Faction Technology and Units
Faction Technology and Units
[0.0.1]
Cost: 8 · Combat: 5 (×2) · Move: 1 · Capacity: 5 Sustain Damage
During a space combat, hits produced by this ship and by your dreadnoughts in this system must be assigned to non-fighter ships if able.
[0.0.2]
At the start of your turn, you may exhaust this card to remove a player's command token from an adjacent system and place it in this system.
4x41C "Helios" V1
Production: X
This unit's PRODUCTION value is equal to 2 more than the resource value of this planet. The resource value of this planet is increased by 1. Up to 3 fighters in this system do not count against your ships' capacity.
4X41C "Helios" V2
This unit's PRODUCTION value is equal to 4 more than the resource value of this planet. The resource value of this planet is increased by 2. Up to 3 fighters in this system do not count against your ships' capacity.
4X41C "Helios" V2
Production X This unit's PRODUCTION value is equal to 5 more than the resource value of this planet. The resource value of this planet is increased by 2. Up to 4 fighters in this system do not count against your ships' capacity. During your turn, you may treat this space dock and this planet as if they were in your home system.
A Strangled Whisper
Cost: 8 · Combat: 7 (×2) · Move: 1 · Capacity: 1 Sustain Damage, Bombardment 7
This ship can transport any number of infantry and fighters and they do not count against this ship's capacity.
A3 Valiance
Cost: 2 · Combat: 6 Sustain Damage
When this unit is destroyed, if it was galvanized, galvanize up to 3 of your infantry in its system.
Ado Citadel
Planetary Shield
During the first round of ground combat in this system, your opponent's units do not make combat rolls.
Advanced Carrier I
Cost: 3 · Combat: 9 · Move: 1 · Capacity: 6
Advanced Carrier II
Cost: 3 · Combat: 9 · Move: 2 · Capacity: 8 Sustain Damage
Advanced Carrier II
Cost: 3 · Combat: 9 · Move: 2 · Capacity: 8 Sustain Damage
Advanced Carrier II
Cost: 3 · Combat: 9 · Move: 2 · Capacity: 8 Sustain Damage Apply +1 to the movement of this unit when it moves through at least 2 different systems containing your command tokens.
Aegis I
Cost: 4 · Combat: 5 · Move: 1 · Capacity: 1 Sustain Damage, Bombardment 5
When another ship in this system would be destroyed during combat, you may have this ship become damaged instead.
Aegis II
Cost: 4 · Combat: 4 · Move: 2 · Capacity: 1 Sustain Damage, Bombardment 5 When another ship in this system would be destroyed by a game effect, you may have this ship become damaged instead.
Aerie Hololattice
Other players cannot move ships through systems that contain your structures. Each planet that contains 1 or more of your structures gains the PRODUCTION 1 ability as if it were a unit.
Aerie Hololattice
Other players cannot move ships through systems that contain your structures. Each planet that contains 1 or more of your structures gains the PRODUCTION X ability as if it were a unit, where X is the number of structures on that planet.
Aerie Hololattice
Other players cannot move ships through systems that contain your structures, unless you allow it. Each planet that contains 1 or more of your structures gains the PRODUCTION 1 ability as if it were a unit. After you activate a system, you may exhaust this card; during this tactical action, your units can move out of systems that contain both your structures and your command tokens.
Aerie Sentinel
Cost: 2 · Combat: 6 Sustain Damage
This unit does not count against capacity if it is being transported or if it is in a space area with 1 or more of your ships that have capacity values.
Aetherstream
After you or one of your neighbors activates a system that is adjacent to an anomaly, you may apply +1 to the move value of all of that player's ships during this tactical action.
Aetherstream
After you or one of your neighbors activates a system that is adjacent to an anomaly, you may apply +1 to the move value of all of that player's ships during this tactical action.
Agency Supply Network
Once per action, when you resolve a unit's PRODUCTION ability, you may resolve another of your unit's PRODUCTION abilities in any system.
Agency Supply Network
After you resolve the PRODUCTION abilities of 1 or more of your units, you may resolve the PRODUCTION ability of 1 of your other units in any system; the additional use does not trigger this ability.
AI Conclave
When you would explore another planet, you may explore this planet instead. If you do, you may gain trade goods equal to the number of your scored secret objectives.
Airo Shir Rex
Cost: 8 · Combat: 7 (×2) · Move: 1 · Capacity: 6 Sustain Damage, Anti-Fighter Barrage 5 (×3)
At the end of the edict phase, if this unit is on the game board, draw and resolve 1 edict.
Alarum
Cost: 2 · Combat: 6 Sustain Damage
At the end of a round of ground combat on this planet, you may move up to 2 of your ground forces to this planet from planets in adjacent systems.
All Mother
Cost: 6 · Combat: 7 (×2) · Move: 1 · Capacity: 5 Production X, Sustain Damage
While in play, this unit is also treated as a space dock with a PRODUCTION value equal to the number of tokens in your fleet pool.
Amandia Pholdis
Cost: 2 · Combat: 6 Sustain Damage
After this unit is destroyed, roll a die. If the result is 6 or greater, place the unit on this card. At the start of your turn, you may replace 1 infantry you control with a unit that is on this card.
Analyzer
Cost: 2 · Combat: 6 Sustain Damage
After you win a ground combat in which this unit participated, you may return this unit to your reinforcements to draw 1 unit upgrade.
Annah Regia
Cost: 8 · Combat: 9 (×2) · Move: 2 · Capacity: 3 Sustain Damage
Apply +1 to the results of this unit's combat rolls for every 2 destroyers you control.
Annihilator
Cost: 2 · Combat: 6 Sustain Damage, Bombardment 8
While not participating in ground combat, this unit can use its BOMBARDMENT ability on planets in its system as if it were a ship.
Anvil of Atlas
Production: 3
When you produce 1 or more non-fighter ships in this system, gain 1 trade good.
Applied Biothermics
When you pass, you may gain 1 commodity for each other player who has already passed. ACTION: Exhaust this card.
Arc Secundus
Cost: 8 · Combat: 5 (×2) · Move: 1 · Capacity: 3 Sustain Damage, Bombardment 5 (×3)
Other players' units in this system lose the PLANETARY SHIELD ability. At the start of each space combat round, repair this ship.
Artemiris
Cost: 8 · Combat: 7 (×2) · Move: 1 · Capacity: 6 Sustain Damage
Other players must spend 2 influence to activate this system.
Arvicon Rex
Cost: 8 · Combat: 5 (×2) · Move: 1 · Capacity: 3 Sustain Damage
During combat against an opponent whose command token is not in your fleet pool, apply +2 to the results of this unit's combat rolls.
ATS Armaments
After you explore, or purge 1 or more relic fragments, place 1 commodity token on this card. At the start of a round of combat, remove any number of tokens from this card to reroll up to that many of your dice during this round of combat.
Auctioneer
Cost: 2 · Combat: 6 Sustain Damage
DEPLOY: When you place a Fragment token on your faction sheet, you may place 1 mech on a planet you control.
Auriga
Cost: 8 · Combat: 7 (×2) · Move: 1 · Capacity: 3 Sustain Damage
When you commit units to a planet in this system, you may commit 1 infantry from your reinforcements to that planet.
Aurora Stormcaller
Cost: 2 · Combat: 6 Sustain Damage
After a player activates this system, you may remove this unit from the game board to place 1 PDS from your reinforcements on this planet.
Aurum Vadra
Cost: 8 · Combat: 7 (×2) · Move: 1 · Capacity: 3 Sustain Damage, Bombardment 5 (×2)
After this unit produces 1 or more hits during a BOMBARDMENT roll, gain 1 trade good.
Autofabricator
Cost: 2 · Combat: 6 Sustain Damage
DEPLOY: After you use your RECYCLED MATERIALS faction ability in a system, you may place 1 mech in that system's space area or on a planet you control in that system.
Aylor Raider Hoard
When a player spends trade goods during a space combat in or adjacent to this system, you may exhaust this card to draw 1 action card. While another player has ships in or adjacent to this system, your commodity value is increased by 1.
Beacon of Ragh
Space Cannon 8 (×2), Production: 1
You may treat this system as being adjacent to 1 of your space docks.
Bearer of Heavens
Cost: 8 · Combat: 7 (×2) · Move: 1 · Capacity: 3 Sustain Damage
After this ship produces 1 or more hits during a round of space combat, you may repair 1 ship you control in this system.
Beg Bersha
Cost: 8 · Combat: 7 · Move: 1 · Capacity: 3 Sustain Damage, Bombardment 7
When this unit makes a combat or ability roll, it rolls 1 additional die for each mech in or adjacent to this system.
Bioplasmosis
At the end of the status phase, you may remove any number of infantry from planets you control and place them on 1 or more planets you control in the same or adjacent systems.
Bioplasmosis
When you produce units in a system, you may exhaust this card and reduce the combined PRODUCTION value of your units in that system by up to half (rounded down) to reduce the combined cost of the produced units by the same amount.
Bioplasmosis
When you produce units in a system that is connected to your home system by a path of adjacent systems containing your units, reduce the combined cost of the produced units by 1. ACTION: Exhaust this card to remove any number of ground forces or structures from planets you control and place them on 1 or more planets you control in the same or adjacent systems.
Blackmail Programs
When a player would perform a strategic action, you may exhaust this card and spend 1 token from your strategy pool to end that player's turn; the strategic action is not resolved and the strategy card is not exhausted.
Blackshade Infiltrator
Cost: 2 · Combat: 6 Sustain Damage
DEPLOY: After you use your STALL TACTICS faction ability, you may place 1 mech on a planet you control.
Blackshade Infiltrator
Cost: 2 · Combat: 6 Sustain Damage
When committing this unit to a planet, you may discard 1 action card to prevent your opponents' units from using SPACE CANNON against your units.
Blockade Runner I
Cost: 1 · Combat: 9 · Move: 2 Anti-Fighter Barrage 9 (×3)
Blockade Runner II
Cost: 1 · Combat: 8 · Move: 2 Anti-Fighter Barrage 6 (×4) This ship can move through systems that contain other players' ships.
Bone Picked Clean
Cost: 2 · Combat: 5 (×2) Sustain Damage
When you splice, capture 1 infantry from the reinforcements of any player with adjacent units; you can spend 1 captured infantry after rolling during combat to reroll this unit's dice.
Bounty Brokerage
After another player with ships in this or an adjacent system replenishes commodities, if that player has control tokens on the Vaden player's faction sheet, you may take one of their commodities.
Broker Network
Each planet you control that has a technology specialty or an attachment gains the PRODUCTION 1 ability as if it were a unit.
Brood Pod
After another player activates a system that contains 1 of your structures, you may exhaust this card to produce 1 ship in the active system. For each of your structures in the active system, you may remove that unit from the game board to reduce the cost of the produced ship by 3.
C'morran N'orr
Cost: 8 · Combat: 6 (×2) · Move: 1 · Capacity: 3 Sustain Damage
Apply +1 to the result of each of your other ship's combat rolls in this system.
Calm Seas Sanatorium
Planetary Shield
When a player gains technology that you own, you may allow them to move 1 of their infantry on the game board into coexistence onto this planet. They may use this planet's technology specialty without exhausting it. When you exhaust this planet to cast votes, you may cast 2 additional votes for each coexisting unit on this planet and 1 additional vote for each system adjacent to this planet that contains no ships.
Calm Seas Sanatorium
After an agenda outcome you voted for or predicted is resolved: Place up to 2 infantry on a planet you control in this system.
Chaos Mapping
Other players cannot activate asteroid fields that contain 1 or more of your ships. At the start of your turn during the action phase, you may produce 1 unit in a system that contains at least 1 of your units that has PRODUCTION.
Chaos Mapping
At the start of your turn, you may exhaust this card to produce 1 unit at each of your space docks. Apply +2 to your ships' combat rolls in asteroid fields.
Chitin Hulk I
Cost: 4 · Combat: 5 · Move: 1 · Capacity: 1 Sustain Damage, Bombardment 5
When this unit is destroyed, you may place 1 fighter from your reinforcements in this system's space area.
Chitin Hulk II
Cost: 4 · Combat: 5 · Move: 2 · Capacity: 1 Sustain Damage, Bombardment 5 This unit cannot be destroyed by "Direct Hit" action cards. When this unit is destroyed, you may place 1 fighter or 1 destroyer from your reinforcements in this system's space area.
Colada
Cost: 2 · Combat: 6 Sustain Damage
While this unit is being transported, choose 1 unit in its system that has a capacity value to roll 1 additional die on its combat rolls.
Collector
Cost: 2 · Combat: 6 Sustain Damage
At the end of a round of ground combat, you may remove 1 of your opponent's control tokens from your faction sheet to place 1 infantry unit from your reinforcements on this planet.
Collider
Cost: 2 · Combat: 6 Sustain Damage
At the start of invasion, if this unit is in the space area of the active system, you may remove this unit from the game board to destroy 1 unit on a planet in that system.
Combat Transport I
Cost: 3 · Combat: 9 · Move: 2 · Capacity: 4
Combat Transport II
Cost: 3 · Combat: 9 · Move: 2 · Capacity: 6 You may reroll 1 of your unit's combat dice during each round of ground combat on a planet in this system that contains 2 or fewer of your infantry.
Contractual Obligations
At the start of the agenda phase, for each unit upgrade technology you control, you may choose 1 player. Each of those players must produce 1 ship in a system that contains 1 or more of their space docks or war suns.
Corsair I
Cost: 1 (×2) · Combat: 9 · Move: 1 Anti-Fighter Barrage 9
This unit may move without being transported. Fighters in excess of your ships' capacity count against your fleet pool.
Corsair II
Cost: 1 (×2) · Combat: 8 · Move: 3 Anti-Fighter Barrage 8 This unit may move without being transported. Fighters in excess of your ships' capacity count against your fleet pool.
Corsairs' Cove
When you produce fighters, you may place that many plastic fighter units on this card, instead. At the start of your turn, you may produce any fighters on this card in this system without spending resources.
Covert Strike Teams
At the start of a ground combat, you may roll 1 die for each of up to 2 of your ground forces on that planet. For each result equal to or greater than that unit's combat value, produce 1 hit; your opponent must assign it to 1 of their units on that planet.
Crimson Legionnaire I
Cost: 1 (×2) · Combat: 8
After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good.
Crimson Legionnaire II
Cost: 1 (×2) · Combat: 7 After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good. Then, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
Crimson Legionnaire II
Cost: 1 (×2) · Combat: 7 After this unit is destroyed, gain 2 commodities or convert 1 of your commodities to a trade good. Then, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet that contains 1 of your structures.
Crimson Legionnaire II
Cost: 1 (×2) · Combat: 7 After this unit is destroyed, capture it and gain 1 commodity or convert 1 of your commodities to a trade good. At the start of your turn, you may place captured infantry in your home system or in a space area with a war sun. When you gain control of a planet, if you have more infantry on that planet than its resource value, gain that planet readied.
D.W.S. Luminous
Cost: 8 · Combat: 7 (×2) · Move: 1 · Capacity: 6 Sustain Damage
This ship can move through systems that contain your units, even if other players' units are present; if it would, apply +1 to its move value for each of those systems.
Daedalon
Cost: 2 · Combat: 6 Sustain Damage
DEPLOY: After you move a destroyer into a non-home system other than Mecatol Rex, you may spend 3 resources to place 1 mech on a planet in that system.
Daedalon Flight System
After a round of space combat in a system that contains 1 or more of your mechs, you may have 1 of those units become damaged to produce 1 hit and assign it to a cruiser, dreadnought, or destroyer you do not control in that system.
Dawnstar HQ
When you lose a ground combat on this planet, you may destroy each unit on this planet. At the start of your turn you may destroy 1 other player's coexisting unit in this system.
Debris Field
This system is treated as an asteroid field. Units can move into this system as if it were a non-anomaly tile. Place the Zelian asteroid field token in this system as a reminder.
Deliverance Engine
Once per space combat, after 1 of your non-fighter ships is destroyed, you may produce 1 hit and assign it to 1 of your opponent's non-carrier ships.
Delver
Cost: 2 · Combat: 6 Sustain Damage
When you splice, gain 1 commodity or convert 1 of your commodities to a trade good.
Dimensional Splicer
At the start of space combat in a system that contains a wormhole and 1 or more of your ships, you may produce 1 hit and assign it to 1 of your opponent's ships.
Dimensional Splicer
During each round of space combat in a system that contains 1 or more wormholes, you produce 1 additional hit. Your opponent must assign this hit to 1 of their non-fighter ships, if able.
Dimensional Splicer
At the start of a space combat in a system containing a wormhole and 1 or more of your ships, you may produce hits equal to half the number of wormholes in that system (rounded up). Assign these hits to your opponent's ships in that system.
Dimensional Tear I
Production: 5
This system is a gravity rift; your ships do not roll for this gravity rift. Place a dimensional tear token beneath this unit as a reminder. Up to 6 fighters in this system do not count against your ships' capacity.
Dimensional Tear II
Production 7 This system is a gravity rift; your ships do not roll for this gravity rift. Place a dimensional tear token beneath this unit as a reminder. Up to 12 fighters in this system do not count against your ships' capacity.
Dimensional Tear II
Production 7 This system is a gravity rift; your ships do not roll for this gravity rift. Place a dimensional tear token beneath this unit as a reminder. Up to 10 fighters in this system do not count against your ships' capacity. 1 non-fighter ship in this system does not count against your fleet pool.
Dimensional Tear II
Production 8 This system is a gravity rift; your ships do not roll for this gravity rift. Place a dimensional tear token beneath this unit as a reminder. Up to 13 fighters in this system do not count against your ships' capacity. During your turn, you may treat this space dock and this planet as if they were in your home system.
Diplomatic Enclave
Planetary Shield
After you resolve the primary or secondary ability of the "Diplomacy" strategy card, ready this planet.
Duha Menaimon
Cost: 8 · Combat: 7 (×2) · Move: 1 · Capacity: 5 Sustain Damage
After you activate this system, you may produce up to 5 units in this system.
Dunlain Reaper
Cost: 2 · Combat: 6 Sustain Damage
DEPLOY: At the start of a round of ground combat, you may spend 2 resources to replace 1 of your infantry in that combat with 1 mech.
Duuban
Cost: 2 · Combat: 6 Sustain Damage
When a player commits 1 or more units to a planet you control adjacent to this system, you may swap this unit with 1 of your infantry on that planet.
Dynamo
Cost: 8 · Combat: 5 (×2) · Move: 1 · Capacity: 3 Sustain Damage
After any player's unit in this system or an adjacent system uses SUSTAIN DAMAGE, you may spend 2 influence to repair that unit.
E-Res Siphons
After another player activates a system that contains 1 or more of your ships, gain 4 trade goods.
E-Res Siphons
When another player moves ships into a system that contains 1 or more of your structures, gain trade goods equal to the number of non-fighter ships that moved into that system.
E-Res Siphons
After another player activates a system that contains 1 or more of your ships, gain 3 trade goods.
Eanautic
Cost: 2 · Combat: 6 · Production: 1 Sustain Damage
When another player activates this system, if this unit is coexisting, you may move it and any of your infantry on its planet to a planet you control in your home system.
Eclipse
Cost: 2 · Combat: 6 Sustain Damage
During your tactical actions, hits produced by SPACE CANNON cannot be assigned to 1 of your ships in this system.
Eidolon
Cost: 2 · Combat: 6 (×2) Sustain Damage
If this unit is in the space area of the active system at the start of a space combat, flip this card. This card begins the game with this side faceup.
Ember Colossus
Cost: 2 · Combat: 6 Sustain Damage
When you use your STAR FORGE faction ability in this system or an adjacent system, you may place 1 infantry from your reinforcements with this unit.
Ember Colossus
Cost: 2 · Combat: 6 Sustain Damage
When you use your STAR FORGE faction ability or your flagship component action in this system or an adjacent system, you may place 1 infantry from your reinforcements with this unit.
Ember Colossus
Cost: 2 · Combat: 6 Sustain Damage
When you use your STAR FORGE faction ability or your flagship's ability in this system or an adjacent system, you may place 1 infantry from your reinforcements with this unit.
Emergency Deployment
ACTION: Exhaust this card to place or move 1 of your space docks onto a planet you control that does not contain a space dock.
Emergency Mobilization
At the end of your turn, you may exhaust this card and spend 1 token from your strategy pool to remove a command token from a system that contains 1 or more of your space docks.
Encrypted Trade Hub
You may exhaust this card to allow a player to exchange 1 of their relics or agendas as part of a transaction. You always vote last during the agenda phase. When an outcome you voted for or predicted is resolved, each player who voted for that outcome gains 1 commodity.
Enigma
Cost: 7 · Combat: 7 · Move: 7 · Capacity: 7 Sustain Damage
This unit ignores the effects of all anomalies. Its move value is reduced by 1 for each unit it would transport.
Envoy Network
At the start of the agenda phase, you may choose and exhaust 1 cultural, 1 hazardous, and 1 industrial planet. When you cast 1 or more votes, if you exhaust at least 1 cultural, 1 hazardous, and 1 industrial planet to cast votes, you may cast 4 additional votes.
Epiphany
When a player activates this system, place their control token on this card if it does not have one. When you research a technology, you may remove a control token from this card to skip 1 prerequisite, or move a non-Firmament player's control token to a plot card.
Epiphany Hollow
After a puppeted player activates this system, replace up to 2 of that player's infantry on a planet they control with your infantry; those units coexist.
Eradica
Cost: 8 · Combat: 5 (×2) · Move: 1 · Capacity: 3 Sustain Damage
When a unit in this system would be destroyed, you may remove it from the game board instead.
Erwan's Fist
Production: 2
At the start of a player's turn, exhaust this card to have each ship in this or an adjacent system with SUSTAIN DAMAGE become damaged.
Executive Order
ACTION: Exhaust this card and draw the top or bottom card of the agenda deck. Players immediately vote on this agenda as if you were the speaker; you can spend trade goods and resources on this agenda as if they were votes.
Exemplar Malus (-)
Cost: 2 · Combat: 6 Sustain Damage
If you have at least 2 "+" policies, flip this card. If this planet contains no more than 1 of your mechs, apply +1 to its resource value.
Exile I
Cost: 1 · Combat: 8 · Move: 2 Anti-Fighter Barrage 9 (×2)
At the end of any player's combat in this unit's system or an adjacent system, you may place 1 inactive breach in that system.
Exile II
Cost: 1 · Combat: 7 · Move: 2 Anti-Fighter Barrage 6 (×3) At the end of any player's combat in this unit's system or up to 2 systems away, you may place 1 active or inactive breach in that system.
Exodriller
Cost: 2 · Combat: 6 Sustain Damage
When you exhaust this planet to spend resources, you may also spend 1 of its influence as a resource.
Exotrireme I
Cost: 4 · Combat: 5 · Move: 1 · Capacity: 1 Sustain Damage, Bombardment 4 (×2)
Exotrireme II
Cost: 4 · Combat: 5 · Move: 2 · Capacity: 1 Sustain Damage, Bombardment 4 (×2) This unit cannot be destroyed by "Direct Hit" action cards. After a round of space combat, you may destroy this unit to destroy up to 2 ships in this system.
Exotrireme II
Cost: 4 · Combat: 5 · Move: 2 · Capacity: 1 Sustain Damage, Bombardment 4 (×2) This unit cannot be destroyed by "Direct Hit" action cards. After a round of space combat, you may destroy this unit to destroy up to 2 ships in this system.
Fabrication Grid
Each system that contains 1 or more of your ships and no planets gains PRODUCTION 2 as if it were a unit you control.
False Flag Operations
At the start of your turn, you may exhaust this card and 1 planet you control to ready 1 non-home planet other than Mecatol Rex.
Flaah Orbitals
Space Cannon 8
When you pass, place 1 infantry on a planet in or adjacent to this system other than Mecatol Rex. If that planet contains another player's units, place that unit into coexistence.
Floating Factory I
Move: 1 · Capacity: 4 · Production: 5
This unit is placed in a space area instead of on a planet. This unit can move and retreat as if it were a ship. If this unit is blockaded, it is destroyed.
Floating Factory II
Move: 2, Capacity: 5 Production 7 This unit is placed in a space area instead of on a planet. This unit can move and retreat as if it were a ship. If this unit is blockaded, it is destroyed.
Floating Factory II
Move: 2, Capacity: 6 Production 7 This unit is placed in the space area instead of on a planet. This unit can move and retreat as if it were a ship. If this unit is blockaded, it is destroyed. 1 non-fighter ship in this system does not count against your fleet pool.
Floating Factory II
Move: 2 · Capacity: 5 Production 8 This unit is placed in a space area instead of on a planet. This unit can move and retreat as if it were a ship. If this unit is blockaded, it is destroyed. During your turn, you may treat this space dock and your planets in this system as if they were in your home system.
Flotilla Cyclotron
After you activate a system, you may exhaust this card to apply +1 to the move value of ships in this system until the end of this tactical action.
Forbidden Library
Once per action, you may use the technology specialty of a planet in or adjacent to this system, even if it is exhausted.
Forgetender
Cost: 2 · Combat: 6 Sustain Damage
You may treat a space dock on this planet as if it has PRODUCTION 5.
Fourth Moon
Cost: 8 · Combat: 7 (×2) · Move: 1 · Capacity: 3 Sustain Damage
Other players' ships in this system cannot use SUSTAIN DAMAGE.
Fractal Plating
After a unit you control in a system is destroyed, you may exhaust this card to place 1 unit of that type from your reinforcements in the space area of a system adjacent to that system that contains 1 or more of your ships.
Freehold Starport
Production: 3
Your ships may move out of this system, and transport units, even if it contains 1 of your command tokens.
Freelance Outfit
Cost: 2 · Combat: 6 Sustain Damage
You may treat this system as adjacent to the active system for the purposes of declaring and resolving retreats.
G'hom Firefly Beacon
Production: 2
Place this unit in the space area of any system containing your units that does not contain planets, instead of on a planet. When this unit is on the game board, it is treated as both a planet and a structure on it. Only infantry can be produced on this planet. If this unit is blockaded or removed, destroy all units on the planet and discard all attached cards. Resources: 0 Influence: 2
G'hom Firefly Beacon
When you place your monument, produce up to a total of 3 infantry or fighters in this or adjacent system without spending resources. At the end of your turn, you may replace this unit with a different structure from your reinforcements.
Gauss Cannon I
Move: 1 Space Cannon 6, Bombardment 6
This unit is placed in a space area instead of on a planet. This unit can move and retreat as if it were a ship. This unit can be blockaded, if it is blockaded, it is destroyed.
Gauss Cannon II
Move: 2, Capacity: 1 Space Cannon 4, Bombardment 4 This unit is placed in a space area instead of on a planet. This unit can move and retreat as if it were a ship. This unit can be blockaded, if it is blockaded, it is destroyed.
Genesis
Cost: 8 · Combat: 5 (×2) · Move: 1 · Capacity: 12 Sustain Damage
At the end of the status phase, place 1 infantry from your reinforcements in this system's space area.
Genetic Recombination
You may exhaust this card before a player casts votes; that player must cast at least 1 vote for an outcome of your choice or remove 1 token from their fleet pool and return it to their reinforcements.
Genetic Recombination
When you cast votes, you may exhaust 1 planet controlled by another player whose command token is on the Mahact player’s command sheet and cast votes as if you controlled that planet. You may cast votes this way even if you are otherwise unable to vote.
Geosympathic Impeller
After you activate a system, you may exhaust a planet you control of the same type as a planet in that system to apply +1 to the move value of each of your ships during this tactical action.
Ghoti Anchorpoint
During movement, you may choose to treat this system as though it contains no planets. You treat this system as though it contains a frontier token.
Glory Furnace
When you exhaust this planet to cast votes, for each war sun or flagship you control in this system, and for each supernova adjacent to this system, choose: cast 3 additional votes, or produce a hit against another player's ships in this or an adjacent system.
Gravelord's Keep
Up to 3 fighters in this and each adjacent system do not count against your ships' capacity. After a player uses an omen die, you may produce 1 fighter in this system without spending resources.
Halberd
Cost: 8 · Combat: 7 (×2) · Move: 1 · Capacity: 3 Sustain Damage, Space Cannon 7
Hits produced by the SPACE CANNON abilities of your units in this system cannot be canceled.
Halls of Valor
Planetary Shield, Space Cannon 6 (×2)
You may treat this system as adjacent to systems that contain 2 of your structures of the same unit type.
Heaven's Eye
Cost: 8 · Combat: 5 (×2) · Move: 1 · Capacity: 3 Sustain Damage
If the active system contains units that belong to a player who has a control token on 1 of your plots, apply +1 to this ship's move value and repair it at the end of every combat round.
Heaven's Hollow
Cost: 8 · Combat: 5 (×3) · Move: 1 · Capacity: 3 Sustain Damage
Heavy Bomber I
Cost: 1 (×2) · Combat: 9 Bombardment 9
Heavy Bomber II
Cost: 1 (×2) · Combat: 8 · Move: 2 Bombardment 8 This unit may move without being transported. Fighters in excess of your ships' capacity count against your fleet pool.
Hecatoncheires
Cost: 2 · Combat: 6 Sustain Damage
DEPLOY: When you would place a PDS on a planet, you may place 1 mech and 1 infantry on that planet instead.
Hegemonic Trade Policy
Exhaust this card when 1 or more of your units use PRODUCTION; swap the resource and influence values of 1 planet you control during that use of PRODUCTION.
Hegemonic Trade Policy
During the Production step of your tactical actions, you may treat the resource value of any number of planets you control as if it were equal to that planet's influence value instead.
Hegemonic Trade Policy
When 1 or more of your units use PRODUCTION, you may swap the influence and resource values of 1 planet you control during this use of PRODUCTION.
Hel-Titan I
Combat: 7 · Production: 1 Sustain Damage, Planetary Shield, Space Cannon 6
This unit is treated as both a structure and a ground force. It cannot be transported.
Hel-Titan II
Combat: 6 Planetary Shield, Space Cannon 5, Sustain Damage, Production 1 This unit is treated as both a structure and a ground force. It cannot be transported. You may use this unit's SPACE CANNON against ships that are adjacent to this unit's system.
Hel-Titan II
Combat: 6 Planetary Shield, Space Cannon 5, Sustain Damage, Production 1 This unit is treated as both a structure and a ground force. It cannot be transported. You may use this unit's SPACE CANNON against ships that are adjacent to this unit's system.
Hil Colish
Cost: 8 · Combat: 5 · Move: 1 · Capacity: 3 Sustain Damage
This ship's system contains a delta wormhole. During movement, this ship may move before or after your other ships.
Hulgade's Hammer
Cost: 8 · Combat: 7 (×2) · Move: 1 · Capacity: 6 Sustain Damage
After the first round of a combat in this system, place up to 2 of your captured units in this system or on that planet.
Hybrid Crystal Fighter I
Cost: 1 (×2) · Combat: 8
Hybrid Crystal Fighter II
Cost: 1 (×2) · Combat: 7 · Move: 2 This unit may move without being transported. Each fighter in excess of your ships' capacity counts as 1/2 of a ship against your fleet pool.
Hybrid Crystal Fighter II
Cost: 1 (×2) · Combat: 7 · Move: 2 This unit may move without being transported. Fighters in excess of your ships' capacity count as 1/2 of a ship against your fleet pool.
Hydrothermal Mining
At the start of the status phase, gain 1 trade good for each ocean card in play.
Hyperlane Relay
During the "Commit Ground Forces" step: You can commit ground forces on this planet to planets that contain your space docks, if this system does not contain 1 of your command tokens.
I.I.H.Q. Modernization
You are neighbors with all players that have units or control planets in or adjacent to the Mecatol Rex system. Gain the Custodia Vigilia planet card and its legendary planet ability card. You cannot lose these cards, and this card cannot have an X or Y assimilator token placed on it.
Icarus Drive
Cost: 2 · Combat: 6 Sustain Damage
After any player activates a system, you may remove this unit from the game board to place or move a Creuss wormhole token into this system.
Iconoclast
Cost: 2 · Combat: 6 Sustain Damage
DEPLOY: When another player gains a relic, place 1 mech on any planet you control.
Iconoclast
Cost: 2 · Combat: 6 Sustain Damage
During combat against an opponent who has at least 1 relic fragment, apply +2 to the results of this unit's combat rolls.
Iconoclast
Cost: 2 · Combat: 6 Sustain Damage
Other players' units cannot use ANTI-FIGHTER BARRAGE in this system.
Iledrith
Cost: 2 · Combat: 6 Sustain Damage
DEPLOY: After researching a technology, you may place 1 mech on a legendary planet, or a planet that has a technology specialty, that you control.
Impactor I
Cost: 1 (×2) · Combat: 8 Bombardment 9
During invasion, this unit must commit to a planet it bombards.
Impactor II
Cost: 1 (×2) · Combat: 7 Bombardment 8 After this unit is destroyed, roll 1 die. If the result is 6-10, capture it. At the start of your turn, you may place captured infantry in your home system, in an asteroid field system with your units or in a space area with a war sun. When you gain control of a planet, if you have more infantry on that planet than its resource value, gain that planet readied.
Impactor II
Cost: 1 (×2) · Combat: 7 Bombardment 8 After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
Impressment Programs
When you explore a planet, you may produce 1 ship in that planet's system. ACTION: Exhaust this card and 1 planet you control to explore that planet.
Impulse Core
At the start of a space combat, you may destroy 1 of your cruisers or destroyers in the active system to produce 1 hit against your opponent's ships; that hit must be assigned by your opponent to 1 of their non-fighter ships if able.
Impulse Core
ACTION: Exhaust this card, choose a system and destroy any number of your cruisers or destroyers in adjacent systems. Produce 1 hit for each ship you destroyed; your opponent must assign those hits to their ships in the chosen system, and must assign them to non-fighter ships, if able.
Impulse Core
ACTION: Exhaust this card to choose a system. Destroy up to 3 of your cruisers or destroyers in that system. For each ship destroyed, produce 1 hit against another player's units in 1 adjacent system. That player must assign these hits to non-fighter ships, if able. Then, you may produce a number of infantry in your home system, up to the number of your ships destroyed.
Independence Tower
After you resolve the primary or secondary ability of the "Leadership" strategy card, each other player with units in or adjacent to this system who reveals 1 of your promissory notes from their hand gains 1 command token.
Indoctrination Teams
During the agenda phase, after an outcome you voted for is resolved, place 2 infantry from your reinforcements on a planet you control.
Indomitus
Cost: 2 · Combat: 6 Sustain Damage, Space Cannon 8
You may use this unit's SPACE CANNON against ships that are in adjacent systems.
Indomitus
Cost: 2 · Combat: 6 Sustain Damage, Space Cannon 8
When this unit uses SUSTAIN DAMAGE, cancel 2 hits instead of 1.
Inheritance Systems
You may exhaust this card and spend 2 resources when you research a technology; ignore all of that technology's prerequisites.
Inheritance Systems
When you research a technology, you may exhaust this card to ignore all prerequisites on that technology. ACTION: You may exhaust this card and spend 1 command token from your strategy pool and 4 resources to research a technology.
Inheritance Systems
When you research a technology, you may spend 2 resources and exhaust this card to ignore all of that technology's prerequisites. After an invasion in which you gained control of a planet that contains 1 or more structures of another player, you may exhaust this card to gain 1 non-faction technology owned by that player.
Instinct Training
You may exhaust this card and spend 1 token from your strategy pool when another player plays an action card; cancel that action card.
Instinct Training
You may spend 1 token from your strategy pool when one of your neighbors plays an action card; cancel that action card.
Instinct Training
You may exhaust this card when another player plays an action card; cancel that action card.
J.N.S. Hylarim
Cost: 8 · Combat: 6 (×2) · Move: 1 · Capacity: 3 Sustain Damage
When making a combat roll for this ship, each result of 9 or 10, before applying modifiers, produces 2 additional hits.
Jatta's Palace
When another player activates this system they must discard 1 action card, if able.
Javelin
Cost: 2 · Combat: 6 Sustain Damage
For every 2 unit upgrade technologies you own, apply +1 to the result of this unit's combat rolls.
Jotun
Cost: 2 · Combat: 6 Sustain Damage
After you win a ground combat on this planet, if this planet contains exactly 1 other mech, explore this planet.
Justicar
Cost: 2 · Combat: 5 Sustain Damage, Planetary Shield
This unit cannot lose its PLANETARY SHIELD.
Kaliburn
Cost: 8 · Combat: 7 (×2) · Move: 1 · Capacity: 3 Sustain Damage
Apply +1 to the results of this unit's combat rolls for each law in play.
Krotas Bannerhall
Once per action, when a player wins a combat in or adjacent to this system, you and that player may each gain 1 command token.
Krovoz Strike Teams
After another player's unit uses SUSTAIN DAMAGE to cancel a hit produced by your units or abilities, you may exhaust this card to destroy that unit. After you produce 1 or more hits during a round of combat, you may spend 1 trade good to produce 1 additional hit.
Ky'vir The Replicator
Cost: 8 · Combat: 5 (×2) · Move: 1 · Capacity: 3 Sustain Damage
DEPLOY: After you activate a system, you may spend 4 resources to replace 1 of your non-fighter ships in that system with your flagship.
Kyro Reliquary
This planet counts as a legendary planet with an attachment and a technology specialty of no type. When this unit is destroyed, you must place it on a valid adjacent planet you control, if able. If you do, draw a relic.
L4 Disruptors
During an invasion, units cannot use SPACE CANNON against your units.
L4 Disruptors
During an invasion, units cannot use SPACE CANNON against your units. You may exhaust this card at the start of a ground combat; your opponent cannot make combat rolls during the first combat round.
L4 Disruptors
After you spend 2 or more trade goods, gain 1 trade good.
Lakoe's Roots
Cost: 2 · Combat: 6 Sustain Damage, Production 2
When this unit is produced, place it on any planet you control.
Lancer Dreadnought I
Cost: 4 · Combat: 5 · Move: 1 · Capacity: 1 Sustain Damage, Space Cannon 8, Bombardment 5
Lancer Dreadnought II
Cost: 4 · Combat: 5 · Move: 2 · Capacity: 1 Sustain Damage, Bombardment 5, Space Cannon 5 This unit cannot be destroyed by "Direct Hit" action cards.
Last Dispatch
Cost: 8 · Combat: 8 (×2) · Move: 2 · Capacity: 4 Sustain Damage
When this unit retreats, you may destroy 1 ship in the active system that does not have SUSTAIN DAMAGE.
Lazax Gate Folding
During your tactical actions, if you do not control Mecatol Rex, treat its system as if it contains both an alpha and beta wormhole. ACTION: If you control Mecatol Rex, exhaust this card to place 1 infantry from your reinforcements on Mecatol Rex.
Lazax Gate Folding
During your tactical actions, you treat your home system and the Mecatol Rex system as if they each contained a gamma wormhole.
Lazax Gate Folding
After you activate a system, you may exhaust this card; you treat the Mecatol Rex system as if it is adjacent to each system that contains your structures. ACTION: Exhaust this card to place and commit 2 infantry to Mecatol Rex, place 1 more if you don't have custodians token; resolve an invasion on that planet.
Letani Behemoth
Cost: 2 · Combat: 6 · Production: 2 Sustain Damage, Planetary Shield
DEPLOY: When you would use your MITOSIS faction ability, you may replace 1 of your infantry with 1 mech from your reinforcements instead.
Letani Behemoth
Cost: 2 · Combat: 6 · Production: 3 Sustain Damage, Planetary Shield
This unit may count as a structure when it is on a planet. DEPLOY: When you would place a structure on a planet, you may place 1 mech on that planet instead.
Letani Behemoth
Cost: 3 · Combat: 6 · Production: 2 Sustain Damage, Planetary Shield
This unit cannot be produced by Space Docks. It is treated as both a structure and a ground force, but it cannot be treated as a structure for the purpose of scoring objectives. When this unit is on a planet, it cannot be transported.
Letani Warrior I
Cost: 1 (×2) · Combat: 8 · Production: 1
Letani Warrior II
Cost: 1 (×2) · Combat: 7 Production 2 After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
Letani Warrior II
Cost: 1 (×2) · Combat: 7 Production 2 After this unit is destroyed, place the unit on this card. At the start of your turn, for every 2 units that are on this card, place 1 on a planet you control.
Letani Warrior II
Cost: 1 (×2) · Combat: 7 Production 2 After this unit is destroyed, roll 1 die. If the result is 6-10, capture it. At the start of your turn, you may place captured infantry on a planet you control with a structure or in a space area with a war sun or a flagship. When you gain control of a planet, if you have more infantry on that planet than its resource value, gain that planet readied.
Liberator
Cost: 2 · Combat: 6 Sustain Damage
DEPLOY: After you use your RALLY TO THE CAUSE faction ability in a system, you may spend 1 trade good to place 1 mech on a planet you control adjacent to that system.
Lightning Drives
During movement, you may increase the move value of each of your non-fighter ships not transporting any fighters or infantry by 1.
Linkship I
Cost: 1 · Combat: 9 · Move: 3 Anti-Fighter Barrage 9 (×2)
This unit can use the SPACE CANNON ability of one of your structures in its space area; each structure can only be triggered once.
Linkship II
Cost: 1 · Combat: 8 · Move: 4 Anti-Fighter Barrage 6 (×3) This unit can use the SPACE CANNON ability of one of your structures in its space area; each linkship can trigger the same structure.
Lithodax
Cost: 8 · Combat: 7 (×2) · Move: 1 · Capacity: 3 Sustain Damage, Anti-Fighter Barrage 7 (×2)
When this unit makes a combat or ability roll, it rolls 1 additional die if this system is adjacent to or contains 1 of your structures.
Local Contracts
During the action phase: You may exhaust this card to use the PRODUCTION ability of 1 of your units. Then, place 1 command token from your reinforcements in that unit's system.
Lodestar
At the start of your turn: You may return this unit to your reinforcements to produce, or remove and produce, your flagship in this system.
Loncara Ssodu
Cost: 8 · Combat: 7 (×2) · Move: 1 · Capacity: 3 Sustain Damage, Space Cannon 5 (×3)
You may use this unit's SPACE CANNON against ships that are in adjacent systems.
Lost Cause
Cost: 8 · Combat: 7 (×2) · Move: 2 · Capacity: 3 Sustain Damage
At the start of a space combat in this system, you may choose 1 adjacent system. Your opponent cannot retreat to that system.
Mageon Implants
ACTION: Exhaust this card to look at another player's hand of action cards. Choose 1 of those cards and add it to your hand.
Mageon Implants
After 1 of your command tokens is placed in a system that contains another player's units, you may exhaust this card to look at that player's hand of action cards. Choose 1 of those cards and add it to your hand.
Magistrate
Cost: 8 · Combat: 5 (×2) · Move: 1 · Capacity: 3 Sustain Damage, Bombardment 3
After you win a space combat in this system, you may have this ship become damaged to gain 1 command token.
Magmus Reactor
Your ships can move into supernovas. After 1 or more of your units use PRODUCTION in a system that either contains a war sun or is adjacent to a supernova, gain 1 trade good.
Magmus Reactor
Your ships can move into supernovas. Each supernova that contains 1 or more of your units gains the PRODUCTION 5 ability as if it were 1 of your units.
Magmus Reactor
Your ships can move into supernovas. Each supernova that contains 1 or more of your units gains the PRODUCTION 5 ability as if it were 1 of your units. After you place 1 or more units in a system that contains or is adjacent to a supernova, you may gain 1 commodity.
Magmus Reactor
Your ships can move into supernovas. Each supernova that contains 1 or more of your units gains the PRODUCTION 5 ability as if it were 1 of your units.
Man O' War
Cost: 8 · Combat: 7 (×2) · Move: 1 · Capacity: 5 Sustain Damage
Other players cannot play action cards during a space combat in this system.
Matriarch
Cost: 8 · Combat: 9 (×2) · Move: 1 · Capacity: 6 Sustain Damage
During an invasion in this system, you may commit fighters to planets as if they were ground forces. After combat, return those units to the space area.
Maximus
Cost: 8 · Combat: 5 (×2) · Move: 1 · Capacity: 3 Sustain Damage
After this unit moves into the active system, you may produce up to 2 units that have a combined cost of 4 or less in that system.
Megalith
Cost: 2 · Combat: 6 Sustain Damage
Units other than your mechs do not make combat rolls during the first round of ground combat on this planet.
Memoria I
Cost: 8 · Combat: 7 (×2) · Move: 1 · Capacity: 3 Sustain Damage, Anti-Fighter Barrage 8 (×3)
You may treat this unit as if it were adjacent to systems that contain 1 or more of your mechs.
Memoria II
Cost: 8 · Combat: 5 (×2) · Move: 2 · Capacity: 6 Sustain Damage, Anti-Fighter Barrage 5 (×3) You may treat this unit as if it were adjacent to systems that contain 1 or more of your mechs.
Memoria II
Cost: 8 · Combat: 5 (×3) · Move: 3 · Capacity: 6 Sustain Damage, Anti-Fighter Barrage 5 (×3) You may treat this unit as if it were adjacent to systems that contain 1 or more of your mechs.
Memory of Dusk
Cost: 8 · Combat: 7 (×2) · Move: 1 · Capacity: 3 Sustain Damage
At the end of a tactical action in this system, you may explore 1 planet you control in this system.
Merged Replicators
When 1 or more of your units use PRODUCTION, you may exhaust this card to swap 1 of those unit's PRODUCTION with another on the game board, or apply +2 to the total PRODUCTION value of those units.
Midas Turbine
After you activate a system, you may exhaust this card and spend any number of trade goods; for each trade good you spent, apply +1 to the move value of 1 non-fighter ship you control.
Minuteman
Cost: 2 · Combat: 6 Sustain Damage
DEPLOY: After a player activates a system, you may spend 1 trade good or 1 commodity to place 1 mech on a planet in that system that contains 1 of your space docks.
Mirror Computing
When you spend trade goods, each trade good is worth 2 resources or influence instead of 1.
Mirror Computing
When you spend trade goods, every 2 trade goods spent are worth 3 resources or influence instead of 2.
Mirrorforge
ACTION: Exhaust this card and choose an adjacent system that contains another player's non-fighter ships. That player moves those ships into this system if able, until they have moved at least 4 resources worth of ships, or all ships. Then, resolve a space combat.
Moll Terminus
Cost: 2 · Combat: 6 Sustain Damage
Other players' ground forces on this planet cannot use SUSTAIN DAMAGE.
Moll Terminus
Cost: 2 · Combat: 6 Sustain Damage
Other players' ground forces in this system cannot use SUSTAIN DAMAGE. After an invasion in which you destroy 1 or more structures on this planet, gain 2 trade goods.
Mordred
Cost: 2 · Combat: 6 Sustain Damage
During combat against an opponent who has an "X" or "Y" token on 1 or more of their technologies, apply +2 to the result of each of this unit's combat rolls.
Mowshir Freeport
Outside of combat, players may trade their units in the space area of this and adjacent systems as part of a transaction. A player who gained units this way then replaces them and moves them to a system that contains their ships and 1 of their command tokens, if able; otherwise, remove those units.
Moyin's Ashes
Cost: 2 · Combat: 6 Sustain Damage
DEPLOY: When you use your INDOCTRINATION faction ability, you may spend 1 additional influence to replace your opponent's unit with 1 mech instead of 1 infantry.
Moyin's Ashes
Cost: 2 · Combat: 6 Sustain Damage
You may use the Indoctrination ability on this planet without spending influence.
Moyin's Ashes
Cost: 2 · Combat: 6 Sustain Damage
When you use INDOCTRINATION ability on this planet, you spend 1 less influence. DEPLOY: When you use INDOCTRINATION ability, you may either spend 1 additional influence to instead replace 1 infantry with 1 mech, or spend 2 additional influence to instead replace 1 mech with 1 mech.
Mycelium Ring I
Production: X Planetary Shield
This unit's PRODUCTION value is equal to 2 more than the resource value of this planet. DEPLOY: When you gain control of a planet, you may replace 4 infantry on that planet with 1 space dock.
Mycelium Ring II
Planetary Shield, Production X This unit’s PRODUCTION value is equal to 6 more than the resource value of this planet. During your turn, you may treat this space dock and this planet as if they were in your home system. DEPLOY: When you gain control of a planet, you may replace 3 infantry on that planet with 1 space dock.
Mycelium Ring II
Planetary Shield, Production X This unit's PRODUCTION value is equal to 5 more than the resource value of this planet. DEPLOY: When you gain control of a planet, you may replace 3 infantry on that planet with 1 space dock.
Nanomachines
ACTION: Exhaust this card to place 1 PDS on a planet you control. ACTION: Exhaust this card to repair all of your damaged units. ACTION: Exhaust this card and discard 1 action card to draw 1 action card.
Nauplius
Cost: 2 · Combat: 6 Sustain Damage
When this unit is destroyed, you may place 1 infantry from your reinforcements on this planet.
Nefishh Projector
Infantry that you commit to planets in this and adjacent systems may be committed into coexistence, if able.
Nemsys
Cost: 8 · Combat: 5 · Move: 1 · Capacity: 3 Sustain Damage
When this unit makes a combat roll, it rolls 1 additional die for each secret objective you have scored.
Networked Command
Up to 3 ships in your home system do not count against your fleet pool. When you cast 1 or more votes, you may exhaust this card to cast an additional number of votes equal to the number of command tokens in your fleet pool.
Neural Parasite (Firmament)
At the start of the status phase, you may place 1 infantry from your reinforcements on a planet you control in your home system. Flip this card if the Obsidian faction is in play.
Neural Parasite (Obsidian)
At the start of your turn, destroy 1 of another player's infantry in or adjacent to a system that contains your infantry. This technology cannot be researched.
Neuroglaive
After another player activates a system that contains 1 or more of your ships, that player removes 1 token from their fleet pool and returns it to their reinforcements.
Neuroglaive
After another player activates a system that contains 1 or more of your ships, you may force that player to remove 1 token from their fleet pool and return it to their reinforcements. During combat, when your opponent plays an action card, produce 1 hit; your opponent must assign it to 1 of their units.
Nexus
Cost: 8 · Combat: 9 (×2) · Move: 1 · Capacity: 3 Sustain Damage
After each round of space combat in this system, place 1 fighter from your reinforcements in this system.
Nightbloom
Cost: 8 · Combat: 7 (×2) · Move: 1 · Capacity: 6 Sustain Damage
When this unit moves, you may resolve the PRODUCTION abilities of your units in the system it started in and each system it moved through.
Nightfall Fortress
When a player activates this system, remove a different player's command token from this system, or gain 1 command token.
Nightingale V
Cost: 8 · Combat: 5 (×2) · Move: 1 · Capacity: 3 Sustain Damage
When this unit retreats, you may capture each of your units that retreat.
Nightshade Vanguard
Cost: 2 · Combat: 6 Sustain Damage
At the end of a tactical action in this system, you may place up to 2 ground forces from this planet onto your faction sheet, those units are captured.
Non-Euclidean Shielding
When 1 of your units uses SUSTAIN DAMAGE, cancel 2 hits instead of 1.
Non-Euclidean Shielding
When 1 of your units uses SUSTAIN DAMAGE, cancel 2 hits instead of 1.
Nullification Field
After another player activates a system that contains 1 or more of your ships, you may exhaust this card and spend 1 token from your strategy pool; immediately end that player's turn.
Nullification Field
After another player activates a system that contains 1 or more of your ships, you may exhaust this card and spend 1 token from your strategy pool; immediately end that player's turn.
Omniopiares
Cost: 2 · Combat: 6 Sustain Damage
Other players must spend 1 influence to commit ground forces to this planet.
Omniopiares
Cost: 2 · Combat: 6 Sustain Damage
Once per invasion, other players must spend 1 influence per mech to commit ground forces to this planet.
Omniscience Field
After a system is activated, you may exhaust this card to choose 1 player. Apply +1 or -1 to all rolls that player makes during this tactical action.
Orbital Defense Grid
At the start of invasion, choose up to 1 unit you control in the active system; that unit gains PLANETARY SHIELD. When a player commits a unit to land on a planet you control, you may exhaust this card to destroy that unit.
Orion Platform I
Planetary Shield, Space Cannon 6
When this unit makes a SPACE CANNON roll against another player's units, if it rolls at least 1 result of 9 or 10, explore this planet.
Orion Platform II
Planetary Shield, Space Cannon 5 When this unit produces 1 or more hits against another player's units, explore this planet. You may use this unit's SPACE CANNON against ships that are adjacent to this unit's system.
Oro-Zhin Elite
Cost: 2 · Combat: 6 Sustain Damage
At the start of your turn, you may remove 1 trap attachment from the game board and attach it to this planet, or swap any trap attachment with 1 on this planet.
Ouranos
Cost: 8 · Combat: 7 (×2) · Move: 1 · Capacity: 3 Sustain Damage
DEPLOY: After you activate a system that contains 1 or more of your PDS, you may replace 1 of those PDS with this unit.
Palatine Obelisk
Double the PRODUCTION values of your units in this system. When you exhaust this planet to cast votes, you may cast an additional number of votes equal to the number of your non-fighter ships in this system.
Parallel Production
When you produce 1 or more units, you may produce 1 additional unit in each of 2 systems that contain 1 or more of your ships and 1 of your command tokens.
Particle Sieve
Cost: 8 · Combat: 7 (×2) · Move: 1 · Capacity: 3 Sustain Damage
After you activate this system, if it does not contain any planets, you may place 1 frontier token in this system.
Perdition Array
During movement, hits produced by the SPACE CANNON abilities of your units in this system cannot be cancelled.
Pharus Iustitiae
Production: 1
After a law enters play you may add a command token from your reinforcements to this card. When you would place a command token in this or an adjacent system, you may place that token from this card instead.
Phoenix Cauldron
ACTION: Exhaust this card to choose this or an adjacent system that does not contain 1 or more of your ships. Produce a hit against each ship in that system that has SUSTAIN DAMAGE.
Pilgrimage Beacons
Once during your turn, when you exhaust 1 or more planets you control that have a technology specialty, you may produce 1 ship in 1 system that contains 1 of those planets.
Planesplitter (Firmament)
When you gain this card, put The Fracture into play. Flip this card if the Obsidian faction is in play.
Planesplitter (Obsidian)
At the start of your strategic actions, you may move an ingress token into a system that contains or is adjacent to your units. This technology cannot be researched.
Polemarch's Hive
Production: X
The unit's PRODUCTION value is equal to the number of structures you control in or adjacent to this system.
Pre-Fab Archologies
After you explore a planet, ready that planet.
Pre-Fab Arcologies
After you explore a planet, ready that planet.
Pride of Kenara
Cost: 2 · Combat: 6 Sustain Damage
This planet's planet card may be traded as part of a transaction; if you do, move all of your units from this planet to another planet you control.
Principia Aneris
Cost: 8 · Combat: 9 (×4) · Move: 2 · Capacity: 3 Sustain Damage
At the start of a round of combat, choose 1 ship in this system, during this combat round, that ship rolls 1 less combat die.
Privateer
Cost: 2 · Combat: 6 Sustain Damage
You may spend influence as resources to produce this unit.
Production Biomes
ACTION: Exhaust this card and spend 1 token from your strategy pool to gain 4 trade goods and choose 1 other player; that player gains 2 trade goods.
Production Biomes
When you give another player 1 or more commodities, they gain an equal number of trade goods.
Production Biomes
ACTION: Exhaust this card to gain 3 trade goods and choose 1 other player; that player gains 2 trade goods.
Prototype War Sun I
Cost: 12 · Combat: 3 (×3) · Move: 1 · Capacity: 6 Sustain Damage, Bombardment 3 (×3)
Other players' units in this system lose the PLANETARY SHIELD ability.
Prototype War Sun II
Cost: 10 · Combat: 3 (×3) · Move: 3 · Capacity: 6 Sustain Damage, Bombardment 3 (×3) Other players' units in this system lose the PLANETARY SHIELD ability.
Prototype War Sun II
Cost: 8 · Combat: 3 (×3) · Move: 3 · Capacity: 6 Sustain Damage, Bombardment 3 (×3) Other players' units in this system lose the PLANETARY SHIELD ability. This unit cannot be destroyed by "Direct Hit" action cards.
Prototype War Sun II
Cost: 10 · Combat: 3 (×3) · Move: 3 · Capacity: 6 Sustain Damage, Bombardment 3 (×3) Other players' units in this system lose PLANETARY SHIELD. During an action, you may assign a hit to this unit to treat 1 system other than the Mecatol Rex system that contains your flagship as if it were a supernova for the duration of that action.
Proxima Targeting VI
Cancel 1 hit produced by BOMBARDMENT rolls made against your ground forces for each of your galvanized units present. At the start of a round of ground combat, you may resolve BOMBARDMENT 8 (x3) against your opponent's ground forces; if you do, make an identical roll against your own ground forces.
Psychoactive Armaments
After your opponent makes a combat roll, you may exhaust this card. If you do, for each of their units that did not produce a hit, you may reroll that unit's combat roll; any hits that roll produces are produced against your opponent's units instead.
Psychographics
During the status phase, you may score 1 additional public objective instead of a secret objective.
Psyclobea Qarnyx
Cost: 8 · Combat: 7 (×2) · Move: 1 · Capacity: 3 Sustain Damage
Once per round of space combat, when a non-fighter ship in this system is destroyed, you may gain 1 commodity.
Pustule
Cost: 2 · Combat: 6 Sustain Damage
When this unit would be destroyed, if it is damaged, you may discard 1 action card to repair it instead.
Qanoj Shield Array
After 1 or more other players place their command token in this system, you may exhaust this card to gain 1 command token and place 1 PDS on a planet you control in this system. When you exhaust this planet to cast votes, you may cast 2 additional votes for each of your PDS in this and adjacent systems.
Qanoj Shield Array
When an agenda outcome you voted for or predicted is resolved, you may exhaust this card to place a structure on a planet you control in this system.
Quantum Datahub Node
At the end of the strategy phase, you may spend 1 token from your strategy pool and give another player 3 of your trade goods. If you do, give 1 of your strategy cards to that player and take 1 of their strategy cards.
Quantum Datahub Node
When another player would choose a strategy card during the strategy phase, if you do not have a strategy card, you may exhaust this card, spend a token from your strategy pool, and give that player 1 trade good for each player that does not have a strategy card to choose your strategy card before them.
Quantum Manipulator
Cost: 2 · Combat: 6 Sustain Damage
While this unit is in a space area during combat, you may use its SUSTAIN DAMAGE ability to cancel a hit that is produced against your ships in this system.
Quantum Reliquary
When you are negotiating a transaction with a player who controls units in or adjacent to this system, relics can be exchanged as part of that transaction; ignore 'when you gain' effects of those relics.
Queen's Rest
When a non-fighter, non-infantry unit you control is destroyed in this system, roll a die. If you roll equal to or higher than that unit's combat value, or 8 if that unit has no combat value, produce 1 hit against another player's ships in this system.
Quetzecoatl
Cost: 8 · Combat: 7 (×2) · Move: 1 · Capacity: 3 Sustain Damage
Other players cannot use SPACE CANNON against your ships in this system.
Quietus
Cost: 8 · Combat: 5 (×2) · Move: 1 · Capacity: 3 Sustain Damage
While this unit is in a system that contains an active breach, other players' units in systems with active breaches lose all of their unit abilities.
Radical Advancement
At the start of the status phase, you may replace one of your non-unit upgrade technologies with a technology of the same color that has exactly 1 more prerequisite.
Raider I
Cost: 2 · Combat: 7 · Move: 2 · Capacity: 1
During a round of space combat, if your opponent cannot declare a retreat, hits produced by this ship must be assigned to non-fighter ships, if able. This unit may only transport ground forces.
Raider II
Cost: 2 · Combat: 6 · Move: 3 · Capacity: 1 During a round of space combat, if your opponent cannot declare a retreat, hits produced by this ship cannot be canceled and must be assigned to non-fighter ships, if able.
Rallypoint
Cost: 8 · Combat: 5 (×2) · Move: 1 · Capacity: 3 Sustain Damage
When you move this ship, apply +1 to the move value of each of your other ships during this tactical action.
Reanimator
Cost: 2 · Combat: 6 Sustain Damage
When your infantry on this planet are destroyed, place them on your faction sheet; those units are captured.
Reckoning
Cost: 8 · Combat: 7 (×2) · Move: 1 · Capacity: 3 Sustain Damage
For each unit upgrade technology your opponent owns, apply +1 to the results of this unit's combat rolls.
Reclaimer
Cost: 2 · Combat: 6 Sustain Damage
After you resolve a tactical action during which you gained control of this planet, you may place 1 PDS or 1 space dock from your reinforcements on this planet.
Reclaimer
Cost: 2 · Combat: 6 Sustain Damage
After you resolve a tactical action during which you gained control of this planet, you may place 1 PDS or 1 space dock on this planet. If the planet is legendary or Mecatol Rex, you may instead place 1 infantry.
Recursive Worm
At the start of your turn, you may exhaust this card to choose 1 non-home system other than Mecatol Rex that contains 1 or more of your units; place 1 other player's command token from their reinforcements in that system.
Repairitor
Cost: 2 · Combat: 6 Sustain Damage
At the start of a combat in this system you may repair 1 unit you control that is participating in that combat.
Reprocessor Alpha
Cost: 8 · Combat: 9 (×2) · Move: 1 · Capacity: 6 Sustain Damage
After you win a combat in this system, you may take 1 of your opponent's action cards, at random.
Revenance Circuit
After a player activates this system: You may produce 1 hit against players' ships in each system adjacent to this planet that contains a wormhole.
Revenant [The Crimson Rebellion]
Cost: 2 · Combat: 6 Sustain Damage
DEPLOY: During the "Commit Ground Forces" step of your tactical action in a system that contains an active breach, you may commit 1 mech, even if you have no units in the system.
Revenant [Savages of Cymiae]
Cost: 2 · Combat: 6 Sustain Damage
At the start of each ground combat round, if this planet contains no more than 1 of your mechs, repair this unit.
Richtyrian
Cost: 8 · Combat: 7 (×2) · Move: 1 · Capacity: 3 Sustain Damage
When this ship makes a combat roll, it rolls 1 additional die for each round of combat that has been resolved this combat.
Rift Engines
After you activate a system, you may exhaust this card to choose 1 ship you control and roll a die. On a result of 1-3, remove that ship from the game board; on a result of 4-10, apply +2 to that ship's move value during this tactical action.
Rook
Cost: 2 · Combat: 6 Sustain Damage, Space Cannon 8 (×2)
Hits produced by this unit cannot be assigned to non-fighter ships. After you spend a command token from your strategy pool, repair this unit.
Rune Bearer
Cost: 2 · Combat: 6 Sustain Damage
This system is a "Sigil" anomaly. Place a Sigil token beneath this unit as a reminder. Game effects cannot prevent you from using this ability.
Sabre I
Cost: 1 · Combat: 8 · Move: 2 Anti-Fighter Barrage 9 (×2)
After this unit is destroyed during combat, roll a die, on a result of 9 or 10, produce up to 1 hit against your opponent's ships.
Sabre II
Cost: 1 · Combat: 7 · Move: 2 Anti-Fighter Barrage 6 (×3) After this unit is destroyed during combat, roll a die, on a result equal to or greater than 7, produce up to 1 hit against your opponent's ships.
Salai Sai Corian
Cost: 8 · Combat: 7 · Move: 1 · Capacity: 3 Sustain Damage
When this unit makes a combat roll, it rolls a number of dice equal to the number of your opponent's non-fighter ships in this system.
Salvage Operations
After you win or lose a space combat, gain 1 trade good; if you won the combat, you may also produce 1 ship in that system of any ship type that was destroyed during the combat.
Salvage Operations
At the end of each space combat in systems that contain or are adjacent to your ships, gain 1 commodity. If you win a space combat, you may produce 1 ship of any type that was destroyed during that combat, and may spend commodities as resources.
Sanctification Field
When you activate a system, or a system that contains 1 or more of your units is activated, you may choose 1 technology or non-fighter, non-structure unit upgrade technology another player controls; until the end of this tactical action, that card is treated as though it had no ability text.
Saturn Engine I
Cost: 2 · Combat: 7 · Move: 2 · Capacity: 1
Saturn Engine II
Cost: 2 · Combat: 6 · Move: 3 · Capacity: 2 Sustain Damage
Saturn Engine II
Cost: 2 · Combat: 6 · Move: 3 · Capacity: 2 Sustain Damage
Scavenger Exos
Once per action, after you win a ground combat, you may draw 1 action card.
Scavenger Zeta
Cost: 2 · Combat: 6 Sustain Damage
DEPLOY: After you gain control of a planet, you may spend 1 trade good to place 1 mech on that planet.
Scavenger Zeta
Cost: 2 · Combat: 6 Sustain Damage
DEPLOY: After you gain control of a planet, you may spend 1 trade good to replace 1 infantry on that planet with 1 mech.
Scepter of Ul
ACTION: Exhaust this card to place a sleeper token on a planet in this or an adjacent system that has a planetary trait.
Scintillia
Cost: 8 · Combat: 9 (×2) · Move: 1 · Capacity: 3 Sustain Damage
When you splice, gain 2 commodities or convert up to 2 of your commodities to trade goods.
Sector KVD-14
When another player plays an action card: If that player controls 1 or more units in this or an adjacent system, you may gain 2 trade goods.
Seeker Drones
ACTION: Exhaust this card to choose 1 of your neighbors that has 1 or more relic fragments. That player gains 2 trade goods and must give you 1 of those relic fragments of your choice.
SEIDR Project
At the end of each round of space combat, you may use the SPACE CANNON of 1 of your units in the active system against your opponent's ships, without rolling additional dice.
Sentient Datapool
At the start of the status phase, you may spend 3 trade goods to research 1 technology.
Seraph Data Center
The unit is a space station and placed in the space area of a system that contains your ships and exactly 1 non-legendary planet. Take its matching space station card while you control it. When you lose control of this station, destroy it and produce 2 hits against ships in this system.
Shades' Den
After movement, if this is the active system and contains no more than 1 other player's ships, you may place any of your captured units from your faction sheet into this system.
Shard Volley
When 1 or more of your units produce 1 or more hits during a BOMBARDMENT roll against a planet, produce 1 additional hit for that roll.
Shattered Sky I
Cost: 2 · Combat: 7 · Move: 2 · Capacity: 1 Bombardment 8
Shattered Sky II
Cost: 2 · Combat: 6 · Move: 3 · Capacity: 2 Bombardment 6
She Consumes Worlds
Production: 1
DEPLOY: When you gain control of a planet that contains 1 or more structures, you may place this unit on that planet and capture each other structure on that planet as if it were a non-fighter ship.
Shield Paling
Cost: 2 · Combat: 6 Sustain Damage
Your infantry on this planet are not affected by your FRAGILE faction ability.
Shrouded Skirmishers
At the start of a space combat, you may choose 1 of your ships in the active system that did not begin this action in that system; roll a die. On a result equal to or greater than that ship's combat value, produce 1 hit; your opponent must assign it to 1 of their ships.
Silence of Stars
Cost: 8 · Combat: 5 (×2) · Move: 1 · Capacity: 3 Sustain Damage
This unit can only be destroyed by an uncanceled hit being assigned to it.
Skald
Cost: 2 · Combat: 6 Sustain Damage
When you pass, place 1 infantry from your reinforcements on this planet if there is a Glory token in or adjacent to this system.
Sleeping Worlds
Combat: 3 (×2) Sustain Damage
During ground combat in this system, this unit is treated as a structure and a ground force.
Son of Ragh
Cost: 8 · Combat: 5 (×2) · Move: 1 · Capacity: 3 Sustain Damage, Anti-Fighter Barrage 6 (×4)
Sor Tek Linkhub
Production: 1
At the end of your tactical action, you may move 1 structure in the space area of this or an adjacent system to the space area of a system adjacent to that structure.
Spacial Conduit Cylinders
You may exhaust this card after you activate a system that contains 1 or more of your units; that system is adjacent to all other systems that contain 1 or more of your units during this activation.
Spacial Conduit Cylinders
You may exhaust this card after a player activates a system; treat each of your unit as if they were adjacent to systems that contain your structures during this tactical action.
Spark Thrusters
ACTION: Spend 1 command token from your strategy pool or purge 1 relic fragment to move 1 of your ships to an adjacent system that contains no other player's ships. If you spent a command token, exhaust this card.
Spatial Conduit Cylinder
During your tactical actions, you may treat systems that contain 1 or more of your space docks as adjacent.
Spec Ops I
Cost: 1 (×2) · Combat: 7
Spec Ops II
Cost: 1 (×2) · Combat: 6 After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
Spec Ops II
Cost: 1 (×2) · Combat: 6 After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet that contains 1 of your space docks.
Spec Ops II
Cost: 1 (×2) · Combat: 6 After this unit is destroyed, roll 1 die. If the result is 5-10, capture it. At the start of your turn, you may place captured infantry in your home system or in a space area with a war sun or a flagship. When you gain control of a planet, if you have more infantry on that planet than its resource or influence value, gain that planet readied.
Spire of Ixth
At the start of the status phase, the Mahact player may place 1 command token in this system into their fleet pool if it is their own token, or if it does not already have 1 of that player's tokens.
Splintering Gale
Cost: 8 · Combat: 7 (×2) · Move: 1 · Capacity: 3 Sustain Damage
At the start of a space combat in this system, choose up to 2 non-fighter ships to gain SUSTAIN DAMAGE until the end of combat.
Star Dragon I
Cost: 3 · Combat: 8 · Move: 1 · Capacity: 4
This unit may ignore the movement effects of non-supernova anomalies.
Star Dragon II
Cost: 3 · Combat: 7 · Move: 2 · Capacity: 6 This unit may ignore the movement effects of anomalies.
Starlancer
Cost: 2 · Combat: 6 Sustain Damage
After a player whose command token is in your fleet pool activates this system, you may spend their token from your fleet pool to end their turn; they gain that token.
Starlancer II
Cost: 2 · Combat: 6 Sustain Damage, Planetary Shield
At the start of each round of ground combat, you may spend 1 token from your strategy pool to repair all of your mechs.
Starlancer XI
Cost: 2 · Combat: 6 Sustain Damage
This unit participates in space combat as if it were a ship. For each anomaly this unit is in or adjacent to, apply +1 to this unit's combat rolls.
Stone's Embrace
When you would spend a token from your strategy pool, you may exhaust 1 planet you control to spend 1 token from your reinforcements instead.
Strike Wing Alpha I
Cost: 1 · Combat: 8 · Move: 2 · Capacity: 1 Anti-Fighter Barrage 9 (×2)
Strike Wing Alpha II
Cost: 1 · Combat: 7 · Move: 2 · Capacity: 1 Anti-Fighter Barrage 6 (×3) When this unit uses ANTI-FIGHTER BARRAGE, each result of 9 or 10 also destroys 1 of your opponent's infantry in the space area of the active system.
Strike Wing Alpha II
Cost: 1 · Combat: 7 · Move: 2 · Capacity: 1 Anti-Fighter Barrage 6 (×3) When this unit uses ANTI-FIGHTER BARRAGE, each result of 9 or 10 also destroys 1 of your opponent's infantry in the space area of the active system. When this unit produces a hit on a combat roll, your opponent must destroy 1 of their fighters in the active system, if able.
Subatomic Splicer
When one of your ships is destroyed, you may produce a ship of the same type at a space dock in your home system.
Super-Dreadnought I
Cost: 4 · Combat: 5 · Move: 1 · Capacity: 2 Sustain Damage, Bombardment 5
Super-Dreadnought II
Cost: 4 · Combat: 4 · Move: 2 · Capacity: 2 Sustain Damage, Bombardment 4 This unit cannot be destroyed by "Direct Hit" action cards.
Super-Dreadnought II
Cost: 4 · Combat: 4 · Move: 2 · Capacity: 2 Sustain Damage, Bombardment 4 This unit cannot be destroyed by "Direct Hit" action cards.
Super-Dreadnought II
Cost: 4 · Combat: 4 · Move: 2 · Capacity: 2 Sustain Damage, Bombardment 4 This unit cannot be destroyed by "Direct Hit" action cards. After an invasion in this system, if the number of planets you gained is equal to or greater than the number of your dreadnoughts in this system, you may spend 1 token from your strategy pool to ready 1 of your technologies.
Supercharge
At the start of a combat round, you may exhaust this card to apply +1 to the result of each of your unit's combat rolls during this combat round.
Supercharge
At the start of a combat round, you may exhaust 1 relic fragment in your play area to apply +1 to the results of each of your units’ combat rolls during this combat round.
Supremacy
Cost: 8 · Combat: 7 (×2) · Move: 1 · Capacity: 6 Sustain Damage, Anti-Fighter Barrage 6 (×2)
You may use the PRODUCTION ability of other player's space docks in this system to produce ships.
Tempest Drive
After you win a combat in a system, you may exhaust this card to remove 1 command token from that system.
Templar
Cost: 2 · Combat: 6 Sustain Damage
Apply +1 to this unit's combat rolls for each faction technology your opponent owns.
Temporal Command Suite
After any player's agent becomes exhausted, you may exhaust this card to ready that agent; if you ready another player's agent, you may perform a transaction with that player.
Temporal Command Suite
At any time during the action phase, you may exhaust this card to perform a transaction with another player. As part of that transaction, you may ready that player's agent.
Terrafactory I
Combat: 5 (×2) · Capacity: 4 · Production: 5
This unit produces only 1 fighter or infantry for their cost instead of 2. This unit cannot move or be produced.
Terrafactory II
Cost: 12 · Combat: 3 (×3) · Move: 2 · Capacity: 6 Sustain Damage, Production 5, Bombardment 3 (×3) Other player's units in this system lose PLANETARY SHIELD. This unit produces only 1 fighter or infantry for their cost instead of 2.
The Alastor
Cost: 8 · Combat: 9 (×2) · Move: 1 · Capacity: 3 Sustain Damage
At the start of a space combat, choose any number of your ground forces in this system to participate in that combat as if they were ships.
The Blessed Sanctum
Planetary Shield
ACTION: Exhaust this card to produce infantry on this planet up to its influence value, if able. Then, you may remove any number of infantry from this planet, gain 1 commodity for each unit removed.
The Blessed Sanctum
Planetary Shield
ACTION: Exhaust this card. Then, for every 2 infantry on this planet, move 1 of those infantry to any other planet you control.
The Cenotaph
When you place 1 or more infantry on a planet, exhaust this card to place any of those infantry on this planet instead.
The Egeiro
Cost: 8 · Combat: 9 · Move: 1 · Capacity: 3 · Production: 1 Sustain Damage
Apply +1 to the result of each of this unit's combat rolls for each non-home system that contains a planet you control.
The Faces of Janovet
Cost: 8 · Combat: 5 (×2) · Move: 1 · Capacity: 3 Sustain Damage
This unit gains the unit abilities and text abilities of your destroyer, cruiser, and dreadnought unit upgrade technologies.
The Imperial Vault
At the start of the agenda phase, if your monument is on the game board, gain any number of trade goods on this card. Otherwise, spend any number of resources to place 1 trade good from the supply on this card for every 3 resources spent.
The Inferno
Cost: 8 · Combat: 5 (×2) · Move: 1 · Capacity: 3 Sustain Damage
ACTION: Spend 1 token from your strategy pool to place 1 cruiser in this unit's system.
The Lady
Cost: 6 · Combat: 7 (×2) · Move: 2 · Capacity: 3 Sustain Damage, Bombardment 5 (×4)
When a structure you do not control in this system is destroyed, gain 1 trade good.
The Lord
Cost: 6 · Combat: 7 (×2) · Move: 2 · Capacity: 7 Sustain Damage
After a player explores a planet in this system, place 1 infantry from their reinforcements on that planet.
The Maw
Other players' ships cannot move out of or through this system. Your ships may treat this system as adjacent to the Wound.
The Panopticon
Production: 1
This unit is placed in the space area of any non-Fracture, non-supernova system that does not contain planets, instead of on a planet. If this unit is blockaded, destroy it.
The Pelagion
Other players' ships in this system do not trigger space combat. After this unit is removed from a planet, choose a player with ships in that system to resolve a space combat. Repeat this until it contains no more than 1 player's ships.
The Scarlet Knife
Cost: 8 · Combat: 5 (×2) · Move: 2 · Capacity: 3 Sustain Damage
DEPLOY: At the start of your turn, you may discard 1 of your abilities or genomes to place this unit from your reinforcements into a system that contains your ships.
The Sharpened Edge
Cost: 2 · Combat: 6 Sustain Damage
DEPLOY: When your flagship is placed, you may place 1 mech into your flagship's space area.
The Terror Between
Cost: 8 · Combat: 5 (×2) · Move: 1 · Capacity: 3 Sustain Damage, Bombardment 5
Capture all other non-structure units that are destroyed in this system, including your own.
Tioleombp
Cost: 2 · Combat: 6 Sustain Damage
This unit can be blockaded. When producing ships in your home system, place up to 1 of those units in this system's space area if it is not blockaded.
Tizona
Cost: 8 · Combat: 3 · Move: 2 · Capacity: 4 Sustain Damage
Apply +1 to the Move value of this ship if it would transport 4 units.
Trade Port I
Production: X Anti-Fighter Barrage 6 (×2)
This unit's PRODUCTION value is equal to 2 more than the resource or influence value of this planet. Up to 3 fighters in this system do not count against your ships' capacity.
Trade Port II
Anti-Fighter Barrage 6 (×2), Production X This unit's PRODUCTION value is equal to 5 more than the resource or influence value of this planet. Up to 4 fighters in this system do not count against your ships' capacity. This unit may use its ANTI-FIGHTER BARRAGE during each round of space combat. During your turn, you may treat this space dock and this planet as if they were in your home system.
Trade Port II
Production X, Anti-Fighter Barrage 6 (×2). This unit's PRODUCTION value is equal to 4 more than the resource or influence value of this planet. Up to 3 fighters in this system do not count against your ships' capacity. This unit may use its ANTI-FIGHTER BARRAGE during each round of space combat.
Transparasteel Plating
During your turn of the action phase, players that have passed cannot play action cards.
Transparasteel Plating
During your turn of the action phase, players that have passed cannot play action cards. At the start of a round of ground combat, you may discard 1 action card to apply -1 to the results of your opponent's die rolls during that combat round.
Troubadour
Cost: 2 · Combat: 6 Sustain Damage
DEPLOY: At the start of your turn, purge 1 of your relic fragments to place 1 mech on a planet you control, if you do, you may end your turn.
Tucc Academy
Production: 1
DEPLOY: After another player explores a planet that is not adjacent to a home system, you may place this unit into coexistence on that planet and explore it.
Twilight Throne
At any time, you may exhaust this card to produce a mech on this planet without spending resources.
Unholy Abomination I
Cost: 1 · Combat: 5
Unholy Abomination II
Cost: 1 · Combat: 4 After this unit is destroyed, roll 1 die. If the result is 6-10, capture it. At the start of your turn, you may place captured infantry in your home system, on a planet you control or in a space area with a war sun. When you gain control of a planet, if you have more infantry on that planet than its resource value, gain that planet readied.
Unholy Abomination II
Cost: 1 · Combat: 4 After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your turn, place each unit that is on this card on a planet you control, if able.
Unity Algorithm
Once per agenda phase, after an agenda is revealed, you may predict aloud an outcome of that agenda. If your prediction is correct, you may score 1 public objective if you fulfill its requirements; each other player who voted for that outcome draws 1 secret objective.
Valefar Assimilator "M"
When you destroy another player's structure, you may place or move an "M" or "Z" assimilator token onto that player's monument card. While any of those tokens are on a monument card, this card gains that card's attributes, abilities, and ability text.
Valefar Assimilator X
When you would gain another player's technology using 1 of your faction abilities, you may place the "X" assimilator token on a faction technology owned by that player instead. While that token is on a technology, this card gains that technology's text. You cannot place an assimilator token on technology that already has an assimilator token.
Valefar Assimilator Y
When you would gain another player's technology using 1 of your faction abilities, you may place the "Y" assimilator token on a faction technology owned by that player instead. While that token is on a technology, this card gains that technology's text. You cannot place an assimilator token on technology that already has an assimilator token.
Valkyrie Exoskeleton
Cost: 2 · Combat: 6 Sustain Damage
After this unit uses its SUSTAIN DAMAGE ability during ground combat, it produces 1 hit against your opponent's ground forces on this planet.
Valkyrie Exoskeleton
Cost: 2 · Combat: 6 Sustain Damage
After space combat, if you have ships in this system, this unit does not count against your ships' capacity, but does after invasion. After this unit uses SUSTAIN DAMAGE or is destroyed during Ground Combat, it produces 1 hit. If you are the active player, apply +1 to combat rolls of 1 infantry in this system.
Valkyrie Particle Weave
After making combat rolls during a round of ground combat, if your opponent produced 1 or more hits, you produce 1 additional hit.
Valkyrie Particle Weave
When you commit ground forces to a planet from 1 or more other planets, you may commit 2 ground forces from each planet. After making combat rolls during a round of ground combat, if your opponent produced 1 or more hits, you produce 1 additional hit.
Valkyrie Particle Weave
After you committed at least 1 ground force to a planet, you may commit 1 ground force from each planet in the active system and each planet in adjacent systems that do not contain 1 of your command tokens. After making combat rolls during a round of ground combat, if your opponent produced 1 or more hits, you produce 1 additional hit.
Van Hauge
Cost: 8 · Combat: 9 (×2) · Move: 1 · Capacity: 3 Sustain Damage
When this ship is destroyed, destroy all ships in this system.
Vault of New Phrad
Cost: – · Combat: – · Move: –
Start with this side face-up; when a player activates this system, you may flip this card. During combat, apply +1 to each of your units' combat rolls in this and adjacent systems if your opponent has any unit upgrade technologies.
Vector Programs
At the start of the strategy phase, you may place any number of your trade goods on any combination of strategy cards. Then, place 2 trade goods from the supply on 1 strategy card.
Veils of Lost Creuss
After a breach becomes or is placed active side up in any system, if that system is adjacent to this planet, you may produce 1 hit in that system against another player's ships.
Verdant Halo
Production: 1
At the start of your turn, you may exhaust 2 planets you control that contain a Core token; 1 player treats all laws as blank until the end of this turn.
Viper EX-23
Cost: 2 · Combat: 6 Sustain Damage
When ground forces are committed to this planet, you may choose for your units to coexist, if they were not already. Flip this card if your faction becomes the Obsidian.
Viper EX-23
Cost: 2 · Combat: 6 Sustain Damage
When ground forces are committed to this planet, you may choose for your units to coexist, if they were not already. Flip this card if your faction becomes the Obsidian. DEPLOY: At the end of the status phase, you may place this unit into coexistence on a non-home planet controlled by another player who has no secret objectives scored.
Viper Hollow
Cost: 2 · Combat: 6 Sustain Damage
If this unit was coexisting when this card flipped to this side, gain control of its planet; the other player's units are now coexisting.
Viper Hollow
Cost: 2 · Combat: 6 Sustain Damage
If this unit was coexisting when this card flipped to this side, gain control of its planet and ready it; the other player's units are now coexisting.
Visz El Vir
Cost: 8 · Combat: 9 (×2) · Move: 1 · Capacity: 4 Sustain Damage
Your mechs in this system roll 1 additional die during combat.
Voidflare Warden I
Cost: 2 · Combat: 6 Sustain Damage
After this system is activated, you may have this unit become damaged to place or move the Wound token into this system.
Voidflare Warden II
Cost: 2 · Combat: 4 Sustain Damage After a system is activated, you may have this unit become damaged to place or move the Wound token into this system.
Voidwake Missiles
After 1 or more of your units with SUSTAIN DAMAGE makes a combat roll, you may choose 1 of those units to become damaged to reroll its combat roll.
Voidwatch
After a player moves ships into a system that contains 1 or more of your units, they must give you 1 promissory note from their hand, if able.
Voidwatch
At any time, you may look at the top card of the frontier exploration deck. After you do, you may exhaust this card to shuffle the frontier exploration deck. After a player moves ships into a system that contains 1 or more of your units, they must give you 1 promissory note from their hand, if able.
Vortex
ACTION: Exhaust this card to choose another player's non-structure unit in a system that is adjacent to 1 or more of your space docks. Capture 1 unit of that type from that player's reinforcements.
Vortex
ACTION: Exhaust this card to choose another player's non-structure unit in a system that is adjacent to 1 or more of your space docks. Capture 1 unit of that type from that player's reinforcements.
Vox
Cost: 8 · Combat: 7 (×2) · Move: 1 · Capacity: 3 Sustain Damage
When this unit makes a combat roll, it rolls 1 additional die for each planet in this system of any single trait.
War Song Implants
After you win a space combat, you may ready 1 planet you control.
Watcher
Cost: 2 · Combat: 6 Sustain Damage
You may remove this unit from a system that contains or is adjacent to another player's units to cancel an action card played by that player.
Wayfinder
Cost: 8 · Combat: 9 (×2) · Move: 1 · Capacity: 3 Sustain Damage, Space Cannon 9, Bombardment 9, Anti-Fighter Barrage 9 (×2)
Apply +1 to the results of this ship's combat and ability rolls for each Fragment token on your faction sheet.
Wonell's Bastion
Space Cannon 6 (×2)
When another player passes, choose this or an adjacent system that contains a unit with SPACE CANNON; either use this unit's SPACE CANNON against another player's ships in that system, or repeat this ability, starting in that system.
World-Cracker
Cost: 8 · Combat: 5 · Move: 1 · Capacity: 3 Sustain Damage, Bombardment 5, Anti-Fighter Barrage 5
When this unit makes a combat or unit ability roll, it rolls 1 additional die for each asteroid field adjacent to this unit.
Wormhole Generator
At the start of the status phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.
Wormhole Generator
ACTION: Exhaust this card to place or move any number of Creuss wormhole tokens into systems that contain a planet you control and/or non-home systems that do not contain another player's ships.
Wormhole Generator
ACTION: Exhaust this card to place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.
Wraith Engine
After you activate a non-home system, you may exhaust this card to choose 1 ship you control; you may treat that ship as adjacent to the active system until the end of this tactical action.
Wrath of Kenara
Cost: 8 · Combat: 7 (×2) · Move: 1 · Capacity: 3 Sustain Damage
After you roll a die during a space combat in this system, you may spend 1 trade good to apply +1 to the result.
Y'sia Y'ssrila
Cost: 8 · Combat: 5 (×2) · Move: 2 · Capacity: 3 Sustain Damage
This ship can move through systems that contain other players' ships.
Yin Spinner
After 1 or more of your units use PRODUCTION, place 1 infantry from your reinforcements on a planet you control in that system.
Yin Spinner
After you produce units, place up to 2 infantry from your reinforcements on any planet you control or in any space area that contains 1 or more of your ships.
Yin Spinner
After you produce units, place up to 2 infantry from your reinforcements on any planet you control or in any space area that contains 1 or more of your ships. When you spend resources to research a technology, you may spend commodities as if they were resources.
Yin Spinner
After you produce units, place up to 2 infantry from your reinforcements on any planet you control or in any space area that contains 1 or more of your ships.
Zha'Ren Foundry
Space Cannon 7 (×2)
When you produce any number of units in this system, reduce the combined cost of those units by 2.
Zhrgar Stimulants
Once per action, after a player produces 1 or more hits during a round of combat in a system that contains a Glory token, gain 1 trade good. After a player rolls combat dice, you may exhaust this card to allow that player to reroll any number of those dice.
ZS Thunderbolt M2
Cost: 2 · Combat: 6 Sustain Damage
DEPLOY: After you use your ORBITAL DROP faction ability, you may spend 3 resources to place 1 mech on that planet.