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Nomad ID

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Revision as of 12:19, 19 August 2018 by Xiphos (talk | contribs) (Complete ID rework. Buying locations added. Category Nomads added.)
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This article has not been verified to be up to date for the latest version of the Discovery mod. The last edit was made on 19.08.2018 (DD/MM/YYYY). You may help by updating it, often by using the code generator.

The Nomads are sentient biological machines left over from a highly advanced alien race known as the "Daam K'vosh". The Daam K'vosh had intended to let the Nomads develop and colonise Sirius, but the human arrival disrupted this. The humans have taken many secrets which were left behind for the Nomads: Trade Lanes, Jump Gates, Cruise engines, Cardamine longevity. The Nomads can subvert humans by infesting their bodies.


Entity carrying this ID is a Nomad, which:

  • - Can engage any ship in the systems listed in the ZoI except for Nomad and Wilde ships
  • - Can treat transports as combat targets, except while flying the Nomad Cruiser
  • - Cannot leave its ZoI - listed below on this ID
  • - Cannot ally with anyone except Nomads and Wild
  • - Cannot demand credits
  • - Cannot land anywhere except Nomad or Wild bases
  • - Is required to follow the roleplay engagement rules while uncloaked, prior to combat

ZoI: Omicrons, Tau-37, All Omegas systems except for Omega-3, Omega-7 and Omega-11

Allowed ships: Nomad Light Fighter, Nomad Fighter, Nomad Assassin, Nomad Bomber, Nomad Gunboat, Nomad Cruiser

Availability