Olradin League ¶
Info
Absol mod references are v4 and accurate to Async TI4 as of 16 Feb 25
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Home System¶
- Sanctuary
- Commodities: 3
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Starting Space Units¶
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Starting Ground Units¶
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Starting Technologies¶
Scanlink Drone Network ¶
Requirements: None
When you activate a system, you may explore 1 planet in that system which contains 1 or more of your units.
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.
Scanlink Drone Network¶
Requirements: None
When you activate a system as part of a tactical action, you may explore 1 planet in that system that contains 1 or more of your units.
Whenever you would resolve an exploration card, you may instead discard that card and 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¶
Policies¶
When you gather your starting components, place the 3 Policy cards near your faction sheet; choose which side of each card to place face up.
This faction has the abilities and effects listed on the face up side of each Policy card.
Policy Cards¶
Policy: The People¶
Once per action, after you exhaust a cultural or legendary planet you control, you may move 1 infantry on that planet to another planet you control.
You cannot perform transactions during the agenda phase.
During the agenda phase, after you cast votes on an agenda, cast 2 additional votes for each cultural planet you exhausted.
Policy: The Environment¶
Once per action, after you exhaust a hazardous or legendary planet you control, you may reveal the top card of the exploration deck that matches 1 of those planets; if it is a relic fragment, gain it, otherwise discard that card.
When 1 or more of your units use Production, reduce the Production value of 1 of those units by 2.
Once per action, after you explore a hazardous planet, you may remove 1 unit from that planet to explore that planet.
Policy: The Economy¶
Once per action, after you exhaust an industrial or legendary planet you control, gain 1 commodity.
Place the "2" commodity token on your faction sheet, your commodity value is 2.
Once per action, after you exhaust an industrial planet you control, place up to 1 fighter from your reinforcements in a system that contains 1 or more of your ships.
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Flagship¶
Rallypoint ¶
Unit Type: Flagship
When you move this ship, apply +1 to the move value of each of your other ships during this tactical action.
- Sustain Damage
| Cost 8 | Combat 5 | Move 1 | Capacity 3 |
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Mech ¶
This mech's ability depends on your Policies.
If you have at least 2 Policies, use Exemplar Bonum .
If you have at least 2 Policies, use Exemplar Malus .
Exemplar Bonum ¶
Unit Type: Mech
If this planet contains no more than 1 of your mechs, apply +1 to its influence value.
- Sustain Damage
| Cost 2 | Combat 6 |
Exemplar Malus ¶
Unit Type: Mech
If this planet contains no more than 1 of your mechs, apply +1 to its resource value.
- Sustain Damage
| Cost 2 | Combat 6 |
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Faction Technologies¶
False Flag Operations ¶
Requirements:
At the start of your turn, you may exhaust this card and 1 planet you control to ready 1 non-home planet other than Mecatol Rex.
Geosympathic Impeller ¶
Requirements:
After you activate a system, you may exhaust a planet you control of the same type as a planet in that system to apply +1 to the move value of each of your ships during this tactical action.
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Leaders ¶
Agent: Baggil Wildpaw – Political Haggler ¶
Unlock: Always Unlocked
After a player exhausts a cultural, hazardous, or industrial planet they control:
You may exhaust this card to allow that player to ready a planet they control of a different trait than that planet.
Commander: Knak Halfear – Grizzled Negotiator ¶
Unlock: Control 1 cultural planet, 1 hazardous planet, and 1 industrial planet.
When you pass:
You may exhaust 1 non-home planet you control other than Mecatol Rex to gain a number of trade goods equal to that planet's resource or influence value.
Hero: Pahn Silverfur – Council Speaker ¶
Unlock: Have 3 scored objectives.
Shadow Council: Change of Plans
Action:
Place 1 infantry from your reinforcements on each planet you control. You may choose and flip 1 policy card.
Then, purge this card.
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Faction Promissory Note¶
Olradin League – Incite Revolution ¶
Action: Place this card face up in your play area to choose and exhaust 1 planet you control.
Then, ready 1 non-home planet you control other than Mecatol Rex.
At the start of the status phase, return this card to the Olradin player.