The Nomad
Starting Units
Home System
- Arcturus
44
Commodities
4
Starting Technologies
ACTION: Exhaust this card to produce 1 ship in any system that contains 1 of your space docks.
During your tactical actions, your non-blockaded space docks in adjacent systems may use PRODUCTION 1 in the active system. If you have a space dock unit upgrade technology, they may use PRODUCTION 2 in the active system, instead. Units produced this way are placed in the space area.
ACTION: Exhaust this card to produce 1 ship in any system that contains 1 of your space docks. You may instead place that ship in an adjacent system that contains 1 or more of your units or planets you control; if you do, the cost of that ship is doubled.
Faction Abilities
During setup, take the 2 additional Nomad faction agents and place them next to your faction sheet; you have 3 agents.
You have two extra leaders.
During the agenda phase, after an outcome you voted for or predicted is resolved, gain 1 trade good.
You gain trade goods by predicting or voting on agenda outcomes.
Flagship
You may treat this unit as if it were adjacent to systems that contain 1 or more of your mechs.
Can warp between systems that contain your mechs.
SUSTAIN DAMAGE · ANTI-FIGHTER BARRAGE 8 (×3)
Mech
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.
Can prevent damage to your ships in its system.
SUSTAIN DAMAGE
Monument
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.
Leaders
At the end of a player's turn:
You may exhaust this card to allow that player to remove up to 2 of their ground forces from the game board and place them on planets they control in the active system.
Moves forces between planets.
After the "Roll Dice" step of combat:
You may exhaust this card. If you do, hits are not assigned to either player's units. Return to the start of this combat round's "Roll Dice" step.
Resets an entire combat round.
When you gain trade goods from the supply:
You may exhaust this card to place an equal number of trade goods on this card. When this card readies, gain the trade goods on this card.
Doubles gained trade goods.
You can produce your flagship without spending resources.
Can rebuild flagship for free.
ACTION: Place this card near the game board; your flagship and units it transports can move out of systems that contain your command tokens during this game round.
At the end of that game round, purge this card.
Allows your flagship to activate multiple times in one round.
Faction Promissory Note
At the start of a space combat against a player other than the Nomad:
During this combat, treat 1 of your non-fighter ships as if it has the SUSTAIN DAMAGE ability, combat value, and ANTI-FIGHTER BARRAGE value of the Nomad's flagship.
Return this card to the Nomad player at the end of the combat.
Allows others to borrow your flagship for one combat.
Breakthrough
At the start of any player's turn, you may exhaust 1 of your agents to ready any other agent.
Lets you exhaust an agent to ready another.
Faction Technologies
Nomad Flagship
You may treat this unit as if it were adjacent to systems that contain 1 or more of your mechs.
Your flagship becomes even stronger.
SUSTAIN DAMAGE · ANTI-FIGHTER BARRAGE 5 (×3)
Nomad Flagship
You may treat this unit as if it were adjacent to systems that contain 1 or more of your mechs.
SUSTAIN DAMAGE · ANTI-FIGHTER BARRAGE 5 (×3)
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.
You can ready any player’s exhausted agent.
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.