The Naaz-Rokha Alliance
Starting Components
Units
- 2 Carriers
- 1 Destroyer
- 2 Fighters
- 1 Mech
- 3 Infantry
- 1 Space Dock
Technology
PsychoarchaeologyPsychoarchaeologyYou 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.
AI Development AlgorithmAI Development AlgorithmWhen 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
Commodities
Abilities
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.
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.
Faction Technologies
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.
After you explore a planet, ready that planet.
Flagship
Your mechs in this system roll 1 additional die during combat.
Promissory Notes
ACTION: Purge 2 of your relic fragments of the same type to gain 1 relic. Then, return this card to the Naaz-Rokha player.
Mech
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.
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.
Breakthrough
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.
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.
Leaders
At the end of a player's turn: You may exhaust this card to allow that player to explore 1 of their planets.
After you gain control of a planet that was controlled by another player: You may explore that planet.
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.