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Factions

NeRV

Maintained by

mechathaydean

No maintaining group

Complexity 8/10 · Master5 leaders3 troops16 spice

Leaders

11Hyuga
33Ritsuko
44Kaji
44Fuyutsuki
66Misato

Troops

Unit 00

2 | 20
×1

Unit 01

2 | 20
×1

Unit 02

2 | 20
×1

Advantages

EVA Units

You have no regular troops. Instead, you have three EVA units, which have special rules.

When an EVA unit ships onto Dune, place any amount of spice from your reserves ontop of that EVA unit to act as its "spice-battery". Spice on a spice-battery is used to fuel many of your faction advantages, and cannot be spent on anything else.

At the end of each Mentat Phase, remove 1 spice from the spice-batteries of all your Eva units. When an EVA unit is hit by the Storm, remove 1 spice from its spice-battery instead of destroying it. If an EVA unit is ever on the surface of Arrakis with 0 spice in its spice-battery, it is sent immediately to the Tleilaxu tanks.

EVA Shipment and Movement

During Shipment and Movement, you may ship from off-world like normal, or may cross-ship an EVA unit by paying normal rates. Spice spent on cross-shipment is taken from the EVA unit's spice-battery rather than your personal reserves.

Play a Karama to prevent NeRV from cross-shipping for one phase. They may still Ship like normal.

EVA Battles

During Battle, each EVA unit present adds +2 to your battle strength.

When making your battle plan, the number on your dial does NOT denote the number of troops sacrificed. Instead, spend spice from the spice-batteries of any EVA units present equal to the number on the dial. You may not dial more then the total spice on all spice-batteries present.

Play a Karama to prevent EVA units from providing +2 strength for one battle.

EVA Collection

During collection, each EVA unit sharing territory with a spice blow collects all spice present. Spice collected this way is placed in the EVA units spice-battery, rather than your reserves.

During collection, each EVA unit occupying a stronghold may freely transfer spice from its spice-battery to your reserves, or vice-versa.

Worm Slaying

Your EVA units are not destroyed by the Shai-Halud card. When Shai-Halud is drawn, place a worm token on the territory it spawned in.

At the start OR end of Shipment and Movement, in each territory where an EVA unit shares territory with a Worm Token, perform the following...
1.) Remove the Worm Token from the board and place it in front of your player shield
2.) Take a Shai-Halud card from the discard pile and remove it from the game.
3.) Add 7 spice from the spice bank to your reserves.

Play a Karama at the start OR end of Shipment and Movement to prevent NeRV/NeRV's ally from killing a worm. The worm token still persists and can be killed later.

Alternate Win Condition

At the end of each Mentat phase, check if the following is true...
1.) You have collected 6 Worm tokens through your "Worm Slaying" faction advantage.
2.) Units 00 and 01 are alive and on Arrakis.
3.) You control Habbanya Sietch
If the above criteria are all met, you trigger Instrumentality and win the game.

Alliance

Your ally is protected from Shai-Halud, and may slay worm tokens in any territory where at least 6 forces are present.

The slain worm token is still placed in front of YOUR player shield, however your ALLY collects the 7 spice.

Fate

Fate rules text.