The Nekro Virus
Starting Units
Home System
- Mordai II
40
Commodities
3
Starting Technologies
After you win a ground combat, you may place 1 infantry from your reinforcements on that planet.
After you gain control of a planet or win a combat on a planet you control, you may place 1 infantry from your reinforcements on that planet.
If you have an infantry unit upgrade technology, you may reroll any dice rolled as part of your infantry units' abilities.
When your infantry on a planet is destroyed or after you win a ground combat, you may place 1 infantry on that planet. This effect can be resolved only once per planet in an action.
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.
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.
Faction Abilities
You cannot vote on agendas. Once per agenda phase, after an agenda is revealed, you may predict aloud the outcome of that agenda. If your prediction is correct, gain 1 technology that is owned by a player who voted how you predicted.
- Can’t vote on agendas.
- Copies tech by predicting agendas.
Once per combat, after 1 of your opponent's units is destroyed, you may gain 1 technology that is owned by that player.
Copies tech by destroying units.
You cannot research technology. When you would research a technology, gain 3 command tokens instead.
- Can’t research tech.
- Can turn research into command tokens.
Flagship
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.
Accompanying ground forces can fight in space.
SUSTAIN DAMAGE
Mech
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.
Stronger against players whose tech you have copied.
SUSTAIN DAMAGE
Monument
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.
Leaders
During the action phase:
You may exhaust this card to choose a player; that player may discard 1 action card or spend 1 command token from their command sheet to gain 2 trade goods.
Converts action cards and command tokens to trade goods.
After you gain a technology:
You may draw 1 action card.
Draws an action card when gaining tech.
ACTION: Choose a planet that has a technology specialty in a system that contains your units. Destroy any other player's units on that planet. Gain trade goods equal to that planet's combined resource and influence values and gain 1 technology that matches the specialty of that planet. Then, purge this card.
Devours a planet for tech and trade goods.
Faction Promissory Note
At the start of a combat:
Place this card faceup in your play area.
While this card is in your play area, the Nekro player cannot use their TECHNOLOGICAL SINGULARITY faction ability against you.
If you activate a system that contains 1 or more of the Nekro player's units, return this card to the Nekro player.
Protection against having your tech copied by the Nekro.
At the start of a combat round against a player other than the Nekro:
Your opponent cannot play action cards during this combat round.
Then, return this card to the Nekro player.
Breakthrough
When you would gain another player's technology using one of your faction abilities, you may instead place one of your "Z" assimilator tokens on that player's faction sheet. Your flagship gains the text abilities of that faction's flagship in addition to its own.
Copies the abilities of other players’ flagships.
Faction Technologies
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.
Can copy up to two faction tech that are normally unique to other players.
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.
Can copy up to two faction tech that are normally unique to other players.
Other Components
Tokens
- 1Nekro X assimilator token
- 1Nekro Y assimilator token
- 3Dimensional tear tokens – when playing with the Vuil'raith Cabal
- 7Nekro Z assimilator tokens
- 3Helios tokens – when playing with Last Bastion
Cards
- 3Helios cards – when playing with Last Bastion