Prophecy of Kings faction
The Nomad
Nothing yet. There is naught here but dust.
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 that you voted for or predicted is resolved: Gain 1 trade good
Starting setup
Starting units
1 Carrier
1 Destroyer
1 Flagship
3 Fighters
4 Infantry
1 Space dock
Leaders
Agent
Field Marshal Mercer
Shikrai General
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.
Agent
The Thundarian
Temporal Enigma
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.
Agent
Artuno the Betrayer
Sumerian Overseer
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.
Commander
Navarch Feng
Company Shipmaster
When you produce: You can produce your flagship without spending resources.
Unlock: Have 1 scored secret objective.
Hero
Ahk-Syl Siven
Sole Survivor
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.
Unlock: Have 3 scored objectives.
Flagship & mech
Flagship
Memoria I
Nomad · Flagship · faction unit
8Cost
7 (×2)Combat
1Move
3Capacity
SUSTAIN DAMAGEANTI-FIGHTER BARRAGE 8 (×3)
You may treat this unit as if it were adjacent to systems that contain 1 or more of your mechs.
Mech
Quantum Manipulator
Nomad · Mech · faction unit
2Cost
6Combat
SUSTAIN DAMAGE
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.
Faction technologies
Unit upgrade
Memoria II
Nomad · Unit upgrade
8Cost
5 (×2)Combat
2Move
6Capacity
SUSTAIN DAMAGEANTI-FIGHTER BARRAGE 5 (×3)
SUSTAIN DAMAGE, ANTI-FIGHTER BARRAGE 5(x3)
You may treat this unit as if it were adjacent to systems that contain one or more of your mechs.
Cybernetic technology
Temporal Command Suite
Nomad · Cybernetic technology
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.
Promissory note
Breakthrough Thunder's Edge
Twilight's Fall cards Alternate mode
Twilight's Fall Ability
Future Path
Nomad · Twilight's Fall Ability
When you gain trade goods from choosing a previously unchosen strategy card or from the "Amicus" strategy card: Triple those trade goods.
Twilight's Fall Ability
Quantum Drive
Nomad · Twilight's Fall Ability
You can produce your flagship without spending resources.
Twilight's Fall Ability
Temporal Command Suite
Nomad · Twilight's Fall Ability
After any player's genome becomes exhausted: You may spend 1 command token from any pool to ready that genome; if you ready another player's genome you may perform a transaction with that player.