Nomad ¶
Info
Absol mod references are v4 and accurate to Async TI4 as of 16 Feb 25
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Home System¶
- Arcturus
- Commodities: 4
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Starting Space Units¶
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Starting Ground Units¶
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Starting Technologies¶
Sling Relay ¶
Requirements:
Action: Exhaust this card to produce 1 ship in any system that contains one of your space docks.
Sling Relay¶
Requirements:
During your tactical actions, your non-blockaded space docks in adjacent systems may use the Production 1 ability in the active system if it does not contain other players' ships. If you have a space dock unit upgrade technology, they instead may use Production 2. All units produced are placed in the space area.
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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.
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Flagship¶
Memoria I ¶
Unit Type: 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 8 (x3)
| Cost 8 | Combat 7 | Move 1 | Capacity 3 |
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Mech ¶
Quantum Manipulator ¶
Unit Type: Mech
While this unit is in a space area during combat, you may use it's Sustain Damage ability to cancel a hit that is produced against your ships in this system
- Sustain Damage
| Cost 2 | Combat 6 |
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Faction Technologies¶
Memoria II ¶
Requirements:
Unit Type: Flagship
You may treat this unit as if it were adjacent to systems that contain one or more of your mechs.
- Sustain Damage
- Anti-Fighter Barrage 5 (x3)
| Cost 8 | Combat 5 | Move 2 | Capacity 6 |
Temporal Command Suite ¶
Requirements:
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.
Memoria II¶
Requirements:
Unit Type: 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 (x3)
| Cost 8 | Combat 5 | Move 3 | Capacity 6 |
Temporal Command Suite¶
Requirements:
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.
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Leaders ¶
Agent: Artuno the Betrayer – Sumerian 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.
Agent: The Thundarian – Temporal Engima¶
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.
Agent: Field Marshal Mercer – Shikrai 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.
Commander: Navarch Feng – Company Shipmaster¶
Unlock: Have 1 scored secret objective.
When you produce:
You can produce your flagship without spending resources.
Hero: Ahk-Syl Siven - Sole Survivor¶
Unlock: Have 3 scored objectives.
Probability Matrix: Time Warp
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.
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Breakthrough ¶
Thunder's Paradox ¶
At the start of any player's turn, you may exhaust 1 of your agents to ready any other agent.
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Faction Promissory Note¶
Nomad – 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.