Discordant Stars (Fan expansion to Twilight Imperium: Fourth Edition)
Discordant Stars (Fan expansion to Twilight Imperium: Fourth Edition) Rulebook
Table of Contents
Table of Contents
- Shipwrights of Axis
- Bentor Conglomerate
- Celdauri Trade Confederation
- Cheiran Hordes
- Savages of Cymiae
- Dih-Mohn Flotilla
- Edyn Mandate
- Florzen Profiteers
- Free Systems Compact
- Ghemina Raiders
- Ghoti Wayfarers
- GLEdge Union
- Augurs of Ilyxum
- Berserkers of Kjalengard
- Kollecc Society
- Monks of Kolume
- Kortali Tribunal
- Kyro Sodality
- Lanefir Remnants
- Li-Zho Dynasty
- L'tokk Khrask
- Mirveda Protectorate
- Glimmer of Mortheus
- Myko-Mentori
- Nivyn Star Kings
- Nokar Sellships
- Olradin League
- Zealots of Rhodun
- Roh'Dhna Mechatronics
- Tnelis Syndicate
- Vaden Banking Clans
- Vaylerian Scourge
- Veldyr Sovereignty
- Zelian Purifier
- Twilight's Fall: DS (draft)
- Shipwrights of Axis [Priority: ]
- Bentor Conglomerate [Priority: ]
- Celdauri Trade Confederation [Priority: ]
- Cheiran Hordes [Priority: ]
- Savages of Cymiae [Priority: ]
- Dih-Mohn Flotilla [Priority: ]
- Edyn Mandate [Priority: ]
- Florzen Profiteers [Priority: ]
- Free Systems Compact [Priority: ]
- Ghemina Raiders [Priority: ]
- Ghoti Wayfarers [Priority: ]
- General Clarifications
Shipwrights of Axis
Abilities
- Military Industrial Complex. After you gain or replenish commodities, you may spend a number of commodities equal to the combined cost listed on any number of "Axis Order" cards in your reinforcements to place those cards in your play area. You cannot give your commodities to other players as part of a transaction.
- Arms Dealers. When a player negotiates a transaction, they may exchange Axis Order cards in their play area as part of that transaction. You cannot resolve the effects of Axis Order cards.
Home System
- Axis 5/0
Units
- Bearer of Heavens - Flagship. After this ship produces 1 or more hits during a round of space combat, you may repair 1 ship you control in this system. 8, 7(x2), 1, 3: SUSTAIN DAMAGE
Technology
- Rift Engines [B]. 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.
- Emergency Deployment [YYY]. 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.
Commodity Value: 5
Promissory Note: Industry Secrets
When 1 or more of your units use PRODUCTION: Place this card face up in your play area to apply +4 to the PRODUCTION value of those units and reduce the combined cost of the produced units by 1 for this use of PRODUCTION. At the start of the status phase, return this card to the Axis player.
Expansion Cards
- Agent: Shipmonger Zsknck - Forgeworld Merchant. 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.
- Commander: Designer TckVsk - Diligent Retro-Engineer. [Have 4 Axis Order cards of different unit types in 1 or more players' play areas.] After a player resolves an Axis Order card: You may spend 6 resources to gain the corresponding unit's unit upgrade technology.
- Hero: Demi-Queen Mdcksssk - Commissioner of Profits | Galactic Field Test - Aggressive Marketing. 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.
- Mech: Forgetender. You may treat a spacedock on this planet as if it has PRODUCTION 5. 2, 6; SUSTAIN DAMAGE
- Breakthrough: Arms Brokerage. At the start of a player's turn, you may exhaust this card to allow that player to treat 1 of your unit upgrade technologies as their own until the end of that turn. After you replenish commodities, gain a number of trade goods equal to the number of unit upgrade technologies you own. Propulsion (blue) <-> Warfare (red)
Starting Tech: Sarween Tools, AI Development Algorithm
Starting Units
- 1 dreadnought
- 1 carrier
- 1 destroyer
- 2 fighters
- 3 infantry
- 1 space dock
Additional Components
- Axis Order [Card] - Dreadnought [Cost - 3] (x2). At the end of your turn: Exhaust this card to place 1 dreadnought from your reinforcements in a system that contains 1 or more of your ships and 1 of your command tokens. At the start of the status phase, if this card is exhausted, return it to the Axis player's reinforcements.
- Axis Order [Card] - Carrier [Cost - 2] (x2). At the end of your turn: Exhaust this card to place 1 carrier from your reinforcements in a system that contains 1 or more of your ships and 1 of your command tokens. At the start of the status phase, if this card is exhausted, return it to the Axis player's reinforcements.
- Axis Order [Card] - Cruiser [Cost - 1] (x2). At the end of your turn: Exhaust this card to place 1 cruiser from your reinforcements in a system that contains 1 or more of your ships and 1 of your command tokens. At the start of the status phase, if this card is exhausted, return it to the Axis player's reinforcements.
- Axis Order [Card] - Destroyers [Cost - 1] (x2). At the end of your turn: Exhaust this card to place 2 destroyers from your reinforcements in a system that contains 1 or more of your ships and 1 of your command tokens. At the start of the status phase, if this card is exhausted, return it to the Axis player's reinforcements.
Bentor Conglomerate
Abilities
- Secret Maps. At the end of your tactical actions, you may explore 1 planet in the active system that is or contains 1 of your units with PRODUCTION that you did not explore during that tactical action.
- Fortune Seekers. Once per action, after you explore a planet or frontier token, you may gain 1 commodity.
- Ancient Blueprints. The first time you gain a cultural, hazardous, industrial, or unknown relic fragment, place the corresponding "Fragment" token on your faction sheet.
Home System
- Benc 2/0
- Hau 1/2
Units
- Wayfinder - Flagship. Apply +1 to the results of this ship's combat and ability rolls for each Fragment token on your faction sheet. 8, 9(x2), 1, 3; ANTI-FIGHTER BARRAGE 9(x2), SPACE CANNON 9, BOMBARDMENT 9, SUSTAIN DAMAGE
Technology
- Broker Network [G]. Each planet you control that has a technology specialty or an attachment gains the PRODUCTION 1 ability as if it were a unit.
- Merged Replicators [YY]. 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.
Commodity Value: 2
Promissory Note: Encryption Key
ACTION: Attach this card to a non-home planet you control. This planet has 1 technology specialty of any color.
Expansion Cards
- Agent: C.O.O. Mgur - Deft Tradesperson. 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.
- Commander: C.M.O. Ranc - Marketing Guru. [Have 3 Fragment tokens on your faction sheet.] Your commodity value is increased by 1.
- Hero: C.E.O. Ken Tucc - Visionary Explorer | Primordial Data Core - Grand Reveal. ACTION: Purge this card to explore each planet you control, in any order.
- Mech: Auctioneer. DEPLOY: When you place a Fragment token on your faction sheet, you may place 1 mech on a planet you control. 2, 6; SUSTAIN DAMAGE
- Breakthrough: Historian Conclave. ACTION: Exhaust this card to allow all other players to explore 1 planet they control. Then, place up to 1 infantry from your reinforcements into coexistence on 1 of those planets. When you explore a planet, you may exhaust this card to instead explore the frontier deck in that system. Biotic (green) <-> Propulsion (blue)
Starting Tech: Choose two of the following: Psychoarchaeology, Dark Energy Tap, and Scanlink Drone Network
Starting Units
- 1 carrier
- 2 cruisers
- 3 fighters
- 4 infantry
- 1 space dock
- 1 PDS
Additional Components
- Bentor Commodity tokens (x3)
- Relic Fragment tokens (x4): 1 industrial, 1 hazardous, 1 cultural, 1 unknown
- Encryption Key token
Celdauri Trade Confederation
Abilities
- Projection of Power. At the start of any space combat in a system that is adjacent to or contains 1 or more of your space docks, choose up to 1 ship in that system to gain ANTI-FIGHTER BARRAGE 6 during that combat.
- Industrialists. During setup, place 1 additional space dock in your reinforcements.
Home System
- 2/1 Louk
- 1/3 Auldane
Units
- Supremacy - Flagship. You may use the PRODUCTION ability of other player's space docks in this system to produce ships. 8, 7(x2), 1, 6; SUSTAIN DAMAGE, ANTI-FIGHTER BARRAGE 6(x2)
- Trade Port I - Space Dock I. 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. PRODUCTION X, ANTI-FIGHTER BARRAGE 6(x2)
Technology
- Emergency Mobilization [RR]. 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.
- Trade Port II - Space Dock II [YY]. 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. PRODUCTION X, ANTI-FIGHTER BARRAGE 6(x2)
Commodity Value: 4
Promissory Note: Trade Alliance
When you receive this card, if you are not the Celdauri player, you must place it face up in your play area. While this card is in your play area, you can use the Celdauri player's commander ability, if it is unlocked. If you activate a system that contains 1 or more of the Celdauri player's units, return this card to the Celdauri player.
Expansion Cards
- Agent: George Nobin - Esteemed Merchantman. 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 spacedock from their reinforcements on a planet they control in the active system.
- Commander: Henry Storcher - Starbase Commander. [Have 1 spacedock on the game board not in or adjacent to your home system.] 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.
- Hero: Titus Flavius - Merchant Admiral | Trader Mobilization Act - Merchant Rearmament. 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.
- Mech: Minuteman. 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. 2, 6; SUSTAIN DAMAGE
- Breakthrough: Trade Protectorate. When you gain this card, place the Celagrom flagship card on your faction sheet. Then, place the Celagrom token in a system that contains your ships, if able. The Celagrom token is a second flagship with the attributes, abilities, and ability text on the Celagrom flagship card. Cybernetic (yellow) <-> Warfare (red)
Starting Tech: Choose two of the following: Antimass Deflectors, Sarween Tools, Plasma Scoring
Starting Units
- 2 carriers
- 1 destroyer
- 4 fighters
- 3 infantry
- 1 space dock
- 1 PDS
Additional Components
- Celdauri Space Dock token
- Celagrom Card. At the start of space combat, you may produce 1 hit and assign it to 1 of your opponent's ships. While you control another flagship, this unit rolls 1 additional combat die. 5, 5, 1, 2; SUSTAIN DAMAGE, BOMBARDMENT 5 Cybernetic (yellow) <-> Warfare (red)
Cheiran Hordes
Abilities
- Teeming. During setup, place 2 additional dreadnoughts and 1 additional mech in your reinforcements.
- Moult. After you win a space combat as the defender, you may produce 1 ship in the active system, reducing the cost by 1 for each of your non-fighter ships destroyed during that combat.
- Byssus. You may treat your mechs on planets you control as structures for any purpose other than scoring objectives.
Home System
- Arche 2/2
- Gghurn Theta 2/1
Units
- Lithodax - Flagship. 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. 8, 7(x2), 1, 3; SUSTAIN DAMAGE, ANTI-FIGHTER BARRAGE 7(x2)
- Chitin Hulk I - Dreadnought I. When this unit is destroyed, you may place 1 fighter from your reinforcements in this system's space area. 4, 5, 1, 1; SUSTAIN DAMAGE, BOMBARDMENT 5
Technology
- Chitin Hulk II - Dreadnought II [BBY]. 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. 4, 5, 2, 1; SUSTAIN DAMAGE, BOMBARDMENT 5
- Brood Pod [RR]. 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.
Commodity Value: 2
Promissory Note: Carcinisation
When 1 of your non-fighter ships is destroyed during combat in a system: You may place 2 fighters from your reinforcements in the space area of that system. At the end of that combat, return this card to the Cheiran player.
Expansion Cards
- Agent: Operator Kkavras - Subspace Grapple. 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.
- Commander: Spc. Phquaiset - Alloyed Carapace. [Have 4 structures on non-home planets] 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.
- Hero: Thakt Clqua - Polemarch | Contingency Plan - Biomass Event. 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.
- Mech: Nauplius. When this unit is destroyed, you may place 1 infantry from your reinforcements on this planet. 2, 6; SUSTAIN DAMAGE
- Breakthrough: Matriphagy. At the end of your turn, you may exhaust this card to choose 1 of your non-fighter ships on the game board; replace that ship with 1 or more units from your reinforcements that have a total combined cost less than that ship's cost value. Propulsion (blue) <-> Warfare (red)
Starting Tech: Choose 1 of the following: Magen Defense Grid, Self-Assembly Routines
Starting Units
- 1 dreadnought
- 1 carrier
- 1 destroyer
- 2 fighters
- 2 infantry
- 1 mech
- 1 space dock
Additional Components
- Cheiran Dreadnought tokens (x2)
- Cheiran Mech token
Savages of Cymiae
Abilities
- Autonetic Memory. When you would draw 1 or more action cards, you may draw 1 less card to either choose 1 card from the action card discard pile and add it to your hand, or place 1 infantry from your reinforcements on a planet you control.
- Cybernetic Madness. After you add an action card from the discard pile to your hand using your AUTONETIC MEMORY faction ability, you must discard 1 action card. After you fully resolve an action card's ability text, purge that card instead of discarding it.
Home System
- Cymiae 3/1
Units
- Reprocessor Alpha - Flagship. After you win a combat in this system, you may take 1 of your opponent's action cards, at random. 8, 9(x2), 1, 6; SUSTAIN DAMAGE
- Unholy Abomination I - Infantry I. 1, 5
Technology
- Unholy Abomination II - Infantry II [GG]. 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. 1, 4
- Recursive Worm [Y]. 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.
Commodity Value: 3
Promissory Note: Algorithmic Replication
ACTION: Choose 1 action card from the action card discard pile and add it to your hand. Then, purge this card.
Expansion Cards
- Agent: Skhot Unit X-12 - Watcher. When a player discards or purges an action card: You may exhaust this card to allow that player to draw 1 action card.
- Commander: Koryl Ferax - The Third Voice. [Have 10 or more infantry on the board.] 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.
- Hero: The Voice United - Psionic Maelstrom | The Scream - Symphony of Agony. 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.
- Mech: Revenant. At the start of each ground combat round, if this planet contains no more than 1 of your mechs, repair this unit. 2, 6; SUSTAIN DAMAGE
- Breakthrough: Synaptic Interference. After you win a combat, you may purge 1 of your promissory notes from your hand to move 1 other player's command token in the active system to an adjacent system, or gain 2 trade goods. ACTION: Exhaust this card to discard the top 3 cards of the action card deck. Cybernetic (yellow) <-> Warfare (red)
Starting Tech: Neural Motivator, AI Development Algorithm
Starting Units
- 1 dreadnought
- 1 carrier
- 1 destroyer
- 2 fighters
- 3 infantry
- 1 space dock
Dih-Mohn Flotilla
Abilities
- Capital Fleet. Destroyers count as 1/2 of a ship against your fleet pool.
- Migrant Explorers. After you explore a frontier token in a system, you may explore a planet you control that is adjacent to that system.
- Flotilla. You cannot have more infantry than non-fighter ships in the space area of a system.
Home System
- Abyssus 4/2
Units
- Maximus - Flagship. 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. 8, 5(x2), 1, 3; SUSTAIN DAMAGE
- Aegis I - Dreadnought I. When another ship in this system would be destroyed during combat, you may have this ship become damaged instead. 4, 5, 1, 1; SUSTAIN DAMAGE, BOMBARDMENT 5
Technology
- Impressment Programs [YY]. 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.
- Aegis II - Dreadnought II [BBY]. When another ship in this system would be destroyed by a game effect, you may have this ship become damaged instead. 4, 4, 2, 1; SUSTAIN DAMAGE, BOMBARDMENT 5
Commodity Value: 2
Promissory Note: Combat Drills
When 1 of your ships would be destroyed: Instead of destroying that ship, place this card face up in your play area. Return this card to the Dih-Mohn player at the start of the status phase.
Expansion Cards
- Agent: Jgin Faru - Chancellor of Immigration. 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.
- Commander: Clona Bathru - Founder of Bathru Robotics. [Research a ship unit upgrade technology.] 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.
- Hero: Verrisus Ypru - Former Admiral | Defense Matrix Overload - Volatile EMP Burst. 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.
- Mech: Repairitor. At the start of a combat in this system you may repair 1 unit you control that is participating in that combat. 2, 6; SUSTAIN DAMAGE
- Breakthrough: Exodus Engineering.
- You can produce ships in systems that contain both your ships and another player's ships. After 1 of your opponent's non-fighter ships is destroyed, if this card has not yet been flipped during this combat, you may flip this card to place 1 frontier token in the active system.
- You can produce ships in systems that contain both your ships and another player's ships. After 1 of your opponent's non-fighter ships is destroyed, if this card has not yet been flipped during this combat, you may produce 1 or 2 non-fighter ships in the active system to flip this card. Propulsion (blue) <-> Cybernetic (yellow)
Starting Tech: Dark Energy Tap, Scanlink Drone Network
Starting Units
- 2 dreadnoughts
- 2 destroyers
- 2 fighters
- 1 mech
- 2 infantry
- 1 space dock
Edyn Mandate
Abilities
- Grace. Once per action phase, after you resolve the primary ability of a strategy card, you may resolve the secondary ability of 1 readied or unchosen strategy card with a lower printed initiative number than that strategy card.
- Decree. You may prevent ships from moving through anomalies that contain your ground forces.
- Radiance. After an agenda is revealed, you may predict aloud the outcome of that agenda. If your prediction is correct, place 1 command token from another player's reinforcements in a Sigil.
Home System
- Ekko 0/1
- Edyn 3/3
- Okke 0/1
Units
- Kaliburn - Flagship. Apply +1 to the results of this unit's combat rolls for each law in play. 8, 7(x2), 1, 3; SUSTAIN DAMAGE
Technology
- Unity Algorithm [GGG]. 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.
- Encrypted Trade Hub [YY]. 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.
Commodity Value: 3
Promissory Note: Edyn Rider
After an agenda is revealed: You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, place 1 command token from another player's reinforcements in a system that contains your units. Then, return this card to the Edyn player.
Expansion Cards
- Agent: Allant - Elder Voice. 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.
- Commander: Kadryn - Highest Grace. [Have 1 or more laws in play.] When any game effect would allow you to score a public objective, you may instead draw 1 secret objective.
- Hero: Midir - The Living Will | Golden Order - Peace Eternal. 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.
- Mech: Rune Bearer. 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. 2, 6; SUSTAIN DAMAGE
- Breakthrough: Celestial Ambassadors. ACTION: Exhaust this card and show another player 1 of your unscored secret objectives; that player must show you 1 of their unscored secret objectives, at random, or allow you to place 1 ground force from your reinforcements into coexistence on a planet they control. Biotic (green) <-> Propulsion (blue)
Starting Tech: Choose any 3 technologies that have different colors and no prerequisites.
Starting Units
- 1 carrier
- 2 destroyers
- 4 fighters
- 3 infantry
- 1 space dock
- 1 PDS
Additional Components
- Sigil Token (x4)
Florzen Profiteers
Abilities
- Mercenaries. At the start of a space combat, you may remove up to 2 fighters you control in a system adjacent to the active system. Then, choose 1 player participating in that combat; that player places the same number of fighters from their reinforcements in the active system.
- Data Leak. When you would gain a relic, you may draw 1 additional card; choose 1 to gain and return the rest to the relic deck. Then, shuffle the relic deck.
- Shadow Markets. When you explore a planet, you may treat that planet as if it had the same trait as another planet you control.
Home System
- Delmor 2/1
- Kyd 1/2
Units
- Man O' War - Flagship. Other players cannot play action cards during a space combat in this system. 8, 7(x2), 1, 5; SUSTAIN DAMAGE
- Corsair I - Fighter I. This unit may move without being transported. Fighters in excess of your ships' capacity count against your fleet pool. 1(x2), 9, 1; ANTI-FIGHTER BARRAGE 9
Technology
- Blackmail Programs [GG]. 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.
- Corsair II - Fighter II [GB]. This unit may move without being transported. Fighters in excess of your ships' capacity count against your fleet pool. 1(x2), 8, 3; ANTI-FIGHTER BARRAGE 8
Commodity Value: 4
Promissory Note: Underground Market
When you would gain a relic: You may draw 1 additional card; choose 1 to gain and return the rest to the relic deck. Then, shuffle the relic deck. Then, return this card to the Florzen player.
Expansion Cards
- Agent: Sal Gavda - Black Market Dealer. 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.
- Commander: Quaxdol Junitas - The Unseen Hand. [Have the outcome you voted for or predicted on an agenda resolved.] After the second agenda is revealed during the agenda phase: You may ready 1 planet you control; explore that planet, if able.
- Hero: Banua Gowen - Administrator of a Thousand Minds | Harmonic Convergence - Mass Assimilation. 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.
- Mech: Privateer. You may spend influence as resources to produce this unit. 2, 6; SUSTAIN DAMAGE
- Breakthrough: Reverie Implants. After a system that contains 2 or more planets you control is activated, you may exhaust this card. If you do, you and the active player each secretly spend 0, 1, or 2 trade goods. Then, reveal the spent trade goods; if you spent the same number of trade goods, explore 1 planet you control; otherwise, end that player's turn. Biotic (green) <-> Propulsion (blue)
Starting Tech: Neural Motivator, Scanlink Drone Network
Starting Units
- 2 carriers
- 4 fighters
- 4 infantry
- 1 space dock
Free Systems Compact
Abilities
- Rally to the Cause. Once per action, after you produce 1 or more ships in your home system, you may produce up to 2 ships in a system that contains a cultural, hazardous, or industrial planet and does not contain a legendary planet or other players' units.
- Diplomats. Once per action, you may exhaust 1 uncontrolled planet's planet card that is on the game board to spend its resources or influence.
- Free People. During setup, for each non-home planet other than Mecatol Rex on the game board, place that planet's planet card face up on the game board.
Home System
- Idyn 1/0
- Kroll 1/1
- Cyrra 0/1
Units
- Vox - Flagship. When this unit makes a combat roll, it rolls 1 additional die for each planet in this system of any single trait. 8, 7(x2), 1, 3; SUSTAIN DAMAGE
Technology
- Envoy Network [G]. 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.
- Covert Strike Teams [YY]. 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.
Commodity Value: 4
Promissory Note: Broadcast Teams
When you gain control of a planet during a tactical action: If the active system does not contain another player's ships, you may produce up to 2 ships in that system. Then, return this card to the Free Systems player.
Expansion Cards
- Agent: Cordo Haved - Friendly Diplomat. 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.
- Commander: President Cyhn - Crisis Leader. [Each non-legendary planet on the game board is controlled.] 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.
- Hero: Count Otto P'may - Inspiring Rhetorician | Heart of Rebellion - Freedom or Death. 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.
- Mech: Liberator. 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. 2, 6; SUSTAIN DAMAGE
- Breakthrough: Galactic Movement. After you spend a strategy token, you may place 1 infantry from your reinforcements into coexistence on any cultural, hazardous, or industrial planet that contains the active player's ground forces. Your infantry tokens on planets you control can be accompanied by your control tokens instead of plastic pieces. Biotic (green) <-> Cybernetic (yellow)
Starting Tech: Psychoarchaeology
Starting Units
- 1 carrier
- 2 cruisers
- 2 fighters
- 4 infantry
- 1 space dock
- 1 PDS
Additional Components
- Heart of Rebellion Token
Ghemina Raiders
Abilities
- The Lady & The Lord. During setup, place 1 additional flagship in your reinforcements and the additional Ghemina Hero next to your faction sheet. This additional flagship has the abilities and attributes listed on the Lord flagship card. You have 2 Heroes.
- Rule of Two. During a round of combat in a system that contains exactly 2 of your non-fighter ships, if those ships have the same unit type, apply +2 to the result of each of those unit's combat rolls.
Home System
- Drah 1/2
- Trykk 2/1
Units
- The Lady - Flagship. When a structure you do not control in this system is destroyed, gain 1 trade good. 6, 7x2, 2, 3; SUSTAIN DAMAGE, BOMBARDMENT 5(x4)
- The Lord - Flagship. After a player explores a planet in this system, place 1 infantry from their reinforcements on that planet. 6, 7x2, 2, 7; SUSTAIN DAMAGE
- Combat Transport I - Carrier I. 3, 9, 2, 4
Technology
- War Song Implants [GGG]. After you win a space combat, you may ready 1 planet you control.
- Combat Transport II - Carrier II [BB]. 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. 3, 9, 2, 6
Commodity Value: 2
Promissory Note: Raid Leaders
After you activate a system: Choose 1 non-fighter ship you control; during this action, that unit gains BOMBARDMENT 5(x2) and a capacity value of 2. Return this card to the Ghemina player at the end of this action.
Expansion Cards
- Agent: Skarvald & Torvar - Raid Heralds. 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.
- Commander: Jarl Vel & Jarl Jotrun - Dual Raid Leaders. [Have 2 flagships on the game board.] 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.
- Hero: Korela - The Lady | Raze Order - Fear and Ash. 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.
- Hero: Kantrus - The Lord | Destiny Drive - Alleged Birthright. 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.
- Mech: Jotun. After you win a ground combat on this planet, if this planet contains exactly 1 other mech, explore this planet. 2, 6; SUSTAIN DAMAGE
- Breakthrough: Raiding Parties. During each round of combat, you may choose 1 of your participating units; roll that unit's combat roll twice and resolve the result of your choice. When you announce a retreat, you may exhaust this card to immediately resolve that retreat. Biotic (green) <-> Warfare (red)
Starting Tech: Psychoarchaelogy, Dark Energy Tap
Starting Units
- 2 carriers
- 1 destroyer
- 3 infantry
- 3 fighters
- 2 space docks
Additional Components
- The Lord flagship card
- The Lord flagship token
Ghoti Wayfarers
Abilities
- Abyssal Embrace. When you create the game board, place the Ghoti Space tile where your home system would normally be placed. The Ghoti Space system is not a home system.
- Mobile Command. The system that contains your flagship is your home system. Your flagship cannot be captured and you cannot score public objectives if your flagship is not on the game board.
- Spawning Grounds. During setup, gain and ready the Ghoti planet card and its planet ability card; you cannot lose those cards.
Home System
- None - Ghoti Space - empty system
Units
- All Mother - Flagship. 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. 6, 7(x2), 1, 5; PRODUCTION X, SUSTAIN DAMAGE
Technology
- Networked Command [G]. 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.
- Parallel Production [Y]. 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.
Commodity Value: 4
Promissory Note: Ghoti Relay
At the start of your turn: Place this card in your play area to produce up to 2 ships in a system that contains 1 or more of your ships. At the start of the status phase, return this card to the Ghoti Player.
Expansion Cards
- Agent: Becece - Caretaker of Worlds. 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.
- Commander: Ceie Doleegueaunm - Abyssal Queen. [Have units in 3 systems that do not contain planets.] After you activate a system: You may treat systems that contain no planets as adjacent to each other during this tactical action.
- Hero: Nmenmede - Ghoti All Mother | Transcendence - The Ghoti Arise. 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.
- Mech: Tioleombp. 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. 2, 6; SUSTAIN DAMAGE
- Breakthrough: Cult of the All-Mother. When you pass, you may exhaust this card to move 1 ingress token into a non-Fracture system that contains no planets, or move 1 of your ships to an adjacent system that contains your ships. Your units may retreat to any system that contains no other player's ships and no planets. Biotic (green) <-> Propulsion (blue)
Starting Tech: Choose 1 of the following: Gravity Drive, Sling Relay
Starting Units
- 1 flagship
- 1 cruiser
- 2 fighters
- 3 infantry
Additional Components
- Ghoti Planet Card. 3/3 planet
- Ghoti Planet Ability Card. When you move 1 or more ships into a system that contains no planets, gain 1 commodity. You may score objectives if your home system contains no planets.
GLEdge Union
Abilities
- Mantle Cracking. ACTION: Place 1 "Core" token on a non-home planet you control other than Mecatol Rex that does not contain a Core token to gain up to 4 trade goods.
- Celestial Reclamation. Planets that contain Core tokens have a base resource value of 2 and influence value of 0. Core tokens cannot be removed from the planet that contains them.
- Deep Mining. When you would explore a planet that contains 1 of your mechs or structures, you may instead gain 1 trade good.
Home System
- Last Stop 3/0
Units
- Beg Bersha - Flagship. When this unit makes a combat or ability roll, it rolls 1 additional die for each mech in or adjacent to this system. 8, 7, 1, 3; SUSTAIN DAMAGE, BOMBARDMENT 7
- Orion Platform I - PDS I. 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. PLANETARY SHIELD, SPACE CANNON 6
Technology
- Orion Platform II - PDS II [YR]. 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. PLANETARY SHIELD, SPACE CANNON 5
- Lightning Drives [BBB]. During movement, you may increase the move value of each of your non-fighter ships not transporting any fighters or infantry by 1.
Commodity Value: 2
Promissory Note: Gledge Base
ACTION: Attach this card to a non-home planet you control. This planet's resource value is increased by 2.
Expansion Cards
- Agent: Durran - Ember of the Union. 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.
- Commander: Voldun - Forge Lord. [Control non-fighter ships with a total combined cost value of at least 10 in 1 system.] 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.
- Hero: Gorthrim - Chief of Expeditions | Magnum Opus - World Shapers. 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.
- Mech: Exodriller. When you exhaust this planet to spend resources, you may also spend 1 of its influence as a resource. 2, 6; SUSTAIN DAMAGE
- Breakthrough: Dhonraz Installations. ACTION: Exhaust this card to resolve BOMBARDMENT 5(xY) against each player's units on a planet in a system adjacent to a system that contains a Core token, where Y is the number of structures you control. Propulsion (blue) <-> Cybernetic (yellow)
Starting Tech: Choose two of the following: Psychoarchaeology, Scanlink Drone Network, AI Development Algorithm
Starting Units
- 1 dreadnought
- 1 carrier
- 1 destroyer
- 3 fighters
- 2 infantry
- 1 mech
- 1 space dock
Additional Components
- Core token (x3)
- Gledge Base token
Augurs of Ilyxum
Abilities
- Oracle AI. After the speaker reveals an unrevealed public objective, choose 1 unrevealed public objective card and place that card on your faction sheet. You may look at the card on your faction sheet at any time.
- Limited Vision. You may not place a stage II objective card on your faction sheet until all stage I objectives have been revealed.
- Probability Algorithms. When the speaker would reveal the next public objective, they must reveal the public objective card on your faction sheet instead. Place that card near the other public objectives.
Home System
- Demis 2/2
- Chrion 2/3
Units
- Nemsys - Flagship. When this unit makes a combat roll, it rolls 1 additional die for each secret objective you have scored. 8, 5, 1, 3; SUSTAIN DAMAGE
Technology
- Psychographics [GGG]. During the status phase, you may score 1 additional public objective instead of a secret objective.
- Sentient Datapool [YY]. At the start of the status phase, you may spend 3 trade goods to research 1 technology.
Commodity Value: 3
Promissory Note: Read the Fates
ACTION: Place this face up in your play area. While this card is in your play area, you may look at the public objective card on the Ilyxum player's faction sheet. If you activate a system that contains 1 or more of the Ilyxum player's units, return this card to the Ilyxum player.
Expansion Cards
- Agent: Clodho - Speaker. 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.
- Commander: Lachis - Reader. [Win a combat in a system that contains a legendary planet or a planet that has a technology specialty.] This card satisfies a yellow technology prerequisite. When you cast at least 1 vote, cast 1 additional vote for every 2 technologies you own.
- Hero: Atropha - Weaver | Synchronicity Algorithm - Woven Fate. 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.
- Mech: Iledrith. 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. 2, 6; SUSTAIN DAMAGE
- Breakthrough: Cryptic Insights. When you explore a planet, you may discard that card to draw 1 action card instead. Biotic (green) <-> Cybernetic (yellow)
Starting Tech: Scanlink Drone Network, AI Development Algorithm
Starting Units
- 1 carrier
- 2 destroyers
- 2 fighters
- 4 infantry
- 1 space dock
- 1 PDS
Berserkers of Kjalengard
Abilities
- Glory. After you win a combat, you may place or move a Glory token into the active system, or spend 1 token from your strategy pool to research a unit upgrade technology of the same type as 1 of your units that participated in that combat.
- Heroism. Capture your fighters and infantry that are destroyed during combat. When you pass, for each Glory token on the game board, you may return 4 of your captured units to gain 1 command token.
- Valor. When units make a combat roll in a system that contains a Glory token, each result of 10, before applying modifiers, produces 1 additional hit.
Home System
- Kjalengard 3/2
- Hulgade 1/0
Units
- Hulgade's Hammer - Flagship. 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. 8, 7(x2), 1, 6; SUSTAIN DAMAGE
- Star Dragon I - Carrier I. This unit may ignore the movement effects of non-supernova anomalies. 3, 8, 1, 4
Technology
- Star Dragon II - Carrier II [BB]. This unit may ignore the movement effects of anomalies. 3, 7, 2, 6
- Zhrgar Stimulants [G]. 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.
Commodity Value: 3
Promissory Note: Vassalage
At the start of combat: Apply +1 to the results of each of your fighters' combat rolls during this combat. The Kjalengard player captures each of your fighters destroyed during this combat. Then, return this card to the Kjalengard player.
Expansion Cards
- Agent: Merkismathr Asvand - Marshal of Trade. 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.
- Commander: Sdallari Tvungovot - Marshal Engineer. [Have 2 Glory tokens on the game board.] When researching a unit upgrade technology, each of your unit upgrade technologies may satisfy 1 prerequisite it shares with the technology you are researching.
- Hero: Ygegnad, The Thunder - Honorary Skald | A Tale of Legends - For Eternal Glory. 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.
- Mech: Skald. When you pass, place 1 infantry from your reinforcements on this planet if there is a Glory token in or adjacent to this system. 2, 6; SUSTAIN DAMAGE
- Breakthrough: Bannerhalls. For each Glory token on the game board, you control 1 Bannerhall card. Once per action, when a player wins a combat in a system that contains a Glory token, ready each Bannerhall card. Biotic (green) <-> Warfare (red)
- Bannerhall - 1/1
Starting Tech: Choose 1 non-faction unit upgrade technology.
Starting Units
- 2 carriers
- 1 destroyer
- 4 fighters
- 4 infantry
- 1 space dock
- 1 PDS
Additional Components
- Glory tokens (x3)
- Bannerhall 1/1 (x3)
Kollecc Society
Abilities
- Cloaked Fleets. After you produce 1 or more ships, you may place up to 2 of those ships on your faction sheet, those ships are captured.
- Shroud of Lith. After movement, if the active system contains 1 or more of your non-fighter ships, you may place up to 2 of your captured ships and 2 of your captured ground forces from your faction sheet in that system's space area.
- Treasure Hunters. At the start of your turn, you may look at the top card of the cultural, hazardous, or industrial exploration deck. Then, look at the top card of the relic deck.
Home System
- Susuros 4/4
Units
- Nightingale V - Flagship. When this unit retreats, you may capture each of your units that retreat. 8, 5(x2), 1, 3; SUSTAIN DAMAGE
Technology
- Seeker Drones [YY]. 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.
- Shrouded Skirmishers [B]. 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.
Commodity Value: 3
Promissory Note: AI Survey
At the start of your turn: You may look at either the top card of the cultural, hazardous, and industrial exploration decks, or the top card of the relic deck. Then, return this card to the Kollecc player.
Expansion Cards
- Agent: Captain Dust - Artifact Broker. 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.
- Commander: Kado S'mah-Qar - Coordinator. [Have 4 relic fragments.] 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.
- Hero: Dorrahn Griphyn - The Collector | Shadowcaster - Shrouded Expedition. 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.
- Mech: Nightshade Vanguard. 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. 2, 6; SUSTAIN DAMAGE
- Breakthrough: The Collector's Museum. When you explore a planet, you may exhaust this card to resolve a card from that exploration deck's discard pile instead; if you would discard that card, instead shuffle it into the corresponding exploration deck. Biotic (green) <-> Propulsion (blue)
Starting Tech: Scanlink Drone Network
Starting Units
- 2 carriers
- 1 cruiser
- 2 fighters
- 4 infantry
- 1 space dock
Monks of Kolume
Abilities
- Starfall Gunnery. During Movement, while you are not the active player, you may only use 1 of your unit's SPACE CANNON. During each of your actions, up to 3 of your non-fighter ships gain SPACE CANNON 8.
- Deliberate Action. You cannot redistribute command tokens during the status phase. When you pass, you may place 1 command token from your reinforcements in 1 pool on your command sheet that contains no command tokens.
- Meditation. ACTION: Spend 1 command token from your strategy pool to ready 1 of your technologies.
Home System
- Alesna 2/0
- Azle 2/0
Units
- Halberd - Flagship. Hits produced by the SPACE CANNON abilities of your units in this system cannot be canceled. 8, 7(x2), 1, 3; SPACE CANNON 7, SUSTAIN DAMAGE
Technology
- Applied Biothermics [GG]. When you pass, you may gain 1 commodity for each other player who has already passed. ACTION: Exhaust this card.
- Omniscience Field [RRR]. 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.
Commodity Value: 3
Promissory Note: Combinatorial Bypass
At the start of invasion, place this card in your play area. During this invasion, all other player's units lose SPACE CANNON and PLANETARY SHIELD. At the start of your next turn, return this card to the Kolume player.
Expansion Cards
- Agent: Disciple Fran - Meditative Prodigy. ACTION: Exhaust this card to allow a player to redistribute 1 of their command tokens on their command sheet.
- Commander: Issac of Sinci - Kinematics Specialist. [Ready 1 of your technologies during the action phase.] Apply +1 to each of your unit's ability rolls.
- Hero: Wonell the Silent - Grandmaster of the Order | Coil Overcharge - Streaks in the Night. 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.
- Mech: Rook. 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. 2, 6, SUSTAIN DAMAGE, SPACE CANNON 8 (x2)
- Breakthrough: Synchronicity VI. ACTION: Exhaust this card to either gain 1 command token, or research a technology of the same color as one of your exhausted technologies. When you exhaust a technology, gain 1 commodity. Propulsion (blue) <-> Cybernetic (yellow)
Starting Tech: Choose 1 of the following: Graviton Laser System, Predictive Intelligence
Starting Units
- 2 carriers
- 1 cruiser
- 2 fighters
- 4 infantry
- 1 space dock
Kortali Tribunal
Abilities
- Zealous. When you spend a command token to resolve the secondary ability of the "Warfare" strategy card, you may resolve the primary ability instead.
- Ruthless. At the start of a ground combat on an exhausted planet you do not control, you may produce 1 hit and assign it to 1 of your opponent's ground forces on that planet.
Home System
- Ogdun 2/0
- Brthkul 1/3
Units
- Magistrate - Flagship. After you win a space combat in this system, you may have this ship become damaged to gain 1 command token. 8, 5(x2), 1, 3; SUSTAIN DAMAGE, BOMBARDMENT 3
Technology
- Tempest Drive [GG]. After you win a combat in a system, you may exhaust this card to remove 1 command token from that system.
- Deliverance Engine [RR]. 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.
Commodity Value: 3
Promissory Note: Blessing of the Queens
ACTION: Place this card face up in your play area and remove 1 of your command tokens from the game board. At the start of the status phase, return this card to the Kortali player.
Expansion Cards
- Agent: Queen Lucreia - Atonement and Punishment. 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.
- Commander: Queen Lorena - Compassion and Destruction. [Destroy the last of a player's units in a system.] During the first round of a combat, you may cancel 1 hit produced against your units.
- Hero: Queen Nadalia - Life and Death | Calling of the Queens - Mother Goddesses. 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.
- Mech: Justicar. This unit cannot lose its PLANETARY SHIELD. 2, 5; SUSTAIN DAMAGE, PLANETARY SHIELD
- Breakthrough: The Queens' Wrath. If you have the Dreadnought II technology, flip this card and place it on top of Dreadnought II. Propulsion (blue) <-> Warfare (red)
Starting Tech: Psychoarchaeology, Plasma Scoring
Starting Units
- 2 carriers
- 1 cruiser
- 2 fighters
- 4 infantry
- 1 space dock
- 1 PDS
Additional Components
- Tribune. This unit cannot be destroyed by "Direct Hit" action cards. When this unit produces a hit, you may repair it. While this unit is not damaged, you may reroll its combat roll. 4, 5, 2, 1; SUSTAIN DAMAGE, BOMBARDMENT 5 Propulsion (blue) <-> Warfare (red)
Kyro Sodality
Abilities
- Contagion. After you resolve the primary or secondary ability of the "Politics" strategy card, commit 1 infantry from your reinforcements to a planet that is in or adjacent to a system that contains a planet you control; resolve invasion on that planet.
- Plague Reservoir. Once per action, during invasion on a planet that contains your units, you may resolve ground combat on that planet, even if it does not contain another player's ground forces.
- Subversive. When participating in a combat that would end in a draw, you are treated as the winner instead.
Home System
- Avicenna 4/0
Units
- Auriga - Flagship. When you commit units to a planet in this system, you may commit 1 infantry from your reinforcements to that planet. 8, 7(x2), 1, 3; SUSTAIN DAMAGE
Technology
- Indoctrination Teams [GG]. During the agenda phase, after an outcome you voted for is resolved, place 2 infantry from your reinforcements on a planet you control.
- Vector Programs [Y]. 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.
Commodity Value: 2
Promissory Note: Kyro Rider
After an agenda is revealed: You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, place 3 infantry from your reinforcements on a planet you control. Then, return this card to the Kyro player.
Expansion Cards
- Agent: Tox - Plague Queen. 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.
- Commander: Silas Deriga - Necrosage. [Have 6 infantry and 6 fighters on the game board.] 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.
- Hero: Speygh - Blightmaster | Brikk Strain - Galactic Blight. 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.
- Mech: Pustule. When this unit would be destroyed, if it is damaged, you may discard 1 action card to repair it instead. 2, 6; SUSTAIN DAMAGE
- Breakthrough: Strain Dispersal. When researching a technology, you may discard an action card to ignore 1 of that technology's prerequisites. Once per action, when you win a combat, for each technology your opponent owns, if you do not own that technology, gain 1 commodity or convert 1 of your commodities to a trade good. Cybernetic (yellow) <-> Warfare (red)
Starting Tech: Choose 1 of the following: Daxcive Animators, Bio-Stims
Starting Units
- 1 dreadnought
- 1 carrier
- 1 destroyer
- 3 infantry
- 1 space dock
Lanefir Remnants
Abilities
- A New Edifice. You may not use technology specialties. When you would gain a relic, instead purge it and explore up to 3 planets you control.
- Iconoclasm. When researching a non-unit upgrade technology, you may purge 1 of your relic fragments to ignore 1 prerequisite on the technology you are researching.
- War Stories. Once per action, after you win a combat, you may explore 1 planet you control, or if the active system does not contain any planets, the frontier exploration deck in the active system.
Home System
- Aysis' Rest 4/3
- Solitude 0/1
Units
- Memory of Dusk - Flagship. At the end of a tactical action in this system, you may explore 1 planet you control in this system. 8, 7(x2), 1, 3; SUSTAIN DAMAGE
Technology
- Spark Thrusters [BB]. 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.
- ATS Armaments [RR]. 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.
Commodity Value: 2
Promissory Note: Spoils of War
After you win a combat: Place this card face-up in your play area to explore 1 planet you control. At the start of the Lanefir player's turn, return this card to the Lanefir player.
Expansion Cards
- Agent: Vassa Hagi - Plunderer of Lost Arks. When a player explores, you may exhaust this card to allow that player to discard 1 exploration card they drew and draw another.
- Commander: Master Halbert - Quartermaster | [7 relic fragments have been purged.] After you explore a planet: You may place 1 infantry from your reinforcements on that planet.
- Hero: The Venerable - Keeper of Myths | Resonance Cascade - Broken Legacy. 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.
- Mech: Troubadour. 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. 2, 6; SUSTAIN DAMAGE
- Breakthrough: Erasure Corps. After another player purges 1 or more non-action card components, gain 2 commodities or ready this card. During the action phase, you may exhaust this card to explore 1 planet you control. Biotic (green) <-> Warfare (red)
Starting Tech: Choose two of the following: Dark Energy Tap, Scanlink Drone Network, AI Development Algorithm
Starting Units
- 2 carriers
- 1 destroyer
- 2 fighters
- 3 infantry
- 1 space dock
- 1 PDS
Li-Zho Dynasty
Abilities
- Cunning. After you perform a tactical action in a system, you may attach 1 "Trap" card from your reinforcements to a planet in that system that contains 1 or more of your infantry units.
- Subterfuge. Trap attachments are attached face-down and remain hidden until revealed; you may look at Trap attachments at any time. You do not count trap attachments toward fulfilling objectives.
Home System
- Kyr 2/0
- Pax 1/2
- Vess 0/1
Units
- Silence of Stars - Flagship. This unit can only be destroyed by an uncanceled hit being assigned to it. 8, 5(x2), 1, 3; SUSTAIN DAMAGE
- Heavy Bomber I - Fighter I. 1(x2), 9, -; BOMBARDMENT 9
Technology
- Heavy Bomber II - Fighter II [GB]. This unit may move without being transported. Fighters in excess of your ships' capacity count against your fleet pool. 1(x2), 8, 2; BOMBARDMENT 8
- Wraith Engine [BB]. 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.
Commodity Value: 3
Promissory Note: Trusted Counselor
At the start of a space combat you are participating in: You may place up to 2 fighters from your reinforcements into the space area of the active system. Then, return this card to the Li-Zho player.
Expansion Cards
- Agent: Vasra Ivo - Intelligence Officer. 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.
- Commander: Dume Tathu - Ruthless Strategist. [Have 4 trap attachments on the game board.] 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.
- Hero: Khaz-Rin Li-Zho - Empress | Star's Razor - Closing Moves. 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.
- Mech: Oro-Zhin Elite. 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. 2, 6; SUSTAIN DAMAGE
- Breakthrough: Professional Intrigue. After you perform a tactical action in a non-home system, you may move 1 of your infantry on the game board into coexistence on a planet in that system. When a player ends your units' coexistence on a planet, they must discard 1 action card, if able. Biotic (green) <-> Warfare (red)
Starting Tech: Psychoarchaeology, Antimass Deflectors
Starting Units
- 2 carriers
- 4 infantry
- 1 destroyer
- 1 space dock
- 3 fighters
- 1 PDS
Additional Components
- Trap - Interference Grid (1 copy). While this card is attached, you may reveal this card at the start of a space combat in this system. Choose 1 player, apply -1 to each of that player's combat rolls during this space combat. At the end of this tactical action, return this card to your reinforcements.
- Trap - Minefields (1 copy). While this card is attached, you may reveal this card after a player commits 1 or more infantry to this planet. Destroy up to 2 of that player's infantry on this planet. At the end of this tactical action, return this card to your reinforcements.
- Trap - Account Siphon (1 copy). While this card is attached, you may reveal this card after a player gains control of this planet. Take up to 2 trade goods or 3 commodities from that player. At the end of this tactical action, return this card to your reinforcements.
- Trap - Gravitic Inhibitor (1 copy). While this card is attached, you may reveal this card after a player activates this system. Until the end of this tactical action, that player cannot move more ships than 1 fewer than their fleet supply limit into this system. At the end of this tactical action, return this card to your reinforcements.
- Trap - Feint (1 copy). While this card is attached, you may reveal this card at any time. Then, return this card to your reinforcements.
L'tokk Khrask
Abilities
- Lithoids. During the agenda phase, the number of votes you cast is instead equal to the combined resource value of the planets that you exhaust.
- Garden Worlds. Apply +1 to the resource values of your planets that do not contain 1 or more ground forces.
- Meteor Slings. When your units use BOMBARDMENT against a planet another player controls, you may cancel any number of hits you produce to place that many infantry from your reinforcements onto that planet. Those units participate in ground combat, if able.
Home System
- Bohl-Dhur 3/4
Units
- Splintering Gale - Flagship. 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. 8, 7(x2), 1, 3; SUSTAIN DAMAGE
- Shattered Sky I - Cruiser I. 2, 7, 2, 1; BOMBARDMENT 8
Technology
- Stone's Embrace [GG]. 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.
- Shattered Sky II - Cruiser II [GYR]. 2, 6, 3, 2; BOMBARDMENT 6
Commodity Value: 2
Promissory Note: Stone Speakers
During a tactical action, when you produce 1 or more hits during a BOMBARDMENT roll: For each hit you produced, you may instead place 1 infantry from your reinforcements on the planet being bombarded. Then, return this card to the L'tokk Khrask player.
Expansion Cards
- Agent: Udosh B'rtul - Grove Tender. 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.
- Commander: Hkot Tokal - Crystal Druid. [Win a ground combat on a planet you do not control.] 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.
- Hero: Vehl Tikar - Arch Druid | Crystal Chorus - Worlds Awaken. ACTION: Purge this card to choose up to 4 planets; exhaust or ready each of those planets.
- Mech: Megalith. Units other than your mechs do not make combat rolls during the first round of ground combat on this planet. 2, 6; SUSTAIN DAMAGE
- Breakthrough: Mended Grove. Gain the Grove card. When you resolve METEOR SLINGS, if you cancel all hits produced, you may place your units into coexistence; you cannot commit those coexisting ground forces during this action. Biotic (green) <-> Cybernetic (yellow)
Starting Tech: Scanlink Drone Network, Plasma Scoring
Starting Units
- 3 cruisers
- 1 fighter
- 3 infantry
- 1 space dock
- 1 PDS
Additional Components
- Grove - 2/X. This card's influence value is equal to the number of planets that contain your coexisting units.
Mirveda Protectorate
Abilities
- Privileged Citizenry. 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.
- Combat Drones. 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.
Home System
- Aldra 2/3
- Beata 2/1
Units
- Nexus - Flagship. After each round of space combat in this system, place 1 fighter from your reinforcements in this system. 8, 9(x2), 1, 3; SUSTAIN DAMAGE
- Gauss Cannon I - PDS I. 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. 1; SPACE CANNON 6, BOMBARDMENT 6
Technology
- Gauss Cannon II - PDS II [RY]. 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. 2; SPACE CANNON 4, BOMBARDMENT 4, CAPACITY 1
- Orbital Defense Grid [RR]. 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.
Commodity Value: 3
Promissory Note: Rapid Excavation
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.
Expansion Cards
- Agent: Logic Machina - Weapon Development. 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.
- Commander: Assault Machina - Delta Shield. [Own 2 unit upgrade 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.
- Hero: Wrath Machina - AI Mainframe | Dhor's Hammer - Peace at Last. 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.
- Mech: Javelin. For every 2 unit upgrade technologies you own, apply +1 to the result of this unit's combat rolls. 2, 6; SUSTAIN DAMAGE
- Breakthrough: Stabilization Arrays. If you have the Fighter II unit upgrade technology, flip this card and place it on top of Fighter II. Propulsion (blue) <-> Cybernetic (yellow)
Starting Tech: AI Development Algorithm
Starting Units
- 2 carriers
- 1 cruiser
- 5 fighters
- 2 infantry
- 1 space dock
- 1 PDS
Additional Components
- Eye of the Curator. 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. 1(x2), 8, 3 Propulsion (blue) <-> Cybernetic (yellow)
Glimmer of Mortheus
Abilities
- Facsimile. At the start of a space combat while you are the defender, you may spend influence equal to the cost value of 1 of your opponent's ships in the active system to place 1 unit of that type from your reinforcements in that system.
- Illusory Presence. During the agenda phase, after another player casts votes, you may exhaust up to 2 planets you control; that player casts an additional number of votes equal to 1 more than the combined influence values of those planets.
Home System
- Biaheo 3/0
- Empero 0/3
- Nebula
Units
- Particle Sieve - Flagship. After you activate this system, if it does not contain any planets, you may place 1 frontier token in this system. 8, 7(x2), 1, 3; SUSTAIN DAMAGE
Technology
- Fractal Plating [RR]. 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.
- Fabrication Grid [YY]. Each system that contains 1 or more of your ships and no planets gains PRODUCTION 2 as if it were a unit you control.
Commodity Value: 3
Promissory Note: Secrets of the Weave
At the start of a space combat while you are the defender: You may spend influence equal to the cost value of 1 of your opponent's ships in the active system to place 1 unit of that type from your reinforcements in that system. Then, return this card to the Mortheus player.
Expansion Cards
- Agent: Walik - Dull Green. 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.
- Commander: Komat - Vibrant Blue. [Have ships in 3 systems not adjacent to or including your home system.] 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.
- Hero: Bayan - Deep Magenta | Weavelink Replicator - Two by Two. 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.
- Mech: Duuban. 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. 2, 6; SUSTAIN DAMAGE
- Breakthrough: Mirage Craft. At the start of a space combat in which you are the defender, you may swap 1 of your ships in the active system with 1 of your ships in another system that contains 1 of your command tokens; the swapped ships cannot transport units. Cybernetic (yellow) <-> Warfare (red)
Starting Tech: Dark Energy Tap, Sarween Tools
Starting Units
- 1 dreadnought
- 1 carrier
- 1 destroyer
- 2 fighters
- 3 infantry
- 1 space dock
Myko-Mentori
Abilities
- Prescient Memories. You have 4 "Omen" Dice. At the start of the strategy phase, roll all 4 Omen dice and place them near your faction sheet.
- Divination. Before you would roll a die, you may instead return 1 Omen die near your faction sheet to your reinforcements to resolve that roll as if it had the result of that die.
- Necrophage. Apply +1 to your commodity value for each space dock you control. After the first round of combat, gain 1 commodity or convert 1 of your commodities to a trade good.
Note: the source heading reads "Abilties"; it is printed here as "Abilities".
Home System
- Shi-Halaum 4/0
Units
- Psyclobea Qarnyx - Flagship. Once per round of space combat, when a non-fighter ship in this system is destroyed, you may gain 1 commodity. 8, 7(x2), 1, 3; SUSTAIN DAMAGE
- Mycelium Ring I - Space Dock I. 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. PLANETARY SHIELD, PRODUCTION X
Technology
- Mycelium Ring II - Space Dock II [YY]. 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. PLANETARY SHIELD, PRODUCTION X
- Psychoactive Armaments [GG]. 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.
Commodity Value: 1
Promissory Note: Gift of Insight
ACTION: Place this card face up in your play area. While this card is in your play area, once per turn, after you roll a die, you may reroll that die. If you activate a system that contains 1 or more of the Myko-Mentori player's units, return this card to the Myko-Mentori player.
Expansion Cards
- Agent: Lactarius Indigo - Omen Caller. 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.
- Commander: Amanita Muscaria - Rampant Growth. [Have 4 commodities on your faction sheet.] 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.
- Hero: Coprinus Comatus - Necromancer | Soul Cage - Rise Again. 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.
- Mech: Amandia Pholdis. 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. 2, 6; SUSTAIN DAMAGE
- Breakthrough: Dreamwalkers. Capture other player's infantry that are destroyed during combat on planets you control, even if you are blockaded. After each round of ground combat on a planet you control, if that combat has not ended, roll a die. On a result of 7 or greater, place up to 1 of your captured infantry onto that planet, as if it were your own. Biotic (green) <-> Cybernetic (yellow)
Starting Tech: Predictive Intelligence
Starting Units
- 2 carriers
- 1 cruiser
- 1 fighter
- 6 infantry
- 1 space dock
Additional Components
- Omen Dice (x4)
- Commodity value tokens: 2, 3, 4
- Myko Calamity tile (Nova Seed / Cataclysm)
Nivyn Star Kings
Abilities
- Celestial Guides. Your units do not roll for gravity rifts. You may ignore the movement effects of anomalies in systems that contain or are adjacent to 1 or more of your structures.
- Singularity Point. The system that contains the "Wound" token is both a nebula and a gravity rift.
- Voidsailors. When you explore a frontier token, you may draw 1 additional card; choose 1 to resolve and return the rest to the frontier exploration deck. Then, shuffle that deck.
Home System
- 3/3 Ellas
- Gravity Rift
Units
- Eradica - Flagship. When a unit in this system would be destroyed, you may remove it from the game board instead. 8, 5(x2), 1, 3; SUSTAIN DAMAGE
Technology
- Voidwake Missiles [Y]. 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.
- Voidflare Warden II - Mech II [BYR]. After a system is activated, you may have this unit become damaged to place or move the Wound token into this system. 2, 4; SUSTAIN DAMAGE
Commodity Value: 3
Promissory Note: Nivyn Guidance
After you activate a system: During this activation, you may ignore the effects of each anomaly. Return this card to the Nivyn player at the end of this activation.
Expansion Cards
- Agent: Suldhan Wraeg - Shrouded Advisor. 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.
- Commander: Thussad Krath - High Inquisitor. [Have units in 2 different non-home anomalies.] When 1 or more of your damaged units make a combat roll, up to 2 of those units may roll an additional combat die.
- Hero: Krill Drakkon - Star-Crowned King | Singularity Cradle - Eye of the Abyss. 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.
- Mech: Voidflare Warden I. After this system is activated, you may have this unit become damaged to place or move the Wound token into this system. 2, 6; SUSTAIN DAMAGE
- Breakthrough: Anomaly Stabilization. The system that contains the Wound token is also an entropic scar. You may ignore the effects of entropic scars. You may treat entropic scars as ingress tokens. Propulsion (blue) <-> Warfare (red)
Starting Tech: Dark Energy Tap, Plasma Scoring
Starting Units
- 1 dreadnought
- 1 carrier
- 1 cruiser
- 3 fighters
- 3 infantry
- 1 mech
- 1 space dock
Additional Components
- Wound Token
Nokar Sellships
Abilities
- Hired Guns. After a system is activated, you may choose up to 3 of your ships. Those ships are also treated as the active player's and participate in combat as their units. At the end of this tactical action, that player may replace each of those ships in the active system with their own of the same unit type. Then, remove the rest from the game board.
- Private Fleet. During setup, place 4 additional destroyers in your reinforcements.
- Desperados. When 1 or more of your units use PRODUCTION, 1 destroyer does not count against your PRODUCTION limit. Apply +1 to your destroyers' move values while you are not the active player.
Home System
- Zarr - 2/1
- Nokk - 1/1
Units
- Annah Regia - Flagship. Apply +1 to the results of this unit's combat rolls for every 2 destroyers you control. 8, 9(x2), 2, 3; SUSTAIN DAMAGE
- Sabre I - Destroyer I. 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. 1, 8, 2; ANTI-FIGHTER BARRAGE 9(x2)
Technology
- Sabre II - Destroyer II [RR]. 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. 1, 7, 2; ANTI-FIGHTER BARRAGE 6(x3)
- Local Contracts [YY]. 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.
Commodity Value: 4
Promissory Note: Nokar Navigator
At the start of a space combat: During this combat, the active system is adjacent to each system that contains a planet you control for the purposes of announcing and resolving retreats. At the end of this combat, return this card to the Nokar player.
Expansion Cards
- Agent: Sal Sparrow - The Privateer. 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.
- Commander: Jack Hallard - The Commodore. [Another player moves 1 of your ships.] 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.
- Hero: Starsails - Mercenary King | Irrefutable Offer - Galactic Press Gang. 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.
- Mech: Freelance Outfit. You may treat this system as adjacent to the active system for the purposes of declaring and resolving retreats. 2, 6; SUSTAIN DAMAGE
- Breakthrough: Mercenary Captains. ACTION: Exhaust this card to place 1 neutral cruiser and 2 neutral destroyers into a non-fracture system that contains no non-neutral ships. After another player wins a space combat in a system that contains your ships, gain 2 commodities or 1 command token. Cybernetic (yellow) <-> Warfare (red)
Starting Tech: Choose two of the following: Psychoarchaeology, Dark Energy Tap, AI Development Algorithm
Starting Units
- 1 carrier
- 1 cruiser
- 1 destroyer
- 2 fighters
- 4 infantry
- 1 space dock
- 1 PDS
Additional Components
- Nokar Destroyer tokens (x4)
Olradin League
Abilities
- Policies. When you gather your starting components, place the 3 "Policy" cards near your faction sheet, choose which side of each card to place face up. This faction has the abilities and effects listed on the face up side of each Policy card.
Home System
- Sanctuary 3/4
Units
- Rallypoint - Flagship. When you move this ship, apply +1 to the move value of each of your other ships during this tactical action. 8, 5(x2), 1, 3; SUSTAIN DAMAGE
Technology
- False Flag Operations [R]. 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.
- Geosympathic Impeller [B]. 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.
Commodity Value: 3
Promissory Note: Incite Revolution
ACTION: Place this card face up in your play area to choose and exhaust 1 planet you control. Then, ready 1 non-home planet you control other than Mecatol Rex. At the start of the status phase, return this card to the Olradin player.
Expansion Cards
- Agent: Baggil Wildpaw - Political Haggler. 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.
- Commander: Knak Half-Ear - Grizzled Negotiator. [Control 1 cultural planet, 1 hazardous planet, and 1 industrial planet.] 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.
- Hero: Pahn Silverfur - Council Speaker | Shadow Council - Change of Plans. ACTION: Place 1 infantry from your reinforcements on each planet you control; you may choose and flip 1 policy card. Then, purge this card.
- Mech: Exemplar. If you have at least 2 "+" policies, flip this card. || 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. || If this planet contains no more than 1 of your mechs, apply +1 to its influence value. 2, 6; SUSTAIN DAMAGE || 2, 6; SUSTAIN DAMAGE
- Breakthrough: Insurrectionist Networking. At the end of your turn, if you resolved a policy ability that turn, you may spend 1 trade good to move 1 of your infantry on the game board into coexistence on a planet in an adjacent system. When you pass, you may purge this card to resolve invasion on all planets that contain your coexisting infantry. Biotic (green) <-> Warfare (red)
Starting Tech: Psychoarchaeology, Scanlink Drone Network
Starting Units
- 2 carriers
- 1 cruiser
- 3 fighters
- 4 infantry
- 1 space dock
Additional Components
- Policy: The People.
- Connect (+). Once per action, after you exhaust a cultural or legendary planet you control, you may move 1 infantry on that planet to another planet you control.
- Control (-). You cannot perform transactions during the agenda phase. During the agenda phase, after you cast votes on an agenda, cast 2 additional votes for each cultural planet you exhausted.
- Policy: The Environment.
- Preserve (+). Once per action, after you exhaust a hazardous or legendary planet you control, you may reveal the top card of the exploration deck that matches 1 of those planets; if it is a relic fragment, gain it, otherwise discard that card.
- Plunder (-). When 1 or more of your units use PRODUCTION, reduce the PRODUCTION value of 1 of those units by 2. Once per action, after you explore a hazardous planet, you may remove 1 unit from that planet to explore that planet.
- Policy: The Economy.
- Empower (+). Once per action, after you exhaust an industrial or legendary planet you control, gain 1 commodity.
- Exploit (-). Place the "2" commodity token on your faction sheet, your commodity value is 2. Once per action, after you exhaust an industrial planet you control, place up to 1 fighter from your reinforcements in a system that contains 1 or more of your ships.
Zealots of Rhodun
Abilities
- Conspirators. Once per agenda phase, after an agenda is revealed, if you are not the speaker, you may choose to vote after the speaker on that agenda.
- Ancient Knowledge. When you use a technology specialty to ignore a prerequisite on a technology card you are researching, you may ignore 1 additional prerequisite of the same color. After you exhaust a planet to use its technology specialty, you may gain 1 commodity.
Home System
- Poh 2/0
- Orad 3/1
Units
- Reckoning - Flagship. For each unit upgrade technology your opponent owns, apply +1 to the results of this unit's combat rolls. 8, 7(x2), 1, 3; SUSTAIN DAMAGE
Technology
- Sanctification Field [YYY]. 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.
- Pilgrimage Beacons [BB]. 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.
Commodity Value: 3
Promissory Note: Favor of Rhodun
When you ignore a prerequisite on a technology card you are researching: You may ignore 1 additional prerequisite of the same color. Then, return this card to the Rhodun player.
Expansion Cards
- Agent: Priestess Tuh - The Edifier. 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.
- Commander: Bishop Ulin - The Librarian. [Have a technology with 2 or more prerequisites.] 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.
- Hero: Saint Binal - The Prophet | Blessing of the Ancients - Forgotten Sorcery. 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.
- Mech: Templar. Apply +1 to this unit's combat rolls for each faction technology your opponent owns. 2, 6; SUSTAIN DAMAGE
- Breakthrough: Rhodun's Reliquary. After you gain control of a legendary or relic planet, you may research 1 technology or remove 1 of your command tokens in that system and return it to your reinforcements. Cybernetic (yellow) <-> Warfare (red)
Starting Tech: Bio-Stims
Starting Units
- 1 carrier
- 1 cruiser
- 1 destroyer
- 3 fighters
- 4 infantry
- 1 space dock
Roh'Dhna Mechatronics
Abilities
- Industrious. After you place a space dock in a system that contains no other players' ships, you may spend 6 resources and remove that space dock to place 1 war sun in that system's space area.
- Recycled Materials. After you activate a system, you may return 1 cruiser, carrier, or dreadnought you control in that system to your reinforcements to gain a number of trade goods equal to 1 less than that unit's cost value.
- Orbital Foundries. For the purpose of scoring objectives, you may treat each of your war sun units as though it is a structure on any planet you control.
Home System
- Prind 3/3
Units
- Ky'vir The Replicator - Flagship. 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. 8, 5(x2), 1, 3; SUSTAIN DAMAGE
- Terrafactory I - War Sun I. This unit produces only 1 fighter or infantry for their cost instead of 2. This unit cannot move or be produced. -, 5(x2), -, 4; PRODUCTION 5
Technology
- Contractual Obligations [YY]. 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.
- Terrafactory II - War Sun II [YRRR]. Other player's units in this system lose PLANETARY SHIELD. This unit produces only 1 fighter or infantry for their cost instead of 2. 12, 3(x3), 2, 6; SUSTAIN DAMAGE, PRODUCTION 5, BOMBARDMENT 3(x3)
Commodity Value: 4
Promissory Note: Automatons
At the end of your turn, you may attach this card to a non-home planet you control other than Mecatol Rex. This planet has PRODUCTION 3 as if it were a unit.
Expansion Cards
- Agent: Rond Bri'ay - Master of Operations. 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.
- Commander: B-Unit 205643a - Predominant Constructor. [Have units with a combined PRODUCTION value of at least 7 in a single system.] When you spend a command token to resolve the secondary ability of the "Construction" strategy card, you may resolve the primary ability instead.
- Hero: Roh'Vhin Dhna mk4 - Ruthless Executive | Primespace Actualization - Subversive Automation. 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.
- Mech: Autofabricator. 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. 2, 6; SUSTAIN DAMAGE
- Breakthrough: The Prodigy's Triumph. If you have the Terrafactory II technology, flip this card and place it on top of Terrafactory II. Propulsion (blue) <-> Cybernetic (yellow)
Starting Tech: Psychoarchaeology, Sarween Tools
Starting Units
- 2 carriers
- 1 destroyer
- 3 fighters
- 3 infantry
- 1 space dock
Additional Components
- Automatons token
- Omni-Forgeworld. Other player's units in this system lose PLANETARY SHIELD. This unit is also a station. When you would exhaust this station's planet card, this unit becomes damaged instead. 10, 3(x3), 2, 6; SUSTAIN DAMAGE, BOMBARDMENT 3(x3), PRODUCTION 7 Propulsion (blue) <-> Cybernetic (yellow)
Tnelis Syndicate
Abilities
- Plausible Deniability. When you draw 1 or more secret objective cards, draw 1 additional secret objective card. Then, return 1 secret objective card to the secret objective deck; shuffle that deck.
- Information Brokers. You may have 1 additional unscored secret objective.
- Stealth Insertion. If you place units onto the same planet as another player's units, your units must participate in combat during the "Ground Combat" step.
Home System
- Discordia 4/1
Units
- Principia Aneris - Flagship. 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. 8, 9(x4), 2, 3; SUSTAIN DAMAGE
- Blockade Runner I - Destroyer I. 1, 9, 2; ANTI-FIGHTER BARRAGE 9(x3)
Technology
- Blockade Runner II - Destroyer II [RR]. This ship can move through systems that contain other players' ships. 1, 8, 2; ANTI-FIGHTER BARRAGE 6(x4)
- Daedalon Flight System [Y]. 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.
Commodity Value: 2
Promissory Note: Plots Within Plots
When you draw 1 or more secret objective cards: Draw 1 additional secret objective card. Then, return 1 secret objective card to the secret objective deck; shuffle that deck. Then, return this card to the Tnelis player.
Expansion Cards
- Agent: Davish S'Norri - Labor Relations Specialist. 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.
- Commander: Fillipo Rois - Logistical Expeditor. [Have 6 of your destroyers on the game board.] 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.
- Hero: Turra Sveyar - Shadow Councilor | Contract Network - Friends in Low Places. 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.
- Mech: Daedalon. 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. 2, 6; SUSTAIN DAMAGE
- Breakthrough: Hidden Hardpoints. At the end of a round of ground combat, you may discard 1 secret objective to have all your participating units enter coexistence; that combat ends in a draw. When another player ends your units' coexistence on a planet, you may draw 1 secret objective. Propulsion (blue) <-> Warfare (red)
Starting Tech: Choose two of the following: Neural Motivator, Antimass Deflectors, Plasma Scoring
Starting Units
- 1 carrier
- 2 destroyers
- 2 fighters
- 4 infantry
- 1 space dock
- 1 PDS
Vaden Banking Clans
Abilities
- Fine Print. After a player resolves the secondary ability of 1 of your strategy cards, place up to 1 of their control tokens on your faction sheet.
- Collateralized Loans. After 1 of your opponent's ships is destroyed during a round of space combat, you may remove 1 of that player's control tokens from your faction sheet to place 1 ship of that type from your reinforcements in the active system.
- Binding Debts. Other players may place their control tokens on your faction sheet at any time. At the start of the status phase, each of your neighbors may give you 1 trade good to remove up to 2 of their control tokens from your faction sheet.
Home System
- Vadarian 3/0
- Norvus 1/2
Units
- Aurum Vadra - Flagship. After this unit produces 1 or more hits during a BOMBARDMENT roll, gain 1 trade good. 8, 7(x2), 1, 3; SUSTAIN DAMAGE, BOMBARDMENT 5(x2)
Technology
- Midas Turbine [B]. 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.
- Krovoz Strike Teams [YY]. 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.
Commodity Value: 3
Promissory Note: Vaden Handshake
After you activate a system: You may spend any number of trade goods; for each trade good spent, apply +1 to the move value of 1 non-fighter ship you control during this activation. Return this card to the Vaden player at the end of this activation.
Expansion Cards
- Agent: Yudri Sukhov - Developer. 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.
- Commander: Komdar Borodin - Banker. [Have 1 or more different players' control tokens on your faction sheet for every 2 players in this game.] 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.
- Hero: Putriv Sirvonsk - Clanmaster Prime | Acula Network - Debts Come Due. 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.
- Mech: Collector. 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. 2, 6; SUSTAIN DAMAGE
- Breakthrough: High Security Vault. Other players cannot take or force you to give them any of your trade goods, commodities, or relic fragments, unless you allow it. When another player returns 1 of your promissory notes, place 1 of their control tokens on your faction sheet. Biotic (green) <-> Warfare (red)
Starting Tech: Choose two of the following: Neural Motivator, Antimass Deflectors, Sarween Tools
Starting Units
- 1 dreadnought
- 1 carrier
- 1 cruiser
- 2 fighters
- 3 infantry
- 1 space dock
Vaylerian Scourge
Abilities
- Cargo Raiders. During the first round of a space combat, you may prevent your opponent from declaring a retreat unless they spend 1 trade good.
- Scour. Once per tactical action, after you gain control of a planet, you may discard 1 action card to ready that planet.
- Raze. After 1 or more of another player's structures are destroyed on a planet that contains your units, you may replenish your commodities.
Home System
- Vaylar 3/2
Units
- Lost Cause - Flagship. At the start of a space combat in this system, you may choose 1 adjacent system. Your opponent cannot retreat to that system. 8, 7(x2), 2, 3; SUSTAIN DAMAGE
- Raider I - Cruiser I. 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. 2, 7, 2, 1
Technology
- Scavenger Exos [R]. Once per action, after you win a ground combat, you may draw 1 action card.
- Raider II - Cruiser II [GYR]. 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. 2, 6, 3, 1
Commodity Value: 2
Promissory Note: Clan's Favor
At the start of a round of space combat: The Vaylerian player discards 1 action card. Then, move all of your ships from the active system to an adjacent system that does not contain another player's ships; the space combat ends in a draw. Then, place a command token from your reinforcements in that system and return this card to the Vaylerian player.
Expansion Cards
- Agent: Yvin Korduul - Political Gambler. After a player gains control of a planet, you may exhaust this card to allow that player to draw 1 action card.
- Commander: Pyndil Gonsuul - Strike Team Coordinator. [Control 3 planets that each have the same trait.] After you activate a system: Choose 1 ship you control with a capacity value, apply +2 to that value during this tactical action.
- Hero: Dyln Harthuul - Vice Admiral of Fleet Group 15 | Spear of Vaylar - Hidden Vanguard. 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.
- Mech: Eclipse. During your tactical actions, hits produced by SPACE CANNON cannot be assigned to 1 of your ships in this system. 2, 6; SUSTAIN DAMAGE
- Breakthrough: Gravitic Disruption. After you move 1 or more ships into the active system, you may discard an action card to move 1 of those ships into an adjacent system that does not contain another player's ships. Propulsion (blue) <-> Warfare (red)
Starting Tech: Neural Motivator, Dark Energy Tap
Starting Units
- 1 carrier
- 1 cruiser
- 1 destroyer
- 3 fighters
- 3 infantry
- 1 space dock
- 1 PDS
Veldyr Sovereignty
Abilities
- Corporate Entity. During setup, take the additional Veldyr faction promissory notes; you have 4 faction promissory notes. "Branch Office" attachments do not count toward scoring objectives.
- Holding Company. At the start of the status phase, for each planet that has a Branch Office attachment, you may gain 1 commodity or convert 1 of your commodities to a trade good.
- Targeted Acquisition. At the start of the status phase, you may give 1 of your faction promissory notes in your hand to 1 of your neighbors.
Home System
- Rhune 3/4
Units
- Richtyrian - Flagship. When this ship makes a combat roll, it rolls 1 additional die for each round of combat that has been resolved this combat. 8, 7(x2), 1, 3; SUSTAIN DAMAGE
- Lancer Dreadnought I - Dreadnought I. 4, 5, 1, 1; SUSTAIN DAMAGE, BOMBARDMENT 5, SPACE CANNON 8
Technology
- Lancer Dreadnought II - Dreadnought II [BBY]. This unit cannot be destroyed by "Direct Hit" action cards. 4, 5, 2, 1; SUSTAIN DAMAGE, BOMBARDMENT 5, SPACE CANNON 5
- SEIDR Project [RR]. 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.
Commodity Value: 4
Promissory Notes
- Branch Office - Tax Haven. When you receive this card, you must attach it to a non-home planet you control other than Mecatol Rex that does not have a Branch Office attachment. Its influence value is increased by 1.
- Branch Office - Broadcast Hub. When you receive this card, you must attach it to a non-home planet you control other than Mecatol Rex that does not have a Branch Office attachment. Its influence value is increased by 1.
- Branch Office - Reserve Bank. When you receive this card, you must attach it to a non-home planet you control other than Mecatol Rex that does not have a Branch Office attachment. Its resource value is increased by 1.
- Branch Office - Orbital Shipyard. When you receive this card, you must attach it to a non-home planet you control other than Mecatol Rex that does not have a Branch Office attachment. Its resource value is increased by 1.
Expansion Cards
- Agent: Solis Morden - Research and Development. 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.
- Commander: Vera Khage - Chief Legal Officer. [2 other players control 1 or more planets that have Branch Office attachments.] 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.
- Hero: Auberon Elyrin - Chairman | Twilight Protocol - A New Dawn. 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.
- Mech: Aurora Stormcaller. 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. 2, 6; SUSTAIN DAMAGE
- Breakthrough: Aurora Research Base. Your home system is also a nebula. Hits produced by the ability rolls of your units in nebulae cannot be canceled. When you pass, explore the frontier deck in your home system. Propulsion (blue) <-> Cybernetic (yellow)
Starting Tech: Dark Energy Tap, AI-Development Algorithm
Starting Units
- 1 dreadnought
- 1 carrier
- 1 destroyer
- 3 fighters
- 4 infantry
- 1 space dock
- 1 PDS
Zelian Purifier
Abilities
- Obsessive Designs. During the action phase, after you research a unit upgrade technology, you may use the PRODUCTION ability of 1 of your space docks in your home system to produce units of that type, reducing the combined cost of the produced units by 2.
- Biophobic. During the agenda phase, the number of votes you cast is instead equal to the number of planets you exhaust to cast votes.
- Paranoia. Game effects other than your command tokens cannot prevent you from activating, or moving ships into, your home system.
Home System
- Gen 2/0
- Zelian 3/3
- Asteroid Field
Units
- World-Cracker - Flagship. When this unit makes a combat or unit ability roll, it rolls 1 additional die for each asteroid field adjacent to this unit. 8, 5, 1, 3; SUSTAIN DAMAGE, BOMBARDMENT 5, ANTI-FIGHTER BARRAGE 5
- Impactor I - Infantry I. During invasion, this unit must commit to a planet it bombards. 1(x2), 8; BOMBARDMENT 9
Technology
- Shard Volley [R]. 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.
- Impactor II - Infantry II [GG]. 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. 1(x2), 7; BOMBARDMENT 8
Commodity Value: 2
Promissory Note: Hyperkinetic Ordnance
When 1 or more of your units would make a BOMBARDMENT roll: If you produce 1 or more hits during this BOMBARDMENT roll, produce 1 additional hit for that roll. Then, return this card to the Zelian player.
Expansion Cards
- Agent: Zelian A - The Mutilator. 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.
- Commander: Zelian B - The Hunter. [Have 1 or more ships in 2 systems that contain an asteroid field.] Each of your Dreadnoughts and War Suns without ANTI-FIGHTER BARRAGE gains ANTI-FIGHTER BARRAGE 5.
- Hero: Zelian R - The Destroyer | Cataclysm - Celestial Impact. 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.
- Mech: Collider. 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. 2, 6; SUSTAIN DAMAGE
- Breakthrough: Awakened Planetoids. Your planets in the active system participate in space combat if that system contains 1 or more of your ships, and ground combat on themselves if they contain 1 or more of your ground forces. Your planets cannot be assigned hits and have a combat value equal to 10 minus their resource value, minimum 1. Biotic (green) <-> Warfare (red)
Starting Tech: Antimass Deflectors, AI Development Algorithm
Starting Units
- 1 dreadnought
- 1 carrier
- 1 destroyer
- 1 fighter
- 5 infantry
- 1 space dock
- 1 PDS
Additional Components
- Zelian Cataclysm tile
Twilight's Fall: DS (draft)
The source labels this section "Twilight's Fall: DS (draft)". It lists draft replacement cards ("paradigm", "genome" and "ability" cards) for each faction, each heading followed by "[Priority: ]" as printed (the priority value is blank in the source). Transcribed as printed.
Shipwrights of Axis [Priority: ]
- Arms Brokerage [B]. At the end of your turn, you may exhaust this card to move any number of your ships between two systems that contain your space docks and no other player's ships.
- Networked Deployment [Y]. Your command tokens in systems have PRODUCTION 1 as if they were your units. After a player activates a system, you may exhaust this card to place 1 structure from your reinforcements on a planet you control in that system.
- Steel-Hearth [space dock]. This planet is a station except for purposes of control; units can be committed to, produced on, and placed on this planet. Up to 3 fighters in this system do not count against your ships' capacity. PRODUCTION 7
- Engineering Genome. 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.
- Industrial Coup de Grace - Axis Paradigm. ACTION: Attach 4 Axis order cards of your choice to this card and purge the rest. When an attached card would be returned, purge it instead. When all Axis order cards have been purged, purge this card.
Bentor Conglomerate [Priority: ]
- Secret Maps [G]. At the end of your tactical actions, you may explore 1 planet in the active system that is or contains 1 of your units with PRODUCTION that you did not explore during that tactical action. Once per action, after you explore a planet or frontier token, you may gain 1 commodity.
- Broker Network [G]. Each planet you control that has a technology specialty or an attachment gains the PRODUCTION 1 ability as if it were a unit.
- Archeo-Corps. [infantry]. After you activate this system, you may destroy this and 1 other infantry on this planet to explore this planet. 1(x2), 7
- Trade Genome. ACTION: Exhaust this card and choose 1 player; that player gains 4 commodities. For each commodity they would gain in excess of their commodity value, they gain 1 trade good instead.
- Primordial Data Core - Bentor Paradigm. ACTION: Purge this card to explore each planet you control, in any order.
Celdauri Trade Confederation [Priority: ]
- Projection of Power [R]. At the start of space combat, you may use ANTI-FIGHTER BARRAGE 6(x2) against a player's fighters in the active system (even if you are not participating in that combat).
- Starbase Webway [B]. 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.
- Trade Port [space dock]. 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. PRODUCTION X, ANTI-FIGHTER BARRAGE 6(x2)
- Merchantile Genome. 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 spacedock from their reinforcements on a planet they control in the active system.
- Mobilization Act - Celdauri Paradigm. 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.
Cheiran Hordes [Priority: ]
- Abyssal Defense Grid [R]. When any player activates a system that contains 1 or more of your structures, place 1 infantry from your reinforcements with each of those structures. At the start of ground combat on a planet that contains 1 or more of your structures, produce 1 hit and assign it to 1 of your opponent's ground forces.
- Matriphagy [G]. At the end of your turn, you may exhaust this card to choose 1 of your non-fighter ships on the game board; replace that ship with 1 or more units from your reinforcements that have a total combined cost less than that ship's cost value.
- Chitin Hulk [dreadnought]. This unit cannot be destroyed by "Spark" action cards. When this unit is destroyed, you may place 1 fighter or 1 destroyer from your reinforcements in this system's space area. 4, 5, 2, 1; SUSTAIN DAMAGE, BOMBARDMENT 5
- Subspace Genome. 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.
- Contingency Plan - Cheiran Paradigm. 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.
Savages of Cymiae [Priority: ]
- Autonetic Madness [G]. When you would draw 1 or more action cards, you may draw 1 less card to either choose 1 card from the action card discard pile and add it to your hand, or place 1 infantry from your reinforcements on a planet you control. After you fully resolve an action card's ability text, purge that card instead of discarding it.
- Recursive Worm [Y]. 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.
- Unholy Abomination [infantry]. 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. 1, 4
- Replication Genome. When a player discards or purges an action card: You may exhaust this card to allow that player to draw 1 action card.
- The Scream - Cymiae Paradigm. 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.
Dih-Mohn Flotilla [Priority: ]
- Capital Dominance [R]. Destroyers do not count against your fleet pool.
- Impressment Programs [Y]. 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.
- Aegis [dreadnought]. When another ship in this system would be destroyed by a game effect, you may have this ship become damaged instead. 4, 4, 2, 1; SUSTAIN DAMAGE, BOMBARDMENT 5
- Protective Genome. At any time: You may exhaust this card to repair 1 unit on the game board.
- Defense Matrix Overload - Dih-Mohn Paradigm. 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.
Edyn Mandate [Priority: ]
- Radiant Sigils [B]. At any time, you may exhaust this card to place or move 1 sigil token into any system. Systems that contain sigil tokens are anomalies; you may prevent ships from moving through anomalies that contain your ground forces.
- Rampant Grace [G]. When any game effect would allow you to score a public objective, you may instead draw 1 secret objective.
- Archmagus [mech]. Keep this card in your play area; players cannot move ships through systems that contain your mechs unless you allow it.
- Elder Genome. When a player commits units to a planet: You may exhaust this card to allow that player to place those units into coexistence instead.
- Golden Order - Edyn Paradigm. At any time: Score 1 public objective, if you fulfill its requirements. Then, purge this card.
Florzen Profiteers [Priority: ]
- Data Leak [Y]. When you would gain a relic, you may draw 1 additional card; choose 1 to gain and return the rest to the relic deck. Then, shuffle the relic deck.
- Mercenaries [B]. At the start of any space combat, you may remove up to 2 fighters you control in a system adjacent to the active system. Then, choose 1 player participating in that combat; that player places the same number of fighters from their reinforcements in the active system.
- Shadow Markets [G]. When you explore a planet, you may treat that planet as if it had the same trait as another planet you control.
- Elite Corsair [fighter]. This unit may move without being transported. Fighters in excess of your ships' capacity count against your fleet pool. Other players cannot play action cards during ground combat in this system. 1(x2), 8, 3; ANTI-FIGHTER BARRAGE 8
- Shady Genome. 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.
- Harmonic Convergence - Florzen Paradigm. 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.
Free Systems Compact [Priority: ]
- Rally the Horde [R]. Once per action, after you produce 1 or more ships, you may place 1 neutral unit of the same type as one of those ships in a system that contains no non-neutral units. Text.
- Rallying Marshalls [Y]. Your infantry tokens on planets you control can be accompanied by your control tokens instead of plastic pieces. After you spend a strategy token, place 1 infantry from your reinforcements into coexistence on any cultural, hazardous, or industrial planet that contains the active player's ground forces.
- Peace Bringer [war sun]. Other player's units in this system lose their printed abilities. 12, 3(x3), 2, 6; SUSTAIN DAMAGE, BOMBARDMENT 3(x3)
- Friendly Genome. 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.
- Heart of Rebellion - Free Systems Paradigm. 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, and other players cannot gain control of it.
Ghemina Raiders [Priority: ]
- Raider Programming [R]. While you are the active player, players that have two or fewer command tokens on the game board cannot cancel hits your units or abilities produce.
- War Song Implants [G]. After you win a space combat, you may ready 1 planet you control.
- Combat Transport [carrier]. You may reroll 1 of your unit's combat dice during each round of ground combat on a planet in this system. 3, 9, 2, 6
- Raid Genome. 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.
- Razed Destiny - Ghemina Paradigm. ACTION: Destroy all units on a non-home, non-legendary planet adjacent to a system that contains your ships. Then, gain control of that planet and purge this card.
Ghoti Wayfarers [Priority: ]
- Abyssal Tunneling [B]. After you activate a system: You may treat systems that contain no planets as adjacent to each other during this tactical action.
- Parallel Production [Y]. 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.
- Echo of the Mother [flagship]. Keep this card in your play area; your flagship is also treated as a space dock with a PRODUCTION value equal to the number of tokens in your fleet pool.
- Caretaker Genome. 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.
- Transcendence - Ghoti Paradigm. 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.
GLEdge Union [Priority: ]
- Mantle Cracking [Y]. ACTION: Place 1 "Core" token on a non-home planet you control other than Mecatol Rex to destroy all units on that planet and gain 4 trade goods. Planets that contain Core tokens are stations with a resource value of 2 and influence value of 0. Core tokens cannot be removed from the planet that contains them.
- Deep Installations [Y]. When you would explore a planet that contains 1 of your mechs or structures, you may instead gain 2 trade goods. Stations you control have SPACE CANNON 5(x2)
- Orion Platform [PDS]. When this unit produces 1 or more hits against another player's units, explore this planet or gain 1 trade good. You may use this unit's SPACE CANNON against ships that are adjacent to this unit's system. PLANETARY SHIELD, SPACE CANNON 5
- Ember Genome. 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.
- Magnum Opus - GLEdge Paradigm. 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.
Augurs of Ilyxum [Priority: ]
- Oracular Algorithms [G]. ACTION: Exhaust this card too look at 1 unrevealed public objective.
- Psychographics [G]. During the status phase, you may score 1 additional public objective instead of a secret objective.
- Sentient Datapool [Y]. At the start of the status phase, you may spend 4 trade goods to draw 1 ability card.
- Drone Host [destroyer]. Hits produced by this unit's ANTI-FIGHTER BARRAGE replace your opponent's fighters with your own, instead of destroying them. 1, 8, 2; ANTI-FIGHTER BARRAGE 6(x3)
- Speaker Genome. When 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 or place 1 mech on that planet.
- Synchronicity Algorithm - Ilyxum Paradigm. When an objective is revealed: Draw 3 objective cards from 1 of the public objective decks; choose up to 1 of those cards to be revealed instead, and return the rest to the bottom of their corresponding decks. Then, purge this card.
Berserkers of Kjalengard [Priority: ]
- Glorious Halls [R]. After you win a combat, you may place or move a Glory token into the active system. For each Glory token on the game board, you control 1 Bannerhall card. When units make a combat roll in a system that contains a Glory token, each result of 10, before applying modifiers, produces 1 additional hit.
- Valor [G]. When each of your units makes a combat roll, each result of 10, before applying modifiers, produces 1 additional hit.
- Star Dragon [carrier]. This unit may ignore the movement effects of anomalies. 3, 7, 2, 6
- Marshal Genome. 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.
- A Tale of Legends - Kjalengard Paradigm. ACTION: Remove any 3 command tokens from the game board and gain 3 command tokens, if able. Then, purge this card.
Kollecc Society [Priority: ]
- Shrouded Fleets [B]. After you produce 1 or more units, you may place up to 3 of those ships on your faction sheet; those ships are captured. After movement, if the active system contains 1 or more of your non-fighter ships, you may place up to 2 of your captured ships and 2 of your captured ground forces from your faction sheet in that system's space area.
- Treasure Hunters [Y]. At the start of your turn, you may look at the top card of the cultural, hazardous, and industrial exploration deck. At the end of your turn, shuffle those decks.
- Logistical Coordination [B]. 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.
- Shroud Dagger [fighter]. DEPLOY: At the start of combat, place 2 fighters from your reinforcements into the space area of the active system. Fighters in excess of your ships' capacity count against your fleet pool. 1(x2), 8, 2
- Broker Genome. 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.
- Shadowcaster - Kollecc Paradigm. 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.
Monks of Kolume [Priority: ]
- Meditation [Y]. ACTION: Spend 1 token from your strategy pool to ready 1 of your abilities.
- Kinematic Starfall [R]. Apply +1 to each of your unit's ability rolls. During each of your actions, up to 2 of your non-fighter ships gain SPACE CANNON 9.
- Halberdier [PDS]. You may use this unit's SPACE CANNON ability against ships that are adjacent to this system or in systems that contain your PDS units. SPACE CANNON 5
- Meditative Genome. ACTION: Exhaust this card to allow a player to redistribute 1 of their command tokens on their command sheet.
- Coil Overcharge - Kolume Paradigm. ACTION: Place this card near the game board; during this game round, after you perform an 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.
Kortali Tribunal [Priority: ]
- Zealous [R]. When you spend a command token to resolve the secondary ability of the "Warfare" strategy card, you may resolve the primary ability instead.
- Tempest Drive [B]. After you win a combat in a system, you may exhaust this card to remove 1 command token from that system.
- Justicar [mech]. Place this card in your play area; your mechs gain PLANETARY SHIELD, and cannot lose their abilities. PLANETARY SHIELD
- Atonement Genome. 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.
- Calling of the Queens - Kortali Paradigm. 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.
Kyro Sodality [Priority: ]
- Contagion [R]. After you resolve the primary or secondary ability of the "Tyrannus" strategy card, commit 1 infantry from your reinforcements to a planet that is in or adjacent to a system that contains a planet you control; resolve invasion on that planet.
- Subversive [G]. When participating in a combat that would end in a draw, you are treated as the winner instead.
- Blight Drone [carrier]. When you commit units to a planet in this system, you may commit 1 infantry from your reinforcements to that planet. 2, 9, 2, 6
- Plague Genome. 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.
- Brikk Strain - Kyro Paradigm. At the start of the status phase: You may attach this card to 1 of your strategy cards. Its initiative value is 9. Players may only resolve 1 clause of this strategy card's primary ability.
Lanefir Remnants [Priority: ]
- War Stories [G]. Once per action, after you win a combat, you may explore 1 planet you control, or if the active system does not contain any planets, the frontier exploration deck in the active system.
- Spark Thrusters [B]. ACTION: Spend 1 token from your strategy pool or purge 1 relic fragment or ability card 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.
- ATS Integration [R]. After you explore a planet: You may place 1 infantry from your reinforcements on that planet and 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.
- Troubadour [cruiser]. At the end of a tactical action in this system, you may explore 1 planet you control in this system. 2, 6, 3
- Plunderer Genome. When a player explores, you may exhaust this card to allow that player to discard 1 exploration card they drew and draw another.
- Resonance Cascade - Lanefir Paradigm. 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.
Li-Zho Dynasty [Priority: ]
- Cunning [G]. At the end of your turn, you may attach or move 1 "Trap" card or attachment onto a planet that contains 1 or more of your infantry units. Trap attachments do not count for the purpose of scoring public objectives, are attached face-down, and remain hidden until revealed; you may look at Trap attachments at any time.
- Wraith Engine [B]. 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.
- Heavy Bomber [fighter]. This unit may move without being transported. Fighters in excess of your ships' capacity count against your fleet pool. 1(x2), 8, 2; BOMBARDMENT 8
- Intelligent Genome. 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.
- Star's Razor - Li-Zho Paradigm. ACTION: Place a total of up to 12 fighters in any number of systems that contain 1 or more of your ships, and replace any number of coexisting units on any planets you control with your own, if able. Then, purge this card.
L'tokk Khrask [Priority: ]
- Meteor Slings [R]. When your units use BOMBARDMENT against a planet another player controls, you may cancel any number of hits you produce to place that many infantry from your reinforcements onto that planet. Those units participate in ground combat, if able.
- Stone's Embrace [G]. 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.
- Shattered Sky [cruiser]. 2, 6, 3, 2; BOMBARDMENT 6
- Tender Genome. 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.
- Crystal Chorus - L'tokk Paradigm. ACTION: Purge this card to choose up to 4 planets; exhaust or ready each of those planets.
Mirveda Protectorate [Priority: ]
- Drone Hosts [B]. During invasion, you may replace each of your fighters with an infantry unit (these infantry do not count against your ships' capacity during invasion). When you transport infantry units, you may replace any of those units with fighters.
- Orbital Defense Grid [R]. At the start of invasion, choose up to 1 unit you control in the active system; that unit gains PLANETARY SHIELD.
- Gauss Cannon [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. 2; SPACE CANNON 4, BOMBARDMENT 4, CAPACITY 1
- Machina Genome. ACTION: Exhaust this card and choose 1 player; that player draws 1 unit upgrade.
- Dhor's Hammer - Mirveda Paradigm. 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.
Glimmer of Mortheus [Priority: ]
- Facsimile [G]. At the start of a space combat while you are the defender, you may spend influence equal to the cost value of 1 of your opponent's ships in the active system to place 1 unit of that type from your reinforcements in that system.
- Fabrication Grid [Y]. Each system that contains 1 or more of your ships and no planets gains PRODUCTION 2 as if it were a unit you control.
- Fractal Spike Drives [B]. Units your ships transport can be moved out of systems that contain your command tokens. You may treat wormholes as ingress tokens or gravity rifts.
- Echo of Duuban [flagship]. Keep this card in your play area; when you spend a token from your strategy pool, you may swap your flagship with another ship you control. Your flagship may transport units during the swap.
- Shimmering Genome. 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.
- Weavelink Replicator - Mortheus Paradigm. 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.
Myko-Mentori [Priority: ]
- Prescient Divination [Y]. You have 4 "Omen" Dice. At the start of the strategy phase, roll all 4 Omen dice and place them near your faction sheet. Before you would roll a die, you may instead return 1 Omen die near your faction sheet to your reinforcements to resolve that roll as if it had the result of that die.
- Predictive Command [G]. At any time, you may exhaust this card to redistribute your command tokens.
- Biomatter Ring [space dock]. DEPLOY: At any time, you may replace 3 infantry on that planet with 1 space dock from your reinforcements. Up to 3 fighters in this system do not count against your ships' capacity. PLANETARY SHIELD, PRODUCTION 7
- Omen Genome. After a play rolls a die, you may exhaust this card an roll a die; add or subtract the result of your roll from the result of theirs (with a minimum result of 1).
- Soul Cage - Myko-Mentori Paradigm. When another player's paradigm would be purged, instead attach it to this card. You may resolve this card as if it instead had the text of any single paradigm attached to this card. When this card is purged, purge each of its attachments as well.
Nivyn Star Kings [Priority: ]
- Celestial Guides [B]. Your units do not roll for gravity rifts. You may ignore the movement effects of anomalies in systems that contain or are adjacent to 1 or more of your structures.
- Inquisition [R]. When 1 or more of your damaged units make a combat roll, up to 2 of those units may roll an additional combat die.
- Singularity Point [B]. At the end of your turn, you may exhaust this card to place or move the wound token into a system that contains or is adjacent to your units. The system that contains the wound token is a nebula, a gravity rift, and an entropic scar. You may ignore the effects of entropic scars.
- Voidscout Warden [mech]. Keep this card in your play area; after you win a ground combat in which your mechs participated, you may explore the frontier deck in or adjacent to the active system.
- Shrouded Genome. 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.
- Singularity Cradle - Nivyn Paradigm. At any time: Each unit on the game board you do not control becomes damaged, if able. Then, purge this card.
Nokar Sellships [Priority: ]
- Mercenary Captains [B]. ACTION: Exhaust this card to place 1 neutral cruiser and 2 neutral destroyers into a non-fracture system that contains no non-neutral ships. Once per action, when a neutral unit produces a hit, gain 1 commodity.
- Desperados [B]. After you produce 1 or more ships in system, place up to 1 destroyer in that system. Your destroyers may move out of systems that contain your command tokens.
- Sabre [destroyer]. 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. 1, 7, 2; ANTI-FIGHTER BARRAGE 6(x3)
- Privateer Genome. After a player moves ships: You may exhaust this card to allow 1 player with ships in the active system to place 1 destroyer or 1 cruiser from their reinforcements in that system.
- Irrefutable Offer - Nokar Paradigm. 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.
Olradin League [Priority: ]
- False Flag Operations [R]. 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.
- Policies [G]. When you gain this card, place or move the 3 "Policy" cards near your faction sheet, choose which side of each card to place face up. This card also has the abilities and effects listed on the face up side of each Policy card.
- Rebel [infantry]. DEPLOY: At the start of your turn, you may remove 1 of your infantry from the game board to place 1 infantry from your reinforcements into coexistence on a planet adjacent to that unit's system. 1(x2), 7
- Political Genome. 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.
- Shadow Council - Olradin Paradigm. ACTION: Place 1 infantry from your reinforcements on each planet you control; draw 1 action card for each non-home system that contains 1 or more of your infantry.
Zealots of Rhodun [Priority: ]
- Forbidden Knowledge [G]. When you participate in a splice, instead of choosing a card to keep, you may discard 1 of the available cards to draw 1 card from the bottom of the corresponding type's deck instead.
- Sanctification Field [Y]. When you activate a system, or a system that contains 1 or more of your units is activated, you may choose 1 ability another player controls; until the end of this tactical action, that card is treated as though it had no ability text.
- Echo of Reckoning [flagship]. Keep this card in your play area; if your opponent has more abilities, unit upgrades, or genomes than you, apply +1 to the results of your flagship's combat and ability rolls for each of those card types (up to +3).
- Edification Genome. After a player gains an ability: 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.
- Curse of the Ancients - Rhodun Paradigm. ACTION: Draw and reveal a total of 3 cards off of the top of the paradigm, ability, genome, or unit upgrade decks; choose 1 of those cards to keep and purge the rest. Then, purge this card.
Roh'Dhna Mechatronics [Priority: ]
- Industrial Juggernaut [Y]. At the end of your turn, you may spend 6 resources to replace one of your space docks in a system that contains no other players' ships with 1 war sun from your reinforcements.
- Recycled Materials [Y]. After you activate a system, you may return 1 cruiser, carrier, or dreadnought you control in that system to your reinforcements to gain a number of trade goods equal to 1 less than that unit's cost value.
- Omni-Forgeworld [war sun]. Other player's units in this system lose PLANETARY SHIELD. This unit is also a station with a resource value of 2. When you would exhaust this station's planet card, this unit becomes damaged instead. 10, 3(x3), 2, 8; SUSTAIN DAMAGE, BOMBARDMENT 3(x3), PRODUCTION 7
- Operations Genome. 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.
- Primespace Actualization - Roh'Dhna Paradigm. 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.
Tnelis Syndicate [Priority: ]
- Plausible Deniability [G]. At any time, if another player satisfies the requirements of one of your secret objectives, you may ignore its requirements; if you score that objective, draw 1 secret objective.
- Stealth Corps. [R]. After you place 1 or more units on a planet, you may destroy up to 1 ground force on that planet.
- Echo of Silence [flagship]. Keep this card in your play area; your flagship's movement value is increased by 1 and it can move through systems that contain other players' ships. +1
- Ordinance Genome. 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.
- Contract Network - Tnelis Paradigm. 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.
Vaden Banking Clans [Priority: ]
- Krovoz Strike Teams [Y]. 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.
- Midas Turbine [B]. 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.
- Ruthless Banking [Y]. 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.
- Vadra Doma [war sun]. Hits this unit produces cannot be canceled. Other players' units in this system lose their PLANETARY SHIELD. 12, 3(x3), 2, 6; SUSTAIN DAMAGE, SPACE CANNON 3
- Strongarm Genome. 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.
- Acula Network - Vaden Paradigm. ACTION: For each other player in the game, you may take 2 of that player's trade goods, 4 of their commodities, and 1 of their abilities, if able. Then, purge this card.
Vaylerian Scourge [Priority: ]
- Cargo Raiders [R]. During the first round of a space combat, you may prevent your opponent from declaring a retreat unless they give you 1 trade good.
- Scavenger Exos [R]. Once per action, after you win a ground combat, you may draw 1 action card.
- Strike Teams [B]. After you activate a system: Choose 1 ship you control with a capacity value, apply +2 to that value during this tactical action.
- Raider [cruiser]. 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. 2, 6, 3, 1
- Gamble Genome. After a player gains control of a planet, you may exhaust this card to allow that player to draw 1 action card.
- Spear of Vaylar - Paradigm. 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.
Veldyr Sovereignty [Priority: ]
- Corporate Imperialism [Y]. Your commodity value is increased by 4.
- Harnessed Aurora [B]. Your home system is also a nebula. Hits produced by the combat and ability rolls of your units in nebulae cannot be canceled. When you pass, explore the frontier deck in your home system.
- SIEDR Unleashed [R]. 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. Capture units destroyed by your unit abilities. After you roll a combat or ability die you may return 1 of your captured units to apply +1 to the result.
- Lancer Dreadnought [dreadnought]. This unit cannot be destroyed by "Spark" action cards. 4, 5, 2, 1; SUSTAIN DAMAGE, BOMBARDMENT 5, SPACE CANNON 5
- Development Genome. When a player would resolve the primary or secondary ability of the "Magus" strategy card: You may exhaust this card to allow that player to ignore any resource or influence costs on that card during this action.
- Twilight Protocol - Veldyr Paradigm. ACTION: Draw up to 3 unit upgrades, or take 1 unit upgrade from another player. Then, purge this card.
Zelian Purifier [Priority: ]
- Shard Saturation [R]. When 1 or more of your units produce 1 or more hits during an ability roll, produce 1 additional hit for that roll.
- Hostile Planetoids [R]. Your planets in the active system participate in space combat if that system contains 1 or more of your ships, and ground combat on themselves if they contain 1 or more of your infantry. Your planets cannot be assigned hits and have a combat value equal to 10 minus their resource value, minimum 1.
- Impactor Prime [destroyer]. At the start of invasion, you may destroy this unit to destroy 1 unit on a planet in this system. 1, 8(x2), 2; ANTI-FIGHTER BARRAGE 6(x3), BOMBARDMENT 6(x2)
- Obsessive Genome. After a player gains a unit upgrade, you may exhaust this card to allow that player to use the PRODUCTION ability of 1 of their units to produce units of that type, reducing the combined cost of the produced units by 2.
- Cataclysm - Zelian Paradigm. 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.
General Clarifications
Transcribed from the one-page "Discordant Stars General Clarifications" by Tom Dullemond (Word document, 19 May 2023), a companion to the faction reference. Its credits paragraph is omitted.
- Any game effect which would "allow" a player to resolve an effect is optional as to that player.
- If an effect would allow a unit with a unit ability to "gain" that same unit ability, that unit's owner may choose to use either the original or gained unit ability, but not both.
Shipwrights of Axis
Industry Secrets only modifies the use of PRODUCTION that satisfies its trigger condition.
Bentor Conglomerate
Encryption Key confers exactly 1 technology specialty of any color; this acts as a wildcard technology specialty.
Edyn Mandate
Rune Bearer mechs make their system a Sigil anomaly; this effect does not stack within the same system. Decree and Radiance provide the effects of Sigils, not the anomalies themselves.
Free Systems Compact
Cordo Haved may be used to resolve the ability of an exhausted legendary planet ability card.
Ghemina Raiders
Jotun mechs and Rule of Two are not prevented from resolving by the presence of infantry or fighters.
Gledge Union
Core tokens are not attachments, and only modify the printed values of a planet, which attachments may modify.
Augurs of Ilyxum
Oracle AI and Probability Algorithms do not interact with either outcome of the "Incentive Program" agenda.
Berserkers of Kjalengard
Star Dragons may retreat into anomalies, any units unable to retreat or be transported into the chosen system are removed from the game board.
Kollecc Society
Cloaked Fleets resolves after ships are produced, meaning fleet supply limits apply before any ships are "cloaked."
Lanefir Remnants
The Venerable – Resonance Cascade may only swap each relic in play a total of once.
Li-Zho Dynasty
Traps cannot be revealed or otherwise shown to other players outside of their listed timing. Saboteurs is an optional component, for groups which prefer to have stronger Traps.
Mirveda Protectorate
Assault Machina allows 1 of your units to use its SPACE CANNON against ships in adjacent systems; only 1 unit may benefit from this effect at any given time.
Nivyn Star Kings
Eradica removes units from the game board; these units are returned to their owner's reinforcements.
Nokar Sellships
Hired Guns cannot move out of systems that contain the Nokar player's command tokens, but may move through systems that contain the Nokar player's ships, and retain their attributes, abilities, & ability text.
Roh'Dhna Mechatronics
B-Unit 205643a still requires placement of the spent token via the secondary ability; this token may be placed in any system without impacting the placement of structures.
Vaden Banking Clans
Collateralized Loans can be used once each time an opponent's ship is destroyed during combat. Midas Turbine and Vaden Handshake grant 1 controlled ship 1 additional movement for each trade good spent, this effect may be used multiple times toward the same or different ship(s), provided enough trade goods are spent.
Veldyr Sovereignty
Branch Offices must attach to planets when received, if able, or they are returned to the Veldyr player. Auberon Elyrin – Twilight Protocol allows the Veldyr player to gain their corresponding unit upgrade of a chosen technology's unit type.