THE COVEN OF DARK AGES
Faction abilities
- HEX: Apply +1 to the result of each of the active players space combat rolls in systems containing a hex token.
- SCHOOLS OF MAGIC: At setup, place 3 hex tokens into your home system. When you activate a system, you may move 1 hex token into the active system if it does not already contain one.
- SPIRITUAL GUIDANCE: After a player wins a space combat in a system containing a hex token, that player draws an Action Card.
Faction Promissory Note
GEBO, THE GIFT
The Coven player gives you that action card.
Then, return this card to the Coven player.
If you activate a system containing 1 or more of the Coven player's units, return this card to the coven player.
Faction Technologies
RAIDHO, THE JOURNEY


INGWAZ, THE FERTILITY

Breakthrough
Flagship
SUSTAIN DAMAGE
The maximum number of non-fighter ships you can have in this system is equal to 2 more than the number of tokens in your fleet pool.
NAUTHIZ, THE NEED
SUSTAIN DAMAGE
The maximum number of non-fighter ships you can have in this system is equal to 2 more than the number of tokens in your fleet pool.
Cost
8Combat
7 (x2)Move
1Capacity
6Mech
SUSTAIN DAMAGE
While fighting in a system containing a hex token, this unit may roll one additional die during combat.
URUZ, THE STRENGTH
SUSTAIN DAMAGE
While fighting in a system containing a hex token, this unit may roll one additional die during combat.
Cost
2Combat
6Leaders
Agent
You may exhaust this card to allow that player to move 1 hex token into the active system or any system containg at least one of their ships.
Commander
Hero
You may place or move any amount of hex tokens.
Then, perform a tactical action in a system containing a hex token without placing a command token, even if the system already has your command token in it; that system still counts as being activated. Then, purge this card.
Home system
Gallery
Custom components
Faction Sheet
Lore
Starting Units
1 dreadnought
1 cruiser
1 carrier
2 fighters
3 infantry
1 space dock
Starting Technologies
Commodities
2
Complexity
High
Faction colors
Purple
Black
Pink
Discussion
- When you research a unit upgrade technology, you may exhaust this card to ignore any 1 prerequisite
- When 1 or more of your units use Production, you may exhaust this card to reduce the combined cost of the produced units by the number of unit upgrade technologies that you own
- After 1 or more of your units use PRODUCTION, you may exhaust this card to place 1 mech from your reinforcements on a planet you control in that system
- After 1 of your mechs is destroyed, gain 1 trade good
- You can use technology specialties on planets you control without exhausting them, even if those planets are exhausted
- During the Action Phase, you can exhaust planets you control that have technology specialties to gain 1 Trade Good
- At the end of your turn, you may exhaust this card to redistribute your command tokens
- When you cast votes during the agenda phase, you may cast 3 additional votes; if you do, and the outcome you voted for is not resolved, exhaust this card
- Your ships can move into and through asteroid fields
- When other players’ units use SPACE CANNON against your units, apply -1 to the result of each die roll