These cards feature a single set of immediate effects that you always resolve immediately when playing the Command card.
#1 Purified in Battle
Destroy 1 Voidborn ship in any sector and/or contain a Corruption from your Frigate board.
#2 Neutronium Warhead
Destroy up to 3 Voidborn ships in a single sector of your choice.
#3 Inquisition
Contain up to 2 Corruptions from your Frigate board or a House ship (in any combination).
#4 Tithes
If you currently have 5 or more Tactics, gain 1 Material, 1 Science, and 1 Neutronium.
#5 No Mercy
You may destroy 1 Voidborn ship in any sector. Then, if no Voidborn ships remain in that sector, you may gain 2 Tactics and/or play another Command card. You may select an outer sector that already has no Voidborn ships as your target in order to gain the benefits, but you may not select an inner sector.
#6 Cleansing Flames
Discard 2 Operation cards, to gain any 1 resource and/or draw 1 Operation card and/or contain a Corruption.
#7 Resourcefulness
Discard 1 Cadet card to gain any 3 resources.
#8 Tactical
Edge Gain 4 Tactics.
#9 Energy Efficiency
Gain 1 Energy, then gain 1 Energy for each of your Frigate cards in play. This ability yields a total of 1/2/3/4/5/6 Energy if you have 0/1/2/3/4/5 Frigate cards played, respectively
#10 Static Discharge
Destroy 1 Voidborn ship in any sector and/or gain 2 Energy.
#11 Overcharge
Select a single Activate ability (either the one on your Crew board or one on a Frigate card in play) and resolve it up to 2 times. If you do this during your Crew action, then it is not considered a trigger for abilities that are related to Bonus actions.
#12 Power Up
Draw 3 Operation cards and/or resolve all your Activate abilities. If you do this during your Crew action, then it is not considered a trigger for abilities that are related to Bonus actions.
#13 Saving Grace
Remove all Damage markers from a single House ship of your choice and gain Influence with the House of that ship. You may not select a House ship that doesn’t have any Damage markers on it.
#14 Military Alliance
Choose a House and gain Tactics equal to your Influence with them (but not more than 5). Do not count Hidden Influence cards featuring your chosen House.
#15 Political Realignment
Discard 1 Hidden Influence card to gain Influence with any House.
#16 Calling In Favors
Discard 1 Hidden Influence card to gain any 2 resources and/ or 3 Tactics.
#17 Whispers of the Void
Gain a Corruption and lose two Influence, to then gain 2 Influence. The 2 Influence you lose and the 2 Influence you gain with this ability can be from any combination of (up to 4) different Houses. You lose Influence by moving down one step on any of the seven Influence tracks, and you cannot discard a Hidden Influence card as a substitute. You cannot go below 0 on any track.
#18 Populist Rally
Gain Influence with a House of your choice.
#19 Contingency Plans
Gain 2 Tactics, then up to three times you may spend any 1 resource to gain 1 Tactics. You may gain a total of 5 Tactics with this ability.
#20 Scrap for Resources
Discard 2 Operation cards to gain any 3 resources and/or draw 1 Operation card.
#21 Makeshift
Measures Draw 4 Operation cards.
#22 Mind Control
Choose up to twice from the following options (you may choose the same option twice):
• Gain 2 Tactics
• Remove 1 damage from any House ship, up to twice.
• Gain any 1 resource
• Move 1 House ship (except an Arkship) one step with caution. If you select this twice for a single ship, only consider the number of Voidborn ships in the origin and final sector.
As the Revenant is not a House ship, you cannot remove damage from it. See Movement in the Rulebook for moving with caution.
#23 Sleeper Agents
Gain a Void Residue and/or gain a Discovery Data cube. Then, if the Cadet you used this turn has a “Mine” ability, gain 1 more Discovery Data cube. You gain the 1 Void Residue by taking a Corruption directly from the common supply (not from your Frigate board or a House ship) and placing it on a Void Residue space. You don’t need to land on a planet and select a Mine effect to gain the second Discovery Data, the Cadet only needs to have a card with a “Mine” ability attached.
#24 Remote System Hack
Select up to 4 different Fighters, then for each of them, destroy 1 Voidborn ship in the same sector as the Fighter itself.
#25 Brain Stimulation
Play 1 Cadet card for no resource cost or increase the rank of your Captain. Then draw 1 Operation card.
#26 Shield Deployment
Place up to 3 Shields in your sector and/or gain 2 Energy.
#27 Miner Drones
If you have resolved a Mine effect (on a planet) at any time during your turn, you may gain 3 resources of any combination that you gained this turn from Mining.
#28 Evasive Maneuvers
Move 3 steps with House ships (except Arkships) with caution (see Movement)
#29 The Grand Design
Deploy a House ship in any sector.
#30 Stealth Mode
Move your Frigate to any sector. This is not a maneuver–you may not use any ability triggered by a maneuver.