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Wiki · Discordant Stars

Tnelis Syndicate

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Faction sheet

Tnelis Syndicate

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Faction symbol

Expansion
Discordant Stars
Starting units
1 Carrier 2 Destroyers 2 Fighters 4 Infantry 1 Space Dock 1 PDS
Starting technologies
Choose two of the following: Plasma Scoring (red) Antimass Deflectors (blue) Neural Motivator (green)
Starting planets
Discordia: 4/1
Commodities
2
Complexity
Moderate
Faction colors
Red, Green, Yellow
TILeague Rank
—
Tnelis Syndicate faction sheet
Tnelis Syndicate faction sheet back

Overview

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Tnelis Syndicate is a Discordant Stars faction. Signature abilities: PLAUSIBLE DENIABILITY, STEALTH INSERTION, INFORMATION BROKERS, PLAUSIBLE DENIABILITY.

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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Faction Abilities Discordant Stars

PLAUSIBLE DENIABILITY : When you draw 1 or more secret objective cards, draw 1 additional secret objective card. Then, return 1 secret objective card to the secret objective deck; shuffle that deck.

STEALTH INSERTION: If you place units onto the same planet as another player's units, your units must participate in combat during the "Ground Combat" step.

INFORMATION BROKERS: You may have 1 additional unscored secret objective.

Faction Abilities Blue Reverie

PLAUSIBLE DENIABILITY: At any time, if another player satisfies the requirements of one of your secret objectives, you may ignore its requirements; if you score that objective, draw 1 secret objective.

STEALTH CORPS: After 1 or more of your units enter coexistence on a planet, destroy up to 1 ground force on that planet.

INFORMATION BROKERS: You may have 1 additional unscored secret objective.

This faction has changes to its faction abilites in the Blue Reverie Rework.

STEALTH INSERTION is replaced by STEALTH CORPS.

Faction Promissory Note

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Plots Within Plots

When you draw 1 or more secret objective cards: Draw 1 additional secret objective card. Then, return 1 secret objective card to the secret objective deck; shuffle that deck. Then, return this card to the Tnelis player.

Faction Technologies

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Yellow technology Daedalon Flight System

After a round of space combat in a system that contains 1 or more of your mechs, you may have 1 of those units become damaged to produce 1 hit and assign it to a cruiser, dreadnought, or destroyer you do not control in that system.

Prerequisites: Yellow technology

Faction Specific Units

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NameCostCombatMoveCapacityAbilitiesPrerequisites

Blockade Runner I

(Destroyer)

192-Anti-Fighter Barrage 9 (x3)None

Blockade Runner II

(Destroyer)

182-

Anti-Fighter Barrage 6 (x4)

This ship can move through systems that contain other players' ships.

Red technologyRed technology

Breakthrough

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Hidden Hardpoints

Synergy: Blue technology Red technology

At the end of a round of ground combat, you may discard 1 secret objective to have all your participating units enter coexistence; that combat ends in a draw.

When another player ends your units' coexistence on a planet, you may draw 1 secret objective.

Flagship

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NameCostCombatMoveCapacityAbilities
Principia Aneris89 (x4)23

Sustain Damage

At the start of a round of combat, choose 1 ship in this system, during this combat round, that ship rolls 1 less combat die.

Mech

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NameCostCombatAbilities
Daedalon26

DEPLOY: After you move a destroyer into a non-home system other than Mecatol Rex, you may spend 3 resources to place 1 mech on a planet in that system.

Sustain Damage

Leaders

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NameUnlockAbility
Agent

Davish S’Norri - Labor Relations Specialist

At Game Start

At the start of invasion:

You may exhaust this card to choose 1 ship in the active system. During this invasion, that ship may use its ANTI-FIGHTER BARRAGE as if it were BOMBARDMENT.

Commander

Fillipo Rois - Logistical Expeditor

Have 6 of your destroyers on the game board

After you activate a system, you may produce and assign 1 hit to a non-fighter ship you control in a system to apply +1 to the move value of 1 of your ships in that system until the end of this tactical action.

HeroTurra Sveyar - Shadow CouncilorHave 3 Scored Objectives

CONTRACT NETWORK - FRIENDS IN LOW PLACES

After another player scores a secret objective:

You may attach, or remove and attach, this card to that secret objective. You treat the attached secret objective as if it were a public objective.

After you score the attached objective, purge this card.

Gallery

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FAQ

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In what way does the STEALTH INSERTION ability cause combat to be performed differently than normal?

This does not change how ground combat functions, it's just there as a reminder that combat must still be performed if you place a mech on a planet with another players' units, and that this mech deploy placement can be performed even if another player's units are already on the planet.

Does Information Brokers change how many scorable secret objectives you may have?

No, your number of scorable secret objectives is NOT changed.

The Tnelis mech trigger says 'after a destroyer'. Does this mean 'after 1 or more destroyers'?

No, the DEPLOY ability triggers for every destroyer that moved.

Does the Daedalon deploy happen before or after PDS fire?

Before. The mech deploys at the end of Step 1 of the movement phase "Move Ships" and therefore before Step 2 "Space Cannon Offense" when PDS fire.

Guides

Thunder's Edge · 0 published

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