From the strategy guide written by Stefan Sasse
- You may not vote on Political or Agenda Cards.
- When you destroy at least 1 enemy unit in a Space Battle or Invasion Combat, you may copy (receive) one free Technology Card (ignoring all prerequisites) that the enemy player has already researched. Limit once per battle.
- You may not receive Technology Cards from Political, Assembly, Action or Strategy Cards. Any time you would receive a Technology Card this way, instead gain three CC.
- Gen Synthesis
- Hylar V Assault Laser
- Dacxive Animators
Leaders: Agent, Admiral, General
Representative 1: Beelzebul (C) +0. After “Resolve Spies”, all Councilors are killed. Then discard Political Card.
Representative 2: Asmodai (S) +0. Choose a player and outcome. If right, copy one Technology from him.
Representative 3: Wendigo (B) +0. In order for a player to vote “For”, he must give you 1TG or one random AC.
Racial Tech 1 & 2: Valefar Assimilator Gain this Technology by using your racial ability to copy a racial Technology an opponent has researched. You cannot copy a Technology that modifies his racial ability.
- 2 GF
- 1 MU
- 1 Carrier
- 2 Cruisers
Trade Agreements: 2, 1
Homesystem: Mordai II (4/0)
Flagship: The Alastor (9 / 9×3 / 1 / 1) If this ship is destroyed, destroy all friendly and enemy ships in the system.
If there is one race in the game deriving directly from the image of the Borg of the Star Trek universe, it’s the Nekro. They are aggressive and assimilating the strengths of other races at an alarming rate. Undisturbed by matters of politics or research, they can concentrate on gaining CC and larger fleets than anyone else. And no fancy tech will protect you against them, because after one battle, they have it, too.
Their first racial ability prevents them from taking part in the political process, at all. This is a downpoint of this race, since it cuts the player off from a fun aspect of the game (a possibility that I also don’t like about Represenatives, by the way). Especially new players might be frustrated by that and fall back on destructive measures with their army. This ability makes the Nekro a race you only want in the hands of experienced players, since having the same fun with them at the table is more difficult than with other races.
The second racial ability is the core of the Nekro: when they destroy at least one unit in battle – even a Fighter – they copy one of the enemy’s techs, ignoring all prerequisites. If the Hylar and the Nekro ever share the same gameboard, there are some aggressive border skirmishes to be expected, but everyone teching hard will be attacked all the time by small, annoying ships.
The third racial ability prevents the Nekro to gain techs the usual way (except for Distant Suns, which still work for them). Since they are the only race that doesn’t need the Technology SC, they have a nice bargaining instrument at their disposal. They can either take Technology anyway when the chance is presented, and gain three CC for attacks, of they can demand concessions for not taking it and attacking afterwards to claim what the others researched.
Their HS is the typical one-planet-Sol-clone that so many races have. Mediocre build limit, good resources and in their case no Influence make it an acceptable choice. The Nekro are one of the races aiming for a bigger slice of universe anyway, kin to the L1z1x and other aggressive races.
Their starting fleet is interesting. While only sporting one Carrier, the Nekro are the only race having access to a MU in the beginning. This makes them immune to most Distant Sun effects and allows them for a big firepower right from the start. Two Cruisers allow for aggressive moves right from the start, too, and the copying of Technology.
Their starting technologies provide them with the firepower for their Cruisers (you know, to snipe enemy ships in exchange for tech) and greatly strengthen their GF. From there, you have to go where the other players go. That’s the downside of the Nekro’s abilities, they can’t decide themselves. This is made good by the fact that, most of the time, you will have more techs than everyone else, simply because you have everything the others do plus three starting techs. They don’t have racial techs, so you have to steal them, too. The mightiest are the Mentak’s “Mirror Computing” or the Letnev’s “Non-Euclidian Shielding”. Since there many more juicy opportunities, remember: some racial techs can’t be copied, such as the Creuss’ “Slave Wormhole Generator” or the Arborec’s “Spore Acceleration”.
Their Representatives are there just to do anything in the political process. Most of the time, you will want to use your spy to gain even more technology. Certain agendas may make the “Wendigo” interesting, too. Most of the time, you will piss off players by that, however, without being able to do anything good to make up for it, which makes this a rather dangerous approach.
The flagship of the Nekro also is a devastating one. It has the potential to wipe out a gigantic fleet alone, and it provides the single biggest deterrent against an attack on you that is possible. Its cost are rather great, however, and you should buy this baby only if your fleets are sufficiently strong – which they should be, since you don’t need to invest in tech.
Generally, the Nekro live on aggression. Other players will adapt, maybe even present you easy kill opportunities so you don’t attack them directly. Use this, it also drives down your own cost and keeps your fleets intact for the kills that matter. Don’t forget, however, that you shouldn’t make too much enemies, and that a CC and a ship is not that much cheaper than taking part in Technology.