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Olradin League

Info

Absol mod references are v4 and accurate to Async TI4 as of 16 Feb 25

  • Home System


    • Sanctuary
    • Commodities: 3
  • Starting Space Units


  • Starting Ground Units


  • Starting Technologies


    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.

    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.

  • 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.

  • 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 |

  • 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 |

  • 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.

  • 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.

  • 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.

This work is hosted on GitHub and maintained by Michael Scott. This work is licensed under the Creative Commons Attribution 4.0 International license and based on the Twilight Imperium 4th Edition board game by Fantasy Flight Games. The contents, copyrights, and trademarks of everything involving Twilight Imperium 4th Edition are exclusively held by Fantasy Flight Games; I make no claim to any of these in any way.