Thunders Edge

The Council Keleres

Keleres

Faction Abilities

Commodities

2

The Tribunii

setup

During setup, choose an unplayed faction from among the Mentak, the Xxcha, or the Argent; take that faction's home system, command tokens, and control markers. You also take the Council Keleres hero that corresponds to the faction you chose.

Council Patronage

strategy

Replenish your commodities at the start of the strategy phase, then gain 1 trade good.

Law's Order

passive

You may spend 1 influence at the start of your turn to treat all laws as blank until the end of your turn.

Starting Setup

Starting Technologies

Choice Rule
Choose 2 non-faction technologies owned by other players.

Starting Units

space dock1
carrier2
cruiser1
fighter2
infantry2

Leaders

agent

Xander Alexin Victori III

Xander Alexin Victori III

At any time: You may exhaust this card to allow any player to spend commodities as if they were trade goods.
commander

Suffi An

Unlock:Spend 1 trade good after you play an action card that has a component action.

Suffi An

After you perform a component action: You may perform an additional action.
hero

Kuuasi Aun Jalatai

If Argent Flight chosen for Tribunii

Unlock:Have 3 scored objectives.

Overwing Zeta

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 and/or destroyers from your reinforcements in the active system. Then, purge this card.
hero

Odlynn Myrr

If Xxcha Kingdom chosen for Tribunii

Unlock:Have 3 scored objectives.

Operation Archon

After an agenda is revealed: You may cast up to 6 additional votes on this agenda. Predict aloud an outcome for this agenda. For each player that votes for another outcome, gain 1 trade good and 1 command token. Then, purge this card.
hero

Harka Leeds

If Mentak Coalition chosen for Tribunii

Unlock:Have 3 scored objectives.

Erwan's Covenant

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.

Faction Units

Flagship

Artemiris

Cost

8

Combat

7 (x2)

Move

1

Capacity

6

Sustain Damage
Other players must spend 2 influence to activate the system that contains this ship.
Mech

Omniopiares

Cost

2

Combat

6

Sustain Damage
Other players must spend 1 influence to commit ground forces to the planet that contains this unit.

Faction Technologies

Executive Order

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 may spend trade goods and resources on this agenda as if they were votes.
Requires:

Agency Supply Network

Once per action, when you resolve 1 of your units' PRODUCTION abilities, you may resolve an additional 1 of your PRODUCTION abilities in any system; the additional use does not trigger this ability.
Requires:

Promissory Notes

Keleres Rider

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.
Agenda

Breakthrough

I.I.H.Q. Modernization

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.
Synergy:
CyberneticBiotic