RALLY TO THE CAUSE: Once per action, after you produce 1 or more ships in your home system, you may produce up to 2 ships in a system that contains a cultural, hazardous, or industrial planet and does not contain a legendary planet or other players’ units.
DIPLOMATS: Once per action, you may exhaust 1 uncontrolled planet’s planet card that is on the game board to spend its resources or influence.
FREE PEOPLE: During setup, for each non-home planet other than Mecatol Rex on the game board, place that planet’s planet card face up on the game board.
Broadcast Teams
When you gain control of a planet during a tactical action: If the active system does not contain another player’s ships, you may produce up to 2 ships in that system. Then, return this card to the Free Systems player.
Envoy Network
At the start of the agenda phase, you may choose and exhaust 1 cultural, 1 hazardous, and 1 industrial planet.
When you cast 1 or more votes, if you exhaust at least 1 cultural, 1 hazardous, and 1 industrial planet to cast votes, you may cast 4 additional votes.
Prerequisites: 
Covert Strike Teams
At the start of a ground combat, you may roll 1 die for each of up to 2 of your ground forces on that planet.
For each result equal to or greater than that unit's combat value, produce 1 hit; your opponent must assign it to 1 of their units on that planet.
Prerequisites: 

This section has not been written yet.
Galactic Movement
Synergy:

After you spend a strategy token, you may place 1 infantry from your reinforcements into coexistence on any cultural, hazardous, or industrial planet that contains the active player's ground forces.
Your infantry tokens on planets you control can be accompanied by your control tokens instead of plastic pieces.
| Name | Cost | Combat | Move | Capacity | Abilities |
|---|---|---|---|---|---|
| Vox | 8 | 7 (x2) | 1 | 3 | Sustain Damage When this unit makes a combat roll, it rolls 1 additional die for each planet in this system of any single trait. |
| Name | Cost | Combat | Abilities |
|---|---|---|---|
| Liberator | 2 | 6 | DEPLOY: After you use your RALLY TO THE CAUSE faction ability in a system, you may spend 1 trade good to place 1 mech on a planet you control adjacent to that system. Sustain Damage |
| Name | Unlock | Ability | |
|---|---|---|---|
| Agent | Cordo Haved - Friendly Diplomat | At Game Start | While ready, this card has the text ability of each legendary planet ability card any player controls, even if that card is exhausted. You may allow another player to use this card's ability. |
| Commander | President Cyhn - Crisis Leader | Each non-legendary planet on the game board is controlled | After you gain control of a non-home planet during a tactical action: If you have 1 or more ships in the active system, you may produce 1 ship in that system. |
| Hero | Count Otto P’may - Inspiring Rhetorician | Have 3 Scored Objectives | HEART OF REBELLION - FREEDOM OR DEATH ACTION: Ready a non-home planet other than Mecatol Rex that you control, remove all units on that planet and attach this card to it. Units cannot be committed to, produced on, or placed on this planet. |
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Q: Can the agent Cordo Haved be used to resolve the ability of an already exhausted legendary planet ability card?
How does the agent Cordo Haved interact with Styx?
The agent card's text includes a copy of the Styx legendary planet ability, but that text has no practical use unless a player manages to "gain" or "lose" the agent while it has that text on it.
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