Prophecy of Kings

The Nomad

Nomad

Commodities

4

Faction Abilities

The Company

setup

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

Future Sight

agenda

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

Starting Setup

Starting Technologies

Technologies
sling_relay

Starting Units

carrier1
destroyer1
fighter3
infantry4
flagship1

Leaders

agent

Artuno the Betrayer

Artuno the Betrayer

When you gain trade goods from the supply: You may exhaust this card to place an equal number of trade goods on this card.

agent

Field Marshall Mercer

Field Marshall Mercer

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

The Thundarian

The Thundarian

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.

commander

Navarch Feng

The Company

You can produce your flagship without spending resources.

Unlock: Score a secret objective.

hero

Ahk-Syl Siven

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. Then, purge this card.

Unlock: Have 3 scored objectives.

Faction Units

Flagship

Memoria

Cost

8

Combat

7 (x2)

Move

1

Capacity

3

Sustain Damage
AFB ANTI-FIGHTER BARRAGE 8 (x3)

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

Mech

Quantum Manipulator

Cost

2

Combat

6

Sustain Damage

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.

Faction Technologies

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.

Requires:

Memoria II

Cost 8, Combat 5 (x2), Move 2, Capacity 6. SUSTAIN DAMAGE, ANTI-FIGHTER BARRAGE 5 (x3). You may treat this unit as if it were adjacent to systems that contain 1 or more of your mechs.

Requires:

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.
Combat

Breakthrough

Thunder's Paradox

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

Synergy:
CyberneticBiotic