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Nokar Sellships

Info

Absol mod references are v4 and accurate to Async TI4 as of 16 Feb 25

  • Home System


    • Zarr
    • Nokk
    • Commodities: 4
  • Starting Space Units


  • Starting Ground Units


  • Starting Technologies


    Choose two of the following:

    AI Development Algorithm

    Requirements: None

    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.


    Dark Energy Tap

    Requirements: None

    After you perform a tactical action in a system that contains a frontier token, if you have 1 or more ships in that system, explore that token.

    Your ships can retreat into adjacent systems that do not contain other players' units, even if you do not have units or control planets in that system.

    Psychoarchaeology

    Requirements: None

    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.

    Choose two of the following:

    AI Development Algorithm

    Requirements: None

    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.


    Dark Energy Tap

    Requirements: None

    After you perform a tactical action in a system that contains a frontier token, if you have 1 or more ships in that system, you may explore that token.

    Your ships can retreat into adjacent systems that do not contain other players' units, even if you do not have units or control planets in that system.

    Psychoarchaeology

    Requirements: None

    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.

  • Faction Abilities


    Hired Guns

    After a system is activated, you may choose up to 3 of your ships. Those ships are also treated as the active player's and participate in combat as their units. At the end of this tactical action, that player may replace each of those ships in the active system with their own of the same unit type. Then, remove the rest from the game board.

    Private Fleet

    During setup, place 4 additional destroyers in your reinforcements.

    Desperados

    When 1 or more of your units use Production, 1 destroyer does not count against your Production limit.

    Apply +1 to your destroyers' move values while you are not the active player.

  • Flagship


    Annah Regia

    Unit Type: Flagship


    Apply +1 to the results of this unit's combat rolls for every 2 destroyers you control.

    • Sustain Damage

    | Cost 8 | Combat 9 | Move 2 | Capacity 3 |

  • Mech


    Freelance Outfit

    Unit Type: Mech


    You may treat this system as adjacent to the active system for the purposes of declaring and resolving retreats.

    • Sustain Damage

    | Cost 2 | Combat 6 |

  • Special Units


    Sabre I

    Unit Type: Destroyer


    After this unit is destroyed during combat, roll a die, on a result of 9 or 10, produce up to 1 hit against ships against your opponent's ships.

    • Anti-Fighter Barrage 9 (x2)

    | Cost 1 | Combat 8 | Move 2 |

  • Faction Technologies


    Sabre II

    Requirements:

    Unit Type: Destroyer


    After this unit is destroyed during combat, roll a die, on a result equal to or greater than 7, produce up to 1 hit against your opponent's ships.

    • Anti-Fighter Barrage 6 (x3)

    | Cost 1 | Combat 7 | Move 2 |


    Local Contracts

    Requirements:

    During the action phase: You may exhaust this card to use the Production ability of 1 of your units. Then, place 1 command token from your reinforcements in that unit's system.

  • Leaders


    Agent: Sal Sparrow – The Privateer

    Unlock: Always Unlocked

    After movement:

    You may exhaust this card to allow 1 player with 1 or more ships in the active system to place 1 destroyer from their reinforcements in that system. Then, you may resolve 1 transaction with that player.


    Commander: Jack Hallard – The Commodore

    Unlock: Another player moves 1 of your ships.

    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.


    Hero: Starsails – Mercenary King

    Unlock: Have 3 scored objectives.

    Irrefutable Offer: Galactic Press Gang

    Action:

    Place this card near the game board, until the end of this game round, each of your planets gains the Production 3 ability as if it were a unit. At the end of this game round, purge this card.

  • Faction Promissory Note


    Nokar Sellships – Nokar Navigator


    At the start of a space combat:

    During this combat, the active system is adjacent to each system that contains a planet you control for the purposes of announcing and resolving retreats.

    At the end of this combat, return this card to the Nokar player.

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.