When ground forces are committed, if your units on the planet are not already coexisting, you may choose for your units to coexist.
When your units begin coexisting on a planet, gain an ocean card and ready it. Any time you have more ocean cards than there are planets that have your coexisting units, discard ocean cards until you do not.
Doctor Carrina
When another player researches a technology: You may exhaust this card to allow that player to ignore 1 prerequisite; if they do, you may place 1 infantry from your reinforcements into coexistence on a non-home planet they control.
Aello
When another player spends resources to research a technology: That player may reduce the cost by 1, if they do, gain 1 commodity or convert 1 of your commodities to a trade good.
Unlock: Have an ocean card in play.
WAVE FUNCTION COLLAPSE
ACTION: Purge this card and a non-unit upgrade technology you own or from your deck; then, purge all cards with the same name owned by other players and in other players' decks. Then, each player that purged a technology they owned researches another technology.
Unlock: Have 3 scored objectives.
Cost
8
Combat
7 (x2)
Move
1
Capacity
6
This ship can move through systems that contain your units, even if other players' units are present; if it would, apply +1 to its move value for each of those systems.
Cost
2
Combat
6
When this unit is placed, if your units on this planet are coexisting, you may ready 1 of your ocean cards.
At the start of the status phase, you may replace one of your non-unit upgrade technologies with a technology of the same color that has exactly 1 more prerequisite.
At the start of the status phase, gain 1 trade good for each ocean card in play.
ACTION: Exhaust this card to allow each other player to spend 3 trade goods and give you 1 promissory note. Each player that does may research a non-faction, non-unit upgrade technology. You also gain each technology researched this way.