Zealots of Rhodun
Starting Units
Home System
- Poh
20
- Orad
31
Commodities
3
Starting Technologies
You may exhaust this card at the end of your turn to ready 1 of your planets that has a technology specialty or 1 of your other technologies.
You may exhaust this card at the end of your turn to ready a non-home planet you control or ready 1 of your other technologies.
Faction Abilities
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.
Once each agenda phase you can vote after the speaker.
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.
You skip twice when using technology specialties.
Flagship
For each unit upgrade technology your opponent owns, apply +1 to the results of this unit's combat rolls.
Is stronger the more unit upgrades your opponent has.
SUSTAIN DAMAGE
Mech
Apply +1 to this unit's combat rolls for each faction technology your opponent owns.
Is stronger for each faction technology your opponent has.
SUSTAIN DAMAGE
Monument
Start with this side face-up; when a player activates this system, you may flip this card.
During combat, apply +1 to each of your units' combat rolls in this and adjacent systems if your opponent has any unit upgrade technologies.
Leaders
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.
Produce a ship after researching a technology.
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.
You may use technology specialties as any color.
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.
Gain up to three technologies, purge all but one after the round.
Faction Promissory Note
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.
Allows a player to double a technology skip.
Breakthrough
After you gain control of a legendary or relic planet, you may research 1 technology or remove 1 of your command tokens in that system and return it to your reinforcements.
Faction Technologies
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.
Produce when you exhaust a technology specialty.
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.
Treat an opponent’s technology as if it were blank.