recursal/Fanatic-Fandom huggingface dataset:
The Yssaril Tribes

Faction Sheet

Lore

## Faction Abilities

* **STALL TACTICS:** *ACTION:* Discard 1 action card from your hand.

* **SCHEMING:** When you draw 1 or more action cards, draw 1 additional action card.  Then, choose and discard 1 action card from your hand.

* **CRAFTY:** You can have any number of action cards in your hand.  Game effects cannot prevent you from using this ability.

## Faction Promissory Note

**Spy Net**

> At the start of your turn:
>
>

> Look at the Yssaril player's hand of action cards.  Choose 1 of those cards and add it to your hand.
>
>

> Then, return this card to the Yssaril player.
>
>

## Faction Technologies

 **Transparasteel Plating**

> During your turn of the action phase, players that have passed cannot play action cards.
>
>

> *Requirements*:
>
>

 **Mageon Implants**

> *ACTION:* Exhaust this card to look at another player's hand of action cards.  Choose 1 of those cards and add it to your hand.
>
>

> *Requirements*:
>
>

## Flagship

This ship can move through systems that contain other player's ships.

## Leaders

 **Commander** |  | So Ata
 **Hero** |  | Kyver, Blade and Key

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.

## FAQ

**Q**: Does the “Neural Motivator” technology give an additional action card with the Yssaril’s “Scheming” faction ability?

**A**: Only on those action cards that are drawn normally during the status phase.

## Trivia

* The Yssaril Mech "Blackshade Infiltrator" is likely a reference to the Blackshades trojan horse
Patch Notes

Here are all the Patch Notes.

## Season 4 (January 2021 - December 2021)

* Season 4 was the last season for Ambroscus before the game shut down in December of 2021.

### **Patch 4.1 (January 19, 2021)**

* **Heroes**
	+ **​**Emmet, Master Builder
* **Skins**
	+ **​**Emmet (Master Builder)

### **Patch 4.2 (February 16, 2021)**

* **Heroes**
	+ **​**Dynaa, Lady Storm
* **Skins**
	+ **​**Dynaa (Liberty)

### **Patch 4.3 (March 16, 2021)**

* **Heroes**
	+ ​Terminus, All Seeing Eye
* **Skins**
	+ **​**Terminus (Rift)

### **Patch 4.4 (April 13, 2021)**

* **Heroes**
	+ **​**Garmadon, Corruptor of the Void
* **Skins**
	+ **​**Garmadon (Jungle)

### **Patch 4.5 (May 11, 2021)**

* **Heroes**
	+ **​**Jo, Biotic Expert
* **Skins**
	+ **​**Jo (Orbit)

### **Patch 4.6 (June 8, 2021)**

* **Heroes**
	+ **​**Lloyd, Green Ninja
* **Skins**
	+ **​**Lloyd (Fire)

### **Patch 4.7 (July 6, 2021)**

* **Heroes**
	+ **​**Arachnia, Queen of Spiders
* **Skins**
	+ ​Arachnia (Broodling)

### **Patch 4.8 (August 3, 2021)**

* **Heroes**
	+ **​**Ogel, Alpha Team Commander
* **Skins**
	+ **​**Ogel (Undoing)

### **Patch 4.9 (August 31, 2021)**

* **Heroes**
	+ **​**Panelis, Dragon Archer
* **Skins**
	+ Panelis (Dragon)

### **Patch 4.10 (September 28, 2021)**

* **Heroes**
	+ **​**Kyah, Witch Doctor
* **Skins**
	+ **​**Kyah (Mud)

### **Patch 4.11 (October 26, 2021)**

* **Heroes**
	+ **​**Verius, Ice Lich
* **Skins**
	+ **​**Verius (Blizzard)

### **Patch 4.12 (November 23, 2021)**

* **Heroes**
	+ **​**Sakaala, Mistress of Illusions
* **Skins**
	+ **​**Sakaala (Night Elf)

## **​**Notes

* After 6 years Ambroscus's official servers shut down due to less players than average after Season 3, but dedicated players were given the tools to keep the servers up for years to come.
Status Phase

**Category:** Rules

**Previous:** Action Phase | **Next:** Agenda Phase

During the status phase, players perform various upkeep tasks, including repairing units and scoring objectives. Players perform the following steps in order:

## Steps

### (1) Score Objectives

Following initiative order, each player may score up to one public objective and one secret objective that can be fulfilled during the status phase. To score an objective, a player must fulfill the requirements on the card; if that player does, they gain a number of victory points indicated on the card.

### (2) Reveal Public Objective

The speaker flips the next unrevealed public objective card face-up. The first stage II objective is not revealed until all stage I objectives have been revealed. The game ends if there are no unrevealed public objectives at the start of this step.

### (3) Draw Action Cards

In initiative order, each player draws one card from the top of the action card deck.

### (4) Remove Command Tokens

Each player removes all of their command tokens from the game board and returns them to their reinforcements.

### (5) Gain and Redistribute Command Tokens

Each player gains two command tokens. A player takes each gained token from their reinforcements. Then, each player can redistribute each command token on their command sheet, including the two they just gained, among their strategy, tactic, and fleet pools.

* Players should remember to check the number of their ships in each system after reducing the size of their fleet pools
* This step can usually be resolved simultaneously, but if there is a timing conflict, it is resolved in initiative order.

### (6) Ready Cards

Each player readies all of their exhausted cards, including strategy cards.

### (7) Repair Units

Each player repairs all of their damaged units by turning those units upright.

### (8) Return Strategy Cards

Each player returns their strategy card to the common play area. Then, if a player has removed the custodians token from Mecatol Rex, the game round continues to the agenda phase. Otherwise, a new game round begins with the strategy phase.
Strategic Action

**Category:** Action Phase

**Previous:** Tactical Action | **Next:** Component Action

During the action phase, the active player may perform a strategic action to resolve the primary ability on their strategy card.

After the active player resolves the primary ability on their strategy card, each other player, beginning with the player to the left of the active player and proceeding clockwise, may resolve that strategy card’s secondary ability.

* Players do not have to resolve the secondary abilities of the active player’s strategy card

* After each player has had an opportunity to resolve a strategy card’s secondary ability, the active player exhausts their strategy card so that it is face down—this indicates that they cannot use this card again this round and is a reminder that they can now pass during one of their later turns

* During 3 and 4 player games, a player must resolve the strategic action on each of their chosen strategy cards before they can pass

When a player is resolving either the primary or secondary abilities from a strategy card, that player resolves each of the ability’s effects from top to bottom.
Technology (First Edition)

In Twilight Imperium (First Edition), players obtain **technology** during the Technology Phase

One Technology advance is purchased each round for 30 credits

There are 3 types of Technology: Propulsion, Weapons and General

* Each race starts the game with a different number of technology in each of the 3 areas

Players may only progress to the next technology in the sequence (for example, a player with XRD Star Class Transporter may progress to Antimass Deflector but NOT Wexcon Invasion Barges)

* Level 1 Technologies may be purchased without having any previous technologies of that type

Technology progression is key to the Gameplay of Twilight Imperium, as, to win the game, a player must have collected 11 technology advances
LEGO Ambroscus: The Video Game

**LEGO Ambroscus: The Video Game** is a LEGO video game based on the Ambroscus universe, developed by Traveller's Tales and published Warner Bros. Interactive Entertainment.

## Characters

* The game has 158 Unlockable Playable Characters

## Gallery

### Main

Ambroscus GridAmbroscus Grid after Story Completion
### Variations

Every Character up to 1st VariationUp to 2nd VariationUp to 3rd VariationUp to 4th Variation [Kizrath Ogrinski (General)]
The Barony of Letnev

Faction Sheet

Lore

1 Destroyer

1 Fighter

3 Infantry

1 Space Dock

## Faction Abilities

* **MUNITIONS RESERVES:** At the start of each round of space combat, you may spend 2 trade goods; you may re-roll any number of your dice during that combat round.

* **ARMADA:** The maximum number of non-fighter ships you can have in each system is equal to 2 more than the number of tokens in your fleet pool.

## Faction Promissory Note

**War Funding**

> At the start of a round of space combat:
>
>

> The Letnev player loses 2 trade goods.
>
>

> During this combat round, re-roll any number of your dice.
>
>

> Then, return this card to the Letnev player.
>
>

**War Funding Ω**

> After you and your opponent roll dice during space combat:
>
>

> You may reroll all of your opponent's dice.
>
>

> You may reroll any number of your dice.
>
>

> Then, return this card to the Letnev player.
>
>

(**Ω**) refers to an updated version of the promissory note, released with the Codex, found here

## Faction Technologies

 **L4 Disruptors**

> During an invasion, units cannot use SPACE CANNON against your units.
>
>

> Prerequisites:
>
>

 **Non-Euclidean Shielding**

> When 1 of your units uses SUSTAIN DAMAGE, cancel 2 hits instead of 1.
>
>

> Prerequisites:
>
>

## Flagship

Bombardment 5 (x3)
Other players' units in this system lose PLANETARY SHIELD.  At the start of each space combat round, repair this ship.

## Leaders

 **Commander** |  | Rear Admiral Farran
 **Hero** |  | Darktalon Treilla

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.

## FAQ

Q: Can War Funding Omega be used on Anti-Fighter Barrage rolls? How about Munitions Reserves?

A: No, War Funding Omega, War Funding, Munitions Reserves and Crown of Thalnos, are specific to combat rolls.

Q: Does the Barony of Letnev agent, Viscount Unlenn, allow an extra dice to be rolled during Anti-Fighter Barrage?

A: No, the Barony agent only has an effect on combat rolls.

## Trivia

* The Barony of Letnev home system has the highest resource value of any system in the game (6).
Trade (Strategy card)

**Type:** Strategy Card

**Initiative Order:** 5

*A player might choose this card to gain trade goods and commodities, which he could use to produce additional units or trade to other players*

## Primary Ability

* Gain 3 trade goods.
* Replenish commodities.
* Choose any number of other players. Those players use the secondary ability of this strategy card without spending a command token.

## Secondary Ability

* Spend 1 token from your strategy pool to replenish your commodities.

## FAQ

Q: When the player resolving the “Trade” strategy card selects another player to resolve the “Trade” secondary ability for free, does the player resolving the effect for free do so during the execution of the primary ability or the secondary ability?

A: They must resolve this effect during the resolution of the secondary ability as normal, but they do not have to spend a command token to do so

**Previous Card:** Construction | **Next Card:**Warfare
Florzen Profiteers (UNOFFICIAL)

Faction Sheet

Lore

## Discordant Stars

This section of the wiki covers **Discordant Stars**. **Discordant Stars** is a fan-made unofficial expansion for Twilight Imperium 4 created to be compliant with Asmodee policy. **THIS SHOULD NOT BE MISTAKEN FOR OFFICIAL CONTENT.**

## Faction Abilities

* **MERCENARIES:** At the start of a space combat, you may remove up to 2 fighters you control in a system adjacent to the active system. Then, choose 1 player participating in that combat; that player places the same number of fighters from their reinforcements in the active system.
* **DATA LEAK:** When you would gain a relic, you may draw 1 additional card; choose 1 to gain and return the rest to the relic deck. Then, shuffle the relic deck.
* **SHADOW MARKETS:** When you explore a planet, you may treat that planet as if it had the same trait as another planet you control.

## Faction Promissory Note

**Underworld Market**

> When you would gain a relic:
>
>
> You may draw 1 additional card; choose 1 to gain and return the rest to the relic deck. Then, shuffle the relic deck.
>
>
>
> Then, return this card to the Florzen player.
>
>

## Faction Technologies

 **Blackmail Programs**

> When a player would perform a strategic action, you may exhaust this card and spend 1 token from your strategy pool to end that player's turn; the strategic action is not resolved and the strategy card is not exhausted.
>
>

> Prerequisites:
>
>

## Faction Specific Units

(Fighter)
This unit may move without being transported. Fighters in excess of your ships’ capacity count against your fleet pool.
 Corsair II
(Fighter)
This unit may move without being transported. Fighters in excess of your ships’ capacity count against your fleet pool.

## Flagship

Other players cannot play action cards during a space combat in this system.

## Leaders

 **Commander** |      | Quaxdol Junitas - The Unseen Hand
 **Hero** |      | Banua Gowen - Administrator of Minds
ACTION: Place 2 fighters from your reinforcements in each system that contains 1 or more planets you control and no other player's ships. Then, you may remove 1 attachment from any planet in a non-home system that contains 1 or more of your ships and attach it to 1 planet in your home system. Then, purge this card.

## FAQ

**Q**: (WIP)

**A:** (WIP)
Lua

> "*Time to put on a show!*"
> ― Lua's entrance line
>
>

**Lua** is one of the playable Heroes in Ambroscus.

## Background

Lua Stilag is a bard from Epynia fighting for House Dailyra. She is known for her good music skills and is often called to victory celebrations to sing. She has good connections with Daigo, being from the same place of origin. Sharing many stories and experiences.

## Ability

* **Weapon: Guitar**
	+ **​Damage: 20**
* **Trait: Song of Healing**
	+ Heal all nearby allies in your radius for 500 Health, for 3s.
		- **Cooldown: 5s**
		- **Mana: 45**
* **Ability: Song of Influence**
	+ Increase the Attack Speed and Movement Speed of all nerby allies in your radius for 3s.
		- **Cooldown: 6s**
		- **Mana: 55**
* **Ultimate: Mesmorising Melody**
	+ Stun all enemies in the radius of the area of effect for 6s.
		- **Cooldown: 100s**
		- **Mana: 100**

## Skins

Beryl

**Defense**

**Tank**

**Support**
Imperial (Strategy card)

**Type:** Strategy Card

**Initiative Order:** 8

*A player might choose this card to score victory points early, or to draw an additional secret objective, granting them additional routes to victory.*

## Primary Ability

* Immediately score 1 public objective if you fulfill its requirements.
* Gain 1 victory point if you control Mecatol Rex; otherwise, draw 1 secret objective

## Secondary Ability

* Spend 1 token from your strategy pool to draw 1 secret objective.

**Previous Card:** Technology | **Next Card:**Leadership
Kyro Sodality (UNOFFICIAL)

Faction Sheet

Lore

## Discordant Stars

This section of the wiki covers **Discordant Stars**. **Discordant Stars** is a fan-made unofficial expansion for Twilight Imperium 4 created to be compliant with Asmodee policy. **THIS SHOULD NOT BE MISTAKEN FOR OFFICIAL CONTENT.**

* **ERRATA 09/12/23:** Plague Reservoir faction ability wording updated to improve clarity. It is functionally the same.

## Faction Abilities

* **CONTAGION:** After you resolve the primary or secondary ability of the "Politics" strategy card, commit 1 infantry from your reinforcements to each of 2 planets that are adjacent to a planet you control; resolve invasion on those planets.
* **PLAGUE RESERVOIR:** Once per action, during invasion on a planet that contains your units, you may resolve ground combat on that planet, even if it does not contain another player's ground forces.
* **SUBVERSIVE:** When participating in a combat that would end in a draw, you are treated as the winner instead.

## Faction Promissory Note

**Kyro Rider**

> After an agenda is revealed:
>
>
> You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, place 3 infantry from your reinforcements on a planet you control.
>
>
>
> Then, return this card to the Kyro player.
>
>

## Faction Technologies

 **Indoctrination Team**

> During the agenda phase, after an outcome you voted for is resolved, place 2 infantry from your reinforcements on a planet you control.
>
>

> Prerequisites:
>
>

 **Vector Program**

> At the start of the strategy phase, you may place any number of your trade goods on any combination of strategy cards. Then, place 2 trade goods from the supply on 1 strategy card
>
>

> Prerequisites:
>
>

## Flagship

During invasion in this system, commit up to 1 infantry from your reinforcements to each planet in this system.

## Leaders

 **Commander** |      | Silas Deriga - Necrosage
 **Hero** |      | Speygh - Blightmaster
ACTION: Attach this card to 1 of your strategy cards. Its initiative value is 9.
Non-Kyro Players may only resolve 1 clause of this strategy card’s primary ability.
The Kyro player gains any trade goods placed on this card.

## FAQ

**Q**: (WIP)

**A:** (WIP)
Carrier

**Unit Type:** Ships - **Previous:** War Sun | **Next:** Cruiser

**Number in Reinforcements:** 4

Carriers are used for efficiently transporting Ground Forces and Fighters across the game board.

## Upgraded Unit

Upgraded Carriers are faster and have 2 more capacity

## Faction-Specific Variants

### The Federation of Sol

Sol Carriers have 2 more capacity than regular Carriers and if upgraded gain the Sustain Damage ability.
Units

During a game of Twilight Imperium, each player’s **units** are represented by plastic figures. There are three types of units: **ships**, **ground forces**, and **structures**.

## Ships

Ships represent spacefaring units. Players use these units to engage one another in space combat and expand their empires to new systems.

CarrierCruiserDestroyerDreadnoughtFighterFlagshipWar Sun
## Ground Forces

Ground forces represent foot soldiers. Players use these units to invade planets or defend their own territories.

InfantryMechs

## Structures

Structures represent military installations built by an empire to support its war effort.

Space DockPDS
Structures are always placed on planets.

* The Clan of Saar’s “Floating Factory” faction-specific space docks are instead placed in a system’s space area

Structures are primarily placed on planets using the “Construction” strategy card.

Structures cannot move or be transported.

A player can have a maximum of one space dock on each planet and a maximum of two PDS units on each planet.

* A player cannot place a structure on a planet if it would exceed the maximum number of allowed structures of that type on that planet.

## Unit Abilities

Many units in the game have unit abilities that appear as keywords on faction sheets and unit upgrade cards:

* Anti-Fighter Barrage
* Bombardment
* Planetary Shield
* Production
* Space Cannon
* Sustain Damage
* Deploy

## Faction Specific Units

A number of factions have special variations of the above units that when upgraded count as faction technology.
War Sun

**Unit Type:** Ships **- Previous:** Flagship | **Next:** Carrier

**Number in Reinforcements:** 2

## Base Unit

War Suns cannot be built until the War Sun Technology is researched

## Upgraded Unit

War Suns are the strongest and most expensive unit in the game. Their ability to disable Planetary Shield combined with 3 rolls of very effective Bombardment allows them to effectively take control of planets

**Sustain Damage**

## Faction-Specific Variants

### The Embers of Muaat

The Embers are the only faction to begin the game with the ability to produce War Suns (as well as starting with a War Sun unit). However, their War Sun only has a movement value of 1 as opposed to 2

**Sustain Damage**
**Bombardment 3 (x3)**

After being upgraded, a Prototype War Sun II is faster and cheaper than a regular War Sun

**Sustain Damage**

## Gallery

### FAQ

**Q:** Can the Nekro Virus use the “Valefar Assimilator” technologies on printed faction units such as the Embers of Muaat’s Prototype War Sun I?

**A:** No, printed faction units are not technologies, and thus are ineligible targets for “Valefar Assimilator.”

**Q:** How does the Agenda "Publicize Weapon Schematics" affect the Embers of Muaat's War Suns?

**A:** Prototype War Sun I is considered a war sun but is a printed unit not a war sun technology. Thus, a vote of "For" would mean that it would lose the Sustain Damage ability but other players would not be able to ignore war sun prerequisites. A vote of "Against" would not affect the Muaat player. The agenda plays as normal if the Muaat player has researched Prototype War Sun II.
Transactions & Deals

**Category:** Rules

A transaction is a way for players to exchange certain game components, either for mutual gain, bribery, extortion, or any type of deal.

A deal is an agreement between two players that may or may not include a transaction for physical components. Deals are either Binding or Non-binding.

## Transactions

During the active player’s turn, they may resolve up to one transaction with each of their neighbors. A player can resolve a transaction at any time during their turn, even during a combat. The players agree on the terms of the transaction before exchanging any components. After the components are traded, the transaction cannot be undone.

To resolve a transaction, a player gives any number of commodities, trade goods, Relic Fragments and/or up to one promissory note to a neighbor in exchange for any number of trade goods, commodities, relic fragments and/or up to one promissory note.

* Players cannot exchange other types of cards or tokens, unless an ability specifies they may.
	+ For example, The Emirates of Hacan faction ability allows them to exchange action cards with other players as part of a transaction.
* A transaction does not have to be even. A player may exchange components of unequal value or give components without receiving something in return.
* Players cannot resolve transactions with a player who is not their neighbor.

### Agenda Phase

While resolving each agenda during the agenda phase, a player may perform one transaction with each other player. Players do not need to be neighbors to perform these transactions.

## Deals

Players can make deals with each other at any time, even if they are not neighbors. However, deals that include a transaction must follow the rules for transactions, including that the players be neighbors.

Deals are binding or non-binding according to the conditions of the deal

### Binding Deals

If the terms of a deal can be resolved immediately, it is a **binding deal**.

* When a deal is binding, a player must adhere to the terms of the agreement and whatever transactions, if any, were agreed upon.
* The results of playing an action card, including the act of successfully resolving a card, are not instantaneous and cannot be guaranteed, and thus, cannot be part of a binding deal.

### Non-Binding Deals

If the terms of a deal cannot be resolved immediately, it is a **non-binding deal.** When a deal is non-binding, a player does not have to adhere to any part of the agreement.

## FAQ

**Q**: Can a card (such as a promissory note) with a specified timing of a certain window that is acquired from a transaction during that window be played immediately?

**A**: Yes. For example, a promissory note with “At the start of your turn:” timing may be immediately played if the transaction occurred within the “start of turn” timing window

**Q:** Does the Hacan player have to initiate negotiations in order to transact with a player who is not his neighbor?

**A:** As long as the active player is involved in the transaction, either player may suggest the opening of negotiations, on either player’s turn.
Command Sheet (Third Edition)

Tokens are placed in the Command Pool, Fleet Supply or Strategic allocation area.

* Command Tokens in the Command Pool are used for Tactical and Transfer Actions

* Command Tokens in the Fleet Supply serve as the maximum limit for non-fighter ships in one system

* Command Tokens in the Strategic allocation area may be used to resolve Strategy Card Secondary effects or other abilities
Starting Units

Starting units are the ships, ground forces and structures that each player start the game with in their Home System.

This page lists each faction's starting fleet as listed on the back of the faction sheet.

The value of each faction's fleet is listed below for comparison. The number is calculated by adding up the resource total of all ships and ground forces and assuming the cost of each PDS and Space Dock to be the equivalent of 3 resources each (1 Command Token for Construction Secondary).

Each faction starts the game with 1 space dock (not listed but included in the calculation) and at least 2 infantry.

## Trivia

* The Embers of Muaat and The Titans of Ul are the only factions to not start with at least one carrier
* The Universities of Jol-Nar is the only faction to start with more than one PDS
* Sardakk N'orr is the only faction to start with zero fighters
* The Yin Brotherhood is the only faction to start with more than three fighters
* The Naaz-Rokha Alliance is the only faction to start with a mech
Yotul

> "*Don't worry my friends, I am your shield!*"
> ― Yotul's entrance line
>
>

**Yotul** is one of the playable Heroes in Ambroscus.

## Background

Yotul Lagahk is a Front Line fighter for House Dailyra. She distinguishes herself by using two shields to protect herself and her allies behind her.

## Ability

* **Weapon: Shields**
	+ **​Damage: 100**
* **Trait: Refraction**
	+ Empower your shields for 2s, dealing more damage and stunning the first enemy hit.
		- **Damage: 350**
		- **Cooldown: 4s**
		- **Mana: 35**
* **Ability: Seismic Crush**
	+ Create a 1000 Health stone wall in front of you, trapping and damaging enemies if caught in it. It can be destroyed and lasts for 6s.
		- **Damage: 600**
		- **Cooldown: 6s**
		- **Mana: 50**
* **Ultimate: Tremors**
	+ Pound the ground with your shields, damaging and stunning all enemies in the radius for 4s.
		- **Damage: 1000 (Over 6s)**
		- **Cooldown: 100s**
		- **Mana: 100**

## Skins

Imp

**Defense**

**Tank**

**Support**
Reinforcements

**Category**: Player Components

A player’s personal supply of unused units and command tokens is referred to as their reinforcements.

Prior to game set up, each player will have the following pieces in their reinforcements (in their designated color):

* 12 Infantry
* 10 Fighters
* 8 Destroyers
* 8 Cruisers
* 6 PDS
* 5 Dreadnoughts
* 4 Carriers
* 3 Space Docks
* 2 War Suns
* 1 Flagship
* 4 Mechs (Prophecy of Kings only)
* 16 Command Tokens

During game setup, players take units from their reinforcements that match their faction's starting units to place in their home system.

When producing units and gaining command tokens throughout the game, players will take those components from their reinforcements.

**The components in a player’s reinforcements are limited** and the above serves as a maximum number for each that can be on the game board at a given time. The exception to this rule is Infantry and Fighters, which are both effectively unlimited as they can be replaced with tokens, with the following restrictions:

* If a player ever has a fighter token in a system that does not contain one of their plastic fighters, they must replace it with one of their plastic fighters from their reinforcements. If they cannot replace the token, the unit is removed.
* If a player ever has an infantry token on a planet that does not contain one of their plastic infantry or in the space area of a system that does not contain one of their plastic infantry, they must replace it with one of their plastic infantry from their reinforcements. If they cannot replace the token, the unit is removed.

If a game effect would place a player’s command token from their reinforcements and none are available, that player must take a token from a pool on their command sheet, unless the token would be placed into a system that already contains one of their command tokens.
Paragon

> "*My true agenda will soon be revealed.*"
> ― Paragon's entrance line
>
>

**Paragon** is one of the playable Heroes in Ambroscus.

## Background

P4R4-60N aka Paragon is a well known Android Hacker who secretly works for both Houses, without them knowing about it. He started every major battle between the Houses over the years and just watches in the shadows, everyone unknowing of his true agenda.

## Ability

* **Weapon: Machine Pistol**
	+ **​Damage: 20 (Each Bullet)**
	+ **Ammo: 35**
	+ **Reload: 1.5s**
* **Trait: Hack**
	+ Hack a targeted enemy for 3s, or a Health Pack for 15s.
		- **Cooldown: 4s**
		- **Mana: 35**
* **Ability: Teleporter**
	+ Place a Teleport which you can return to whenever you want.
		- **Cooldown: 6s**
		- **Mana: 55**
* **Ultimate: EMP Bomb**
	+ Throw down an EMP Bomb which detonates after 2s.
		- **Cooldown: 100s**
		- **Mana: 100**

## Skins

Virus

**Defense**

**Tank**

**Support**
The L1Z1X Mindnet

Faction Sheet

Lore

3 Fighters

5 Infantry

1 Space Dock

1 PDS

## Faction Abilities

* **ASSIMILATE:** When you gain control of a planet, replace each PDS and space dock that is on that planet with a matching unit from your reinforcements.

* **HARROW:** At the end of each round of ground combat, your ships in the active system may use their Bombardment abilities against your opponent's ground forces on the planet.

## Faction Promissory Note

**Cybernetic Enhancements**

> At the start of your turn:
>
>

> Remove 1 token from the L1Z1X player's strategy pool and return it to his reinforcements. Then, place 1 command token from your reinforcements in your strategy pool.
>
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> Then, return this card to the L1Z1X player.
>
>

**Cybernetic Enhancements Ω**

> When you gain command tokens during the status phase:
>
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> Gain 1 additional command token.
>
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> Then, return this card to the L1Z1X player.
>
>

(**Ω**) refers to an updated version of the promissory note, released with the Codex, found here

## Faction Technologies

 **Inheritance Systems**

> You may exhaust this card and spend 2 resources when you research a technology; ignore all of that technology's prerequisites.
>
>

> Prerequisites:
>
>
>

## Faction Specific Units

Bombardment 5
 Super-Dreadnought II
Bombardment 4
This unit cannot be destroyed by "Direct Hit" action cards.

## Flagship

During a space combat, hits produced by this ship and by your dreadnoughts in this system must be assigned to non-fighter ships if able.

## Mech

**Sustain Damage**

## Leaders

 **Commander** |  | 2RAM
 **Hero** |  | The Helmsman

ACTION: Choose 1 system that does not contain other players' ships; you may move your flagship and any number of your dreadnoughts from other systems into the chosen system.
Then, purge this card.

## FAQ

Q: Can the L1Z1X use harrow when they're defending during ground combat?

A: No, only the active player can use BOMBARDMENT.

Q: When using the hero ability, can fighters and infantry be transported?

A: Yes. During movement abilities (L1Z1X Hero, Argent Hero, Mahact Hero), you may transport units out of systems that contain your tokens
Private Military

ASWS owns and operates a massive private military force that easily rival the most powerful nations. Even after their takeover of the world, they still operate their own military force which act as a peackeeping force as well as bolstering other nation's military to both keep a close eye on said nations and to project their power.

## Overall Information

The ASWS Private Military consist of 500,000 soldiers some of which are cybernetically enhanced as part of the main infantry force. While small compared to other nations's militaries, they are some of the most formidable and tactically advanced soldiers in the world and undergo rigerous training to be extremely loyal to ASWS.

The private military also has a large amount of military equipment, all of which are produced by ASWS itself. Everything from radio equipment to military vehicles and weapons. While some components are from external sources, said sources are often co-owned by ASWS and rarely from non-ASWS sources. Regardless of where the components originate from, they go through extensive background checks before being used.
Custodians of Mecatol Rex

The **Custodians of Mecatol Rex** is an optional variant introduced in the Shattered Empire Expansion for Twilight Imperium Third Edition

When using this variant, both of the Mecatol Rex Custodian tokens are placed on Mecatol Rex during setup. These represent the Winnu Custodians which will protect the Capital from Invasion

* Rules for Fighter Ambush: Players may not use Anti-Fighter Barrage in this Space Battle. If the Space Battle fails, then the planet remains uncontrolled, all landing Ground Forces are discarded, and the fighters return to full indicated strength. Discard this counter after a successful Space Battle
* Rules for Hostile Locals: The indicated number of local Ground Forces will fight any invader (allow another player to roll their combat dice). If an invasion attempt fails, the locals return to their full indicated strength. May not be bombarded. Discard after a successful invasion

A player attempting to invade Mecatol Rex must first fight the Fighter Ambush token present (3 Fighters) and then defeat the Hostile Locals (2 Ground Forces)

If playing Distant Suns with this option, Domain tokens are not placed on Mecatol Rex

## FAQ

Q: If the “Ancient Artifact” Political Card “explodes,” are the Custodians of Mecatol Rex affected?

A: Yes, the Custodians of Mecatol Rex are also discarded

Q: What happens if I use the “Voluntary Annexation” Action Card to annex Mecatol Rex when playing with the Custodians of Mecatol Rex option?

A: The Custodian tokens are immediately removed

Q: Do the Custodians of Mecatol Rex count as “opponents” for purposes of Objectives (such as the one that states “I successfully invaded one planet containing at least 1 opposing Ground Force this turn”)?

A: No. Opposing forces are defined as forces controlled by another player. These objectives cannot be fulfilled by over- coming the Custodians of Mecatol Rex or a similar Distant Suns counter.
Political Cards (First Edition)

This page lists all Political Cards in Twilight Imperium (First Edition)

## Base Game

There are 20 Political Cards in the Base Game

## Borderlands Expansion

The Borderlands Expansion introduced 16 new Political Cards

Event Cards are placed in the Political Deck at game setup. If drawn during the Political Phase, their effects are applied immediately

Event cards usually begins by asking players to 'roll' for a number of random planets

A roll for a planet involves the following:

**(1)** Roll two 10-sided dice, letting 1 die represent the first digit and the second die represent the second digit (e.g. a roll of 3 and 5 represents the number 35)

**(2)** Use the following list to see which planet is selected to be affected by the event (SEE NOTE BELOW):

* 1-10: Bereg
* 11-20: Centauri
* 21-24: Fria
* 25-28: Mehar Xull
* 29-32: Mellon
* 33-36: Riescue
* 37-40: Torkan
* 41-44: Abyz
* 45-48: Emelpar
* 49-52: Coorneq
* 53-56: Sacul G
* 57-60: Starpoint
* 61-64: Cronos
* 65-68: Lort IV
* 69-72: Olergodt
* 73-76: Tequ'Ran
* 77-80: Vefut
* 81-82: Gral
* 82-84: Lazar
* 85-86: Lodor
* 87-88: New Albion
* 89-90: Quann
* 91-92: Saudor
* 93-94: Tallin
* 95-96: Tar'Mann
* 97-98: Thiban
* 99-00: Wellon

After applying the event card effects, another Political Card is drawn and the game continues as normal

* If another event card is drawn instead, its effect is applied and the next card is drawn
* This continues until a Political card is reached

Note: If also playing with The Outer Rim Expansion, the following chart is used for 'Rolls' instead of the list above. This incorporates the new system tiles
PDS

**Unit Type:** Structures- **Next:** Space Dock

**Number in Reinforcements:** 6

A PDS (Planetary Defense System) is a structure that allows a player to defend their planets against invading forces.

A PDS unit is placed on a planet. Each planet can have a maximum of two PDS units.

Each PDS has the “Space Cannon” and "Planetary Shield" ability.

   The primary way by which players acquire PDS units is by resolving either the Primary or Secondary ability of the “Construction” Strategy card.

If a player’s PDS is ever on a planet that contains a unit that belongs to another player and does not contain any of their own ground forces, that PDS is destroyed.

## Base Unit

PDS fire once on any ships entering their system (Space Cannon Offense) and once on any ground forces invading the planet they are placed on (Space Cannon Defense).

Planetary Shield prevents units from bombarding the planet the PDS is on.

**Space Cannon 6**

## Upgraded Unit

Upgraded PDS gain the Deep Space Cannon ability which allows them to fire Space Cannon Offense into adjacent systems. The system a PDS fires in must be the active system.

## Faction-Specific Variants

### The Titans of Ul

Hel-Titans are treated as ground forces, meaning once they are placed on planets and they are able to hold them without any other ground forces on that planet. This also means they are able to participate in combat against invading ground forces and during combat can use their Sustain Damage ability.

In addition, they have the Production ability

**Planetary Shield**
**Space Cannon 6**
**Sustain Damage**
**Production 1**

You may use this unit's SPACE CANNON against ships that are adjacent to this unit's system.
**Planetary Shield**
**Space Cannon 5**
**Sustain Damage**
**Production 1**

## FAQ

**Q**: Can PDS II fire through wormholes using their ability "Deep Space Cannon"?

**A**: Yes. Deep Space cannon may be fired through wormholes as those systems are adjacent.

**Q:** Does the “Enforced Travel Ban” agenda prevent “Space Cannon” usage through wormholes?

**A:** No. “Enforce Travel Ban” does not prevent “Space Cannon” usage.

**Q**: If a player has multiple planets with PDS that are being invaded in a single system, does the “Plasma Scoring” technology add one die to each planet’s space cannon roll or for only one planet’s space cannon roll?

**A**: The “Plasma Scoring” technology adds one die for each planet’s “Space Cannon” roll.

**Q:** Do units with abilities such as Bombardment, Anti-Fighter Barrage and Space Cannon have to use their abilities if able (e.g. Does a destroyer have to roll for Anti-Fighter Barrage if there are fighters present in the combat)?

**A:** No. Players may choose whether or not to use these abilities.

**Q:** Can the Clan of Saar’s “Floating Factories” trigger Space Cannon Defense or be assigned hits produced by PDS units?

**A:** No, “Floating Factories” cannot be the target of PDS fire.
Capture

**Category:** Rules

Capture is a new mechanic introduced in the Prophecy of Kings expansion.

A player with abilities allowing capture may capture another player's unit by taking that piece and placing it on their faction sheet, where it remains until it is Returned.

Captured units cannot be produced by their original owner until they are recovered.

If at least one of a player’s space docks is being blockaded, they cannot capture units from the player who is blockading them.

## Capturing and returning Non-Fighter Ships and Mechs

If a player captures a non-fighter ship or mech, they place it on their faction sheet.

A captured non-fighter ship or mech can be returned, as follows:

* If the player who captured the unit agrees to return it as part of a transaction
* If an ability allows a player to return a captured ship, typically as a cost for an effect

When such a unit is returned, it is placed in the reinforcements of the player who it was captured from.

**If a player who has their units captured blockades a space dock belonging to the player that has captured their units, all of their non-fighter ships and mechs on that player's faction sheet are returned to their reinforcements.**

## Capturing Fighters and Infantry

If a player captures a fighter or infantry it is placed in its reinforcements instead of the Capturing player's faction sheet. The capturing player then places a fighter or infantry token from the supply on their faction sheet instead.

Captured Fighters and Infantry do not belong to any player, meaning they cannot be returned as part of a transaction or blockade. They remain on the capturing player's faction sheet until an ability returns them, at which point they are placed in the supply
Domain Counters (Second Edition)

The 'Distant Suns' Play option for Twilight Imperium Second Edition allows players to simulate the risks and rewards of exploration by using **Domain Counters**.

During game setup, Domain Counters are randomized and 1 Domain Counter is placed face down on every neutral non-Home, non-Mecatol Rex planet on the board. Any excess Domain counters are removed without looking

## Revealing Domain Counters

Domain counter effects take place immediately upon the initial invasion of a neutral planet. The counter is flipped and its effect carries out.

If a player comes to control a planet without actually invading the planet (e.g. Manifest Destiny), the counter is ignored and removed from the game

If for any reason, a planet returns to its neutrality after occupation, a new counter is NOT placed on that planet

## Probing Domain Counters

During the Invasion Combat segment, a player may choose to probe a planet

A probing player may not invade the planet being probed during the same segment (may still be invaded by another player)

A player that wishes to probe must have a Carrier and at least one fighter in the same system containing the planet being probed. Two fighters are required to probe two neutral planets in the same system

Probing involves secretly looking at the domain counter on that planet. After looking, the Domain Counter is returned, face down, to the planet. The player may not look at the counter again unless they invade or probe again

If the Lazax Survivors Domain counter is probed, it is removed from the game and the player which probed it immediately draws 3 Action Cards and places 1 Free Ground Force on the planet

## Razing Domain Counters

During the Invasion Combat segment, a player may chose to raze a neutral planet containing a Domain counter. A dreadnought must be present in that system

Razing involves removing the counter and returning it to the Game box without applying any effect. After razing, roll a die:

* 1-7: No effect
* 8-9: Lose 3 random Action Cards
* 10: Lose 3 random Action Cards and roll an insurgence check on all planets outside your home system

If the razed Domain Counter is that of the Lazax Survivors, the player loses all their Action Cards, rolls an Insurgence check on all their planets and they may not vote during the next Political Phase

A planet that has been razed may not be invaded by ANY player that round
Roh'Dhna Mechatronics (UNOFFICIAL)

Faction Sheet

Lore

## Discordant Stars

This section of the wiki covers **Discordant Stars**. **Discordant Stars** is a fan-made unofficial expansion for Twilight Imperium 4 created to be compliant with Asmodee policy. **THIS SHOULD NOT BE MISTAKEN FOR OFFICIAL CONTENT.**

## Faction Abilities

* **INDUSTRIOUS:** After you place a space dock in a system that contains no other players' ships, you may spend 6 resources and remove that space dock to place 1 war sun in that system's space area.
* **RECYCLED MATERIALS:** After you activate a system, you may return 1 cruiser, carrier, or dreadnought you control in that system to your reinforcements to gain a number of trade goods equal to 1 less than that unit’s cost value.
* **ORBITAL FOUNDRIES:** For the purpose of scoring objectives, you may treat each of your war sun units as though it is a structure on any planet you control.

## Faction Promissory Note

**Automatons**

> At the end of your turn, you may attach this card to a non-home planet you control other than Mecatol Rex. This planet has PRODUCTION 3 as if it were a unit.
>
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## Faction Technologies

 **Contractual Obligations**

> At the start of the agenda phase, for each unit upgrade technology you control, you may choose 1 player. Each of those players must produce 1 ship in a system that contains 1 or more of their space docks or war suns, if able.
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> Prerequisites:
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## Faction Specific Units

(War Sun)
This unit produces only 1 fighter or infantry for their cost instead of 2.
This unit cannot move or be produced.
 Terrafactory II
(War Sun)
**Bombardment** **3 (x3)**
**Sustain Damage**
This unit produces only 1 fighter or infantry for their cost instead of 2.
Other player's units in this system lose PLANETARY SHIELD.

## Flagship

DEPLOY: After you activate a system, you may spend 4 resources to replace 1 of your non-fighter ships in that system with your flagship.

## Leaders

 **Commander** |      | B-Unit 205643a - Predominant Constructor
 **Hero** |      | Roh’Vhin Dhna mk4 - Ruthless Executive
After you move 1 or more of your ships into the active system: You may purge this card to produce ships using the PRODUCTION abilities of any units in the active system as if they were your own, regardless of whether that system contains another player’s ships.

## FAQ

**Q**: For the Roh'Dhna commander, B-Unit 205643a, what happens to the spent command token used to follow the construction secondary ability?

**A:** The command token must still be placed in any system (even one without that players' units or planets), but it is no longer necessary to place the space dock or PDS from the construction primary in the system with the command token. It is advised that the player not place the command token in the system they intend to place a space dock unless it otherwise benefits them to do so.
Activation

**Category:** Tactical Action

**Previous:** Production | **Next:** Movement

To activate a system, the active player places a command token from their tactic pool on that system. That system is the active system.

* The active player must activate a system that does not contain one of their command tokens.

* Other players’ command tokens do not prevent a player from activating a system.