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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
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  • 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
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  • Kortali Tribunal
  • Kyro Sodality
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  • 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 · Prophecy of Kings

The Nomad

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Faction sheet

The Nomad

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Faction symbol

Expansion
Prophecy of Kings
Starting units
1 Flagship 1 Carrier 1 Destroyer 3 Fighters 4 Infantry 1 Space Dock
Starting technologies
Sling Relay (blue)
Starting planets
Arcturus: 4/4
Commodities
4
Complexity
Low
Faction colors
Blue, Purple
TILeague Rank
23 · 15.5% W/R
The Nomad faction sheet
The Nomad faction sheet back

Overview

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The Nomad is a Prophecy of Kings faction. Signature abilities: THE COMPANY, FUTURE SIGHT.

Contents

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

Faction Abilities

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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.

Faction Promissory Note

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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 this combat.

Faction Technologies

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Yellow technology Temporal Command Suite

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.

Prerequisites: Yellow technology

Faction Specific Units

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Flagship

NameCostCombatMoveCapacityAbilitiesPrerequisities
Memoria II85 (x2)26

Sustain Damage

Anti-Fighter Barrage 5 (x3)

You may treat this unit as if it were adjacent to systems that contain one or more of your mechs.

Green technologyBlue technologyYellow technology

Breakthrough

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Thunder's Paradox

Synergy: Yellow technology Green technology

At the start of any player's turn, you may exhaust 1 of your agents to ready any other agent.

Flagship

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NameCostCombatMoveCapacityAbilities
Memoria87 (x2)13

Sustain Damage

Anti-Fighter Barrage 8 (x3)

You may treat this unit as if it were adjacent to systems that contain one or more of your mechs.

Note: This unit can be upgraded.

Mech

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NameCostCombatAbilities
Quantum Manipulator26

While this unit is in a space area during combat, you may use its SUSTAIN DAMAGE ability to cancel a hit that is produced against your ships in this system.

Sustain Damage

Leaders

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NameUnlockAbility
AgentArtuno the BetrayerAt Game Start

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.

Once, Artuno was the head of security for Sumerian Station, trusted by Huro M'es and the other Sumerian factions to stay impartial and keep order. Then, two weeks after a chance meeting with the Nomad, M'es was in the brig, and the guilder leaders were either exiled or dead at her hand.

AgentField Marshal MercerAt Game Start

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.

"The Argent Flight? The ones who left my people in poverty while they pursued some secret crusade? No, this Shikrai has no time for their pious zealotry. I'm going to take what the universe owes me by doing what I do best."

AgentThe ThundarianAt Game Start

After the "Roll Dice" step of combat:

You may exhaust this card. If you do, hits are not assigned to either players' units. Return to the start of this combat round's "Roll Dice" step.

"Nothing yet," Feng growled. "There is naught here but dust."The Thundarian stood motionless on the bridge of the Memoria, as they had for hours. Suddenly, they raised a hand and pointed. Space rippled, and a gravity rift formed off the bow. Feng tensed as the first flesh ships emerged. "Fire!"

CommanderNavarch FengHave 1 scored secret objective

You can produce your flagship without spending resources.

Once the most skilled chartist captain in the Emirates' merchant fleet, Feng was all too happy to sail under a different flag when the Nomad made a better offer.

HeroAhk-Syl SivenHave 3 Scored Objectives

PROBABILITY MATRIX

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.

Those who deal with the Nomad speak in hushed whispers about their most trusted officer; a Creuss in cracked and damaged armor, bleeding streams of violet light.

Gallery

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FAQ

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Q: Does the Duranium Armor technology allow you to repair Nomad Mechs that have used their ability to cancel a hit during space combat?

A: No, Duranium Armor only affects units participating (rolling dice) in a combat.

Q: Does Nomad’s Temporal Command Suite faction technology bypass transaction limits?

A: Yes, Temporal Command Suite’s transaction does not affect performing a second transaction with the same player that turn.

Q: Does the Nomad’s Hero, Ahk-Syl Siven, allow their flagship to pick up ground forces in systems that contain their tokens?

A: Yes.

Guides

Base Game · 0 published

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Base GameProphecy of KingsThunder's EdgeDiscordant Stars

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