TELLURION

Combat

Units fight on the ground and in orbit. Each unit has a role, and roles counter each other. Units that survive fights earn promotions.

Roles

Civilian

Infantry

Armour

Siege

Warship

Strike craft

Bomber

Carrier

Promotions

PromotionTierRequiresEffect
Drill1—+3 defence.
Marksman1—+3 attack.
Sapper1—Movement costs 1 less, minimum 1; +30% damage against structures and city walls.
Pathfinder1MOV ≥ 3+1 movement and +1 tactical sight; ignores zones of control from units at least two tiers lower.
Veteran2any tier-1+15% maximum HP, rounded up; +3 healing per turn.
Shock2Marksman+30% attack against a unit already damaged this turn.
Entrenched2DrillFull fortification after one stationary turn; immune to the first bombardment each turn.
Void-hardened2any tier-1No H=0 hostile-world combat penalty; +3 defence on Regolith, Basalt, Rime, Glacier, Serac, Crevasse, Ash or in orbit.
Logistician3any tier-2No Logistics upkeep; Food upkeep halved, rounded down.
Loyal3any tier-2Strain accrues on odd-numbered unpaid turns only; a Defect result becomes Desert.
Breakthrough3Shock or SapperMay advance into a defeated defender's tile after a kill, retaining 1 movement point.
Commander4level 7+2 attack and defence to friendly units on this and adjacent tiles; only the highest-XP Commander's aura applies.