Free Systems Compact
Starting Units
Home System
- Idyn
10
- Kroll
11
- Cyrra
01
Commodities
4
Starting Technologies
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.
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.
When researching technology, you may use technology specialties without exhausting planets, even if they are exhausted.
During your turn, you may exhaust this card and a planet with a technology specialty to ready 1 technology you own of a matching color. That technology cannot have more prerequisites than the number of matching specialties on planets you control. This counts as using specialties for SYNERGY and other game effects.
Faction Abilities
Once per action, after you produce 1 or more ships in your home system, you may produce up to 2 ships in a system that contains a cultural, hazardous, or industrial planet and does not contain a legendary planet or other players' units.
When you produce ships in your home system, you can produce in other systems also.
Once per action, you may exhaust 1 uncontrolled planet's planet card that is on the game board to spend its resources or influence.
You can spend unclaimed planets as your own.
During setup, for each non-home planet other than Mecatol Rex on the game board, place that planet's planet card faceup on the game board.
Flagship
When this unit makes a combat roll, it rolls 1 additional die for each planet in this system of any single trait.
Rolls bonus dice for planets of the same type in its system.
SUSTAIN DAMAGE
Mech
DEPLOY: After you use your RALLY TO THE CAUSE faction ability in a system, you may spend 1 trade good to place 1 mech on a planet you control adjacent to that system.
Can be bought and placed in far systems.
SUSTAIN DAMAGE
Monument
After you resolve the primary or secondary ability of the "Leadership" strategy card, each other player with units in or adjacent to this system who reveals 1 of your promissory notes from their hand gains 1 command token.
Leaders
While ready, this card has the text ability of each legendary planet ability card any player controls, even if that card is exhausted. You may allow another player to use this card's ability.
Can copy the ability of a claimed legendary planet card.
After you gain control of a non-home planet during a tactical action:
If you have 1 or more ships in the active system, you may produce 1 ship in that system.
Produce ships when you gain control of planets.
ACTION: Ready a non-home planet other than Mecatol Rex that you control, remove all units on that planet and attach this card to it.
Units cannot be committed to, produced on, or placed on this planet.
Ready and demilitarize a planet you control.
Faction Promissory Note
When you gain control of a planet during a tactical action:
If the active system does not contain another player's ships, you may produce up to 2 ships in that system.
Then, return this card to the Free Systems player.
Allows a player to produce ships when they gain control of a planet.
Breakthrough
After you spend a strategy token, you may place 1 infantry from your reinforcements into coexistence on any cultural, hazardous, or industrial planet that contains the active player's ground forces.
Your infantry tokens on planets you control can be accompanied by your control tokens instead of plastic pieces.
Faction Technologies
At the start of the agenda phase, you may choose and exhaust 1 cultural, 1 hazardous, and 1 industrial planet.
When you cast 1 or more votes, if you exhaust at least 1 cultural, 1 hazardous, and 1 industrial planet to cast votes, you may cast 4 additional votes.
Reduce others’ votes and gain bonus votes for agendas.
At the start of a ground combat, you may roll 1 die for each of up to 2 of your ground forces on that planet.
For each result equal to or greater than that unit's combat value, produce 1 hit; your opponent must assign it to 1 of their units on that planet.
Your ground forces can ambush enemies before combat.
Other Components
Heart of Rebellion Token