Prophecy of Kings

The Mahact Gene-Sorcerers

Mahact

Faction Abilities

Commodities

3

Edict

combat

When you win a combat, place 1 command token from your opponent's reinforcements in your fleet pool if it does not already contain 1 of that player's tokens; other players' tokens in your fleet pool increase your fleet limit but cannot be redistributed.

Imperia

passive

While another player's command token is in your fleet pool, you can use the ability of that player's commander, if it is unlocked.

Hubris

setup

During setup, purge your "Alliance" promissory note. Other players cannot give you their "Alliance" promissory note.

Starting Setup

Starting Technologies

Technologies
bio_stimspredictive_intelligence

Starting Units

space dock1
carrier1
cruiser2
dreadnought1
fighter2
infantry3

Leaders

agent

Jae Mir Kan

Jae Mir Kan

When you would spend a command token during the secondary ability of a strategic action: You may exhaust this card to remove 1 of the active player's command tokens from the board and use it instead.
commander

Il Na Viroset

Unlock:Have 2 other factions' command tokens in your fleet pool.

Imperia

During your tactical actions, you can activate systems that contain your command tokens. If you do, return both command tokens to your reinforcements and end your turn.
hero

Airo Shir Aur

Unlock:Have 3 scored objectives.

Benediction

ACTION: Move all units in the space area of any system to an adjacent system that contains a different player's ships. Space Combat is resolved in that system; neither player can retreat or resolve abilities that would move their ships. Then, purge this card.

Faction Units

Flagship

Arvicon Rex

Cost

8

Combat

5 (x2)

Move

1

Capacity

3

Sustain Damage
During combat against an opponent whose command token is not in your fleet pool, apply +2 to the results of this unit's combat rolls.
Mech

Starlancer

Cost

2

Combat

6

Sustain Damage
After a player whose command token is in your fleet pool activates this system, you may spend their token from your fleet pool to end their turn; they gain that token.
Infantry

Crimson Legionnaire I

Cost

1/2

Combat

8

After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good.
Infantry

Crimson Legionnaire II

Cost

1/2

Combat

7

After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good. Then, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.

Faction Technologies

Genetic Recombination

You may exhaust this card before a player casts votes; that player must cast at least 1 vote for an outcome of your choice or remove 1 token from their fleet pool and return it to their reinforcements.
Requires:

Crimson Legionnaire II

Requires:
Upgrades:InfantryCrimson Legionnaire II

Cost

1/2

Combat

7

After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good. Then, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.

Promissory Notes

Scepter of Dominion

At the start of the strategy phase: Choose 1 non-home system that contains your units; each other player who has a token on the Mahact player's command sheet places a token from their reinforcements in that system. Then, return this card to the Mahact player.
Strategy

Breakthrough

Vaults of the Heir

ACTION: Exhaust this card and purge 1 of your technologies to gain 1 relic.
Synergy:
CyberneticBiotic