Leaders (First Edition)

**Leaders** are an optional rule variant introduced in The Outer Rim Expansion For Twilight Imperium (First Edition)

Each race has 3 leader counters which are a combination of the 5 types of leaders: Generals, Admirals, Diplomats, Agents and Scientists

## Placing Leaders

A player's 3 leaders always begin the game on a single planet in their Home system

* If playing with the Capital Planets option, leaders always begin on their player's Capital Planet

Leaders are always considered to be located on a friendly planet or on a spaceship

Any ship can transport one or several leaders. They do not count towards the carrying capacity

A leader cannot control a planet without accompanying ground forces

## Moving Leaders

Immediately before the Movement segment, a player may move leaders from a planet onto a specific friendly ship in the same system, or from a specific ship to another ship in the same system

During the Invasion Combat segment, leaders may move from a ship onto a friendly planet in the same system

A leader may also accompany one or more friendly Ground forces onto an enemy planet in an Invasion attempt

## Killing and Capturing leaders

If the ship on which a leader is present is destroyed during Space Combat, roll a die:

* Odd Result: Leader is killed and removed from play
* Even Result: The enemy captures that leader

If a ship carrying a leader is destroyed at any time outside of space combat, that leader is killed and removed from the game

If a planet containing a leader is successfully invaded by another player, roll a die:

* 1-5: Leader is Captured
* 6-9: Leader escapes and the owner may immediately place them on any friendly planet
* 10: Leader is killed and removed from the game

If a leader is present on a planet whose last ground force is destroyed by bombardment (or the planet changes ownership outside of Invasion Combat), the leader is killed and removed from the game

Leaders may never exist on neutral or enemy planets

## Captive Leaders

Upon capturing a leader, the captor places them in their play area

A captor may add 2 influence points to their total for each captive leader they hold

During the political phase, a captor may freely transfer a captive leader to another player. If this other player is the leader's owner, that leader is freed and immediately placed on any friendly planet.

A captor may also choose to execute a leader during the Political Phase, at which point the leader is killed and removed from the game

Only the owner of a leader may use their abilities

### Rescuing Captive Leaders

Every time a planet held by another player is successfully invaded, if that player holds any captive leaders, roll a dice:

* 1-9: No effect
* 10: A captive Leader has been found and the invading player takes the leader (randomly if the captor holds several captive leaders)

If the leader is one of the invaders', they are freed and the leader is placed on the newly invaded planet.

#### Assassins Variant

If using this variant, assassins may attempt to rescue captured leaders. An assassin that attempts a rescue may not attempt an assassination during the same turn

During the Assassin Phase, a specific leader to be rescued is nominated and a die is rolled:

* 1-3: Assassin is killed. Mission unsuccessful
* 4-8: Mission unsuccessful
* 9-10: Leader rescued. Mission successful (Leader is placed on any planet in their home system)

A modifier of +1 is added to this roll for every Agent the rescuing player controls

## Leader Abilities

- The Controlling player may re-roll 1 die during each round of the combat
- Multiple friendly generals can still only affect 1 roll
 **Admiral** |  | **When participating in Space Combat:**
- The owner may roll 1 additional die for the ship the admiral is on
- The opposing fleet may not play a "Skilled Retreat" action card unless that fleet also contains an Admiral
 **Diplomat** |  | **When defending a planet about to be invaded:**
- May force the invasion to be delayed by 1 turn. The invading Ground Forces must retreat to their fleet and may not attack until next turn. This may not be used two turns in a row.
- If the Diplomat is on Mecatol Rex, instead of the above, the owner may always, during the Political Phase, choose the agenda from the top 3 Political Cards (the 2 not chosen are reshuffled into the deck)
 **Agent** |  | **When participating in Invasion Combat attack:** Enemy PDS receive -2 when firing
 **Scientist** |  | **When present on any planet outside their player's home system**: That player may collect double that planet's resource value during the Receive Credits Phase. Multiple Scientists do not stack.
**When on a planet:** Their player may purchase 1 PDS per turn for only 5 credits (must be on a planet containing both a Spacedock and a Scientist)

## Leaders by Race

### The Barony of Letnev

* Sekkus (General)
* Unlenn (Admiral)
* Emeciel (Diplomat)

### The Emirates of Hacan

* Harugh (General)
* Gila (Admiral)
* Cahtso (Scientist)

### The Federation of Sol

* DeLouis (Admiral)
* Rev (Diplomat)
* Connor (Agent)

### The Sardakk N'orr

* Sh’amol (General)
* Sek’kus (General)
* T’kkro (Admiral)

### The Universities of Jol-Nar

* Weqib (Admiral)
* Rin (Scientist)
* Sucab (Scientist)

### The Xxcha Kingdom

* Neekuaq (Admiral)
* Quanoj (Diplomat)
* Junn (Diplomat)

### The Mentak Coalition

* Kilik (Admiral)
* Suffi (Diplomat)
* Havwatt (Agent)

### The Yssaril Tribes

* Sskriil (Admiral)
* Ssruu (Agent)
* Thlinn (Agent)

### The L1Z1X Mindnet

* 2RAM (Diplomat)
* 148S (Scientist)
* A6 (Agent)

### The Naalu Collective

* M’aban (Admiral)
* Z’eu (Diplomat)
* T’elsa (Agent)