faction abilities Flashcards

1
Q

Shipwrights of Axis

A

MILITARY INDUSTRIAL COMPLEX: After you gain or replenish commodities, you may spend a number of commodities equal to the combined cost listed on any number of “Axis Order” cards in your reinforcements to place those cards in your play area. You cannot give your commodities to other players as part of a transaction.
ARMS DEALERS: When a player negotiates a transaction, they may exchange Axis Order cards in their play area as part of that transaction. You cannot resolve the effects of Axis Order cards.

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2
Q

Celdauri Trade Confederation

A

PROJECTION OF POWER: At the start of any space combat in a system that is adjacent to or contains 1 or more of your space docks, choose up to 1 ship in that system to gain ANTI-FIGHTER BARRAGE 6 during that combat.
INDUSTRIALISTS: During setup, place 1 additional space dock in your reinforcements.

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3
Q

Savages of Cymiae

A

AUTONETIC MEMORY: When you would draw 1 or more action cards, you may draw 1 less card to either choose 1 card from the action card discard pile and add it to your hand, or place 1 infantry from your reinforcements on a planet you control.
CYBERNETIC MADNESS: After you add an action card from the discard pile to your hand using your AUTONETIC MEMORY faction ability, you must discard 1 action card. After you fully resolve an action card’s ability text, purge that card instead of discarding it

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4
Q

Dih-Mohn Flotilla

A

CAPITAL FLEET: Destroyers count as 1/2 of a ship against your fleet pool.
MIGRANT EXPLORERS: After you explore a frontier token in a system, you may explore a planet you control that is adjacent to that system.
FLOTILLA: You cannot have more infantry than non-fighter ships in the space area of a system.

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5
Q

Florzen Profiteers

A

MERCENARIES: At the start of a space combat, you may remove up to 2 fighters you control in a system adjacent to the active system. Then, choose 1 player participating in that combat; that player places the same number of fighters from their reinforcements in the active system.
DATA LEAK: When you would gain a relic, you may draw 1 additional card; choose 1 to gain and return the rest to the relic deck. Then, shuffle the relic deck.
SHADOW MARKETS: When you explore a planet, you may treat that planet as if it had the same trait as another planet you control.

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6
Q

Free Systems Compact

A

RALLY TO THE CAUSE: Once per action, after you produce 1 or more ships in your home system, you may produce up to 2 ships in a system that contains a cultural, hazardous, or industrial planet and does not contain a legendary planet or other players’ units.
DIPLOMATS: Once per action, you may exhaust 1 uncontrolled planet’s planet card that is on the game board to spend its resources or influence.
FREE PEOPLE: During setup, for each non-home planet other than Mecatol Rex on the game board, place that planet’s planet card face up on the game board.

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7
Q

Ghemina Raiders

A

THE LADY & THE LORD: During setup, place 1 additional flagship in your reinforcements and the additional Ghemina Hero next to your faction sheet. This additional flagship has the abilities and attributes listed on the Lord flagship card. You have 2 Heroes.
RULE OF TWO: During a round of combat in a system that contains exactly 2 of your non-fighter ships, if those ships have the same unit type, apply +2 to the result of each of those unit’s combat rolls.

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8
Q

Augurs of Ilyxum

A

ORACLE AI: After the speaker reveals an unrevealed public objective, choose 1 unrevealed public objective card and place that card on your faction sheet. You may look at the card on your faction sheet at any time.
LIMITED VISION: You may not place a stage II objective card on your faction sheet until all stage I objectives have been revealed.
PROBABILITY ALGORITHMS: When the speaker would reveal the next public objective, they must reveal the public objective card on your faction sheet instead. Place that card near the other public objectives.

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9
Q

Kollecc Society

A

CLOAKED FLEETS: After you produce 1 or more ships, you may place up to 2 of those ships on your faction sheet, those ships are captured.
SHROUD OF LITH: After movement, if the active system contains 1 or more of your non-fighter ships, you may place up to 2 of your captured ships and 2 of your captured ground forces from your faction sheet in that system’s space area.
TREASURE HUNTERS: At the start of your turn, you may look at the top card of the cultural, hazardous, or industrial exploration deck. Then, look at the top card of the relic deck.

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10
Q

Kortali Tribunal

A

ZEALOUS: When you spend a command token to resolve the secondary ability of the “Warfare” strategy card, you may resolve the primary ability instead.
RUTHLESS: At the start of a ground combat on an exhausted planet you do not control, you may produce 1 hit and assign it to 1 of your opponent’s ground forces on that planet.

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11
Q

Li-Zho Dynasty

A

CUNNING: After you perform a tactical action in a system, you may attach 1 “Trap” card from your reinforcements to a planet in that system that contains 1 or more of your infantry units.
SUBTERFUGE: Trap attachments are attached face-down and remain hidden until revealed; you may look at Trap attachments at any time. You do not count trap attachments toward fulfilling objectives.

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12
Q

L’tokk Khrask

A

LITHOIDS: During the agenda phase, the number of votes you cast is instead equal to the combined resource value of the planets that you exhaust.
GARDEN WORLDS: Apply +1 to the resource values of your planets that do not contain 1 or more ground forces.
METEOR SLINGS: When your units use BOMBARDMENT against a planet another player controls, you may cancel any number of hits you produce to place that many infantry from your reinforcements onto that planet. Those units participate in ground combat, if able.

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13
Q

Mirveda Protectorate

A

PRIVILEGED CITIZENRY: Each system can contain a number of your PDS equal to the number of command tokens in your fleet pool. For the purpose of scoring objectives, you may treat each of your PDS units as though it is a structure on any planet you control.
COMBAT DRONES: Your space docks cannot produce infantry. At the start of invasion, you may replace each of your fighters in the active system with 1 infantry unit. During invasion, your infantry in the space area of the active system do not count against your ships’ capacity.

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14
Q

Glimmer of Mortheus

A

FACSIMILE: At the start of a space combat while you are the defender, you may spend influence equal to the cost value of 1 of your opponent’s ships in the active system to place 1 unit of that type from your reinforcements in that system.
ILLUSORY PRESENCE: During the agenda phase, after another player casts votes, you may exhaust up to 2 planets you control; that player casts an additional number of votes equal to 1 more than the combined influence values of those planets.

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15
Q

Myko-Mentori

A

PRESCIENT MEMORIES: You have 4 “Omen” Dice. At the start of the strategy phase, roll all 4 Omen dice and place them near your faction sheet.
DIVINATION: Before you would roll a die, you may instead return 1 Omen die near your faction sheet to your reinforcements to resolve that roll as if it had the result of that die.
NECROPHAGE: Apply +1 to your commodity value for each space dock you control. After the first round of combat, gain 1 commodity or convert 1 of your commodities to a trade good.

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16
Q

Nivyn Star Kings

A

CELESTIAL GUIDES: Your units do not roll for gravity rifts. You may ignore the movement effects of anomalies in systems that contain or are adjacent to 1 or more of your structures.
SINGULARITY POINT: The system that contains the “Wound” token is both a nebula and a gravity rift.
VOIDSAILORS: When you explore a frontier token, you may draw 1 additional card; choose 1 to resolve and return the rest to the frontier exploration deck. Then, shuffle that deck.

17
Q

Olradin League

A

POLICIES: When you gather your starting components, place the 3 “Policy” cards near your faction sheet, choose which side of each card to place face up. This faction has the abilities and effects listed on the face up side of each Policy card.

18
Q

Zealots of Rhodun

A

CONSPIRATORS: Once per agenda phase, after an agenda is revealed, if you are not the speaker, you may choose to vote after the speaker on that agenda.
ANCIENT KNOWLEDGE: When you use a technology specialty to ignore a prerequisite on a technology card you are researching, you may ignore 1 additional prerequisite of the same color. After you exhaust a planet to use its technology specialty, you may gain 1 commodity.

19
Q

Roh’Dhna Mechatronics

A

INDUSTRIOUS: After you place a space dock in a system that contains no other players’ ships, you may spend 6 resources and remove that space dock to place 1 war sun in that system’s space area.
RECYCLED MATERIALS: After you activate a system, you may return 1 cruiser, carrier, or dreadnought you control in that system to your reinforcements to gain a number of trade goods equal to 1 less than that unit’s cost value.
ORBITAL FOUNDRIES: For the purpose of scoring objectives, you may treat each of your war sun units as though it is a structure on any planet you control.

20
Q

Tnelis Syndicate

A

PLAUSIBLE DENIABILITY: When you draw 1 or more secret objective cards, draw 1 additional secret objective card. Then, return 1 secret objective card to the secret objective deck; shuffle that deck.
INFORMATION BROKERS: You may have 1 additional unscored secret objective.
STEALTH INSERTION: If you place units onto the same planet as another player’s units, your units must participate in combat during the “Ground Combat” step.

21
Q

Vaden Banking Clans

A

FINE PRINT: After a player resolves the secondary ability of 1 of your strategy cards, place up to 1 of their control tokens on your faction sheet.
COLLATERALIZED LOANS: After 1 of your opponent’s ships is destroyed during a round of space combat, you may remove 1 of that player’s control tokens from your faction sheet to place 1 ship of that type from your reinforcements in the active system.
BINDING DEBTS: Other players may place their control tokens on your faction sheet at any time. At the start of the status phase, each of your neighbors may give you 1 trade good to remove up to 2 of their control tokens from your faction sheet.

22
Q

Vaylerian Scourge

A

CARGO RAIDERS: During the first round of a space combat, you may prevent your opponent from declaring a retreat unless they spend 1 trade good.
SCOUR: Once per tactical action, after you gain control of a planet, you may discard 1 action card to ready that planet.
RAZE: After 1 or more of another player’s structures are destroyed on a planet that contains your units, you may replenish your commodities.

23
Q

Veldyr Sovereignty

A

CORPORATE ENTITY: During setup, take the additional Veldyr faction promissory notes; you have 4 faction promissory notes. “Branch Office” attachments do not count toward scoring objectives.
HOLDING COMPANY: At the start of the status phase, for each planet that has a Branch Office attachment, you may gain 1 commodity or convert 1 of your commodities to a trade good.
TARGETED ACQUISITION: At the start of the status phase, you may give 1 of your faction promissory notes in your hand to 1 of your neighbors.

24
Q

Zelian Purifier

A

OBSESSIVE DESIGNS: During the action phase, after you research a unit upgrade technology, you may use the PRODUCTION ability of 1 of your space docks in your home system to produce units of that type, reducing the combined cost of the produced units by 2.
BIOPHOBIC: During the agenda phase, the number of votes you cast is instead equal to the number of planets you exhaust to cast votes.
PARANOIA: Game effects other than your command tokens cannot prevent you from activating, or moving ships into, your home system.

25
Q

Bentor Conglomerate

A

SECRET MAPS: At the end of your tactical actions, you may explore 1 planet in the active system that is or contains 1 of your units with PRODUCTION that you did not explore during that tactical action.
FORTUNE SEEKERS: Once per action, after you explore a planet or frontier token, you may gain 1 commodity.
ANCIENT BLUEPRINTS: The first time you gain a cultural, hazardous, industrial, or unknown relic fragment, place the corresponding “Fragment” token on your faction sheet.

26
Q

Cheiran Hordes

A

TEEMING: During setup, place 2 additional dreadnoughts and 1 additional mech in your reinforcements.
MOULT: After you win a space combat as the defender, you may produce 1 ship in the active system, reducing the cost by 1 for each of your non-fighter ships destroyed during that combat.
BYSSUS: You may treat your mechs on planets you control as structures for any purpose other than scoring objectives.

27
Q

Edyn Mandate

A

GRACE: Once per action phase, after you resolve the primary ability of a strategy card, you may resolve the secondary ability of 1 readied or unchosen strategy card with a lower printed initiative number than that strategy card.
DECREE: You may prevent ships from moving through anomalies that contain your ground forces.
RADIANCE: After an agenda is revealed, you may predict aloud the outcome of that agenda. If your prediction is correct, place 1 command token from another player’s reinforcements in a Sigil.

28
Q

Ghoti Wayfarers

A

ABYSSAL EMBRACE: When you create the game board, place the Ghoti Space tile where your home system would normally be placed. The Ghoti Space system is not a home system.
MOBILE COMMAND: The system that contains your flagship is your home system. Your flagship cannot be captured and you cannot score public objectives if your flagship is not on the game board.
SPAWNING GROUNDS: During setup, gain and ready the Ghoti planet card and its planet ability card; you cannot lose those cards.

29
Q

GLEdge Union

A

MANTLE CRACKING: ACTION: Place 1 “Core” token on a non-home planet you control other than Mecatol Rex that does not contain a Core token to gain up to 4 trade goods.
CELESTIAL RECLAMATION: Planets that contain Core tokens have a base resource value of 2 and influence value of 0. Core tokens cannot be removed from the planet that contains them.
DEEP MINING: When you would explore a planet that contains 1 of your mechs or structures, you may instead gain 1 trade good.

30
Q

Berserkers of Kjalengard

A

GLORY: After you win a combat, you may place or move a Glory token into the active system, or spend 1 token from your strategy pool to research a unit upgrade technology of the same type as 1 of your units that participated in that combat.
HEROISM: Capture your fighters and infantry that are destroyed during combat. When you pass, for each Glory token on the game board, you may return 4 of your captured units to gain 1 command token.
VALOR: When units make a combat roll in a system that contains a Glory token, each result of 10, before applying modifiers, produces 1 additional hit.

31
Q

Monks of Kolume

A

STARFALL GUNNERY: During movement, while you are not the active player, you may only use 1 of your unit’s SPACE CANNON. During each of your actions, up to 3 of your non-fighter ships gain SPACE CANNON 8.
DELIBERATE ACTION: You cannot redistribute command tokens during the status phase. When you pass, you may place 1 command token from your reinforcements in 1 pool on your command sheet that contains no command tokens.
MEDITATION: ACTION: Spend 1 command token from your strategy pool to ready 1 of your technologies.

32
Q

Kyro Sodality

A

CONTAGION: After you resolve the primary or secondary ability of the “Politics” strategy card, commit 1 infantry from your reinforcements to a planet that is in or adjacent to a system that contains a planet you control; resolve invasion on that planet.
PLAGUE RESERVOIR: Once per action, during invasion on a planet that contains your units, you may resolve ground combat on that planet, even if it does not contain another player’s ground forces.
SUBVERSIVE: When participating in a combat that would end in a draw, you are treated as the winner instead.

33
Q

Lanefir Remnants

A

A NEW EDIFICE: You may not use technology specialties. When you would gain a relic, instead purge it and explore up to 3 planets you control.
ICONOCLASM: When researching a non-unit upgrade technology, you may purge 1 of your relic fragments to ignore 1 prerequisite on the technology you are researching.
WAR STORIES: Once per action, after you win a combat, you may explore 1 planet you control, or if the active system does not contain any planets, the frontier exploration deck in the active system.

34
Q

Nokar Sellships

A

HIRED GUNS: After a system is activated, you may choose up to 3 of your ships. Those ships are also treated as the active player’s and participate in combat as their units. At the end of this tactical action, that player may replace each of those ships in the active system with their own of the same unit type. Then, remove the rest from the game board.
PRIVATE FLEET: During setup, place 4 additional destroyers in your reinforcements.
DESPERADOS: When 1 or more of your units use PRODUCTION, 1 destroyer does not count against your PRODUCTION limit. Apply +1 to your destroyers’ move values while you are not the active player.