The Council Keleres
Starting Components
Units
- 2 Carriers
- 1 Cruiser
- 2 Fighters
- 2 Infantry
- 1 Space Dock
Technology
Choose 2 non-faction technologies owned by other players.Planets
Commodities
Abilities
During setup, choose a Keleres hero that corresponds to an unused faction; take that faction's home system, command tokens and control tokens. The unchosen Keleres heroes are not used.
Replenish your commodities at the start of the strategy phase, then gain 1 trade good.
You may spend 1 trade good or 1 commodity at the start of any player's turn to treat all laws as blank until the end of that turn.
Faction Technologies
ACTION: Exhaust this card and draw the top or bottom card of the agenda deck. Players immediately vote on this agenda as if you were the speaker; you can spend trade goods and resources on this agenda as if they were votes.
Once per action, when you resolve a unit's Production ability, you may resolve another of your unit's Production ability in any system.
Flagship
Other players must spend 2 influence to activate this system.
Promissory Notes
After an agenda is revealed: You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, draw 1 action card and gain 2 trade goods. Then, return this card to the Keleres player.
Mech
Other players must spend 1 influence to commit ground forces to the planet that contains this unit.
Breakthrough
When you gain this card, gain the Custodia Vigilia planet card and its legendary planet ability card. You are neighbors with all players that have units or control planets in or adjacent to the Mecatol Rex system.
While you control Mecatol Rex, it gains Space Cannon 5 and Production 3. Gain 2 command tokens when another player gains a victory point using the second clause of "Imperial."
Leaders
At any time: You may exhaust this card to allow any player to spend commodities as if they were trade goods.
After you perform a component action: You may perform an additional action.
Overwing Zeta At the start of a round of space combat in a system that contains a planet you control: Place your flagship and any combination of up to 2 cruisers or destroyers from your reinforcements in the active system. Then, purge this card.
Operation Archon After an agenda is revealed: You may cast up to 6 additional votes on this agenda. Predict aloud an outcome for this agenda. For each player that abstains or votes for another outcome, gain 1 trade good and 1 command token. Then, purge this card.
Erwan's Covenant ACTION: Reveal cards from the action card deck until you reveal 3 action cards that have component actions. Draw those cards and shuffle the rest back into the action card deck. Then, purge this card.