A | B | C | D | |
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1 | Factions of Twilight Imperium - Fourth Edition | rev | ||
2 | ||||
3 | Arborec | |||
4 | Home System | Nestphar: 3/2 | ||
5 | Faction Abilities | Mitosis: Your space docks cannot produce infantry. At the start of the status phase, place 1 infantry from your reinforcements on any planet you control. | ||
6 | Commodities | 3 | ||
7 | Promissory Note | Stymie Ω: After another player moves ships into a system that contains 1 or more of your units: You may place 1 command token from that player's reinforcements in any non-home system. Then, return this card to the Arborec player. | Codex 1 | |
8 | Starting Fleet | 1 Carrier 1 Cruiser 2 Fighters 4 Infantry 1 Space Dock 1 PDS | ||
9 | Starting Technologies | Magen Defense Grid (R) | ||
10 | Special Units | Letani Warrior I: Arborec Infantry Cost: 1 (x2) Combat: 8 Production 1 | ||
11 | Faction Technologies | Letani Warrior II (GG): Arborec Infantry Cost: 1 (x2) Combat: 7 Production 2 After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system. Bioplasmosis (GG): At the end of the status phase, you may remove any number of infantry from planets you control and place them on 1 or more planets you control in the same or adjacent systems. | ||
12 | Flagship | Duha Menaimon: Cost: 8 Combat: 7 (x2) Move: 1 Capacity: 5 Sustain Damage After you activate this system, you may produce up to 5 units in this system. | ||
13 | Mech | Letani Behemoth: Cost: 2 Combat: 6 Sustain Damage Production 2 Planetary Shield Deploy: When you would use your Mitosis faction ability, you may replace 1 of your infantry with 1 mech from your reinforcements instead. | ||
14 | Agent | Letani Ospha: Action: Exhaust this card and choose a player's non-fighter ship; that player may replace that ship with one from their reinforcements that costs up to 2 more than the replaced ship. | ||
15 | Commander | Dirzuga Rophal: Unlock: Have 12 ground forces on planets you control. After another player activates a system that contains 1 or more of your units that have Production: You may produce 1 unit in that system. | ||
16 | Hero | Letani Miasmiala: Unlock: Have 3 scored objectives. Ultrasonic Emitter: Overgrowth Action: Produce any number of units in any number of systems that contain 1 or more of your ground forces. Then, purge this card." | ||
17 | ||||
18 | Argent Flight | POK | ||
19 | Home System | Ylir: 0/2 Valk: 2/0 Avar: 1/1 | ||
20 | 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 use 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." | ||
21 | Commodities | 3 | ||
22 | 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. | ||
23 | Starting Fleet | 1 Carrier 2 Destroyers 2 Fighters 5 Infantry 1 Space Dock 1 PDS | ||
24 | Starting Technologies | Choose two of the following: Neural Motivator (0) Sarween Tools (0) Plasma Scoring (0) | ||
25 | Special Units | Strike Wing Alpha I: Argent Destroyer Cost: 1 Combat: 8 Move: 2 Capacity: 1 Anti-Fighter Barrage 9 (x2) | ||
26 | Faction Technologies | Strike Wing Alpha II (RR): Argent Destroyer Cost: 1 Combat: 7 Move: 2 Capacity: 1 Anti-Fighter Barrage 6 (x3) 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. Aerie Hololattice (Y): 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. | ||
27 | Flagship | Quetzecoatl: Cost: 8 Combat: 7 (x2) Move: 1 Capacity: 3 Sustain Damage Other players cannot use Space Cannon against your ships in this system. | ||
28 | Mech | Aerie Sentinel: Cost: 2 Combat: 6 Sustain Damage This unit does not count against capacity if it is being transported or if it is in a space area with 1 or more of your ships that have capacity values. | ||
29 | Agent | Trilossa Aun Mirik: When a player produces ground forces in a system: You may exhaust this card; that player may place those units on any planets they control in that system and any adjacent systems. | ||
30 | Commander | Trrakan Aun Zulok: Unlock: Have 6 units that have Anti-Fighter Barrage, Space Cannon, or Bombardment on the game board. When 1 or more of your units make a roll for a unit ability: You may choose 1 of those units to roll 1 additional die. | ||
31 | Hero | Mirik Aun Sissiri: Unlock: Have 3 scored objectives. Helix Protocol: Action: Move any number of your ships from any systems to any number of other systems that contain 1 of your command tokens and no other players' ships. Then, purge this card." | ||
32 | ||||
33 | Barony of Letnev | |||
34 | Home System | Arc Prime: 4/0 Wren Terra: 2/1 | ||
35 | Faction Abilities | Munitions Reserves: At the start of each round of space combat, you may spend 2 trade goods; you may reroll any number of your dice during that combat round. Armada: The maximum number of non-fighter ships you can have in each system is equal to 2 more than the number of tokens in your fleet pool. | ||
36 | Commodities | 2 | ||
37 | Promissory Note | War Funding Ω: After you and your opponent roll dice during space combat: You may reroll all of your opponent's dice. You may reroll any number of your dice. Then, return this card to the Letnev player. | Codex 1 | |
38 | Starting Fleet | 1 Dreadnought 1 Carrier 1 Destroyer 1 Fighter 3 Infantry 1 Space Dock | ||
39 | Starting Technologies | Antimass Deflectors (0) Plasma Scoring (0) | ||
40 | Special Units | |||
41 | Faction Technologies | Non-Euclidean Shielding (RR): When one of your units uses Sustain Damage, cancel 2 hits instead of 1. L4 Disruptors (Y): During an invasion, units cannot use Space Cannon against your units. | ||
42 | Flagship | Arc Secundus: Cost: 8 Combat: 5 (x2) Move: 1 Capacity: 3 Sustain Damage Bombard 5 (x3) Other players' units in this system lose Planetary Shield. At the start of each space combat round, repair this ship. | ||
43 | Mech | Dunlain Reaper: Cost: 2 Combat: 6 Sustain Damage Deploy: At the start of a round of ground combat, you may spend 2 resources to replace 1 of your infantry in that combat with 1 mech. | ||
44 | Agent | Viscount Unlenn: At the start of a space combat round: You may exhaust this card to choose 1 ship in the active system; that ship rolls 1 additional die during this combat round. | ||
45 | Commander | Rear Admiral Farran: Unlock: Have 5 non-fighter ships in 1 system. After 1 of your units uses Sustain Damage: You may gain 1 trade good. | ||
46 | Hero | Darktalon Treilla: Unlock: Have 3 scored objectives. Dark Matter Affinity: Action: Place this card near the game board; the number of non-fighter ships you can have in systems is not limited by laws or by the number of command tokens in your fleet pool during this game round. At the end of that game round, purge this card. | ||
47 | ||||
48 | Clan of Saar | |||
49 | Home System | Lisis II: 1/0 Ragh: 2/1 | ||
50 | Faction Abilities | Scavenge: After you gain control of a planet, gain 1 trade good. Nomadic: You can score objectives even if you do not control the planets in your home system. | ||
51 | Commodities | 3 | ||
52 | Promissory Note | Ragh's Call: After you commit 1 or more units to land on a planet: Remove all of the Saar player's ground forces from that planet and place them on a planet controlled by the Saar player. Then, return this card to the Saar player. | ||
53 | Starting Fleet | 2 Carriers 1 Cruiser 2 Fighters 4 Infantry 1 Space Dock | ||
54 | Starting Technologies | Antimass Deflectors (0) | ||
55 | Special Units | Floating Factory I: Saar Space Dock Move: 1 Capacity: 4 Production 5 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. If this unit is blockaded, it is destroyed. | ||
56 | Faction Technologies | Chaos Mapping (B): Other players cannot activate asteroid fields that contain 1 or more of your ships. At the start of your turn during the action phase, you may produce 1 unit in a system that contains at least 1 of your units that has Production. Floating Factory II (YY): Saar Space Dock Move: 2 Capacity: 5 Production 7 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. If this unit is blockaded, it is destroyed. | ||
57 | Flagship | Son of Ragh: Cost: 8 Combat: 5 (x2) Move: 1 Capacity: 3 Sustain Damage Anti-Fighter Barrage 6 (x4) | ||
58 | Mech | Scavenger Zeta: Cost: 2 Combat: 6 Sustain Damage Deploy: After you gain control of a planet, you may spend 1 trade good to place 1 mech on that planet. | ||
59 | Agent | Captain Mendosa: After a player activates a system: You may exhaust this card to increase the move value of 1 of that player's ships to match the move value of the ship on the game board that has the highest move value. | ||
60 | Commander | Rowl Sarring: Unlock: Have 3 space docks on the game board. When you produce fighters or infantry: You may place each of those units at any of your space docks that are not blockaded. | ||
61 | Hero | Gurno Aggero: Unlock: Have 3 scored objectives. Armageddon Relay: Action: Choose 1 system that is adjacent to 1 of your space docks. Destroy all other players' infantry and fighters in that system. Then, purge this card. | ||
62 | ||||
63 | Council Keleres | Codex 3 | ||
64 | Home System | Argent Flight: Avar: 1/1 Valk: 2/0 Ylir: 0/2 Mentak Coalition: Mol Primus: 4/1 Xxcha Kingdom: Archon Ren: 2/3 Archon Tau: 1/1 Keleres - Legendary Custodia Vigilia: 2/3 While you control Mecatol Rex, it gains Space Cannon 5 and Production 3. Gain 2 command tokens when another player scores VP using Imperial. | ||
65 | Faction Abilities | The Tribunii: During setup, choose an unplayed faction from among the Mentak, the Xxcha, and the Argent Flight; take that faction's home system, command tokens, and control markers. Additionally, take the Keleres hero that corresponds to that faction. Council Patronage: Replenish your commodities at the start of the strategy phase, then gain 1 trade good. Law's Order: You may spend 1 influence at the start of your turn to treat all laws as blank until the end of your turn. | ||
66 | Commodities | 2 | ||
67 | Promissory Note | Keleres Rider: After an agenda is revealed: You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, draw 1 action card and gain 2 trade goods. Then, return this card to the Keleres player. | ||
68 | Starting Fleet | 2 Carriers 1 Cruiser 2 Fighters 2 Infantry 1 Space Dock | ||
69 | Starting Technologies | Choose 2 non-faction technologies owned by other players | ||
70 | Special Units | |||
71 | Faction Technologies | I.I.H.Q. Modernization (Y): You are neighbors with all players that have units or control planets in or adjacent to the Mecatol Rex system. Gain the Custodia Vigilia planet card and its legendary planet ability card. You cannot lose these cards, and this card cannot have an X or Y assimilator token placed on it. Agency Supply Network (YY): Whenever you resolve one of your Production abilities, you may resolve an additional one of your Production abilities in any system; the additional use does not trigger this ability. | ||
72 | Flagship | Artemiris: Cost: 8 Combat: 7 (x2) Move: 1 Capacity: 3 Sustain Damage Other players must spend 2 influence to activate the system that contains this ship | ||
73 | Mech | Omiopiares: Cost: 2 Combat: 6 Sustain Damage Other players must spend 1 influence to commit ground forces to the planet that contains this unit | ||
74 | Agent | Xander Alexin Victori III: At any time: You may exhaust this card to allow any player to spend commodities as if they were trade goods. | ||
75 | Commander | Suffi An: Unlock: Spend 1 trade good after you play an action card that has a component action After you perform a component action: You may perform an additional action. | ||
76 | Hero | Argent Flight - Overwing Zeta: Unlock: Have 3 scored objectives. Artemiris Ascendant: At the start of a round of space combat in a system that contains a planet you control: Place your flagship and up to a total of 2 cruisers and/or destroyers from your reinforcements in the active system. Then, purge this card. Mentak Coalition - Harka Leeds: Unlock: Have 3 scored objectives. Erwan's Covenant: Action: Reveal cards from the action deck until you reveal 3 action cards that have component actions. Draw those cards and shuffle the rest back into the action card deck. Then, purge this card. Xxcha Kingdom - Odlynn Myrr: Unlock: Have 3 scored objectives. Operation Archon: After an agenda is revealed: You may cast up to 6 additional votes on this agenda. Predict aloud an outcome of this agenda. For each player that votes for another outcome, gain 1 trade good and 1 command token. Then, purge this card. | ||
77 | ||||
78 | Embers of Muaat | |||
79 | Home System | Muaat: 4/1 | ||
80 | 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. | ||
81 | Commodities | 4 | ||
82 | Promissory Note | Fires of the Gashlai: Action: Remove 1 token from the Muaat player's fleet pool and return it to his reinforcements. Then, gain your war sun unit upgrade technology card. Then, return this card to the Muaat Player. | ||
83 | Starting Fleet | 1 War Sun 2 Fighters 4 Infantry 1 Space Dock | ||
84 | Starting Technologies | Plasma Scoring (0) | ||
85 | Special Units | Prototype War Sun I: Muaat War Sun Cost: 12 Combat: 3 (x3) Move: 1 Capacity: 6 Bombardment 3 (x3) Sustain Damage Other players units in this system lose the Planetary Shield ability. | ||
86 | Faction Technologies | Prototype War Sun II (RRRY): Muaat War Sun Cost: 10 Combat: 3 (x3) Move: 3 Capacity: 6 Bombardment 3 (x3) Sustain Damage Other players units in this system lose the Planetary Shield ability. Magmus Reactor Ω (RR): 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." | Codex 1 | |
87 | Flagship | The Inferno: Cost: 8 Combat: 5 (x2) Move: 1 Capacity: 3 Sustain Damage Action: Spend 1 token from your strategy pool to place 1 cruiser in this unit's system. | ||
88 | Mech | Ember Colossus: Cost: 2 Combat: 6 Sustain Damage When you use your Star Forge faction ability in this system or an adjacent system, you may place 1 infantry from your reinforcements with this unit. | ||
89 | Agent | Umbat: Action: Exhaust this card to choose a player; that player may produce up to 2 units that each have a cost of 4 or less in a system that contains one of their war suns or their flagship. | ||
90 | Commander | Magmus: Unlock: Produce a war sun. After you spend a token from your strategy pool: You may gain 1 trade good." | ||
91 | Hero | Adjudicator Ba'al: Unlock: Have 3 scored objectives. Nova Seed: After you move a war sun into a non-home system other than Mecatol Rex: You may destroy all other players' units in that system and replace that system tile with the Muaat supernova tile. If you do, purge this card and each planet card that corresponds to the replaced system tile." | ||
92 | ||||
93 | Emirates of Hacan | |||
94 | Home System | Hercant: 1/1 Arretze: 2/0 Kamdorn: 0/1 | ||
95 | Faction Abilities | Masters of Trade: You do not have to spend a command token to resolve the secondary ability of the "Trade" strategy card. Guild Ships: You can negotiate transactions with players who are not your neighbor. Arbiters: When you are negotiating a transaction, action cards can be exchanged as part of that transaction. | ||
96 | Commodities | 6 | ||
97 | Promissory Note | Trade Convoys Action: Place this card faceup in your play area. While this card is in your play area, you may negotiate transactions with players who are not your neighbor. If you activate a system that contains 1 or more of the Hacan player's units, return this card to the Hacan player. | ||
98 | Starting Fleet | 2 Carriers 1 Cruiser 2 Fighters 4 Infantry 1 Space Dock | ||
99 | Starting Technologies | Antimass Deflectors (0) Sarween Tools (0) | ||
100 | Special Units |
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