Ordarn Covenant
"We asked once. Then we learned."
Lore
“We asked once. Then we learned.”
The Ordarn Covenant began when the nodes fell.
In the final days of the Golden Empire, deep in the Ordarn Sector, three fleets were killing each other.
An Imperial battlefleet had cornered a rebel flotilla near a chain of barren moons. Pirate captains, smelling weakness, descended on both sides. What began as pursuit became a three-way war: Imperial discipline, rebel desperation, and pirate opportunism tearing through the void around gas giants, dead stations, mining hulks, and frozen moons.
Then the node network failed.
Across the galaxy, routes vanished. Teleportation gates died. Command signals broke. Reinforcements never came. The Empire’s arteries became silence.
The battle stopped not because anyone had won, but because everyone understood the same truth at the same moment.
They were stranded.
The Ordarn Sector offered no mercy. It had no habitable worlds, no stable colonies, and no easy refuge. There were only deep-space wreck fields, barren moons, hostile gas giants, half-dead stations, empty mining rigs, and ships running out of fuel, food, medicine, ammunition, and replacement parts.
The surviving Imperials, rebels, pirates, auxiliaries, smugglers, civilian crews, prisoners, deserters, engineers, gunners, medics, and cargo families had a choice.
Keep fighting until everyone died.
Or make terms.
Most chose to survive.
The first Covenant was not noble. It was not clean. It was not built on forgiveness. It was a survival pact made by enemies too exhausted, too trapped, and too frightened to keep pretending old flags mattered more than oxygen.
Imperial officers brought fleet discipline, command codes, logistics records, and surviving warships. Rebel captains brought field improvisation, anti-authoritarian politics, hidden supply routes, and the refusal to bow. Pirate crews brought black-market contacts, salvage doctrine, boarding expertise, smuggling habits, and the willingness to take what no one would give.
The first Ordarni did not become one people overnight.
They became one convoy.
They pooled fuel, charts, cargo, reactor parts, rations, medical stores, machine shops, weapons, and crews. They stripped dead ships, repaired what could fly, cannibalized what could not, and searched for a way out of the dead sector.
Eventually, the convoy reached a habitable world beyond the worst of the Ordarn void. They came desperate, damaged, and nearly starving. They asked for supplies.
The world attacked them.
So the Ordarni attacked back.
They seized fuel, food, medicine, machines, ammunition, and parts, then moved on.
At the second world, they did not wait to be fired upon. They did not trust settled powers to distinguish refugees from pirates, rebels, deserters, imperial remnants, or convenient prey. They struck first, took what the fleet needed, and continued the journey.
Thus began the long nomadic age of the Ordarn Covenant.
What began as emergency survival became doctrine.
What began as a stranded battle became a civilization.
Over generations, the Ordarni grew from desperate fleets into ship-clans, convoy families, free captains, salvage courts, raiding houses, market barges, contract fleets, oath-bonded crews, armed trading dynasties, and void-born communities. Over millennia, the Covenant expanded into a sector-spanning power with its own laws, freedoms, feuds, councils, and customs.
The Ordarni value freedom because their ancestors were abandoned by empire, hunted by settled worlds, and forced to live without permission.
They raid because their history taught them that asking can get you killed.
They trade because no fleet survives alone.
They steal because someone always has more than they need.
They fight because no one will take their freedom from them again.
The Ordarn Covenant does not see itself as criminal.
It sees itself as proof that survival outranks law.
1.1 The Ordarni
The people of the Ordarn Covenant are called the Ordarni.
Not every Ordarni is a pirate. Not every Ordarni is a smuggler. Not every Ordarni is a raider.
Some are engineers who have never stood on a planet. Some are convoy judges, fuel priests, void farmers, signal runners, debt-keepers, hull welders, salvage appraisers, arms brokers, contract scribes, militia crew, gunship pilots, or children born in the engine shadow of ships older than their bloodlines.
But every Ordarni grows up with the same lesson:
A fleet survives only if it keeps moving.
A deal matters only if it keeps the fleet alive.
A law matters only if the convoy can afford it.
1.2 Battlefield Identity
The Ordarn Covenant is a mobile raider civilization built around:
- Stealing enemy resources.
- Earning and spending Credits.
- Marking Bounty Targets.
- Mobile infrastructure.
- Hit-and-run infantry.
- Boarding actions against vehicles and buildings.
- Salvage and plunder.
- Prize Claims from the enemy Destroyed Zone.
- Reusing old technology and captured equipment.
- Flexible but fragile economy.
- Resource conversion through Black Markets.
- Fragile workers that are also thieves.
- Vehicles that strike, relocate, and cash out.
- Securing the resources needed to keep moving.
1.3 Strategic Style
The Ordarn Covenant wins by disrupting the enemy’s economy and converting battlefield chaos into mobility, supplies, and leverage.
They are strongest when they can:
- Harass enemy Workers.
- Steal Carbon and Crystals.
- Mark valuable targets with Bounties.
- Use Credits for temporary advantages.
- Relocate mobile buildings before they are destroyed.
- Board or sabotage enemy vehicles and buildings.
- Trade stolen resources into the tools they need.
- Avoid fair fights unless the payout is worth it.
- Strike isolated units and exposed infrastructure.
- Cash in on enemy mistakes.
- Refit enemy wrecks as Reclaimed Prizes.
- Keep the fleet supplied and moving.
They are weakest when enemies:
-
Protect Workers and resource nodes.
-
Destroy Black Markets and Supply Barges.
-
Force prolonged direct fights.
-
Screen against Boarding units.
-
Deny Credits by refusing easy kills.
-
Catch mobile buildings while they are Grounded.
-
Destroy production before the Covenant can profit from raids.
-
Keep resources spent so there is less to steal.
-
Kill Smugglers early.
-
Destroy Contract Ledgers before Prize Claims resolve.
-
Force the Covenant to spend Credits defensively.
1.4 The Council of Three
The modern Ordarn Covenant is governed, loosely and violently, by the Ordarni Council of Three.
This tradition comes directly from the first survival pact.
When the nodes fell, the stranded survivors came from three enemy traditions:
- Imperial fleet command.
- Rebel resistance.
- Pirate and smuggler crews.
No single faction was trusted to rule the others. No old flag was allowed to become the new chain. So the first Covenant established three seats, each carrying one memory of the original conflict.
The Marshal Seat
The Marshal Seat represents the Imperial survivors of the first stranded fleet.
It preserves discipline, convoy defense, fleet formations, rationing law, command codes, emergency hierarchy, shipyard standards, and the belief that someone must be responsible when the hull starts failing.
Its critics say the Marshal Seat wants to become an empire again.
Its defenders say everyone curses discipline until the oxygen runs low.
The Free Seat
The Free Seat represents the rebel survivors.
It preserves ship-clan autonomy, captain votes, crew rights, anti-tyranny traditions, mutiny law, elected convoy speakers, resistance codes, and the ancient oath that no Ordarni will kneel to a throne, admiral, prophet, algorithm, or planetary governor.
Its critics say the Free Seat mistakes argument for freedom.
Its defenders say argument is the only reason the Covenant never became the thing it escaped.
The Black Seat
The Black Seat represents the pirate and smuggler survivors.
It preserves salvage rights, raiding codes, black-market exchange, boarding customs, prize law, debt enforcement, convoy underworld contacts, and the practical truth that no fleet survives on honor alone.
Its critics say the Black Seat would sell the Covenant’s soul if the price was good.
Its defenders say the Covenant would have died in the first century without people willing to steal what others refused to trade.
1.5 The Three-Part Pact
Every formal Ordarni council begins by reciting the Three-Part Pact:
The Marshal keeps the convoy alive.
The Free keep the convoy from becoming a prison.
The Black keep the convoy supplied when law fails.
No major Covenant fleet is considered legitimate unless all three traditions are represented in its command structure. These seats do not always map cleanly to bloodline or ancestry. A descendant of pirates may serve the Marshal Seat. A former Imperial family may become Black Seat brokers. A rebel-born captain may enforce fleet rationing with terrifying discipline.
What matters is not who your ancestors were.
What matters is which lesson you carry.
1.6 Reuse, Refit, Reclaim
The Ordarni do not throw useful things away.
A dead enemy rifle becomes a Raider’s backup weapon. A broken tank becomes a Jackal engine mount. A wrecked walker becomes a Reaver limb. A captured soldier squad might become mercenaries with new papers and better pay. A gutted gunship might fly again under a false registration and a Covenant transponder.
The Ordarni are not the best engineers in the galaxy.
They are the least wasteful.
To the Covenant, enemy equipment is not destroyed.
It is temporarily ownerless.
Mechanics Summary
2.1 Ordarn Core Infrastructure
The Ordarn Covenant uses the following replacement Command Center.
|
Core Role |
Ordarn Covenant Name |
Notes |
|---|---|---|
|
Command Center |
Covenant Flagship |
Core Infrastructure. Replaces the normal Command Center. |
The Covenant Flagship:
-
Is not included in the Deployment List.
-
Costs 0 Deployment Points.
-
Is always available as Command Center Infrastructure.
-
May be rebuilt if destroyed, following normal Command Center rebuilding rules.
-
Does not permanently enter the Destroyed Zone.
2.2 Ordarn Workers
Ordarn Smugglers are Workers.
Ordarn Smugglers are not Core Infrastructure.
Each Ordarn Covenant player may always have up to 3 Ordarn Smugglers on the battlefield. These first 3 Ordarn Smugglers cost 0 Deployment Points.
Additional Ordarn Smuggler capacity must be purchased in the Deployment List. Each additional Ordarn Smuggler costs 5 Deployment Points and increases the player’s Worker Limit by 1.
If an Ordarn Smuggler is destroyed while its controller has 3 or fewer Ordarn Smugglers on the battlefield, it does not permanently enter the Destroyed Zone. The Ordarn player may train back up to 3 Ordarn Smugglers if they have the resources, Supply, and production capacity.
If an Ordarn Smuggler is destroyed while its controller has more than 3 Ordarn Smugglers on the battlefield, one purchased Ordarn Smuggler capacity is moved to the Destroyed Zone. That capacity no longer increases the player’s Worker Limit unless a rule returns it.
Ordarn Smugglers have Presence 0. They never control objectives, contest objectives, or contribute Presence.
2.3 Starting Force
An Ordarn Covenant player begins with:
- 1 Covenant Flagship
- 3 Ordarn Smugglers
- 5 maximum Supply
- 50 Carbon
- 0 Crystals
- 0 Credits
The 3 starting Ordarn Smugglers use 3 of the starting 5 Supply.
2.5 Ordarn Presence Philosophy
The Ordarn Covenant does not hold ground through discipline, faith, biological domination, or mechanical certainty.
They hold ground by arriving first, being armed, and making it expensive to remove them.
Ordarn Smugglers have Presence 0.
Raider Crews provide cheap Presence and harassment.
Corsair Operatives and Ledger Brokers provide stronger objective pressure.
Vehicles have moderate Presence but are better at striking than holding.
Reclaimed Prizes use their modified Ordarn profile and contribute Presence normally unless a rule says otherwise.
Buildings normally have Presence 0.
Workers still never contribute Presence.
2.6 Destroyed Zone Rules
Ordarn Covenant assets follow the normal Destroyed Zone rules.
Destroyed non-Worker units enter the Destroyed Zone.
Destroyed non-Core buildings enter the Destroyed Zone.
Destroyed Covenant Flagships remain available through Command Center Infrastructure.
Destroyed non-Worker, non-Core Ordarn assets cannot normally be used again unless a rule returns them.
Ordarn Smugglers follow the Worker Limit rules.
Reclaimed Prizes use the special Destroyed Zone rules listed in the Prize Claims section.
2.7 Supply
Ordarn Supply costs follow the core defaults unless a datasheet says otherwise.
| Unit Type | Supply Cost |
|---|---|
| Worker | 1 |
| Field Unit | 1 |
| Heavy Unit | 2 |
| Special Unit | 3 |
Buildings do not cost Supply unless their datasheet says otherwise.
Reclaimed Prizes count against Supply using their original Supply value. If the original unit has no Supply value, use its closest core type: Field 1, Heavy 2, Special 3.
3. Faction Resource: Credits
The Ordarn Covenant uses Credits in addition to Carbon and Crystals.
Credits represent salvage rights, owed debts, fuel contracts, marked favors, black-market exchange, private ledgers, convoy obligations, paid protection, emergency supplies, bounty claims, mercenary advances, prize shares, and the Covenant’s internal survival economy.
Credits are not always physical currency.
They are promises enforced by reputation, ship guns, signed ledgers, and the memory of who kept the fleet alive.
3.1 Credit Storage
Credits persist between turns.
|
Unit Type |
Supply Cost |
|---|---|
|
Worker |
1 |
|
Field Unit |
1 |
|
Heavy Unit |
2 |
|
Special Unit |
3 |
The Ordarn Covenant may store up to 50 Credits by default.
Each active Black Market or Contract Ledger increases this maximum by 10 Credits.
The maximum Credit storage limit is 80 Credits.
Any Credits gained above your storage maximum are lost.
Credits cannot normally be stolen by enemy factions unless a rule specifically says otherwise.
3.2 Earning Credits
The Ordarn Covenant earns Credits from raids, contracts, salvage, theft, boarding, and combat opportunism.
Kill Payouts
When a friendly Ordarn non-building unit destroys an enemy non-building unit, gain Credits based on the destroyed unit’s Supply Cost.
|
Destroyed Unit |
Credits Gained |
|---|---|
|
Supply 0 or no Supply value |
5 Credits |
|
Supply 1 |
10 Credits |
|
Supply 2 |
15 Credits |
|
Supply 3+ |
20 Credits |
Each enemy unit can generate Kill Payout only once.
Building Damage
Once per turn, when a friendly Ordarn unit or building deals 1 or more Cohesion damage to an enemy building, gain 5 Credits.
Building Destruction
When a friendly Ordarn unit or building destroys an enemy building, gain 20 Credits.
If that building was a Command Center, Supply building, Extractor, Tech building, or Production building, gain 25 Credits instead.
Successful Theft
When an Ordarn Smuggler successfully steals resources with Resource Theft or Heist Action, gain Credits as listed by that rule.
Successful Boarding
When an Ordarni unit successfully Sabotages, Plunders, or Hijacks a target with a Boarding Action, gain Credits as listed in the Boarding Action results.
Prize Work
Some Prize Claim rules generate or spend Credits when enemy assets are marked, stripped, repaired, or refit.
3.3 Credit Reward Stacking Limit
The same event can generate only:
- One normal Credit reward, and
- One Bounty reward.
This means Bounty rewards may stack with one other Credit source from the same event, but not all possible Credit sources.
Example:
If an Ordarn unit destroys a Bounty Target that is also a Supply 2 enemy unit, the Ordarn player may gain:
- Kill Payout for destroying a Supply 2 unit, and
- Bounty reward for destroying a Supply 2 Bounty Target.
They do not also gain additional Credit rewards from unrelated triggers unless a rule specifically says it ignores this limit.
3.4 Credit Spending Limit
The Ordarn Covenant may use up to 3 Credit Abilities per turn.
Each named Credit Ability may be used once per turn unless the ability says otherwise.
This limit does not include:
- Paying Credits for unit upgrades during production.
- Trading Credits at a Black Market or Supply Barge.
- Paying a unit’s listed in-game Credit cost.
- Paying for Prize Claim production.
- Required Credit costs listed on a datasheet.
3.5 Credit Abilities
Credit Abilities represent void-war pragmatism, paid favors, emergency supplies, forged clearance codes, salvage crews, bribed informants, back-channel ammo drops, mercenary promises, and field improvisation.
Unless stated otherwise, Credit Abilities can be used during your Action Phase and require at least one active:
- Black Market
- Supply Barge
- Raider’s Hold
- Contract Ledger
- Covenant Flagship
Raider’s Luck — 10 Credits
Reroll one die you just rolled.
You must accept the new result.
Raider’s Luck can only reroll one of your own dice.
Dirty Ammunition — 10 Credits
Select one friendly Ordarn unit within 6 inches of a friendly Ordarn building.
Until the end of this turn, one weapon used by that unit gains +2 AP.
Distraction Maneuver — 15 Credits
Select one enemy unit within 8 inches of a friendly Ordarn Infantry unit.
Until the start of your next Command Phase:
- That enemy unit suffers -2 Movement.
- Its next attack suffers -1 to Hit Checks.
Improvised Repairs — 15 Credits
Select one friendly Ordarn Vehicle or Building within 3 inches of a Supply Barge, Scrapforge Yard, Black Market, or Ordarn Smuggler.
Restore D3 Cohesion.
A unit or building cannot be repaired above its starting Cohesion.
Smoke the Exit — 10 Credits
Use when an enemy unit would move into engagement with a friendly Ordarn Infantry unit.
That friendly unit may immediately move up to 3 inches.
It must end this movement outside engagement range if possible.
A unit that moves this way cannot attack during its next Ranged Phase.
Rapid Deployment — 20 Credits
Select one unit in production at a Raider’s Hold, Scrapforge Yard, or Covenant Flagship.
Remove 1 production counter from that unit.
A production project cannot be completed by Rapid Deployment on the same turn it began.
False Papers — 15 Credits
Select one friendly Ordarn Infantry unit within 1 inch of a friendly mobile building.
Remove that unit from the Battlefield and redeploy it within 1 inch of another friendly Grounded mobile building.
The destination building must be active and not within 3 inches of an enemy unit.
The redeployed unit cannot:
- Move again this turn.
- Interact this turn.
- Perform a Boarding Action this turn.
Off-Book Ammunition — 15 Credits
Select one friendly Reclaimed Prize unit within 6 inches of a Black Market, Supply Barge, Raider’s Hold, or Scrapforge Yard.
Until the end of this turn, that unit ignores the Reclaimed Prize penalty to Hit Checks.
This ability may be used once per turn.
Unit Roster
Command Infrastructure
| Asset | DP |
|---|---|
| Covenant Flagship | 0 |
Workers
| Asset | DP |
|---|---|
| First 3 Ordarn Smugglers | 0 |
| Additional Ordarn Smuggler capacity | 5 each |
Buildings
| Asset | DP |
|---|---|
| Smuggler's Rig | 15 |
| Signal Scrambler | 20 |
| Supply Barge | 20 |
| Black Market | 25 |
| Contract Ledger | 30 |
| Raider's Hold | 35 |
| Scrapforge Yard | 45 |
Units
| Asset | DP |
|---|---|
| Raider Crew | 15 |
| Cutthroat Boarders | 25 |
| Corsair Operatives | 30 |
| Jackal Skiff | 35 |
| Ledger Broker | 40 |
| Vulture Gunship | 50 |
| Marauder Bomber | 55 |
| Ordarn Reaver | 85 |
Faction Resources
Mechanics & Rules
4. Bounty System
The Covenant does not merely fight enemies.
It prices them.
Bounties are marks placed on enemy assets. They represent salvage claims, revenge contracts, survival priorities, debt enforcement, privateer warrants, and fleet-wide orders to bring down a valuable target.
4.1 Placing a Bounty
During your Command Phase, choose one enemy unit or building as your Bounty Target.
To be selected, the target must meet at least one of the following conditions:
- It is within line of sight of a friendly Ordarn unit.
- It is within 12 inches of a friendly Ordarn building.
- It damaged a friendly Ordarn unit or building during the previous round.
You may have only 1 active Bounty Target by default.
A Contract Ledger increases this to 2 active Bounty Targets.
A Ledger Broker may allow one additional Bounty Target.
A target remains a Bounty Target until the start of your next Command Phase or until destroyed.
4.2 Bounty Rewards
When a friendly Ordarn unit damages or destroys a Bounty Target, gain Credits.
|
Event |
Credits Gained |
|---|---|
|
First time each round you damage a Bounty Target |
5 Credits |
|
Destroy a Bounty Target with Supply 1 or lower |
+10 Credits |
|
Destroy a Bounty Target with Supply 2 or higher |
+15 Credits |
|
Destroy a Bounty Target building |
+15 Credits |
Destroy a Bounty Target Command Center +25 Credits
Successfully Board a Bounty Target +10 Credits
Bounty rewards obey the Credit Reward Stacking Limit.
4.3 Dead or Alive
If a Bounty Target is destroyed by environmental damage, neutral effects, or another player, the Ordarn Covenant gains no Bounty reward.
If an Ordarn ability caused the target to suffer that damage, the Ordarn player gains the reward as normal.
4.4 Bounty and Prize Claims
If an eligible enemy unit is destroyed by a friendly Ordarn unit while it is a Bounty Target, the Ordarn player may immediately place a Prize Claim marker on that unit in the enemy Destroyed Zone.
This is in addition to any normal Bounty reward.
5. Plunder and Theft
Stealing resources is one of the Ordarn Covenant’s defining mechanics.
The Covenant does not merely destroy enemy forces.
It interrupts supply lines, takes what the fleet needs, and turns enemy stockpiles into Ordarni survival.
5.1 Resource Theft
Ordarn Smugglers have the Resource Theft ability.
When an Ordarn Smuggler scores one or more hits against an enemy Worker unit with a melee or ranged attack, roll 1d6.
Roll Result
1-3 No theft.
4-5 Steal 25 Carbon or 25 Crystals from the opponent.
6 Steal 50 Carbon or 25 Crystals from the opponent and gain 5 Credits.
You choose which resource to steal, but the opponent must have that resource available.
If the opponent has neither Carbon nor Crystals, gain 5 Credits instead.
A Smuggler may trigger Resource Theft only once per turn.
Resource Theft does not require the attack to wound. It only requires at least one hit.
5.2 Heist Action
An Ordarn Smuggler, Raider Crew, or Corsair Operatives unit may perform a Heist Action during its Action Phase if it is within 1 inch of one of the following:
- Enemy Worker
- Enemy Supply building
- Enemy Extractor building
- Enemy Production building
- Enemy Tech building
- Enemy resource cache, supply cache, or mission cargo marker
Roll 2d6.
Roll Result
2-5 Heist fails. The acting unit becomes Suppressed.
6-8 Steal 25 Carbon or 25 Crystals and gain 5 Credits.
9-11 Steal 50 Carbon or 25 Crystals and gain 10 Credits.
12+ Steal 50 Carbon and 25 Crystals, gain 15 Credits, and the target becomes Disrupted until the start of its controller’s next turn.
A Disrupted building cannot use special abilities, but it may still provide Supply unless the mission or another rule says otherwise.
A unit may perform only one Heist Action per turn.
Workers may perform Heist Actions, but they still have Presence 0 and cannot control or contest objectives.
5.3 Plunder the Wreck
When an enemy Vehicle, Heavy unit, Special unit, or Building is destroyed within 3 inches of a friendly Ordarn Infantry or Worker unit, you may place a Wreck marker.
During your Action Phase, a friendly Ordarn Worker or Infantry unit within 1 inch of a Wreck marker may perform the Interact Action to remove it and choose one:
- Gain 25 Carbon.
- Gain 10 Credits.
- Repair 1 Cohesion to a friendly Vehicle or Building within 3 inches.
- Place a Prize Claim marker on the destroyed unit if it is eligible for Prize Claims and was destroyed by a friendly Ordarn unit this round.
Each destroyed asset can create only one Wreck marker.
6. Prize Claims
“Nothing is destroyed until the Ordarni are done with it.”
The Ordarn Covenant is built on reuse, refit, salvage, mercenary contracts, and battlefield theft.
When the Ordarni destroy enemy assets, they do not always leave them burning. Sometimes the crew survives and changes sides for pay. Sometimes the weapons are stripped and mounted on a new chassis. Sometimes the tank is patched, repainted, loaded with a nervous Covenant pilot, and sent back into the fight. Sometimes the thing that comes out of the Scrapforge barely resembles the original wreck, but the invoice says close enough.
Prize Claims allow the Ordarn player to spend Credits to produce eligible units from the enemy Destroyed Zone.
6.1 Prize Claim Overview
When a friendly Ordarn unit destroys an eligible enemy unit, the Ordarn player may mark that enemy unit with a Prize Claim marker after it enters its owner’s Destroyed Zone.
Later, the Ordarn player may spend Credits at a Raider’s Hold, Scrapforge Yard, Black Market, or Contract Ledger to produce that claimed unit as a Reclaimed Prize.
A Reclaimed Prize becomes an Ordarn-controlled unit with modified rules.
6.2 Eligible Enemy Units
A unit is eligible for a Prize Claim if all of the following are true:
- It is in the enemy Destroyed Zone.
- It was destroyed by a friendly Ordarn unit, Ordarn building, Boarding Action, or Ordarn-controlled Reclaimed Prize.
- It is not a Worker.
- It is not a Command Center.
- It is not Unique.
- It is not a summoned, temporary, mission-only, or scenario-only unit.
- It is not a unit whose datasheet specifically says it cannot be reclaimed.
- It has a usable battlefield body, equipment set, vehicle frame, weapon system, armor chassis, or mercenary equivalent.
Ordinary Infantry, Heavy Infantry, Vehicles, Walkers, Flyers, Machines, and conventional military units are usually eligible.
Organic monsters, unstable bioforms, sacred avatars, energy beings, daemonized entities, and faction-unique apex units are usually not eligible unless both players agree before the game.
If there is disagreement, the unit is not eligible.
6.3 How to Place a Prize Claim
You may place a Prize Claim marker on an eligible enemy unit in one of the following ways:
- A friendly Ordarn unit destroys that unit while it is a Bounty Target.
- A friendly Ordarn Boarding unit Hijacks or Plunders the target, and that target is later destroyed by any friendly Ordarn unit.
- A friendly Ordarn Worker or Infantry unit uses Plunder the Wreck to mark the destroyed unit.
- A Ledger Broker uses the Claim the Good Parts ability.
- A Scrapforge Yard with Illegal Pattern Vault destroys or helps destroy the unit with one of its weapons or abilities.
A unit can have only one Prize Claim marker.
You may have up to 3 unspent Prize Claim markers at a time.
If you would place a fourth Prize Claim marker, choose and remove one existing unspent Prize Claim marker.
6.4 Active Reclaimed Prize Limit
The Ordarn Covenant may normally control only 1 active Reclaimed Prize at a time.
This limit increases by +1 if you control an active Contract Ledger.
This limit increases by +1 if you control an active Scrapforge Yard with Illegal Pattern Vault.
Maximum active Reclaimed Prizes: 3.
If a new Reclaimed Prize would exceed this limit, it cannot complete production until a Reclaimed Prize leaves the Battlefield.
6.5 Producing a Reclaimed Prize
During your Action Phase, an eligible Ordarn building may perform the Produce Reclaimed Prize Action.
Choose one enemy unit in the enemy Destroyed Zone with a Prize Claim marker.
Pay the required Credit cost.
Move or mark that enemy unit as Claimed.
Place production counters based on the unit type.
| Claimed Unit Type | Credit Cost | Production Time | Required Building |
|---|---|---|---|
| Field Infantry or Supply 1 Infantry | 20 Credits | 1 counter | Raider’s Hold or Black Market |
| Other Field unit or Supply 1 non-Infantry | 25 Credits | 1 counter | Scrapforge Yard or Black Market |
| Heavy unit or Supply 2 unit | 35 Credits | 2 counters | Scrapforge Yard |
Special unit or Supply 3 unit 50 Credits 3 counters Scrapforge Yard with Illegal Pattern Vault
Vehicle, Walker, or Flyer +10 No extra Scrapforge Yard Credits counters
Unit with original Armor 5+ or +10 No extra Scrapforge Yard Toughness 9+ Credits counters
If a unit fits multiple rows, use the most expensive applicable base cost, then apply modifiers.
When production completes, deploy the Reclaimed Prize within 1 inch of the producing building and not within 1 inch of an enemy unit.
A Reclaimed Prize must obey Supply limits.
6.6 Reclaimed Prize Profile
A Reclaimed Prize uses the original unit’s printed profile with the following changes:
- It loses its original faction tag.
- It gains the Ordarn and Reclaimed tags.
- It keeps its battlefield type tags, such as Infantry, Vehicle, Walker, Flyer, Heavy, or Special.
- It keeps its Movement, Toughness, Cohesion, Body Value, Armor, Presence, weapons, Range, Strength, AP, Attacks, Damage, and weapon traits.
- Its Ranged Skill and Melee Skill are each worsened by +1, to a maximum of 10, representing unfamiliar controls, mismatched ammunition, damaged targeting systems, or hired crews.
- It cannot use abilities that generate, spend, store, or interact with its original faction’s special resources.
- It cannot use abilities that require its original faction’s buildings, command structures, networks, terrain types, marks, doctrines, personalities, biomass, energy fields, command points, daemonization, or similar faction systems.
- It cannot be affected by friendly rules from its original faction.
- It may be affected by Ordarn Credit Abilities and rules that affect Ordarn units, unless those rules require a specific Ordarn datasheet.
6.7 Lost and Converted Abilities
Some enemy abilities are too faction-specific to use as written.
When producing a Reclaimed Prize, apply the following guidelines:
Keep
The Reclaimed Prize usually keeps:
- Basic weapon abilities.
- Movement abilities printed on the unit.
- Transport capacity.
- Armor or defense rules not tied to faction systems.
- Generic repair, firing, or assault rules.
- Stealth, Scout, Fly, Hover, or similar simple tags.
Lose
The Reclaimed Prize loses:
- Command generation.
- Faction resource generation.
- Faction resource spending.
- Summoning, incubation, daemonization, mutation, ascension, personality, or biomass rules.
- Rules that affect only its original faction.
- Rules that require original faction buildings.
- Rules that name a specific original faction mechanic.
- Unique aura effects.
- Mission-specific or scenario-only rules.
Convert
If an ability gives a small, generic self-contained combat benefit but names the original faction, both players may agree to convert it to an Ordarn version.
If there is disagreement, the ability is lost.
6.8 Reclaimed Prize Destroyed Zone Rules
While a Reclaimed Prize is on the Battlefield or in production, the original enemy unit is considered Claimed.
A Claimed enemy unit cannot be returned from the Destroyed Zone by its original owner while the Reclaimed Prize exists.
When a Reclaimed Prize is destroyed:
-
Remove it from the Battlefield.
-
Return the original unit card or marker to its owner’s Destroyed Zone.
-
Remove the Prize Claim marker.
-
Mark it as Stripped.
A Stripped unit cannot be claimed again by the Ordarn player this game.
The original owner may still use their own destroyed-zone recovery rules on a Stripped unit if
their rules allow it.
6.9 Reclaimed Prize Restrictions
A Reclaimed Prize cannot:
- Be used to satisfy prerequisites for Ordarn technologies or production.
- Perform Heist Actions unless it has the Raider or Smuggler tag from an Ordarn rule.
- Perform Boarding Actions unless it has the Boarding tag or gains it from an Ordarn rule.
- Be upgraded using its original faction’s upgrades.
- Receive original faction buffs.
- Be selected as a Bounty Target by the Ordarn player.
- Generate Credits from destroying itself.
- Be reclaimed a second time after destruction.
6.10 Mercenary Interpretation
Not every Reclaimed Prize is literally the same unit repaired from a wreck. For infantry, a Prize Claim may represent:
- Captured armor and weapons issued to Ordarni fighters.
- Mercenaries hired from the defeated force.
- Prisoners offered a contract instead of an airlock.
- Black-market clones, training packages, or copied equipment.
- A similar unit assembled from captured gear and local muscle.
For vehicles, it usually represents a repaired or rebuilt war machine. For drones or machines, it may represent cracked control codes or a hardwired override. For biological organisms, it should be used only if the table agrees the result makes sense.
6.11 Prize Claim Example
An Ordarn Vulture Gunship destroys a Concordant Icaran Devastator.
The Devastator enters the Concordant player’s Destroyed Zone.
Because it was destroyed by an Ordarn unit, the Ordarn player uses Plunder the Wreck with a
nearby Raider Crew and places a Prize Claim marker on the Devastator.
Later, the Ordarn player controls a Scrapforge Yard with Illegal Pattern Vault.
They spend Credits to Produce Reclaimed Prize.
The Devastator is a Heavy Vehicle with strong armor, so it costs:
- 35 Credits for Heavy unit.
- +10 Credits for Vehicle.
- +10 Credits if its Toughness or Armor meets the high-end modifier.
Total: 55 Credits.
It takes 2 production counters.
When completed, it enters as an Ordarn Reclaimed unit using the Devastator’s main profile and weapons, but its skills are worsened by +1 and it loses Concordant-only rules such as CP generation, Orbital Relay effects, or any ability requiring Concordant faction systems.
The Ordarni have not built an imperial war machine.
They have made an invoice with legs.
7. Boarding Actions
Boarding Actions allow the Ordarn Covenant to sabotage, loot, disable, or briefly seize enemy vehicles and buildings.
To the Ordarni, a vehicle is not just a target.
It is a resource that has not been claimed yet.
7.1 Eligible Boarding Units
The following are Boarding units:
- Cutthroat Boarders
- Corsair Operatives
- Vulture Gunship, if carrying a Boarding unit
- Ordarn Reaver through Boarding Beacon
7.2 Boarding Targets
A Boarding Action may target an enemy:
- Vehicle
- Walker
- Flyer that is grounded or within reach of a Boarding Pods rule
- Building
7.3 Performing a Boarding Action
During its Action Phase, an eligible Boarding unit within 1 inch of a valid target may perform a Boarding Action.
Some rules, such as Boarding Pods or Boarding Beacon, allow Boarding Actions from farther away.
Roll 2d6 and apply modifiers.
Boarding Modifiers
| Condition | Modifier |
|---|---|
| Boarding unit is Corsair Operatives | +1 |
| Boarding unit is Cutthroat Boarders | +1 |
| Target is a Bounty Target | +1 |
| Target has 50% or less starting Cohesion remaining | +1 |
| Target has a Prize Claim marker from a previous effect | +1 |
| Target is a Command Center | -2 |
| Target is a Special unit | -1 |
| Target is within 3 inches of a friendly unit controlled by its owner | -1 |
Boarding Results
| Modified Roll | Result |
|---|---|
| 2-5 | Repelled. Boarding unit suffers 1 damage and becomes Suppressed. |
| 6-8 | Sabotaged. Target becomes Disabled until the start of its controller’s next Command Phase. Gain 5 Credits. |
| 9-11 | Plundered. Target becomes Disabled until the start of its controller’s next Command Phase. Steal 25 Carbon or 25 Crystals and gain 10 Credits. |
| 12+ | Hijacked. Target becomes Hijacked until the start of its controller’s next Command Phase. Gain 15 Credits. |
7.4 Disabled
A Disabled unit or building:
- Cannot attack.
- Cannot perform Actions.
- Cannot use special abilities.
- Cannot produce units.
- Cannot research upgrades.
- Cannot generate resources.
A Disabled building still provides Supply unless the rule that disabled it says otherwise.
7.5 Hijacked
A Hijacked target is temporarily controlled by the Ordarn Covenant player until the start of the target owner’s next Command Phase.
While Hijacked:
● It cannot move more than 3 inches.
● It cannot target units from its original controller unless the Boarding Action roll was an unmodified 12.
● It cannot spend faction resources from its original controller.
● It cannot begin production or research.
● If it is a building, it generates 25 Carbon for the Ordarn player during the next Ordarn Resource Phase if still Hijacked.
● If it is a vehicle, it may make one attack during the Ordarn player’s next Ranged Phase if still Hijacked.
When Hijacked ends, the target returns to its original controller and becomes Suppressed.
7.6 Reclaiming a Boarded Target
During the target owner’s Action Phase, one friendly Infantry or Worker unit within 1 inch of a Disabled or Hijacked target may perform the Interact Action to reclaim it.
Roll 1d6.
| Roll | Result |
| 1-3 | Reclaim fails. |
| 4-6 | Remove Disabled or Hijacked from the target. |
If the boarding unit was Cutthroat Boarders or Corsair Operatives, subtract 1 from this roll.
8. Mobile Infrastructure
Many Ordarn Covenant buildings are built on landing barges, repulsor rigs, ship fragments, cargo lifters, mobile gantries, modular skids, or stripped landing craft.
They are buildings, but they can relocate.
Ordarn infrastructure is not designed to build a permanent empire on one battlefield.
It is designed to land, strip, trade, refuel, and move before the enemy can trap it.
8.1 Grounded and Airborne States
Mobile Ordarn buildings have two states:
- Grounded
- Airborne
All mobile buildings begin the game Grounded.
8.2 Lift Off Action
A Grounded mobile building may perform the Lift Off Action during its Action Phase.
When it does:
- It becomes Airborne.
- It gains Fly.
- It uses its listed Airborne Movement.
- It cannot perform any other Action this turn.
8.2 Fuel Price
- Every turn the building is airborne it costs 5 credits to fuel it, if you cannot pay it lands in the nearest available spot. This cost must be paid before initially taking off also.
8.3 Airborne Restrictions
While Airborne, a mobile building:
- Cannot produce units.
- Cannot produce Reclaimed Prizes.
- Cannot research upgrades.
- Cannot gather resources.
- Cannot provide Supply.
- Cannot perform Credit trades.
- Cannot be used as a valid destination for Rapid Deployment or False Papers.
- Cannot control or contest objectives.
- Can still be attacked.
- Counts as both a Building and Flyer for attacks and abilities.
8.4 Land Action
An Airborne mobile building may perform the Land Action during its Action Phase.
Place it Grounded within its Airborne Movement.
It cannot land:
- Within 4 inches of an enemy unit.
● Within 4 inches of another building.
● On impassable terrain.
● On an objective unless the mission allows buildings to be placed there.
After landing, it cannot perform any other Action this turn.
A building resumes normal Grounded functions at the start of your next Command Phase.
8.5 Emergency Takeoff
Once per round, when a Grounded mobile Ordarn building would be attacked by a melee attack, you may spend 15 Credits.
That building immediately moves 2 inches directly away from the attacking unit if possible and becomes Airborne.
It cannot use this rule if Immobilized, Disabled, or already Airborne.
9. Ordarn Tags
| Tag | Meaning |
| Ordarn | Belongs to the Ordarn Covenant faction. |
| Reclaimed | Enemy-derived unit produced through Prize Claims. |
| Worker | Can mine Carbon, construct, repair, interact with Worker-eligible mission objects, and rebuild Command Centers. Workers have Presence 0. |
| Builder | Can perform Construct and Repair Actions. |
| Infantry | Standard infantry unit. |
| Raider | Gains benefits from plunder, bounties, and survival-raiding abilities. |
Smuggler
Specialized in theft, scouting, and resource disruption.
Boarding
Can perform Boarding Actions.
Field
Basic battlefield unit, usually 1 Supply.
Heavy
Stronger battlefield unit, usually 2 Supply.
Special
Powerful elite unit, usually 3 Supply.
Vehicle
Mechanical vehicle.
Walker
Ground-based vehicle or war machine.
Flyer
Flying unit.
Building
Structure.
Mobile
Building that can use Lift Off and Land.
Command
Core base structure.
Center
Production
Produces units.
Supply
Increases maximum Supply.
Extractor Mines Crystals. Extractor buildings never cost Crystals unless a datasheet explicitly says otherwise.
Tech Researches upgrades or improves Bounties.
Defense Defensive structure.
Black Market Enables Credit trades, survival exchange, and dirty tricks.
Unique Only one copy may be included unless a scenario says otherwise.
10. Core Command Center Datasheet
10.1 Covenant Flagship
“The Covenant has no capital. It has engines.”
The Covenant Flagship is the Ordarn Command Center: a grounded command vessel, landing hulk, cargo fortress, mobile barter court, repair dock, survival archive, and symbol of the original Ordarn pact.
Every Flagship carries some version of the Council of Three. A Marshal officer keeps the convoy alive. A Free captain keeps the crew from becoming subjects. A Black broker keeps the holds full when law and honor fail.
A Covenant Flagship is not the capital of an empire.
It is the place where the convoy remembers why it refused to die.
| Field | Value |
| Faction | Ordarn Covenant |
Tags
Ordarn, Building, Mobile Building, Command Center, Production, Supply, Black Market
Deployment Point
0
Cost
In-Game Cost
200 Carbon, 50 Crystals
Emergency Rebuild Cost
175 Carbon
Construction Time
3 counters
Airborne Movement
4 Fly
Toughness
6
Cohesion
18 (18)
Ranged Skill
6
Melee Skill
0
Armor
4
Presence
0
Supply Provided
5
Produces Ordarn Smugglers
Weapon
| Weapon | Range | Strength | AP | Attacks | Damage | Traits |
|---|---|---|---|---|---|---|
| Broadside Volley | 10 | 7 | 2 | 2 | 2 | Blast, Heavy |
Abilities
Core Command Center
This is the Ordarn Covenant Command Center. It follows all normal Command Center and Core Infrastructure rules.
Worker Production
May perform the Produce Action to train Ordarn Smugglers.
Mobile Command Platform
May use the Lift Off and Land Actions.
Covenant Ledger
While Grounded and active, this building enables Credit Abilities.
Council Memory
Once per round, when you place a Bounty Target, choose one Council tradition until the start of your next Command Phase.
| Tradition | Effect |
|---|---|
| Marshal Seat | The first friendly Ordarn building damaged this round reduces that damage by 1, to a minimum of 0. |
| Free Seat | One friendly Ordarn Infantry unit within 6 inches of the Flagship gains +1 total Presence. |
| Black Seat | The first time you gain Credits this round, gain +5 additional Credits. |
Broadside Volley can fire only if you spend either 25 Crystals or 10 Credits when attacking with it.
Emergency Refit
If you control no active Covenant Flagship, you may rebuild one for its Emergency Rebuild Cost instead of its normal in-game cost.
Upgrade: Hidden Hangar Deck
| Field | Value |
| Deployment Point Cost | 25 |
| In-Game Cost | 100 Carbon, 75 Crystals |
| Upgrade Time | 2 counters |
| Requirement | Covenant Flagship or Contract Ledger |
Effect:
- Covenant Flagship may produce Raider Crew in addition to Ordarn Smugglers.
- Covenant Flagship may use False Papers as if it were both the origin and destination building.
- Once per game, when the Flagship lands, deploy one Raider Crew from your Deployment List within 1 inch of it by paying that unit’s normal in-game cost.
11. Worker Datasheet
11.1 Ordarn Smuggler
“The fleet eats because someone found a door.”
Ordarn Smugglers
Ordarn Smugglers are workers, thieves, scouts, salvage brokers, cargo-runners, and battlefield opportunists. They keep the Covenant economy moving by gathering honest Carbon when necessary and stealing better resources whenever possible.
Some Smugglers are born into Black Seat ship-clans. Others are ex-soldiers, dock thieves, rebel couriers, convoy children, retired boarders, or desperate workers who learned that a locked container is only a moral problem if you get caught.
| Field | Value |
| Faction | Ordarn Covenant |
| Tags | Ordarn, Worker, Builder, Infantry, Smuggler, Raider, Field |
| Deployment Point Cost | First 3 cost 0; additional copies cost 5 each |
| In-Game Cost | 50 Carbon |
| Production Building Required | Covenant Flagship |
| Production Time | 1 counter |
| Supply Cost | 1 |
| Movement | 6 |
| Toughness | 3 |
| Cohesion | 3 (1) |
| Ranged Skill | 8 |
Melee Skill 8
Armor 0
Presence 0
Weapons
Weapon Range Strength AP Attacks Damage Traits
Light Pistol 6 3 0 1 1 Short Range
Combat Knife Melee 3 0 1 1 Assault
Abilities
Worker Unit
May mine Carbon, construct buildings, repair buildings, interact with Worker-eligible mission objects, and rebuild Covenant Flagships.
No Objective Control
This unit never controls objectives, contests objectives, or contributes Presence.
Worker Limit
This unit follows the normal Worker Limit rules.
Cannot Mine Crystals Directly
This unit cannot gather Crystals from Crystal Nodes by itself. The Ordarn Covenant uses Smuggler’s Rigs for Crystal extraction.
Resource Theft
When this unit scores one or more hits against an enemy Worker unit with a melee or ranged attack, roll for Resource Theft.
Heist Action
May perform the Heist Action.
Quick Opportunist
If this unit begins its Movement Phase within 6 inches of a Grounded Covenant Flagship, Supply Barge, Black Market, or Raider’s Hold, it gains +2 Movement this phase.
Back-Alley Repairs
May perform the Repair Action on a friendly Ordarn Building or Vehicle within 2 inches. Restore 1 Cohesion.
A unit or building cannot be repaired above its starting Cohesion.
12. Building Datasheets
12.1 Smuggler’s Rig
“Clamp down. Strip fast. Lift before they answer.”
A Smuggler’s Rig is a fast-deploying Crystal extraction platform designed to strip a node quickly and relocate before retaliation arrives. It is part mining engine, part theft device, part landing skid, and part evidence disposal system.
No honest engineer would certify one.
That is why the Ordarni like them.
| Field | Value |
| Faction | Ordarn Covenant |
| Tags | Ordarn, Building, Mobile Building, Extractor |
| Deployment Point Cost | 15 |
| In-Game Cost | 50 Carbon |
Construction Time 1 counter
Placement Must be built on a Crystal Node while Grounded
Airborne Movement 5 Fly
Toughness 3
Cohesion 5 (5)
Ranged Skill 0
Melee Skill 0
Armor 1
Presence 0
Supply Provided 0
Abilities
Crystal Skimming
During your Resource Phase, if this building is Grounded, active, gather 25 Crystals from that node.
Boosted Extraction
During your Resource Phase, this building may suffer 1 Cohesion damage to gather +25 Crystals.
If a friendly Ordarn Worker or Raider unit is within 3 inches, gather another +25 Crystals.
Maximum Crystal production from this building is 75 Crystals per Resource Phase.
Cut and Run
This building may use Lift Off even if it gathered Crystals this turn, but if it does, it suffers 1 Cohesion damage after becoming Airborne.
Re-Clamp
If this building lands on an uncontested Crystal Node, it may begin gathering from that node during your next Resource Phase.
12.2 Supply Barge
“A little chaos, a lot of opportunity.”
Supply Barges keep the Covenant armed, patched, fed, fueled, and moving. They serve as mobile depots, barter platforms, repair docks, ration markets, ammunition hulks, field hospitals, and informal courts for arguments too small to bother the Council and too profitable to ignore.
Field Value
Faction Ordarn Covenant
Tags Ordarn, Building, Mobile Building, Supply, Black Market
Deployment Point Cost 20
In-Game Cost 50 Carbon
Construction Time 1 counter
Airborne Movement 6 Fly
Toughness 4
Cohesion 7 (7)
Ranged Skill 7
Melee Skill 0
Armor 2
Presence 0
Supply Provided 6
Weapon
Weapon Range Strength AP Attacks Damage Traits
Bombardment 9 7 2 1 2 Blast Cannon
Abilities
Supply Generation
Provides +5 maximum Supply while Grounded and active.
Repair Dock
During your Action Phase, spend 25 Crystals or 10 Credits and select one friendly Ordarn Building or unit within 4 inches. Restore 2 Cohesion.
Black Market Nexus
Once per turn, while Grounded and active, this building may exchange one of the following:
Pay Gain
12.3 Black Market
“The fleet survives on what official ledgers refuse to count.”
The Black Market is the Covenant’s flexible resource and Credit hub. It turns salvage, stolen goods, spare reactor parts, fuel contracts, captured rifles, false transponders, mercenary promises, and barter debts into usable war material.
A Black Market is not hidden because the Ordarni are ashamed of it. It is hidden because customers prefer not to explain themselves.
| Field | Value |
| Faction | Ordarn Covenant |
| Tags | Ordarn, Building, Mobile Building, Black Market |
| Deployment Point Cost | 25 |
| In-Game Cost | 50 Carbon, 25 Crystals |
Construction Time 1 counter
Airborne Movement 5 Fly
Toughness 3
Cohesion 6 (6)
Ranged Skill 7
Melee Skill 0
Armor 2
Presence 0
Supply Provided 0
Weapon
Weapon Range Strength AP Attacks Damage Traits
Disruption Pulse 8 4 0 2 1 Suppressiv e
Abilities
Credit Storage
While active, increases Credit storage maximum by 10, to a faction maximum of 80.
Resource Fence During your Action Phase, while Grounded and active, this building may perform up to 2 trades.
| Pay | Gain |
|---|---|
| 25 Carbon | 25 Crystals |
| 25 Crystals | 25 Carbon |
| 10 Credits | 25 Carbon or 25 Crystals |
| 25 Carbon or 25 Crystals | 5 Credits |
Mercenary Doorway This building may produce Reclaimed Prize Field Infantry or Supply 1 Infantry units if they have a Prize Claim marker.
Safe Haven Friendly Ordarn Infantry units within 3 inches gain Light Cover.
Paid Pulse Disruption Pulse can fire only if you spend either 25 Crystals or 10 Credits when attacking with it.
Emergency Cache When this building is destroyed, roll 1d6.
| Roll | Result |
|---|---|
| 1-3 | No effect. |
| 4-5 | Gain 25 Carbon. |
6 Gain 50 Carbon or 10 Credits.
Upgrade: Reinforced Dealhouse
Deployment Point Cost 20
In-Game Cost 50 Carbon, 75 Crystals
Upgrade Time 1 counter
Effect:
Cohesion becomes 8 (8).
Armor becomes 3.
Resource Fence no longer deals damage to this building on the second trade each turn.
12.4 Raider’s Hold
“Everyone starts as a survivor. Survivors become raiders.”
The Raider’s Hold trains and equips the Covenant’s infantry crews. Depending on the fleet, it may be a barracks, a dockside tavern, a gun market, a prison-conversion deck, a mercenary hiring pit, or a cargo bay where three old veterans teach children how to clear a room without dying.
Tags Ordarn, Building, Mobile Building, Production, Black Market
Deployment Point Cost 35
In-Game Cost 100 Carbon
Construction Time 2 counters
Airborne Movement 5 Fly
Toughness 4
Cohesion 8 (8)
Ranged Skill 7
Melee Skill 0
Armor 3
Presence 0
Supply Provided 0
Produces Raider Crew, Cutthroat Boarders, Corsair Operatives, Ledger Broker
Weapon
Weapon Range Strength AP Attacks Damage Traits
Ripper Turrets 8 5 1 2 1 Short Range
Abilities
Infantry Production
May perform the Produce Action to train Ordarn Infantry from your Deployment List while Grounded and active.
Prize Muster
May perform Produce Reclaimed Prize for eligible Field Infantry or Supply 1 Infantry.
Paid Turrets
Ripper Turrets can fire only if you spend either 25 Crystals or 10 Credits when attacking with it.
Black Market Boost
When this building begins producing an Infantry unit, you may spend 25 Crystals or 10 Credits. If you do, reduce that unit’s Carbon cost by 25.
Defensive Salvo
During your Action Phase, spend 10 Credits. Friendly Ordarn Infantry units within 6 inches gain +1 Armor against ranged attacks until the start of your next Command Phase.
Upgrade: Backroom Training Rings
Field Value
Deployment Point Cost 20
In-Game Cost 75 Carbon, 50 Crystals
Upgrade Time 1 counter
Effect:
This building may maintain a production queue of up to 2 Infantry units.
During your Command Phase, remove 1 production counter from each unit in the queue instead of only the first unit.
Raider Crew produced by this building gain +1 to their first Hit Check each game.
12.5 Contract Ledger
“A promise written in fuel, blood, and debt.”
The Contract Ledger is a hardened accounting shrine, bounty office, salvage court, debt archive, privateer registry, prize-law terminal, and fleet-law memory. It turns violence into enforceable survival claims.
The Ordarni do not always agree on justice.
They do agree that debts should be recorded.
| Field | Value |
|---|---|
| Faction | Ordarn Covenant |
| Tags | Ordarn, Building, Tech, Black Market |
| Deployment Point Cost | 30 |
| In-Game Cost | 75 Carbon, 75 Crystals |
| Construction Time | 2 counters |
| Movement | 0 |
| Toughness | 3 |
| Cohesion | 7 (7) |
Ranged Skill 0
Melee Skill 0
Armor 3
Presence 0
Supply Provided 0
Abilities
Credit Storage
While active, increases Credit storage maximum by 10, to a faction maximum of 80.
Expanded Bounty Board
You may have up to 2 active Bounty Targets instead of 1.
Prize Registry
While active, your active Reclaimed Prize limit increases by +1.
Research Black-Market Doctrine
May perform the Research Action to research Ordarn upgrades from your Deployment List.
Debt Collection
Once per round, when you gain Credits from destroying a Bounty Target, gain +5 additional Credits.
Debt Collection obeys the Credit Reward Stacking Limit.
12.6 Scrapforge Yard
“From wreckage, engines. From engines, freedom.”
The Scrapforge Yard is an improvised vehicle production facility that turns salvage, stolen parts, stripped armor, old ordnance, broken reactors, captured tracks, and black-market components into working war machines.
No two Scrapforge Yards are identical. Some are dockyards. Some are factory barges. Some are jury-rigged machine shrines tended by grease-covered families who can identify a tank by the sound its dying engine makes.
| Field | Value |
|---|---|
| Faction | Ordarn Covenant |
| Tags | Ordarn, Building, Mobile Building, Production, Black Market |
| Deployment Point Cost | 45 |
| In-Game Cost | 150 Carbon, 50 Crystals |
| Construction Time | 2 counters |
| Airborne Movement | 5 Fly |
| Toughness | 5 |
| Cohesion | 10 (10) |
| Ranged Skill | 7 |
| Melee Skill | 0 |
| Armor | 3 |
| Presence | 0 |
Supply Provided 0
Produces Jackal Skiffs, Vulture Gunships, Marauder Bombers, Ordarn Reaver
Weapon
Weapon Range Strength AP Attacks Damage Traits
Plasma 8 6 1 2 1 Precis Lances e
Abilities
Vehicle Production
May perform the Produce Action to manufacture Ordarn Vehicles from your Deployment List while Grounded and active.
Prize Refit
May perform Produce Reclaimed Prize for eligible non-Infantry, Heavy, Special, Vehicle, Walker, and Flyer units.
Salvage Efficiency
When this building begins producing a Vehicle or Reclaimed Prize, reduce that unit’s Carbon cost by 25 if this building is within 6 inches of a Grounded Black Market, Smuggler’s Rig, or Wreck marker.
If the production uses only Credits, reduce the Credit cost by 5 instead.
Paid Plasma Lance
Plasma Lances can fire only if you spend either 25 Crystals or 10 Credits when attacking with it.
Overclock Pulse
During your Action Phase, spend 25 Crystals or 10 Credits. Select one friendly Ordarn Vehicle or Reclaimed Vehicle within 6 inches. Until the end of this turn, one of that vehicle’s weapons gains +1 Attack total.
Upgrade: Illegal Pattern Vault
Field Value
Deployment Point Cost 25
In-Game Cost 100 Carbon, 75 Crystals
Upgrade Time 2 counters
Requirement Contract Ledger
Effect:
This building may produce Ordarn Reavers.
This building may produce Reclaimed Prize Special units.
Your active Reclaimed Prize limit increases by +1.
Once per turn, when producing a Vehicle or Reclaimed Prize, you may spend up to 20 Credits. For every 10 Credits spent, reduce that vehicle’s Crystal cost by 25 or reduce the Reclaimed Prize cost by 5 Credits.
12.7 Signal Scrambler
“No clean transmissions. No clean witnesses.”
Signal Scramblers disrupt targeting, comms, and enemy coordination around Covenant safe zones. Most are assembled from stolen fleet transponders, pirate jammers, rebel encryption ghosts, and old Imperial counter-intelligence hardware that officially never existed.
Field Value
Faction Ordarn Covenant
Tags Ordarn, Building, Defense, Black Market
Extracted images (54):
Datasheets
- Ledger Brokersunit
- Corsair Operativesunit
- Raider Crewsunit
- Ordarn Smugglersunit
- Covenant Flagshipcommand_infrastructure