TI4 Space
Faction

The Naaz-Rokha Alliance

01

Starting Components

Units

  • 2 Carriers
  • 1 Destroyer
  • 2 Fighters
  • 1 Mech
  • 3 Infantry
  • 1 Space Dock

Technology

  • BioticPsychoarchaeology
    Psychoarchaeology

    You can use technology specialties on planets you control without exhausting them. During the status phase, you may exhaust each planet you control that has a technology specialty to gain 1 trade good.

  • WarfareAI Development Algorithm
    AI Development Algorithm

    When you research a unit upgrade technology, you may exhaust this card to ignore 1 prerequisite. When 1 or more of your units use Production, you may exhaust this card to reduce the combined cost by the number of unit upgrade technologies you own.

Planets

2/1
Naazir
1/2
Rokha
ResourcesInfluence
02

Commodities

3
03

Abilities

Distant Suns

When you explore a planet that contains 1 of your mechs, you may draw 1 additional card; choose 1 to resolve and discard the rest.

Fabrication

ACTION: Either purge 2 of your relic fragments of the same type to gain 1 relic; or purge 1 of your relic fragments to gain 1 command token.

04

Faction Technologies

WarfareWarfare
Supercharge

At the start of a combat round, you may exhaust this card to apply +1 to the result of each of your unit's combat rolls during this combat round.

Prerequisites
Warfare
BioticBiotic
Pre-Fab Arcologies

After you explore a planet, ready that planet.

Prerequisites
BioticBioticBiotic
05

Flagship

Visz el Vir
Cost8
Combat9 (x2)
Move1
Capacity4

Your mechs in this system roll 1 additional die during combat.

Sustain Damage
06

Promissory Notes

Black Market Forgery

ACTION: Purge 2 of your relic fragments of the same type to gain 1 relic. Then, return this card to the Naaz-Rokha player.

07

Mech

FrontEidolon
Cost2
Combat6 (x2)
Sustain Damage

If this unit is in the space area of the active system at the start of a space combat, flip this card. This card begins the game with this side face up.

BacksideZ-Grav Eidolon
Cost2
Combat8 (x2)

If this unit is in the space area of the active system, it is also a ship. At the end of a space battle in the active system, flip this card. This unit loses the Sustain Damage ability while in the space area. This card begins the game with this side face down.

08

Breakthrough

Absolute Synergy

When you have 4 mechs in the same system, you may return 3 of those mechs to your reinforcements to flip this card and place it on top of your mech card.

BioticPropulsion
BacksideEidolon Maximum
Combat4 (x4)
Move3
Sustain Damage

This unit is both a ship and a ground force. It cannot be assigned hits from unit abilities. Repair it at the start of every combat round. Game effects cannot place or produce your mechs. When this unit is destroyed or removed, flip this card and return it to your play area.

09

Leaders

Agent"I thought you disabled the laser traps!" Garv yelped as the corridor filled with searing light. Gunn waved one hand from inside the open panel. "No, that was the blade barrier. Just...throw something at the kill switch and see if that works!"
Garv and GunnAt game start

At the end of a player's turn: You may exhaust this card to allow that player to explore 1 of their planets.

CommanderThe Eidolon is a dual-role mech that needs a skilled pilot and a cunning commando who are both slightly crazy; requirements that describe Dart and Tai perfectly.
Dart and TaiHave 3 mechs in 3 systems

After you gain control of a planet that was controlled by another player: You may explore that planet.

HeroWhat the two of us have created here is going to ensure the rest of the galaxy never underestimates the Naaz and Rokha again.
Hesh and PritHave 3 scored objectives

Perfect Synthesis ACTION: Gain 1 relic and perform the secondary ability of up to 2 readied or unchosen strategy cards; during this action, spend command tokens from your reinforcements instead of your strategy pool. Then, purge this card.