Nokar Sellships (UNOFFICIAL)

Faction Sheet

Lore

## Discordant Stars

This section of the wiki covers **Discordant Stars**. **Discordant Stars** is a fan-made unofficial expansion for Twilight Imperium 4 created to be compliant with Asmodee policy. **THIS SHOULD NOT BE MISTAKEN FOR OFFICIAL CONTENT.**

## Faction Abilities

* **HIRED GUNS:** After a player activates a system, you may choose up to 3 of your ships. During this tactical action, that player may control those ships as if they were their own. At the end of this tactical action, that player replaces each of those ships with their own of the same unit type.
* **PRIVATE FLEET:** During setup, place 4 additional destroyers in your reinforcements.
* **DESPERADOS:** When you produce 1 or more units, 1 destroyer does not count against your PRODUCTION limit. Apply +1 to your destroyers' move values while you are not the active player.

## Faction Promissory Note

**Nokar Navigator**

> At the start of a space combat:
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> During this combat, the active system is adjacent to each system that contains a planet you control for the purposes of announcing and resolving retreats.
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> At the end of this combat, return this card to the Nokar player.
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## Faction Technologies

 **Local Contracts**

> During the action phase: You may exhaust this card to use the PRODUCTION ability of 1 of your units. Then, place 1 command token from your reinforcements in that unit’s system.
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> Prerequisites:
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## Faction Specific Units

(Destroyer)
After this unit is destroyed during combat, roll a die, on a result of 9 or 10, produce up to 1 hit against your opponent’s ships.
 Sabre II
(Destroyer)
After this unit is destroyed during combat, roll a die, on a result equal to or greater than 7, produce up to 1 hit against your opponent’s ships.

## Flagship

Apply +1 to the results of this unit’s combat rolls for every 2 destroyers you control.

## Leaders

 **Commander** |      | Jack Hallard - The Commodore
 **Hero** |      | Starsails - Mercenary King
ACTION: Place this card near the game board, until the end of this game round, each of your planets gains the PRODUCTION 3 ability as if it were a unit.
At the end of this game round, purge this card.

## FAQ

**Q**: Can the Nokar player use the HIRED GUNS faction ability to give away units from a system that's got a Nokar command token in it?

**A:** No. HIRED GUNS cannot move out of systems that contain the Nokar player's command tokens.

**Q**: Can ships the Nokar player has just given away using HIRED GUNS move through the Nokar players' ships?

**A:** Yes, during the movement action where the ships were given away with HIRED GUNS and the ships still use the Nokar player's units (e.g. Nokar's color of plastic), they may move through other Nokar ships.

**Q**: Do ships the Nokar player has just given away using HIRED GUNS use the Nokar player's unit upgrades, faction specific unit stats, and other abilities or the receiving player's?

**A:** The ships are treated as being controlled by the receiving player, but they are still Nokar ships until the tactical action has concluded (when they are replaced by the receiving player's units). Therefore, the ship's statistics (for example being a Nokar Sabre instead of a Destroyer, or being a Nokar Cruiser I when the receiving player has Cruiser II) are used while the ship is still the Nokar player's color. However, the receiving player would use ship-agnostic abilities like Gravity Drive or Plasma Scoring, rather than the Nokar player. Once the ship is replaced by the receiving player's ship, it becomes a typical ship of that type for the receiving player, identical to the rest of their ships.

**Q**: Do ships the Nokar player has just given away using HIRED GUNS use the Nokar player's Fleet Pool during movement or the receiving players'?

**A:** The ships are treated as being controlled by the receiving player, which means that for the purposes of fleet pool, the Nokar ships will count along with the receiving players' fleet pool. HIRED GUNS cannot be used to circumvent fleet pool limitations.