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Wiki · Discordant Stars

Savages of Cymiae

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

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Faction sheet

Savages of Cymiae

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Faction symbol

Expansion
Discordant Stars
Starting units
1 Carrier 1 Destroyer 1 Dreadnought 2 Fighters 3 Infantry 1 Space Dock
Starting technologies
AI Development Algorithm (red) Neural Motivator (green)
Starting planets
Cymiae: 3/1
Commodities
3
Complexity
Moderate
Faction colors
Orange, Red, Blue
TILeague Rank
—
Savages of Cymiae faction sheet
Savages of Cymiae faction sheet back

Overview

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Savages of Cymiae is a Discordant Stars faction. Signature abilities: AUTONETIC MEMORY, CYBERNETIC MADNESS.

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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AUTONETIC MEMORY: When you would draw 1 or more action cards, you may draw 1 less card to either choose 1 card from the action card discard pile and add it to your hand, or place 1 infantry from your reinforcements on a planet you control.

CYBERNETIC MADNESS: After you add an action card from the discard pile to your hand using your AUTONETIC MEMORY faction ability, you must discard 1 action card. After you fully resolve an action card’s ability text, purge that card instead of discarding it.

Faction Promissory Note

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Algorithmic Replication

ACTION: Choose 1 action card from the action card discard pile and add it to your hand. Then, purge this card.

Faction Technologies

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Yellow technology Recursive Worm

At the start of your turn, you may exhaust this card to choose 1 non-home system other than Mecatol Rex that contains 1 or more of your units; place 1 other player’s command token from their reinforcements in that system.

Prerequisites: Yellow technology

Faction Specific Units

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NameCostCombatMoveCapacityAbilitiesPrerequisites

Unholy Abomination I

(Infantry)

15--NoneNone

Unholy Abomination II

(Infantry)

14--

After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your turn, place each unit that is on this card on a planet you control, if able.

Green technologyGreen technology

Breakthrough

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Cybernetic Armoring

Synergy: Yellow technology Red technology

After you win a combat, you may purge 1 of your promissory notes from your hand to move 1 other player's command token in the active system to an adjacent system, or gain 2 trade goods.

ACTION: Exhaust this card to discard the top 3 cards of the action card deck.

Flagship

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NameCostCombatMoveCapacityAbilities
Reprocessor Alpha89 (x2)16

Sustain Damage

After you win a combat in this system, you may take 1 of your opponent’s action cards, at random.

Mech

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NameCostCombatAbilities
Revenant26

At the start of each ground combat round, if this planet contains no more than 1 of your mechs, repair this unit.

Sustain Damage

Leaders

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NameUnlockAbility
AgentSkhot Unit X-12 - WatcherAt Game Start

When a player discards or purges an action card:

You may exhaust this card to allow that player to draw 1 action card.

CommanderKoryl Ferax - The Third Voice

Have 10 or more infantry on the board

After you gain control of a planet during a tactical action:

You may discard 1 action card to place or move 1 mech onto that planet.

Hero

The Voice United - Psionic Maelstrom

Have 3 Scored Objectives

THE SCREAM - SYMPHONY OF AGONY

ACTION: Draw and reveal a number of action cards from the action card deck equal to 1 more than the number of players in the game, give 1 to each other player in the game and keep the rest; each other player must discard 1 action card.

Then, purge this card.

Gallery

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FAQ

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Q: (WIP)

Guides

Base Game · 0 published

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Base GameProphecy of KingsThunder's EdgeDiscordant Stars

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