For each ship that has a capacity value and moved through 1 or more wormholes, you may place 1 fighter from your reinforcements with that ship if you have unused capacity in the active system.
You can commit (move) up to 1 ground force from each planet in the active system and each planet in adjacent systems that do not contain 1 of your command tokens.
Apply +2 to the result of each of your unit's combat rolls in the Mecatol Rex system, your home system, and each system that contains a legendary planet.
This card satisfies a green technology prerequisite. When you research a tech owned by another player, you may return 1 of your infantry to reinforcements to ignore its prerequisites.
Immediately retreat up to 2 of your ships from the active system to an adjacent system that does not contain another player's ships.
Place a command token from your reinforcements into that system.
After another player produces 1 or more hits against your units during ground combat, you may spend 1 commodity or 1 trade good to cancel 1 of those hits.
This card satisfies a red technology prerequisite.
At the start of a space combat in a system that contains 3 or more different types of your non-fighter ships, produce 1 hit against your opponent's ships.
This card satisfies a blue technology prerequisite.
When you retreat, if the active system does not contain 1 of your command tokens, you do not place a command token in the system your ships retreated to.
For each infantry you transport, you may replace that unit with 1 fighter.
You may use the Space Cannon of 1 of your units against ships that are adjacent to that unit's system.
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.
You may exhaust 1 non-home planet you control other than Mecatol Rex to gain a number of trade goods equal to that planet's resource or influence value.
You may produce and assign 1 hit to a non-fighter ship you control in a system to apply +1 to the move value of 1 of your ships in that system until the end of this tactical action.
Each of your Dreadnoughts and War Suns without Anti-Fighter Barrage gains Anti-Fighter Barrage 5.
This work is hosted on GitHub and maintained by Michael Scott.
This work is licensed under the Creative Commons Attribution 4.0 International license and based on the Twilight Imperium 4th Edition board game by Fantasy Flight Games.
The contents, copyrights, and trademarks of everything involving Twilight Imperium 4th Edition are exclusively held by Fantasy Flight Games;
I make no claim to any of these in any way.