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Base Game

  • Sardakk N'orr
  • The Arborec
  • The Barony of Letnev
  • The Clan of Saar
  • The Embers of Muaat
  • The Emirates of Hacan
  • The Federation of Sol
  • The Ghosts of Creuss
  • The L1Z1X Mindnet
  • The Mentak Coalition
  • The Naalu Collective
  • The Nekro Virus
  • The Universities of Jol-Nar
  • The Winnu
  • The Xxcha Kingdom
  • The Yin Brotherhood
  • The Yssaril Tribes

Prophecy of Kings

  • The Argent Flight
  • The Empyrean
  • The Mahact Gene-Sorcerers
  • The Naaz-Rokha Alliance
  • The Nomad
  • The Titans of Ul
  • The Vuil'Raith Cabal

Thunder's Edge

  • Crimson Rebellion
  • Deepwrought Scholarate
  • Last Bastion
  • Ral Nel Consortium
  • The Council Keleres
  • The Firmament / The Obsidian

Discordant Stars

  • Augurs of Ilyxum
  • Bentor Conglomerate
  • Berserkers of Kjalengard
  • Celdauri Trade Confederation
  • Cheiran Hordes
  • Dih-Mohn Flotilla
  • Edyn Mandate
  • Florzen Profiteers
  • Free Systems Compact
  • Ghemina Raiders
  • Ghoti Wayfarers
  • Gledge Union
  • Glimmer of Mortheus
  • Kollecc Society
  • Kortali Tribunal
  • Kyro Sodality
  • L'tokk Khrask
  • Lanefir Remnants
  • Li-Zho Dynasty
  • Mirveda Protectorate
  • Monks of Kolume
  • Myko-Mentori
  • Nivyn Star Kings
  • Nokar Sellships
  • Olradin League
  • Roh'Dhna Mechatronics
  • Savages of Cymiae
  • Shipwrights of Axis
  • Tnelis Syndicate
  • Vaden Banking Clans
  • Vaylerian Scourge
  • Veldyr Sovereignty
  • Zealots of Rhodun
  • Zelian Purifier

Wiki · Base Game

The Emirates of Hacan

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Faction sheet

The Emirates of Hacan

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Faction symbol

Expansion
Base Game
Starting units
2 Carriers 1 Cruiser 2 Fighters 4 Infantry 1 Space Dock
Starting technologies
Antimass Deflectors (blue) Sarween Tools (yellow)
Starting planets
Arretze: 2/0 Hercant: 1/1 Kamdorn: 0/1
Commodities
6
Complexity
Low
Faction colors
Yellow, Orange
TILeague Rank
22 · 17.0% W/R
The Emirates of Hacan faction sheet
The Emirates of Hacan faction sheet back

Overview

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The Emirates of Hacan is a Base Game faction. Signature abilities: MASTERS OF TRADE.

Contents

  1. Faction Abilities
  2. Faction Promissory Note
  3. Faction Technologies
  4. Faction Specific Units
  5. Breakthrough
  6. Flagship
  7. Mech
  8. Leaders
  9. Gallery
  10. FAQ
  11. Guides

Faction Abilities

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MASTERS OF TRADE: You do not have to spend a command token to resolve the secondary ability of the "Trade" strategy card.

GUILD SHIPS: You can negotiate transactions with players who are not your neighbor.

ARBITERS: When you are negotiating a transaction, action cards can be exchanged as part of that transaction.

Faction Promissory Note

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Trade Convoys

ACTION: Place this card face-up in your play area.

While this card is in your play area, you may negotiate transactions with players who are not your neighbor.

If you activate a system that contains 1 or more of the Hacan player's units, return this card to the Hacan player.

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Faction Technologies

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Green technology Production Biomes

ACTION: Exhaust this card and spend 1 token from your strategy pool to gain 4 trade goods and choose 1 other player; that player gains 2 trade goods

Prerequisites: Green technology Green technology

Yellow technology Quantum Datahub Node

At the end of the strategy phase, you may spend 1 token from your strategy pool and give another player 3 of your trade goods. If you do, give 1 of your strategy cards to that player and take 1 of their strategy cards.

Prerequisites: Yellow technology Yellow technology Yellow technology

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Faction Specific Units

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This section has not been written yet.

Breakthrough

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Auto-Factories

Synergy: Red technology Yellow technology

When you produce 3 or more non-fighter ships, place 1 command token from your reinforcements into your fleet pool.

Flagship

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NameCostCombatMoveCapacityAbilities
Wrath of Kenara87 (x2)13

Sustain Damage

After you roll a die during a space combat in this system, you may spend 1 trade good to apply +1 to the result.

Mech

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NameCostCombatAbilities
Pride of Kenara26

This planet's card may be traded as part of a transaction; if you do, move all of your units from this planet to another planet you control.

Sustain Damage

Leaders

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NameUnlockAbility
AgentCarth of Golden SandsAt Game Start

During the action phase:

You may exhaust this card to gain 2 commodities or replenish another player's commodities.

Responsible for all matters concerning the entire Kenara system, Carth is constantly immeshed in a tangled web of trade deals, clan negotiations, and resource allocation pacts. To give her authority over the trading clans, she answers only to the Quieron.

CommanderGila the SilvertongueHave 10 Trade Goods

When you cast votes:

You may spend any number of trade goods; cast 2 additional votes for each trade good spent.

"Elder Qanoj. I have heard the Xxcha's work to restore Archon Tau has run short of resources. Perhaps the Emirates may be of some assistance?"

HeroHarrugh GefharaHave 3 Scored Objectives

GALACTIC SECURITIES NET

When 1 or more of your units use PRODUCTION:

You may reduce the cost of each of your units to 0 during this use of PRODUCTION. If you do, purge this card.

The former Quieron created a galactic financial network, enriching all who participated in it. Especially the Hacan, who quietly retained control of their creation.

Gallery

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Add faction-sheet and component images here. In the source editor, an image looks like <img src="https://…" alt="Faction sheet">.

FAQ

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Does the Hacan player have to initiate negotiations in order to transact with a player who is not their neighbor?

So long as the active player is involved in the transaction, either player may suggest the opening of negotiations, on either player’s turn. Q: Can Hacan trade action cards after having Political Secret played against them? A: Arbiters is a passive ability and the Emirates of Hacan can trade Action cards regardless of having their Political Secret played against them. Q: What happens if the Emirates of Hacan trade a planet during combat using their mech’s ability? Particularly when combined with Integrated Economy or the Nomad faction technology Temporal Command Suite? A: A planet that has the Hacan Mech can’t be traded in combat. You can’t produce ground forces on a planet with another player’s ground forces. Future errata will clarify this.

Can I use the Nekro Virus’ Agent, Nekro Malleon, or Psychoarchaeology or the Hacan Agent to interrupt another ability since the timing is “during the action phase”?

A: No, any ability that is used “during the action phase” cannot be resolved unless there are no other abilities currently being resolved. ru:Хаканские Эмираты

Guides

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