The Argent Flight
Starting Units
Home System
- Valk
20
- Ylir
02
- Avar
11
Commodities
3
Starting Technologies
Choose two of the following:
Options to choose from
During the status phase, draw 2 action cards instead of 1.
The maximum number of action cards you can have in your hand is increased by 3.
When you draw 1 or more action cards, you may exhaust this card to draw 2 additional action cards.
The maximum number of action cards you can have in your hand is increased by 2. During the status phase, draw 2 action cards instead of 1.
When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
When you produce units, reduce the combined cost of the produced units by 1, plus an additional 1 for every 10 of the combined cost.
After you perform a tactical action, you may repair 1 of your units in the active system.
When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
During your turn, when a space dock in your home system uses PRODUCTION, you may exhaust this card to reduce the combined cost of the produced units by 1 for each of your space docks on a planet in home systems.
When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those units may roll 1 additional die.
When 1 or more of your units use unit abilities, 1 of those units may roll 1 additional die.
When the result of your non-fighter ships' combat rolls exceeds that ship's combat value by 3 or more, your opponent cannot assign that hit to a fighter unless they first destroy 1 of their fighters in the active system.
When your units make a roll for a unit ability, you may choose 1 of those units to roll 1 additional die.
Faction Abilities
You always vote first during the agenda phase. When you cast at least 1 vote, cast 1 additional vote for each player in the game, including you.
You always have to vote first, but you get extra votes.
When 1 or more of your units use ANTI-FIGHTER BARRAGE, for each hit produced in excess of your opponent's fighters, choose 1 of your opponent's ships that has SUSTAIN DAMAGE to become damaged.
Your anti-fighter barrage can damage some other ships.
Faction Units
Flagship
Other players cannot use SPACE CANNON against your ships in this system.
Protects your ships in its system from space cannon.
SUSTAIN DAMAGE
Mech
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.
Does not count against capacity when being transported.
SUSTAIN DAMAGE
Monument
ACTION: Exhaust this card to choose this or an adjacent system that does not contain 1 or more of your ships.
Produce a hit against each ship in that system that has SUSTAIN DAMAGE.
Leaders
When a player produces ground forces in a system:
You may exhaust this card; that player may place those units on any planets they control in that system and any adjacent systems.
Places your produced ground forces on adjacent planets.
When 1 or more of your units make a roll for a unit ability:
You may choose 1 of those units to roll 1 additional die.
Rolls extra dice for unit abilities.
Your units in systems that contain your command tokens and are adjacent to the active system can make rolls for their unit abilities.
When 1 or more of your units make a roll for a unit ability:
You may choose 1 of those units to roll 1 additional die.
ACTION: Move any number of your ships from any systems to any number of other systems that contain 1 of your command tokens and no other players' ships.
Then, purge this card.
Reorganizes your fleet across the game board.
Faction Promissory Note
When 1 or more of your units make a roll for a unit ability:
Choose 1 of those units to roll 1 additional die.
Then, return this card to the Argent player.
Allows others to roll an additional die for unit abilities.
When 1 or more of your units make a roll for a unit ability against units not controlled by the Argent player:
Choose 1 of those units to roll 1 additional die.
Then, return this card to the Argent player.
Breakthrough
When you activate a system that contains only your units, you may place command tokens from your reinforcements into any systems adjacent to that system that contain only your units; at the end of this action, you may move ships among the active system and systems adjacent to it that contain your command tokens.
Transfers units between multiple systems.
Faction Technologies
Other players cannot move ships through systems that contain your structures.
Each planet that contains 1 or more of your structures gains the PRODUCTION 1 ability as if it were a unit.
Your structures prevent movement and give production.
Other players cannot move ships through systems that contain your structures.
Each planet that contains 1 or more of your structures gains the PRODUCTION X ability as if it were a unit, where X is the number of structures on that planet.
Other players cannot move ships through systems that contain your structures, unless you allow it.
Each planet that contains 1 or more of your structures gains the PRODUCTION 1 ability as if it were a unit.
After you activate a system, you may exhaust this card; during this tactical action, your units can move out of systems that contain both your structures and your command tokens.
Argent Flight Destroyer
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.
Your destroyers can sometimes destroy infantry.
ANTI-FIGHTER BARRAGE 6 (×3)
Argent Flight Destroyer
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. When this unit produces a hit on a combat roll, your opponent must destroy 1 of their fighters in the active system, if able.
ANTI-FIGHTER BARRAGE 6 (×3)