Units

114 units in the galaxy

Infantry

8
Infantry

Infantry I

Cost

1/2

Combat

8

(no ability text)
Infantry

Infantry II

Cost

1/2

Combat

7

After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on a planet you control in your home system.

Requires:Infantry II

Infantry

Spec Ops I

Sol

Cost

1/2

Combat

7

(no ability text)
Infantry

Spec Ops II

Sol

Cost

1/2

Combat

6

After this unit is destroyed, roll 1 die. If the result is 5 or greater, 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.

Requires:Spec Ops II

Infantry

Letani Warrior I

Arborec

Cost

1/2

Combat

8

Production 1
(no ability text)
Infantry

Letani Warrior II

Arborec

Cost

1/2

Combat

7

Production 2
After this unit is destroyed, roll 1 die. If the result is 6 or greater, 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.
Infantry

Crimson Legionnaire I

Mahact

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

Mahact

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.

Fighters

4
Fighter

Fighter I

Cost

1/2

Combat

9

This unit must be transported by a ship with capacity.
Fighter

Fighter II

Cost

1/2

Combat

8

Move

2

This unit may move without being transported. Fighters in excess of your ships' capacity count against your fleet pool.

Requires:Fighter II

Fighter

Hybrid Crystal Fighter I

Naalu

Cost

1/2

Combat

8

(no ability text)
Fighter

Hybrid Crystal Fighter II

Naalu

Cost

1/2

Combat

7

Move

2

This unit may move without being transported. Each fighter in excess of your ships' capacity counts as 1/2 of a ship against your fleet pool.

Destroyers

8
Destroyer

Destroyer I

Cost

1

Combat

9

Move

2

AFB 9 x2
(no ability text)
Destroyer

Destroyer II

Cost

1

Combat

8

Move

2

AFB 6 x3
(no ability text)

Requires:Destroyer II

Destroyer

Strike Wing Alpha I

Argent Flight

Cost

1

Combat

8

Move

2

Capacity

1

AFB 9 x2
(no ability text)
Destroyer

Strike Wing Alpha II

Argent Flight

Cost

1

Combat

7

Move

2

Capacity

1

AFB 6 x3
When this unit uses ANTI-FIGHTER BARRAGE, each result of 9 or 10 also destroys 1 of your opponent's infantry in the space area of the active system.
Destroyer

Exile I

Crimson

Cost

1

Combat

8

Move

2

AFB 9 x2
At the end of any player's combat in this unit's system or an adjacent system, you may place 1 inactive breach in that system.
Destroyer

Exile II

Crimson

Cost

1

Combat

7

Move

2

AFB 6 x3
At the end of any player's combat in this unit's system or within 2 systems, you may place 1 active or inactive breach in that system.

Requires:Exile II

Destroyer

Linkship I

Ral Nel

Cost

1

Combat

9

Move

3

AFB 9 x2
This unit can use the SPACE CANNON ability of one of your structures in its space area; each structure can only be triggered once.
Destroyer

Linkship II

Ral Nel

Cost

1

Combat

8

Move

4

AFB 6 x3
This unit can use the SPACE CANNON ability of structures in its space area; multiple Linkships can trigger the same structure.

Requires:Linkship II

Cruisers

5
Cruiser

Cruiser I

Cost

2

Combat

7

Move

2

(no ability text)
Cruiser

Cruiser II

Cost

2

Combat

6

Move

3

Capacity

1

(no ability text)

Requires:Cruiser II

Cruiser

Saturn Engine I

Titans

Cost

2

Combat

7

Move

2

Capacity

1

(no ability text)
Cruiser

Saturn Engine II

Titans

Cost

2

Combat

6

Move

3

Capacity

2

Sustain Damage
(no ability text)
Cruiser

Corsair

Mentak

Cost

2

Combat

6

Move

3

Capacity

2

If the active system contains another player's non-fighter ships, this unit can move through systems that contain other players' ships.

Carriers

4
Carrier

Carrier I

Cost

3

Combat

9

Move

1

Capacity

4

(no ability text)
Carrier

Carrier II

Cost

3

Combat

9

Move

2

Capacity

6

Sustain Damage
(no ability text)

Requires:Carrier II

Carrier

Advanced Carrier I

Sol

Cost

3

Combat

9

Move

1

Capacity

6

(no ability text)
Carrier

Advanced Carrier II

Sol

Cost

3

Combat

9

Move

2

Capacity

8

Sustain Damage
(no ability text)

Dreadnoughts

6
Dreadnought

Dreadnought I

Cost

4

Combat

5

Move

1

Capacity

1

Sustain Damage
Bombardment 5
(no ability text)
Dreadnought

Dreadnought II

Cost

4

Combat

5

Move

2

Capacity

1

Sustain Damage
Bombardment 5
This unit cannot be destroyed by "Direct Hit" action cards.
Dreadnought

Super Dreadnought I

L1Z1X

Cost

4

Combat

5

Move

1

Capacity

2

Sustain Damage
Bombardment 5
(no ability text)
Dreadnought

Super Dreadnought II

L1Z1X

Cost

4

Combat

4

Move

2

Capacity

2

Sustain Damage
Bombardment 4
This unit cannot be destroyed by "Direct Hit" action cards.
Dreadnought

Exotrireme I

Sardakk N'orr

Cost

4

Combat

5

Move

1

Capacity

1

Sustain Damage
Bombardment 4 x2
(no ability text)
Dreadnought

Exotrireme II

Sardakk N'orr

Cost

4

Combat

5

Move

2

Capacity

1

Sustain Damage
Bombardment 4 x2
This unit cannot be destroyed by "Direct Hit" action cards. After a round of space combat, you may destroy this unit to destroy up to 2 of your opponent's ships in this system.

Requires:Exotrireme II

War Suns

3
War Sun

War Sun

Cost

12

Combat

3 (x3)

Move

2

Capacity

6

Sustain Damage
Bombardment 3 x3
Other players' units in this system lose PLANETARY SHIELD.

Requires:War Sun

War Sun

Prototype War Sun I

Muaat

Cost

12

Combat

3 (x3)

Move

1

Capacity

6

Sustain Damage
Bombardment 3 x3
Other players' units in this system lose PLANETARY SHIELD.
War Sun

Prototype War Sun II

Muaat

Cost

10

Combat

3 (x3)

Move

3

Capacity

6

Sustain Damage
Bombardment 3 x3
Other players' units in this system lose PLANETARY SHIELD.

PDS

4
Pds

PDS I

Planetary Shield
Space Cannon 6
(no ability text)
Pds

PDS II

Planetary Shield
Space Cannon 5
You may use this unit's SPACE CANNON against ships that are adjacent to this unit's system.

Requires:PDS II

Pds

Hel-Titan I

Titans

Combat

7

Sustain Damage
Planetary Shield
Space Cannon 6
Production 1
This unit is treated as both a structure and a ground force. This unit cannot be transported.
Pds

Hel-Titan II

Titans

Combat

6

Sustain Damage
Planetary Shield
Space Cannon 5
Production 1
You may use this unit's SPACE CANNON against ships that are adjacent to this unit's system. This unit is treated as both a structure and a ground force. This unit cannot be transported.

Requires:Hel Titan II

Space Docks

8
Space Dock

Space Dock I

Production Planet + 2
Up to 3 fighters in this system do not count against your ships' capacity.
Space Dock

Space Dock II

Production Planet + 4
Up to 3 fighters in this system do not count against your ships' capacity.

Requires:Space Dock II

Space Dock

Floating Factory I

Saar

Move

1

Capacity

4

Production 5
This unit is placed in a space area instead of on a planet. This unit can move and retreat as if it were a ship. If this unit is blockaded, it is destroyed.
Space Dock

Floating Factory II

Saar

Move

2

Capacity

5

Production 7
This unit is placed in a space area instead of on a planet. This unit can move and retreat as if it were a ship. If this unit is blockaded, it is destroyed.
Space Dock

Dimensional Tear I

Cabal
Production 5
This system is a gravity rift; your ships do not roll for this gravity rift. Place a dimensional tear token beneath this unit as a reminder. Up to 6 fighters in this system do not count against your ships' capacity.
Space Dock

Dimensional Tear II

Cabal
Production 7
This system is a gravity rift; your ships do not roll for this gravity rift. Place a dimensional tear token beneath this unit as a reminder. Up to 12 fighters in this system do not count against your ships' capacity.
Space Dock

4X4IC "Helios" V1

Last Bastion
Production Planet + 2
The resource value of this planet is increased by 1. Up to 3 fighters in this system do not count against your ships' capacity.
Space Dock

4X4IC "Helios" V2

Last Bastion
Production Planet + 4
The resource value of this planet is increased by 1. Up to 3 fighters in this system do not count against your ships' capacity.

Mechs

33
Mech

Letani Behemoth

Arborec

Cost

2

Combat

6

Sustain Damage
Planetary Shield
Production 2
DEPLOY: When you would use your MITOSIS faction ability, you may replace 1 of your infantry with 1 mech from your reinforcements instead.
Mech

Dunlain Reaper

Letnev

Cost

2

Combat

6

Sustain Damage
DEPLOY: At the start of a round of ground combat, you may spend 2 resources to replace 1 of your infantry in that combat with 1 mech.
Mech

Scavenger Zeta

Saar

Cost

2

Combat

6

Sustain Damage
DEPLOY: After you gain control of a planet, you may spend 1 trade good to place 1 mech on that planet.
Mech

Ember Colossus

Muaat

Cost

2

Combat

6

Sustain Damage
When you use your STAR FORGE faction ability in this system or an adjacent system, you may place 1 infantry from your reinforcements with this unit.
Mech

Pride of Kenara

Hacan

Cost

2

Combat

6

Sustain Damage
This planet's card may be traded as part of a transaction; if you do, move all of your units from this planet to another planet you control.
Mech

ZS Thunderbolt M2

Sol

Cost

2

Combat

6

Sustain Damage
DEPLOY: After you use your ORBITAL DROP faction ability, you may spend 3 resources to place 1 mech on that planet.
Mech

Icarus Drive

Creuss

Cost

2

Combat

6

Sustain Damage
After any player activates a system, you may remove this unit from the game board to place or move a Creuss wormhole token into this system.
Mech

Annihilator

L1Z1X

Cost

2

Combat

6

Sustain Damage
Bombardment 8
While not participating in ground combat, this unit can use its BOMBARDMENT ability on planets in its system as if it were a ship.
Mech

Moll Terminus

Mentak

Cost

2

Combat

6

Sustain Damage
Other players' ground forces on this planet cannot use SUSTAIN DAMAGE.
Mech

Iconoclast

Naalu

Cost

2

Combat

6

Sustain Damage
During combat against an opponent who has at least 1 relic fragment, apply +2 to the results of this unit's combat rolls.
Mech

Mordred

Nekro

Cost

2

Combat

6

Sustain Damage
During combat against an opponent who has an "X" or "Y" token on 1 or more of their technologies, apply +2 to the result of each of this unit's combat rolls.
Mech

Valkyrie Exoskeleton

Sardakk N'orr

Cost

2

Combat

6

Sustain Damage
After this unit uses its SUSTAIN DAMAGE ability during Ground Combat, it produces 1 hit against your opponent's ground forces on this planet.
Mech

Shield Paling

Jol-Nar

Cost

2

Combat

6

Sustain Damage
Your infantry on this planet are not affected by your FRAGILE faction ability.
Mech

Reclaimer

Winnu

Cost

2

Combat

6

Sustain Damage
After you resolve a tactical action where you gained control of this planet, you may place 1 PDS or 1 Space Dock from your reinforcements on this planet.
Mech

Indomitus

Xxcha

Cost

2

Combat

6

Sustain Damage
Space Cannon 8
You may use this unit's SPACE CANNON ability against ships that are in adjacent systems.
Mech

Moyin's Ashes

Yin

Cost

2

Combat

6

Sustain Damage
DEPLOY: When you use your INDOCTRINATION faction ability, you may spend 1 additional influence to replace your opponent's unit with 1 mech instead of 1 infantry.
Mech

Blackshade Infiltrator

Yssaril

Cost

2

Combat

6

Sustain Damage
DEPLOY: After you use your STALL TACTICS faction ability, you may place 1 mech on a planet you control.
Mech

Aerie Sentinel

Argent Flight

Cost

2

Combat

6

Sustain Damage
This unit does not count against capacity if it is being transported or if it is in a space area with 1 or more of your ships that have capacity values.
Mech

Watcher

Empyrean

Cost

2

Combat

6

Sustain Damage
You may remove this unit from a system that contains or is adjacent to another player's units to cancel an action card played by that player.
Mech

Starlancer

Mahact

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.
Mech

Eidolon

Naaz-Rokha

Cost

2

Combat

6 (x2)

Sustain Damage
If this unit is in the space area of the active system at the start of a space combat, flip this card.
Mech

Z-Grav Eidolon

Naaz-Rokha

Cost

2

Combat

8 (x2)

Sustain Damage
If this unit is in the space area of the active system, it is also a ship. At the end of a space battle in the active system, flip this card.
Mech

Eidolon Maximum

Naaz-Rokha

Cost

2

Combat

4 (x4)

Move

3

Sustain Damage
This unit is both a ship and a ground force. It cannot be assigned hits from unit abilities. Repair it at the start of every combat round. Game effects cannot place or produce your mechs. When this unit is destroyed or removed, flip this card and return it to your play area.
Mech

Quantum Manipulator

Nomad

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.
Mech

Hecatoncheires

Titans

Cost

2

Combat

6

Sustain Damage
DEPLOY: When you would place a PDS on a planet, you may place 1 mech and 1 infantry on that planet instead.
Mech

Reanimator

Cabal

Cost

2

Combat

6

Sustain Damage
When your infantry on this planet are destroyed, place them on your faction sheet; those units are captured.
Mech

Omniopiares

Keleres

Cost

2

Combat

6

Sustain Damage
Other players must spend 1 influence to commit ground forces to the planet that contains this unit.
Mech

Revenant

Crimson

Cost

2

Combat

6

Sustain Damage
DEPLOY: During the "Commit Ground Forces" step of your tactical action in a system that contains an active breach, you may commit 1 mech, even if you have no units in the system.
Mech

Eanautic

Deepwrought

Cost

2

Combat

6

Sustain Damage
Production 1
When another player activates this system, if this unit is coexisting, you may move it and any of your infantry on its planet to a planet you control in your home system.
Mech

Viper EX-23

Firmament

Cost

2

Combat

6

Sustain Damage
When ground forces are committed to this planet, you may choose for your units to coexist, if they were not already. Flip this card if your faction becomes the Obsidian.
Mech

Viper Hollow

Obsidian

Cost

2

Combat

6

Sustain Damage
If this unit was coexisting when this card flipped to this side, gain control of its planet; the other player's units are now coexisting.
Mech

A3 Valiance

Last Bastion

Cost

2

Combat

6

Sustain Damage
When this unit is destroyed, if it was galvanized, galvanize up to 3 of your infantry in its system.
Mech

Alarum

Ral Nel

Cost

2

Combat

6

Sustain Damage
At the end of a round of combat on this planet, you may move up to 2 of your ground forces to this planet from planets in adjacent systems.

Flagships

31
Flagship

Duha Menaimon

Arborec

Cost

8

Combat

7 (x2)

Move

1

Capacity

5

Sustain Damage
After you activate this system, you may produce up to 5 units in this system.
Flagship

Arc Secundus

Letnev

Cost

8

Combat

5 (x2)

Move

1

Capacity

3

Sustain Damage
Bombardment BOMBARDMENT 5 (x3)
Other players' units in this system lose PLANETARY SHIELD. At the start of each space combat round, repair this ship.
Flagship

Son of Ragh

Saar

Cost

8

Combat

5 (x2)

Move

1

Capacity

3

Sustain Damage
AFB ANTI-FIGHTER BARRAGE 6 (x4)
ANTI-FIGHTER BARRAGE 6 (x4)
Flagship

The Inferno

Muaat

Cost

8

Combat

5 (x2)

Move

1

Capacity

3

Sustain Damage
ACTION: Spend 1 token from your strategy pool to place 1 cruiser in this unit's system.
Flagship

Wrath of Kenara

Hacan

Cost

8

Combat

7 (x2)

Move

1

Capacity

3

Sustain Damage
After you roll a die during a space combat in this system, you may spend 1 trade good to apply +1 to the result.
Flagship

Genesis

Sol

Cost

8

Combat

5 (x2)

Move

1

Capacity

12

Sustain Damage
At the end of the status phase, place 1 infantry from your reinforcements in this system's space area.
Flagship

Hil Colish

Creuss

Cost

8

Combat

5

Move

1

Capacity

3

Sustain Damage
This ship's system contains a delta wormhole. During movement, this ship may move before or after your other ships.
Flagship

[0.0.1]

L1Z1X

Cost

8

Combat

5 (x2)

Move

1

Capacity

5

Sustain Damage
During a space combat, hits produced by this ship and by your dreadnaughts in this system must be assigned to non-fighter ships if able.
Flagship

Fourth Moon

Mentak

Cost

8

Combat

7 (x2)

Move

1

Capacity

3

Sustain Damage
Other players' ships in this system cannot use SUSTAIN DAMAGE.
Flagship

Matriarch

Naalu

Cost

8

Combat

9 (x2)

Move

1

Capacity

6

Sustain Damage
During an invasion in this system, you may commit fighters to planets as if they were ground forces. When combat ends, return those units to the space area.
Flagship

The Alastor

Nekro

Cost

8

Combat

9 (x2)

Move

1

Capacity

3

Sustain Damage
At the start of a space combat, choose any number of your ground forces in this system to participate in that combat as if they were ships.
Flagship

C'Morran N'orr

Sardakk N'orr

Cost

8

Combat

6 (x2)

Move

1

Capacity

3

Sustain Damage
Apply +1 to the result of each of your other ship's combat rolls in this system.
Flagship

J.N.S. Hylarim

Jol-Nar

Cost

8

Combat

6 (x2)

Move

1

Capacity

3

Sustain Damage
When making a combat roll for this ship, each result of 9 or 10, before applying modifiers, produces 2 additional hits.
Flagship

Salai Sai Corian

Winnu

Cost

8

Combat

7

Move

1

Capacity

3

Sustain Damage
When this unit makes a combat roll, it rolls a number of dice equal to the number of your opponent's non-fighter ships in this system.
Flagship

Loncara Ssodu

Xxcha

Cost

8

Combat

7 (x2)

Move

1

Capacity

3

Sustain Damage
Space Cannon SPACE CANNON 5 (x3)
You may use this unit's SPACE CANNON against ships that are in adjacent systems.
Flagship

Van Hauge

Yin

Cost

8

Combat

9 (x2)

Move

1

Capacity

3

Sustain Damage
When this ship is destroyed, destroy all ships in this system.
Flagship

Y'sia Y'ssrila

Yssaril

Cost

8

Combat

5 (x2)

Move

2

Capacity

3

Sustain Damage
This ship can move through systems that contain other players' ships.
Flagship

Quetzecoatl

Argent Flight

Cost

8

Combat

7 (x2)

Move

1

Capacity

3

Sustain Damage
Other players cannot use SPACE CANNON against your ships in this system.
Flagship

Dynamo

Empyrean

Cost

8

Combat

5 (x2)

Move

1

Capacity

3

Sustain Damage
After any player's unit in this system or an adjacent system uses SUSTAIN DAMAGE, you may spend 2 influence to repair that unit.
Flagship

Arvicon Rex

Mahact

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.
Flagship

Visz El Vir

Naaz-Rokha

Cost

8

Combat

9 (x2)

Move

1

Capacity

4

Sustain Damage
Your mechs in this system roll 1 additional die during combat.
Flagship

Memoria

Nomad

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.
Flagship

Ouranos

Titans

Cost

8

Combat

7 (x2)

Move

1

Capacity

3

Sustain Damage
DEPLOY: After you activate a system that contains 1 or more of your PDS, you may replace 1 of those PDS with this unit.
Flagship

The Terror Between

Cabal

Cost

8

Combat

5 (x2)

Move

1

Capacity

3

Sustain Damage
Bombardment BOMBARDMENT 5
Capture all other non-structure units that are destroyed in this system, including your own.
Flagship

Artemiris

Keleres

Cost

8

Combat

7 (x2)

Move

1

Capacity

6

Sustain Damage
Other players must spend 2 influence to activate the system that contains this ship.
Flagship

Quietus

Crimson

Cost

8

Combat

5 (x2)

Move

1

Capacity

3

Sustain Damage
While this unit is in a system that contains an active breach, other players' units in systems with active breaches lose all of their unit abilities.
Flagship

D.W.S. Luminous

Deepwrought

Cost

8

Combat

7 (x2)

Move

1

Capacity

6

Sustain Damage
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.
Flagship

Heaven's Eye

Firmament

Cost

8

Combat

5 (x2)

Move

1

Capacity

3

Sustain Damage
If the active system contains units that belong to a player who has a control token on 1 of your plots, apply +1 to this ship's move value and repair it at the end of every combat round.
Flagship

Heaven's Hollow

Obsidian

Cost

8

Combat

5 (x3)

Move

1

Capacity

3

Sustain Damage
(no ability text)
Flagship

The Egeiro

Last Bastion

Cost

8

Combat

9

Move

1

Capacity

3

Sustain Damage
Apply +1 to the results of each of this unit's combat rolls for each non-home system that contains a planet you control.
Flagship

Last Dispatch

Ral Nel

Cost

8

Combat

8 (x2)

Move

2

Capacity

4

Sustain Damage
When this unit retreats, you may destroy 1 ship in the active system that does not have SUSTAIN DAMAGE.