The Council Keleres
Choose the version of Council Keleres.
Heads up: this is from a source that's currently turned off in your game build.
Starting Units
Home System
- Moll Primus
41
- Archon Ren
23
- Archon Tau
11
- Valk
20
- Ylir
02
- Avar
11
Commodities
2
Starting Technologies
Choose 2 non-faction technologies owned by other players.
Faction 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.
Has a variable home system and hero.
Replenish your commodities at the start of the strategy phase, then gain 1 trade good.
Automatically replenishes commodities every round.
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.
Can ignore effects of laws.
Flagship
Other players must spend 2 influence to activate this system.
Others must spend influence to fight.
SUSTAIN DAMAGE
Mech
Other players must spend 1 influence to commit ground forces to this planet.
Others must spend influence to fight.
SUSTAIN DAMAGE
Once per invasion, other players must spend 1 influence per mech to commit ground forces to this planet.
SUSTAIN DAMAGE
Monument
After a law enters play you may add a command token from your reinforcements to this card.
When you would place a command token in this or an adjacent system, you may place that token from this card instead.
PRODUCTION 1
Leaders
At any time:
You may exhaust this card to allow any player to spend commodities as if they were trade goods.
Can spend commodities as if they were trade goods.
After you perform a component action:
You may perform an additional action.
Can perform extra component actions.
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.
Has three powerful hero options.
After an agenda is revealed:
You may cast up to 6 additional votes on this agenda. Predict aloud an outcome of this agenda. For each player that abstains or votes for another outcome, gain 1 trade good and 1 command token. Then, purge this card.
Has three powerful hero options.
At the start of a round of space combat in a system that contains a planet you control:
Place your flagship and up to a total of 2 cruisers or destroyers from your reinforcements in the active system. Then, purge this card.
Has three powerful hero options.
Faction Promissory Note
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.
Lets another player benefit from predicting agendas.
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.
Gain a headquarters on Mecatol Rex.
Faction Technologies
Once per action, when you resolve a unit's PRODUCTION ability, you may resolve another of your unit's PRODUCTION abilities in any system.
Can produce in multiple locations at once.
After you resolve the PRODUCTION abilities of 1 or more of your units, you may resolve the PRODUCTION ability of 1 of your other units in any system; the additional use does not trigger this ability.
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.
Resolve an agenda as an action.
Other Components
Legendary Planet Ability
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."
Tokens
- 1Custodia Vigilia token
Planet Card
- 1Custodia Vigilia 2 2