the highlights and some of my thoughts on each race found in the game

Please Feel Free to add comments on what you like/dislike about each race.

ENJOY!

-M
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1. Board Game: Twilight Imperium (Third Edition) [Average Rating:7.90 Overall Rank:48]
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The Federation of Sol

Racial Abilities:

* During the Status Phase, you receive one extra Command Counter.
* As an Action, you may spend one Command Counter from your Strategy Allocation to place 2 free Ground Forces on any 1 planet that you control.

Racial Tech:
Mk2 Adv. Carriers(cost+4): Carriers carry 8 units and gain sustain damage. Mark II Advanced Carriers
Requires: +4 resources
Allows: None
Your Carriers now have a capacity of 8 and gain the "sustain damage" ability.

Special Ops Training
Requires +5 Resources
Each time you roll a 1 during Invasion combat, you may re-roll that die. You must use the second result.

Flagship:Genesis I
Cost 10 / Battle 5(x3) / Move 1 / Capacity 3
Ground Forces on this ship do not count towards it's capacity.

Leaders: Agent Admiral Diplomat

Comments: Sol is a very straight forward race to play. I usually suggest them for first time players. Sol's ability to deploy free Ground Forces anywhere makes it easy to get needed troops to a threatened planet. The Racial Tech is nice in that the carrier can soak up extra hits in combat.(Dangerous with the Re-worded Direct Hit) An extra Command Counter also makes them more forgiving when planning out turns.

Sol is very straight forward TI3, nothing to remember, no fancy tricks. Experienced players may find them a little dull, but no one complains when they get them randomly.
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2. Board Game: Twilight Imperium (Third Edition) [Average Rating:7.90 Overall Rank:48]
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The Barony of Letnev

Racial Abilities:

* Before any Combat Round, you may spend 2 TG's to give all your ships +1, or all your GF's +2, on their Combat Rolls for that Combat Round.
* Your Fleets may always contain one more Ship than your number of Command Counters in your Fleet Supply (automatically shown in race card).

Racial Tech:
L4 Disrupters (cost+6): GF roll +2 without spending TG L4 Disruptors
Requires: +6 resources
Allows: None
Your may now use your race's special ability during Invasion Combat without paying any Trade Goods.*

Nonneuclidean Shielding
Requires: + 4 Resources
When you use the sustain damage ability of one of your units, it prevents 2 Casualties (instead of just 1)

Flagship: Arc Secundus
Cost 10 / Battle 5(x2) / Move 1 / Capacity 2
This ship may bombard planets that contain PDS units. At the start of each combat round, repair this ship.

Leaders: General Admiral Diplomat

Comments: The Letnev appear to be nothing special. I have heard people complain about receiving them in a game, however those people are fools.
The strength of the Letnev lies in their vast resources. The have a home system that has 6 resources to start the game, and 2 planets. This means that they can pop out a fully loaded carrier from the start. With 2 Space docks and Sarween Tools they get 8 resources from their home system alone. Quite Simply put they are rich.

the ability to exceed fleet supply by 1 can be handy and coupled with the ability to get ships/GF +1/+2 in battle means they can usually win that key battle then need to secure victory. Their leader mix is designed with this in mind; use the Admiral/General to win the battle and use the Diplomat to hold the planet.
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3. Board Game: Twilight Imperium (Third Edition) [Average Rating:7.90 Overall Rank:48]
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The Emirates of Hacan

Racial Abilities:

* During the Status Phase, you may trade Action Cards with other players.
* You do not need to spend a Command Counter to execute the secondary ability of the Trade Strategy.
* When you receive Trade Goods from one of your Trade Agreements, you receive one additional Trade Good.
* Your trades do not require approval during Trade Negotiations. & No player may ever, except for war, break a Trade Contract with you.

Racial Tech:
Production Centers(cost+3): As action, spend 1 strategy get +4 TG, give 2 TG (1/rnd) Production Centers
Requires: +3 resources
Allows: None
As an Action, you may spend one Command Counter from your Strategy Allocation area to gain 6 Trade Goods. You must then give 2 of your Trade Goods to one other player. You may only do this once per round, and only if you have fewer than 6 Trade Goods.*

Quantum Dataub Node
Requires _5 Resources
At the end of the Status Phase, you may trade one of your Strategy Cards with a Strategy Card belonging to one of your trade partners. The other player does not need to agree to this trade.

Flagship: Wrath of Kenara
Cost 10 / Battle 7(x3) / Move 2 / Capacity 4
When this ship is present, up to two times each combat round, you may spend 1 Trade Good to re-roll one of your dice.

Leaders: General Scientist Diplomat

Comments: Hacan is a favorite enemy of a lot of players I know. Why, because they are the filthy money grubbing traders. They always have plenty of cash, and with a 3 planet (read 3 space dock) home system they usually have plenty of production capacity as well. Ti3 is not a war game and the good Hacan player know this better than anyone. Battles are not won with military cunning, but with lots and lots of extra resources.
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4. Board Game: Twilight Imperium (Third Edition) [Average Rating:7.90 Overall Rank:48]
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Sardakk N'orr

Racial Abilities:

* You receive +1 to all your Combat Rolls.

Racial Tech:
BG(cost+5): After first round, roll for each casualty. If at least one 10, opponent takes 2 hits. Berserker Genome
Requires: +5 resources
Allows: None
At the end of the first round of Space Battle or Invasion Combat, roll one die for each casualty you take. If you roll at least one 10, your opponent must immediately take 2 additional casualties.*

Exotrieme
Requires +4 Resources
At the end of a round of Space Battle, you may destroy 1 of your Dreadnoughts present to destroy 2 present enemy ships of your choice.

Valktrie Armor
Requires +3 Resources
At the end of a round of Invasion Combat, roll one die for each casualty you take. For each 10 you roll, your opponent must immediately take 1 additional casualty.

Flagship: C'Morran Norr
Cost 10 / Battle 5(x3) / Move 1 / Capacity 2
You receive +1 to your space combat rolls in this system.

Leaders: Admiral General General

Comments: The N'orr are about as straight forward as you can get. You are going to rock in space combat. That being said, they are not that easy to play for beginners. Why? well because you will be tempted to attack too much. Battles in TI3 need to happen for a reason (read score me a VP) and new players tend to fight too much. In the hands of a tempered commander however the N'orr can be deadly. Smart players invest in technologies that help with movement and economy since the warfare ones are already taken care of.
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5. Board Game: Twilight Imperium (Third Edition) [Average Rating:7.90 Overall Rank:48]
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Universities of Jol-Nar
Racial Abilities:

* You receive -1 on all your Combat Rolls.
* You may spend a Command Counter from your Strategy Allocation, to immediately re-roll any of your die rolls.
* When executing the Secondary Ability of the Technology Strategy, you may execute both its Primary ability and the Secondary ability.

Racial Tech:
Spatial Conduit Network
Requires: +6 resources
Allows: None
Once per round when moving, you may move ships from one system you control to any other system you control as if the systems were adjacent. Your ships using this movement must end their movement in a system you control.*

Electro-Resonance Turbines
Requires +2 Resources
When an opponent activates a systems you control, gain 3 Trade Goods from the Trade Supply

Flagship: J.N.S Hylarim
Cost 10 / Battle 2 (x2) / Move 2 / Capacity 2
Each 10 Rolled by this ship during space battle counts as 4 hits (instead of 1 hit)

Leaders: Scientist Scientist Admiral

Comments: you like tech? then the Jol-Nar are for you. They can easily get 2 techs per turn and 3 if they want it. The Jol-Nar were stronger in the base game (tech was a little more expensive) but they still are a threat in the late game when their -1 to everything will be negated by their high tech level. Still I recommend focusing on yellow/blue and Green techs over the red techs. The Jol-Nar racial tech expensive maybe a bit too expensive for the ability.
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6. Board Game: Twilight Imperium (Third Edition) [Average Rating:7.90 Overall Rank:48]
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The L1Z1X Mindnet
Racial Abilities:

* The base cost of your Dreadnaught units starts at 4.
* You start with one extra Command Counter in your Strategic Allocation area.
* Your Dreadnaught units receive +1 during Space Battles, and your Ground Force units receive +1 when attacking during Invasion Combat.

Racial Tech:
Dreadnought Invasion Pod
Requires: +2 resources
Allows: None
Your Dreadnoughts may now carry 1 additional Ground Force unit.*

Inheritance Systems
Requires +5 Resources
When researching technology using the Technology Strategy Card, You may spend 2 additional resources to ignore the Technology's prerequisites.

Flagship: 0.0.1
Cost 11 / Battle 5 (x3) / Move 1 / Capacity 2
When this ship is present, all hits from your flagship and dreadnoughts must be taken by opposing non-Fighter ships (If able)

Leaders: Agent Scientist Diplomat

Comments: The Mindnet are, in addition to being the only L33t race in TI3, generally agreed upon as the strongest race. They start with a bunch of free technologies. Their racial abilities are strong and easy to use and the Racial Tech only makes everything better. Also they have a 5 resource home planet. No one complains about playing Mindnet. They are strong and you do not need to be tricky to use them.
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7. Board Game: Twilight Imperium (Third Edition) [Average Rating:7.90 Overall Rank:48]
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The Mentak Coalition
Racial Abilities:

* You start the game with one additional Command Counter in your Fleet Supply area.
* During the Strategy Phase, you may take 1 TG from up to 2 different players if they have 3+ TGs.
* Before your Space Battles begin, you may fire with up to 2 Cruisers/Destroyers. Casualties are taken immediately, with no return fire allowed.

Racial Tech:
SOP(cost+4): +2 TG after space battle. If victor, rebuild 1 destroyed ship. Salvage Operations
Requires: +4 resources
Allows: None
Gain 2 Trade Goods at the end of each Space Battle in which you participate. If you won the battle, you may build one ship in the system of a unit type that you destroyed during combat. You must pay the ship's resource cost.*

Mirror Computing:
Requires + 4 Resources
When you spend Trade Goods, each Trade Good counts as 2 resources or 2 influence (instead of 1).

Flagship:Fourth Moon
Cost 8 / Battle 5(x2) / Move 2 / Capacity 2
Opposing ships may not use the sustained damage ability in this system.

Leaders: Agent Diplomat Admiral

Comments: The Mentak are a fun race to play. they love the cruiser and live and die by getting stasis capsules early. Their pre-combat ability is nice early on and the salvage operation tech is a nice addition to their economy. people tend to forget about their ability to steal TG during the strategy phase.
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8. Board Game: Twilight Imperium (Third Edition) [Average Rating:7.90 Overall Rank:48]
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The Naalu collective
Racial Abilities:

* Naalu Fighters recieve +1 on combat rolls during Space Battles
* If attacked, The Naalu fleet may retreat before the beginning of the Space Battle step of the Tactical Action sequence.
* The initiative number on your chosen Stratagy Card is always "0" (replacing the normal initiative number of the Stratagy Card).

Racial Tech:
Telepathic Mind Weapon
Requires: +5 resources
Allows: None
When your opponent activates a system you control, he immediately loses 1 Command Counter from the Fleet Supply area of his race sheet.

Hybrid Crystal Drives
Requires +3 Resources
Your Carriers and unsupported Advanced fighters each only count as 1/2 a ship (rounded up) towards the Fleet Supply

Flagship: Matriarch
Cost 9 / Battle 8(x2) / Move 2 / Capacity 6
Your Fleet Supply in this system is increased by 3.

Leaders: Admiral Agent Diplomat

Comments: Naalu is a fun race to play. Being the 1st player can often be used as an advantage, but it takes a skilled player to know how to use this properly. In addition their Racial Tech can be nasty to deal with. Born to get advanced fighters and be a pain in the collective universe's butt Naalu are always a strong race to play. They disrupt the normal flow of the game and this in and of itself can mess up a lot of players.
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9. Board Game: Twilight Imperium (Third Edition) [Average Rating:7.90 Overall Rank:48]
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The Xxcha Kingdom
Racial Abilities:

* When executing the Secondary Ability of the Diplomacy Strategy, you may execute the primary ability instead.
* Your opponents receive -1 on all combat rolls against you during the first combat round of all Space Battles and Invasion Combat.
* Immediately after a PC has been drawn and read aloud, you may spend one Strategy CC to cancel the card, and force another PC to be drawn.

Racial Tech:
Diplomats
Requires: +5 resources
Allows: None
Once per round, when an opponent activates a system you control, you may spend a Command Counter from your Strategy Allocation area to force him to instead place the Command Counter into his reinforcements and immediately end his action.*

Instinct Training
Requires +5 resources
Once per game turn, you may spend 1 Command Counter from your Strategy Allocation area to cancel an Action card just played by an opponent

Flagship: Loncarna Ssoudu
Cost 9 / Battle 6(x2) / Move 1 / Capacity 4
You may attack with this ship as if it were 2 PDS units with the Deep Space Cannon Technology advance


Leaders: Admiral Diplomat Diplomat

Comments: The Xxcha are the one race people do not like to play. While IMHO not horrible they are clearly at a disadvantage for a few reasons. First they are slow. I transport ship to start means a slow economy for a few rounds. Their ability to use Diplomacy is nice but only in certain situations. Their racial Tech is also nice but it cost too much for them to get it early on. Winning with this race takes above average skill in TI3.
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10. Board Game: Twilight Imperium (Third Edition) [Average Rating:7.90 Overall Rank:48]
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The Yssaril Tribes
Racial Abilities:

* Once during every Stratage Phase, you may look at one other players' hand of Action Cards.
* You are allowed to skip your action turn during the Action Phase. You may not skip two such action turns in a row.
* You draw 1 additional AC during Status Phase. You are never limied to a hand size of ACs, regardless of the game rules and any active PCs.

Racial Tech:
Shuttle Logistics
Requires: +3 resources
Allows: None
At the start of the Status Phase, you may choose a system that does not contain any enemy ships. Your Ground Forces in the chosen system may move to any friendly planet in the same or an adjacent system (that does not contain any enemy ships).

Mageon Implants
Requires +4 Resources
When looking at your opponent's hand of Action Cards using your racial ability, you may steal 1 card of your choice and add it to your hand.

Flagship:Y'SIA Y'SSRILA
Cost 9 / Battle 7(x2) / Move 2 / Capacity 5
This ship may move through systems containing enemy ships

Leaders: Agent Agent Admiral

Comments: The Yssaril are a blast to play. The ability to pass every other action round (Passaril) is very strong. Usually meaning that you will have several turns left after all others have passed. Peeking at others hands is nice and flavorful and extra action cards are always welcome. The also have great mobility early on due to their starting with XRD transporters. Their racial tech is only average and is not a game breaker. These guys are up there with the Mindnet in the power scale.
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11. Board Game: Twilight Imperium (Third Edition): Shattered Empire [Average Rating:8.62 Unranked] [Average Rating:8.62 Unranked]
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The Winnu
Racial Abilities:

* Your planets that contain at least 1 Ground Force are immune to the Local Unrest Action Card.
* You may always add the Influence value of your Home System planet to your votes, even if it is exhausted.
* You do not need to spend a Command Counter to execute the secondary ability of the Technology Strategy.

Racial Tech:
Bioptic Recyclers
Requires: +3 resources
Allows: None
As an action,(Once per Round) you may discard an Action Card from your hand to gain 2 Trade Goods or 1 Command Counter.

Lazax Gate Folding
Requires +4 Resources
At the start of each Status Phase, you may place 1 Ground Force on Mecatol Rex. You may only do this if the planet is uncontrolled or is under your control. (Discard any Domain Counters on the planet).

Flagship:SALAI SAI CORIAN
Cost 10 / Battle 7(x?) / Move 1 / Capacity 3
? is equal to the number of non-Fighter ships present this round during a Space Battle

Leaders: Agent Scientist Admiral

Comments: The Winnu at first glance seem average. Their racial abilities are certainly nice, Immunity to Local Unrest, being able to take the technology secondary without spending a CC, and minimum of 4 votes in the council. All of these are strong, but their Racial Tech is near broken. It makes the Yssaril look weak, and if put in the hands of a player who know how to use them the Winnu are deadly. The ability to Waste a Turn and then get and extra CC out of the deal is VERY strong. In addition they have some flexibility in that they can take 2 TG instead of a CC. This is crazy, I love playing the Winnu, and when I am not playing them I make sure to pressure then from the start.
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12. Board Game: Twilight Imperium (Third Edition): Shattered Empire [Average Rating:8.62 Unranked] [Average Rating:8.62 Unranked]
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Embers of Muaat
Racial Abilities:

* Your ships may move through, but not end their movement in Supernova systems.
* Your War Suns have a base movement of 1; this improves to 2 when you acquire the Deep Space Cannon technology.
* As an Action, you may spend one Strategy CC to place 2 free Fighters or 1 free Destroyer in any one system containing one of your WSs or SDs.

Racial Tech:
Magmus Reactor
Requires: +5 resources
Allows: None
Your War Suns now have +1 movement and a base cost of 10 resources.*

Nova Seed
Requires +3 resources
As an action, you may remove this card from the game to replace a system you control with a Supernova system tile. This may not be used on Mecatol Rex, a Home System, or adjacent to a red-bordered system

Leader: General Scientist Diplomat

Flagship: The Inferno
Cost 10 / Battle 5(x3) / Move 1 / Capacity 4
As an action, you may spend 1 Command Counter from Strategy Allocation area to produce 1 free Cruiser in this system.

Comments: the embers are interesting, they start with a Warsun, and hobbled slow Warsun, but still its got a lot of guns on it. I find playing them hard, they are slow like the Xxcha, but if they can tech up their speed quickly and remember to keep popping out fighters with their racial ability then they are killer mid-game just before everyone else gets Warsuns. Thats a fair amount of ifs however. When they get the Racial Tech and the boobies of death are moving 3 spaces watch out!
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13. Board Game: Twilight Imperium (Third Edition): Shattered Empire [Average Rating:8.62 Unranked] [Average Rating:8.62 Unranked]
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The Brotherhood of Yin
Racial Abilities:

* Before an Invasion in which you are the attacker begins, you may roll 1 die. On a 5+ your opponent loses 1 GF and you gain 1GF.
* Immediately before the second round of a Space Battle, you may discard 1 of your DD or CA to choose 1 opposing ship and inflict 1 hit on it.
* Once per Round, as an action, you may choose an unexhausted Planet you control and reverse it's Resource and Influence values for the round.

Racial Tech:
Fanaticism
Requires: +4 resources
Allows: None
You may use your race's special ability twice at the start of each Invasion Combat.

Yin Spinner
Requires +2 Resources
Build 1 free Ground Force each time you build units at a Space Dock. This free Ground Force does not count towards any build limits.

Flagship:Van Hauge
Cost 10 / Battle 5(x2) / Move 2 / Capacity 4
Your Ground Force units in this system may participate in Space Battle as if they were Fighters,


Leaders: General Diplomat Agent

Comments: The Yin are interesting. On the surface they are not too special, but they can win ground combat like no one else. Also that fat 2 wound Dreadnaught, Warsun or better yet that carrier loaded with troops may just get a ship load of fanatics slamming into it in a space battle.
that can wreck an invasion plan quickly. The Racial Tech only makes them even better at taking that planet. Build lots of Destroyers for suicide missions with these guys.
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14. Board Game: Twilight Imperium (Third Edition): Shattered Empire [Average Rating:8.62 Unranked] [Average Rating:8.62 Unranked]
Necessary Evil
United States
Glen Arm
Maryland
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The Clan of the Saar
Racial Abilities:

* Gain 1 TG every time you acquire a new planet.
* You may fulfill Objectives even if you don't control your Home System.
* Your SD have a movement of one, but may not build during the same activation in which they move.
* Your SD are never placed on planets and have a production capacity of four. Your SD are destroyed if ever alone with an opponent's ship.

Racial Tech:
Floating Factory(cost+5): Spacedocks gain +1 move, 5 production capacity & 5 fighter capacity. Floating Factory
Requires: +3 resources
Allows: None
Your Space Docks have a production capacity of 5, a fighter capacity of 5 and receive +1 movement.*

Chaos Mapping
Requires +2 Resources
You may activate Asteroid Field systems. Your Fleet Supply limit in Asteroid Field systems is 3 (which cannot be modified).

Flagship: Son of Ragh
Cost 10 / Battle 6(x3) / Move 1 / Capacity 4
This ship rolls 4 dice for your anti-Fighter barrage.


Leaders: Agent Admiral General

Comments: the Saar are another interesting choice from SE. They do not need to control their home system to win. that is strong, but it is tempered in that their space docks are easier to take out than normal, and so they are the easiest race to eliminate from the game. When playing Saar do get to attached to any planets. Just go for the objectives and keep a large fleet with at least one space dock always.
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15. Board Game: Twilight Imperium (Third Edition) [Average Rating:7.90 Overall Rank:48]
Necessary Evil
United States
Glen Arm
Maryland
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The Ghosts of Creuss

Racial Abilities

* You may treat "A" and "B" Wormhole systems as if they were adjacent to each other.
* You may always use Wormholes, regardless of other game effects or restrictions.
* Other players may not use "A" or "B" Wormholes to travel into a system you control.

Racial Tech:
Dimensional Splicer
Requires +3 Resources
At the start of a battle in a system containing a Wormhole and at least 1 of your ships, you may assign 1 hit to 1 enemy ship of your choice.

Slave Wormhole Generator
Requires +5 Resources
At the start of each Status Phase, you may place (or move) your extra "A" or "B" Wormhole token into any empty or friendly non-Home System

Flagship: Hil Colish
Cost 10 / Battle 4 / Move 1 / Capacity 3
You may treat this ship's system as if it had a "D" Wormhole in it. When this ship is moving, treat it's destination system as if it had the Wormhole.

Comments: Wow, holy crap wow. These guys break the Nexus, in that once controlled they can never be hit there. They have a ton of movement ability, negated only slightly bu the extra hop onto the main map, and that flagship looks fun. Time will tell with all these new races but these are the most exciting to me personally.


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