recursal/Fanatic-Fandom huggingface dataset:
The Argent Flight

Race Sheet

Lore

## Faction Abilities

* **ZEAL** - You always vote first during the agenda phase. When you cast at least 1 vote, cast 1 additional vote for each player in the game including you.
* **RAID FORMATION** - When 1 or more of your units uses ANTI-FIGHTER BARRAGE, for each hit produced in excess of your opponent's Fighters, choose 1 of your opponent's ships that has SUSTAIN DAMAGE to become damaged.

Note: The “Anti-Fighter Barrage” step can occur even if a player’s opponent has no fighters in the combat (in this case all hits produced from Anti-Fighter Barrage may cause opposing ships with Sustain Damage to become damaged)

## Faction Promissory Note

**Strike Wing Ambuscade**

> When 1 or more of your units make a roll for a unit ability:
>
>

> Choose 1 of those units to roll 1 additional die
>
>

> Then, return this card to the Argent player
>
>

## Faction Technologies

 **Aerie Hololattice**

> Other players cannot move ships through systems that contain your structures. Each planet that contains 1 or more of your structures gains the PRODUCTION 1 ability as if it were a unit
>
>

> Prerequisites:
>
>

## Faction Specific Units

 Strike Wing Alpha II
When this unit uses ANTI-FIGHTER BARRAGE, each result of 9 or 10 also destroys 1 of your opponent's infantry in the space area of the active system

## Flagship

Other players cannot use space cannon against your ships in this system

## Leaders

 **Commander** |  | Trrakan Aun Zulok
 **Hero** |  | Mirik Aun Sissiri

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.

## FAQ

**Q**: Can ships damaged by Raid Formation trigger a window for the Direct Hit Action card?

**A**: No, Raid Formation does not cause the ship to use its Sustain Damage ability, it only causes it to become damaged, so there is no window for Direct Hit to be used.

**Q:** Can the Argent Flight Hero "Mirik Aun Sissiri" be used to move ships into a Supernova or Nebula tile?

**A:** No. Any units moving into, through or out of anomalies must follow the same rules for ships moving into, through or out of anomalies.

**Q**: When is Raid Formation applied? After rolling or after assigning hits? (Interacts with Waylay)

**A**: Raid formation is applied after rolling, before canceling or assigning hits.

**Q**: Does Strike Wing Alpha II infantry killing get prevented by Shields Holding/re-roll abilities?

**A:** The rolls from Strike Wing Alpha II can be subject to rerolls before the ability is applied, but the infantry would be destroyed BEFORE any cancellation of hits.
Yvonne

Yvonne is a female character and is a secondary villain in Mingers Style. In Mingers, Yvonne is an adult.

## Personality

Yvonne is Menna's girlfriend and is Ivonne's best friend. She is a robber and a dangerous thief. She uses genital tactics to commit her crimes. She insists that Menna  and Ivonne  are criminals like her, but these are cowards and have other plans. Yvonne unlike these, is not afraid of police and is not afraid to stop in jail.
Official Rules

Official Twilight Imperium rules, from Fantasy Flight Games:

Learn to Play

Living Rules Reference 1.3 - Final Base Game LRR

Living Rule Reference 2.0- Includes Prophecy of Kings components

**Codex** **-** Component updates and new components

**Errata -** Official Printed component correction

**FAQ -** Official Rule Clarification

## Game Phases

1. Strategy Phase
2. Action Phase
3. Status Phase
4. Agenda Phase

## Additional Rules

* Abilities
* Trade Goods and Commodities
* Neighbors, Transactions, and Deals
* Elimination
* Spending Resources and Influence
* Imperium Rex

### Concepts

* Adjacent
* Blockaded
* Captured
* Capacity
* Combat
* Readied and Exhausted
Control Tokens

## Twilight Imperium Fourth Edition

**Category:** Player Components

   Control tokens are small rectangular tokens with a faction symbol on both sides.

Uses for control tokens:

* If a player takes control of a planet, but later moves all units off that planet, they must place a control token that matches their faction on that planet to mark that they own it.
* When a player scores a Victory Point, they place a control token that matches their faction on the victory point tracker to mark how many points they are on and one on the public objective they have scored to serve as proof.

## Twilight Imperium Third Edition

Control Tokens are referred to as "Control Markers" and are used in the same way as in Twilight Imperium Fourth Edition, but are instead represented by Flag tokens.
The Outer Rim

**The Outer Rim** was the third and final expansion for Twilight Imperium (First Edition). It released in late 1998

The content it adds to the base game is listed below

## New Races

The expansion includes 2 New Races (The L1Z1X Mindnet and The Naalu Collective)

## The Outer Rim

The Expansion features 13 New System Tiles. This divides into:

* 2 New Home systems
* 2 Nebulae
* 1 Gravity Rift
* 8 Regular Systems

The regular systems include:

1. Arinam/Meer
2. Arnor/Lor
3. Dal Booths/Xxehan
4. Hope's End
5. Kostboth
6. Lazul Rex
7. Qucen'n/Rarron
8. Zobatt

The additional hexes now enable an Outer Rim (another ring of the galaxy). This ring is placed behind the home systems ring.

### Long Parsecs Variant

If using this variant, Home systems are instead placed inside the outer rim

### Creation Gaps

After all the normal hexes have been placed, depending on the number of players, a number of 'gaps' in the outer rim will be evident

* 6 Players: 1 Gap
* 5 Players: 2 Gaps
* 4 Players: 3 Gaps
* 3 Players: 4 Gaps

Minor races are allocated to fill these gaps

### Minor Races

The number of Minor races is determined by the number of 'gaps' in the outer rim

Select a gap in the Outer Rim and roll a random planet (on the Chart)

After a random planet is rolled, take the map board system belonging to that planet and place it in the selected Outer Rim gap

After placing this system, a Home System from an unused Race is placed in the now vacant spot. This race is now considered a minor race

This process is continued untill all 'gaps' are filled

The following are placed on all Minor Race Home systems:

* 2 Ground Forces on every planet
* 2 Cruisers, 2 Dreadnoughts, 1 Carrier and 2 Fighters

If a player moves any forces into the Home system of a minor race, they must engage in Space Battle (another player rolls for the Minor race units) and Invasion Battle. Eliminated Minor race units are never replaced once destroyed

Planets belonging to Minor races are not 'Neutral' and thus cannot be annexed via Manifest Destiny, Voluntary Annexation Action Card or other similar effects

### Seven or Eight Player Game

Due to the Outer Rim, it is now possible to play a 7 or 8 player game using one board

## Additional Game Options

* Shock Forces
* Leaders
Bombardment

**Type:** Unit Abilities

**Previous:** Anti-Fighter Barrage | **Next:** Planetary Shield

A player uses this ability during the “Bombardment” step of an invasion. Bombardment allows a player to destroy ground forces on planets before an invasion.

**STEP 1**

* The active player chooses which planet each of their units that has the "Bombardment" ability in the system will bombard
* Multiple planets in a system may be bombarded, but the player must declare which planet a unit is bombarding before making a roll
* That player rolls dice for Bombardment Rolls
* The “Bombardment” ability is displayed as “Bombardment X (Y).” The X is the minimum value needed for a die to produce a hit, and Y is the number of dice rolled. Not all “Bombardment” abilities have a (Y) value; a bombardment roll for such a unit consists of one die.
* Game effects that re-roll or affect combat rolls do not affect bombardment rolls
* The L1Z1X ability "Harrow" does not affect the L1Z1X player's own ground forces
* A planet that contains a unit with the "Planetary Shield" Ability cannot be bombarded

**STEP 2**

* The player who controls the planet that is being bombarded chooses and destroys 1 of their ground forces on that planet for each hit result the bombardment roll produced
* If a player has to assign more hits than that player has ground forces, the excess hits have no effect
Simulated Early Turns

**Simulated Early Turns** is an option introduced in the Shattered Empire Expansion that allows players to speed through the first few turns of the game

To simulate the early turns of a game, the following steps are completed in order (after setting up the Game Board)

### 1 - Claim Territory

Starting with the Speaker and proceeding clockwise, each player places a Command Counter from their reinforcements on a system

The first system a player selects must be adjacent to their Home System

The second system a player selects must be adjacent to either their Home System or the first system they selected

### 2 - Produce Units and Buy Technology

Starting with the Speaker and proceeding clockwise, each player receives resources equal to the Total number of resources provided by the planets in their Home System +3

These resources may be used to build additional starting units and/or acquire 1 Technology

* Each Technology costs 4 resources (cannot be reduced) and players must have the necessary prerequisites
* Players cannot purchase Race-Specific Technologies

* Players that start with Trade Goods may use them when building additional starting units.

* A player cannot keep any unused resources generated during this step.

### 3 - Place Units

Starting with the Speaker and proceeding clockwise, each player places their starting units in their home system and then in any system which they placed a command counter in Step 1

Each player may only place a Space Dock on one of their Home System planets

Fighters, Ground Forces, and PDS Units can only be placed in non-Home Systems that a player controls if the total Capacity among ships in the system is equal to or greater than the total number of Fighters, Ground Forces, and PDS Units being placed there

### 4 - Receive Planets

Each player receives the planet cards of each planet with at least 1 Ground Force on it.

Each player removes their Command Counters from the board and places them back in their reinforcements.

### 5 - Reveal Objectives

Reveal the top card from the Public Objective deck and place it in the Common Play Area.

### 6 - Abbreviated First Turn Status Phase

Each player receives 1 Action card and refreshes their planets

Players may use Refresh Abilities on planets they control

### Other Rules

Players may not use any special abilities or technologies while simulating the early turns of the game

If using the Shattered Empire Variant Strategy Cards, players may, at any time, discard a Political Card from their hand instead of spending 1 Trade Good when building units if using the Assembly Strategy Card

Following Simulated Early Turns, players then proceeds to the first Strategy Phase as normal

## FAQ

Q: How does the Simulated Early Turns option work with the Distant Suns option?

A: The Distant Suns counters should be set up after the simulated early turns procedure, on all planets not under a player’s control
Capital Ships

Capital ships are an optional rule variant for Twilight Imperium (First Edition), introduced in the Borderlands Expansion

Using this optional variant turns Dreadnoughts and Carriers into Capital Ships

Capital Ships are able to take 1 hit before being destroyed

When a capital ship is damaged, a Damage Counter is placed on it to indicate it is damaged and needs 1 more hit to be destroyed

Any ship with a Damage counter has its movement reduced to 1 and gets -1 applied to all combat rolls

Damage Counters can be removed during the Purchase Units Phase for 3 credits. This is only possible if the ship is in the same system as a friendly Spacedock

## Distant Suns Errata

A player is not allowed to place a Damage Marker on a capital ship unless the number of capital ships is equal to or higher than the number of friendly Cruisers and Fighters in the engagement

A player cannot place a Damage Marker on a capital ship if there are 2 or more of their damaged Capital ships already in the battle
Flagship (Third Edition)

Flagships were introduced in the Shards of the Throne Expansion for Twilight Imperium Third Edition

Each faction has a unique **flagship** with different cost, combat, movement, capacity and a special ability

## List of Flagships by Faction

### The Barony of Letnev

At the start of each combat round, repair this ship

### The Ghosts of Creuss

When the ship is destroyed, the “D” wormhole it generates disappears
This ship may not use the “D” wormhole it generates
No other factions may travel through the “D” wormhole, (not even with the Light/Wave Deflector technology)

### The Xxcha Kingdom

(This ship does not benefit from any other PDS technologies. and may not participate in an Invasion Combat)
Technology (Second Edition)

In Twilight Imperium Second Edition, technologies are known as **technology** advances and are represented by technology chits. Each race starts the game with a certain number of technology chits.

One technology chit may be purchased during each Technology Phase for 30 credits

The front of every technology chit describes the name of that technology and the advances required to purchase it. Some technology require two previous technologies to be able to be purchased, while others require one of two different.

There are 4 different types of technologies

## Technology Specialty Planets

Some planets have scientists that have special skills in one area of technology

If a planet has a technology symbol adjacent to its name on its tile, that planet's resources may be subtracted from purchasing technology of that type. For example, if a player owns 2 planets that both have a red technology specialty and have a combined resource value of 6, red technology can be purchased for 24 Credits instead of 30

There are no planets with a yellow (general) technology specialty

## Technology Chart

The following chart highlights all technology that may be obtained in Twilight Imperium Second Edition including the Hope's End Expansion
Action Cards (First Edition)

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

## Base Game

There are 76 Action Cards in the Base game. 12 of these are Trade Agreements

## Borderlands Expansion

The Borderlands Expansion introduced 16 new Action Cards

## Distant Suns Expansion

The Distant Suns Expansion introduced 12 new Action Cards

## Trivia

* "Climb Mount Nitaka" is the English translation of the infamous Japanese Phrase "*Niitakayama Nobore".* This code authorized the activation of the Japanese attack on Pearl Harbour
Berserkers of Kjalengard (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

* **HEROIC TALES:** Capture your infantry and fighters that are destroyed during combat. When you pass, place up to 2 of your captured units in a system that contains 1 or more of your ships.
* **FOR GLORY:** After you win a combat, you may place a Glory token in the active system; if you were the attacker, you may spend 4 trade goods to research a unit upgrade technology of the same type as 1 of your units in the active system.
* **MILITARY ENGINEERS:** When you research a unit upgrade technology, each of your unit upgrade technologies may satisfy 1 prerequisite it shares with the technology you are researching.

## Faction Promissory Note

**Vassalage**

> At the start of combat:
>
>
> Apply +1 to the results of each of your fighters' combat rolls during this combat. The Kjalengard player captures each of your fighters destroyed during this combat.
>
>
>
> Then, return this card to the Kjalengard player.
>
>

## Faction Technologies

 **Zhrgar Stimulants**

> After you activate a system that contains a Glory token, you may return 3 of your captured units to gain 1 command token.
>
>
>

> After a player rolls combat dice, you may exhaust this card to allow that player reroll up to 3 of those dice.
>
>
>

> Prerequisites:
>
>

## Faction Specific Units

(Carrier)
 Star Dragon II
(Carrier)

## Flagship

After the first round of combat in this system, you may place up to 2 of your captured units in this system or on that planet.

## Leaders

 **Commander** |      | Sdallari Tvungovot - Marshal Engineer
 **Hero** |      | Ygegnad, The Thunder
ACTION: For each system that contains a Glory token, remove up to 1 command token in or adjacent to that system from the game board and gain 1 command token, if able.
Then, purge this card.

## FAQ

**Q**: When using the FOR GLORY faction ability, do you have to have a Glory token available and place it to research a unit upgrade technology?

**A:** Yes, the ; links these two parts of the ability. The option to research a unit upgrade technology for 4 trade goods is not available unless a Glory token is placed.

**Q**: Can I retreat into a movement-restricted anomaly with a Star Dragon carrier along with other units?

**A:** Star Dragons may retreat into anomalies, any units unable to retreat or be transported into the chosen system are removed from the game board.

**Q**: How do Star Dragon carriers interact with gravity rifts? Can I avoid rolling for losing units to the rift?

**A:** No, you must still roll for rift survival. Star Dragons may choose to ignore the *movement* effects of anomalies, but the gravity rift "roll a 4 or more or lose this unit" effect is not a *movement* effect. (though you could choose not to gain +1 movement when moving through them - that portion is a movement effect).
Planetary Shield

**Type:** Unit Abilities

**Previous:** Bombardment | **Next:** Production

   If a unit has the “Planetary Shield” ability, the planet where that unit is located is not an eligible target for other units’ “Bombardment” abilities.

* The “Planetary Shield” ability does not prevent a planet from being affected by the “X-89 Bacterial Weapon” technology.
	+ *Note: "X-89 Bacterial Weapon Ω" technology is only activated after Bombardment is used, so Planetary Shield does prevent a planet from being affected by this variant rule.*
* The “Planetary Shield” ability does prevent an L1Z1X player from using their “Harrow” faction ability.
* If a war sun is in a system with any number of other players’ units that have the “Planetary Shield” ability, those units are treated as if they do not have that ability.
* Units treated as if they do not have a “Planetary Shield” ability cannot use the “Magen Defense Grid” technology.
Deploy

**Type:** Unit Abilities

**Previous:** Sustain Damage | **Next:** Anti-Fighter Barrage

   This unit ability was added in the Prophecy of Kings expansion. Deploy provides the means to place specific units from their reinforcements on the game board without producing them as normal.

A player can use a unit’s Deploy ability when the ability’s conditions are met to place that unit on the game board. You do not have to spend resources to deploy a unit unless otherwise specified. If there are no units that have a deploy ability in a player’s reinforcements, the deploy ability cannot be used.

A unit’s deploy ability can be resolved only once per timing window.

## Mechs with the Deploy Ability

* Letani Behemoth (The Arborec)
* Dunlain Reaper (The Barony of Letnev)
* Scavenger Zeta (The Clan of Saar)
* ZS Thunderbolt M2 (The Federation of Sol)
* Hecatoncheires (The Titans of Ul)
* Moyin's Ashes (The Yin Brotherhood)
* Blackshade Infiltrator (The Yssaril Tribes)
Vaylerian Scourge (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

* **CARGO RAIDERS:** During the first round of a space combat, you may prevent your opponent from declaring a retreat unless they spend 1 trade good.
* **SCOUR:** Once per tactical action, after you gain control of a planet, you may discard 1 action card to ready that planet.
* **RAZE:** After 1 or more of another player's structures are destroyed on a planet that contains your units, you may replenish your commodities.

## Faction Promissory Note

**Clan's Favor**

> At the start of a round of space combat:
>
>
> The Vaylerian player discards 1 action card. Then, move all of your ships from the active system to an adjacent system that does not contain another player's ships; the space combat ends in a draw.
>
>
>
> Then, place a command token from your reinforcements in that system and return this card to the Vaylerian player.
>
>

## Faction Technologies

 **Scavenger Exos**

> Once per action, after you win a ground combat, you may draw 1 action card.
>
>

> Prerequisites:
>
>

## Faction Specific Units

(Cruiser)
 Raider II
(Cruiser)

## Flagship

At the start of a space combat in this system, you may choose 1 adjacent system. Your opponent cannot retreat to that system.

## Leaders

 **Commander** |      | Pyndil Gonsuul - Strike Team Coordinator
 **Hero** |      | Dyln Harthuul - Vice Admiral of Fleet Group 15
After you activate a system: Remove 1 of your command tokens from the board and gain 1 command token. Until the end of this tactical action, apply +1 to the move value of each of your ships and the result of each of your ships’ combat rolls.
At the end of this turn, purge this card.

## FAQ

**Q**: (WIP)

**A:** (WIP)
Kollecc Society (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

* **CLOAKED FLEETS:** After you produce 1 or more ships, you may place up to 2 of those ships on your faction sheet, those ships are captured.
* **SHROUD OF LITH:** After movement, if the active system contains 1 or more of your non-fighter ships, you may place up to 2 of your captured ships and 2 of your captured ground forces from your faction sheet in that system’s space area.
* **TREASURE HUNTERS:** At the start of your turn, you may look at the top card of the cultural, hazardous, or industrial exploration deck. Then, look at the top card of the relic deck.

## Faction Promissory Note

**AI Survey**

> At the start of your turn:
>
>
> You may look at either the top card of the cultural, hazardous, and industrial exploration decks, or the top card of the relic deck.
>
>
>
> Then, return this card to the Kollecc player.
>
>

## Faction Technologies

 **Seeker Drones**

> ACTION: Exhaust this card to choose 1 of your neighbors that has 1 or more relic fragments. That player gains 2 trade goods and must give you 1 of those relic fragments of your choice
>
>

> Prerequisites:
>
>

 **Shrouded Skirmishers**

> At the start of a space combat, you may choose 1 of your ships in the active system that did not begin this action in that system; roll a die. On a result equal to or greater than that ship's combat value, produce 1 hit; your opponent must assign it to 1 of their ships.
>
>

> Prerequisites:
>
>

## Flagship

When this unit retreats, you may capture each of your units that retreat

## Leaders

 **Commander** |      | Kado S’mah-Qar - Coordinator
When you retreat, if the active system does not contain 1 of your command tokens, you do not place a command token in the system your ships retreated to.
 **Hero** |      | Dorrahn Griphyn - The Collector
ACTION: Draw a number of relic cards up to an amount equal to the number of players in the game, choose 1 to gain, and return the rest to the relic deck.
Then, shuffle that deck and purge this card.

## FAQ

**Q**: How does the CLOAKED FLEETS faction ability interact with fleet supply limits?

**A:** CLOAKED FLEETS resolves after ships are produced, meaning fleet supply limits apply before any ships are "cloaked".

## Trivia

* WIP
Borderlands

**Borderlands** was the first expansion for Twilight Imperium. It was released late 1997.

The content it adds to the base game is listed below

## Additions to Existing Components

* 2 New Races (The Yssaril Tribes and the Mentak Coalition)
* 16 New Action Cards
* 16 New Political Cards

## New Components

All new components in the expansion are Optional Variants that may be added as the player sees fit

* Advanced Construction
* Assassins
* Capital Ships
* Capital Planets
* Mines
* Declarations of War and Peace
Assassins

**Assassins** are an optional rule variant for Twilight Imperium (First Edition)

## Purchasing Assassins

Assassin units are bought during the 'Purchase Units' Phase for 20 Credits. They are placed next to the player chart instead of at a Spacedock.

If multiple players wish to purchase assassins, they proceed in order from highest to lowest influence

There are 6 Assassins available. No player may hold more than 3 at a time

## Using Assassins

Assassins may perform attacks immediately before the Political Phase, during the Assassin Phase. Players announce which assassin will attempt to assassinate which players. Multiple assassins can be allocated to 1 target.

Any players attempting assassination lose 10 influence (to minimum of 0) for 2 turns and are unable to purchase an assassin for the following turn

After all players have had a chance to allocate assassins, the outcome is determined by rolling a dice for each assassin. A race that has been successfully assassinated this turn still rolls; however Assassination Successful becomes Unsuccessful

* 1-4: Assassination Successful
	+ The assassinated player loses all Action Cards, may not vote this turn and receives -2 to all offensive attacks during the next "Individual Turns" Phase
* 5-9: Assassination Unsuccessful
* 10: Assassin Betrays Master
	+ The player who played the assassin is assassinated instead

After the above is resolved, the assassin is discarded and may be purchased again by any player during the Purchase Units Phase

## Bodyguards

Before another player rolls the die for an attempted assassination, a player may play one of their own assassins as a bodyguard

Bodyguards add +1 to the assassination roll
Space Dock

**Unit Type:** Structures - **Next:** PDS

**Number In Reinforcements:** 3

    Space Docks are units placed on planets that possess the Production ability, allowing them to produce units. Each faction starts with 1 space dock in their home system, and each planet can have a maximum of 1 space dock.

Another ability of space docks is to allow a number of fighters to remain in their system without being carried. This can be a cheap way to defend a home system.

## Base Unit

A Space Dock's production value is equal to 2 more than the resource value of the planet it's on. For example, a space dock placed on Abyz will have a production value of 5 (3+2).

**Production (Planet +2)**

## Upgraded Unit

Upgraded Space Docks have 2 more production than regular space docks.

## Faction-Specific Variants

### The Clan of Saar

Floating Factories are placed in the space area of their system instead of a planet. They can move as ships and have capacity. They also have a set production value.

This unit can move and retreat as if it were a ship.
If this unit is blockaded, it is destroyed.
**Production 5**

This unit can move and retreat as if it were a ship.
If this unit is blockaded, it is destroyed.

### The Vuil'Raith Cabal

Dimensional Tears are Gravity Rifts, meaning they give +1 movement to all ships moving out of their system. They have a set production value and can carry more fighters over capacity than a regular space docks.

Place a dimensional tear token beneath this unit as a reminder.
Up to 6 fighters in this system do not count against your ships' capacity.
**Production 5**

Place a dimensional tear token beneath this unit as a reminder.
Up to 12 fighters in this system do not count against your ships' capacity.

## FAQ

**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
Shock Troops

**Shock Troops** are a type of Ground Unit in Twilight Imperium Third Edition. They were introduced in the Shattered Empire Expansion.

If a Ground Force rolls a 10 in Ground Combat it may become a Shock Troop (replace with Shock Troop token) at the end of the Combat round.

Shock Troops have a Combat value of 5 (instead of the usual 8 for Ground Forces)

The following restrictions apply to Shock Troops

* In Ground Combat, if a Shock Troop is present, it must be taken as a casualty before any other Ground Units.
* Shock Troops must always be accompanied by a Ground Force or they revert to regular Ground Forces.
* There are 12 Shock Troop Tokens in the Game Box. A player may not create a Shock Troop if there are no free tokens

At the end of a successful invasion, if Shock Troops are present, they may capture enemy Facilities (Take over facility without it being destroyed), PDS or Space Docks (Replace with matching unit from Reinforcements)

Shock Troops are treated as Ground Forces for the sake of all cards and abilities

## FAQ

Q: If a Ground Force rolls a 10 in battle, it becomes a Shock Troop. Does this roll include modifiers, or must it be a “natural” 10?

A: It must be a natural 10.

Q: If an attacker has built all of their Space Docks, and then wins an Invasion Combat, may they use a Shock Troop’s ability to capture an enemy Space Dock?

A: No. The units are destroyed, but not replaced.

Q: If I take over an opponent’s Space Dock with a Shock Troop, can I build at the Space Dock this round?

A: No. Whenever you place a new Space Dock piece on the board, it is treated as if it were built this game round.

Q: How does the Plague Action card interact with Shock Troops?

A: Roll individually for each shock troop and ground force. If you roll even, that unit is destroyed. Then roll for the next unit. If a ground force is destroyed because of this, a shock troop is not destroyed instead. Only the unit that is rolled for is killed.
The Embers of Muaat

Faction Sheet

Lore

4 Infantry

1 Space Dock

## Faction Abilities

* **STAR FORGE:** *ACTION*: Spend 1 token from your strategy pool to place either 2 fighters or 1 destroyer from your reinforcements in a system that contains 1 or more of your war suns.

* **GASHLAI PHYSIOLOGY:** Your ships can move through supernovas.

Note: Moving *through* a system is distinct from moving *into* a system. See Movement rules for details.

## Faction Promissory Note

**Fires of the Gashlai**

> *ACTION*: Remove 1 token from the Muaat player's fleet pool and return it to their reinforcements. Then, gain your war sun unit upgrade technology card.
>
>

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

## Faction Technologies

 **Magmus Reactor**

> Your ships can move into supernovas.
>
>

> After 1 or more of your units use Production in a system that either contains a war sun or is adjacent to a supernova, gain 1 trade good.
>
>

> Prerequisites:
>
>

 **Magmus Reactor Ω**

> Your ships can move into supernovas.
>
>

> Each supernova that contains 1 or more of your units gains the PRODUCTION 5 ability as if it were 1 of your units.
>
>

> Prerequisites:
>
>

(**Ω**) indicates omega tech introduced in the first volume of the Twilight Imperium Codex found here.

## Faction Specific Units

Bombardment 3 (x3)
Other players' units in this system lose Planetary Shield.
 Prototype War Sun II
Bombardment 3 (x3)
Other players' units in this system lose Planetary Shield.

## Flagship

*ACTION:* Spend 1 token from your strategy pool to place 1 cruiser in this unit's system.

## Leaders

 **Commander** |  | Magmus
 **Hero** |  | Adjudicator Ba'al

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.

## FAQ

**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.

**Q:** How does The Embers of Muaat Hero, Nova Seed, interact with tokens (e.g. wormholes, Mirage)?

**A:** Nova Seed also purges all tokens other than command tokens and frontier tokens. Any faction specific tokens are returned to that faction.
The Federation of Sol

Faction Sheet

Lore

3 Fighters

5 Infantry

1 Space Dock

## Faction Abilities

* **ORBITAL DROP:** *ACTION:* Spend 1 token from your strategy pool to place 2 infantry from your reinforcements on 1 planet you control.

* **VERSATILE:** When you gain command tokens during the status phase, gain 1 additional command token.

## Faction Promissory Note

**Military Support**

> At the start of the Sol player's turn:
>
>

>
> Remove 1 token from the Sol player's strategy pool, if able, and return it to their reinforcements.  Then, you may place 2 infantry from your reinforcements on any planet you control.
>
>
>
>

>
> Then return this card to the Sol player.
>
>
>
>

## Faction Specific Units

 Spec Ops II

 Advanced Carrier II

## Flagship

At the end of the status phase, place 1 infantry from your reinforcements in this system's space area.

## Leaders

 **Commander** |  | Claire Gibson
 **Hero** |  | Jace X. 4th Air Legion

ACTION*:* Remove each of your command tokens from the game board and return them to your reinforcements. Then, purge this card.
The Naaz-Rokha Alliance

Faction Sheet

Lore

## Faction Abilities

* **DISTANT SUNS** - When you explore a planet that contains 1 of your mechs, you may draw 1 additional card; choose 1 to resolve and discard the rest.
* **FABRICATION** - ACTION: Either purge 2 of your relic fragments of the same type to gain 1 relic; or purge 1 of your relic fragments to gain 1 command token.

## Faction Promissory Note

**Black Market Forgery**

> ACTION: Purge 2 of your relic fragments of the same type to gain 1 relic.
>
>

> Then return this card to the Naaz-Rokha player.
>
>

## Faction Technologies

 **Supercharge**

> At the start of a combat round, you may exhaust this card to apply +1 to the result of each of your unit's combat rolls during this combat round
>
>

> Prerequisites:
>
>

 **Pre-Fab Arcologies**

> After you explore a planet, ready that planet
>
>

> Prerequisites:
>
>

## Flagship

Your mechs in this system roll 1 additional die during combat.

## Mech

**Sustain Damage**

Note: Loses the Sustain Damage ability when in Space

## Leaders

 **Commander** |  | Dart and Tai
 **Hero** |  | Hesh and Prit

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.

## FAQ

Q: Can the Naaz-Rohka hero, Hesh and Prit, be used when the player has no tokens in reinforcements?

A: The LRR will be updated to be more general towards taking off sheet if none are in reinforcements. This change should cover other requirements in this regard as well.

Q: Can you purge a relic fragment to gain a command token if you have no command tokens in your reinforcements?

A: Yes, you can purge the fragment and not gain a command token if there are none in reinforcements.

Q: For the Naaz-Rokha’s Distant Suns ability, do you decide to draw the extra exploration card before you draw the first card, or after?

A: Before the initial exploration card is drawn.

Q: Does the Mech “Z Grav Eidolon” count against fleet supply?

A: No, because this unit is also transported.

## Trivia

* "Distant Suns" is a reference to the Second Expansion of Twilight Imperium First Edition, which first introduced exploration to the game in the form of Domain Counters
Winnaran Custodians

**Winnaran Custodians** is an optional rule that may be implemented for Twilight Imperium (First Edition). It was introduced in the Distant Suns Expansion

If playing with this variant, at the beginning of the game, 3 Neutral Ground Forces and 2 Neutral PDS counters are placed on Mecatol Rex. These counters represent the Winnaran Custodians of the Imperial Throne.

Any player that attempts to enter/invade Mecatol must face these units in combat.

If Mecatol has been invaded once but then becomes unoccupied, the Winnaran military counters return to the planet

During every Political Phase, the counters are replenished to full strength (if there is losses or planet left unoccupied)
Anti-Fighter Barrage

**Type:** Unit Abilities

**Previous:** Sustain Damage | **Next:** Bombardment

Anti-Fighter Barrage (AFB) is a unit ability useful for destroying an opponent's fighters at the beginning of a space combat. This ability only occurs in the "Anti-Fighter Barrage" step of the first round of a space combat.

The “Anti-Fighter Barrage” step can occur even if a player’s opponent has no fighters in the combat. This is mostly of relevance to the Argent Flight Raid Formation ability.

**STEP 1**

* Each player rolls dice for each of their units in the combat that has the “Anti-Fighter Barrage” ability; this is called an anti-fighter barrage roll.
* A hit is produced for each die roll that is equal to or greater than the unit’s anti-fighter barrage value.
* The “Anti-Fighter Barrage” ability is displayed as “Anti-Fighter Barrage Y (xZ).” The Y is the minimum value needed for a die to produce a hit, and Z is the number of dice rolled
* Game effects that re-roll, modify, or otherwise affect combat rolls do not affect anti-fighter barrage rolls.

**STEP 2**

* Each player must choose and destroy one of their fighters in the active system for each hit their opponent’s anti-fighter barrage roll produced.
* If a player has to assign more hits than they have fighters in the active system, the excess hits have no effect, unless an ability specifies otherwise.
Ghemina Raiders (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

* **THE LADY & THE LORD:** During setup, place 1 additional flagship in your reinforcements and the additional Ghemina Hero next to your faction sheet. This additional flagship has the abilities and attributes listed on the Lord flagship card. You have 2 Heroes.
* **RULE OF TWO:** During a round of combat in a system that contains exactly 2 of your non-fighter ships, if those ships have the same unit type, apply +2 to the result of each of those unit’s combat rolls.

## Faction Promissory Note

**Raid Leaders**

> After you activate a system:
>
>
> Choose 1 non-fighter ship you control; during this action, that unit gains BOMBARDMENT 5(x2) and a capacity value of 2.
>
>
>
> Return this card to the Ghemina player at the end of this action.
>
>

## Faction Technologies

 **War Song Implants**

> After you win a space combat, you may ready 1 planet you control.
>
>

> Prerequisites:
>
>

## Faction Specific Units

(Carrier)
 Combat Transport II
(Carrier)

## Flagships

**Bombardment 5 (x4)**
 The Lord
After a player explores a planet in this system, place 1 infantry from their reinforcements on that planet.

## Leaders

 **Commander** |      | Jarl Vel & Jarl Jotrun - Raid Leaders
 **Hero (1)** |      | Korela - The Lady
 **Hero (2)** |      | Kantrus - The Lord
ACTION: Purge this card to choose 1 non-home planet other than Mecatol Rex that does not contain another player’s units and is adjacent to a system that contains 1 of your flagships; gain control of that planet. Then, ready that planet.

## FAQ

**Q**: How does the presence of Infantry or Fighters affect the Jotun Mech ability or the RULE OF TWO faction ability?

**A:** The Jotun Mech ability and the RULE OF TWO faction ability are not prevented from resolving by the presence of Infantry or Fighters.
Invasion

**Category:** Tactical Action

**Previous:** Space Combat | **Next:** Production

Invasion is a step of the tactical action during which the active player can land ground forces on planets to gain control of those planets.

## Steps

### STEP 1: Bombardment

* The active player may use the “Bombardment” ability of any of his units in the active system.

### STEP 2: Commit Ground Forces

* If the active player has ground forces in the space area of the active system, they may commit any number of those ground forces to land on any of the planets in that system.

* To commit a ground force to a planet, the active player places that ground force unit on that planet.
* The planet may contain another player’s ground forces.
* If the active player does not wish to commit ground forces, they proceed to the “Production” step of the tactical action.

### STEP 3: Space Cannon Defense

* If the active player commits any ground forces to a planet that contains units that have the “Space Cannon” ability, those “Space Cannon” abilities can be used against the committed ground forces.
* If the active player committed ground forces to more than one planet that contained units with a “Space Cannon” ability, the active player chooses the order in which those “Space Cannon” abilities are resolved.

### STEP 4: Ground Combat

* If the active player commits ground forces to land on a planet that contains another player’s ground forces, those players resolve a ground combat on that planet.
* If players must resolve a combat on more than one planet, the active player chooses the order in which those combats are resolved.

### STEP 5: Establish Control

* The active player gains control of each planet they committed ground forces to that still contains at least one of his ground forces.

* When a player gains control of a planet, any structures on the planet that belong to other players are immediately destroyed.
* When a player gains control of a planet, they gain the planet card that matches that planet and exhaust that card
* A player cannot gain control of a planet they already control
* If there was a combat, and all units belonging to both players were destroyed, the player who was the defender retains control of the planet and places one of their control markers on the planet.
Declarations of War and Peace

This is an optional play variant for Twilight Imperium (First Edition); introduced in the Borderlands Expansion

At the beginning of the game, all races are considered to be at 'War'

## Types of Declaration

### Declaration of Peace

During the Political Phase, players who are at war can declare peace

Both players must be in agreement for peace to be declared

Players who are at peace may trade with each other and cannot attack or invade each other

Players at peace may also never assassinate eachother

### Declaration of War

During the Political Phase, players who are at peace can declare war

Only one player needs to declare war for both players to be at war

Players who are at war may not Initiate Trade Agreements with each other. If a player becomes at war, each trade agreement between them is immediately discarded

* The Hacan does not need to discard but may not initiate any Trade Agreements if at war

### Surprise Attacks

A player at peace with another player may initiate an immediate attack on that player at any time. The player who breaks the peace must immediately pay 30 credits to the bank and loses 5 permanent influence
Deed Cards

**Deed Cards** were introduced in the Hope's End expansion for Twilight Imperium Second Edition

Each deed card represents a unique planet. There are a total of 58 deed cards and thus 58 planets total in the game.

When a player takes control of a planet, they may obtain the respective deed card to allow for easy counting of resource and influence totals

Deed cards are also used in many Political cards introduced in the expansion. If an Agenda instructs a player to "Draw a planet" this involves drawing a random planet deed card using the criteria mentioned on the Agenda.

Deed cards show a planet's art, resource value, influence value and whether it has any technology specialties. This is shown in the image above
Trade Station

Trade Stations are treated as planets (have planet cards and have resources/influence) but cannot be landed on.

A player gains control of a Trade Station by having a Spaceship in its system; at which point they place a control marker on the grey flag symbol to the right of the station on the system tile. If the system is invaded, the player with Spaceships in the system is now the owner and places their own control marker down

Trade Stations can be refreshed for 2 trade goods

Distant Suns Domain tokens may not be placed on Trade Stations

Capturing a Trade Station from an opponent does not break a Trade Agreement
Tnelis Syndicate (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

* **PLAUSIBLE DENIABILITY:** When you draw 1 or more secret objective cards, draw 1 additional secret objective card. Then, return 1 secret objective card to the secret objective deck; shuffle that deck.
* **INFORMATION BROKERS:** You may have 1 additional unscored secret objective. *(your number of scorable secret objectives is NOT changed)*
* **STEALTH INSERTION:** If you place units onto the same planet as another player's units, your units must participate in combat during the "Ground Combat" step.

## Faction Promissory Note

**Plots Within Plots**

> When you draw 1 or more secret objective cards: Draw 1 additional secret objective card. Then, return 1 secret objective card to the secret objective deck; shuffle that deck.
> Then, return this card to the Tnelis player.
>
>

## Faction Technologies

 **Daedalon Flight System**

> After a round of space combat in a system that contains 1 or more of your mechs, you may have 1 of those units become damaged to produce 1 hit and assign it to a cruiser, dreadnought, or destroyer you do not control in that system.
>
>

> Prerequisites:
>
>

## Faction Specific Units

(Destroyer)
 Blockade Runner II
(Destroyer)
This ship can move through systems that contain other players' ships.

## Flagship

At the start of a round of combat, choose 1 ship in this system, during this combat round, that ship rolls 1 less combat die.

## Mech

you may spend 3 resources to place 1 mech on a planet in that system.

## Leaders

 **Commander** |      | Fillipo Rois - Logistical Expeditor
 **Hero** |      | Turra Sveyar  - Shadow Councilor
After another player scores a secret objective: You may attach, or remove and attach, this card to that secret objective. You treat the attached secret objective as if it were a public objective.
After you score the attached objective, purge this card.

## FAQ

**Q**: In what way does the **STEALTH INSERTION** ability cause combat to be performed differently than normal?

**A:** This does not change how ground combat functions, it's just there as a reminder that combat must still be performed if you place a mech on a planet with another players' units, and that this mech deploy placement can be performed even if another player's units are already on the planet.