Leaders
Leaders
2RAM
Units that have PLANETARY SHIELD do not prevent you from using BOMBARDMENT.
2RAM
Game effects cannot prevent you from using BOMBARDMENT. At the start of a space combat, if the number of planets in the active system is equal to or greater than the number of your dreadnoughts in that system, choose 1 of them to roll 1 additional die and to apply +1 to its roll results during this combat.
Acamar
After a player moves ships into a system that does not contain any planets: You may exhaust this card; that player gains 1 command token.
Adjudicator Ba'al - Nova Seed
After you move a war sun into a non-home system other than Mecatol Rex: You may destroy all other players' units in that system and replace that system tile with the Muaat supernova tile. If you do, purge this card and each planet card that corresponds to the replaced system tile.
Aello
When another player spends resources to research a technology: That player may reduce the cost by 1; if they do, gain 1 commodity or convert 1 of your commodities to a trade good.
Agnlan Oln
After you roll dice for a unit ability: You may reroll any of those dice.
Ahk Ravin
ACTION: Exhaust this card to choose 1 player. That player may swap the position of 2 of their ships in any systems; they may transport units when they swap.
Ahk Siever
At the end of a combat between any players: Gain 1 commodity or convert 1 of your commodities to a trade good.
Ahk-Syl Siven - Probability Matrix
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.
Airo Shir Aur - Benediction
ACTION: Move all units in the space area of any system to an adjacent system that contains a different player's ships. Space combat is resolved in that system; neither player can retreat or resolve abilities that would move their ships. Then, purge this card.
Allant
After a player passes: You may exhaust this card to choose 1 player; that player may perform up to 1 action. Then, look at the top card of the agenda deck; you may discard that agenda card.
Amanita Muscaria
After another player produces 1 or more hits against your units during space combat, you may spend 1 commodity or 1 trade good to cancel 1 of those hits.
Aroz Hollow
Apply +1 to the result of each of your units' combat rolls in The Fracture.
Artuno the Betrayer
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.
Assault Machina
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.
Atropha - Synchronicity Algorithm
ACTION: Draw 3 objective cards from 1 of the public objective decks; choose up to 1 of those cards to replace an objective card on a player's faction sheet, and return the others to the bottom of their corresponding decks. Then, purge this card.
Auberon Elyrin - Twilight Protocol
ACTION: For each planet that has a Branch Office attachment, you may gain 1 unit upgrade technology of the same unit type as 1 owned by the player that controls that planet. Then, purge this card.
B-Unit 205643a
When you spend a command token to resolve the secondary ability of the "Construction" strategy card, you may resolve the primary ability instead.
Baggil Wildpaw
After a player exhausts a cultural, hazardous, or industrial planet they control, you may exhaust this card to allow that player to ready a planet they control of a different trait than that planet.
Banua Gowen - Harmonic Convergence
ACTION: Place 2 fighters from your reinforcements in each system that contains 1 or more planets you control and no other player's ships. Then, you may remove 1 attachment from any planet in a system that contains 1 or more of your ships and attach it to 1 planet in your home system. Then, purge this card.
Bayan - Weavelink Replicator
ACTION: Purge this card to choose 1 ship you control in each system; for each of those units, you may place 1 unit of that unit type from your reinforcements in the space area of that unit's system, if able.
Becece
When a player produces 1 or more units: You may exhaust this card to allow that player to either produce 2 additional units or gain 1 trade good.
Berekar Berekon
When 1 or more of a player's units use PRODUCTION: You may exhaust this card to reduce the combined cost of the produced units by 2.
Bishop Ulin
When researching a technology, you may use the technology specialty of 1 planet you control to ignore any 1 prerequisite on the technology card you are researching.
Brother Milor
After a player's destroyer or cruiser is destroyed: You may exhaust this card; if you do, that player may place up to 2 fighters from their reinforcements in that unit's system.
Brother Milor
After a player's unit is destroyed during combat: You may exhaust this card to allow that player to place 2 fighters in the destroyed unit's system if it was a ship, or 2 infantry on its planet if it was a ground force.
Brother Omar
This card satisfies a green technology prerequisite. You may produce 1 additional infantry for their cost; these additional units do not count against your Production limit.
Brother Omar
This card satisfies a green technology prerequisite. When you research technology owned by another player, you may return 1 of your infantry to reinforcements to ignore all prerequisites.
C.E.O. Ken Tucc - Primordial Data Core
ACTION: Purge this card to explore each planet you control, in any order.
C.M.O. Ranc
Your commodity value is increased by 1.
C.O.O. Mgur
ACTION: Exhaust this card and choose 1 player. For each Fragment token on your faction sheet, that player gains 1 commodity. For each commodity they would gain in excess of their commodity value, they gain 1 trade good instead.
Captain Aroz
You may treat planets in systems that contain your ships as if you controlled them for the purpose of scoring secret objectives.
Captain Dust
At the start of a player's turn: You may exhaust this card to allow that player to reveal the top 2 cards of an exploration deck that matches a planet they control; they gain any relic fragments that they revealed and discard the rest.
Captain Mendosa
After a player activates a system: You may exhaust this card to increase the move value of 1 of that player's ships to match the move value of the ship on the game board that has the highest move value.
Carth of Golden Sands
During the action phase: You may exhaust this card to gain 2 commodities or replenish another player's commodities.
Ceie Doleegueaunm
After you activate a system: You may treat systems that contain no planets as adjacent to each other during this tactical action.
Claire Gibson
At the start of a ground combat on a planet you control: You may place 1 infantry from your reinforcements on that planet.
Claire Gibson
During the Move Ships step, your ships may transport infantry from systems containing your command tokens, and you can land infantry on your planets along their movement path. When you are the defender you may resolve 1 additional transaction with 1 neighbor of your choice.
Clodho
After a player explores a legendary planet or a planet that has a technology specialty, you may exhaust this card to allow that player to gain 2 trade goods.
Clona Bathru
This card satisfies a red technology prerequisite. At the start of a space combat in a system that contains 3 or more different types of your non-fighter ships, produce 1 hit against your opponent's ships.
Conservator Procyon - Multiverse Shift
ACTION: Place 1 frontier token in each system that does not contain any planets and does not already have a frontier token. Then, explore each frontier token that is in a system that contains 1 or more of your ships. Then, purge this card.
Coprinus Comatus - Soul Cage
When another player's hero would be purged, instead attach it to this card. You may resolve this card as if it instead had the text of any single hero attached to this card. When this card is purged, purge each of its attachments as well.
Cordo Haved
While ready, this card has the text ability of each legendary planet ability card any player controls, even if that card is exhausted. You may allow another player to use this card's ability.
Count Otto P'may - Heart of Rebellion
ACTION: Ready a non-home planet other than Mecatol Rex that you control, remove all units on that planet and attach this card to it. Units cannot be committed to, produced on, or placed on this planet.
Dame Briar
When a player's unit is destroyed: You may exhaust this card to galvanize another of that player's units in the destroyed unit's system.
Dannel of the Tenth - Spinner Overdrive
ACTION: For each planet that contains any number of your infantry, either ready that planet or place an equal number of infantry from your reinforcements on that planet. Then, purge this card.
Dannel of the Tenth - Quantum Dissemination
ACTION: Commit up to 3 infantry from your reinforcements to any non-home, non-legendary planets and resolve ground combats on those planets; other players cannot play action cards during this action. Then, purge this card.
Dannel of the Tenth - Quantum Dissemination
ACTION: Commit up to 3 infantry from your reinforcements to any non-home planets and resolve ground combats on those planets; players cannot use SPACE CANNON against these units. Then, purge this card.
Darktalon Treilla - Dark Matter Affinity
ACTION: Place this card near the game board; the number of non-fighter ships you can have in systems is not limited by laws or by the number of command tokens in your fleet pool during this game round. At the end of that game round, purge this card.
Darktalon Treilla - Dark Matter Affinity
ACTION: Place this card near the game board. The number of non-fighter ships you can have in systems is not limited by laws or the number of command tokens in your fleet pool during this game round. At the end of that game round, gain 2 command tokens and purge this card. For each ship removed due to excess fleet, gain 1 trade good.
Dart and Tai
After you gain control of a planet that was controlled by another player: You may explore that planet.
Davish S'Norri
At the start of invasion: You may exhaust this card to choose 1 ship in the active system. During this invasion, that ship may use its ANTI-FIGHTER BARRAGE as if it were BOMBARDMENT.
Demi-Queen Mdcksssk - Galactic Field Test
ACTION: Purge this card and give 1 or more Axis Order cards in your play area to 1 or more other players; for each Axis Order card you give to another player, you may force that player to give you 1 promissory note from their hand.
Designer TckVsk
After a player resolves an Axis Order card: You may spend 6 resources to gain the corresponding unit's unit upgrade technology.
Director Nel - Signal Intrusion
After the last player passes: You may choose to no longer be passed; if you do, gain 2 command tokens, draw 1 action card, and purge this card.
Dirzuga Rophal
After another player activates a system that contains 1 or more of your units that have PRODUCTION: You may produce 1 unit in that system.
Dirzuga Rophal
After 1 or more other players place a command token in a system that contains 1 or more of your units with PRODUCTION: You may produce 1 unit in that system with the reduced cost of 1.
Disciple Fran
ACTION: Exhaust this card to allow a player to redistribute 1 of their command tokens on their command sheet.
Doctor Carrina
When another player researches a technology: You may exhaust this card to allow that player to ignore 1 prerequisite; if they do, you may place 1 infantry from your reinforcements into coexistence on a non-home planet they control.
Doctor Sucaban
When a player spends resources to research: You may exhaust this card to allow that player to remove any number of their infantry from the game board. For each unit removed, reduce the resources spent by 1.
Dorrahn Griphyn - Shadowcaster
ACTION: Draw a number of relic cards up to an amount equal to the number of players in the game, choose 1 to gain, and return the rest to the relic deck. Then, shuffle that deck and purge this card.
Dume Tathu
During a round of combat in which no more than 1 of your non-fighter ships or 1 of your infantry is participating, you may choose 1 of your units in that combat, that unit rolls 1 additional combat die.
Durran
When 1 or more of a player's units use PRODUCTION: You may exhaust this card to apply +3 to the total PRODUCTION value of that player's units.
Dyln Harthuul - Spear of Vaylar
After you activate a system: Remove 1 of your command tokens from the board and gain 1 command token. Until the end of this tactical action, apply +1 to the move value of each of your ships and the result of each of your ships' combat rolls. At the end of this turn, purge this card.
Elder Qanoj
Each planet you exhaust to cast votes provides 1 additional vote. Game effects cannot prevent you from voting on an agenda.
Elder Qanoj
Each planet you exhaust to cast votes provides 1 additional vote. Game effects cannot prevent you from voting on an agenda. After a planet is readied during the action phase: You may move 1 of your units on that planet into coexistence on a planet in an adjacent system.
Emissary Taivra
After a player activates a system that contains a non-delta wormhole: You may exhaust this card; if you do, that system is adjacent to all other systems that contain a wormhole during this tactical action.
Emissary Taivra
After a player activates a system that contains a non-delta wormhole: You may exhaust this card. If you do, during this tactical action, for each type of wormhole present on the game board, you make players treat the active system as either containing that specific wormhole or as if it does not contain that wormhole.
Evelyn DeLouis
At the start of a ground combat round: You may exhaust this card to choose 1 ground force in the active system; that ground force rolls 1 additional die during this combat round.
Evelyn DeLouis
At the start of a ground combat round: You may exhaust this card to choose 1 ground force in the active system; that unit rolls 1 additional combat die during this combat.
Field Marshal Mercer
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.
Fillipo Rois
After you activate a system, you may produce and assign 1 hit to a non-fighter ship you control in a system to apply +1 to the move value of 1 of your ships in that system until the end of this tactical action.
G'hom Sek'kus
During the "Commit Ground Forces" step: You can commit up to 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.
Garv and Gunn
At the end of a player's turn: You may exhaust this card to allow that player to explore 1 of their planets.
George Nobin
At the end of a player's tactical action: You may exhaust this card to allow that player to spend 2 trade goods or 2 commodities to place 1 space dock from their reinforcements on a planet they control in the active system.
Ggrocuto Rinn
ACTION: Exhaust this card to ready any planet; if that planet is in a system that is adjacent to a planet you control, you may remove 1 infantry from that planet and return it to its reinforcements.
Ggrocuto Rinn
At any time: You may exhaust this card to ready any planet. Then, you may remove 1 of any player's ground force from a system adjacent to that planet.
Gila the Silvertongue
When you cast votes: You may spend any number of trade goods; cast 2 additional votes for each trade good spent.
Gorthrim - Magnum Opus
ACTION: Reveal cards from any non-frontier exploration decks until you reveal up to 3 attachments, if able; attach those cards to any planets you control of the corresponding planet type, and discard the rest. Then, purge this card.
Gurno Aggero - Armageddon Relay
ACTION: Choose 1 system that is adjacent to 1 of your space docks. Destroy all other players' infantry and fighters in that system. Then, purge this card.
Harka Leeds - Erwan's Covenant
ACTION: Reveal cards from the action card deck until you reveal 3 action cards that have component actions. Draw those cards and shuffle the rest back into the action card deck. Then, purge this card.
Harrugh Gefhara - Galactic Securities Net
When 1 or more of your units use PRODUCTION: You may reduce the cost of each of your units to 0 during this use of PRODUCTION. If you do, purge this card.
Henry Storcher
After you activate a system that contains 1 or more of your space docks, gain 1 commodity. Your ships may treat systems that contain 1 or more of your space docks as adjacent to each other.
Hesh and Prit - Perfect Synthesis
ACTION: Gain 1 relic and perform the secondary ability of up to 2 readied or unchosen strategy cards; during this action, spend command tokens from your reinforcements instead of your strategy pool. Then, purge this card.
Hkot Tokal
At the start of invasion in a system that contains 1 or more planets: You may place 1 infantry unit from your reinforcements in that system's space area if you have unused capacity in that system.
Homesick Phantom - Fragment Reality
When you produce ships: You may place any of those ships on this card. At the start of a space combat, you may purge this card to place all ships from this card into the active system.
I48S
After a player activates a system: You may exhaust this card to allow that player to replace 1 of their infantry in the active system with 1 mech from their reinforcements.
I48S
After a player's BOMBARDMENT roll destroys 1 or more ground forces: You may exhaust this card to allow that player to remove 2 of their infantry in the active system. If they do, they place 1 command token from their reinforcements in their strategy pool.
Il Na Viroset
During your tactical actions, you can activate systems that contain your command tokens. If you do, return both command tokens to your reinforcements and end your turn.
Ipswitch, Loose Cannon - Sleeper Cell
At the start of a space combat that you are participating in: You may purge this card; if you do, for each other player's ship that is destroyed during this combat, place 1 ship of that type from your reinforcements in the active system.
Ipswitch, Loose Cannon - Sleeper Cell
At the start of a space combat: You may purge this card; if you do, when your opponent's ships are destroyed during this combat, place matching ships of those types from your reinforcements in the active system. Your opponent cannot resolve abilities that would move ships during this combat.
Issac of Sinci
Apply +1 to each of your unit's ability rolls.
It Feeds on Carrion - Dimensional Anchor
ACTION: Each other player rolls a die for each of their non-fighter ships that are in or adjacent to a system that contains a dimensional tear; on a 1-3, capture that unit. If this causes a player's ground forces or fighter to be removed, also capture those units. Then, purge this card.
Jace X, 4th Air Legion - Helio Command Array
ACTION: Remove each of your command tokens from the game board and return them to your reinforcements. Then, purge this card.
Jack Hallard
Before you assign hits to your ships during a space combat, if you announced a retreat, cancel up to 2 hits. During combat, you may treat the active system as adjacent to each system adjacent to your home system.
Jae Mir Kan
When you would spend a command token during the secondary ability of a strategic action: You may exhaust this card to remove 1 of the active player's command tokens from the board and use it instead.
Jarl Vel & Jarl Jotrun
After you win a combat in a system that contains no planets or on a planet that contains a structure, you may gain 1 trade good.
Jgin Faru
When a player commits 1 or more units to a planet during invasion: You may exhaust this card to allow that player to place 1 infantry from their reinforcements on that planet.
Kado S'mah-Qar
This card satisfies a blue technology prerequisite. When you retreat, if the active system does not contain 1 of your command tokens, you do not place a command token in the system your ships retreated to.
Kadryn
When any game effect would allow you to score a public objective, you may instead draw 1 secret objective.
Kan Kip Rel
ACTION: Exhaust this card to draw 2 action cards; give 1 of those cards to another player.
Kantrus - Destiny Drive
ACTION: Purge this card to choose 1 non-home planet other than Mecatol Rex that does not contain another player's units and is adjacent to a system that contains 1 of your flagships; gain control of that planet. Then, ready that planet.
Khaz-Rin Li-Zho - Star's Razor
ACTION: You may attach, or remove and attach, each Trap card to a planet on the game board; place a total of up to 12 fighters in any number of systems that contain 1 or more planets with Trap attachments and no other player's ships. Then, purge this card.
Knak Half-Ear
When you pass: You may exhaust 1 non-home planet you control other than Mecatol Rex to gain a number of trade goods equal to that planet's resource or influence value.
Komat
At the start of a space combat while you are not the active player: Choose 1 of your non-fighter ships in the active system to gain SUSTAIN DAMAGE until the end of combat.
Komdar Borodin
At the start of the status phase: Gain 1 trade good for each secret objective you have scored and 1 commodity for each public objective you have scored.
Korela - Raze Order
ACTION: Purge this card to destroy all units on a non-home planet other than Mecatol Rex that is adjacent to a system that contains 1 of your flagships.
Koryl Ferax
After you gain control of a planet during a tactical action: You may discard 1 action card to place or move 1 mech onto that planet.
Krill Drakkon - Singularity Cradle
ACTION: Each unit on the game board with SUSTAIN DAMAGE, other than your mechs, becomes damaged, if able. Place this card near the game board; you may treat each unit you control as adjacent to the system that contains the Wound token until the end of this game round. At the end of this game round, purge this card.
Kuuasi Aun Jalatai - Overwing Zeta
At the start of a round of space combat in a system that contains a planet you control: Place your flagship and up to a total of 2 cruisers or destroyers from your reinforcements in the active system. Then, purge this card.
Kyver, Blade and Key - Guild of Spies
ACTION: Each other player shows you 1 action card from their hand. For each player, you may either take that card or force that player to discard 3 random action cards from their hand. Then, purge this card.
Lachis
This card satisfies a yellow technology prerequisite. When you cast at least 1 vote, cast 1 additional vote for every 2 technologies you own.
Lactarius Indigo
Before a player rolls a die, you may instead exhaust this card and choose 1 Omen die near the Myko-Mentori player's faction sheet; resolve that die roll as if it had the result of that Omen die.
Letani Miasmiala - Ultrasonic Emitter
ACTION: Produce any number of units in any number of systems that contain 1 or more of your ground forces. Then, purge this card.
Letani Ospha
ACTION: Exhaust this card and choose a player's non-fighter ship; that player may replace that ship with one from their reinforcements that costs up to 2 more than the replaced ship.
Logic Machina
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.
Lyra Keen - Entity 4X41A "Apollo"
When one of your galvanized units is destroyed: You may purge this card to roll 1 die for each unit in its system that belongs to another player; if the result is equal to or greater than the galvanized unit's combat value, destroy that unit.
M'aban
You may produce 1 additional fighter for their cost; these additional units do not count against your PRODUCTION limit.
M'aban
At any time: You may look at your neighbors' hands of promissory notes and the top and bottom card of the agenda deck.
Magmus
After you spend a token from your strategy pool: You may gain 1 trade good.
Magmus
Your war suns gain +1 capacity for each of your war suns and flagships on the game board and for each supernova that contains your units. After you spend a token from your strategy pool: You may gain 1 trade good.
Master Halbert
After you explore a planet: You may place 1 infantry from your reinforcements on that planet.
Mathis Mathinus - Imperial Seal
ACTION: Perform the primary ability of any strategy card. Then, choose any number of other players. Those players may perform the secondary ability of that strategy card. Then, purge this card.
Mathis Mathinus - Imperial Seal
After you perform the secondary ability of a strategy card: You may purge this card to perform the primary ability of that strategy card.
Merkismathr Asvand
At the start of a combat: Exhaust this card to move a Glory token to the active system, if able. Then, the active player may gain a number of commodities equal to the number of neighbors they have.
Midir - Golden Order
ACTION: For each Sigil on the game board, draw 1 agenda. Reveal and resolve each agenda in any order as if you had cast 1 vote for an outcome of your choice. Other players cannot resolve abilities during this action. Then, purge this card.
Mirik Aun Sissiri - Helix Protocol
ACTION: Move any number of your ships from any systems to any number of other systems that contain 1 of your command tokens and no other players' ships. Then, purge this card.
Myru Vos
When a player moves ships: You may exhaust this card; if you do, SPACE CANNON cannot be used against those ships. If they are not transporting units, they can also move through other players' ships.
Navarch Feng
You can produce your flagship without spending resources.
Nekro Acidos
After you gain a technology: You may draw 1 action card.
Nekro Malleon
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.
Nip and Tuck
Your action cards cannot be canceled by "Sabotage" action cards. The Nekro Virus cannot place assimilator tokens on your components.
Nmenmede - Transcendence
ACTION: For each system that contains 1 or more of your ships, you may replace 1 of your non-fighter ships in that system with a ship from your reinforcements that has a cost value of up to 2 greater than the cost value of that ship. Then, purge this card.
Odlynn Myrr - Operation Archon
After an agenda is revealed: You may cast up to 6 additional votes on this agenda. Predict aloud an outcome of this agenda. For each player that abstains or votes for another outcome, gain 1 trade good and 1 command token. Then, purge this card.
Operator Kkavras
At the end of a player's turn: Exhaust this card to allow that player to remove 1 of their command tokens from the game board and place that token in an adjacent system that contains 1 or more of their structures and none of their command tokens.
Pahn Silverfur - Shadow Council
ACTION: Place 1 infantry from your reinforcements on each planet you control; you may choose and flip 1 policy card. Then, purge this card.
President Cyhn
After you gain control of a non-home planet during a tactical action: If you have 1 or more ships in the active system, you may produce 1 ship in that system.
Priestess Tuh
After a player researches a technology: You may exhaust this card to allow that player to produce 1 ship in their home system or a system that contains a planet they control that has a technology specialty.
Putriv Sirvonsk - Acula Network
ACTION: For each control token that belongs to another player on your faction sheet, you may return that token. If you do, that player must give you 1 of their trade goods, 2 of their commodities, or 1 promissory note from their hand, if able. Then, purge this card.
Pyndil Gonsuul
After you activate a system: Choose 1 ship you control with a capacity value, apply +2 to that value during this tactical action.
Quaxdol Junitas
After the second agenda is revealed during the agenda phase: You may ready 1 planet you control; explore that planet, if able.
Queen Lorena
During the first round of a combat, you may cancel 1 hit produced against your units.
Queen Lucreia
When a player wins a ground combat: You may exhaust this card to allow that player to take 1 relic fragment their opponent owns, at random, if able.
Queen Nadalia - Calling of the Queens
When you win a combat: You may purge this card to choose and take up to 1 of your opponent's relics. Then, for each planet you control that is a legendary planet or has a technology specialty, gain 1 command token.
Rear Admiral Farran
After 1 of your units uses SUSTAIN DAMAGE: You may gain 1 trade good.
Rear Admiral Farran
At the start of a space combat: Place on this card a number of trade goods equal to twice the number of your non-fighter ships in this system. During this combat, each time 1 of your units uses SUSTAIN DAMAGE, you may gain 1 trade good from this card. At the end of the combat, discard all trade goods from this card.
Rickar Rickani
During combat: Apply +2 to the result of each of your unit's combat rolls in the Mecatol Rex system, your home system, and each system that contains a legendary planet.
Rickar Rickani
During combat: Apply +2 to the result of your flagship's combat rolls against a player holding the custodians token, if other than the Winnu. Apply +2 to the result of each of your unit's combat rolls in the Mecatol Rex system, your home system, and each system that contains a legendary planet.
Riftwalker Meian - Singularity Reactor
ACTION: Swap the positions of any 2 systems that contain wormholes or your units, other than the Creuss system and the wormhole nexus. Then, purge this card.
Rin, the Master's Legacy - Genetic Memory
ACTION: For each non-unit upgrade technology you own, you may replace that technology with any technology of the same color from the deck. Then, purge this card.
Roh'Vhin Dhna mk4 - Primespace Actualization
After you move 1 or more of your ships into the active system: You may purge this card to produce ships using the PRODUCTION abilities of any units in the active system as if they were your own, regardless of whether that system contains another player's ships.
Rond Bri'ay
After 1 or more of a player's units use PRODUCTION: You may exhaust this card to allow that player to gain 1 command token.
Rowl Sarrig
When you produce fighters or infantry: You may place each of those units at any of your space docks that are not blockaded.
S'ula Mentarion
After you win a space combat: You may force your opponent to give you 1 promissory note from their hand.
S'ula Mentarion
After you win a space combat: You may force your opponent to give you 1 promissory note and 1 action card from their hand, if able.
Sai Seravus
After your ships move: For each ship that has a capacity value and moved through 1 or more wormholes, you may place 1 fighter from your reinforcements with that ship if you have unused capacity in the active system.
Sai Seravus
Game effects cannot allow other players to move ships through a system containing your flagship unless you allow it. After your ships move: For each non-fighter ship that moved through 1 or more wormholes, you may place 1 fighter from your reinforcements with that ship.
Saint Binal - Blessing of the Ancients
ACTION: Place this card and up to 3 non-faction technologies near the game board, you gain those technologies. At the start of the next strategy phase, purge all but 1 of those technologies and this card.
Sal Gavda
At the start of a player's turn: You may exhaust this card to allow that player to remove an attachment from a non-home planet they control and attach it to a non-home planet they control other than Mecatol Rex adjacent to that planet's system.
Sal Sparrow
After movement: You may exhaust this card to allow 1 player with 1 or more ships in the active system to place 1 destroyer from their reinforcements in that system. Then, you may resolve 1 transaction with that player.
Sdallari Tvungovot
When researching a unit upgrade technology, each of your unit upgrade technologies may satisfy 1 prerequisite it shares with the technology you are researching.
Sh'val, Harbinger - Tekklar Conditioning
After you move ships into the active system: You may skip directly to the "Commit Ground Forces" step. If you do, after you commit ground forces to land on planets, purge this card and return each of your ships in the active system to your reinforcements.
Sh'val, Harbinger - Tekklar Conditioning
After the Move Ships step of your tactical action: You may purge this card; if you do, other players cannot play action cards during this action and you skip to the "Commit Ground Forces" step. Return each of your ships in the active system to your reinforcements. For each ship removed, produce 1 hit to the defender's ground forces.
Sharsiss - The Blade Beckons
ACTION: Place 1 of your plot cards in play with any other player's control token on it. Then, you may place any player's control token on 1 of your in-play plot cards; one plot cannot have two of the same player's tokens. Then, purge this card.
Sharsiss Hollow - The Blade Revealed
ACTION: Ready all of your planets. Then, purge this card.
Shipmonger Zsknck
ACTION: Exhaust this card to choose 1 player; that player may place 1 cruiser or 1 destroyer from their reinforcements in a system that contains their ships. Then, if you chose another player, gain 2 commodities.
Silas Deriga
When you cast votes: You may remove up to 4 of your infantry from the game board to cast 1 additional vote for each unit removed.
Skarvald & Torvar
When the active player produces 1 or more hits during a round of combat: You may exhaust this card to allow that player to produce 1 additional hit.
Skhot Unit X-12
When a player discards or purges an action card: You may exhaust this card to allow that player to draw 1 action card.
So Ata
After another player activates a system that contains your units: You may look at that player's action cards, promissory notes, or secret objectives.
Solis Morden
When a player spends resources to research: You may exhaust this card to allow that player to spend the influence of 1 planet they control as resources.
Spc. Phquaiset
While you are the defender: After your opponent produces 1 or more hits against your units during ground combat, you may spend 1 commodity or 1 trade good to cancel 1 of those hits.
Speygh - Brikk Strain
At the start of the status phase: You may attach this card to 1 of your strategy cards. Its initiative value is 9. Non-Kyro Players may only resolve 1 clause of this strategy card's primary ability. The Kyro player gains any trade goods placed on this card.
Ssruu
This card has the text ability of each other player's agent, even if that agent is exhausted.
Starsails - Irrefutable Offer
ACTION: Place this card near the game board, until the end of this game round, each of your planets gains the PRODUCTION 3 ability as if it were a unit. At the end of this game round, purge this card.
Suffi An [Keleres]
After you perform a component action: You may perform an additional action.
Suffi An [The Mentak Coalition]
After the PILLAGE faction ability is used against another player: You may exhaust this card; if you do, you and that player each draw 1 action card.
Suffi An [The Mentak Coalition]
After the PILLAGE faction ability is used against another player: You may exhaust this card; if you do, you and that player each draw 1 action card. Then, you may allow 1 of these players to explore 1 of their planets.
Suldhan Wraeg
When a player would use 1 unit's non-PRODUCTION unit ability in a system that contains or is adjacent to an anomaly, you may exhaust this card to prevent that unit from using that unit ability.
T'ro
At the end of a player's tactical action: You may exhaust this card; if you do, that player may place 2 infantry from their reinforcements on a planet they control in the active system.
T'ro
At the end of a player's tactical action: You may exhaust this card. If you do, that player may place 2 infantry on a planet they control in the active system. If they don't, they may instead remove a number of infantry from the active system, equal to the number of tokens in their fleet pool, to remove their command token from that system.
Ta Zern [The Universities of Jol-Nar]
After you roll dice for a unit ability: You may reroll any of those dice.
Ta Zern - Wave Function Collapse [The Deepwrought Scholarate]
ACTION: Purge this card and a non-unit upgrade technology you own or from your deck; then, purge all cards with the same name owned by other players and in other players' decks. Then, each player that purged a technology they owned researches another technology.
Tellurian
When a hit is produced against a unit: You may exhaust this card to cancel that hit.
Thakt Clqua - Contingency Plan
ACTION: Gather units from your reinforcements up to equal to your starting units. Place these units, in any combination, in the space area of any systems that contain 1 of your structures and no other players' ships, or on planets you control. Then, purge this card.
That Which Molds Flesh
When you produce fighter or infantry units: Up to 2 of those units do not count against your PRODUCTION limit.
The Helmsman - Dark Space Navigation
ACTION: Choose 1 system that does not contain other players' ships; you may move your flagship and any number of your dreadnoughts from other systems into the chosen system. Then, purge this card.
The Oracle - C-Radium Geometry
At the end of the status phase: You may force each other player to give you 1 promissory note from their hand. If you do, purge this card.
The Stillness of Stars
After another player replenishes commodities: You may exhaust this card to convert their commodities to trade goods and capture 1 unit from their reinforcements that has a cost equal to or lower than their commodity value.
The Thundarian
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.
The Venerable - Resonance Cascade
ACTION: Draw and reveal up to 3 relics. For each relic that started this action in a player's play area, gain 1 command token; you may swap that relic for 1 of the revealed relics or a relic in a player's play area. Then, shuffle the remaining relics into the relic deck and purge this card.
The Voice United - The Scream
ACTION: Draw and reveal a number of action cards from the action card deck equal to 1 more than the number of players in the game, give 1 to each other player in the game and keep the rest; each other player must discard 1 action card. Then, purge this card.
Thussad Krath
When 1 or more of your damaged units make a combat roll, up to 2 of those units may roll an additional combat die.
Titus Flavius - Trader Mobilization Act
After a player activates a system other than Mecatol Rex: You may place 1 space dock on a planet you control in that system, convert each of your commodities to a trade good, and use the PRODUCTION ability of each of your units in the active system. Then, purge this card.
Tox
After a player loses or draws a ground combat: You may exhaust this card to allow that player to replenish their commodities; place a number of infantry equal to 1 less than their commodity value on 1 planet you control.
Trilossa Aun Mirik
When a player produces ground forces in a system: You may exhaust this card; that player may place those units on any planets they control in that system and any adjacent systems.
Trrakan Aun Zulok
When 1 or more of your units make a roll for a unit ability: You may choose 1 of those units to roll 1 additional die.
Trrakan Aun Zulok
Your units in systems that contain your command tokens and are adjacent to the active system can make rolls for their unit abilities. When 1 or more of your units make a roll for a unit ability: You may choose 1 of those units to roll 1 additional die.
Tungstantus
When 1 or more of your units use PRODUCTION: You may gain 1 trade good.
Turra Sveyar - Contract Network
After another player scores a secret objective: You may attach, or remove and attach, this card to that secret objective. You treat the attached secret objective as if it were a public objective. After you score the attached objective, purge this card.
Udosh B'rtul
When a player would spend influence: You may exhaust this card to allow that player to spend the resources of 1 non-home planet they control as influence, in addition to its influence.
Ul the Progenitor - Geoform
ACTION: Ready Elysium and attach this card to it. Its resource and influence values are each increased by 3, and it gains the SPACE CANNON 5 (x3) ability as if it were a unit.
Umbat
ACTION: Exhaust this card to choose a player; that player may produce up to 2 units that each have a cost of 4 or less in a system that contains one of their war suns or their flagship.
UNIT.DSGN.FLAYESH - Polymorphic Algorithm
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.
Vasra Ivo
At the end of a player's turn: You may exhaust this card to allow that player to place 2 fighters from their reinforcements in the space area of a system that contains 1 or more of their ships.
Vassa Hagi
When a player explores, you may exhaust this card to allow that player to discard 1 exploration card they drew and draw another.
Vehl Tikar - Crystal Chorus
ACTION: Purge this card to choose up to 4 planets; exhaust or ready each of those planets.
Vera Khage
When you research a technology that is owned by a player who controls a planet with a Branch Office attachment, you may ignore 1 prerequisite on that technology.
Verrisus Ypru - Defense Matrix Overload
After the "Roll Dice" step of space combat: You may purge this card. If you do, all ships in the active system become damaged; during this round of space combat your ships cannot be destroyed.
Viscount Unlenn
At the start of a space combat round: You may exhaust this card to choose 1 ship in the active system; that ship rolls 1 additional die during this combat round.
Viscount Unlenn
Before a player makes combat rolls: You may exhaust this card to choose 1 non-fighter ship of that player; that ship rolls 1 additional die during this combat round. After this combat round, if any of that player's ships of that type produced at least 1 hit, that player gains trade goods equal to the number of their ships of that type in the active system.
Voldun
When you use the PRODUCTION of 1 or more of your units, you may increase the total PRODUCTION value of those units by 1 for each space dock you control.
Vos Hollow
When a player's ship is destroyed during any combat: You may exhaust this card; if you do, that player's opponent must destroy 1 of their ships of the same type in the active system.
Walik
When a player produces 1 or more units in a system: You may exhaust this card to allow that player to place 1 of the produced units in the space area of an adjacent system that does not contain another player's ships.
Watchful Ojz
When you declare a retreat: Immediately retreat up to 2 of your ships from the active system to an adjacent system that does not contain another player's ships. Place a command token from your reinforcements into that system.
Wonell the Silent - Coil Overcharge
ACTION: Place this card near the game board; during this game round, after you perform a component action, you may use 1 of your unit's SPACE CANNON against ships in or adjacent to that unit's system, without rolling additional dice. At the end of this game round, purge this card.
Wrath Machina - Dhor's Hammer
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.
Xander Alexin Victori III
At any time: You may exhaust this card to allow any player to spend commodities as if they were trade goods.
Xuange
After another player moves ships into a system that contains 1 of your command tokens: You may return that token to your reinforcements.
Xxekir Grom - Political Data Nexus
ACTION: You may discard 1 law from play. Look at the top 5 cards of the agenda deck. Choose 2 to reveal, and resolve each as if you had cast 1 vote for an outcome of your choice; discard the rest. Other players cannot resolve abilities during this action. Then, purge this card.
Xxekir Grom - Planetary Defense Nexus
ACTION: Place any combination of up to 4 PDS or mechs onto planets you control; ready each planet that you place a unit on. Then, purge this card.
Ygegnad, The Thunder - A Tale of Legends
ACTION: For each system that contains a Glory token, remove up to 1 command token in or adjacent to that system from the game board and gain 1 command token, if able. Then, purge this card.
Yudri Sukhov
At the start of a player's turn: You may exhaust this card to allow that player to choose 1 planet they control; that player gains a number of commodities equal to that planet's influence value.
Yvin Korduul
After a player gains control of a planet, you may exhaust this card to allow that player to draw 1 action card.
Z'eu
After an agenda is revealed: You may exhaust this card to look at the top card of the agenda deck. Then, you may show that card to 1 other player.
Z'eu
After any player's command token is placed in a system: You may exhaust this card to return that token to that player's reinforcements.
Zelian A
At the start of invasion: You may exhaust this card to allow the active player to replace 1 of their infantry in the space area of the active system with 1 mech from their reinforcements.
Zelian B
Each of your Dreadnoughts and War Suns without ANTI-FIGHTER BARRAGE gains ANTI-FIGHTER BARRAGE 5.
Zelian R - Cataclysm
After you move a unit with BOMBARDMENT into a non-home system other than Mecatol Rex: You may gain trade goods equal to the total combined resource values of planets in that system. If you do, destroy all units on planets in that system and replace that system tile with the Zelian asteroid tile. Then, purge this card and each planet card that corresponds to the replaced system tile.