Updated Board:
http://i.imgur.com/S4jp4KB.pngGENERAL:
Beta Quadrant (second map); Wormholes connect the quadrants; SW of Alpha with SW of Beta, NE of Alpha with NE of Beta.
HOWEVER! You can only access the Cosmoports of your native quadrant unless you buy [other quadrant] License for 250 credits at any Cosmoport.
Amount of players is increased to 8 (4 per quadrant); two new Tokens are in, grey and orange.
COSMOPORTS:
You can now buy +2 Weapon/Shield (Vulcan Spittergun and Subspace Field, respectively) systems at the Cosmoports.
THE FUCHSIA PATH:
Fuchsia Path is unstable region filled with pink gases of a supernovae remnant, lightning storms and pockets of null space. However, this peculiar region is also filled with numerous planets (4 Planet tiles). It is rare to find other ships there (1 Star tile), and no Cosmoports can be found in the Path.
Its peculiarity is highlighted even more by the fact that it can be entered from both Alpha and Beta quadrant. To enter The Fuchsia Path, you must end your phase at the pink 'entry' point. Next turn, you can enter the Path.
Be wary though! Everytime you land on a tile of the Path (even Star or Planet, after the event is processed of course), a dice roll shall determine what happens to your ship:
If you roll 1 or 2, null space anomaly destabilizes your Drive, and at the next Turn, you will be able to move only one space forward.
If you roll 3 or 4, a lightning storm severely damages your Ship and you have to spend 3 Turns repairing it; 2 if you have Engineer on board. Protective Bubble Emitter can protect you from this outcome.
If you roll 5 or 6, you manage to escape the Path's fury unscathed - at least, this time.
It should be noted that the null energies of the Path screw up with several Precursor systems - notably, the Quantum Leap Machine and Determinancy Computer do not work while you're traversing The Fuchsia Path.
SHIP CLASSES:
SKYNET:
In the past times, robots tended to the cryo-sleeping crew while automated tugs were used for navigation. By the 28th century, cryo-sleep is no longer needed. Retro-lovers however managed to replicate the old designs for the ship manned by robots and thus Skynet class of ships have emerged.
System Slots: 6
Crew Quarters: 0
Drive System: Ion Sail
Systems (3 of 6 slots filled): Crew-Drone Unit ([none]), Automated Cosmoport Tug, Standard Deflectors (Shields)
Cargo (0 of 4): -
SYSTEMS:
Weapons:
Tissue Demodulator Gun: +1 bonus, if victorious in combat, your enemy loses 1 random Specialist (if they have any) //Cost: 160 credits
Hull Rending Beam: +2 bonus; if victorious in combat, your enemy spends 1 extra Turn for repairs. //Cost: 240 credits
Other:
Crew-Drone Unit: Provides an advanced drone that can perform roles of any Specialist. You can change the programming of the drone at the very start of your turn. Up to 2 Crew-Drone Units can be installed on a ship. //Cost: 300 credits
Durafoam Dispensers: If you lose in combat (or get damaged in an Event), you spend 1 Turn less on repairs. Cumulative with Engineer's trait. //Cost: 150 credits
Plus a bunch of new Space and Planetary events, which I won't spoil