Leaders

Leaders were reintroduced in the Expansion for Twilight Imperium Fourth Edition, Prophecy of Kings.

Each faction has access to 3 unique Leader cards\* (1 Agent, 1 Commander and 1 Hero), each representing a named important character for the faction.

* **Agents**: Identified by 1 Stripe in the Upper right corner of the front of the Card.
	+ Unlocked at the beginning of the game
	+ Have exhaustible abilities (thus usable once per round)
	+ The majority of agents have abilities that may be used on any player (not just the player playing that faction)

* **Commanders**: Identified by 2 Stripes in the Upper right corner of the front of the Card.
	+ Unlocked via faction-specific unique requirements
	+ Have passive abilities that do not exhaust
	+ Their ability may be shared with another player through use of the Alliance Promissory Note
	+ A commander’s unlock conditions cannot be met while an ability or game effect is being resolved. That is, pending abilities or partially resolved game effects must be completed before checking if conditions are met.
	+ A commander cannot flip to its locked side after it is unlocked, even if its owner no longer meets the unlock conditions.
	+ A commander cannot be exhausted.

* **Heroes**: Identified by 3 Stripes in the Upper right corner of the front of the Card
	+ Unlocked after scoring 3 objective cards (public or secret)
	+ Have powerful abilities that are used only once throughout the game (the Hero card is purged after usage)
	+ A hero cannot flip to its locked side after it is unlocked nor be exhausted.

(\*) The Nomad has 3 Agents, giving them 5 total leaders.

Each player has a leader sheet that contains slots for their faction’s three leader cards as well as their faction’s mech unit card (as shown below).

## List of Leaders by faction

### The Arborec

* **Agent:** Letani Ospha - *ACTION: Exhaust this card and choose a player's non-fighter ship; that player may replace that ship with one from their reinforcements that costs up to 2 more than the replaced ship.*
* **Commander**: Dirzuga Rophal - UNLOCK: Have 12 Ground Forces on Planets you control - *After another player activates a system that contains 1 or more of your units that have PRODUCTION: You may produce 1 unit in that system.*
* **Hero**: Letani Miasmiala - Ultrasonic Emitter - *ACTION*: *Produce any number of units in any number of systems that contain 1 or more of your ground forces. Then purge this card*

### The Argent Flight

* **Agent:** Trillossa Aun Mirik - *When a player produces ground forces in a system: You may exhaust this card; that player may place those units on any planets* they control in that system and any adjacent systems.
* **Commander:** Trrakan Aun Zulok - UNLOCK: Have 6 units that have ANTI-FIGHTER BARRAGE, SPACE CANNON or BOMBARDMENT on the game board - *When 1 or more of your units make a roll for a unit ability: You may choose 1 of those unit to roll 1 additional die*
* **Hero:** Mirik Aun Sissiri - Helix Protocol - *ACTION: Move any number of your ships from any systems to any number of other systems that contain 1 of your command tokens and no other players' ships. Then, purge this card.*

### The Barony of Letnev

* **Agent:** Viscount Unlenn - *At the start of a space combat round, you may exhaust this card to choose 1 ship in the active system. That ship rolls 1 additional die during this combat round*
* **Commander:** Rear Admiral Farran - UNLOCK: Have 5 non-fighter ships in 1 system - *After 1 of your units uses SUSTAIN DAMAGE, you may gain 1 Trade Good*
* **Hero:** Darktalon Treilla - Dark Matter Affinity - *ACTION: Place this card near the game board; the number of non-fighter ships you can have in systems is not limited by laws or by the number of command tokens in your fleet pool during this game round. At the end of that game round, purge this card.*

### The Clan of Saar

* **Agent**: Captain Mendosa - *After a player activates a system: You may exhaust this card to increase the move value of 1 of that player's ships to match the move value of the ship on the game board that has the highest move value*
* **Commander**: Rowl Sarrig - UNLOCK: Have 3 space docks on the game board - *When you produce fighters or infantry: You may place each of those units at any of your space docks that are not blockaded*
* **Hero:** Gurno Aggero - Armageddon Relay - *ACTION: Choose 1 system that is adjacent to 1 of your Space Docks. Destroy all other players' infantry and fighters in that system. Then, purge this card.*

### The Embers of Muaat

* **Agent**: Umbat - *ACTION: Exhaust this card to choose a player. That player may produce up to 2 units that each have a cost of 4 or less in a system that contains one of their War Suns or their flagship*
* **Commander:** Magmus - UNLOCK: Produce a War Sun. - *After you spend a token from your strategy pool: You may gain 1 trade good*
* **Hero**: Adjudicator Ba'al - Nova Seed - *After you move a war sun into a non-home system other than Mecatol Rex: You may destroy all other players' units in that system and replace that system tile with the Muaat supernova tile. If you do, purge this card and each planet card that corresponds to the replaced system tile.*

### The Emirates of Hacan

* **Agent**: Carth of Golden Sands - *During the action phase: You may exhaust this card to gain 2 commodities or replenish another player's commodities.*
* **Commander:** Gila the Silvertongue - UNLOCK: Have 10 Trade Goods - *When you cast votes, you may spend any number of Trade Goods; cast 2 additional votes for each trade good spent*
* **Hero:** Harrugh Gefhara - Galactic Securities Net - *When 1 or more of your units use PRODUCTION: You may reduce the cost of each of your units to 0 during this use of PRODUCTION. If you do, purge this card*

### The Empyrean

* **Agent:** Acamar - *After a player moves ships into a system that does not contain any planets: You may exhaust this card; that player gains 1 command token*
* **Commander:** Xuange - UNLOCK: Be neighbors with all other players - *After another player moves ships into a system that contains 1 of your command tokens: You may return that token to your reinforcements*
* **Hero:** Conservator Procyon - Multiverse Shift - *ACTION: Place 1 frontier token in each system that does not contain any planets and does not already have a frontier token. Then, explore each frontier token that is in a system that contains 1 or more of your ships. Then, purge this card*

### The Federation of Sol

* **Agent:** Evelyn Delouis - *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 this combat round.*
* **Commander:** Claire Gibson - UNLOCK: Control 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:** Jace X. 4th Air Legion - Helio Command Array - *ACTION: Remove each of your command tokens from the game board and return them to your reinforcements. Then, purge this card.*

### The Ghosts of Creuss

* **Agent:** Emissary Taivra - *After a player activates a system that contains a non-delta wormhole: You may exhaust this card; if you do, that system is adjacent to all other systems that contain a wormhole during this tactical action*
* **Commander:** Sai Seravus - UNLOCK: Have units in 3 systems that contain alpha or beta wormholes - *After your ships move: For each ship that has a capacity value and moved through 1 or more wormholes, you may place 1 fighter from your reinforcements with that ship if you have unused capacity in the active system.*
* **Hero:** Riftwalker Meian - Singularity Reactor - *ACTION: Swap the positions of any two systems that contain wormholes or your units, other than the Creuss system and the Wormhole Nexus. Then, purge this card.*"

### The L1Z1X Mindnet

* **Agent:** I48S - *After a player activates a system: You may exhaust this card to allow that player to replace 1 of their infantry in the active system with 1 mech from their reinforcements*
* **Commander:** 2RAM - UNLOCK: Have 4 Dreadnoughts on the Board - *Units that have PLANETARY SHIELD do not prevent you from using Bombardment*
* **Hero:** The Helmsman - Dark Space Navigation - *ACTION: Choose 1 system that does not contain other players' ships; you may move your flagship and any number of dreadnoughts from other systems into the chosen system. Then, purge this card.*

### The Mahact Gene Sorcerers

* **Agent:** Jae Mir Kan - *When you would spend a command token during the secondary ability of a strategic action: You may exhaust this card to remove 1 of the active player's command tokens from the board and use it instead.*
* **Commander:** Il Na Viroset - UNLOCK: Have 2 other factions' command tokens in your fleet pool - *During your tactical actions, you can activate systems that contain your command tokens. If you do, return both command tokens to your reinforcements and end your turn*
* **Hero:** Airo Shir Aur - Benediction - *ACTION: Move all units in the space area of any system to an adjacent system that contains a different player's ships. Space combat is resolved in that system; neither player can retreat or resolve abilities that would move their ships. Then, purge this card.*

### The Mentak Coalition

* **Agent:** Suffi An - *After the PILLAGE faction ability is used against another player: You may exhaust this card; if you do, you and that player each draw 1 action card*
* **Commander**: S'Ula Mentarion - UNLOCK: Have 4 cruisers on the game board - *After you win a space combat: You may force your opponent to give you 1 promissory notes from their hand*
* **Hero**: Ipswitch, Loose Cannon - Sleeper Cell *- At the start of a space combat that you are participating in: You may purge this card; if you do, for each other player's ship that is destroyed during this combat, place 1 ship of that type from your reinforcements in the active system.*

### The Naalu Collective

* **Agent**: Z'eu - *After an agenda is revealed: You may exhaust this card to look at the top card of the agenda deck. Then, you may show that card to 1 other player*
* **Commander:** M'aban - UNLOCK Have 12 fighters on the game board - *You may produce 1 additional fighter for their cost; these additional units do not count against your PRODUCTION limit*
* **Hero**: The Oracle - C-Radium Geometry - *At the end of the status phase: You may force each other player to give you 1 promissory note from their hand. If you do, purge this card.*

#### Omega Components

* **Agent**: Z'eu **Ω** - *ACTION: Exhaust this card and choose a player; that player may perform a tactical action in a non-home system without placing a command token; that system still counts as being activated.*
* **Commander:** M'aban **Ω** - UNLOCK: Have ground units in or adjacent to the Mexatol Rex system - *At any time: You may look at your neighbours' hand of promissory notes and the top and bottom card of the agenda deck.*

### The Naaz-Rokha Alliance

* **Agent:** Garv and Gunn - *At the end of a player's turn: You may exhaust this card to allow that player to explore 1 of their planets.*
* **Commander:** Dart and Tai - UNLOCK: Have 3 mechs in 3 systems. - *After you gain control of a planet that was controlled by another player: You may explore that planet.*
* **Hero:** Hesh and Prit - Perfect Synthesis - *ACTION: Gain 1 relic and perform the secondary ability of up to 2 readied or unchosen strategy cards; during this action, spend command tokens from your reinforcements instead of your strategy pool. Then, purge this card.*

### The Nekro Virus

* **Agent:** Nekro Malleon - *During the action phase: You may exhaust this card to choose a player; that player may discard 1 action card or spend 1 command token from their command sheet to gain 2 trade goods.*
* **Commander:** Nekro Acidos - UNLOCK: Own 3 technologies. A "Valefar Assimilator" technology counts only if its X or Y token is on a technology. - *After you gain a technology: You may draw 1 action card.*
* **Hero:** UNIT.DSGN.FLAYESH - Polymorphic Algorithm - *ACTION**:** Choose a planet that has a technology specialty in a system that contains your units. Destroy any other player's units on that planet. Gain trade goods equal to that planet's combined resource and influence values and gain 1 technology that matches the specialty of that planet. Then, purge this card.*

### The Nomad

* **Agent:** Artuno the Betrayer - *When you gain trade goods from the supply: You may exhaust this card to place an equal number of trade goods on this card. When this card readies, gain the trade goods on this card.*
* **Agent:** Field Marshall Mercer - *At the end of a player's turn: You may exhaust this card to allow that player to remove up to 2 of their ground forces from the game board and place them on planets they control in the active system.*
* **Agent:** The Thundarian - *After the "Roll Dice" step of combat: You may exhaust this card. If you do, hits are not assigned to either players' units. Return to the start of this combat round's "Roll Dice" step.*
* **Commander:** Navarch Feng - UNLOCK: Have 1 scored secret objective. - *You can produce your Flagship without spending resources.*
* **Hero**: Ahk-Syl Siven - Probability Matrix - *ACTION: Place this card near the game board; your flagship and units it transports can move out of systems that contain your command tokens during this game round. At the end of that game round, purge this card.*

### Sardakk N'orr

* **Agent:** T'ro - *At the end of a player's tactical action: You may exhaust this card; if you do, that player may place 2 infantry from their reinforcements on a planet they control in the active system*
* **Commander:** G'hom Sek'kus - UNLOCK: Control 5 planets in non-home systems - *During the "Commit Ground Forces" step: you can commit up to 1 ground force from each planet in the active system and each planet in adjacent systems that do not contain 1 of your command tokens.*
* **Hero:** Sh'val, Harbinger - Tekklar Conditioning - *After you move ships into the active system: You may skip directly to the "Commit Ground Forces" step. If you do, after you commit ground forces to land on planets, purge this card and return each of your ships in the active system to your reinforcements*

### The Titans of Ul

* **Agent:** Tellurian - *When a hit is produced against a unit: You may exhaust this card to cancel that hit*
* **Commander**: Tungstantus - UNLOCK: Have 5 Structures on the game board - *When 1 or more of your units use PRODUCTION: You may gain 1 trade good*
* **Hero**: Ul the Progenitor - Geoform - *ACTION: Ready Elysium and attach this card to it. Its resource and influence values are each increased by 3, and it gains the SPACE CANNON 5 (x3) ability as if it were a unit.*

### The Universities of Jol-Nar

* **Agent:** Doctor Sucaban - *When a player spends resources to research: You may exhaust this card to allow that player to remove any number of their infantry from the game board. For each unit removed, reduce the resources spent by 1*
* **Commander**: Ta-Zern - UNLOCK: Own 8 technologies - *After you roll dice for a unit ability: You may re-roll any of those dice.*
* **Hero**: Rin, the Master's Legacy - Genetic Memory *- ACTION: For each non-unit upgrade technology you own, you may replace that technology with any technology of the same color from the deck. Then, purge this card.*

### The Vuil'Raith Cabal

* **Agent:** The Stillness of Stars - *After another player replenishes commodities: You may exhaust this card to convert their commodities to trade goods and capture 1 unit from their reinforcements that has a cost equal to or lower than their commodity value*
* **Commander:** That Which Molds Flesh - UNLOCK: Have units in 3 Gravity Rifts - *When you produce fighter or infantry units: Up to 2 of those units do not count against your PRODUCTION limit*
* **Hero**: It Feeds on Carrion - Dimensional Anchor - *ACTION: Each other player rolls a die for each of their non-fighter ships that are in or adjacent to a system that contains a dimensional tear; on a 1-3, capture that unit. If this causes a player's ground forces or fighters to be removed, also capture those units. Then, purge this card.*

### The Winnu

* **Agent:** Berekar Berekon - *When 1 or more of a player's units use PRODUCTION: You may exhaust this card to reduce the combined cost of the produced units by 2.*
* **Commander:** Rickar Rickani - UNLOCK: Control Mecatol Rex or enter into a combat in the Mecatol Rex system. - *During combat: Apply +2 to the result of each of your unit's combat rolls in the Mecatol Rex system, your home system, and each system that contains a legendary planet.*
* **Hero:** Mathis Mathinus - Imperial Seal *- ACTION: Perform the primary ability of any strategy card. Then, choose any number of other players. Those players may perform the secondary ability of that strategy card. Then, purge this card.*

### The Xxcha Kingdom

* **Agent:** Ggrucoto Rinn - *ACTION: Exhaust this card to ready any planet; if that planet is in a system that is adjacent to a planet you control, you may remove 1 infantry from that planet and return it to its reinforcements.*
* **Commander:** Elder Qanoj - UNLOCK: Control planets that have a combined total of at least 12 influence - *Each planet that you exhaust to cast votes provides 1 additional vote. Game effects cannot prevent you from voting on an agenda*
* **Hero:** Xxekir Grom - Political Data Nexus *- ACTION: You may discard 1 law from play. Look at the top 5 cards of the agenda deck. Choose 2 to reveal, and resolve each as if you had cast 1 vote for an outcome of your choice; discard the rest. Other players cannot resolve abilities during this action. Then, purge this card.*

#### Omega Components

* **Hero:** Xxekir Grom - Political Data Nexus **Ω** - *When you exhaust planets, combine the values of their resources and influence. Treat the combined value as if it were both resources and influence.*

### The Yin Brotherhood

* **Agent:** Brother Milor - *After a player's destroyer or cruiser is destroyed, you may exhaust this card. If you do, that player may place up to 2 fighters from their reinforcements in that unit's system*
* **Commander:** Brother Omar - UNLOCK: Use your Indoctrination faction ability - *This card satisfies a green technology prerequisite. You may produce 1 additional infantry for their cost, these infantry do not count against your production limit.*
* **Hero:** Dannel of the Tenth - Spinner Overdrive - *ACTION: For each planet that contains any number of your infantry, either ready that planet or place an equal number of infantry from your reinforcements on that planet. Then, purge this card.*

#### Omega Components

* **Agent:** Brother Milor **Ω** - *After a player's unit is destroyed: You may exhaust this card to allow that player to place 2 fighters in the destroyed unit's system if it was a ship, or 2 infantry on its planet if it was a ground force.*
* **Commander:** Brother Omar **Ω** - UNLOCK: Use one of your faction abilities - *This card satisfies a green technology prerequisite. When you research a technology owned by another player, you may return 1 of your infantry to reinforcements to ignore its prerequisites.*
* **Hero:** Dannel of the Tenth - Quantum Dissemination **Ω** - *ACTION: Commit up to 3 infantry from your reinforcements to any non-home planets and resolve invasions on those planets; players cannot use SPACE CANNON against those units. Then, purge this card.*

### The Yssaril Tribes

* **Agent:** Clever Clever Ssruu - *This card has the text ability of each other player's agent, even if that agent is exhausted.*
* **Commander:** So Ata - UNLOCK: Have 7 Action cards - *After another player activates a system that contains your units: You may look at that player's action cards, promissory notes, or secret objectives.*
* **Hero:** Kyver, Blade and Key - Guild of Spies - *ACTION: Each other player shows you 1 action card from their hand. For each player, you may either take that card or force that player to discard 3 random action cards from their hand. Then, purge this card.*