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Races

In Twilight Imperium Second Edition there are 6 **races** to choose from (+2 with the Hope's End Expansion) when starting the game, each with their own special abilities and unique advantages

## Letnev

### Starting Extra Units

2 Dreadnoughts
1 Carrier
1 Ground Force

### Starting Technology

Antimass Deflectors
Hylar V Assault Laser

### Home System

Arc Prime (6/1)
Wren Terra (4/1)

### Leaders

1 Admiral
1 General
1 Diplomat

### Abilities

* Ground Forces always fight at +2
* If not in an active Trade Agreement, may not vote during the Political Phase

## Hacan

### Starting Extra Units

2 Carriers
2 Fighters
2 Ground Forces

### Home System

Arretze (3/1)
Hercant (2/3)
Kamdorn (1/2)

### Leaders

1 General
1 Scientist
1 Diplomat

### Abilities

* No player can refuse to trade with the Hacan
* No player can willingly break a Trade Agreement with the Hacan

### Notes

* Starts the Game with 2 Trade Agreements
* Trade Agreements continue even if the Hacan is at war with their trading partners

## Sol

### Starting Extra Units

1 Carrier
2 Ground Forces

### Starting Technology

Enviro Compensator
Antimass Deflectors

### Leaders

1 Admiral
1 Diplomat
1 Agent

### Abilities

* During the first Place New Units Phase, receive 1 free Ground Force on every planet you control
* +1 Influence for each planet controlled outside your Home System

## N'orr

### Starting Extra Units

1 Carrier
1 Cruiser
3 Ground Forces

### Starting Technology

Hylar V Assault Laser
Deep Space Cannon

### Home System

Quinarra (5/2)
Tren'lak (1/1)

### Leaders

1 Admiral
2 Generals

## Jol-Nar

### Starting Extra Units

1 Carrier
1 Fighter
1 PDS

### Starting Technology

Enviro Compensator
Stasis Capsules
Antimass Deflectors
XRD Transporter

### Home System

Jol (3/5)
Nar (2/5)

### Leaders

1 Admiral
2 Scientists

### Abilities

* May purchase Green, Blue and Yellow technology advances for only 20 Credits (Red Techs cost 40)
* Always fight at -1

## Xxcha

### Starting Extra Units

1 Carrier
2 Cruisers
1 Ground Force
1 PDS

### Starting Technology

Antimass Deflectors
XRD Transporter

### Home System

Archon Ren (3/6)
Archon Tau (2/3)

### Leaders

1 Admiral
2 Diplomats

### Abilities

* May pay 5 credits to discard a Political card before the vote commences
* +1 Influence for each active Trade Agreement in play

## Mentak

### Starting Extra Units

1 Cruiser
2 Ground Forces

### Starting Technology

Antimass Deflectors
Hylar V Assault Laser

### Leaders

1 Admiral
1 Diplomat
1 Agent

Introduced in the Hope's End Expansion

### Abilities

* Before any Space Combat, you may fire with up to 2 Cruisers. Any hits from such are removed by opponents without defense.

* During the Economy Phase, you receive 1 Credit for every active Trade Agreement in play

## Yssaril

### Starting Extra Units

1 Cruiser
2 Ground Forces

### Starting Technology

Enviro Compensator
Hylar V Assault Laser

### Home System

Retillion (3/5)
Shalloq (1/3)

### Leaders

1 Admiral
2 Agents

Introduced in the Hope's End Expansion

### Abilities

* You may draw 2 Action cards every Economy Phase
* You may look at one other player's Action Cards during the Political Phase
Cybernetic Technologies

**Type:** Technology

**See Also:** Biotic Technologies | Propulsion Technologies | Warfare Technologies

## Basic Technology

### Sarween Tools

*Starting Tech:* The Emirates of Hacan, The Mentak Coalition, The Naalu Collective, The Universities of Jol-Nar, The Yin Brotherhood

### Graviton Laser System

*Starting Tech:*The Xxcha Kingdom

## Technology introduced in Prophecy of Kings

### Scanlink Drone Network

*Starting Tech:*The Titans of Ul

### Predictive Intelligence

*Starting Tech:*The Mahact Gene-Sorcerers
The Empyrean

Faction Sheet

Lore

## Faction Abilities

* **VOIDBORN** - Nebulae do not affect your ships' movement.
* **AETHERPASSAGE** - After a player activates a system, you may allow that player to move their ships through systems that contain your ships.
* **DARK WHISPERS** - During setup, take the additional Empyrean faction promissory note; you have 2 faction promissory notes.

## Faction Promissory Notes

**Dark Pact**

> ACTION*:* Place this card face up in your play area.
>
>

> When you give a number of commodities to the Empyrean player equal to your maximum commodity value, you each gain 1 trade good.
>
>

> If you activate a system that contains 1 or more of the Empyrean player's units, return this card to the Empyrean player.
>
>

**Blood Pact**

> ACTION: Place this card face up in your play area.
>
>

> When you and the Empyrean player cast votes for the same outcome, cast 4 additional votes for that outcome
>
>

> If you activate a system that contains 1 or more of the Empyrean player's units, return this card to the Empyrean player.
>
>

## Faction Technologies

 **Aetherstream**

> After you or one of your neighbors activates a system that is adjacent to an anomaly, you may apply +1 to the move value of all of that player's ships during this tactical action
>
>

> Prerequisites:
>
>

 **Voidwatch**

> After a player moves ships into a system that contains 1 or more of your units, they must give you 1 promissory note from their hand, if able
>
>

> Prerequisites:
>
>

## Flagship

After any player's unit in this system or an adjacent system uses SUSTAIN DAMAGE, you may spend 2 influence to repair that unit.

## Leaders

 **Commander** |  | Xuange
 **Hero** |  | Conservator Procyon

ACTION*:* Place 1 frontier token in each system that does not contain any planets and does not already have a frontier token. Then, explore each frontier token that is in a system that contains 1 or more of your ships. Then, purge this card.

## FAQ

Q: When a player gives you their commodities and triggers Dark Pact, do you gain all the trade goods simultaneously or the Dark Pact TG separately? (For the purposes of Pillage)

A: It is a single gain of commodities and 1 TG simultaneously.

Q: Can the Empyrean flagship be used to repair the same ship, multiple times in the same combat round? Can it spend a 4 influence planet to use the ability twice?

A: The Dynamo’s ability can be used multiple times in the same combat round by spending 2 influence, individually, each time. However, the same unit could not use its Sustain Damage ability multiple times during the same timing window.
Politics (Strategy card)

**Type:** Strategy Card

**Initiative Order:**3

*A player might choose this card to draw action cards, increasing the variety of abilities that are available to them, as well as to control who will be the next speaker, and what agendas will come before the Galactic Council*

## Primary Ability

* Choose a player other than the speaker.  That player gains the speaker token.
* Draw 2 action cards.
* Look at the top 2 cards of the agenda deck.  Place each card on the top or bottom of the deck in any order

## Secondary Ability

* Spend 1 token from your strategy pool to draw 2 action cards.

**Previous Card:** Diplomacy | **Next Card:** Construction
Augurs of Ilyxum (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

* **ORACLE AI:** After the speaker reveals an unrevealed public objective, choose 1 unrevealed public objective card and place that card on your faction sheet. You may look at the card on your faction sheet at any time.
* **LIMITED VISION:** You may not place a stage II objective card on your faction sheet until all stage I objectives have been revealed.
* **PROBABILITY ALGORITHMS:** When the speaker would reveal the next public objective, they must reveal the public objective card on your faction sheet instead. Place that card near the other public objectives.

## Faction Promissory Note

**Read the Fates**

> ACTION: Place this face up in your play area.
>
>
> While this card is in your play area, you may look at the public objective card on the Ilyxum player’s faction sheet.
>
>
>
> If you activate a system that contains 1 or more of the Ilyxum player's units, return this card to the Ilyxum player.
>
>

## Faction Technologies

 **Psychographics**

> During the status phase, you may score 1 additional public objective instead of a secret objective.
>
>

> Prerequisites:
>
>

 **Sentient Datapool**

> At the start of the status phase, you may spend 3 trade goods to research 1 technology.
>
>

> Prerequisites:
>
>

## Flagship

When this unit makes a combat roll, it rolls 1 additional die for each secret objective you have scored.

## Leaders

 **Commander** |      | Lachis - Reader
When you cast at least 1 vote, cast 1 additional vote for every 2 technologies you own.
 **Hero** |      | Atropha - Weaver
ACTION: Draw 3 objective cards from 1 of the public objective decks; choose up to 1 of those cards to replace an objective card on a player’s faction sheet, and return the others to the bottom of their corresponding decks.
Then, purge this card.

## FAQ

**Q**: How does the additional Public Objective gained from the "Incentive Program" agenda interact with the ORACLE AI and PROBABILITY ALGORITHMS faction abilities?

**A:** The ORACLE AI and PROBABILITY ALGORITHMS abilities do not interact with either outcome of the "Incentive Program" agenda. Resolve the agenda normally.
Sabotage Run

The Sabotage run is an optional variant that may be included in a game of Twilight Imperium Third Edition

They allow a player to potentially destroy a War Sun with their Fighters before Space Combat begins

The process is as follows:

(1) During the "Pre-Combat abilities" Step of a Space combat, a Sabotage run may be announced by each player (starting with the attacker)

* If both fighters commit to a Sabotage run, the attacker's is resolved first

(2) Players commit Fighters to a War Sun and roll 1 die for each fighter committed.

* 1-8: That fighter is destroyed
* 9 or 10: The War Sun's Outer Defense is penetrated and each Fighter that succeeded may roll again

(3) Any Fighters that survived may roll again:

* 1-9: That fighter is destroyed
* 10: The War Sun's Inner Defense is penetrated and that War Sun is immediately destroyed with no return fire

If the War Sun survives it participates in the battle as normal (i.e. retains Sustain Damage ability)
Action Phase

**Category:** Rules

**Previous:** Strategy Phase | **Next:** Status Phase

During the action phase, each player takes a turn in initiative order. During a player’s turn, they perform a single action. After each player has taken a turn, player turns begin again in initiative order. This process continues until all players have passed for that round.

There are three types of actions that players may perform during the action phase: **Strategic**, **Component**, and **Tactical**. If a player cannot perform an action, they must pass.

## Strategic Action

When a player performs a strategic action, they resolve the primary ability of their strategy card. After resolving this ability, each other player may resolve the secondary ability of that strategy card. The active player **cannot** resolve the secondary ability of their own strategy card.

## Component Action

A component action is an action that is printed on a game component. Many action cards, faction sheets, promissory notes, and even some technology cards have component actions. Each of these effects is preceded by the word “ACTION.”

## Tactical Action

A tactical action allows a player to move ships, initiate combat, invade planets, produce units, and otherwise interact with the game board. A player may perform a tactical action by spending a command token from their tactic pool. They then resolve the following steps:

1. Activation: The active player must activate a system by taking a command token from their tactic pool and placing it in that system
2. Movement: The active player may move ships into a system from any number of other systems. Ships can also transport ground forces from one system to another.
3. Space Combat:If multiple players have ships in the active system, they resolve a space combat.
4. Invasion: The active player may commit ground forces to land on planets in the active system. If another player has units on those planets, the players resolve a ground combat.
5. Production: The active player may produce units in the active system if possible.

A player might not resolve all of the above steps during every tactical action. For example, a player may choose not to move units during the “Movement” step but may still produce units during the “Production” step.

## Pass

A pass means that a player has no more turns and cannot perform any additional actions during that action phase.

* A player cannot pass until they have performed a strategic action (During a 3 or 4 player game a player cannot pass until they have exhausted both of their strategy cards)
* During a turn that a player passes, they may resolve transactions and "at the start of your turn" abilities
* A player that has passed can still resolve the secondary ability of other players' strategy cards
* If all other players have passed, a player may perform multiple consecutive actions
* After all players have passed, the game proceeds to the Status Phase
Readied and Exhausted

**Category:** Rules

Many cards have a readied and an exhausted state.

An **exhausted** card is flipped facedown, indicating that the values and abilities on the front of the card cannot be used.

During the status phase, all exhausted cards are readied.

A **readied** card is flipped face-up, indicating that the values and abilities on the front of the card can be used.
Manifest Destiny

**Manifest Destiny** is an optional rule variant introduced in the Distant Suns Expansion for Twilight Imperium (First Edition)

When playing with this variant, the first Political Phase is replaced with the Manifest Destiny Phase

During this phase, players may spend credits equal to twice the sum of a planet's resource and influence values to colonize a neutral planet and place 1 Ground Force on it

* This planet may be no further than 2 systems away from player's home systems

## Manifest Destiny Phase

Beginning with the first player in voting order (i.e. the player with the least influence), each player, in turn, may colonize 1 neutral planet using the above rules.

Once every player has had the opportunity to colonize 1 planet, a second round begins in reverse order (i.e. player with the most influence can colonize first).

Influence is not recalculated until the end of this phase
Advanced Construction

**Advanced Construction** is a play option for Twilight Imperium (First Edition), introduced with the Borderlands Expansion

Using this option, players must draw a box on a sheet of paper for each Spacedock they have in play and label which planet each resides.

After purchasing new units, players must secretly allocate their new production to each individual Spacedock.

* The new units are placed in the boxes representing the Spacedock (with piece of paper covering the top to remain secret)

Immediately before the 'Place New Units' phase, players lift the top piece of paper and must now place their units at the Spacedock to which the unit was allocated

* If a particular Spacedock has been destroyed, all units allocated to that Spacedock are destroyed and will not be placed on the board
* If a Spacedock has been blockaded, all space units built on that Spacedock are destroyed. Ground Forces and P.D.S. can safely be placed on the planet, however.
Cheiran Hordes (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

* **TEEMING:** During setup, place 2 additional dreadnoughts and 1 additional mech in your reinforcements.
* **MOULT:** After you win a space combat as the defender, you may produce 1 ship in the active system, reducing the cost by 1 for each of your non-fighter ships destroyed during that combat.
* **BYSSUS:** You may treat your mechs on planets you control as structures for any purpose other than scoring objectives.

## Faction Promissory Note

**Carcinisation**

> When 1 of your non-fighter ships is destroyed during combat:
>
>
> You may place 2 fighters from your reinforcements in the space area of the active system.
>
>
>
> At the end of that combat, return this card to the Cheiran Hordes player.
>
>

## Faction Technologies

 **Brood Pod**

> After another player activates a system that contains 1 of your structures, you may exhaust this card to produce 1 ship in the active system.
> For each of your structures in the active system, you may remove that unit from the game board to reduce the cost of the produced ship by 3.
>
>

> Prerequisites:
>
>

## Faction Specific Units

**Bombardment** 5
When this unit is destroyed, you may place 1 fighter from your reinforcements in this system’s space area.
 Chitin Hulk II (Dreadnought)
**Bombardment** 5
This unit cannot be destroyed by "Direct Hit" action cards.
When this unit is destroyed, you may place 1 fighter or 1 destroyer from your reinforcements in this system’s space area.

## Flagship

**Anti-Fighter Barrage** 7 (x2)
When this unit makes a combat or ability roll, it rolls 1 additional die if this system is adjacent to or contains 1 of your structures.

## Leaders

 **Commander** |      | Spc. Phquaiset - Alloyed Carapace
 **Hero** |      | Thakt Clqua - Polemarch
ACTION: Gather units from your reinforcements up to equal to your starting units. Place these units, in any combination, in the space area of any systems that contain 1 of your structures and no other players’ ships, or on planets you control.
Then, purge this card.

## FAQ

**Q**: (WIP)

**A:** (WIP)
Biotic Technologies

**Type:** Technology

**See Also:** Cybernetic Technologies | Propulsion Technologies | Warfare Technologies

## Basic Technology

### Neural Motivator

*Starting Tech:* Federation of Sol, L1Z1X Mindnet, Naalu Collective, Universities of Jol-Nar, Yssaril Tribes

### Daxcive Animators

*Starting Tech:* Nekro Virus

### X-89 Bacterial Weapon

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

## Faction Technology

### The Yin Brotherhood

#### Yin Spinner

(Ω) indicates omega tech released in the Twilight Imperium Codex, found here.

## Technology introduced in Prophecy of Kings

### Psychoarchaeology

*Starting Tech:* The Naaz-Rokha Alliance

### Bio Stims

*Starting Tech:* The Mahact Gene-Sorcerers

See Exhaustible Technologies for a list of technologies that can be refreshed with the use of Bio-Stims

## FAQ

**Q**: Does the “Neural Motivator” technology give an additional action card for both the standard status phase draw as well as the “Minister of Policy” agenda? What about the Yssaril’s “Scheming” faction ability?

**A**: No. “Neural Motivator” gives only one action card in addition to the standard status phase draw. It is not triggered additional times by other abilities. The Yssaril’s “Schemeing” ability, however, is triggered each time that action cards are drawn.

**Q**: When you gain trade goods from multiple planets using the Psychoarchaeology technology, do you gain them 1 at a time or as a group?

**A**: You gain them one at a time.

**Q**: Can I use Psychoarchaeology to interrupt another ability since the timing is “during the action phase”?

**A**: No, any ability that is used “during the action phase” cannot be resolved unless there are no other abilities currently being resolved.
Bentor Conglomerate (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

* **SECRET MAPS:** At the end of your tactical actions, you may explore 1 planet in the active system that is or contains 1 of your units with PRODUCTION that you did not explore during that tactical action.
* **FORTUNE SEEKERS:** After you explore a planet or frontier token, you may gain 1 commodity.
* **ANCIENT BLUEPRINTS:** The first time you gain a cultural, hazardous, industrial, or unknown relic fragment, place the corresponding “Fragment” token on your faction sheet.

## Faction Promissory Note

**Encryption Key**

> ACTION: Attach this card to a non-home planet you control.
> This planet has 1 technology specialty of any color.
>
>

## Faction Technologies

 **Broker Network**

> Each planet you control that has a technology specialty or an attachment gains the PRODUCTION 1 ability as if it were a unit.
>
>

> Prerequisites:
>
>

 **Merged Replicators**

> When 1 or more of your units use PRODUCTION, you may exhaust this card to increase the PRODUCTION value of 1 of those units to match the PRODUCTION value of the unit on the game board with the highest PRODUCTION value, or apply +2 to the total PRODUCTION value of those units.
>
>

> Prerequisites:
>
>

## Additional Components

 Industrial Fragment Token
 Hazardous Fragment Token
 Unknown Fragment Token

## Flagship

**Anti-Fighter Barrage 9(x2)**
**Space Cannon 9**
**Bombardment 9**
Apply +1 to the results of this ship’s combat and ability rolls for each Fragment token on your faction sheet.

## Leaders

 **Commander** |      | C.M.O. Ranc - Marketing Guru
 **Hero** |      | C.E.O. Ken Tucc - Visionary Explorer
ACTION: Purge this card to explore each planet you control in any order.

## FAQ

**Q**: Does the Encryption Key promissory note allow the planet to be spent for all technology specialties at the same time? For example, can it provide all three prerequisites for Cruiser 2 at once?

**A:** No, Encryption Key confers exactly 1 technology specialty of any color; this acts as a wildcard technology speciality.
Faction Government and Leadership

This page lists the Government and Leadership of each faction in Twilight Imperium Fourth Edition (including the expansion)

## Government

* The Arborec: Hivemind
* The Argent Flight: Confederation
* The Barony of Letnev: Barony
* The Clan of Saar: Admiralty
* The Embers of Muaat: Tribunal
* The Emirates of Hacan: United Emirates
* The Empyrean: Collective
* The Federation of Sol: Federation
* The Mahact Gene Sorcerers: Coalition
* The Mentak Coalition: Table of Captains
* The Naalu Collective: Collective
* The Naaz-Rokha Alliance: Alliance
* The Nomad: Station Master
* Sardakk N'orr: Veiled Brood
* The Titans of Ul: Total Hierarchy
* The Universities of Jol-Nar: Circle of Regents
* The Vuil'Raith Cabal: Cabal
* The Winnu: Imperial
* The Xxcha Kingdom: Monarchy
* The Yin Brotherhood: The Blessed
* The Yssaril Tribes: Guild of Spies

### Unknown

* The Ghosts of Creuss: Unknown
* The L1Z1X Mindnet: Unknown
* The Nekro Virus: \_error
* The Council Keleres: Not listed

## Leadership

* The Arborec: The Arborec
* The Argent Flight: The Murmeration
* The Barony of Letnev: Daz Emmiciel Werqan III
* The Clan of Saar: Council of Captains
* The Council Keleres: The Tribunii
* The Embers of Muaat: Sushon Azh
* The Emirates of Hacan: Quieron
* The Federation of Sol: Juan Salvador Tao
* The L1Z1X Mindnet: Ibna Vel Syd
* The Mahact Gene Sorcerers: Vertar Auran Oblis
* The Mentak Coalition: Erwan's Hand
* The Naalu Collective: Q'uesh Sish
* The Naaz-Rokha Alliance: The Tetrarchy
* The Nomad: The Nomad
* Sardakk N'orr: The Envoy
* The Titans of Ul: The Ul
* The Universities of Jol-Nar: Headmaster
* The Winnu: Muad Di Faruuq
* The Xxcha Kingdom: Ccrysus
* The Yin Brotherhood: The Elder Brother
* The Yssaril Tribes: The Cqaark

### None

* The Empyrean
* The Vuil'Raith Cabal

### Unknown

* The Ghosts of Creuss: Unknown
* The Nekro Virus: \_error
Flagship

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

Each player has one Flagship in their Reinforcements.

Although each Flagship is represented by the same plastic model, each faction's Flagship has unique stats/abilities.

Each costs 8 resources to produce, has the Sustain Damage ability and usually hits twice during combat with the majority also having one or more faction-specific abilities

## Flagships by Faction

### The Barony of Letnev

At the start of each space combat round, repair this ship
**Bombardment 5 (x3)**

### The Ghosts of Creuss

During movement, this ship may move before or after your other ships

### The Nomad

**Sustain Damage**
**Anti-Fighter Barrage 8 (x3)**

Can be upgraded to the Memoria II (Prerequisites shown below)

**Sustain Damage**
**Anti-Fighter Barrage 5 (x3)**

### The Vuil'Raith Cabal

**Sustain Damage**
**Bombardment 5**

### The Xxcha Kingdom

**Space Cannon 5 (x3)**
Pyrokinesis

**Pyrokinesis** is an ability of witches to conjure, manipulate and extinguish fire through their mind. Witches commonly use this basic power to light candles and can also use liquids (e.g. alcohol, water, etc.) as an accelerant; as such can be used in destructive offensive magic. This power can also be activated through a spell though commonly performed non-verbally, is evoked through the Latin-based term "Incendia". Controlling or extinguishing flames, which requires more focus, typically require a verbal spell. Witches have also used this power to affect temperature and cause heat onto an object or individual.

## Throughout The Series

### Malachai Parker

Kai showed proficiency in pyrokinesis. He used it once again to completely destroy a knife where he was able to sustain the fire and manipulated it to continually spread on Insidious's arm.

### Lily Chamberlain

Lily instinctively protected herself from smoke and heat of the explosion during Kai and Katherine's. However, this could have also resulted from Kai's protection spell. It remains unknown how it was performed.

### Benjamin Chamberlain

He was seen easily setting a resurrection spell on fire with a snap of his fingers. This gesture has rarely been seen and perhaps a unique form to non-verbally activate this power as most other witches use different methods to accomplish this.
Achievement List

As part of the 25th anniversary of Twilight Imperium, on August 25th 2022 Fantasy Flight Games released an official fourth Edition Achievement List

This page details each of the 25 achievements and their requirements

It is worth noting this a completely optional play component and does not carry any implications for the actual game
Mechs

**Unit Type:** Ground Forces - **Next:** Infantry

**Number in Reinforcements:** 4

In the Prophecy of Kings expansion, each player has access to a new faction-specific ground force unit, the mech (mechanized unit).

Mechs are available from the start of the game; represented by an additional faction-specific unit card placed adjacent to the player board. This unit card is NOT a unit upgrade technology. It does not need to be researched and cannot be copied by the Nekro Virus.

Mechs function similarly to infantry in that they are able to take/hold planets and participate in Ground Combat. They all cost 2 to produce and almost always have a combat value of 6. Mechs also have the Sustain Damage ability as well as a faction-specific special ability.

## List of Mechs by Faction

### The Arborec

**Sustain Damage**
**Production 2**

### The L1Z1X Mindnet

**Sustain Damage**

### The Naaz-Rokha Alliance

The Naaz-Rokha Mech is two sided

**Sustain Damage**

### The Xxcha Kingdom

**Sustain Damage**
Celdauri Trade Confederation (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

* **PROJECTION OF POWER:** At the start of any space combat in a system that is adjacent to or contains 1 or more of your space docks, choose up to 1 ship in that system to gain ANTI-FIGHTER BARRAGE 6 during that combat.
* **INDUSTRIALISTS:** During setup, place 1 additional space dock in your reinforcements.

## Faction Promissory Note

**Trade Alliance**

> When you receive this card, if you are not the Celdauri player, you must place it face up in your play area.
>
>
> While this card is in your play area, you can use the Celdauri player’s commander ability, if it is unlocked.
>
>
>
> If you activate a system that contains 1 or more of the Celdauri player’s units, return this card to the Celdauri player.
>
>

## Faction Technologies

 **Emergency Mobilization Protocols**

> At the end of your turn, you may exhaust this card and spend 1 token from your strategy pool to remove a command token from a system that contains 1 or more of your space docks.
>
>

> Prerequisites:
>
>

## Faction Specific Units

(Space Dock)
**Production** **X+2** (X is the resource or influence value of the planet)
This unit’s PRODUCTION value is equal to 2 more than the resource or influence value of this planet.
Up to 3 fighters in this system do not count against your ships' capacity.
 Trade Port II
(Space Dock)
**Production** **X+4** (X is the resource or influence value of the planet)
This unit’s PRODUCTION value is equal to 4 more than the resource or influence value of this planet.
Up to 3 fighters in this system do not count against your ships' capacity.
This unit may use its ANTI-FIGHTER BARRAGE during each round of space combat.

## Flagship

**Anti-Fighter Barrage 6(x2)**
You may use the PRODUCTION ability of other player’s space docks in this system to produce ships.

## Leaders

 **Commander** |      | Henry Storcher - Starbase Commander
 **Hero** |      | Titus Flavius - Councilman
After a player activates a system other than Mecatol Rex:
You may place 1 space dock on a planet you control in the active system, if able, replenish your commodities, and use the PRODUCTION ability of each of your units in the active system.
Then, purge this card.

## FAQ

**Q**: WIP

**A:** WIP
Free Systems Compact (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

* **RALLY TO THE CAUSE:** Once per action, after you produce 1 or more ships in your home system, you may produce up to 2 ships in a system that contains a cultural, hazardous, or industrial planet and does not contain a legendary planet or other players’ units.
* **DIPLOMATS:** Once per action, you may exhaust 1 uncontrolled planet’s planet card that is on the game board to spend its resources or influence.
* **FREE PEOPLE:** During setup, for each non-home planet other than Mecatol Rex on the game board, place that planet’s planet card face up on the game board.

## Faction Promissory Note

**Broadcast Teams**

> When you gain control of a planet during a tactical action:
>
>
> If the active system does not contain another player’s ships, you may produce up to 2 ships in that system.
>
>
>
> Then, return this card to the Free Systems player.
>
>

## Faction Technologies

 **Envoy Network**

> At the start of the agenda phase, you may choose and exhaust 1 cultural, 1 hazardous, and 1 industrial planet.
>
>

> When you cast 1 or more votes, if you exhaust at least 1 cultural, 1 hazardous, and 1 industrial planet to cast votes, you may cast 4 additional votes.
>
>

> Prerequisites:
>
>

 **Covert Strike Teams**

> At the start of a ground combat, you may roll 1 die for each of up to 2 of your ground forces on that planet.
>
>

> For each result equal to or greater than that unit's combat value, produce 1 hit; your opponent must assign it to 1 of their units on that planet.
>
>

> Prerequisites:
>
>

## Leaders

 **Commander** |      | President Cyhn - Crisis Leader
 **Hero** |      | Count Otto P’may - Inspiring Rhetorician
ACTION: Ready a non-home planet other than Mecatol Rex that you control, remove all units on that planet and attach this card to it.
Units cannot be committed to, produced on, or placed on this planet.

## FAQ

**Q**: Can the agent Cordo Haved be used to resolve the ability of an already exhausted legendary planet ability card?

**A:** Yes, Cordo Haved may resolve the ability of any legendary planet ability card with an activated ability which is controlled by any player. It cannot be used on a legendary planet ability card without an activated ability.
The Winnu

Faction Sheet

Lore

2 Fighters

2 Infantry

1 Space Dock

1 PDS

## Faction Abilities

* **BLOOD TIES:** You do not have to spend influence to remove the custodians token from Mecatol Rex.

* **RECLAMATION:** After you resolve a tactical action during which you gained control of Mecatol Rex, you may place 1 PDS and 1 space dock from your reinforcements on Mecatol Rex.

## Faction Promissory Note

**Acquiescence**

> At the end of the strategy phase:
>
>

> Exchange 1 of your strategy cards with a strategy card that was chosen by the Winnu player.
>
>

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

**Acquiescence Ω**

> When the Winnu player resolves a strategic action:
>
>

> You do not have to spend or place a command token to resolve the secondary ability of that strategy card.
>
>

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

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

## Faction Technologies

  **Lazax Gate Folding**

> During your tactical actions, if you do not control Mecatol Rex, treat its system as if it contains both an alpha and beta wormhole.
>
>

> *ACTION:* If you control Mecatol Rex, exhaust this card to place 1 infantry from your reinforcements on Mecatol Rex.
>
>

> Prerequisites:
>
>

 **Hegemonic Trade Policy**

> Exhaust this card when 1 or more of your units use PRODUCTION; swap the resource and influence values of 1 planet you control during that use of Production
>
>

> Prerequisites:
>
>

## Flagship

When this unit makes a combat roll, it rolls a number of dice equal to the number of your opponent's non-fighter ships in this system.

## Leaders

 **Commander** |  | Rickar Rickani

ACTION: Perform the primary ability of any strategy card. Then, choose any number of other players. Those players may perform the secondary ability of that strategy card. Then, purge this card.

## FAQ

**Q:** Does the Winnu “Salai Sai Corian” flagship get additional dice for infantry participating in a fight due to the Nekro “Alastor” flagship?

**A:** Yes. The “Salai Sai Corian” would get one additional die per infantry.

**Q:** Can the Mentak Coalition use the “Pillage” faction ability to steal trade goods when they are neighbors with another faction as a result of the “Lazax Gate Folding” faction technology?

**A**: Yes.

Q: Does the Winnu commander, Rickar Rickani, stack if Mecatol Rex is also a Legendary Planet?

A: No, the commander only triggers once no matter how many conditions are met, +2 is the max.

## Trivia

* The Salai Sai Corian, when facing off against 7 or more non-fighter ships, is the strongest ship in the game
	+ Incidentally, when facing off against 6 non-fighter ships it has exactly equivalent output to a War sun (2.4 expected hits per round)
Mirveda Protectorate (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

* **PRIVILEGED CITIZENRY:** Each system can contain a number of your PDS equal to the number of command tokens in your fleet pool. For the purpose of scoring objectives, you may treat each of your PDS units as though it is a structure on any planet you control.
* **COMBAT DRONES:** Your space docks cannot produce infantry. At the start of invasion, you may replace each of your fighters in the active system with 1 infantry unit. During invasion, your infantry in the space area of the active system do not count against your ships’ capacity.

## Faction Promissory Note

**Rapid Assembly**

> At the start of your turn:
>
>
> You may move up to 2 PDS units you control to a planet you control.
>
>
>
> Then, return this card to the Mirveda player.
>
>

## Faction Technologies

 **Orbital Defense Grid**

> At the start of invasion, choose up to 1 unit you control in the active system; that unit gains PLANETARY SHIELD.
>
>

> When a player commits a unit to land on a planet you control, you may exhaust this card to destroy that unit.
>
>

> Prerequisites:
>
>

## Faction Specific Units

(PDS)
**Bombardment 6**
This unit is placed in a space area instead of on a planet. This unit can move and retreat as if it were a ship. This unit can be blockaded, if it is blockaded, it is destroyed.
 Gauss Cannon II
(PDS)
**Bombardment** **4**
This unit is placed in a space area instead of on a planet. This unit can move and retreat as if it were a ship. This unit can be blockaded, if it is blockaded, it is destroyed.

## Flagship

After each round of space combat in this system, place 1 fighter from your reinforcements in this system.

## Leaders

 **Commander** |      | Assault Machina - Delta Shield
 **Hero** |      | Wrath Machina - AI Mainframe
ACTION: Place up to 3 PDS units from your reinforcements on planets you control and choose 1 system; your PDS units may use their SPACE CANNON on ships in that system, and BOMBARDMENT against units on 1 planet in that system.
Then, purge this card.

## FAQ

**Q**: Does the Mirveda commander, Assault Machina - Delta Shield, only allow the use of SPACE CANNON during the Mirveda player's movement?

**A:** No. Assault Machina - Delta Shield allows one of the Mirveda units to use its SPACE CANNON against ships in adjacent systems any time there is a SPACE CANNON opportunity. However, only one unit may benefit from this effect at any given time or for any given SPACE CANNON opportunity.
Austria

Austria debuted at the fifth edition of the contest.

## **History**

Austria debuted with Cheese as HoD,the delegation send his song in the last minute before the deadline.

The group Floxrag with his song "Helden" was the representers of Austria for fly to Sydney.

In Sydeney,they finally gets 20 points and ended 27th of 28 participants.

After this catasthropic result the Austrian delegation decide to withdraw and at the moment they didn´t returned yet.
Leadership (Strategy card)

**Type:** Strategy Card

**Initiative Order:** 1

*A player might choose this card to gain more command tokens, enabling them to perform more actions during the action phase*

## Primary Ability

* Gain 3 command tokens.

* Spend any amount of influence to gain 1 command token for every 3 influence spent

## Secondary Ability

* Spend any amount of influence to gain 1 command token for every 3 influence spent

## Additional Rules

* A player does not spend a command token to resolve the secondary ability of the “Leadership” strategy card
* The Tokens received from Leadership may be placed in any of the 3 Pools on the Command Sheet

**Previous Card:** Imperial | **Next Card:**  Diplomacy
Imperium Rex

In Twilight Imperium Fourth Edition, the game can end early if no player has scored 10 victory points and there are no more objectives to reveal.

When the speaker would reveal an objective but cannot, the game immediately ends and the player with the most victory points wins the game. This situation is referred to as Imperium Rex.

If there is a tie, the player among the tied players who is earliest in initiative order wins the game.
Neighbors

Two players are **neighbors** if they both have a unit or control a planet in the same system

They are also neighbors if they both have a unit or control a planet in systems that are adjacent to each other

Players can resolve transactions with their neighbors

Players are neighbors if the adjacency of systems is granted by a wormhole.

Players are neighbors with the Ghosts of Creuss if the Ghosts of Creuss’ “Quantum Entanglement” faction ability is causing adjacency from the perspective of the Ghosts of Creuss player

## FAQ

**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.

**Q:** Can the Mentak Coalition use the “Pillage” faction ability to steal trade goods when they are neighbors with another faction as a result of the “Lazax Gate Folding” faction technology or “Quantum Entanglement” faction ability?

**A**: Yes, even in the case of “Quantum Entanglement” only being active from the Creuss’ point of view, because the ‘neighbor’ status is active as a result of the ability, the Mentak may use their “Pillage” in these situations.
Action Cards (Second Edition)

Players gain action cards during the Economy Phase of the turn sequence

**Action Cards** give players abilities they may play at certain parts of the game (written on the card) and are kept hidden from other players

The following rules apply to Action Cards

* A player cannot play two identical cards for the same situation/entity during one round (e.g. A player cannot play two "Flank Speed" on the same Fleet
* A player cannot hold more than 7 action cards. If a player holds 7 action cards, they may not draw a card during the Draw Action Cards phase of the Economy Phase
	+ A player can discard as many action cards as they want immediately before the Draw Action Cards Phase
* A player can trade, sell or give action cards to other players during the political phase

## List of Action Cards

The following section contains a list of all action cards in Twilight Imperium Second Edition

### Base Game

There are 78 Action cards in the base game. 13 of these are Trade Agreements
Shipwrights of Axis (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

* **MILITARY INDUSTRIAL COMPLEX:** After you gain or replenish commodities, you may spend a number of commodities equal to the combined cost listed on any number of "Axis Order" cards in your reinforcements to place those cards in your play area. You cannot give your commodities to other players as part of a transaction.
* **ARMS DEALERS:** When a player negotiates a transaction, they may exchange Axis Order cards in their play area as part of that transaction. You cannot resolve the effects of Axis Order cards.

## Faction Promissory Note

**Industry Secrets**

> When 1 or more of your units use PRODUCTION:
>
>
> Place this card face up in your play area to apply +4 to the PRODUCTION value of those units and reduce the combined cost of the produced units by 1 for this use of PRODUCTION.
>
>
>
> At the beginning of the status phase, return this card to the Axis player.
>
>

## Faction Technologies

 **Rift Engines**

> After you activate a system, you may exhaust this card to choose 1 ship you control and roll a die. On a result of 1-3, remove that ship from the game board; on a result of 4-10, apply +2 to that ship’s move value during this tactical action.
>
>

> Prerequisites:
>
>

 **Emergency Deployment**

> ACTION: Exhaust this card to place or move 1 of your space docks onto a planet you control.
>
>

> Prerequisites:
>
>

## Additional Components

 Axis Order [Carrier]
 Axis Order [Cruiser]
 Axis Order [Destroyer]

## Flagship

After this ship produces 1 or more hits during a round of space combat, you may repair 1 ship you control in this system.

## Leaders

 **Commander** |      | Designer TckVsk - Diligent Retro-Engineer
 **Hero** |      | Demi-Queen Mdcksssk - Commissioner of Profits
ACTION: Give 1 or more Axis Order cards in your play area to 1 or more other players; for each Axis Order card you give to another player, you may force that player to give you 1 promissory note from their hand.
Then, purge this card.

## FAQ

**Q**: The Industry Secrets promissory note remains in play after use. Does this mean these units have additional PRODUCTION value while Industry Secrets is in play?

**A:** No, Industry Secrets only modifies the use of PRODUCTION that satisfies its trigger condition.
Olradin League (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

* **POLICIES:** When you gather your starting components, place the 3 “Policy” cards near your faction sheet, choose which side of each card to place face up. This faction has the abilities and effects listed on the face up side of each Policy card.

## Faction Promissory Note

**Incite Revolution**

> ACTION: Place this card face up in your play area to choose and exhaust 1 planet you control. Then, ready 1 non-home planet you control other than Mecatol Rex.
> At the start of the status phase, return this card to the Olradin player.
>
>

## Faction Technologies

 **False Flag Operations**

> At the start of your turn, you may exhaust this card and 1 planet you control to ready 1 non-home planet other than Mecatol Rex.
>
>

> Prerequisites:
>
>

 **Geosympathic Impeller**

> After you activate a system, you may exhaust a planet you control of the same type as a planet in that system to apply +1 to the move value of each of your ships during this tactical action.
>
>

> Prerequisites:
>
>

## Additional Components

 Policy: The People [Control]
 Policy: The Environment [Preserve]
 Policy: The Environment [Plunder]
 Policy: The Economy [Empower]
 Policy: The Economy [Exploit]
Once per action, after you exhaust an industrial planet you control, place up to 1 fighter from your reinforcements in a system that contains 1 or more of your ships.

## Flagship

When you move this ship, apply +1 to the move value of each of your other ships during this tactical action.

## Mech

If this planet contains no more than 1 of your mechs, apply +1 to its influence value.
 If you have at least 2 “+” Policies, flip this card.
If this planet contains no more than 1 of your mechs, apply +1 to its resource value.

## Leaders

 **Commander** |      | Knak Halfear - Grizzled Negotiator
 **Hero** |      | Pahn Silverfur - Council Speaker
ACTION: Place 1 infantry from your reinforcements on each planet you control; you may choose and flip 1 Policy card.
Then, purge this card.

## FAQ

**Q**: Does exhausting a planet for the Olradin Commander trigger other faction abliities such as Policy: The People [Connect/+]?

**A:** No. Each policy that generates an effect when a planet is exhausted needs to happen during an Action, and passing is not an action (it's what happens when you don't take one).

**Q**: Does exhausting a planet to follow a strategy card another player played trigger other faction abliities such as Policy: The People [Connect/+]?

**A:** Yes. Each policy that generates an effect when a planet is exhausted needs to happen during an action, (but it doesn't need to be the Olradin players' action. In this case the other player took an action to play their strategy card. Note that many of these policy effects can only occur once during any specific action, though.