Thunders Edge

The Ral Nel Consortium

Ral Nel

Commodities

4

Faction Abilities

SURVIVAL INSTINCT

passive

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.

MINIATURIZATION

passive

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.

Starting Setup

Starting Technologies

Choice Rule
Choose 1 red or green technology with no prerequisites.

Starting Units

space dock1
pds2
dreadnought1
carrier1
destroyer1
fighter2
infantry4

Leaders

agent

Kan Kip Rel

Kan Kip Rel

ACTION: Exhaust this card to draw 2 action cards; give 1 of those cards to another player.

commander

Watchful Ojz

Watchful Ojz

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.

Unlock: Be the last person to pass during the Action Phase.

hero

Director Nel

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.

Unlock: Have 3 scored objectives.

Faction Units

Flagship

Last Dispatch

Cost

8

Combat

8 (x2)

Move

2

Capacity

4

Sustain Damage

When this unit retreats, you may destroy 1 ship in the active system that does not have SUSTAIN DAMAGE.

Mech

Arbiter

Cost

2

Combat

6

Sustain Damage

DEPLOY: When you would use your SURVIVAL INSTINCT ability, you may spend 1 resource to place 1 mech on a planet you control in the active system.

Destroyer

Linkship I

Cost

1

Combat

9

Move

3

AFB 9 x2

ANTI-FIGHTER BARRAGE 9 (x2). This unit can use the SPACE CANNON ability of one of your structures in its space area; each structure can only be triggered once.

Faction Technologies

Nanomachines

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.

Requires:

Linkship II

Cost 1, Combat 8, Move 4. ANTI-FIGHTER BARRAGE 6 (x3). This unit can use the SPACE CANNON ability of 1 of your structures in its space area; each Linkship can trigger the same structure.

Requires:

Promissory Notes

Nano-Link Permit

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.
Tactical

Breakthrough

Data Skimmer

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.

Synergy:
CyberneticBiotic