The Nomad
Starting Components
Units
- 1 Flagship
- 1 Carrier
- 1 Destroyer
- 3 Fighters
- 4 Infantry
- 1 Space Dock
Technology
Sling RelaySling RelayACTION: Exhaust this card to produce 1 ship in any system that contains 1 of your space docks.
Prerequisites
Planets
Commodities
Abilities
During setup, take the 2 additional Nomad faction agents and place them next to your faction sheet; you have 3 agents.
During the Agenda phase, after an outcome that you voted for or predicted is resolved, gain 1 trade good.
Faction Technologies
After any player's agent becomes exhausted, you may exhaust this card to ready that agent; if you ready another player's agent, you may perform a transaction with that player.
Flagship
You may treat this unit as if it were adjacent to systems that contain one or more of your mechs.
You may treat this unit as if it were adjacent to systems that contain one or more of your mechs.
Promissory Notes
At the start of a space combat against a player other than the Nomad: During this combat, treat 1 of your non-fighter ships as if it has the Sustain Damage ability, combat value, and Anti-Fighter Barrage value of the Nomad's flagship. Return this card to the Nomad player at the end of this combat.
Mech
While this unit is in a space area during combat, you may use its Sustain Damage ability to cancel a hit that is produced against your ships in this system.
Breakthrough
At the start of any player's turn, you may exhaust 1 of your agents to ready any other agent.
Leaders
When you gain trade goods from the supply: You may exhaust this card to place an equal number of trade goods on this card. When this card readies, gain the trade goods on this card.
At the end of a player's turn: You may exhaust this card to allow that player to remove up to 2 of their ground forces from the game board and place them on planets they control in the active system.
After the "Roll Dice" step of combat: You may exhaust this card. If you do, hits are not assigned to either players' units. Return to the start of this combat round's "Roll Dice" step.
You can produce your flagship without spending resources.
Probability Matrix ACTION: Place this card near the game board; your flagship and units it transports can move out of systems that contain your command tokens during this game round. At the end of that game round, purge this card.