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.
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.
Local Contracts
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.
Prerequisites: 

| Name | Cost | Combat | Move | Capacity | Abilities | Prerequisites |
|---|---|---|---|---|---|---|
Sabre I (Destroyer) | 1 | 8 | 2 | - | Anti-Fighter Barrage 9 (x2) After this unit is destroyed during combat, roll a die, on a result of 9 or 10, produce up to 1 hit against your opponent’s ships. | None |
Sabre II (Destroyer) | 1 | 7 | 2 | - | Anti-Fighter Barrage 6 (x3) 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. | ![]() ![]() |
Mercenary Captains
Synergy:

ACTION: Exhaust this card to place 1 neutral cruiser and 2 neutral destroyers into a non-fracture system that contains no non-neutral ships.
After another player wins a space combat in a system that contains your ships, gain 2 commodities or 1 command token.
| Name | Cost | Combat | Move | Capacity | Abilities |
|---|---|---|---|---|---|
| Annah Regia | 8 | 9 (x2) | 2 | 3 | Sustain Damage Apply +1 to the results of this unit’s combat rolls for every 2 destroyers you control. |
| Name | Cost | Combat | Abilities |
|---|---|---|---|
| Freelance Outfit | 2 | 6 | You may treat this system as adjacent to the active system for the purposes of declaring and resolving retreats. Sustain Damage |
| Name | Unlock | Ability | |
|---|---|---|---|
| Agent | Sal Sparrow - The Privateer | At Game Start | 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 | 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 | Have 3 Scored Objectives | IRREFUTABLE OFFER - GALACTICE 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. |
Add faction-sheet and component images here. In the source editor, an image looks like <img src="https://…" alt="Faction sheet">.
Q: Can the Nokar player use the HIRED GUNS faction ability to give away units from a system containing a Nokar command token?
Q: Can ships the Nokar player has just given away using HIRED GUNS move through the Nokar players' ships?
Q: Do ships the Nokar player has just given away using HIRED GUNS use the Nokar player's unit upgrades, faction specific unit stats, and other abilities or the receiving player's?
Q: Do ships the Nokar player has just given away using HIRED GUNS use the Nokar player's Fleet Pool during movement or the receiving players'?
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