TI4 Space
Faction

The Nomad

01

Starting Components

Units

  • 1 Flagship
  • 1 Carrier
  • 1 Destroyer
  • 3 Fighters
  • 4 Infantry
  • 1 Space Dock

Technology

  • PropulsionSling Relay
    Sling Relay

    ACTION: Exhaust this card to produce 1 ship in any system that contains 1 of your space docks.

    Prerequisites
    blue

Planets

4/4
Arcturus
ResourcesInfluence
02

Commodities

4
03

Abilities

The Company

During setup, take the 2 additional Nomad faction agents and place them next to your faction sheet; you have 3 agents.

Future Sight

During the Agenda phase, after an outcome that you voted for or predicted is resolved, gain 1 trade good.

04

Faction Technologies

CyberneticCybernetic
Temporal Command Suite

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.

Prerequisites
Cybernetic
05

Flagship

BasicMemoria
Cost8
Combat7 (x2)
Move1
Capacity3
Sustain DamageAnti-Fighter Barrage 8 (x3)

You may treat this unit as if it were adjacent to systems that contain one or more of your mechs.

UpgradedMemoria II
Cost8
Combat5 (x2)
Move2
Capacity6
Sustain DamageAnti-Fighter Barrage 5 (x3)

You may treat this unit as if it were adjacent to systems that contain one or more of your mechs.

Prerequisites
BioticPropulsionCybernetic
06

Promissory Notes

The Cavalry

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.

07

Mech

Quantum Manipulator
Cost2
Combat6

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.

Sustain Damage
08

Breakthrough

Thunder's Paradox

At the start of any player's turn, you may exhaust 1 of your agents to ready any other agent.

CyberneticBiotic
09

Leaders

AgentOnce, Artuno was the head of security for Sumerian Station, trusted by Huro M'es and the other Sumerian factions to stay impartial and keep order. Then, two weeks after a chance meeting with the Nomad, M'es was in the brig, and the guilder leaders were either exiled or dead at her hand.
Artuno the BetrayerAt game start

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.

Agent"The Argent Flight? The ones who left my people in poverty while they pursued some secret crusade? No, this Shikrai has no time for their pious zealotry. I'm going to take what the universe owes me by doing what I do best."
Field Marshal MercerAt game start

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.

Agent"Nothing yet," Feng growled. "There is naught here but dust." The Thundarian stood motionless on the bridge of the Memoria, as they had for hours. Suddenly, they raised a hand and pointed. Space rippled, and a gravity rift formed off the bow. Feng tensed as the first flesh ships emerged. "Fire!"
The ThundarianAt game start

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.

CommanderOnce the most skilled chartist captain in the Emirates' merchant fleet, Feng was all too happy to sail under a different flag when the Nomad made a better offer.
Navarch FengHave 1 scored secret objective

You can produce your flagship without spending resources.

HeroThose who deal with the Nomad speak in hushed whispers about their most trusted officer; a Creuss in cracked and damaged armor, bleeding streams of violet light.
Ahk-Syl SivenHave 3 scored objectives

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.