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Universities of Jol-Nar

Info

Absol mod references are v4 and accurate to Async TI4 as of 16 Feb 25

  • Home System


    • Jol
    • Nar
    • Commodities: 4
  • Starting Space Units


  • Starting Ground Units


  • Starting Technologies


    Neural Motivator

    Requirements: None

    During the status phase, draw 2 action cards instead of 1.


    Antimass Deflectors

    Requirements: None

    Your ships can move into and through asteroid fields.

    When other players' units use Space Cannon against your units, apply -1 to the result of each die roll.

    Sarween Tools

    Requirements: None

    When 1 or more of your units use Production, reduce the combined cost of the produced units by 1.


    Plasma Scoring

    Requirements: None

    When 1 or more of your units use Bombardment or Space Cannon, 1 of those units may roll 1 additional die.

    Neural Motivator

    Requirements: None

    The maximum number of action cards you can have in your hand is increased by 3

    At the end of your turn, you may exhaust this card to draw 2 action cards.


    Antimass Deflectors

    Requirements: None

    Your ships can move into and through asteroid fields and retain their printed Move value when moving out of nebulae. When other players' units use Space Cannon against your units, apply -1 to the result of each die roll.

    Sarween Tools

    Requirements: None

    When you produce units, reduce the combined cost of the produced units by 1, plus an additional 1 for every 10 of the combined cost.

    During the production step of your tactical actions, you may spend 1 resource to repair 1 of your damaged units in the active system, or all of your damaged units in the active system if that system contains 1 or more of your space docks.


    Plasma Scoring

    Requirements: None

    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 roll 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.

  • Faction Abilities


    Fragile

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

    Brilliant

    When you spend a command token to resolve the secondary ability of the "Technology" strategy card, you may resolve the primary ability instead.

    Analytical

    When you research a technology that is not a unit upgrade technology, you may ignore 1 prerequisite.

  • Flagship


    J.N.S. Hylarim

    Unit Type: Flagship


    When making a combat roll for this ship, each result of 9 or 10, before applying modifiers, produces 2 additional hits.

    • Sustain Damage

    | Cost 8 | Combat 6 | Move 1 | Capacity 3 |

  • Mech


    Shield Paling

    Unit Type: Mech


    Your infantry on this planet are not affected by your Fragile faction ability.

    • Sustain Damage

    | Cost 2 | Combat 6 |

  • Faction Technologies


    Spatial Conduit Cylinder

    Requirements:

    You may exhaust this card after you activate a system that contains 1 or more of your units; that system is adjacent to all other systems that contain 1 or more of your units during this activation.


    E-Res Siphons

    Requirements:

    After another player activates a system that contains 1 or more of your ships, gain 4 trade goods.

    Spatial Conduit Cylinder

    Requirements:

    During your tactical actions, you may treat systems that contain 1 or more of your space docks as adjacent.


    E-Res Siphons

    Requirements:

    When another player moves ships into a system that contains 1 or more of your structures, gain trade goods equal to the number of non-fighter ships that moved into that system.

  • Leaders


    Agent: Doctor Sucaban - Head of Medical "R&D"

    Unlock: Always Unlocked

    When a player spends resources to research:

    You may exhaust this card to allow that player to remove any number of their infantry from the game board. For each unit removed, reduce the resources spent by 1.


    Commander: Ta Zern – Deepwrought Visionary

    Unlock: Own 8 technologies.

    After you roll dice for a unit ability:

    You may reroll any of those dice.

    Commander: Agnlan Oln – Advisor Adjunct

    Unlock: Own 8 technologies.

    After you roll dice for a unit ability:

    You may reroll any of those dice.


    After the rift between the Deepwrought and the Universities, the universally disliked Agnlan Oln of Oln Medical replaced Ta Zern in an advisory role.


    Hero: Rin, the Master's Legacy – Perfected Being

    Unlock: Have 3 scored objectives.

    Genetic Memory: Brilliance of the Hylar

    Action:

    For each non-unit upgrade technology you own, you may replace that technology with any technology of the same color from the deck. Then, purge this card.

  • Breakthrough


    Specialized Compounds

    When you research technology using the "Technology" strategy card, you may exhaust a planet that has a technology specialty instead of spending resources; if you do, you must research a technology of that color.

  • Faction Promissory Note


    Universities of Jol-Nar - Research Agreement


    After the Jol-Nar player researches a technology that is not a faction technology: Gain that technology. Then, return this card to the Jol-Nar player.

This work is hosted on GitHub and maintained by Michael Scott. This work is licensed under the Creative Commons Attribution 4.0 International license and based on the Twilight Imperium 4th Edition board game by Fantasy Flight Games. The contents, copyrights, and trademarks of everything involving Twilight Imperium 4th Edition are exclusively held by Fantasy Flight Games; I make no claim to any of these in any way.