
Techs: Choose 2 non-faction technologies owned by other players.
Ships: 2 Carrier, 1 Cruiser, 2 Fighters, 2 Infantry, 1 Space Dock
Planets: Dependent on Tribunii faction choice.
Max Commodities: 2
During setup, choose an unplayed faction from among the Mentak, the Xxcha and The Argent Flight; take that faction's home system, command tokens and control markers. Additionally, take the Keleres Hero that corresponds to that faction.
Replenish your commodities at the start of the strategy phase, then gain 1 trade good.
You may spend 1 influence at the start of your turn to treat all laws as blank until the end of your turn.
After an agenda is revealed:
You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, draw 1 action card and gain 2 trade goods.
Then, return this card to the Keleres player.
You are neighbors with all players that have units or control planets in or adjacent to the Mecatol Rex system.
Gain the Custodia Vigilia planet card and its legendary planet ability card. You cannot lose these cards, and this card cannot have an X or Y assimilator token placed on it.
Prerequisites: 1 Yellow Technology
Whenever you resolve one of your PRODUCTION abilities, you may resolve an additional one of your PRODUCTION abilities in any system; the additional use does not trigger this ability.
Prerequisites: 2 YellowTechnologies
Cost: 8
Combat: 7 (x2)
Move: 1
Capacity: 6
Abilities:
Sustain Damage;
Other players must spend 2 influence to activate the system that contains this ship.
Cost: 2
Combat: 6
Abilities:
Other players must spend 1 influence to commit ground forces to the planet that contains this unit;
Sustain Damage.
unlock Criteria: Game Start
Ability:
At any time: You may exhaust this card to allow any player to spend commodities as if they were trade goods
unlock Criteria: Spend 1 trade good after you play an action card that has a component action.
Ability:
After you perform a component action:
You may perform an additional action.
unlock Criteria: Have 3 Scored Objectives
Ability:
At the start of a round of space combat in a system that contains a planet you control: Place your flagship and up to a total of 2 cruisers and/or destroyers from your reinforcements in the active system.
Then, purge this card.
unlock Criteria: Have 3 Scored Objectives
Ability:
After an agenda is revealed:
You may cast up to 6 additional votes on this agenda. Predict aloud an outcome for this agenda. For each player that votes for another outcome, gain 1 trade good and 1 command token.
Then, purge this card.
unlock Criteria: Have 3 Scored Objectives
Ability:
ACTION: Reveal cards from the action card deck until you reveal 3 action cards that have component actions. Draw those cards and shuffle the rest back into the action card deck.
Then, purge this card.