Ghemina Raiders
Starting Units
Home System
- Drah
12
- Trykk
21
Commodities
2
Starting Technologies
You can use technology specialties on planets you control without exhausting them, even if those planets are exhausted.
During the action phase, you can exhaust planets you control that have technology specialties to gain 1 trade good.
You can use technology specialties on planets you control without exhausting them, even if those planets are exhausted.
At the end of your turn, you may discard 2 action cards to explore a readied planet you control.
When researching technology, you may use technology specialties without exhausting planets, even if they are exhausted.
During your turn, you may exhaust this card and a planet with a technology specialty to ready 1 technology you own of a matching color. That technology cannot have more prerequisites than the number of matching specialties on planets you control. This counts as using specialties for SYNERGY and other game effects.
After you perform a tactical action in a system that contains a frontier token, if you have 1 or more ships in that system, explore that token.
Your ships can retreat into adjacent systems that do not contain other players' units even if you do not have units or control planets in that system.
After you perform a tactical action in a system that contains a frontier token, if you have 1 or more ships in that system, you may explore that token.
Your ships can retreat into adjacent systems that do not contain other players' units, even if you do not have units or control planets in that system.
Faction Abilities
During setup, place 1 additional flagship in your reinforcements and the additional Ghemina Hero next to your faction sheet. This additional flagship has the abilities and attributes listed on the Lord flagship card. You have 2 Heroes.
You have 2 cheaper flagships and 2 heroes.
During a round of combat in a system that contains exactly 2 of your non-fighter ships, if those ships have the same unit type, apply +2 to the result of each of those unit's combat rolls.
Your ships do better in twinned pairs.
Faction Units
Ghemina Raiders Flagship
When a structure you do not control in this system is destroyed, gain 1 trade good.
Gains money and bombards.
SUSTAIN DAMAGE · BOMBARDMENT 5 (×4)
Flagship
After a player explores a planet in this system, place 1 infantry from their reinforcements on that planet.
Explores and has extra capacity.
SUSTAIN DAMAGE
Mech
After you win a ground combat on this planet, if this planet contains exactly 1 other mech, explore this planet.
Can explore in pairs after combat.
SUSTAIN DAMAGE
Monument
You may treat this system as adjacent to systems that contain 2 of your structures of the same unit type.
PLANETARY SHIELD · SPACE CANNON 6 (×2)
Leaders
When the active player produces 1 or more hits during a round of combat:
You may exhaust this card to allow that player to produce 1 additional hit.
Gain 1 additional hit in combat.
After you win a combat in a system that contains no planets or on a planet that contains a structure, you may gain 1 trade good.
Make money from combat in empty systems or on planets with structures.
ACTION: Purge this card to choose 1 non-home planet other than Mecatol Rex that does not contain another player's units and is adjacent to a system that contains 1 of your flagships; gain control of that planet. Then, ready that planet.
Gain control of an empty planet.
ACTION: Purge this card to destroy all units on a non-home planet other than Mecatol Rex that is adjacent to a system that contains 1 of your flagships.
Destroy all units on a planet.
Faction Promissory Note
After you activate a system:
Choose 1 non-fighter ship you control; during this action, that unit gains BOMBARDMENT 5 (x2) and a capacity value of 2.
Return this card to the Ghemina player at the end of this action.
Gives a player’s ship bombardment and capacity.
Breakthrough
During each round of combat, you may choose 1 of your participating units; roll that unit's combat roll twice and resolve the result of your choice.
When you announce a retreat, you may exhaust this card to immediately resolve that retreat.
Faction Technologies
Ghemina Raiders Carrier
You may reroll 1 of your unit's combat dice during each round of ground combat on a planet in this system that contains 2 or fewer of your infantry.
Your carriers assist ground combats.
After you win a space combat, you may ready 1 planet you control.
You can ready a planet after winning space combats.
Other Components
The Lord flagship card
The Lord flagship token