TI4 Space
Faction

Sardakk N'orr

01

Starting Components

Units

  • 2 Carriers
  • 1 Cruiser
  • 5 Infantry
  • 1 Space Dock
  • 1 PDS

Technology

None at start

Planets

1/0
Tren'lak
3/1
Quinarra
ResourcesInfluence
02

Commodities

3
03

Abilities

Unrelenting

Apply +1 to the result of each of your unit's combat rolls.

04

Faction Technologies

WarfareWarfare
Valkyrie Particle Weave

After making combat rolls during a round of ground combat, if your opponent produced 1 or more hits, you produce 1 additional hit.

Prerequisites
WarfareWarfare
Dreadnought
BasicExotrireme I
Cost4
Combat5
Move1
Capacity1
Sustain DamageBombardment 4 (x2)
UpgradedExotrireme II
Cost4
Combat5
Move2
Capacity1
Sustain DamageBombardment 4 (x2)

This unit cannot be destroyed by "Direct Hit" action cards. After a round of space combat, you may destroy this unit to destroy up to 2 ships in this system.

Prerequisites
PropulsionPropulsionCybernetic
05

Flagship

C'Morran N'orr
Cost8
Combat6 (x2)
Move1
Capacity3

Apply +1 to the result of each of your other ship's combat rolls in this system.

Sustain Damage
06

Promissory Notes

Tekklar Legion

At the start of an invasion combat: Apply +1 to the result of each of your unit's combat rolls during this combat. If your opponent is the N'orr player, apply -1 to the result of each of his unit's combat rolls during this combat. Then, return this card to the N'orr player.

07

Mech

Valkyrie Exoskeleton
Cost2
Combat6

After this unit uses its Sustain Damage ability during Ground Combat, it produces 1 hit against your opponent's ground forces on this planet.

Sustain Damage
08

Breakthrough

N'orr Supremacy

After you win a combat, either gain 1 command token or research a unit upgrade technology.

PropulsionWarfare
09

Leaders

AgentBroodmates! The Tekklar legions are feared by all our foes across the galaxy. They do not fear us because of our strength, though we are mighty. They do not fear us because of our numbers, though we are many. They fear us because we strike hard, we strike fast, and as long as one of us is alive, we do not stop!
T'roAt game start

At the end of a player's tactical action: You may exhaust this card; if you do, that player may place 2 infantry from their reinforcements on a planet they control in the active system.

CommanderRenowned for her vicious raids and surprise assaults into enemy territory, Sek'kus and her Valkyrie commandos are the elite vanguard of the swarm's vast armies.
G'hom Sek'kusControl 5 planets in non-home systems

During the "Commit Ground Forces" step: You can commit up to 1 ground force from each planet in the active system and each planet in adjacent systems that do not contain 1 of your command tokens.

HeroThe burning exotrireme tore through the sky before crashing into the grass-covered plains. Hatches blew open and Sh'val, Master of the First, charged out of the broken vessel, his Tekklar close behind.
Sh'val, HarbingerHave 3 scored objectives

Tekklar Conditioning After you move ships into the active system: You may skip directly to the "Commit Ground Forces" step. If you do, after you commit ground forces to land on planets, purge this card and return each of your ships in the active system to your reinforcements.