Nokar Sellships
Starting Units
Home System
- Zarr
21
- Nokk
11
Commodities
4
Starting Technologies
Choose 2 of these 3.
Options to choose from
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.
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.
When you research a unit upgrade technology, you may exhaust this card to ignore any 1 prerequisite.
When 1 or more of your units use PRODUCTION, you may exhaust this card to reduce the combined cost of the produced units by the number of unit upgrade technologies that you own.
When you research a unit upgrade technology, you may exhaust this card to ignore any 1 prerequisite.
When you pass, you may spend 6 influence to research a unit upgrade technology.
Faction Abilities
After a system is activated, you may choose up to 3 of your ships. Those ships are also treated as the active player's and participate in combat as their units. At the end of this tactical action, that player may replace each of those ships in the active system with their own of the same unit type. Then, remove the rest from the game board.
You may assist other players in combat.
During setup, place 4 additional destroyers in your reinforcements.
When 1 or more of your units use PRODUCTION, 1 destroyer does not count against your PRODUCTION limit. Apply +1 to your destroyers' move values while you are not the active player.
You may produce additional destroyers.
Faction Units
Nokar Sellships Destroyer
After this unit is destroyed during combat, roll a die, on a result of 9 or 10, produce up to 1 hit against your opponent's ships.
Your destroyers have additional combat abilities.
ANTI-FIGHTER BARRAGE 9 (×2)
Flagship
Apply +1 to the results of this unit's combat rolls for every 2 destroyers you control.
Gets stronger for every 2 destroyers you control.
SUSTAIN DAMAGE
Mech
You may treat this system as adjacent to the active system for the purposes of declaring and resolving retreats.
Allows you to retreat to its system.
SUSTAIN DAMAGE
Monument
Your ships may move out of this system, and transport units, even if it contains 1 of your command tokens.
PRODUCTION 3
Leaders
After movement:
You may exhaust this card to allow 1 player with 1 or more ships in the active system to place 1 destroyer from their reinforcements in that system.
Then, you may resolve 1 transaction with that player.
Place a destroyer in combat.
Before you assign hits to your ships during a space combat, if you announced a retreat, cancel up to 2 hits. During combat, you may treat the active system as adjacent to each system adjacent to your home system.
Your ships may more safely retreat from combats.
ACTION: Place this card near the game board, until the end of this game round, each of your planets gains the PRODUCTION 3 ability as if it were a unit. At the end of this game round, purge this card.
Grants each of your planets Production 3 for a game round.
Faction Promissory Note
At the start of a space combat:
During this combat, the active system is adjacent to each system that contains a planet you control for the purposes of announcing and resolving retreats.
At the end of this combat, return this card to the Nokar player.
Allows for more retreat options.
Breakthrough
ACTION: Exhaust this card to place 1 neutral cruiser and 2 neutral destroyers into a non-fracture system that contains no non-neutral ships.
After another player wins a space combat in a system that contains your ships, gain 2 commodities or 1 command token.
Faction Technologies
Nokar Sellships Destroyer
After this unit is destroyed during combat, roll a die, on a result equal to or greater than 7, produce up to 1 hit against your opponent's ships.
Your destroyers fight better.
ANTI-FIGHTER BARRAGE 6 (×3)
During the action phase: You may exhaust this card to use the PRODUCTION ability of 1 of your units. Then, place 1 command token from your reinforcements in that unit's system.
You may reactively produce ships.
Other Components
Nokar Destroyer tokens×4