
Techs: Bio Stims, Predictive Intelligence
Ships: 1 Dreadnought, 1 Carrier, 1 Cruiser, 2 Fighters, 3 Infantry, 1 Space Dock
Planets: Ixth (3/5)
Max Commodities: 3
When you win a combat, place 1 command token from your opponent's reinforcements in your fleet pool if it does not already contain 1 of that player's tokens; other player's tokens in your fleet pool increase your fleet limit but cannot be redistributed.
While another player's command token is in your fleet pool, you can use the ability of that player's commander, if it is unlocked.
During setup, purge your "Alliance" promissory note. Other players cannot give you their "Alliance" promissory note.
At the start of the strategy phase:
Choose 1 non-home system that contains your units; each other player who has a token on the Mahact player's command sheet places a token from their reinforcements in that system.
Then, return this card to the Mahact player.
You may exhaust this card before a player casts votes; that player must cast at least 1 vote for an outcome of your choice or remove 1 token from their fleet pool and return it to their reinforcements.
Prerequisites: 1 Green Technology
Cost: 1x2
Combat: 8
Abilities:
After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good.
Prerequisites: None
Cost: 1x2
Combat: 7
Abilities:
After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good. Then, 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.
Prerequisites: Two Green Technologies
Cost: 8
Combat: 5 (x2)
Move: 1
Capacity: 3
Abilities:
Sustain Damage;
During combat against an opponent whose command token is not in your fleet pool, apply +2 to the results of this unit's combat rolls.
Cost: 2
Combat: 6
Abilities:
After a player whose command token is in your fleet pool activates this system, you may spend their token from your fleet pool to end their turn; they gain that token;
Sustain Damage.
unlock Criteria: Game Start
Ability:
When you would spend a command token during the secondary ability of a strategic action:
You may exhaust this card to remove 1 of the active player's command tokens from the board and use it instead.
unlock Criteria: Have 2 other factions' command tokens in your fleet pool.
Ability:
During your tactical actions, you can activate systems that contain your command tokens. If you do, return both command tokens to your reinforcements and end your turn.
unlock Criteria: Have 3 Scored Objectives
Ability:
ACTION: Move all units in the space area of any system to an adjacent system that contains a different player's ships. Space Combat is resolved in that system; neither player can retreat or resolve abilities that would move their ships.
Then, purge this card.