The Federation of Sol
Starting Units
Home System
- Jord
42
Commodities
4
Starting Technologies
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.
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.
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.
If you announce a retreat, your opponent applies -2 to the result of each of their combat rolls during this combat round.
During the status phase, draw 2 action cards instead of 1.
The maximum number of action cards you can have in your hand is increased by 3.
When you draw 1 or more action cards, you may exhaust this card to draw 2 additional action cards.
The maximum number of action cards you can have in your hand is increased by 2. During the status phase, draw 2 action cards instead of 1.
Faction Abilities
ACTION: Spend 1 token from your strategy pool to place 2 infantry from your reinforcements on 1 planet you control.
You can drop reinforcements on planets you control.
When you gain command tokens during the status phase, gain 1 additional command token.
You gain an extra command token each game round.
Faction Units
Flagship
At the end of the status phase, place 1 infantry from your reinforcements in this system's space area.
Generates an infantry each game round.
SUSTAIN DAMAGE
Mech
DEPLOY: After you use your ORBITAL DROP faction ability, you may spend 3 resources to place 1 mech on that planet.
Can be dropped along with infantry.
SUSTAIN DAMAGE
Monument
When you place 1 or more infantry on a planet, exhaust this card to place any of those infantry on this planet instead.
Leaders
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.
Allows one ground force to roll an extra die in combat.
At the start of a ground combat round:
You may exhaust this card to choose 1 ground force in the active system; that unit rolls 1 additional combat die during this combat.
At the start of a ground combat on a planet you control:
You may place 1 infantry from your reinforcements on that planet.
Reinforces your planets with additional infantry when invaded.
During the Move Ships step, your ships may transport infantry from systems containing your command tokens, and you can land infantry on your planets along their movement path.
When you are the defender you may resolve 1 additional transaction with 1 neighbor of your choice.
ACTION: Remove each of your command tokens from the game board and return them to your reinforcements.
Then, purge this card.
Removes all of your command tokens from the board.
Faction Promissory Note
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.
Allows others to drop reinforcements on planets they control.
When the Sol player performs the primary or secondary ability of a strategy card:
Place 2 infantry from your reinforcements on any planet you control.
Then, return this card to the Sol player.
Breakthrough
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.
Free units when producing capacity ships.
Faction Technologies
Federation of Sol 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 system.
Your infantry have a high chance to respawn in your home system.
Federation of Sol 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.
Federation of Sol Infantry
After this unit is destroyed, roll 1 die. If the result is 5-10, capture it. At the start of your turn, you may place captured infantry in your home system or in a space area with a war sun or a flagship.
When you gain control of a planet, if you have more infantry on that planet than its resource or influence value, gain that planet readied.
Federation of Sol Carrier
Apply +1 to the movement of this unit when it moves through at least 2 different systems containing your command tokens.
SUSTAIN DAMAGE