Federation of Sol
Starting Components
Units
- 2 Carriers
- 1 Destroyer
- 3 Fighters
- 5 Infantry
- 1 Space Dock
Technology
Neural MotivatorNeural MotivatorDuring the status phase, draw 2 action cards instead of 1.
Antimass DeflectorsAntimass DeflectorsYour ships can move into and through asteroid fields. When other players' units use Space Cannon against your units, apply -1 to each result.
Planets
Commodities
Abilities
ACTION: Spend 1 token from your strategy pool to place 2 infantry from your reinforcements on 1 planet you control.
When you gain command tokens during the status phase, gain 1 additional command token.
Faction Technologies
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.
Flagship
At the end of the status phase, place 1 infantry from your reinforcements in this system's space area.
Promissory Notes
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.
Mech
Deploy: After you use your Orbital Drop faction ability, you may spend 3 resources to place 1 mech on that planet.
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.
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 that combat round.
At the start of a ground combat on a planet you control: You may place 1 infantry from your reinforcements on that planet.
Helio Command Array ACTION: Remove each of your command tokens from the game board and return them to your reinforcements. Then, purge this card.