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Wiki · Discordant Stars

Monks of Kolume

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Faction sheet

Monks of Kolume

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Faction symbol

Expansion
Discordant Stars
Starting units
2 Carriers 1 Cruiser 2 Fighters 4 Infantry 1 Space Dock
Starting technologies
Choose one of the following: Graviton Laser System (yellow) Predictive Intelligence (yellow)
Starting planets
Alesna: 2/0 Azle: 2/0
Commodities
3
Complexity
High
Faction colors
Black, Orange
TILeague Rank
—
Monks of Kolume faction sheet
Monks of Kolume faction sheet back

Overview

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Monks of Kolume is a Discordant Stars faction. Signature abilities: STARFALL GUNNERY, DELIBERATE ACTION, MEDITATION.

Contents

  1. Faction Abilities
  2. Faction Promissory Note
  3. Faction Technologies
  4. Faction Specific Units
  5. Breakthrough
  6. Flagship
  7. Mech
  8. Leaders
  9. Gallery
  10. FAQ
  11. Guides

Faction Abilities

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STARFALL GUNNERY: During movement, while you are not the active player, you may only use 1 of your unit's SPACE CANNON. During each of your actions, up to 3 of your non-fighter ships gain SPACE CANNON 8.

DELIBERATE ACTION: You cannot redistribute command tokens during the status phase. When you pass, you may place 1 command token from your reinforcements in 1 pool on your command sheet that contains no command tokens.

MEDITATION: ACTION: Spend 1 command token from your strategy pool to ready 1 of your technologies.

Faction Promissory Note

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Combinatorial Bypass

At the start of invasion, place this card in your play area. During this invasion, all other player’s units lose SPACE CANNON and PLANETARY SHIELD. At the start of your next turn, return this card to the Kolume player.

Faction Technologies

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Green technology Applied Biothermics

When you pass, you may gain 1 commodity for each other player who has already passed.

ACTION: Exhaust this card.

Prerequisites: Green technology Green technology

Red technology Omniscience Field

After a system is activated, you may exhaust this card to choose 1 player. Apply +1 or -1 to all rolls that player makes during this tactical action.

Prerequisites: Red technologyRed technologyRed technology

Faction Specific Units

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This section has not been written yet.

Breakthrough

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Synchronicity VI

Synergy: Blue technology Yellow technology

ACTION: Exhaust this card to either gain 1 command token, or research a technology of the same color as one of your exhausted technologies.

When you exhaust a technology, gain 1 commodity.

Flagship

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NameCostCombatMoveCapacityAbilities
Halberd87 (x2)13

Sustain Damage

Space Cannon 7

Hits produced by the SPACE CANNON abilities of your units in this system cannot be canceled.

Mech

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NameCostCombatAbilities
Rook26

Hits produced by this unit cannot be assigned to non-fighter ships. After you spend a command token from your strategy pool, repair this unit.

Space Cannon 8 (x2)

Sustain Damage

Leaders

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NameUnlockAbility
Agent

Disciple Fran - Meditative Prodigy

At Game Start

ACTION: Exhaust this card to allow a player to redistribute 1 of their command tokens on their command sheet.

Commander

Issac of Sinci - Kinematics Specialist

During the action phase, ready 1 of your technologies

Apply +1 to each of your unit's ability rolls.

Hero

Wonell the Silent - Grandmaster of the Order

Have 3 Scored Objectives

COIL OVERCHARGE - STREAKS IN THE NIGHT

ACTION: Place this card near the game board; during this game round, after you perform a component action, you may use 1 of your unit's SPACE CANNON against ships in or adjacent to that unit's system, without rolling additional dice.

At the end of this game round, purge this card.

Gallery

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Add faction-sheet and component images here. In the source editor, an image looks like <img src="https://…" alt="Faction sheet">.

FAQ

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Q: Can hits from the Kolume Mech be avoided by simply assigning other SPACE CANNON hits to the fighters prior to assigning the Mech hits?

Guides

Base Game · 0 published

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Base GameProphecy of KingsThunder's EdgeDiscordant Stars

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