Copy of TI:4 Evernoob's Super Cheat Sheet
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Factions of Twilight Imperium - Fourth Edition
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ArborecNaalu Collective
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Home System3/2Home System3/1 0/2
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Faction AbilitiesMitosis :
Your space docks cannot produce infantry. At the start of the status phase place 1 infantry from your reinforcements on any planet you control.
Faction AbilitiesTelepathic
At the end of the strategy phase, place the Naalu "0" token on your strategy card. You are first in initiative order

Foresight
After another player moves ships into a system that contains one or more of your ships, you may place 1 token from your strategy pool in an adjacent system that does not contain another player's ships : move your ships from the active system into that system.
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Commodities3Commodities3
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Promissary NoteStymie
Action: Place this card faceup in your play area.
While this card is in your play area, the Arborec player cannot produce units in or adjacent to non-home systems that contain 1 or more of your units.
If you activate a system that contains 1 or more of the Arborec player's units, return this card to the Arborec player.
Promissary NoteGift of prescience
At the end of the Strategy Phase:
Place this card faceup in your play area and place the Naalu "0" token on your strategy card; You are the first in initiative order. The Naalu player cannot use his Telepathic faction ability during this game round.
Return this card to the Naalu player at the end of the status phase.
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Starting Fleet1 Space dock
1 PDS

1 Carrier
1 Cruiser
4 Infantry
2 Fighter
8Starting Fleet1 Space dock
1 PDS

1 Carrier
1 Cruiser
1 Destroyer
4 Infantry
3 Fighter
9,5
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Starting Technologies
Magen Defense Grid
Starting Technologies
Sarween Tools
Neural Motivator
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Special UnitsLetani Warrior I - Cost 1(2) - Combat 8 - Production 1Special UnitsHybrid Crystal Fighter I : Cost 1(2) - Combat 8
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Faction Technologies
Letani Warrior II (GG) - Cost 1(2) - 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.
Faction Technologies
Hybrid Crystal Fighter II (GB) : Combat 7 , Move 2
This unit may move without being transported. Each fighter in excess of your ships' capacity counts as 1/2 of a ship against your fleet pool.

Neuroglaive (GGG)
After another player activates a system that contains 1 or more of your ships, that player removes 1 token from his fleet pool and returns it to his reinforcements.
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FlagshipDuha Menaimon
Cost 8 - Combat 7x2 - Move 1 - Capacity 5 - Sustain Damage
After you activate this system you may produce up to 5 units in this system
FlagshipMatriarch
Cost 8 - Combat 9x2 - Move 1 - Capacity 6 - Sustain Damage
During an invasion in this system, you may commit fighters to planets as if they were ground forces. After combat return those units to the space area.
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Barony of LetnevNekro Virus
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Home System4/0 2/1Home System4/0
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Faction AbilitiesMunitions 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 your fleet can have in each system is equal to 2 more than the number of tokens in your fleet pool.
Faction AbilitiesGalactic Threat
You cannot vote on agendas. Once per agenda phase after an agenda is revealed, you may predict aloud the outcome of that agenda. If your prediction is correct, gain 1 technology that is owned by a player who voted how you predicted.

Technology Singularity
Once per combat, after 1 of your opponent's units is destroyed, you may gain 1 technology that is owned by that player.

Propagation
You cannot research technology. When you would research a technology, gain 3 command tokens instead.
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Commodities2Commodities3
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Promissary NoteWar Funding
At the start of a round of space combat.
The Letnev Player loses 2 trade goods.
During this combat round, reroll any number of your dice.
Then, return this card to the Letnev player.
Promissary NoteAntivirus
At the start of a combat:
Place this card faceup in your play area. While this card is in your play area, the Nekro player cannot use his Technological Singularity faction ability against you.
If you activate a system that contains 1 or more of the Nekro player's units, return this card to the Nekro player.
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Starting Fleet1 Space dock
1 PDS

1 Carrier
1 Dreadnaught
1 Destroyer
3 Infantry
1 Fighter
10Starting Fleet1 Space dock

1 Carrier
1 Dreadnaught
1 Cruiser
2 Infantry
2 Fighter
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Starting Technologies
Antimass Deflectors
Plasma Scoring
Starting Technologies
Dacxive Animators
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Special UnitsSpecial Units
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Faction Technologies
Non-Euclidian 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.
Faction Technologies
Valefactor Assimilator X
Valefactor Assimilator Y

When you gain another player's technology using 1 of your faction abilities, you may place the X/Y assimilator token on a faction technology owned by that player instead. While that token is on a technology, this card gains that technology's text. You cannot place an assimilator token on technology that already has an assimilator token.
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FlagshipArc Secundus
Cost 8 - Combat 5x2 - Move 1 - Capacity 3 - Sustain Damage - Bombard 5x3
Other player's units in this system lose planetary shield.
At the start of each space combat round, repair this ship
FlagshipThe Alastor
Cost 8 - Combat 9x2 - Move 1 - Capacity 3 - Sustain Damage
At the start of a space combat, choose any number of your ground forces in this system to participate in that combat as if they were ships.
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Clan of SaarSardak N'orr
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Home System1/0 2/1Home System3/1 1/0
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Faction AbilitiesScavenge
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.
Faction AbilitiesUnrelenting
Apply +1 to the result of each of your unit's combat rolls
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Commodities3Commodities3
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Promissary NoteRagh'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.
Promissary NoteTekklar Legion
At the start of an invasion combat:
Apply +1 to the result of each of your unit's combat rolls during this combat. If your opponent is the N'orr player, apply -1 to the result of each of his unit's combat rolls during this combat.
Then, return this card to the N'orr player.
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Starting Fleet1 Space dock

2 Carrier
1 Cruiser
4 Infantry
2 Fighter
11Starting Fleet1 Space dock
1 PDS

2 Carrier
1 Cruiser
5 Infantry
10,5
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Starting Technologies
Antimass Deflectors
Starting Technologies
None
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Special UnitsFloating Factory I : 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.
Special UnitsExotrireme I : Cost 4 - Combat 5 - Move 1 - Capacity 1 - Bombard 4x2 - Sustain Damage
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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) - 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.
Faction Technologies
Exotrireme II (BBY) : Cost 4 - Combat 5 - Move 2 - Capacity 1 - Bombard 4x2 - Sustain Damage
This unit cannot be destroyed by Direct Hit action cards. After a round of space combat you may destroy this unit to destroy up to 2 ships in this system.

Valkyrie Particle Weave
(RR)
After making combat rolls during a round of ground combat, if your opponent produced 1 or more hits, you produce 1 additional hit.
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FlagshipSon of Ragh
Cost 8 - Combat 5x2 - Move 1 - Capacity 3 - Sustain Damage
Anti Fighter Barrage 6x4
FlagshipC'Morran N'orr
Cost 8 - Combat 6x2 - Move 1 - Capacity 3 - Sustain Damage
Apply +1 to the result of each of your other ship's combat rolls in this system.
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Embers of Muaat
Universities of Jol-Nar
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Home System4/1Home System2/3 1/2
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Faction AbilitiesStar 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 supernova's.
Faction AbilitiesFragile
Apply -1 to the result of each of your unit's combat rolls.

Brilliant
When you spend a command token to resolve the secondary ability of the Technology strategy card, you may resolve the primary ability instead.

Analytical
When you research a technology that is not a unit upgrade technology, you may ignore 1 prerequisite.
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Commodities4Commodities4
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Promissary NoteFires 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 card.
Then, return this card to the Muaat Player.
Promissary NoteResearch Agreement
After the Jol-Nar player researches a technology that is not a faction technology:
Gain that technology. Then, return this card to the Jol-Nar player.
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Starting Fleet1 Space dock

1 War Sun
4 Infantry
2 Fighter
15Starting Fleet1 Space dock
2 PDS

2 Carrier
1 Dreadnaught
2 Infantry
1 Fighter
11,5
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Starting Technologies
Plasma Scoring
Starting Technologies
Neural Motivator
Antimass Deflector
Sarween Tools
Plasma Scoring
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Special UnitsPrototype War Sun I : Cost 12 - Combat 3x3 - Move 1 - Capacity 6 - Bombard 3x3 - Sustain Damage
Other player's units in this system lose Planetary Shield.
Special Units
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Faction Technologies
Prototype War Sun II (RRRY) : Cost 10 - Combat 3x3 - Move 3 - Capacity 6
Bombardment 3x3 - Sustain Damage
Other player's units in this system lose Planetary Shield.

Magmus Reactor (RR)
Your ships can move into supernovas.
After 1 or more of your units use production in a system that either contains a warsun or is adjacent to a supernova, gain 1 trade good.
Faction Technologies
Spacial Conduit Cylinder (BB)
You may exhaust this card after you activate a system that contains 1 or more of your units; that system is adjacent to all other systems that contain 1 or more of your units during this activation.

E-Res Siphons
(YY)
After another player activates a system that contains 1 or more of your ships, gain 4 trade goods.
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FlagshipThe Inferno
Cost 8 - Combat 5x2 - Move 1 - Capacity 3 - Sustain Damage
Action : Spend 1 token from your strategy pool to place 1 cruiser in this unit's system
FlagshipJ.N.S. Hylarim
Cost 8 - Combat 6x2 - Move 1 - Capacity 3 - Sustain Damage
When making a combat roll for this ship, each result of 9 or 10, before applying modifiers, produces 2 additional hits.
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Emirates of HacanWinnu
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Home System2/1 0/1 1/1Home System3/4
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Faction AbilitiesMasters 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.
Faction AbilitiesBlood 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
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Commodities6Commodities3
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Promissary NoteTrade 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.
Promissary NoteAcquiescence
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.
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Starting Fleet1 Space dock

2 Carrier
1 Cruiser
4 Infantry
2 Fighter
11Starting Fleet1 Space dock
1 PDS

1 Carrier
1 Cruiser
2 Infantry
2 Fighter
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Starting Technologies
Antimass Deflectors
Sarween Tools
Starting Technologies
Choose any 1 technology that has no prerequisites
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Special UnitsSpecial Units
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Faction Technologies
Quantum Datahub Node (YYY)
At the end of the strategy phase, you may spend 1 token from your strategy pool and give another player 3 of your trade goods. If you do, give 1 of your strategy cards to that player and take 1 of his strategy cards.

Production Biomes (GG)
Action : Exhaust this card and spend 1 token from your strategy pool to gain 4 trade goods and choose 1 other player; that player gains 2 trade goods.
Faction Technologies
Lazax Gate Folding (BB)
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.

Hegemonic Trade Policy (YY)
Exhaust this card when 1 or more of your units use production; swap the resource and influence values of 1 planet you control until the end of your turn.
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FlagshipWrath of Kenara
Cost 8 - Combat 7x2 - Move 1 - Capacity 3 - Sustain Damage
After you roll a die during a space combat in this system, you may spend 1 trade good to apply +1 to the attack.
FlagshipSalai Sai Corian
Cost 8 - Combat 7x1 - Move 1 - Capacity 3 - Sustain Damage
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.
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Federation of SolXxcha Kingdom
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Home System4/2Home System2/3 1/1
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Faction AbilitiesCritical 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 AbilitiesPeace Accords
After you resolve the primary or secondary ability of the Diplomacy strategy card, you may gain control of 1 planet other than Mecatol Rex that does not contain any units and is in a system that is adjacent to a planet you control

Quash
When an agenda is revealed, you may spend 1 token from your strategy pool to discard that agenda and reveal 1 agenda from the top of the deck. Players vote on this agenda instead.
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Commodities4Commodities4
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Promissary NoteMilitary 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 his reinforcements. Then you may place 2 infantry from your reinforcements on any planet you control.
Then, return this card to the player.
Promissary NotePolitical Favor
After an agenda s revealed:
Remove 1 token from the Xxcha player's strategy pool and return it to his reinforcements. Then, discard the revealed agenda and reveal 1 agenda from the top of the deck. Players vote on this agenda instead.
Then, return this card to the Xxcha player.
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Starting Fleet1 Space dock

2 Carrier
1 Destroyer
5 Infantry
3 Fighter
11Starting Fleet1 Space dock
1 PDS

1 Carrier
2 Cruiser
4 Infantry
3 Fighter
10,5
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Starting Technologies
Neural Motivator
Antimass Deflector
Starting Technologies
Graviton Laser System
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Special UnitsAdvanced Carrier I: Cost 3 - Combat 9 - Move 1 - Capacity 6 ;
Spec Ops Infantry I: Cost 1(2) - Combat 7
Special Units
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Faction Technologies
Spec Ops II (GG) Sol Infantry - Cost 1(2) - Combat 6x1
After this unit is destroyed, roll 1 die. If the result is 5 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.

Advanced Carrier II (BB) - Cost 3 - Combat 9 - Move 2, Capacity 8 - Sustain Damage
Faction Technologies
Instinct Training (G)
You may exhaust this card and spend 1 token from your strategy pool when another player plays an action card; cancel that action card.

Nullification Field
(YY)
After another player activates a system that contains 1 or more of your ships, you may exhaust this card and spend 1 token from your strategy pool; immediately end that player's turn.
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FlagshipGenesis
Cost 8 - Combat 5x2 - Move 1 - Capacity 12 - Sustain Damage
At the end of the status phase, place 1 infantry from your reinforcements in this system's space area
FlagshipLoncara Ssodu
Cost 8 - Combat 7x2 - Move 1 - Capacity 3 - Sustain Damage -
Space Cannon 5x3
You may use this unit's space cannon against ships that are in adjacent systems.
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Ghosts of CreussYin Brotherhood
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Home SystemDelta Wormhole + 4/2 HomesystemHome System4/4
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Faction AbilitiesQuantum entanglement
You treat all systems that contain either an alpha or a beta wormholeas adjacent to eachother. Game effects cannot prevent you from using this ability.

Slipstream
During your tactical actions, apply +1 to the move value of each of your ships that starts its movement in your home system or in a system that contains either an alpha or beta wormhole.

Creuss Gate
When you create the game board, place the Creuss Gate where your home systemwould normally be placed. The Creuss Gate is not a home system. Then place your home system in your play area.
Faction AbilitiesIndoctrination
At the start of a ground combat, you may spend 2 influence to replace 1 of your opponent's participating infantry with 1 infantry from your reinforcements.

Devotion
After each space battle round, you may destroy 1 of your cruisers or destroyers to produce 1 hit and assign it to 1 of your opponent's ships.
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Commodities4Commodities2
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Promissary NoteCreuss Iff
At the start of your turn during the action phase:
Place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.
Then, return this card to the Creuss player.
Promissary NoteGreyfire Mutagen
After a system is activated:
The Yin player cannot use faction abilities or faction technology during this tactical action.
Then, return this card to the Yin player
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Starting Fleet1 Space dock

1 Carrier
2 Destroyer
4 Infantry
2 Fighter
8Starting Fleet1 Space dock

2 Carrier
1 Destroyer
4 Infantry
4 Fighter
11
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Starting Technologies
Gravity Drive
Starting Technologies
Sarween Tools
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Special UnitsSpecial Units
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Faction Technologies
Wormhole Generator (BB)
At the start of the status phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.

Dimensional Splicer(R)
At the start of a space combat in a system that contains a wormhole and 1 or more of your ships, you may produce 1 hit and assign it to 1 of your opponent's ships
Faction Technologies
Yin Spinner (GG)
After one or more of your units use production, place 1 infantry from your reinforcements on a planet you control in that system.

Impulse Core (YY)
At the start of a space combat, you may destroy 1 of your cruisers or destroyers in the active system to produce 1 hit against your opponent's ships; that hit must be assigned by your opponent to 1 of his non-fighter ships if able.
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FlagshipHil Colish
Cost 8 - Combat 5x1 - Move 1 - Capacity 3 - Sustain Damage
This ship's system contains a Delta wormhole.
During movement, this ship may move before or after your other ships.
FlagshipVan Hauge
Cost 8 - Combat 9x2 - Move 1 - Capacity 3 - Sustain Damage
When this ship is destroyed, destroy all ships in this system.
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L1z1x MindnetYssaril Tribes
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Home System5/0Home System2/3 1/2
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Faction AbilitiesAssimilate
When you gain control of a planet, replace each PDS and space dock that is on that planet with a matching unit from your reinforcements.

Harrow
After each round of ground combat, your ships in the active system may use their bombardment ability against your opponent's ground forces on the planet.
Faction AbilitiesStall Tactics
Action : Discard 1 action card from your hand

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

Crafty
You can have any number of action cards in your hand. Game effects cannot prevent you from using this ability.
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Commodities2Commodities3
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Promissary NoteCybernetic Enhancements
At the start of your turn:
Remove 1 token from the L1z1x player's strategy pool and return it to his reinforcements. Then, place 1 command token from your reinforcements in your strategy pool.
Then, return this card to the L1z1x player.
Promissary NoteSpy Net
At the end of your turn:
Look at the Yssaril player's hand of action cards. Choose 1 of those action cards and add it to yout hand.
Then, return this card to the Yssaril player.
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Starting Fleet1 Space dock
1 PDS

1 Carrier
1 Dreadnaught
5 Infantry
3 Fighter
11Starting Fleet1 Space dock
1 PDS

2 Carrier
1 Cruiser
5 Infantry
2 Fighter
11,5
87
Starting Technologies
Neural Motivator
Plasma Scoring
Starting Technologies
Neural Motivator
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Special UnitsSuper Dreadnaught I: Cost 4 - Combat 5 - Move 1 - Capacity 2 - Bombard 5 - Sustain DamageSpecial Units
89
Faction Technologies
Super Dreadnaught II (BBY) : Combat 4, Move 2, Capacity 2, Bombard 4 - Sustain Damage
This unit cannot be destroyed by Direct Hit action cards.

Inheritance Systems (YY)
You may exhaust this card and spend 2 resources when you research a technology; ignore all of that technology's prerequisites.
Faction Technologies
Mageon Implants (GGG)
Action : Exhaust this card to look at another player's hand of action cards. Choose 1 of those cards and add it to your hand.

Transparasteel Plating (G)
During your turn of the action phase, players that have passed cannot play action cards.
90
Flagship0.0.1
Cost 8 - Combat 5x2 - Move 1 - Capacity 5 - Sustain Damage
During a space combat, hits produced by this ship and by your dreadnaughts in this system must be assigned to non-fighter ships if able.
FlagshipY'sia Y'ssrila
Cost 8 - Combat 5x2 - Move 2 - Capacity 3 - Sustain Damage
This ship can move through systems that contain other player's ships.
91
92
Mentak Coalition
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Home System4/1
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Faction AbilitiesAmbush
At the start of a space combat, you may roll 1 die for each of up to 2 of your cruisers or destroyers in the system. For each result equal or greater than that ship's combat value produce 1 hit. Your opponent must assign it to one of his ships.

Pillage
After one of your neighbors gains trade goods or resolves a transaction. If he has 3 or more trade goods you may take 1 of his trade goods or commodities.
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Commodities2
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Promissary NotePromise of Protection
Action: Place this card faceup in your play area.
While this card is in your play area, the Mentak player cannot use his pillage faction ability against you.
If you activate a system that contains 1 or more of the Mentak player's units, return this card to the Mentak player.
97
Starting Fleet1 Space dock
1 PDS

1 Carrier
2 Cruiser
4 Infantry
3 Fighter
10,5
98
Starting Technologies
Sarween Tools
Plasma Scoring
99
Special Units
100
Faction Technologies
Mirror Computing (YYY)
When you spend trade goods, each trade good is worth 2 resources or influence instead of 1

Salvage Operations (YY)
After you win or lose a space combat, gain 1 trade good; if you won the combat, you may also produce 1 ship in that system of any ship type that was destroyed during the combat.
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