Monks of Kolume
Starting Units
Home System
- Alesna
20
- Azle
20
Commodities
3
Starting Technologies
Choose 1 of these 2.
Options to choose from
You may exhaust this card before 1 or more of your units use SPACE CANNON; hits produced by those units must be assigned to non-fighter ships if able.
When a player would resolve a retreat, your units may first use SPACE CANNON against the retreating player’s ships in the active system.
You may exhaust this card before 1 or more of your units use SPACE CANNON; hits produced by those units must be assigned to non-fighter ships if able.
You may exhaust this card before your units use SPACE CANNON to apply +1 to the result of each die roll; hits produced by those units must be assigned to non-fighter ships, if able.
Your units with PLANETARY SHIELD gain SUSTAIN DAMAGE and may use it to cancel hits produced against your units in the same system.
At the end of your turn, you may exhaust this card to redistribute your command tokens.
When you cast votes during the agenda phase, you may cast 3 additional votes. If you do, and the outcome you voted for is not resolved, exhaust this card.
At the start of your turn, you may exhaust this card to redistribute your command tokens.
When you cast votes during the agenda phase, you may cast 3 additional votes
At the end of your turn, you may exhaust this card to redistribute your command tokens.
When you cast votes during the agenda phase, you may exhaust this card to cast 1 additional vote for each of your structures on the game board. Then, if the outcome you voted for is resolved, ready this card.
Faction Abilities
During Movement, while you are not the active player, you may only use 1 of your unit's SPACE CANNON. During each of your actions, up to 3 of your non-fighter ships gain SPACE CANNON 8.
Your ships gain Space Cannon during your turn.
You cannot redistribute command tokens during the status phase. When you pass, you may place 1 command token from your reinforcements in 1 pool on your command sheet that contains no command tokens.
Gain a command token when you pass (with restrictions).
ACTION: Spend 1 command token from your strategy pool to ready 1 of your technologies.
Spend command tokens to ready technologies.
Flagship
Hits produced by the SPACE CANNON abilities of your units in this system cannot be canceled.
Your Space Cannon hits in this system cannot be canceled.
SUSTAIN DAMAGE · SPACE CANNON 7
Mech
Hits produced by this unit cannot be assigned to non-fighter ships. After you spend a command token from your strategy pool, repair this unit.
Can use Space Cannon Defense.
SUSTAIN DAMAGE · SPACE CANNON 8 (×2)
Monument
When another player passes, choose this or an adjacent system that contains a unit with SPACE CANNON; either use this unit's SPACE CANNON against another player's ships in that system, or repeat this ability, starting in that system.
SPACE CANNON 6 (×2)
Leaders
ACTION: Exhaust this card to allow a player to redistribute 1 of their command tokens on their command sheet.
Allow a player to redistribute 1 command token on their sheet.
Apply +1 to each of your unit's ability rolls.
Gain +1 to all unit ability rolls.
ACTION: Place this card near the game board; during this game round, after you perform a component action, you may use 1 of your unit's SPACE CANNON against ships in or adjacent to that unit's system, without rolling additional dice.
At the end of this game round, purge this card.
Fire 1 unit’s Space Cannon during each component action for an entire round.
Faction Promissory Note
At the start of invasion, place this card in your play area.
During this invasion, all other player's units lose SPACE CANNON and PLANETARY SHIELD.
At the start of your next turn, return this card to the Kolume player.
Disables other players’ PDS during invasion.
Breakthrough
ACTION: Exhaust this card to either gain 1 command token, or research a technology of the same color as one of your exhausted technologies.
When you exhaust a technology, gain 1 commodity.
Faction Technologies
When you pass, you may gain 1 commodity for each other player who has already passed.
ACTION: Exhaust this card.
After a system is activated, you may exhaust this card to choose 1 player. Apply +1 or -1 to all rolls that player makes during this tactical action.
Give any player a bonus or penalty to all dice rolls for one action.