Faction
The Naaz-Rokha Alliance
Rule clarifications ↗


Abilities

  • DISTANT SUNS: When you explore a planet that contains 1 of your mechs, you may draw 1 additional card; choose 1 to resolve and discard the rest.
  • FABRICATION: ACTION: Either purge 2 of your relic fragments of the same type to gain 1 relic; or purge 1 of your relic fragments to gain 1 command token.

Promisorry Note(s)

Black Market Forgery

ACTION: Purge 2 of your relic fragments of the same type to gain 1 relic.

Then, return this card to the Naaz-Rokha player.


Technologies

Supercharge

At the start of a combat round, you may exhaust this card to apply +1 to the result of each of your unit's combat rolls during this combat round.

Prerequisites:

Pre-Fab Arcologies

After you explore a planet, ready that planet.

Prerequisites:


Breakthrough

Absolute Synergy
When you have 4 mechs in the same system, you may return 3 of those mechs to your reinforcements to flip this card and place it on top of your mech card.
Synergy


Eidolon Maximum (backside of Naaz-Rokha Breakthrough)
This unit is both a ship and a ground force. It cannot be assigned hits from unit abilities. Repair it at the start of every combat round. Game effects cannot place or produce your mechs. When this unit is destroyed or removed, flip this card and return it to your play area.

Sustain Damage

Synergy

Flagship

Name Cost Combat Move Capacity Abilities
Visz el Vir 8 9 (x2) 1 4

Sustain Damage

Your mechs in this system roll 1 additional die during combat.


Mech

Eidolon
2Cost6 (x2)Combat
If this unit is in the space area of the active system at the start of a space combat, flip this card.

Sustain Damage

(This card begins the game with this side face up)

Z-Grav Eidolon
2Cost8 (x2)Combat
If this unit is in the space area of the active system, it is also a ship. At the end of a space battle in the active system, flip this card.

(This card begins the game with this side face down)

Note: Loses the Sustain Damage ability when in Space


Leaders

Agent
Garv and Gunn
Unlock At Game Start
Ability At the end of a player's turn:

You may exhaust this card to allow that player to explore 1 of their planets.

Commander
Dart and Tai
Unlock Have 3 mechs in 3 systems
Ability After you gain control of a planet that was controlled by another player: You may explore that planet.
Hero
Hesh and Prit
Unlock Have 3 Scored Objectives
Ability PERFECT SYNTHESIS

ACTION: Gain 1 relic and perform the secondary ability of up to 2 readied or unchosen strategy cards; during this action, spend command tokens from your reinforcements instead of your strategy pool.

Then, purge this card.



FAQ

Q: Can the Naaz-Rohka hero, Hesh and Prit, be used when the player has no tokens in reinforcements?

A: The LRR will be updated to be more general towards taking off sheet if none are in reinforcements. This change should cover other requirements in this regard as well.


Q: Can you purge a relic fragment to gain a command token if you have no command tokens in your reinforcements?

A: Yes, you can purge the fragment and not gain a command token if there are none in reinforcements.


Q: For the Naaz-Rokha’s Distant Suns ability, do you decide to draw the extra exploration card before you draw the first card, or after?

A: Before the initial exploration card is drawn.


Q: Does the Mech “Z Grav Eidolon” count against fleet supply?

A: No, because this unit is also transported.

Trivia

  • "Distant Suns" is a reference to the Second Expansion of Twilight Imperium First Edition, which first introduced exploration to the game in the form of Domain Counters