Twilight's Fall – a separate game. Twilight Imperium's expansions, mods and rules topics are not part of it.

Sardakk Norr

Source: Base game

Starting Units

Ground forces
Structures

Home System

  • Quinarra

    31

  • Tren'lak

    10

Commodities

3

Starting Technologies

None

Faction Abilities

Unrelenting

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

Faction Units

Exotrireme I

Sardakk Norr Dreadnought

SUSTAIN DAMAGE · BOMBARDMENT 4 (×2)

4cost
5combat
1move
1capacity

Flagship

C'morran N'orr

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

SUSTAIN DAMAGE

8cost
6 (×2)combat
1move
3capacity

Mech

Valkyrie Exoskeleton

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

2cost
6combat
Valkyrie Exoskeleton

After space combat, if you have ships in this system, this unit does not count against your ships' capacity, but does after invasion.

After this unit uses SUSTAIN DAMAGE or is destroyed during Ground Combat, it produces 1 hit.

If you are the active player, apply +1 to combat rolls of 1 infantry in this system.

SUSTAIN DAMAGE

2cost
6combat

Monument

G'hom Firefly Beacon

When you place your monument, produce up to a total of 3 infantry or fighters in this or adjacent system without spending resources.

At the end of your turn, you may replace this unit with a different structure from your reinforcements.

Placement
HazardousIndustrial
G'hom Firefly Beacon

Place this unit in the space area of any system containing your units that does not contain planets, instead of on a planet.

When this unit is on the game board, it is treated as both a planet and a structure on it. Only infantry can be produced on this planet. If this unit is blockaded or removed, destroy all units on the planet and discard all attached cards.

Resources: 0

Influence: 2

PRODUCTION 2

Placement
Any system containing your units that does not contain planets

Leaders

T'ro
agentTekklar Legionnaire
Unlock: Always Unlocked

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.

T'ro
agentTekklar Legionnaire
Unlock: Always Unlocked

At the end of a player's tactical action:

You may exhaust this card. If you do, that player may place 2 infantry on a planet they control in the active system. If they don't, they may instead remove a number of infantry from the active system, equal to the number of tokens in their fleet pool, to remove their command token from that system.

G'hom Sek'kus
commanderValkyrie Elite
Unlock: Control 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.

Sh'val, Harbinger - Tekklar Conditioning
heroMaster of the First - Brood Swarm
Unlock: Have 3 scored objectives.

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.

Sh'val, Harbinger - Tekklar Conditioning
heroMaster of the First - Brood Swarm
Unlock: Have 3 scored objectives.

After the Move Ships step of your tactical action:

You may purge this card; if you do, other players cannot play action cards during this action and you skip to the "Commit Ground Forces" step. Return each of your ships in the active system to your reinforcements. For each ship removed, produce 1 hit to the defender's ground forces.

Faction Promissory Note

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 their unit's combat rolls during this combat.

Then, return this card to the N'orr player.

Tekklar Legion

At the start of a ground combat against a player other than the N'orr:

Apply +1 to the result of each of your units' combat rolls during this combat. If you are the active player, apply an additional +1.

Then, return this card to the N'orr player.

Breakthrough

N'orr Supremacy

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

Synergy
WarfarePropulsion

Faction Technologies

Sardakk Norr Dreadnought

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.

SUSTAIN DAMAGE · BOMBARDMENT 4 (×2)

4cost
5combat
2move
1capacity

Prerequisites: PropulsionPropulsionCybernetic

Sardakk Norr Dreadnought

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.

SUSTAIN DAMAGE · BOMBARDMENT 4 (×2)

4cost
5combat
2move
1capacity

Prerequisites: PropulsionPropulsionCybernetic

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

When you commit ground forces to a planet from 1 or more other planets, you may commit 2 ground forces from each planet.

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

After you committed at least 1 ground force to a planet, you may commit 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.

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