The Empyrean
Starting Components
Units
- 2 Carriers
- 1 Destroyer
- 2 Fighters
- 4 Infantry
- 1 Space Dock
Technology
Dark Energy TapDark Energy TapAfter you perform a tactical action in a system that contains a frontier token and 1 or more of your ships, explore that token. Your ships can retreat into adjacent systems that do not contain other players' units.
Planets
Commodities
Abilities
Nebulae do not affect your ships' movement.
After a player activates a system, you may allow that player to move their ships through systems that contain your ships.
During setup, take the additional Empyrean faction promissory note; you have 2 faction promissory notes.
Faction Technologies
After you or one of your neighbors activates a system that is adjacent to an anomaly, you may apply +1 to the move value of all of that player's ships during this tactical action.
After a player moves ships into a system that contains 1 or more of your units, they must give you 1 promissory note from their hand, if able.
Flagship
After any player's unit in this system or an adjacent system uses Sustain Damage, you may spend 2 influence to repair that unit.
Promissory Notes
ACTION: Place this card face up in your play area. When you give a number of commodities to the Empyrean player equal to your maximum commodity value, you each gain 1 trade good. If you activate a system that contains 1 or more of the Empyrean player's units, return this card to the Empyrean player.
ACTION: Place this card face up in your play area. When you and the Empyrean player cast votes for the same outcome, cast 4 additional votes for that outcome. If you activate a system that contains 1 or more of the Empyrean player's units, return this card to the Empyrean player.
Mech
You may remove this unit from a system that contains or is adjacent to another player's units to cancel an action card played by that player.
Breakthrough
When you activate a system that contains or is adjacent to a unit or planet you control, you may place or move 1 of your void tether tokens onto a border that system shares with another system; other players do not treat those systems as adjacent to each other unless you allow it.
Leaders
After a player moves ships into a system that does not contain any planets: You may exhaust this card; that player gains 1 command token.
After another player moves ships into a system that contains 1 of your command tokens: You may return that token to your reinforcements.
Multiverse Shift ACTION: Place 1 frontier token in each system that does not contain any planets and does not already have a frontier token. Then, explore each frontier token that is in a system that contains 1 or more of your ships. Then, purge this card.