The Ral Nel Consortium
Starting Units
Home System
- Mez Lo Orz Fei Zsha
21
- Rep Lo Orz Qet
13
Commodities
4
Starting Technologies
Choose 1 red or green technology with no prerequisites.
Options to choose from
During the status phase, draw 2 action cards instead of 1.
The maximum number of action cards you can have in your hand is increased by 3.
When you draw 1 or more action cards, you may exhaust this card to draw 2 additional action cards.
The maximum number of action cards you can have in your hand is increased by 2. During the status phase, draw 2 action cards instead of 1.
You can use technology specialties on planets you control without exhausting them, even if those planets are exhausted.
During the action phase, you can exhaust planets you control that have technology specialties to gain 1 trade good.
You can use technology specialties on planets you control without exhausting them, even if those planets are exhausted.
At the end of your turn, you may discard 2 action cards to explore a readied planet you control.
When researching technology, you may use technology specialties without exhausting planets, even if they are exhausted.
During your turn, you may exhaust this card and a planet with a technology specialty to ready 1 technology you own of a matching color. That technology cannot have more prerequisites than the number of matching specialties on planets you control. This counts as using specialties for SYNERGY and other game effects.
When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those units may roll 1 additional die.
When 1 or more of your units use unit abilities, 1 of those units may roll 1 additional die.
When the result of your non-fighter ships' combat rolls exceeds that ship's combat value by 3 or more, your opponent cannot assign that hit to a fighter unless they first destroy 1 of their fighters in the active system.
When your units make a roll for a unit ability, you may choose 1 of those units to roll 1 additional die.
When you research a unit upgrade technology, you may exhaust this card to ignore any 1 prerequisite.
When 1 or more of your units use PRODUCTION, you may exhaust this card to reduce the combined cost of the produced units by the number of unit upgrade technologies that you own.
When you research a unit upgrade technology, you may exhaust this card to ignore any 1 prerequisite.
When you pass, you may spend 6 influence to research a unit upgrade technology.
Faction Abilities
After another 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 nearby units can assist when you are attacked.
Your structures can be transported by any ship; 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 actions, you may place your structures that are in space areas onto planets you control in their respective systems.
You can transport your structures between planets.
Faction Units
Ral Nel Consortium Destroyer
This unit can use the SPACE CANNON ability of one of your structures in its space area; each structure can only be triggered once.
Your destroyers have high move and can use a PDS ability.
ANTI-FIGHTER BARRAGE 9 (×2)
Flagship
When this unit retreats, you may destroy 1 ship in the active system that does not have SUSTAIN DAMAGE.
Destroys ships when it retreats.
SUSTAIN DAMAGE
Mech
At the end of a round of ground combat on this planet, you may move up to 2 of your ground forces to this planet from planets in adjacent systems.
Can summon infantry from nearby planets.
SUSTAIN DAMAGE
Monument
At the end of your tactical action, you may move 1 structure in the space area of this or an adjacent system to the space area of a system adjacent to that structure.
PRODUCTION 1
Leaders
ACTION: Exhaust this card to draw 2 action cards; give 1 of those cards to another player.
Generates action cards for you and 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.
Lets you retreat quickly and safely.
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.
Lets you unpass after you have passed.
Faction Promissory Note
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.
Allows others to move their structures between planets.
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.
Take a discarded action card each round when you pass.
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.
Gives you a variety of useful actions to perform.
Ral Nel Consortium Destroyer
This unit can use the SPACE CANNON ability of one of your structures in its space area; each linkship can trigger the same structure.
Your destroyers gain even more movement and improve PDS link.
ANTI-FIGHTER BARRAGE 6 (×3)