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Sir Reil Effects

SARDAKK N'ORR

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DESCRIPTION

The Sardakk N'orr is a race of giant bugs. Bugs with weapons. And spaceships. They are, in fact, one of the more aggressive races in Twilight Imperium. Though not generally considered as much a threat as the L1Z1X and perhaps not as scary as the Nekro, the Sardakk is a good race to play for new players as it is very straightforward mechanically. (Not so much strategically, but experienced players should be offering a little guidance in that regard.) Still, it doesn't seem to be a race that garners a lot of attention and I doubt there are any experienced players who would put them in their top 5 races to play. Still, a good player can do a lot with these guys. You just need to realize that an aggressive strategy still requires a great deal of diplomacy.
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Despite their reputation for violence, many of the galaxy's greatest street performers hail from the Sardakk N'orr.

SPECIAL ABILITIES

You receive a +1 to all your Combat Rolls during Space Battles and Invasion Combat rounds.

Doesn't get any more straightforward than that.

STARTING UNITS

5 Infantry
2 Carriers
1 Cruiser
1 PDS
1 Space dock


The Sardakk N'orr received a much-needed second Carrier in TI4. I think a lot of people house-ruled this in TI3.


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A Sardakk platoon breaches the hull of an Arborec Cruiser.

ANTHEM

STARTING TECHNOLOGY

Nothing. That's right. They're just a bunch of dumb bugs. I guess that extra carrier came with a cost.

RACIAL TECHNOLOGY

Valkyrie Particle Wave:

After making combat rolls during ground combat, if your opponent produced 1 or more hits, you produce 1 additional hit.

Exotrireme:

​Dreadnought upgrade which makes the ship immune to Direct Hits; can self-destruct to destroy 2 units in the system.

AGENT

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This is great, as it lets you beef up your outer planets with new troops to expand more easily.

HERO

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I love the theme of this card. Basically, your Carrier(s) run through a massive fleet and just smash into a planet where the Infantry can leap out of the wreckage. Yes, there is a cost as you lose the ships, but can be a great clutch move for endgame if you need to nab Mecatol Rex for a win, or a home system for a block.

COMMANDER

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Finally some competition for those defensive Sol infantry!

​Unlock by having 5 planets in non-home systems.

MECH

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Just another trick the Sardakk N'Orr can use to make their ground forces even deadlier.

FLAGSHIP

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C'MORRAN N'ORR

Sustain Damage

Cost: 8  Battle: 2 dice at 6  Move: 1  Capacity 3

You receive +1 to your space combat rolls in this system.


Remember, a War Sun is getting auto hits teamed up with the Flagship! If those idiot bugs can ever get the tech.

HOME SYSTEM

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Decent starting system overall, and double-docking capability.

PROMISSORY NOTE

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Not really my favorite of the Promissory Notes, but your opponents might be willing to make a deal for the assurance you will take your war machine elsewhere.
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