With four races distracted by the decoy World Bleeder, the Ferrier and Ixa band together in a desperate attempt to save the Star Chamber from the true Harbinger. An ancient feud between otherworldly Masters is finally ended. The Emperor, now inhabiting a Kej chassis, learns his true purpose from the Black Hole in Ixa space and vows to return. As the Republic votes to oust the Ixa and Androids, the Ixa declare war on the treacherous Zhikanii.
| Pulling Up Flags Maelstrom completes the conqueror/flag concept by introducing the concept of destroying flags for effect. Many of these destroy your own flags, but some, including an entire cycle of Insurgents, can destroy any flag including your opponent's! Bring out the Biggies Maelstrom depicts the final struggles of the Harbinger War, and to accentuate this climactic feeling, there are cards that will allow players to generate massive bursts of tech. What you do with this tech is up to you, but here are some words of advice: think big. | |
| Don't Forget Politics Just because there's a war raging out there doesn't mean that your diplomats at the Star Chamber aren't meaningful. Maelstrom introduces new political heroes as well as some new reasons to vote for Alien Support, including befriending a galaxy-marauding Intelligent Ooze No Time to Waste When the fate of the galaxy is on the line, there's no time for dallying. As such, Maelstrom introduces a new keyword called scramble. Any persona or ship with scramble will make an immediate jump with the first friendly travel group leaving its planet. As such, scramblers play a key part in surprise tactics. | |
| Bold New Attacks Maelstrom supplies you with new powerful conquerors and new methods of conquering enemy planets. These new cards encourage offensive maneuvers and reward gutsy play. Maelstrom campaigns are also available! Maelstrom cards are available in 15-card booster packs and in three different starter decks: Ixa, Silica and Zhikanii. Each starter contains 2 starter-exclusive cards and 3 random rares. |