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Eclipse - 2nd Dawn for the Galaxy: Outcasts Expansion

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Original price $79.95 - Original price $79.95
Original price
$79.95
$79.95 - $79.95
Current price $79.95
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Out of stock

This upcoming expansion will introduce two new species to play your Eclipse - 2nd Dawn for the Galaxy with, The Exiles and The Rho Indi Syndicate.

The Exiles:

When the Cataclysm Wars swept through the galaxy, one of the civilizations was exiled from the core. The Exiles were forced to live in the outer rims of the galaxy and had to adapt to the harsh void. They found their new habitat in the Orbitals, capable of supporting their civilization even in systems with low resources. The Orbital technology was eventually adopted – some would claim stolen – by many of the Seven, and while the Exiles still are superior in Orbital design, this causes friction between the Council and the Exiles. The latter are demanding to be considered a full member of the Council, so far to no avail.

The Exiles construct special Orbitals, which also function as Ships and score points at the end of the game.

The Rho Indi Syndicate:

The Terran–Hegemony War (30.027–33.364) tore the Rho Indi sector apart, leaving whole planetary systems in ruin. After the war, shady individuals and factions of all known species began to gravitate towards the lawless haven of The Desolation, as it soon became known. These days the sector is controlled by the Syndicate, a ruthless faction whose ships have recently raided many unsuspecting systems. Their fleets appear unexpectedly, striking fast and causing fear and terror with their stealth attacks. The Syndicate are known to occasionally ally with whoever pays the most, but also regarded fickle allies at best.

The Syndicate are an aggressive species. They have extra Ship activations and gain Money for destroyed Ships. They also don't score negative points for being the Traitor.

Manufacturer
Fantasy Flight Games
Franchise
Warhammer 40 000
Genre
Civilization Economic Area Movement Area Majority / Influence
Mechanisms
Card Drafting Area Majority / Influence Area Movement Negotiation Player Elimination Variable Player Powers Dice Rolling Tech Trees Victory Points
Player Count
3–6 Players
Play Time
240-480 minutes (4-8 hours) per game session. (This is a very rough estimate and can vary wildly.)

Shipping: Orders are typically processed within 1–2 business days. Pre-order items ship once all items in the order are available.

Returns: Unopened, non-TCG products may usually be returned within 14 days. Trading card singles and sealed TCG products are typically final sale.

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