Twilight's Fall – a separate game. Twilight Imperium's expansions, mods and rules topics are not part of it.

The Nomad

Source: Prophecy of Kings

Starting Units

Ground forces
Structures

Home System

  • Arcturus

    44

Commodities

4

Starting Technologies

Faction Abilities

The Company

During setup, take the 2 additional Nomad faction agents and place them next to your faction sheet; you have 3 agents.

Future Sight

During the agenda phase, after an outcome you voted for or predicted is resolved, gain 1 trade good.

Flagship

Memoria I

You may treat this unit as if it were adjacent to systems that contain 1 or more of your mechs.

SUSTAIN DAMAGE · ANTI-FIGHTER BARRAGE 8 (×3)

8cost
7 (×2)combat
1move
3capacity

Mech

Quantum Manipulator

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.

SUSTAIN DAMAGE

2cost
6combat

Monument

Lodestar

At the start of your turn:

You may return this unit to your reinforcements to produce, or remove and produce, your flagship in this system.

Placement
HazardousIndustrialCultural

Leaders

Field Marshal Mercer
agentShikrai General
Unlock: Always Unlocked

At the end of a player's turn:

You may exhaust this card to allow that player to remove up to 2 of their ground forces from the game board and place them on planets they control in the active system.

The Thundarian
agentTemporal Enigma
Unlock: Always Unlocked

After the "Roll Dice" step of combat:

You may exhaust this card. If you do, hits are not assigned to either player's units. Return to the start of this combat round's "Roll Dice" step.

Artuno the Betrayer
agentSumerian Overseer
Unlock: Always Unlocked

When you gain trade goods from the supply:

You may exhaust this card to place an equal number of trade goods on this card. When this card readies, gain the trade goods on this card.

Navarch Feng
commanderCompany Shipmaster
Unlock: Have 1 scored secret objective.

You can produce your flagship without spending resources.

Ahk-Syl Siven - Probability Matrix
heroSole Survivor - Time Warp
Unlock: Have 3 scored objectives.

ACTION: Place this card near the game board; your flagship and units it transports can move out of systems that contain your command tokens during this game round.

At the end of that game round, purge this card.

Faction Promissory Note

The Cavalry

At the start of a space combat against a player other than the Nomad:

During this combat, treat 1 of your non-fighter ships as if it has the SUSTAIN DAMAGE ability, combat value, and ANTI-FIGHTER BARRAGE value of the Nomad's flagship.

Return this card to the Nomad player at the end of the combat.

Breakthrough

Thunder's Paradox

At the start of any player's turn, you may exhaust 1 of your agents to ready any other agent.

Synergy
CyberneticBiotic

Faction Technologies

Nomad Flagship

You may treat this unit as if it were adjacent to systems that contain 1 or more of your mechs.

SUSTAIN DAMAGE · ANTI-FIGHTER BARRAGE 5 (×3)

8cost
5 (×2)combat
2move
6capacity

Prerequisites: BioticPropulsionCybernetic

Nomad Flagship

You may treat this unit as if it were adjacent to systems that contain 1 or more of your mechs.

SUSTAIN DAMAGE · ANTI-FIGHTER BARRAGE 5 (×3)

8cost
5 (×3)combat
3move
6capacity

Prerequisites: PropulsionBioticCybernetic

After any player's agent becomes exhausted, you may exhaust this card to ready that agent; if you ready another player's agent, you may perform a transaction with that player.

Prerequisites: Cybernetic

At any time during the action phase, you may exhaust this card to perform a transaction with another player. As part of that transaction, you may ready that player's agent.

Prerequisites: Cybernetic