faction abilities Flashcards
Shipwrights of Axis
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.
Celdauri Trade Confederation
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.
Savages of Cymiae
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
Dih-Mohn Flotilla
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.
Florzen Profiteers
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.
Free Systems Compact
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.
Ghemina Raiders
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.
Augurs of Ilyxum
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.
Kollecc Society
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.
Kortali Tribunal
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.
Li-Zho Dynasty
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.
L’tokk Khrask
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.
Mirveda Protectorate
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.
Glimmer of Mortheus
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.
Myko-Mentori
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.
Nivyn Star Kings
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.
Olradin League
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.
Zealots of Rhodun
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.
Roh’Dhna Mechatronics
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.
Tnelis Syndicate
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.
Vaden Banking Clans
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.
Vaylerian Scourge
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.
Veldyr Sovereignty
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.
Zelian Purifier
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.