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.
Nano-Link Permit
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.
Nanomachines
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.
Prerequisites: 
Ral Nel destroyers use the SPACE CANNON ability of structures they carry (via Miniaturization). They are also faster than regular destroyers.
| Name | Cost | Combat | Move | Abilities | Prerequisites |
|---|---|---|---|---|---|
| Linkship I | 1 | 9 | 3 | 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) | None |
| Linkship II | 1 | 8 | 4 | 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) | ![]() ![]() |
Data Skimmer
During the action phase, if you have not passed, when other players would discard action cards, they are placed on this card instead.
When you pass, take 1 action card from this card and discard the rest.
Synergy: 

| Name | Cost | Combat | Move | Capacity | Abilities |
|---|---|---|---|---|---|
| Last Dispatch | 8 | 8 (x2) | 2 | 4 | Sustain Damage When this unit retreats, you may destroy 1 ship in the active system that does not have Sustain Damage. |
Name | Cost | Combat | Abilities |
|---|---|---|---|
Alarum | 2 | 6 | 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. |
| Name | Unlock | Ability | |
|---|---|---|---|
| Agent | Kan Kip Rel | At game start | 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.” |
| Commander | Watchful Ojz | Be the last person to pass during the action phase | 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. |
| Hero | Director Nel | Have 3 scored objectives | SIGNAL INTRUSION — 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. |
<img src="https://static.wikia.nocookie.net/twilight-imperium-4/images/a/af/RalNelHomeSystem.png/revision/latest/scale-to-width-down/1000?cb=20251121063407" alt="Faction sheet">
Can several Linkship II use one PDS?
Yes. Linkship II can each trigger the same structure. The destroyer supply still caps how many you can have in play (8).
Do Linkships fire Space Cannon into adjacent systems if you have PDS II?
No official errata covers this yet. The tirules2 reading is that Linkships cannot fire Space Cannon against adjacent units, even with PDS II.
Does Watchful Ojz replace a normal retreat?
No. The commander retreats up to 2 ships when you declare a retreat. The rest of the fleet retreats at the end of the combat round, and those ships may go to the same system or a different one.
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