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  • Zealots of Rhodun
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Wiki · Discordant Stars

Zealots of Rhodun

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

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Faction sheet

Zealots of Rhodun

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Faction symbol

Expansion
Discordant Stars
Starting units
1 Carrier 1 Cruiser 1 Destroyer 3 Fighters 4 Infantry 1 Space Dock
Starting technologies
Bio-Stims (green)
Starting planets
Poh: 2/0 Orad: 3/1
Commodities
3
Complexity
High
Faction colors
Black, Blue
TILeague Rank
—
Zealots of Rhodun faction sheet
Zealots of Rhodun faction sheet back

Overview

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Zealots of Rhodun is a Discordant Stars faction. Signature abilities: CONSPIRATORS, ANCIENT KNOWLEDGE.

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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CONSPIRATORS: Once per agenda phase, after an agenda is revealed, if you are not the speaker, you may choose to vote after the speaker on that agenda.

ANCIENT KNOWLEDGE: When you use a technology specialty to ignore a prerequisite on a technology card you are researching, you may ignore 1 additional prerequisite of the same color. After you exhaust a planet to use its technology specialty, you may gain 1 commodity.

Faction Promissory Note

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Favor of Rhodun

When you ignore a prerequisite on a technology card you are researching: You may ignore 1 additional prerequisite of the same color. Then, return this card to the Rhodun player.

Faction Technologies

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Yellow technology Sanctification Field

When you activate a system, or a system that contains 1 or more of your units is activated, you may choose 1 technology or non-fighter, non-structure unit upgrade technology another player controls; until the end of this tactical action, that card is treated as though it had no ability text.

Prerequisites: Yellow technologyYellow technologyYellow technology

Blue technology Pilgrimage Beacons

Once during your turn, when you exhaust 1 or more planets you control that have a technology specialty, you may produce 1 ship in 1 system that contains 1 of those planets.

Prerequisites: Blue technologyBlue technology

Faction Specific Units

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This section has not been written yet.

Breakthrough

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Rhodun's Reliquary

Synergy: Yellow technology Red technology

After you gain control of a legendary or fracture planet, you may research 1 technology or remove 1 of your command tokens in that system and return it to your reinforcements.

Flagship

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NameCostCombatMoveCapacityAbilities
Reckoning87 (x2)13

Sustain Damage

For each unit upgrade technology your opponent owns, apply +1 to the results of this unit’s combat rolls.

Mech

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NameCostCombatAbilities
Templar26

Apply +1 to this unit's combat rolls for each faction technology your opponent owns.

Sustain Damage

Leaders

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NameUnlockAbility
AgentPriestess Tuh - The EdifierAt Game Start

After a player researches a technology:

You may exhaust this card to allow that player to produce 1 ship in their home system or a system that contains a planet they control that has a technology specialty.

CommanderBishop Ulin - The Librarian

Have a technology with 2 or more prerequisites

When researching a technology, you may use the technology specialty of 1 planet you control to ignore any 1 prerequisite on the technology card you are researching.

HeroSaint Binal - The ProphetHave 3 Scored Objectives

BLESSING OF THE ANCIENTS - FORGOTTEN SORCERY

ACTION: Place this card and up to 3 non-faction technologies near the game board, you gain those technologies. At the start of the next strategy phase, purge all but 1 of those technologies and this card.

Gallery

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FAQ

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Q: Does Sanctification Field disable unit abilities?

Q: Does Ancient Knowledge and the commander in combination mean that any tech specialization planet can ignore any 2 tech prerequisites of the same color?

Guides

Prophecy of Kings · 0 published

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Base GameProphecy of KingsThunder's EdgeDiscordant Stars

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