Base Game

The Federation of Sol

Sol

Faction Abilities

Commodities

4

Orbital Drop

action

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

Versatile

status

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

Starting Setup

Starting Technologies

Technologies
neural_motivatorantimass_deflectors

Starting Units

space dock1
carrier2
destroyer1
fighter3
infantry5

Leaders

agent

Evelyn Delouis

Evelyn Delouis

At the start of a round of ground combat: 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.
commander

Claire Gibson

Unlock:Have 12 combined resources on planets you control.

Federation Shield

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

Jace X. 4th Air Legion

Unlock:Have 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.

Faction Units

Flagship

Genesis

Cost

8

Combat

5 (x2)

Move

1

Capacity

12

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

ZS Thunderbolt M2

Cost

2

Combat

6

Sustain Damage
DEPLOY: After you use your ORBITAL DROP faction ability, you may spend 3 resources to place 1 mech on that planet.
Infantry

Spec Ops I

Cost

1/2

Combat

7

(no ability text)
Infantry

Spec Ops II

Cost

1/2

Combat

6

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.

Requires:Spec Ops II

Carrier

Advanced Carrier I

Cost

3

Combat

9

Move

1

Capacity

6

(no ability text)
Carrier

Advanced Carrier II

Cost

3

Combat

9

Move

2

Capacity

8

Sustain Damage
(no ability text)

Faction Technologies

Advanced Carrier II

Requires:
Upgrades:CarrierAdvanced Carrier II

Cost

3

Combat

9

Move

2

Capacity

8

Sustain Damage
(no ability text)

Spec Ops II

Requires:
Upgrades:InfantrySpec Ops II

Cost

1/2

Combat

6

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.

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.
Start Of Turn

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.
Synergy:
CyberneticBiotic