SARDAKK N'ORR
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.
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.
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.
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.
ANTHEM |
STARTING TECHNOLOGY |
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Nothing. That's right. They're just a bunch of dumb bugs. I guess that extra carrier came with a cost.
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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.
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.
AGENTThis is great, as it lets you beef up your outer planets with new troops to expand more easily.
HEROI 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.
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COMMANDERFinally some competition for those defensive Sol infantry!
Unlock by having 5 planets in non-home systems. MECHJust another trick the Sardakk N'Orr can use to make their ground forces even deadlier.
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FLAGSHIP
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.
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.