The Naaz-Rokha Alliance
Starting Units
Home System
- Naazir
21
- Rokha
12
Commodities
3
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.
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
When you explore a planet that contains 1 of your mechs, you may draw 1 additional card; choose 1 to resolve and discard the rest.
Choose between two cards when exploring with mechs.
ACTION: Either purge 2 of your relic fragments of the same type to gain 1 relic or purge 1 of your relic fragments to gain 1 command token.
- Can get relics for two fragments instead of three.
- Can turn extra fragments into command tokens.
Flagship
Your mechs in this system roll 1 additional die during combat.
Mechs in its system roll additional dice.
SUSTAIN DAMAGE
Mech
If this unit is in the space area of the active system at the start of a space combat, flip this card.
This card begins the game with this side faceup.
Rolls extra die and can transform into a ship.
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.
This card begins the game with this side facedown.
Rolls extra die and can transform into a ship.
Monument
When you are negotiating a transaction with a player who controls units in or adjacent to this system, relics can be exchanged as part of that transaction; ignore 'when you gain' effects of those relics.
Leaders
At the end of a player's turn:
You may exhaust this card to allow that player to explore 1 of their planets.
Explores a planet you own.
After you gain control of a planet that was controlled by another player:
You may explore that planet.
Explores planets you take from other players.
ACTION: Gain 1 relic and perform the secondary ability of up to 2 readied or unchosen strategy cards; during this action, spend command tokens from your reinforcements instead of your strategy pool.
Then, purge this card.
Creates a relic out of nothing.
Faction Promissory Note
ACTION: Purge 2 of your relic fragments of the same type to gain 1 relic.
Then, return this card to the Naaz-Rokha player.
Allows others to get relics for two fragments.
Breakthrough
When you have 4 mechs in the same system, you may return 3 of those mechs to your reinforcements to flip this card and place it on top of your mech card.
Combine four mechs into the Eidolon Maximum.
This unit is both a ship and 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.
Combine four mechs into the Eidolon Maximum.
SUSTAIN DAMAGE
Faction Technologies
After you explore a planet, ready that planet.
At the start of a combat round, you may exhaust this card to apply +1 to the result of each of your unit's combat rolls during this combat round.
Gives a combat bonus to your units.
At the start of a combat round, you may exhaust 1 relic fragment in your play area to apply +1 to the results of each of your units’ combat rolls during this combat round.