At the start of a space combat, you may roll 1 die for each of up to 2 of your cruisers or destroyers in the system. For each result equal to or greater than that ship's combat value, produce 1 hit; your opponent must assign it to 1 of their ships.
After 1 of your neighbors gains trade goods or resolves a transaction, if that neighbor has 3 or more trade goods, you may take 1 of their trade goods or commodities.
Suffi An
After the PILLAGE faction ability is used against another player: You may exhaust this card; if you do, you and that player each draw 1 action card.
Privateer Captain
After you win a space combat: You may force your opponent to give you 1 promissory note from their hand.
Unlock: Have 4 cruisers on the game board.
Sleeper Cell
At the start of space combat that you are participating in: You may purge this card; if you do, for each other player's ship that is destroyed during this combat, place 1 ship of that type from your reinforcements in the active system.
Unlock: Have 3 scored objectives.
Cost
8
Combat
7 (x2)
Move
1
Capacity
3
Other players' ships in this system cannot use SUSTAIN DAMAGE.
Cost
2
Combat
6
Other players' ground forces on this planet cannot use SUSTAIN DAMAGE.
After you win or lose a space combat, gain 1 trade good; if you won the combat, you may also produce 1 ship in that system of any ship type that was destroyed during the combat.
When you spend trade goods, each trade good is worth 2 resources or influence instead of 1.
Synergy: If you have the Cruiser II unit upgrade technology, flip this card and place it on top of Cruiser II.