During setup, take the 2 additional Nomad faction agents and place them next to your faction sheet; you have 3 agents.
During the agenda phase, after an outcome that you voted for or predicted is resolved, gain 1 trade good.
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.
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.
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.
The Company
You can produce your flagship without spending resources.
Unlock: Score a secret objective.
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.
Cost
8
Combat
7 (x2)
Move
1
Capacity
3
You may treat this unit as if it were adjacent to systems that contain one or more of your mechs.
Cost
2
Combat
6
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.
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.
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.
At the start of any player's turn, you may exhaust 1 of your agents to ready any other agent.