The Argent Flight
Starting Components
Units
- 1 Carrier
- 2 Destroyers
- 2 Fighters
- 5 Infantry
- 1 Space Dock
- 1 PDS
Technology
Choose 2 of the following:
Neural MotivatorNeural MotivatorDuring the status phase, draw 2 action cards instead of 1.
Sarween ToolsSarween ToolsWhen 1 or more of your units use Production, reduce the combined cost of the produced units by 1.
Plasma ScoringPlasma ScoringWhen 1 or more of your units use Bombardment or Space Cannon, 1 of those units may roll 1 additional die.
Planets
Commodities
Abilities
You always vote first during the agenda phase. When you cast at least 1 vote, cast 1 additional vote for each player in the game including you.
When 1 or more of your units uses Anti-Fighter Barrage, for each hit produced in excess of your opponent's Fighters, choose 1 of your opponent's ships that has Sustain Damage to become damaged.
Faction Technologies
Other players cannot move ships through systems that contain your structures. Each planet that contains 1 or more of your structures gains the Production 1 ability as if it were a unit.
When this unit uses Anti-Fighter Barrage, each result of 9 or 10 also destroys 1 of your opponent's infantry in the space area of the active system.
Flagship
Other players cannot use Space Cannon against your ships in this system.
Promissory Notes
When 1 or more of your units make a roll for a unit ability: Choose 1 of those units to roll 1 additional die. Then, return this card to the Argent player.
Mech
This unit does not count against capacity if it is being transported or if it is in a space area with 1 or more of your ships that have capacity values.
Breakthrough
When you activate a system that contains only your units, you may place command tokens from your reinforcements into any system adjacent to that system that contain only your units; at the end of this action, you may move ships among the active system and systems adjacent to it that contain your command tokens.
Leaders
When a player produces ground forces in a system: You may exhaust this card; that player may place those units on any planets they control in that system and any adjacent systems.
When 1 or more of your units make a roll for a unit ability: You may choose 1 of those units to roll 1 additional die.
Helix Protocol ACTION: Move any number of your ships from any systems to any number of other systems that contain 1 of your command tokens and no other players' ships. Then, purge this card.