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ARBOREC Disposition: Mysterious ~ Tendencies: Expansionist ARGENT FLIGHT Disposition: Dedicated ~ Tendencies: Military

STARTING FLEET FACTION ABILITIES STARTING FLEET FACTION ABILITIES


• 1 Space Dock • 1 PDS • Mitosis: • 1 Space Dock • 1 PDS • Zeal
• 1 Carrier • 2 Fighters Your space docks cannot produce infantry. • 1 Carrier • 2 Fighters You always vote first during the agenda phase.
• 4 Infantry • 1 Cruiser At the start of the status phase place 1 infantry • 5 Infantry • 2 Destroyers When you cast at least 1 vote, cast 1 additional
from reinforcements on any planet you control. vote for each player in the game including you.
COMMODITIES: 3 COMMODITIES: 3
• Raid Formation
HOME SYSTEM: 3/2 (Nestphar) HOME SYSTEM: 2/0, 1/1, 0/2 (Valk, Avar, Ylir)
STARTING TECHNOLOGIES When 1 or more of your units uses Anti-Fighter
Barrage, for each hit produced in excess of your
• Magen Defence Grid Ω (red - level 1)
MECH MECH opponent’s Fighters, choose 1 of your opponent’s
At the start of ground combat on a planet that ships that has Sustain Damage to become
• Letani Behemoth • Aerie Sentinel
contains 1 or more of your structures, you may damaged.
Cost 2 | Combat 6 produce 1 hit and assign it to 1 of your opponent’s Cost 2 | Combat 6
Note: The “Anti-Fighter Barrage” step can occur
Sustain Damage, Production 2, Planetary Shield ground forces. Sustain Damage
even if a player’s opponent has no fighters in the
Deploy: When you use Mitosis faction ability you This unit does not count against capacity if it is combat. (In this case all hits produced from Anti-Fighter
may replace 1 of your infantry with 1 mech from SPECIAL UNITS being transported or if it is in a space area with Barrage may assign damage to opposing ships with
your reinforcements instead. 1 or more of your ships that has capacity values. Sustain Damage.)
• Letani Warrior I (Infantry)
Cost 1(2) | Combat 8
FLAGSHIP FLAGSHIP STARTING TECHNOLOGIES
Production 1
• Duha Menaimon • Quetzecoatl Choose TWO of the following:
Cost 8 | Combat 7x2 | Move 1 | Capacity 5 Cost 8 | Combat 7x2 | Move 1 | Capacity 3 • Sarween Tools (yellow - level 0)
FACTION TECHNOLOGIES
Sustain Damage Sustain Damage When 1 or more units use Production, reduce total
• Letani Warrior II (GG) (Infantry) combined cost by 1.
After you activate this system you may produce Other players cannot use Space Cannon against
up to 5 units in this system. Cost 1(2) | Combat 7 your ships in this system. • Plasma Scoring (red - level 0)
Production 2 When 1 or more units uses Bombard or
After this unit is destroyed, roll 1 die. If the result Space Cannon, 1 unit may roll +1 die.
LEADERS LEADERS
is 6 or greater, place the unit on this card. At the • Neural Motivator (green - level 0)
• Agent: Letani Ospha start of your next turn, place units from the card • Agent: Trillossa Aun Mirik
Action: on a planet you control in your home system. When a player produces ground forces in Draw 2 actions cards (instead of 1) in status phase.
Exhaust this card and choose a player’s • Bioplasmosis (GG) a system: You may exhaust this card; that player
non-fighter ship; that player may replace that ship may place those units on any planets they control SPECIAL UNITS
At the end of the status phase, you may remove
with one from their reinforcements that costs in that system and any adjacent systems.
any number of infantry from planets you control • Strike Wing Alpha I (Destroyer)
up to 2 more than the replaced ship. and place them on 1 or more planets you control • Commander: Trrakan Aun Zulok
Cost 1 | Combat 8 | Move 2 | Capacity 1
• Commander: Dirzuga Rophal in the same or adjacent systems. Unlock: Have 6 units that have AFB, Space
Anti-Fighter Barrage 9(x2)
Unlock: Have 12 ground forces on planets you Cannon or Bombardment on the game board.
control. PROMISSORY NOTE When 1 or more of your units make a roll for
After another player activates a system a unit ability: You may choose 1 of those units FACTION TECHNOLOGIES
• Stymie Ω to roll 1 additional die.
that contains 1 or more of your units that • Strike Wing Alpha II (RR) (Destroyer)
have Production. After another player moves ships into a system • Hero: Mirik Aun Sissiri - Helix Protocol Cost 1 | Combat 7 | Move 2 | Capacity 1
that contains 1 or more of your units:
You may produce 1 unit in that system. Action: Move any number of your ships from any Anti-Fighter Barrage 6(x3)
You may place 1 command token from that systems to any number of other systems that
• Hero: Letani Miasmiala - Ultrasonic Emitter player’s reinforcements in any non-home system. When this uses Anti-Fighter Barrage, each result
contain 1 of your command tokens and no other of 9 or 10 also destroys 1 of your opponent’s
Action: Then, return this card to the Arborec player. players’ ships. Then, purge this card. infantry in the space area of the active system.
Produce any number of units in any number of
systems that contain 1 or more of your ground • Aerie Hololattice (Y)
forces. Then, purge this card. PROMISSORY NOTE Other players cannot move ships through systems
• Strike Wing Ambuscade that contain your structures. Each planet that
When 1 or more of your units make a roll for a unit contains 1 or more of your structures gains the
ability: Choose 1 of those units to roll 1 additional Production 1 ability as if it were a unit.
die. Then, return this card to the Argent player.
BARONY OF LETNEV Disposition: Disdainful ~ Tendencies: Military CLAN OF SAAR Disposition: Melancholy ~ Tendencies: Objective

STARTING FLEET FACTION ABILITIES STARTING FLEET FACTION ABILITIES


• 1 Space Dock • 1 Fighter • Munitions Reserves • 1 Space Dock • 2 Fighters • Scavenge
• 1 Carrier • 1 Destroyer At the start of each round of space combat, you • 2 Carriers • 1 Cruiser After you gain control of a planet,
• 3 Infantry • 1 Dreadnought may spend 2 trade goods: you may re-roll any • 4 Infantry gain 1 trade good.
number of your dice during that combat round. • Nomadic
COMMODITIES: 2 COMMODITIES: 3
• Armada You can score objectives even if you do not control
HOME SYSTEM: 4/0; 2/1 (Arc Prime, Wren Terra) HOME SYSTEM: 1/0; 2/1 (Lisis II, Ragh)
The maximum number of non-fighter ships your the planets in your home system.
fleet can have in each system is equal to 2 more
MECH than the number of tokens in your fleet pool. MECH
STARTING TECHNOLOGIES
• Dunlain Reaper • Scavenger Zeta
• Antimass Deflectors (blue - level 0)
Cost 2 | Combat 6 STARTING TECHNOLOGIES Cost 2 | Combat 6
Move into and through asteroid fields.
Sustain Damage • Antimass Deflectors (blue - level 0) Sustain Damage Apply -1 to Space Cannon rolls against you.
Deploy: At the start of a round of ground combat, Move into and through asteroid fields. Deploy: After you gain control of a planet, you may
you may spend 2 resources to replace 1 of your Apply -1 to Space Cannon rolls against you. spend 1 trade good to place 1 mech on that planet.
infantry in that combat with 1 mech. SPECIAL UNITS
• Plasma Scoring (red - level 0)
• Floating Factory I (Space Dock)
When 1 or more units uses Bombard or FLAGSHIP
FLAGSHIP Space Cannon, 1 unit may roll +1 die. Move 1 | Capacity 4
• Son of Ragh
Production 5
• Arc Secundus Cost 8 | Combat 5x2 | Move 1 | Capacity 3
This unit is placed in a space area instead of on a
Cost 8 | Combat 5x2 | Move 1 | Capacity 3 SPECIAL UNITS: None Sustain Damage planet. This unit can move and retreat as if it were
Sustain Damage; Bombard 5x3 Anti Fighter Barrage 6x4 a ship. If this unit is blockaded, it is destroyed.
Other player’s units in this system lose planetary FACTION TECHNOLOGIES
shield. At the start of each space combat round,
repair this ship.
• L4 Disruptors (Y) LEADERS FACTION TECHNOLOGIES
During an invasion, units cannot use Space Cannon • Agent: Captain Mendosa • Floating Factory II (YY) (Space Dock)
against your units. After a player activates a system:
LEADERS Move 2 | Capacity 5
• Non-Euclidian Shielding (RR) You may exhaust this card to increase the move Production 7
• Agent: Viscount Unlenn When one of your units uses Sustain Damage, value of 1 of that player’s ships to match the move This unit is placed in a space area instead of on a
At the start of a space combat round, you may cancel 2 hits instead of 1. value of the ship on the game board that has planet. This unit can move and retreat as if it were
exhaust this card to choose 1 ship in the active the highest move value. a ship. If this unit is blockaded, it is destroyed.
system. That ship rolls 1 additional die during this
PROMISSORY NOTE • Commander: Rowl Sarrig • Chaos Mapping (B)
combat round.
• War Funding Ω Unlock: Have 3 space docks on the game board. Other players cannot activate asteroid fields that
• Commander: Rear Admiral Farran
After you and your opponent roll dice during space When you produce fighters or infantry: contain 1 or more of your ships.
Unlock: Have 5 non-fighter ships in 1 system.
combat: You may place each of those units at any of your At the start of your turn during the action phase,
After 1 of your units uses Sustain Damage,
You may reroll all of your opponent’s dice. space docks that are not blockaded. you may produce 1 unit in a system that contains
you may gain 1 trade good.
You may reroll any number of your dice. • Hero: Gurno Aggero - Armageddon Relay at least 1 of your units that has Production.
• Hero: Darktalon Treilla - Dark Matter Affinity
Then, return this card to the Letnev player. Action:
Action:
Choose 1 system that is adjacent to 1 of your PROMISSORY NOTE
Place this card near the game board; the number
Space Docks. Destroy all other players’ infantry • Ragh’s Call
of non-fighter ships you can have in systems is
and fighters in that system.
not limited by laws or by the number of command After you commit 1 or more units to land
tokens in your fleet pool during this game round. Then, purge this card. on a planet:
At the end of that game round, purge this card. Remove all of the Saar player’s ground forces
from that planet and place them on a planet
controlled by the Saar player.
Then, return this card to the Saar player.
EMBERS OF MUAAT Disposition: Grim ~ Tendencies: Military EMIRATES OF HACAN Disposition: Nomadic ~ Tendencies: Economic

STARTING FLEET FACTION ABILITIES STARTING FLEET FACTION ABILITIES


• 1 Space Dock • 2 Fighters • Star Forge • 1 Space Dock • 2 Fighters • Masters of Trade
• 1 War Sun Action: • 2 Carriers • 1 Cruiser You do not have to spend a command token to
• 4 Infantry Spend 1 token from your strategy pool to place • 4 Infantry resolve the secondary ability of the Trade SC.
either 2 fighters or 1 destroyer from your • Guild Ships
COMMODITIES: 4 COMMODITIES: 6
reinforcements in a system that contains You can negotiate transactions with players
HOME SYSTEM: 4/1 (Muaat) 1 or more of your war suns. HOME SYSTEM: 2/1; 0/1; 1/1
who are not your neighbor.
(Arretze, Hercant, Kamdorn)
• Gashlai Physiology • Arbiters
MECH Your ships can move through supernova’s. When you are negotiating a transaction, action
• Ember Colossus MECH
cards can be exchanged as part of that transaction.
Cost 2 | Combat 6 • Pride of Kenara
STARTING TECHNOLOGIES
Sustain Damage Cost 2 | Combat 6
• Plasma Scoring (red - level 0) STARTING TECHNOLOGIES
When you use your Star Forge ability in this Sustain Damage
When 1 or more units uses Bombard or • Antimass Deflectors (blue - level 0)
system or an adjacent system, you may place Space Cannon, 1 unit may roll +1 die. This planet’s card may be traded as part of a
1 infantry from your reinforcements with this unit. transaction. If you do, move all of your units from Move into and through asteroid fields.
this planet to another planet you control. Apply -1 to Space Cannon rolls against you.
SPECIAL UNITS • Sarween Tools (yellow - level 0)
FLAGSHIP
• Prototype War Sun I When 1 or more units use Production, reduce total
• The Inferno FLAGSHIP
Cost 12 | Combat 3x3 | Move 1 | Capacity 6 combined cost by 1.
Cost 8 | Combat 5x2 | Move 1 | Capacity 3 • Wrath of Kenara
Sustain Damage; Bombard 3x3
Sustain Damage Cost 8 | Combat 7x2 | Move 1 | Capacity 3
Other player’s units lose Planetary Shield. SPECIAL UNITS: None
Action: Spend 1 token from your strategy pool Sustain Damage
to place 1 cruiser in this unit’s system. After you roll a die during a space combat in this
FACTION TECHNOLOGIES system, you may spend 1 trade good to apply FACTION TECHNOLOGIES
• Prototype War Sun II (RRRY) +1 to the attack. • Production Biomes (GG)
LEADERS
Cost 10 | Combat 3x3 | Move 3 | Capacity 6 Action:
• Agent: Umbat
Sustain Damage; Bombard 3x3 LEADERS Exhaust this card and spend 1 token from your
Action: strategy pool to gain 4 trade goods and choose
Other player’s units lose Planetary Shield. • Agent: Carth of Golden Sands
Exhaust this card to choose a player. 1 other player, he gains 2 trade goods.
• Magmus Reactor Ω (RR) During the action phase:
That player may produce up to 2 units that each • Quantum Datahub Node (YYY)
have a cost of 4 or less in a system that contains Your ships can move into supernovas. You may exhaust this card to gain 2 commodities
or replenish another player’s commodities. At the end of the strategy phase, you may spend
one of their war suns or their flagship. Each supernova that contains 1 or more of 1 token from your strategy pool and give another
• Commander: Magmus your units gains Production 5 ability as if it were • Commander: Gila the Silvertongue player 3 TG. Swap 1 strategy card with that player.
1 of your units. Unlock: Have 10 trade goods.
Unlock: Produce a War Sun.
After you spend a token from your strategy pool: When you cast votes, you may spend any number
PROMISSORY NOTE
You may gain 1 trade good. PROMISSORY NOTE of trade goods; cast 2 additional votes for each
trade good spent. • Trade Convoys
• Hero: Adjudicator Ba’al - Nova Seed • Fires of the Gashlai
• Hero: Harrugh Gefhara - Galactic Securities Net Action:
After you move a war sun into a non-home system Action:
Remove 1 token from the Muaat player’s When 1 or more of your units use Production: Place this card face-up in your play area.
other than Mecatol Rex:
fleet pool and return it to his reinforcements. You may reduce the cost of each of your units While this card is in your play area, you may
You may destroy all other players’ units in
Then, gain your war sun unit upgrade card. to 0 during this use of Production. negotiate transactions with players who are not
that system and replace that system tile with
Then, return this card to the Muaat Player. your neighbor.
the Muaat supernova tile. If you do, purge this card
If you activate a system that contains 1 or more
If you do, purge this card and each planet card
of the Hacan player’s units, return this card to the
that corresponds to the replaced system tile.
Hacan player.
EMPYREAN Disposition: Contemplative ~ Tendencies: Political FEDERATION OF SOL Disposition: Determined ~ Tendencies: Expansionist

STARTING FLEET FACTION ABILITIES STARTING FLEET FACTION ABILITIES


• 1 Space Dock • 1 Destroyer • Voidborn • 1 Space Dock • 3 Fighters • Orbital Drop
• 2 Carriers • 2 Fighters Nebulae do not affect your ships’ movement. • 2 Carriers • 1 Destroyer Action: Spend 1 token from your strategy pool
• 4 Infantry • Aetherpassage • 5 Infantry to place 2 infantry from your reinforcements
on 1 planet you control.
COMMODITIES: 4 After a player activates a system, you may allow COMMODITIES: 4
that player to move their ships through systems • Versatile
HOME SYSTEM: 3/4 (The Dark) + Nebula HOME SYSTEM: 4/2 (Jord)
that contain your ships. When you gain command tokens during the status
• Dark Whispers phase, gain 1 additional command token.
MECH MECH
You have 2 faction promissory notes.
• Watcher • ZS Thunderbolt M2 STARTING TECHNOLOGIES
Cost 2 | Combat 6 Cost 2 | Combat 6 • Antimass Deflectors (blue - level 0)
STARTING TECHNOLOGIES
Sustain Damage Sustain Damage Move into and through asteroid fields.
• Dark Energy Tap (blue - level 0)
You may remove this unit from a system that After you use your Orbital Drop ability you may Apply -1 to Space Cannon rolls against you.
contains or is adjacent to another player’s units After you perform a tactical action in a system spend 3 resources to place 1 mech on that planet.
that contains a frontier token, if you have 1 or • Neural Motivator (green - level 0)
to cancel an action card played by that player.
more ships in that system, explore that token. Draw 2 actions cards (instead of 1) in status phase.
Your ships can retreat into adjacent systems that FLAGSHIP
FLAGSHIP do not contain other players’ units, even if you do • Genesis SPECIAL UNITS
• Dynamo not have units or control planets in that system. Cost 8 | Combat 5x2 | Move 1 | Capacity 12 • Spec Ops I (Infantry)
Cost 8 | Combat 5x2 | Move 1 | Capacity 3 Sustain Damage Cost 1(2) | Combat 7
Sustain Damage FACTION TECHNOLOGIES At the end of the status phase,
• Advanced Carrier I
After any player’s unit in this system or an • Aetherstream (BB) place 1 infantry from your reinforcements in this
adjacent system uses Sustain Damage, system’s space area. Cost 3 | Combat 9 | Move 1 | Capacity 6
After you or one of your neighbors activates
you may spend 2 influence to repair that unit. a system that is adjacent to an anomaly, you may
apply +1 to the move value of all of that player’s LEADERS FACTION TECHNOLOGIES
SPECIAL UNITS: None ships during this tactical action. • Spec Ops II (GG) (Infantry)
• Agent: Evelyn Delouis
• Voidwatch (G) At the start of a ground combat round: Cost 1(2) | Combat 6
LEADERS After a player moves ships into a system that You may exhaust this card to choose 1 ground After this unit is destroyed, roll 1 die. If the result
contains 1 or more of your units, they must give force in the active system; that ground force is 5 or greater, place the unit on this card. At the
• Agent: Acamar
you 1 promissory note from their hand, if able. rolls 1 additional die during this combat round. start of your next turn, place each unit that is on
After a player moves ships into a system that this card on a planet you control in your home
does not contain any planets: • Commander: Claire Gibson system.
You may exhaust this card; that player gains PROMISSORY NOTES Unlock: Control planets that have a combined
• Advanced Carrier II (BB)
1 command token. • Dark Pact total of at least 12 resources.
Cost 3 | Combat 9 | Move 2 | Capacity 8
• Commander: Xuange Action: Place this card face up in your play area. At the start of a ground combat on a planet
you control: You may place 1 infantry from Sustain Damage
Unlock: Be neighbors with all other players. When you give a number of commodities to
the Empyrean player equal to your maximum your reinforcements on that planet.
After another player moves ships into a system
that contains 1 of your command tokens: commodity value, you each gain 1 trade good. • Hero: Jace X. 4th Air Legion - Helio Command Arr PROMISSORY NOTE
You may return that token to your reinforcements. If you activate a system that contains 1 or more Action: • Military Support
of the Empyrean player’s units, return this card to Remove each of your command tokens from At the start of the Sol player’s turn:
• Hero: Conservator Procyon - Multiverse Shift the Empyrean player. the game board and return them to your Remove 1 token from the Sol player’s strategy
Action: • Blood Pact reinforcements. pool, if able, and return it to his reinforcements
Place 1 frontier token in each system that does Action: Place this card face up in your play area. Then, purge this card.
not contain any planets and does not already have Then you may place 2 infantry from your
a frontier token. When you and the Empyrean player cast votes reinforcements on any planet you control.
for the same outcome, cast 4 additional votes for Then, return this card to the Sol player.
Then, explore each frontier token that is in a that outcome.
system that contains 1 or more of your ships.
If you activate a system that contains 1 or more
Then, purge this card. of the Empyrean player’s units, return this card to
the Empyrean player.
GHOSTS OF CREUSS Disposition: Enigmatic ~ Tendencies: Expansionist L1Z1X MINDNET Disposition: Calculating ~ Tendencies: Scientific

STARTING FLEET FACTION ABILITIES STARTING FLEET FACTION ABILITIES


• 1 Space Dock • 2 Fighters • Quantum Entanglement • 1 Space Dock • 1 PDS • Assimilate
• 1 Carrier • 2 Destroyers You treat all systems that contain either an alpha • 1 Carrier • 3 Fighters When you gain control of a planet,
• 4 Infantry or a beta wormholes adjacent to each other. • 5 Infantry • 1 Dreadnought replace each PDS and space dock that is on
Game effects cannot prevent you from using this. that planet with a matching unit from your
COMMODITIES: 4 COMMODITIES: 2 reinforcements.
• Slipstream
HOME SYSTEM: 4/2 (Creuss) + Delta Wormhole HOME SYSTEM: 5/0 ( [0.0.0] ) • Harrow
During your tactical actions, apply +1 to the
move value of each of your ships that starts its After each round of ground combat, your ships in
MECH movement in your home system or in a system MECH the active system may use their bombardment
• Icarus Drive that contains either an alpha or beta wormhole. • Annihilator ability against your opponent’s ground forces on
the planet.
Cost 2 | Combat 6 • Creuss Gate Cost 2 | Combat 6
Sustain Damage When you create the game board, place the Sustain Damage, Bombardment 8
After any player activates a system, you may Creuss Gate where your home system would While not participating in ground combat, this unit STARTING TECHNOLOGIES
remove this unit from the game board to place or normally be placed. The Creuss Gate is not a home can use its Bombardment ability on planets in its • Neural Motivator (green - level 0)
move a Creuss wormhole token into this system. system. Place your home system in your play area. system as if it were a ship. Draw 2 actions cards (instead of 1) in status phase.
• Plasma Scoring (red - level 0)
FLAGSHIP STARTING TECHNOLOGIES FLAGSHIP When 1 or more units uses Bombard or
• Hil Colish • Gravity Drive (blue - level 1) • 0.0.1 Space Cannon, 1 unit may roll +1 die.
Cost 8 | Combat 5x1 | Move 1 | Capacity 3 After activating a system, apply +1 to the Cost 8 | Combat 5x2 | Move 1 | Capacity 5
movement of 1 ship during this tactical action. SPECIAL UNITS
Sustain Damage Sustain Damage
This ship’s system contains a Delta wormhole. During a space combat, hits produced by this ship • Super Dreadnought I
During movement, this ship may move before or SPECIAL UNITS: None and by your dreadnoughts in this system must be Cost 4 | Combat 5 | Move 1 | Capacity 2
after your other ships. assigned to non-fighter ships if able. Sustain Damage; Bombard 5
FACTION TECHNOLOGIES
LEADERS • Wormhole Generator Ω (BB) LEADERS FACTION TECHNOLOGIES
• Agent: Emissary Taivra Action: • Agent: I48S • Super Dreadnought II (BBY)
After a player activates a system that contains Exhaust this card to place or move a Creuss After a player activates a system: Cost 4 | Combat 4 | Move 2 | Capacity 2
a non-delta wormhole: wormhole token into either a system that contains You may exhaust this card to allow that player Sustain Damage; Bombard 4
You may exhaust this card; if you do, that system a planet you control or a non-home system that to replace 1 of their infantry in the active system
does not contain another player’s ships. with 1 mech from their reinforcements. This unit cannot be destroyed by Direct Hit.
is adjacent to all other systems that contain a
wormhole during this tactical action. • Dimensional Splicer (R) • Commander: 2RAM • Inheritance Systems (YY)
• Commander: Sai Seravus At the start of a space combat in a system that Unlock: Have 4 Dreadnoughts on the Board. You may exhaust this card and spend 2 resources
contains a wormhole and 1 or more of your ships, when you research a technology; ignore all of that
Unlock: Have units in 3 systems that contain Units that have Planetary Shield do not prevent technology’s prerequisites.
alpha or beta wormholes. you may produce 1 hit and assign it to 1 of your you from using Bombardment.
opponent’s ships.
After your ships move: • Hero: The Helmsman - Dark Space Navigation
PROMISSORY NOTE
For each ship that has a capacity value and moved Action:
through 1 or more wormholes, you may place PROMISSORY NOTE • Cybernetic Enhancements Ω
Choose 1 system that does not contain other
1 fighter from your reinforcements with that ship • Creuss Iff players’ ships; you may move your flagship and When you gain command tokens during
if you have unused capacity in the active system. At the start of your turn during the action phase: any number of dreadnoughts from other systems the status phase:
• Hero: Riftwalker Meian - Singularity Reactor Place or move a Creuss wormhole token into into the chosen system. Gain 1 additional command token.
Action: either a system that contains a planet you control Then, purge this card. Then, return this card to the L1z1x player.
Swap the positions of any two systems that or a non-home system that does not contain
contain wormholes or your units, other than another player’s ships.
the Creuss system and the Wormhole Nexus. Then, return this card to the Creuss player.
Then, purge this card.
MAHACT GENE SORCERERS Disposition: Imperious ~ Tendencies: Objective MENTAK COALITION Disposition: Rebellious ~ Tendencies: Economic

STARTING FLEET FACTION ABILITIES STARTING FLEET FACTION ABILITIES


• 1 Space Dock • 1 Dreadnought • Edict: When you win a combat, place 1 command • 1 Space Dock • 1 PDS • Ambush
• 1 Carrier • 2 Fighters token from your opponent’s reinf. in your fleet • 1 Carrier • 3 Fighters At the start of a space combat, you may roll 1 die
pool if it does not already contain 1 of that for each of up to 2 of your cruisers or destroyers
• 3 Infantry • 1 Cruiser player’s tokens; other player’s tokens in your • 4 Infantry • 2 Cruisers
in the system. For each result equal or greater
COMMODITIES: 3 fleet pool increase your fleet limit but cannot be COMMODITIES: 2 than that ship’s combat value produce 1 hit.
HOME SYSTEM: 3/5 (Ixth) redistributed. HOME SYSTEM: 4/1 (Moll Primus) Your opponent must assign it to one of his ships.
• Imperia: While another player’s command token • Pillage
MECH is in your fleet pool, you can use the ability of that
MECH After one of your neighbors gains trade goods or
• Starlancer player’s commander, if it is unlocked.
• Moll Terminus resolves a transaction:
Cost 2 | Combat 6 • Hubris: Purge your “Alliance” promissory note. If he has 3 or more trade goods you may take 1 of
Other players cannot give you their “Alliance” PN. Cost 2 | Combat 6
Sustain Damage his trade goods or commodities.
Sustain Damage
After a player whose command token is in your STARTING TECHNOLOGIES Other players’ ground forces on this planet
fleet pool activates this system, you may spend STARTING TECHNOLOGIES
• Bio Stims (green - level 1) cannot use Sustain Damage.
their token from your fleet pool to end their turn;
You may exhaust this card at the end of your turn • Sarween Tools (yellow - level 0)
they gain that token.
to ready 1 of your planets that has a technology FLAGSHIP When 1 or more units use Production, reduce total
FLAGSHIP specialty or 1 of your other technologies. combined cost by 1.
• Fourth Moon
• Arvicon Rex • Predictive Intelligence (yellow - level 1) • Plasma Scoring (red - level 0)
Cost 8 | Combat 7x2 | Move 1 | Capacity 3
Cost 8 | Combat 5x2 | Move 1 | Capacity 3 At the end of your turn, you may exhaust this card When 1 or more units uses Bombard or
Sustain Damage
to redistribute your command tokens. Space Cannon, 1 unit may roll +1 die.
Sustain Damage Other player’s ships in this system
When you cast votes during the agenda, you may
During combat against an opponent whose cannot use Sustain Damage.
cast 3 additional votes; if you do, and the outcome SPECIAL UNITS: None
command token is not in your fleet pool, apply +2
you voted for is not resolved, exhaust this card.
to the results of this unit’s combat rolls.
LEADERS
SPECIAL UNITS • Agent: Suffi An FACTION TECHNOLOGIES
LEADERS
• Crimson Legionnaire I - Cost 1(2) | Combat 8 After the Pillage faction ability is used against • Salvage Operations (YY)
• Agent: Jae Mir Kan
After this unit is destroyed, gain 1 commodity another player: After you win or lose a space combat,
When you would spend a command token during or convert 1 of your commodities to a trade good. gain 1 trade good;
You may exhaust this card; if you do, you and that
the secondary ability of a strategic action:
player each draw 1 action card. If you won the combat, you may also produce
You may exhaust this card to remove 1 of FACTION TECHNOLOGIES 1 ship in that system of any ship type that was
the active player’s command tokens from • Commander: S’Ula Mentarion
• Crimson Legionnaire II (GG) Cost 1(2) | Combat 7 destroyed during the combat.
the board and use it instead. Unlock: Have 4 cruisers on the game board.
Same, plus: Place the unit on this card. At the start • Mirror Computing (YYY)
• Commander: Il Na Viroset After you win a space combat:
of your next turn, place each unit that is on this When you spend trade goods, each trade good is
Unlock: Have 2 other factions’ command tokens card on a planet you control in your home system. You may force your opponent to give you
worth 2 resources or influence instead of 1.
in your fleet pool. 1 promissory note from their hand.
• Genetic Recombination (G)
During your tactical actions, you can activate • Hero: Ipswitch, Loose Cannon - Sleeper Cell
You may exhaust this card before a player casts PROMISSORY NOTE
systems that contain your command tokens. At the start of a space combat that you are
votes; that player must cast at least 1 vote for an
If you do, return both command tokens to your participating in: • Promise of Protection
outcome of your choice or remove 1 token from
reinforcements and end your turn. their fleet pool. (put it into their reinforcements) You may purge this card; if you do, for each Action:
• Hero: Airo Shir Aur - Benediction other player’s ship that is destroyed during this Place this card face-up in your play area.
PROMISSORY NOTE combat, place 1 ship of that type from your While this card is in your play area, the Mentak
Action:
reinforcements in the active system. player cannot use his pillage faction ability
Move all units in the space area of any system • Scepter of Dominion
to an adjacent system that contains a different At the start of the strategy phase: against you.
player’s ships. Space combat is resolved in that Choose 1 non-home system that contains your If you activate a system that contains 1 or more of
system; neither player can retreat or resolve units; each other player who has a token on the the Mentak player’s units, return this card to the
abilities that would move their ships. Mahact player’s command sheet places a token Mentak player.
Then, purge this card. from their reinforcements in that system.
Then, return this card to the Mahact player.
NAALU COLLECTIVE Disposition: Seductive ~ Tendencies: Military NAAZ-ROKHA ALLIANCE Disposition: Optimistic ~ Tendencies: Scientific

STARTING FLEET FACTION ABILITIES STARTING FLEET FACTION ABILITIES


• 1 Space Dock • 3 Fighters • Telepathic • 1 Space Dock • 1 Mech • Distant Suns
• 1 Carrier • 1 Cruiser At the end of the strategy phase, place the Naalu • 2 Carriers • 2 Fighters When you explore a planet that contains 1 of your
• 4 Infantry “0” token on your strategy card. You are first in • 3 Infantry • 1 Destroyer mechs, you may draw 1 additional card; choose 1
initiative order. to resolve and discard the rest.
COMMODITIES: 3 COMMODITIES: 3
• Foresight • Fabrication
HOME SYSTEM: 3/1; 0/2 (Druua, Maaluuk) HOME SYSTEM: 2/1, 1/2 (Naazir, Rokha)
After another player moves ships into a system Action:
that contains one or more of your ships, you Either purge 2 of your relic fragments of the
MECH may place 1 token from your strategy pool in an MECH same type to gain 1 relic; or purge 1 of your relic
• Iconoclast adjacent system that does not contain another • Eidolon fragments to gain 1 command token.
player’s ships: move your ships from the active
Cost 2 | Combat 6 Cost 2 | Combat 6(x2)
system into that system.
Sustain Damage Sustain Damage STARTING TECHNOLOGIES
During combat against an opponent who has If this unit is in the space area of the active system • Psychoarchaeology (green - level 0)
at least 1 relic fragment, apply +2 to the result STARTING TECHNOLOGIES at the start of a space combat, flip this card. You can use technology specialties on planets
of this unit’s combat rolls. • Neural Motivator (green - level 0) (This card begins the game with this side face up.) you control without exhausting them, and even if
Draw 2 actions cards (instead of 1) in status phase. • Z-Grav Eidolon those planets are exhausted.
FLAGSHIP • Sarween Tools (yellow - level 0) Cost 2 | Combat 8(x2) During the Action Phase, you can exhaust planets
• Matriarch When 1 or more units use Production, reduce total If this unit is in the space area of the active you control that have technology specialties to
combined cost by 1. system, it is also a ship. At the end of a space gain 1 Trade Good.
Cost 8 | Combat 9x2 | Move 1 | Capacity 6
battle in the active system, flip this card. • AI Development Algorithm (red - level 0)
Sustain Damage
SPECIAL UNITS When you research a unit upgrade tech, you may
During an invasion in this system, you may commit
FLAGSHIP exhaust this card to ignore any 1 prerequisite.
fighters to planets as if they were ground forces. • Hybrid Crystal Fighter I
• Visz el Vir When 1 or more of your units use Production, you
After combat return those units to the space area. Cost 1(2) | Combat 8
may exhaust this card to reduce the combined
Cost 8 | Combat 9x2 | Move 1 | Capacity 4
cost of the produced units by the number of unit
LEADERS FACTION TECHNOLOGIES Sustain Damage upgrade technologies that you own.
• Agent: Z’eu • Hybrid Crystal Fighter II (GB) Your mechs in this system roll 1 additional die
After an agenda is revealed: during combat.
Cost 1(2) | Combat 7 | Move 2 SPECIAL UNITS: None
You may exhaust this card to look at the top card This unit may move without being transported.
of the agenda deck. Then, you may show that card Each fighter in excess of your ships’ capacity LEADERS
to 1 other player. FACTION TECHNOLOGIES
counts as 1/2 of a ship against your fleet pool. • Agent: Garv and Gunn
• Commander: M’aban • Supercharge (R)
• Neuroglaive (GGG) At the end of a player’s turn:
Unlock: Have 12 fighters on the game board. At the start of a combat round, you may exhaust
After another player activates a system that You may exhaust this card to allow that player this card to apply +1 to the result of each of your
You may produce 1 additional fighter for their contains 1 or more of your ships, that player to explore 1 of their planets. unit’s combat rolls during this combat round.
cost; these additional units do not count against removes 1 token from his fleet pool and returns it • Commander: Dart and Tai
your Production limit. • Pre-Fab Arcologies (GGG)
to his reinforcements. Unlock: Have 3 mechs in 3 systems.
• Hero: The Oracle - C-Radium Geometry After you explore a planet, ready that planet.
After you gain control of a planet that
At the end of the status phase: PROMISSORY NOTE was controlled by another player:
You may force each other player to give you • Gift of Prescience PROMISSORY NOTE
You may explore that planet.
1 promissory note from their hand. At the end of the Strategy Phase: • Black Market Forgery
• Hero: Hesh and Prit - Perfect Synthesis
If you do, purge this card. Place this card face-up in your play area and place Action:
Action:
the Naalu “0” token on your strategy card; You are Purge 2 of your relic fragments of the same type
Gain 1 relic and perform the secondary ability
the first in initiative order. The Naalu player cannot to gain 1 relic.
of up to 2 readied or unchosen strategy cards;
use his Telepathic faction ability during this game during this action, spend command tokens from Then, return this card to the Naaz-Rokha player.
round. your reinforcements instead of your strategy
Return this card to the Naalu player at the end of pool. Then, purge this card.
the status phase.
NEKRO VIRUS Disposition: _error ~ Tendencies: _error NOMAD Disposition: Altruistic ~ Tendencies: Economic

STARTING FLEET FACTION ABILITIES STARTING FLEET FACTION ABILITIES


• 1 Space Dock • 2 Fighters • Galactic Threat • 1 Space Dock • 1 Flagship • The Company
• 1 Carrier • 1 Cruiser You cannot vote on agendas. Once per agenda • 1 Carrier • 3 Fighters You have 3 Agents. During setup, place the
• 2 Infantry • 1 Dreadnought phase after an agenda is revealed, you may • 4 Infantry • 1 Destroyer additional two Agents next to your player board.
predict aloud the outcome of that agenda. If your • Futuresight
COMMODITIES: 3 prediction is correct, gain 1 technology that is COMMODITIES: 4
During the Agenda Phase, after an outcome that
HOME SYSTEM: 4/0 (Mordai II) owned by a player who voted how you predicted. HOME SYSTEM: 4/4 (Arcturus)
you voted for or predicted is resolved, gain 1
• Technology Singularity trade good.
MECH Once per combat, after you destroy an enemy unit, MECH
• Mordred you may gain 1 tech owned by that player. • Quantum Manipulator STARTING TECHNOLOGIES
Cost 2 | Combat 6 • Propagation Cost 2 | Combat 6 • Sling Relay (blue - level 1)
Sustain Damage You cannot research technology. When you would Sustain Damage
research a tech, gain 3 command tokens instead. Action:
During combat against an opponent that While this unit is in a space area, you may use Exhaust this card to produce 1 ship in any system
has an “X” or “Y” token on 1 or more of their its Sustain Damage ability to cancel a hit that that contains one of your space docks.
technologies, apply +2 to the result of each of STARTING TECHNOLOGIES is produced against your ships in this system.
this unit’s combat rolls. • Dacxive Animators (green - level 1)
FLAGSHIP - SPECIAL UNIT
After ground combat victory, place 1 infantry LEADERS
FLAGSHIP from reinforcements on that planet. • Memoria I
• Agent: Artuno the Betrayer
Cost 8 | Combat 7x2 | Move 1 | Capacity 3
• The Alastor • Valefactor Assimilator X / Y When you gain trade goods from the supply:
Sustain Damage, Anti-Fighter Barrage 8(x3)
Cost 8 | Combat 9x2 | Move 1 | Capacity 3 You may exhaust this card to place an equal
You may treat this unit as if it were adjacent to
Sustain Damage SPECIAL UNITS: None number of trade goods on this card. When this
systems that contain one or more of your mechs.
At the start of a space combat, choose any card readies, gain the trade goods on this card.
number of your ground forces in this system to • Agent: Field Marshall Mercer
FACTION TECHNOLOGIES FACTION TECHNOLOGIES
participate in that combat as if they were ships. At the end of a player’s turn:
• Valefactor Assimilator X / Y • Memoria II (BGY) (Flagship)
You may exhaust this card to allow that player
LEADERS When you gain another player’s technology using to remove up to 2 of their ground forces from Cost 8 | Combat 5x2 | Move 2 | Capacity 6
1 of your faction abilities, you may place the X/Y the game board and place them on planets they Sustain Damage, Anti-Fighter Barrage 5(x3)
• Agent: Nekro Malleon assimilator token on a faction technology owned control in the active system. You may treat this unit as if it were adjacent to
During the action phase: by that player instead.
• Agent: The Thundarian systems that contain one or more of your mechs.
You may exhaust this card to choose a player; While that token is on a technology, this card
that player may discard 1 action card or spend After the “Roll Dice” step of combat: • Temporal Command Suite (Y)
gains that technology’s text. You cannot place an
1 command token from their command sheet to You may exhaust this card. If you do, hits are After any player’s agent becomes exhausted,
assimilator token on technology that already has
gain 2 trade goods. not assigned to either players’ units. Return to you may exhaust this card to ready that agent;
an assimilator token.
• Commander: Nekro Acidos the start of this combat round’s “Roll Dice” step. if you ready another player’s agent, you may
• Commander: Navarch Feng perform a transaction with that player.
Unlock: Own 3 technologies.
PROMISSORY NOTE
After you gain a technology: Unlock: Have 1 scored secret objective.
• Antivirus You can produce your flagship without spending PROMISSORY NOTE
You may draw 1 action card.
At the start of a combat: resources.
• Hero: Unit.Dsgn.Flayesh - Polymorphic Algorithm • The Cavalry
Place this card face-up in your play area. While • Hero: Ahk-Syl Siven - Probability Matrix
Action: At the start of a space combat against a player
this card is in your play area, the Nekro player
Action: other than the Nomad:
Choose a planet that has a technology specialty cannot use his Technological Singularity faction
in a system that contains your units. Destroy any ability against you. Place this card near the game board; your flagship During this combat, treat 1 of your non-fighter
other player’s units on that planet. Gain trade and units it transports can move out of systems ships as if it has the Sustain Damage ability,
If you activate a system that contains 1 or more
goods equal to that planet’s combined resource that contain your command tokens during this combat value, and Anti-Fighter Barrage value of
of the Nekro player’s units, return this card to the
and influence values and gain 1 technology that game round. the Nomad’s flagship.
Nekro player.
matches the specialty of that planet. At the end of that game round, purge this card. Return this card to the Nomad player at the end of
Then, purge this card. this combat.
SARDAKK N’ORR Disposition: Aggressive ~ Tendencies: Military TITANS OF UL Disposition: Patient ~ Tendencies: Expansionist

STARTING FLEET FACTION ABILITIES STARTING FLEET FACTION ABILITIES


• 1 Space Dock • 1 PDS • Unrelenting • 1 Space Dock • 1 Dreadnought • Terragenesis
• 2 Carriers • 1 Cruiser Apply +1 to the result of each of your unit's • 2 Cruisers • 2 Fighters After you explore a planet that does not have
• 5 Infantry combat rolls. • 3 Infantry a sleeper token, you may place or move 1 sleeper
token onto that planet.
COMMODITIES: 3 COMMODITIES: 2
STARTING TECHNOLOGIES • Awaken
HOME SYSTEM: 3/1; 1/0 (Quinarra , Tren’lak) HOME SYSTEM: 4/1 (Elysium)
• None After you activate a system that contains 1 or
more of your sleeper tokens, you may replace
MECH MECH each of those tokens with 1 PDS from your
• Valkyrie Exoskeleton SPECIAL UNITS • Hecatoncheires reinforcements.
Cost 2 | Combat 6 • Exotrireme I (Dreadnought) Cost 2 | Combat 6 • Coalescence
Sustain Damage Cost 4 | Combat 5 | Move 1 | Capacity 1 Sustain Damage If your flagship or your Awaken faction ability
Sustain Damage; Bombard 4x2 places your units into the same space area or
After this unit uses its Sustain Damage ability Deploy: When you would place a PDS on a planet,
onto the same planet as another player’s units,
during Ground Combat, it produces 1 hit against you may place 1 mech and 1 infantry on that
your units must participate in combat during
your opponent’s ground forces on this planet. FACTION TECHNOLOGIES planet instead.
“Space Combat” or “Ground Combat” steps.
• Exotrireme II (BBY) (Dreadnought)
FLAGSHIP Cost 4 | Combat 5 | Move 2 | Capacity 1 FLAGSHIP
STARTING TECHNOLOGIES
• C’Morran N’orr Sustain Damage; Bombard 4x2 • Ouranos
• Antimass Deflectors (blue - level 0)
Cost 8 | Combat 6x2 | Move 1 | Capacity 3 This unit cannot be destroyed by Direct Hit. Cost 8 | Combat 7x2 | Move 1 | Capacity 3
Move into and through asteroid fields.
Sustain Damage After a round of space combat you may destroy Sustain Damage Apply -1 to Space Cannon rolls against you.
Apply +1 to the result of each of your other ship’s this unit to destroy up to 2 ships in this system. Deploy: After you activate a system that contains • Scanlink Drone Network (yellow - level 0)
combat rolls in this system. • Valkyrie Particle Weave (RR) 1 or more of your PDS, you may replace 1 of those
PDS with this unit. When you activate a system, you may explore
After making combat rolls during a round of 1 planet in that system which contains 1 or more
LEADERS ground combat, if your opponent produced of your units.
1 or more hits, you produce 1 additional hit. LEADERS
• Agent: T’ro
At the end of a player’s tactical action: • Agent: Tellurian SPECIAL UNITS
You may exhaust this card; if you do, that player PROMISSORY NOTE When a hit is produced against a unit: • Saturn Engine I (Cruiser)
may place 2 infantry from their reinforcements • Tekklar Legion You may exhaust this card to cancel that hit.
Cost 2 | Combat 7 | Move 2 | Capacity 1
on a planet they control in the active system. At the start of an invasion combat: • Commander: Tungstantus
• Hel Titan I (PDS)
• Commander: G’hom Sek’kus Apply +1 to the result of each of your unit’s combat Unlock: Have 5 Structures on the game board.
Combat 7, Sustain Damage, Production 1,
Unlock: Control 5 planets in non-home systems. rolls during this combat. If your opponent is the When 1 or more of your units use Production: Planetary Shield, Space Cannon 6
During the “Commit Ground Forces” step: Sardakk N’orr player, apply -1 to the result of each You may gain 1 trade good.
of his unit’s combat rolls during this combat. This unit is treated as both a structure and
You can commit up to 1 ground force from each • Hero: Ul the Progenitor - Geoform a ground force. It cannot be transported.
planet in the active system and each planet in Then, return this card to the Sardakk N’orr player. Action:
adjacent systems that do not contain 1 of your Ready Elysium and attach this card to it.
command tokens. FACTION TECHNOLOGIES
Its resource and influence values are each
• Hero: Sh’val, Harbinger - Tekklar Conditioning increased by 3, and it gains the Space Canon 5(x3) • Saturn Engine II (GYR) (Cruiser)
After you move ships into the active system: ability as if it were a unit. Cost 2 | Combat 6 | Move 3 | Capacity 2
You may skip directly to the “Commit Ground Sustain Damage
Forces” step. PROMISSORY NOTE • Hel Titan II (YR) (PDS)
If you do, after you commit ground forces to land • Terraform Combat 6, Sustain Damage, Production 1,
on planets, purge this card and return each of your Planetary Shield, Space Cannon 5
Action: Attach this card to a non-home planet you
ships in the active system to your reinforcements. This unit is treated as both a structure and
control other than Mecatol Rex. Its resource and
influence values are each increased by 1 and it a ground force. It cannot be transported.
is treated as having all 3 planet traits (Cultural, You may use this unit’s Space Cannon against
Hazardous, and Industrial). ships that are adjacent to this unit’s system.
UNIVERSITIES OF JOL-NAR Disposition: Aloof ~ Tendencies: Scientific VUIL’RAITH CABAL Disposition: Voracious ~ Tendencies: Military

STARTING FLEET FACTION ABILITIES STARTING FLEET FACTION ABILITIES


• 1 Space Dock • 2 PDS • Fragile • 1 Space Dock • 1 Dreadnought • Devour - Capture your opponent’s non-structure
• 2 Carriers • 1 Fighter Apply -1 to the result of each of your unit’s • 1 Carrier • 3 Fighters units that are destroyed during combat.
• 2 Infantry • 1 Dreadnought combat rolls. • 3 Infantry • 1 Cruiser • Amalgamation - When you produce a unit, you may
• Brilliant return 1 captured unit of that type to produce
COMMODITIES: 4 COMMODITIES: 2 that unit without spending resources.
When you spend a command token to resolve the
HOME SYSTEM: 2/3; 1/2 (Nar, Jol) HOME SYSTEM: 4/0 (Acheron) • Riftmeld - When you research a unit upgrade
secondary ability of the Technology strategy card,
you may resolve the primary ability instead. technology, you may return 1 captured unit
MECH MECH of that type to ignore all of the technology’s
• Analytical
prerequisites.
• Shield Paling When you research a technology that is not • Reanimator
Cost 2 | Combat 6 a unit upgrade technology, you may ignore Cost 2 | Combat 6
Sustain Damage 1 prerequisite. Sustain Damage STARTING TECHNOLOGIES
Your infantry on this planet are not affected by When your infantry on this planet are destroyed, • Self Assembly Routines (red - level 1)
your Fragile faction ability. STARTING TECHNOLOGIES place them on your faction sheet; those units are After 1 or more of your units use Production, you
captured. may exhaust this card to place 1 mech from your
• Antimass Deflectors (blue - level 0)
reinforcements on a planet you control in system.
FLAGSHIP Move into and through asteroid fields.
FLAGSHIP After 1 of your mechs is destroyed, gain 1 TG.
• J.N.S. Hylarim Apply -1 to Space Cannon rolls against you.
Cost 8 | Combat 6x2 | Move 1 | Capacity 3 • Neural Motivator (green - level 0) • The Terror Between
Status Phase: draw 2 actions cards instead of 1. Cost 8 | Combat 5x2 | Move 1 | Capacity 3 SPECIAL UNITS
Sustain Damage
• Sarween Tools (yellow - level 0) Sustain Damage, Bombardment 5 • Dimensional Tear I (Space Dock)
When making a combat roll for this ship, each
result of 9 or 10, before applying modifiers, Production: reduce total combined cost by 1. Capture all other non-structure units that are Production 5
produces 2 additional hits. destroyed in this system, including your own. This system is a gravity rift; your ships do not roll
• Plasma Scoring (red - level 0)
for this gravity rift. Place a dimensional tear token
Bombard or Space Cannon: +1 die. beneath this unit. Up to 6 fighters in this system
LEADERS LEADERS do not count against your ships’ capacity.
• Agent: Doctor Sucaban SPECIAL UNITS: None • Agent: The Stillness of Stars
When a player spends resources to research: After another player replenishes commodities:
FACTION TECHNOLOGIES
You may exhaust this card to allow that player You may exhaust this card to convert their
FACTION TECHNOLOGIES • Dimensional Tear II (YY) (Space Dock)
to remove any number of their infantry from commodities to trade goods and capture 1 unit
the game board. For each unit removed, reduce • Spacial Conduit Cylinder (BB) from their reinforcements that has a cost equal to Production 7
the resources spent by 1. You may exhaust this card after you activate or lower than their commodity value. This system is a gravity rift; your ships do not roll
• Commander: Ta-Zern a system that contains 1 or more of your units; • Commander: That Which Molds Flesh for this gravity rift. Place a dimensional tear token
that system is adjacent to all other systems beneath this unit. Up to 12 fighters in this system
Unlock: Own 8 technologies. Unlock: Have units in 3 Gravity Rifts.
that contain 1 or more of your units during do not count against your ships’ capacity.
After you roll dice for a unit ability: this activation. When you produce fighter or infantry units:
• Vortex (R)
You may re-roll any of those dice. • E-Res Siphons (YY) Up to 2 of those units do not count against your
Action:
• Hero: Rin, the Master’s Legacy - Genetic Memory Production limit.
After another player activates a system Exhaust this card to choose another player’s
Action: that contains 1 or more of your ships, • Hero: It Feeds on Carrion - Dimensional Anchor
non-structure unit in a system that is adjacent to
For each non-unit upgrade technology you gain 4 trade goods. Action: 1 or more of your space docks. Capture 1 unit of
own, you may replace that technology with Each other player rolls a die for each of his that type from that player’s reinforcements.
any technology of the same color from the deck. PROMISSORY NOTE non-fighter ships that are in or adjacent to
Then, purge this card. a system that contains a dimensional tear;
• Research Agreement on a roll of 1-3, capture that unit. PROMISSORY NOTE
After the Jol-Nar player researches a technology If this causes a player’s ground forces or fighters • Crucible
that is not a faction technology: to be removed, also capture those units. After you activate a system: Your ships do not
Gain that technology. Then, purge this card. roll for gravity rifts during this movement; apply
Then, return this card to the Jol-Nar player. an additional +1 to the move values of your ships
that would move out of or through a G.Rift instead.
Then, return this card to the Vuil’raith player.
WINNU Disposition: Righteous ~ Tendencies: Objective XXCHA KINGDOM Disposition: Diplomatic ~ Tendencies: Political

STARTING FLEET FACTION ABILITIES STARTING FLEET FACTION ABILITIES


• 1 Space Dock • 1 PDS • Blood Ties • 1 Space Dock • 1 PDS • Peace Accords
• 1 Carrier • 2 Fighters You do not have to spend influence to remove the • 1 Carrier • 3 Fighters After you resolve the primary or secondary ability
• 2 Infantry • 1 Cruiser custodians token from Mecatol Rex. • 4 Infantry • 2 Cruisers of the Diplomacy strategy card, you may gain
• Reclamation control of 1 planet other than Mecatol Rex that
COMMODITIES: 3 COMMODITIES: 4 does not contain any units and is in a system that
After you resolve a tactical action during which
HOME SYSTEM: 3/4 (Winnu) HOME SYSTEM: 2/3; 1/1 (Archon Ren, Archon Tau) is adjacent to a planet you control.
you gained control of Mecatol Rex, you may place
1 PDS and 1 space dock from your reinforcements • Quash
MECH on Mecatol Rex. MECH When an agenda is revealed, you may spend
• Reclaimer • Indomitus 1 token from your strategy pool to discard that
agenda and reveal 1 agenda from the top of the
Cost 2 | Combat 6 STARTING TECHNOLOGIES Cost 2 | Combat 6
deck. Players vote on this agenda instead.
Sustain Damage • Choose any 1 technology that has Sustain Damage, Space Cannon 8
After you resolve a tactical action where you no prerequisites. You may use this unit’s Space Cannon against
gained control of this planet, you may place ships that are in adjacent systems. STARTING TECHNOLOGIES
1 PDS or 1 Space Dock from your reinforcements • Graviton Laser System (yellow - level 1)
SPECIAL UNITS: None
on this planet. You may exhaust this card before 1 or more of
FLAGSHIP
your units uses Space Cannon; hits produced by
FACTION TECHNOLOGIES • Loncara Ssodu those units must be assigned to non-fighter ships
FLAGSHIP
• Lazax Gate Folding (BB) Cost 8 | Combat 7x2 | Move 1 | Capacity 3 if able.
• Salai Sai Corian
If you do not control Mecatol Rex, treat its system Sustain Damage; Space Cannon 5x3
Cost 8 | Combat 7x? | Move 1 | Capacity 3
as if it contains both an alpha and beta wormhole. You may use this unit’s Space Cannon against SPECIAL UNITS: None
Sustain Damage ships that are in adjacent systems.
Action:
When this unit makes a combat roll, it rolls a
If you control Mecatol Rex, exhaust this card to FACTION TECHNOLOGIES
number of dice equal to the number of your
place 1 infantry on Mecatol Rex. LEADERS
opponent’s non-fighter ships in this system. • Instinct Training (G)
• Hegemonic Trade Policy (YY) • Agent: Ggrucoto Rinn When another player plays an action card :
When 1 or more of your units use Production Action:
LEADERS You may exhaust this card and spend 1 token
exhaust this card to swap the resource and Exhaust this card to ready any planet; if that
• Agent: Berekar Berekon from your strategy pool; cancel that action card.
influence values of 1 planet you control until planet is in a system that is adjacent to a planet
When 1 or more of a player’s units use Production: the end of your turn. • Nullification Field (YY)
you control, you may remove 1 infantry from that
You may exhaust this card to reduce the combined planet and return it to its reinforcements. After another player activates a system that
cost of the produced units by 2. contains 1 or more of your ships:
PROMISSORY NOTE • Commander: Elder Qanoj
• Commander: Rickar Rickani You may exhaust this card and spend 1 token
• Acquiescence Ω Unlock: Control planets that have a combined from your strategy pool; immediately end that
Unlock: Control Mecatol Rex or enter into When the Winnu player resolves a strategic action: total of at least 12 influence. player’s turn.
a combat in the Mecatol Rex system. Each planet that you exhaust to cast votes
You do not have to spend or place a command
During combat: token to resolve the secondary ability of that provides 1 additional vote. Game effects cannot
prevent you from voting on an agenda. PROMISSORY NOTE
Apply +2 to the result of each of your unit’s strategy card.
combat rolls in the Mecatol Rex system, your • Hero: Xxekir Grom - Political Data Nexus • Political Favor
Then, return this card to the Winnu player.
home system, and each system that contains Action: After an agenda is revealed:
a legendary planet. Remove 1 token from the Xxcha player’s strategy
You may discard 1 law from play. Look at the top
• Hero: Mathis Mathinus - Imperial Seal 5 cards of the agenda deck. Choose 2 to reveal, pool and return it to his reinforcements.
Action: and resolve each as if you had cast 1 vote for an Then, discard the revealed agenda and reveal
Perform the primary ability of any strategy card. outcome of your choice; discard the rest. Other 1 agenda from the top of the deck. Players vote
Then, choose any number of other players. Those players cannot resolve abilities during this action. on this agenda instead.
players may perform the secondary ability of that Then, purge this card. Then, return this card to the Xxcha player.
strategy card.
Then, purge this card.
YIN BROTHERHOOD Disposition: Zealous ~ Tendencies: Military YSSARIL TRIBES Disposition: Secretive ~ Tendencies: Political

STARTING FLEET FACTION ABILITIES STARTING FLEET FACTION ABILITIES


• 1 Space Dock • 4 Fighters • Indoctrination • 1 Space Dock • 1 PDS • Stall Tactics
• 2 Carriers • 1 Destroyer At the start of a ground combat, you may spend • 2 Carriers • 2 Fighters Action:
• 4 Infantry 2 influence to replace 1 of your opponent’s • 5 Infantry • 1 Cruiser Discard 1 action card from your hand.
participating infantry with 1 infantry from your • Scheming
COMMODITIES: 2 reinforcements. COMMODITIES: 3
When you draw 1 or more action cards, draw
HOME SYSTEM: 4/4 (Darien) • Devotion HOME SYSTEM: 2/3; 1/2 (Retillion, Shalloq)
1 additional action card. Then choose and discard
After each space combat round, you may destroy 1 action card from your hand.
MECH 1 of your cruisers or destroyers to produce 1 hit MECH • Crafty
• Moyin’s ashes and assign it to 1 of your opponent’s ships. • Blackshade Infiltrator You can have any number of action cards in your
Cost 2 | Combat 6 Cost 2 | Combat 6 hand. Game effects cannot prevent you from using
Sustain Damage STARTING TECHNOLOGIES Sustain Damage this ability.
Deploy: When you use your Indoctrination ability, • Sarween Tools (yellow - level 0) Deploy: After you use your Stall Tactics faction
you may spend 1 additional influence to replace When 1 or more units use Production, reduce total ability, you may place 1 mech on a planet you STARTING TECHNOLOGIES
your opponent’s infantry with 1 mech instead of combined cost by 1. control. • Neural Motivator (green - level 0)
1 infantry.
Draw 2 actions cards (instead of 1) in status phase.
SPECIAL UNITS: None FLAGSHIP
FLAGSHIP • Y’sia Y’ssrila SPECIAL UNITS: None
• Van Hauge FACTION TECHNOLOGIES Cost 8 | Combat 5x2 | Move 2 | Capacity 3
Cost 8 | Combat 9x2 | Move 1 | Capacity 3 Sustain Damage
• Impulse Core (YY) FACTION TECHNOLOGIES
Sustain Damage This ship can move through systems that contain
At the start of a space combat, you may destroy • Transparasteel Plating (G)
When this ship is destroyed, destroy all ships 1 of your cruisers or destroyers in the active other player’s ships.
in this system. During your turn of the action phase, players that
system to produce 1 hit against your opponent’s
have passed cannot play action cards.
ships; that hit must be assigned by your opponent LEADERS
to 1 of his non-fighter ships if able. • Mageon Implants (GGG)
LEADERS • Agent: Clever Clever Ssruu
• Yin Spinner Ω (GG) Action:
• Agent: Brother Milor This card has the text ability of each other player’s
After you produce units, place up to 2 infantry Exhaust this card to look at another player’s hand
After a player’s destroyer or cruiser is destroyed, agent, even if that agent is exhausted. of action cards. Choose 1 of those cards and add
you may exhaust this card. If you do, that from your reinforcements on any planet you
control or in any space area that contains 1 or • Commander: So Ata it to your hand.
player may place up to 2 fighters from their
more of your ships. Unlock: Have 7 Action cards.
reinforcements in that unit’s system.
After another player activates a system PROMISSORY NOTE
• Commander: Brother Omar
that contains your units:
Unlock: Use your Indoctrination faction ability. PROMISSORY NOTE • Spy Net
You may look at that player’s action cards,
This card satisfies a green technology • Greyfire Mutagen Ω At the end of your turn:
promissory notes, or secret objectives.
prerequisite. You may produce 1 additional After the start of a ground combat against 2 or Look at the Yssaril player’s hand of action cards.
• Hero: Kyver, Blade and Key - Guild of Spies
infantry for their cost, these infantry do not count more ground forces that are not controlled by Choose 1 of those action cards and add it to your
against your production limit. the Yin player: Action: hand.
• Hero: Dannel of the Tenth - Spinner Overdrive Replace 1 of your opponent’s infantry with 1 Each other player shows you 1 action card from Then, return this card to the Yssaril player.
infantry from your reinforcements. their hand. For each player, you may either take
Action:
that card or force that player to discard 3 random
For each planet that contains any number of your Then, return this card to the Yin player.
action cards from their hand.
infantry, either ready that planet or place an equal
Then, purge this card.
number of infantry from your reinforcements on
that planet.
Then, purge this card.

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