Mirveda Protectorate
Starting Units
Home System
- Aldra
23
- Beata
21
Commodities
3
Starting Technologies
When you research a unit upgrade technology, you may exhaust this card to ignore any 1 prerequisite.
When 1 or more of your units use PRODUCTION, you may exhaust this card to reduce the combined cost of the produced units by the number of unit upgrade technologies that you own.
When you research a unit upgrade technology, you may exhaust this card to ignore any 1 prerequisite.
When you pass, you may spend 6 influence to research a unit upgrade technology.
Faction Abilities
Each system can contain a number of your PDS equal to the number of command tokens in your fleet pool. For the purpose of scoring objectives, you may treat each of your PDS units as though it is a structure on any planet you control.
Your space docks cannot produce infantry. At the start of invasion, you may replace each of your fighters in the active system with 1 infantry unit. During invasion, your infantry in the space area of the active system do not count against your ships' capacity.
- Your space docks cannot produce infantry.
- Your fighters can transform into infantry.
Faction Units
Mirveda Protectorate PDS
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.
Your PDS can move and have bombardment.
SPACE CANNON 6 · BOMBARDMENT 6
Flagship
After each round of space combat in this system, place 1 fighter from your reinforcements in this system.
Generates fighters during combat.
SUSTAIN DAMAGE
Mech
For every 2 unit upgrade technologies you own, apply +1 to the result of this unit's combat rolls.
Better at combat for each unit upgrade you own.
SUSTAIN DAMAGE
Monument
During the first round of ground combat in this system, your opponent's units do not make combat rolls.
PLANETARY SHIELD
Leaders
After a player gains a unit upgrade technology:
You may exhaust this card to allow that player to spend 1 command token from their strategy pool to research 1 technology of the same color as any 1 of that unit upgrade's prerequisites.
Research extra technologies.
During Movement, for each infantry you transport, you may replace that unit with 1 fighter.
You may use the SPACE CANNON of 1 of your units against units that are adjacent to that unit's system.
Transform infantry to fighters during movement; your space cannon can fire farther.
ACTION: Place up to 3 PDS units from your reinforcements on planets you control and choose 1 system; your PDS units may use their SPACE CANNON on ships in that system, and BOMBARDMENT against units on 1 planet in that system. Then, purge this card.
Place three PDS and fire all your PDS at one planet and its system.
Faction Promissory Note
At the start of your turn:
You may move up to 2 PDS units you control to a planet you control.
Then, return this card to the Mirveda player.
Allows another player to move around their PDS.
Breakthrough
If you have the Fighter II unit upgrade technology, flip this card and place it on top of Fighter II.
This unit may move without being transported. Fighters in excess of your ships' capacity count against your fleet pool. Your fighters count as 1/2 a ship for purposes of capacity and transportation.
Faction Technologies
Mirveda Protectorate PDS
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.
Your PDS can move farther and get 1 capacity.
SPACE CANNON 4 · BOMBARDMENT 4
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.
Choose a unit to gain Planetary Shield during invasions.