Breakthroughs
Breakthroughs
Absolute Synergy
When you have 4 mechs in the same system, you may return 3 of those mechs to your reinforcements to flip this card and place it on top of your mech card. Eidolon Maximum: [Combat 4 (x4), Move 3, Sustain Damage] This unit is both a ship and ground force. It cannot be assigned hits from unit abilities. Repair it at the start of every combat round. Game effects cannot place or produce your mechs. When this unit is destroyed or removed, flip this card and return it to your play area.
Al'Raith Ix Ianovar
This breakthrough causes The Fracture to enter play without a roll, if it is not already in play. After this card enters play, move up to 2 ingress tokens into systems that contain gravity rifts. Apply +1 to the MOVE value of each of your ships that start their movement in The Fracture.
Anomaly Stabilization
The system that contains the Wound token is also an entropic scar. You may ignore the effects of entropic scars. You may treat entropic scars as ingress tokens.
Archon's Gift
You can spend influence as if it were resources. You can spend resources as if it were influence.
Archon's Gift
When you exhaust a planet, you may swap its resource and influence values for that exhaustion. While your units are coexisting on a planet another player controls, you may resolve the secondary ability of that player's strategy card without spending a command token.
Arms Brokerage
At the start of a player's turn, you may exhaust this card to allow that player to treat 1 of your unit upgrade technologies as their own until the end of that turn. After you replenish commodities, gain a number of trade goods equal to the number of unit upgrade technologies you own.
Aurora Research Base
Your home system is also a nebula. Hits produced by the ability rolls of your units in nebulae cannot be canceled. When you pass, explore the frontier deck in your home system.
Auto-Factories
When you produce 3 or more non-fighter ships, place 1 command token from your reinforcements into your fleet pool.
Awakened Planetoids
Your planets in the active system participate in space combat if that system contains 1 or more of your ships, and ground combat on themselves if they contain 1 or more of your ground forces. Your planets cannot be assigned hits and have a combat value equal to 10 minus their resource value, minimum 1.
Bannerhalls
For each Glory token on the game board, you control 1 Bannerhall card. Once per action, when a player wins a combat in a system that contains a Glory token, ready each Bannerhall card.
Bellum Gloriosum
When you produce a ship that has capacity, you may also produce any combination of ground forces or fighters up to that ship's capacity; they do not count against your PRODUCTION limit.
Celestial Ambassadors
ACTION: Exhaust this card and show another player 1 of your unscored secret objectives; that player must show you 1 of their unscored secret objectives, at random, or allow you to place 1 ground force from your reinforcements into coexistence on a planet they control.
Cryptic Insights
When you explore a planet, you may discard that card to draw 1 action card instead.
Cult of the All-Mother
When you pass, you may exhaust this card to move 1 ingress token into a system that contains no planets, or move 1 of your ships to an adjacent system that contains your ships. Your units may retreat to any system that contains no other player's ships and no planets.
Data Skimmer
During the action phase, if you have not passed, when other players would discard action cards, they are placed on this card instead. When you pass, take 1 action card from this card and discard the rest.
Deepgloom Executable
You can allow other players to use your STALL TACTICS or SCHEMING faction abilities; when you do, you may resolve a transaction with that player. During the action phase, that transaction does not count against the once-per-player transaction limit for that turn.
Deorbit Barrage
ACTION: Exhaust this card and spend any amount of resources to choose a planet up to 2 systems away from an asteroid field that contains your ships; roll a number of dice equal to the amount spent and assign 1 hit to a ground force on that planet for each roll of 4 or greater.
Dhonraz Installations
ACTION: Exhaust this card to resolve BOMBARDMENT 5 (xY) against each player's units on a planet in a system adjacent to a system that contains a Core token, where Y is the number of structures you control.
Dreamwalkers
Capture other player's infantry that are destroyed during combat on planets you control, even if you are blockaded. After each round of ground combat on a planet you control, if that combat has not ended, roll a die. On a result of 7 or greater, place up to 1 of your captured infantry onto that planet, as if it were your own.
Erasure Corps
After another player purges 1 or more non-action card components, gain 2 commodities or ready this card. During the action phase, you may exhaust this card to explore 1 planet you control.
Exodus Engineering
You can produce ships in systems that contain both your ships and another player's ships. After 1 of your opponent's non-fighter ships is destroyed, if this card has not yet been flipped during this combat, you may flip this card to place 1 frontier token in the active system. Exodus Engineering: You can produce ships in systems that contain both your ships and another player's ships. After 1 of your opponent's non-fighter ships is destroyed, if this card has not yet been flipped during this combat, you may produce 1 or 2 non-fighter ships in the active system to flip this card.
Fealty Uplink
When you gain control of a planet, place infantry from your reinforcements equal to that planet's influence value on that planet.
Galactic Movement
After you spend a strategy token, you may place 1 infantry from your reinforcements into coexistence on any cultural, hazardous, or industrial planet that contains the active player's ground forces. Your infantry tokens on planets you control can be accompanied by your control tokens instead of plastic pieces.
Gravitic Disruption
After you move 1 or more ships into the active system, you may discard an action card to move 1 of those ships into an adjacent system that does not contain another player's ships.
Gravleash Maneuvers
Before you roll dice during space combat, apply +X to the results of 1 of your ship's rolls, where X is the number of ship types you have in the combat. During movement, your non-fighter ships' move values are equal to the highest move value amongst moving ships in the system they started in.
Hidden Hardpoints
At the end of a round of ground combat, you may discard 1 secret objective to have all your participating units enter coexistence; that combat ends in a draw. When another player ends your units' coexistence on a planet, you may draw 1 secret objective.
High Security Vault
Other players cannot take or force you to give them any of your trade goods, commodities, or relic fragments, unless you allow it. When another player returns 1 of your promissory notes, place 1 of their control tokens on your faction sheet.
Historian Conclave
ACTION: Exhaust this card to allow all other players to explore 1 planet they control. Then, place up to 1 infantry from your reinforcements into coexistence on 1 of those planets. When you explore a planet, you may exhaust this card to instead explore the frontier deck in that system.
I.I.H.Q. Modernization
When you gain this card, gain the Custodia Vigilia planet card and its legendary planet ability card. You are neighbors with all players that have units or control planets in or adjacent to the Mecatol Rex system.
Imperator
Apply +1 to the results of each of your unit's combat rolls for each "Support for the Throne" in your opponent's play area. After you activate a system that contains a legendary planet, apply +1 to the move value of 1 of your ships during this tactical action.
Insurrectionist Networking
At the end of your turn, if you resolved a policy ability that turn, you may spend 1 trade good to move 1 of your infantry on the game board into coexistence on a planet in an adjacent system. When you pass, you may purge this card to resolve invasion on all planets that contain your coexisting infantry.
Matriphagy
At the end of your turn, you may exhaust this card to choose 1 of your non-fighter ships on the game board; replace that ship with 1 or more units from your reinforcements that have a total combined cost less than that ship's cost value.
Mended Grove
Gain the Grove card. When you resolve METEOR SLINGS, if you cancel all hits produced, you may place your units into coexistence; you cannot commit those coexisting ground forces during this action.
Mercenary Captains
ACTION: Exhaust this card to place 1 neutral cruiser and 2 neutral destroyers into a non-fracture system that contains no non-neutral ships. After another player wins a space combat in a system that contains your ships, gain 2 commodities or 1 command token.
Mindsieve
When you would resolve the secondary ability of another player's strategy card, you may give them a promissory note to resolve it without spending a command token.
Mirage Craft
At the start of a space combat in which you are the defender, you may swap 1 of your ships in the active system with 1 of your ships in another system that contains 1 of your command tokens; the swapped ships cannot transport units.
N'orr Supremacy
After you win a combat, either gain 1 command token or research a unit upgrade technology.
Particle Synthesis
Each wormhole in a system that contains your ships gains PRODUCTION 1 as if it were a unit you control. Reduce the combined cost of units you produce in systems that contain wormholes by 1 for each wormhole in that system.
Professional Intrigue
After you perform a tactical action in a non-home system, you may move 1 of your infantry on the game board into coexistence on a planet in that system. When a player ends your units' coexistence on a planet, they must discard 1 action card, if able.
Psychospore
ACTION: Exhaust this card to remove a command token from a system that contains 1 or more of your infantry and return it to your reinforcements. Then, place 1 infantry in that system.
Raiding Parties
During each round of combat, you may choose 1 of your participating units; roll that unit's combat roll twice and resolve the result of your choice. When you announce a retreat, you may exhaust this card to immediately resolve that retreat.
Resonance Generator
During your tactical actions, apply +1 to the move value of each of your ships that starts its movement in your home system or in a system that contains an active breach. ACTION: Exhaust this card to flip any breach or place an active breach in a non-home system that contains your units.
Reverie Implants
After a system that contains 2 or more planets you control is activated, you may exhaust this card. If you do, you and the active player each secretly spend 0, 1, or 2 trade goods. Then, reveal the spent trade goods; if you spent the same number of trade goods, explore 1 planet you control; otherwise, end that player's turn.
Rhodun's Reliquary
After you gain control of a legendary or relic planet, you may research 1 technology or remove 1 of your command tokens in that system and return it to your reinforcements.
Slumberstate Computing
When COALESCENCE results in a ground combat, if you commit no other units, you may choose for your units to coexist instead. During the status phase, for each player you are coexisting with, you and that player each draw 1 additional action card. Other players may allow you to place a sleeper token on a planet they control.
Specialized Compounds
When you research technology using the "Technology" strategy card, you may exhaust a planet that has a technology specialty instead of spending resources; if you do, you must research a technology of that color.
Stabilization Arrays
If you have the Fighter II unit upgrade technology, flip this card and place it on top of Fighter II. Eye of the Curator [Cost 1 (x2), Combat 8, Move 3] This unit may move without being transported. Fighters in excess of your ships' capacity count against your fleet pool. Your fighters count as 1/2 a ship for purposes of capacity and transportation.
Stellar Genesis
When you gain this card, place the Avernus planet token into a non-home system that is adjacent to a planet you control; gain control of and ready it. After you move 1 of your war suns out of or through Avernus's system and into a non-home system, you may move the Avernus token with it.
Strain Dispersal
When researching a technology, you may discard an action card to ignore 1 of that technology's prerequisites. Once per action, when you win a combat, for each technology your opponent owns, if you do not own that technology, gain 1 commodity or convert 1 of your commodities to a trade good.
Synaptic Interference
After you win a combat, you may purge 1 of your promissory notes from your hand to move 1 other player's command token in the active system to an adjacent system, or gain 2 trade goods. ACTION: Exhaust this card to discard the top 3 cards of the action card deck.
Synchronicity VI
ACTION: Exhaust this card to either gain 1 command token, or research a technology of the same color as one of your exhausted technologies. When you exhaust a technology, gain 1 commodity.
The Collector's Museum
When you explore a planet, you may exhaust this card to resolve a card from that exploration deck's discard pile instead; if you would discard that card, instead shuffle it into the corresponding exploration deck.
The Icon
When you produce ships, you may exhaust this card to place those ships in a system that contains 1 of your command tokens, at least 1 of your ground forces, and no other player's ships.
The Prodigy's Triumph
If you have the Terrafactory II technology, flip this card and place it on top of Terrafactory II. Omni-Forgeworld [Cost 10, Combat 3 (x3), Move 2, Capacity 8, Production 7, Sustain Damage] Other player's units in this system lose PLANETARY SHIELD. This unit is also a station. When you would exhaust this station’s planet card, this unit becomes damaged instead.
The Queens' Wrath
If you have the Dreadnought II technology, flip this card and place it on top of Dreadnought II. Tribune [Cost 4, Combat 5, Move 2, Capacity 1, Sustain Damage] This unit cannot be destroyed by “Direct Hit” action cards. When this unit produces a hit, you may repair it. While this unit is not damaged, you may reroll its combat roll.
The Reaping
Place 1 trade good from the supply onto this card each time you win a combat against a puppeted player. At the start of the status phase, gain all trade goods on this card, then gain an equal number of trade goods from the supply.
The Reaping
After you win a combat against a puppeted player, place 1 trade good from the supply on this card for each control token of that player on a plot card. At the start of the status phase, gain all trade goods on this card, then gain an equal number of trade goods from the supply.
The Sowing
When you gain this card and at the start of the status phase, you may place up to 3 of your trade goods on this card. Flip this card if you become The Obsidian faction.
The Sowing
At the end of the status phase, place 1 trade good from the supply on this card for each secret objective you have scored that another player has also scored. Then, you may place up to three of your trade goods on this card. Flip this card if you become The Obsidian faction.
The Table's Grace
If you have the Cruiser II unit upgrade technology, flip this card and place it on top of Cruiser II. Corsair [Cost 2, Combat 6, Move 3, Capacity 2] If the active system contains another player's non-fighter ships, this unit can move through systems that contain other players' ships.
Thunder's Paradox
At the start of any player's turn, you may exhaust 1 of your agents to ready any other agent.
Trade Protectorate
When you gain this card, place the Celagrom flagship card on your faction sheet. Then, place the Celagrom token in a system that contains your ships, if able. The Celagrom token is a second flagship with the attributes, abilities, and ability text on the Celagrom flagship card. Celagrom [Cost 5, Combat 5, Move 1, Capacity 2, Sustain Damage, Bombardment 5] At the start of space combat, you may produce 1 hit and assign it to 1 of your opponent’s ships. While you control another flagship, this unit rolls 1 additional combat die.
Valefar Assimilator Z
When you would gain another player's technology using one of your faction abilities, you may instead place one of your "Z" assimilator tokens on that player's faction sheet. Your flagship gains the text abilities of that faction's flagship in addition to its own.
Vaults of the Heir
ACTION: Exhaust this card and purge 1 of your technologies to gain 1 relic.
Visionaria Select
ACTION: Exhaust this card to allow each other player to spend 3 trade goods and give you 1 promissory note. Each player that does may research a non-faction, non-unit upgrade technology. You also gain each technology researched in this way.
Void Tether
When you activate a system that contains or is adjacent to a unit or planet you control, you may place or move 1 of your void tether tokens onto a border that system shares with another system; other players do not treat those systems as adjacent to each other unless you allow it.
Wing Transfer
When you activate a system that contains only your units, you may place command tokens from your reinforcements into any systems adjacent to that system that contain only your units; at the end of this action, you may move ships among the active system and systems adjacent to it that contain your command tokens.
Yin Ascendant
When you gain this card or score a public objective, gain the alliance ability of a random, unused faction.