Faction Abilities (Third Edition)

This article details the Abilities of all Factions in Twilight Imperium Third Edition, including all expansions.

## List of Faction Abilities

### The Arborec

* You may not build ground forces with your Space Docks.
* Your ground forces have a build capacity of 1. You may not build units with Ground Forces that have moved within the same activation.
* At the start of the Status Phase, place 1 Ground Force on one planet you control

### The Barony of Letnev

* Before any Space Battle or Invasion Combat Round, you may spend 2 Trade Goods to give all your Spaceships +1 or all of your ground forces +2 on their combat rolls for that combat round
* Your fleets may always contain one more ship than your number of Command Counters in your fleet supply

### The Clan of Saar

* Gain 1 trade good every time you acquire a new planet

* Your Space Docks have a movement of 1 but cannot build during the same activation in which they move. They are not placed on planets and have a production capacity of 4. They are destroyed if ever present with an opponent's ships without your ships present

* You may fulfill Objectives even if you do not control your Home System

### The Embers of Muaat

* Your War Suns have a movement of 1 until you acquire the pre-requisite technology (Deep Space Cannon), upon which it becomes 2
* As an action, you may spend 1 Command Counter from your Strategy Allocation area to place 2 free Fighters or one free destroyer in any one system containing one of your War Suns.
* Your ships may move through, but not end their movement, in a Supernova System.

### The Emirates of Hacan

* Your trades do not require approval of other players during Trade Negotiations
* You do not need to spend a Command Counter to execute the secondary ability of the Trade strategy
* When you receive trade goods from your trade agreements, receive one additional trade good
* No player may break a trade agreement with you (Except in the case of an Invasion Combat or Space Battle)
* During the Status Phase, you may trade Action Cards with other players

### The Federation of Sol

* As an action you may spend a Command Counter in your Strategy Allocation area to place 2 Free Ground Forces on any one planet you control
* During the Status Phase, receive one extra Command Counter

### The Ghosts of Creuss

* You may treat “A” and “B” wormhole systems as if they were adjacent to each other
* You may always use Wormholes, regardless of other game effects or restrictions
* Other players may not use “A” or "B" wormholes to travel into a system you control

### The L1Z1X Mindnet

* Your dreadnought base cost is 4
* Your dreadnoughts receive +1 in Space Battle, and your Ground Forces receive +1 when attacking during Invasion Combat
* You start the game with 1 extra Command Counter in your Strategic Allocation area

### The Mentak Coalition

* You start the game with 1 additional Command Counter in your Fleet Supply area
* Before a Space Battle begins in which you are participating, you may fire with up to 2 cruisers or destroyers. Enemy casualties are taken immediately with no return of fire
* During the Strategy phase, you may take 1 Trade Good token from up to two different players. Each such target player must have at least 3 Trade Goods on their race sheet

### The Naalu Collective

* The initiative number on your chosen Strategy Card is always '0' (Replacing the normal initiative number of that Strategy Card)
* If attacked, you may retreat before the beginning of the Space Battle step of the Tactical action sequence (following normal retreat rules/restrictions)
* Your Fighters all receive +1 on all combat rolls during Space Battles

### The Nekro Virus

* You may NOT vote on Political or Agenda Cards
* When you destroy at least 1 enemy unit in a Space Battle or Invasion Combat (excluding PDS fire), you may copy (receive) 1 free Technology Card (ignoring all prerequisites) that the enemy player has already researched. Limited to once per battle
* You may not receive Technology Cards from Political, Assembly, Action or Strategy Cards. Any time you would receive a Technology Card in this way, gain 3 Command Counters instead

### Sardakk N'orr

* You receive +1 to all your combat rolls during Space Battles and Invasion Combats

### The Universities of Jol-Nar

* You receive -1 to all your combat rolls during Space Battles and Invasion Combats
* When executing the secondary ability of the Technology Strategy Card, you may execute both its primary and secondary abilities
* You may spend a Command Counter from your Strategy Allocation Area to immediately re-roll any (one) of your dice rolls

### The Winnu

* You may always add the influence value of your Home Planet to your votes, even if it is exhausted
* Your planets that contain at least 1 Ground Force are immune to the Local Unrest Action Card
* You do not need to spend a Command Counter to execute the secondary ability of the Technology Strategy Card

### The Xxcha Kingdom

* When executing the secondary ability of the Diplomacy (or Diplomacy II) Strategy Card, you may choose to execute the primary ability instead
* Immediately after a Political Card has been read, you may spend one Command Counter from your Strategy Allocation Area to cancel that card and force another to be drawn from the deck to be voted on
* Your opponents receive -1 on all combat rolls against you during the first round of any Space Battle and Invasion Combat

### The Yin Brotherhood

* Before an Invasion Combat (in which you are the attacker) begins, you may roll 1 die. On a result ≥ 5, your opponent loses 1 Ground Force and you gain 1 Ground Force (From the System the combat takes place in)
* Immediately before the second round of a Space Battle, you may discard one of your participating Destroyers or Cruisers to choose one opposing ship present and immediately inflict one hit on it
* Once per turn, as an Action, you may place your control marker on an unexhausted Planet Card you control. Until the end of the round, its Influence and Resource values are reversed. (Immediately when another player gains control of the planet, it returns to its original values)

### The Yssaril Tribes

* You may skip your action turn during the action phase. You may not skip two in a row
* You draw one additional Action card during every Status Phase
* You are never limited to a hand size of Action cards regardless of game rules and any active Political Cards
* Once during every Strategy Phase, you may look at one other player's hand of Action cards.

### The Lazax

* During setup, you may place any of your starting units (except your Space Dock) in systems adjacent to your Home System
* You start the game with one extra Command Counter in your Strategy Allocation area
* You receive -5 votes when voting