Thunder's Edge faction
The Ral Nel Consortium
He was the master, the king. There were no limits to Nel's ambition. No rules to be broken, no obstacles to be avoided. Only choice. A matrix of pure, unfettered futures.
Faction abilities
Survival Instinct
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.
Miniaturization
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.
Starting setup
Starting units
1 Carrier
1 Destroyer
1 Dreadnought
2 Fighters
4 Infantry
2 PDS
1 Space dock
Starting technology
Choose 1: Neural Motivator, Psychoarchaeology, Plasma Scoring, AI Development Algorithm
Home system
Mez Lo Orz Fei Zsha 2 resources · 1 influence
Rep Lo Orz Qet 1 resources · 3 influence
Leaders
Agent
Kan Kip Rel
Courier Prime
ACTION: Exhaust this card and draw 2 action cards; give 1 of those cards to another player.
Commander
Watchful Ojz
Actuary General
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
Acquisitive Mind
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.
Flagship & mech
Flagship
Last Dispatch
Ral Nel Consortium · Flagship · faction unit
8Cost
8 (×2)Combat
2Move
4Capacity
SUSTAIN DAMAGE
When this unit retreats, you may destroy 1 ship in the active system that does not have SUSTAIN DAMAGE.
Mech
Alarum
Ral Nel Consortium · Mech · faction unit
2Cost
6Combat
SUSTAIN DAMAGE
At the end of a round of combat on this planet, you may move up to 2 of your ground forces to this planet from planets in adjacent systems.
Destroyer
Linkship I
Ral Nel Consortium · Destroyer · faction unit
1Cost
9Combat
3Move
ANTI-FIGHTER BARRAGE 9 (×2)
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
Warfare technology
Nanomachines
Ral Nel Consortium · Warfare technology
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.
Unit upgrade
Linkship II
Ral Nel Consortium · Unit upgrade
1Cost
8Combat
4Move
ANTI-FIGHTER BARRAGE 6 (×3)
No ability text — this card upgrades the unit's values.
Promissory note
Breakthrough Thunder's Edge
Twilight's Fall cards Alternate mode
Twilight's Fall Ability
Courier Transport
Ral Nel Consortium · Twilight's Fall Ability
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.
Twilight's Fall Ability
Nanomachines
Ral Nel Consortium · Twilight's Fall Ability
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 an action card to draw 1 action card.
Twilight's Fall Ability
Survival Instinct
Ral Nel Consortium · Twilight's Fall Ability
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.