Free Systems Compact ¶
Info
Absol mod references are v4 and accurate to Async TI4 as of 16 Feb 25
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Home System¶
- Idyn
- Kroll
- Cyrra
- Commodities: 4
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Starting Space Units¶
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Starting Ground Units¶
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Starting Technologies¶
Psychoarchaeology ¶
Requirements: None
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.
Psychoarchaeology¶
Requirements: None
You can use technology specialties on planets you control without exhausting them, even if those planets are exhausted.
At the end of your turn, you may discard 2 action cards to explore a readied planet you control.
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Faction Abilities¶
Rally to the Cause¶
Once per action, after you produce 1 or more ships in your home system, you may produce up to 2 ships in a system that contains a cultural, hazardous, or industrial planet and does not contain a legendary planet or other players' units.
Diplomats¶
Once per action, you may exhaust 1 uncontrolled planet's planet card that is on the game board to spend its resources or influence.
NB: This can be used during other players' actions as well as your own
Free People¶
During setup, for each non-home planet other than Mecatol Rex on the game board, place that planet's planet card face up on the game board.
NB: This is for the Free Systems Compact player to keep track of which uncontrolled planets they have exhausted with the Diplomats faction ability. It does not change the fact that when a player takes control of a planet, they receive that planet exhausted.
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Flagship¶
Vox ¶
Unit Type: Flagship
When this unit makes a combat roll, it rolls 1 additional die for each planet in this system of any single trait.
- Sustain Damage
| Cost 8 | Combat 7 | Move 1 | Capacity 3 |
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Mech ¶
Liberator ¶
Unit Type: Mech
Deploy: After you use your Rally to the Cause faction ability in a system, you may spend 1 trade good to place 1 mech on a planet you control adjacent to that system.
- Sustain Damage
| Cost 2 | Combat 6 |
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Faction Technologies¶
Envoy Network ¶
Requirements:
At the start of the agenda phase, you may choose and exhaust 1 cultural, 1 hazardous, and 1 industrial planet. When you cast 1 or more votes, if you exhaust at least 1 cultural, 1 hazardous, and 1 industrial planet to cast votes, you may cast 4 additional votes.
Covert Strike Teams ¶
Requirements:
At the start of a ground combat, you may roll 1 die for each of up to 2 of your ground forces on that planet. For each result equal to or greater than that unit's combat value, produce 1 hit; your opponent must assign it to 1 of their units on that planet.
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Leaders ¶
Agent: Cordo Haved – Friendly Diplomat ¶
Unlock: Always Unlocked
While ready, this card has the text ability of each legendary planet ability card any player controls, even if that card is exhausted. You may allow another player to use this card's ability.
Commander: President Cyhn – Crisis Leader ¶
Unlock: Each non-legendary planet on the game board is controlled.
After you gain control of a non-home planet during a tactical action:
If you have 1 or more ships in the active system, you may produce 1 ship in that system.
Hero: Count Otto P'may – Inspiring Rhetorician ¶
Unlock: Have 3 scored objectives.
Heart of Rebellion: Freedom or Death
Action:
Ready a non-home planet other than Mecatol Rex that you control, remove all units on that planet and attach this card to it. Units cannot be committed to, produced on, or placed on this planet.
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Faction Promissory Note¶
Free Systems Compact – Broadcast Teams ¶
When you gain control of a planet during a tactical action:
If the active system does not contain another player's ships, you may produce up to 2 ships in that system.
Then, return this card to the Free Systems player.