Council Keleres ¶
"Our duty is to protect the billions of people in our galaxy, not the few hundred in these Council Chambers."
—Tribunii Harka Leeds
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Starting Space Units¶
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Starting Ground Units¶
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Starting Technologies¶
Choose 2 non-faction technologies owned by other players.
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Faction Abilities¶
The Tribunii Ω¶
During setup, choose a Keleres hero that corresponds to an unused faction; take that faction's home system, command tokens and control tokens. The unchosen Keleres heroes are not used.
Council Patronage¶
Replenish your commodities at the start of the strategy phase, then gain 1 trade good.
Law's Order Ω¶
You may spend 1 trade good or 1 commodity at the start of any player's turn to treat all laws as blank until the end of that turn.
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Flagship¶
Artemiris ¶
Unit Type: Flagship
Other players must spend 2 influence to activate this system.
- Sustain Damage
| Cost 8 | Combat 7 | Move 1 | Capacity 6 |
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Mech ¶
Omniopiares ¶
Unit Type: Mech
Other players must spend 1 influence to commit ground forces to this planet.
- Sustain Damage
| Cost 2 | Combat 6 |
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Faction Technologies¶
Executive Order ¶
Requirements:
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 can spend trade goods and resources on this agenda as if they were votes.
Agency Supply Network ¶
Requirements:
Once per action, when you resolve a unit's Production abilities, you may resolve another of your unit's Production abilities in any system.
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Leaders ¶
Agent: Xander Alexin Victori III – Miracle Worker ¶
Unlock: Always Unlocked
At any time:
You may exhaust this card to allow any player to spend commodities as if they were trade goods.
"It's honestly incredible, the way he manages to stretch a couple aurei. To find money where there is none. The man could fund an army at the same cost you or I might get lunch. Terrifying, really."
–Suffi An
Commander: Suffi An – Working Multiple Angles ¶
Unlock: Spend 1 trade good after you play an action card that has a component action.
After you perform a component action:
You may perform an additional action.
Suffi looked over the contracts. "So I get paid twice...once each by two different contractors...for doing the same job? What's the catch?"
Hero: Harka Leeds – Keleres Tribunii ¶
Unlock: Have 3 scored objectives.
Available if you chose the Mentak during setup.
Erwan's Covenant: The Winds of Change¶
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.
Authority. Strength. Efficacy.
Hero: Odlynn Myrr – Keleres Tribunii ¶
Unlock: Have 3 scored objectives.
Available if you chose the Xxcha during setup.
Operation Archon: Witching Hour¶
After an agenda is revealed:
You may cast up to 6 additional votes on this agenda. Predict aloud an outcome of this agenda. For each player that abstains or votes for another outcome, gain 1 trade good and 1 command token.
Then, purge this card.
Peace. Community. Deterrence.
Hero: Kuuasi Aun Jalatai – Keleres Tribunii ¶
Unlock: Have 3 scored objectives.
Available if you chose the Argent Flight during setup.
Overwing Zeta: Artemiris Ascendant¶
At the start of a round of of space combat in a system that contains a planet you control:
Place your flagship and any combination of 2 cruisers or destroyers from your reinforcements in the active system.
Then, purge this card.
Valor. Grace. Wisdom.
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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.
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Custodia Vigilia ¶
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Custodia Vigilia. The fully realized seat of the Keleres. A veritable fortress in the heart of Mecatol City. Ten thousand people come and go daily, and the Keleres see them all.
Legendary Text¶
While you control Mecatol Rex, it gains Space Cannon 5 and Production 3.
Gain 2 command tokens when another player gains a victory point using the second clause of "Imperial."
Pax magnifica, bellum gloriosum.
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Faction Promissory Note¶
Council Keleres – 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.