The Ral Nel Consortium
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
Commodities
Abilities
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.
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.
Faction Technologies
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.
This unit can use the Space Cannon ability of one of your structures in its space area; each structure can only be triggered once.
This unit can use the Space Cannon ability of one of your structures in its space area; each linkship can trigger the same structure.
Flagship
When this unit retreats, you may destroy 1 ship in the active system that does not have Sustain Damage.
Promissory Notes
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.
Mech
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.
Breakthrough
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.
Leaders
ACTION: Exhaust this card to draw 2 action cards; give 1 of those cards to another player.
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.
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.