Federation of Sol¶
Info
Absol mod references are v4 and accurate to Async TI4 as of 16 Feb 25
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Home System¶
- Jord
- Commodities: 4
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Starting Space Units¶
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Starting Ground Units¶
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Starting Technologies¶
Neural Motivator¶
Requirements: None
During the status phase, draw 2 action cards instead of 1.
Antimass Deflectors¶
Requirements: None
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.
Neural Motivator¶
Requirements: None
The maximum number of action cards you can have in your hand is increased by 3
At the end of your turn, you may exhaust this card to draw 2 action cards.
Antimass Deflectors¶
Requirements: None
Your ships can move into and through asteroid fields and retain their printed Move value when moving out of nebulae. When other players' units use Space Cannon against your units, apply -1 to the result of each die roll.
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Faction Abilities¶
Orbtial Drop¶
Action: Spend 1 token from your strategy pool to place 2 infantry from your reinforcements on 1 planet you control.
Versatile¶
When you gain command tokens during the status phase, gain 1 additional command token.
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Flagship¶
Genesis¶
Unit Type: Flagship
At the end of the status phase, place 1 infantry from your reinforcements in this system's space area.
- Sustain Damage
| Cost 8 | Combat 5 | Move 1 | Capacity 12 |
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Mech ¶
ZS Thunderbolt M2 ¶
Unit Type: Mech
Deploy: After you use your Orbital Drop faction ability, you may spend 3 resources to place 1 mech on that planet.
- Sustain Damage
| Cost 2 | Combat 6 |
Special Units¶
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Faction Technologies¶
Spec Ops II¶
Requirements:
Unit Type: Infantry
After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card.
At the start of your next turn, place each unit that is on this card on a planet you control in your home.
| Cost 1 | Combat 6 |
Advanced Carrier II¶
Requirements:
Unit Type: Carrier
- Sustain Damage
| Cost 3 | Combat 9 | Move 2 | Capacity 8 |
Spec Ops II¶
Requirements:
Unit Type: Infantry
After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card.
At the start of your next turn, place each unit that is on this card on a planet that contains 1 of your space docks.
| Cost 1 | Combat 6 |
Advanced Carrier II¶
Requirements:
Unit Type: Carrier
- Sustain Damage
| Cost 3 | Combat 9 | Move 2 | Capacity 8 |
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Leaders ¶
Agent: Evelyn DeLouis – Master Tactician¶
Unlock: Always Unlocked
At the start of a ground combat round:
You may exhaust this card to choose 1 ground force in the active system: that ground force rolls 1 additional die during this combat round.
Commander: Claire Gibson – Voice of the People¶
Unlock: Control planets that have a combined total of at least 12 resources.
At the start of a ground combat on a planet you control:
You may place 1 infantry from your reinforcements on that planet.
Hero: Jace X, 4th Air Legion – Federation Hero¶
Unlock: Have 3 scored objectives.
Helio Command Array: Twilight Directive
Action:
Remove each of your command tokens from the game board and return them to your reinforcements. Then, purge this card.
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Breakthrough ¶
Bellum Gloriosum ¶
When you produce a ship that has capacity, you may also produce any combination of ground forces or fighters up to that ship's capacity; they do not count against your Production limit.
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Faction Promissory Note¶
Federation of Sol – Military Support¶
At the start of the Sol player's turn:
Remove 1 token from the Sol player's strategy pool, if able, and return it to their reinforcements. Then, you may place 2 infantry from your reinforcements on any planet you control.
Then return this card to the Sol player.