TI4 Space
Faction

Federation of Sol

01

Starting Components

Units

  • 2 Carriers
  • 1 Destroyer
  • 3 Fighters
  • 5 Infantry
  • 1 Space Dock

Technology

  • BioticNeural Motivator
    Neural Motivator

    During the status phase, draw 2 action cards instead of 1.

  • PropulsionAntimass Deflectors
    Antimass Deflectors

    Your ships can move into and through asteroid fields. When other players' units use Space Cannon against your units, apply -1 to each result.

Planets

4/2
Jord
ResourcesInfluence
02

Commodities

4
03

Abilities

Orbital Drop

ACTION: Spend 1 token from your strategy pool to place 2 infantry from your reinforcements on 1 planet you control.

Versatile

When you gain command tokens during the status phase, gain 1 additional command token.

04

Faction Technologies

Infantry
BasicSpec Ops I
Cost1x2
Combat7
UpgradedSpec Ops II
Cost1x2
Combat6

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.

Prerequisites
BioticBiotic
Carrier
BasicAdvanced Carrier I
Cost3
Combat9
Move1
Capacity6
UpgradedAdvanced Carrier II
Cost3
Combat9
Move2
Capacity8
Sustain Damage
Prerequisites
PropulsionPropulsion
05

Flagship

Genesis
Cost8
Combat5 (x2)
Move1
Capacity12

At the end of the status phase, place 1 infantry from your reinforcements in this system's space area.

Sustain Damage
06

Promissory Notes

Military Support

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.

07

Mech

ZS Thunderbolt M2
Cost2
Combat6

Deploy: After you use your Orbital Drop faction ability, you may spend 3 resources to place 1 mech on that planet.

Sustain Damage
08

Breakthrough

Bellum Gloriosum

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.

CyberneticBiotic
09

Leaders

AgentDaughter of Supreme Admiral Alastair DeLouis. Lauded for her contribution to the massively successful Centauri campaign. A brilliant tactician possessed by a fierce love for Jord, she is every bit her father's daughter.
Evelyn DelouisAt game start

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.

CommanderBeloved in the House of the People, General Gibson sees the diversity of humanity spread across the stars as the Federation's greatest potential strength.
Claire GibsonControl planets that have a combined total of at least 12 resources

At the start of a ground combat on a planet you control: You may place 1 infantry from your reinforcements on that planet.

Hero"We're done falling back. Here we hold, until the techs can activate the Helio Array. Let's show these scum what it means to face the Fighting 4th!"
Jace X. 4th Air LegionHave 3 scored objectives

Helio Command Array ACTION: Remove each of your command tokens from the game board and return them to your reinforcements. Then, purge this card.