TI4 Space
Faction

The Ral Nel Consortium

01

Starting Components

Units

  • 1 Dreadnought
  • 1 Carrier
  • 1 Destroyer
  • 2 Fighters
  • 4 Infantry
  • 1 Space Dock
  • 2 PDS

Technology

Choose 1 red or green technology with no prerequisites.

Planets

2/1
Mez Lo Orz Pei Zsha
1/3
Rep Lo Orz Oet
ResourcesInfluence
02

Commodities

4
03

Abilities

Survival Instinct

After a player activates a system that contains your ships, you may move up to 2 of your ships into the active system from adjacent systems that do not contain your command tokens.

Miniaturization

Your structures can be transported by any ships; this does not require or count against capacity. While your structures are in the space area, they cannot use their unit abilities. At the end of your tactical action, you may place your structures that are in space areas onto planets you control in their respective systems.

04

Faction Technologies

WarfareWarfare
Nanomachines

ACTION: Exhaust this card to place 1 PDS on a planet you control. ACTION: Exhaust this card to repair all of your damaged units. ACTION: Exhaust this card and discard 1 action card to draw 1 action card.

Prerequisites
Warfare
Destroyer
BasicLinkship I
Cost1
Combat9
Move3
Anti-Fighter Barrage 9 (x2)

This unit can use the Space Cannon ability of one of your structures in its space area; each structure can only be triggered once.

UpgradedLinkship II
Cost1
Combat8
Move4
Anti-Fighter Barrage 6 (x3)

This unit can use the Space Cannon ability of one of your structures in its space area; each linkship can trigger the same structure.

Prerequisites
WarfareWarfare
05

Flagship

Last Dispatch
Cost8
Combat8 (x2)
Move2
Capacity4

When this unit retreats, you may destroy 1 ship in the active system that does not have Sustain Damage.

Sustain Damage
06

Promissory Notes

Nano-Link Permit

After you activate a system: You may move your structures from adjacent systems that do not contain your command tokens onto planets you control in the active system. Then, return this card to the Ral Nel player.

07

Mech

Alarum
Cost2
Combat6

At the end of a round of combat on this planet, you may move up to 2 of your ground forces to this planet from planets in adjacent systems.

Sustain Damage
08

Breakthrough

Data Skimmer

During the action phase, if you have not passed, when other players would discard action cards, they are placed on this card instead. When you pass, take 1 action card from this card and discard the rest.

CyberneticBiotic
09

Leaders

Agent"Yes sir, yes sir! From Jord to Elysium in the shortest time and insured to boot. Your parcels are par-ticularly safe with us! No hassle, no worry! Just a sone-time very reasonable shipment fee, convenience fee, regional tax, insurance premium...oh and a pittance just in case we have to pay off the Coalition..."
Kan Kip RelAt game start

ACTION: Exhaust this card to draw 2 action cards; give 1 of those cards to another player.

CommanderOzj opened one eye. Had he fallen asleep? Perhaps. Perhaps...
Watchful OjzBe the last person to pass during the Action Phase

When you declare a retreat: Immediately retreat up to 2 of your ships from the active system to an adjacent system that does not contain another player's ships. Place a command token from your reinforcements into that system.

HeroHe was the master, the king. There were no limits to Nel's ambition. No rules to be broken, no obstacles to be avoided. Only choice. A matrix of pure, unfettered futures.
Director NelHave 3 scored objectives

Signal Intrusion After the last player passes: You may choose to no longer be passed; if you do, gain 2 command tokens, draw 1 action card, and purge this card.