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Wiki

Base Game

  • Sardakk N'orr
  • The Arborec
  • The Barony of Letnev
  • The Clan of Saar
  • The Embers of Muaat
  • The Emirates of Hacan
  • The Federation of Sol
  • The Ghosts of Creuss
  • The L1Z1X Mindnet
  • The Mentak Coalition
  • The Naalu Collective
  • The Nekro Virus
  • The Universities of Jol-Nar
  • The Winnu
  • The Xxcha Kingdom
  • The Yin Brotherhood
  • The Yssaril Tribes

Prophecy of Kings

  • The Argent Flight
  • The Empyrean
  • The Mahact Gene-Sorcerers
  • The Naaz-Rokha Alliance
  • The Nomad
  • The Titans of Ul
  • The Vuil'Raith Cabal

Thunder's Edge

  • Crimson Rebellion
  • Deepwrought Scholarate
  • Last Bastion
  • Ral Nel Consortium
  • The Council Keleres
  • The Firmament / The Obsidian

Discordant Stars

  • Augurs of Ilyxum
  • Bentor Conglomerate
  • Berserkers of Kjalengard
  • Celdauri Trade Confederation
  • Cheiran Hordes
  • Dih-Mohn Flotilla
  • Edyn Mandate
  • Florzen Profiteers
  • Free Systems Compact
  • Ghemina Raiders
  • Ghoti Wayfarers
  • Gledge Union
  • Glimmer of Mortheus
  • Kollecc Society
  • Kortali Tribunal
  • Kyro Sodality
  • L'tokk Khrask
  • Lanefir Remnants
  • Li-Zho Dynasty
  • Mirveda Protectorate
  • Monks of Kolume
  • Myko-Mentori
  • Nivyn Star Kings
  • Nokar Sellships
  • Olradin League
  • Roh'Dhna Mechatronics
  • Savages of Cymiae
  • Shipwrights of Axis
  • Tnelis Syndicate
  • Vaden Banking Clans
  • Vaylerian Scourge
  • Veldyr Sovereignty
  • Zealots of Rhodun
  • Zelian Purifier

Wiki · Base Game

Sardakk N'orr

Starter article. The first save publishes a revision anyone can improve.

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Faction sheet

Sardakk N'orr

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Faction symbol

Expansion
Base Game
Starting units
2 Carriers 1 Cruiser 5 Infantry 1 Space Dock 1 PDS
Starting technologies
None
Starting planets
Tren'lak: 1/0 Quinarra: 3/1
Commodities
3
Complexity
Moderate
Faction colors
Black, Red
TILeague Rank
29 · 8.9% W/R
Sardakk N'orr faction sheet
Sardakk N'orr faction sheet back

Overview

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Sardakk N'orr is a Base Game faction. Signature abilities: UNRELENTING.

Contents

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

Faction Abilities

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UNRELENTING: Apply +1 to the result of each of your unit's combat rolls.

Faction Promissory Note

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Tekklar Legion

At the start of an invasion combat:

Apply +1 to the result of each of your unit's combat rolls during this combat. If your opponent is the N'orr player, apply -1 to the result of each of his unit's combat rolls during this combat.

Then, return this card to the N'orr player.

Faction Technologies

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Red technology Valkyrie Particle Weave

After making combat rolls during a round of ground combat, if your opponent produced 1 or more hits, you produce 1 additional hit

Prerequisites: Red technology Red technology

Faction Specific Units

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Dreadnought

Sardakk N'orr Dreadnoughts and their upgraded variety have stronger bombardment than all other Dreadnoughts.

NameCostCombatMoveCapacityAbilitiesPrerequisites
Exotrireme I4511

Sustain Damage

Bombardment 4 (x2)

None
Exotrireme II4521

Sustain Damage

Bombardment 4 (x2)

This unit cannot be destroyed by "Direct Hit" action cards.

After a round of space combat, you may destroy this unit to destroy up to 2 ships in this system.

Blue technologyBlue technologyYellow technology

Breakthrough

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N'orr Supremacy

Synergy: Blue technology Red technology

After you win a combat, either gain 1 command token or research a unit upgrade technology.

Flagship

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NameCostCombatMoveCapacityAbilities
C'Morran N'orr86 (x2)13

Sustain Damage

Apply +1 to the result of each of your other ship's combat rolls in this system.

Mech

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NameCostCombatAbilities
Valkyrie Exoskeleton26

After this unit uses its SUSTAIN DAMAGE ability during Ground Combat, it produces 1 hit against your opponent's ground forces on this planet.

Sustain Damage

Leaders

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NameUnlockAbility
AgentT'roAt Game Start

At the end of a player's tactical action:

You may exhaust this card; if you do, that player may place 2 infantry from their reinforcements on a planet they control in the active system.

"Broodmates! The Tekklar legions are feared by all our foes across the galaxy. They do not fear us because of our strength, though we are mighty. They do not fear us because of our numbers, though we are many. They fear us because we strike hard, we strike fast, and as long as one of us is alive, we do not stop!"

CommanderG'hom Sek'kus

Control 5 planets in non-home systems

During the "Commit Ground Forces" step:

You can commit up to 1 ground force from each planet in the active system and each planet in adjacent systems that do not contain 1 of your command tokens.

Renowned for her vicious raids and surprise assaults into enemy territory, Sek'kus and her Valkyrie commandos are the elite vanguard of the swarm's vast armies.

HeroSh'val, HarbingerHave 3 Scored Objectives

TEKKLAR CONDITIONING

After you move ships into the active system:

You may skip directly to the "Commit Ground Forces" step. If you do, after you commit ground forces to land on planets, purge this card and return each of your ships in the active system to your reinforcements.

The burning exotrireme tore through the sky before crashing into the grass-covered plains. Hatches blew open and Sh'val, Master of the First, charged out of the broken vessel, his Tekklar close behind.

Gallery

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FAQ

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Q: Does a Ceasefire promissory note have any impact on committing ground forces from adjacent planets via Sardakk N’orr’s commander, G’hom Sek’kus?

A: Will change “commit ground forces” in LRR to say “move” to ensure Ceasefire works. Will also prevent units from being committed to planets in anomalies without the appropriate technology, or through wormholes if Enforced Travel Ban is a Law.

Q: Can the Sardakk N’orr player commit ground forces via their commander, G’hom Sek’kus, on defense?

A: No, only the active player can commit ground forces

Q: Does using Dominus Orb allow the Sardakk N’orr player to commit ground forces via their commander, G’hom Sek’kus?

A: No, G’hom Sek’kus is explicitly preventing committing from systems with tokens, and Dominus Orb is purged several steps before committing takes place.

Q: Can Sardakk N’orr’s commander, G’hom Sek’kus, be used without moving any ships into the active system?

A: Yes, the commander can allow the Sardakk N’orr player to commit ground forces even without moving in ships

Q: Does Valkyrie Particle Weave trigger after hits were produced if the hits were cancelled?

A: Yes, the hit from Valkyrie Particle Weave is still applied

Q: Does the Sardakk N'orr Exotrireme 2's ability ignores the Sustain Damage ability?

A: Yes, as the words of the ability says "Destroy up to 2 ships" and not "Produce 2 hits"

Q: Who choses the targets of the Exotrireme II's ability ?

A: The Sardakk N'orr Player chooses the targets

Guides

Prophecy of Kings · 0 published

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