
Techs: Sling Relay
Ships: 1 Flagship, 1 Carrier, 1 Destroyer, 3 Fighters, 4 Infantry, 1 Space Dock
Planets: Arcturus (4/4)
Max Commodities: 4
During setup, take the 2 additional Nomad faction agents and place them next to your faction sheet; you have 3 agents.
During the Agenda phase, after an outcome that you voted for or predicted is resolved, gain 1 trade good.
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.
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
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.
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.
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.
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.
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.
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.
unlock Criteria: Have 1 scored secret objective.
Ability:
You can produce your flagship without spending resources.
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.