The Empyrean

Starting Information:

Techs: Dark Energy Tap

Ships: 2 Carrier, 1 Destroyer, 2 Fighters, 4 Infantry, 1 Space Dock

Planets: The Dark Nebula (3/4)

Max Commodities: 4

Faction ability

Voidborn

Nebulae do not affect your ships' movement.

AetherPassage

After a player activates a system, you may allow that player to move their ships through systems that contain your ships.

Dark Whispers

During setup, take the additional Empyrean faction promissory note; you have 2 faction promissory notes.

promissory notes

Dark Pact

ACTION: Place this card face up in your play area.

When you give a number of commodities to the Empyrean player equal to your maximum commodity value, you each gain 1 trade good.

If you activate a system that contains 1 or more of the Empyrean player's units, return this card to the Empyrean player.

Blood Pact

ACTION: Place this card face up in your play area.

When you and the Empyrean player cast votes for the same outcome, cast 4 additional votes for that outcome.

If you activate a system that contains 1 or more of the Empyrean player's units, return this card to the Empyrean player.

unique technology

Aetherstream (Blue):

After you or one of your neighbors activates a system that is adjacent to an anomaly, you may apply +1 to the move value of all of that player's ships during this tactical action.

Prerequisites: 2 Blue Technologies

Voidwatch (Green):

After a player moves ships into a system that contains 1 or more of your units, they must give you 1 promissory note from their hand, if able.

Prerequisites: 1 Green Technology

unique Units

Flagship: Dynamo

Cost: 8

Combat: 5 (x2)

Move: 1

Capacity: 3

Abilities:

Sustain Damage;

After any player's unit in this system or an adjacent system uses SUSTAIN DAMAGE, you may spend 2 influence to repair that unit.

mech: Watcher

Cost: 2

Combat: 6

Abilities:

You may remove this unit from a system that contains or is adjacent to another player's units to cancel an action card played by that player;

Sustain Damage.

leaders

agent: Acamar

unlock Criteria: Game Start

Ability:

After a player moves ships into a system that does not contain any planets:

You may exhaust this card; that player gains 1 command token.

commander: Xuange

unlock Criteria: Be neighbors with all other players.

Ability:

After another player moves ships into a system that contains 1 of your command tokens:

You may return that token to your reinforcements.

hero: Conservator Procyon

unlock Criteria: Have 3 Scored Objectives

Ability:

ACTION: Place 1 frontier token in each system that does not contain any planets and does not already have a frontier token. Then, explore each frontier token that is in a system that contains 1 or more of your ships.

Then, purge this card.