The Nomad

Starting Information:

Techs: Sling Relay

Ships: 1 Flagship, 1 Carrier, 1 Destroyer, 3 Fighters, 4 Infantry, 1 Space Dock

Planets: Arcturus (4/4)

Max Commodities: 4

Faction ability

The Company

During setup, take the 2 additional Nomad faction agents and place them next to your faction sheet; you have 3 agents.

Future Sight

During the Agenda phase, after an outcome that you voted for or predicted is resolved, gain 1 trade good.

promissory note

The Cavalry

At the start of a space combat against a player other than the Nomad:

During this combat, treat 1 of your non-fighter ships as if it has the SUSTAIN DAMAGE ability, combat value, and ANTI-FIGHTER BARRAGE value of the Nomad's flagship.

Return this card to the Nomad player at the end of this combat.

unique technology

BIOPLASMOSIS (Yellow):

After any player's agent becomes exhausted, you may exhaust this card to ready that agent; if you ready another player's agent, you may perform a transaction with that player.

Prerequisites: 1 Yellow Technology

unique Units

Flagship: Memoria

Cost: 8

Combat: 7 (x2)

Move: 1

Capacity: 3

Abilities:

Sustain Damage;

Anti-Fighter Barrage 8 (x3);

You may treat this unit as if it were adjacent to systems that contain one or more of your mechs.

Flagship: Memoria II

Cost: 8

Combat: 5 (x2)

Move: 2

Capacity: 6

Abilities:

Sustain Damage;

Anti-Fighter Barrage 5 (x3);

You may treat this unit as if it were adjacent to systems that contain one or more of your mechs.

Mech: Quantum Manipulator

Cost: 2

Combat: 6

Abilities:

While this unit is in a space area during combat, you may use its SUSTAIN DAMAGE ability to cancel a hit that is produced against your ships in this system;

Sustain Damage.

leaders

agent: Artuno the Betrayer

unlock Criteria: Game Start.

Ability:

When you gain trade goods from the supply:

You may exhaust this card to place an equal number of trade goods on this card. When this card readies, gain the trade goods on this card.

agent: Field Marshal Mercer

unlock Criteria: Game Start.

Ability:

At the end of a player's turn:

You may exhaust this card to allow that player to remove up to 2 of their ground forces from the game board and place them on planets they control in the active system.

agent: The Thundarian

unlock Criteria: Game Start.

Ability:

After the "Roll Dice" step of combat:

You may exhaust this card. If you do, hits are not assigned to either players' units. Return to the start of this combat round's "Roll Dice" step.

commander: dirzuga rophal

unlock Criteria: Have 1 scored secret objective.

Ability:

You can produce your flagship without spending resources.

hero: letani miasmiala

unlock Criteria: Have 3 Scored Objectives.

Ability:

ACTION: Place this card near the game board; your flagship and units it transports can move out of systems that contain your command tokens during this game round. At the end of that game round, purge this card.