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Ral Nel Consortium

"The great web of obligation binds us all as surely as gravity. Those who would cheat us would cheat the galaxy of its right to exist."

—Actuary General "Watchful" Ojz

  • Home System


    Commodities: 4


    Mez Lo Orz Fei Zsha

    |

    The great cities of Mez Lo Orz Fei Zsha cover most of the surface in their concentric, well-organized rings. Each city is owned and operated by its own massive corporate-consortium.


    Rep Lo Orz Qet

    |

    Arid and desloate except along its equatorial sea, the Ral Nel birth world has escaped the worst depredations of industrialization. The cities along the coast balance modern amenities with natural beauty.

  • Starting Space Units


  • Starting Ground Units


  • Starting Technologies


    Choose 1 red or 1 green technology with no prerequisites

  • 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.

  • Flagship


    Last Dispatch

    Unit Type: Flagship


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

    • Sustain Damage

    | Cost 8 | Combat 8 | Move 2 | Capacity 4 |

  • Mech


    Alarum

    Unit Type: Mech


    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.

    • Sustain Damage

    | Cost 2 | Combat 6 |

  • Special Units


    Linkship I

    Unit Type: Destroyer


    This unit can use the Space Cannon ability of one of your structures in its space area; each structure can only be triggered once.

    • Anti-Fighter Barrage 9 (x2)

    | Cost 1 | Combat 9↑ | Move 3↑ |

  • Faction Technologies


    Linkship II

    Requirements:

    Unit Type: Destroyer


    This unit can use the Space Cannon ability of one of your structures in its space area; each linkship can trigger the same structure.

    • Anti-Fighter Barrage 6 (x3)

    | Cost 1 | Combat 8 | Move 4 |


    Nanomachines

    Requirements:

    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.

  • Leaders


    Agent: Kan Kip Rel – Courier Prime

    Unlock: Always Unlocked

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


    "Yes sir, yes sir! From Jord to Elysium in the shortest time and insured to boot. Your parcels are par-ticularly safe with us! No hassle, no worry! Just a one-time very reasonable shipment fee, convenience fee, regional tax, insurance premium...oh and a pittance just in case we have to pay of the Coalition..."


    Commander: Watchful Ojz – Actuary General

    Unlock: Be the last player to pass during the action phase.

    When you delcare 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.


    Ojz opened one eye. Had he fallen asleep? Perhaps. Perhaps...


    Hero: Director Nel – Acquisitive Mind

    Unlock: Have 3 scored objectives.

    Signal Intrusion: Limit Break

    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.


    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.

  • Breakthrough


    Data Skimmer

    During the action phase, while you are not passed, other players' action cards are discarded on top of this card.

    When you pass, choose 1 action card on this card, add it to your hand, and discard the rest.

  • Faction Promissory Note



    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.

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.