====== Twilight Imperium 3e (TI3) - Races ====== [[start|]] Wrote up all the races with all optional components, to make it easier to get a view of what each race does and its options. To avoid having to dig through multiple race sheets, cards, land decks, and tokens etc. ===== The Arborec ===== === Starting Units: === * 1 Cruiser * 1 Carrier * 4 GF * 2 Fighters * 1 PDS === Racial Ability: === - You may not build GF with your Space Docks. - Your GF have a build capacity of 1. You may not build units with Ground Forces that have moved during the same activation. - At the start of the Status Phase, place 1GF on one planet you control. * Trade Agreements: +2/+1 * Homesystem: Nestphar (3/2), Green Discount === Starting Techs: === * Antimass Deflectors * Stasis Capsules === Racial Technology: === - Bioplasmosis (3) At the beginning of the round, you may move one of your GF from one planet you control to another planet you control in an adjacent system. - Spore Acceleration (5) Increase the Build Capacity for your GF by one. === Optional: === * Flagship: Duha Menaimon (10/6×2 / 1 / 5) Build Capacity 5. You may not build units with this ship if it has moved during the same activation. * Leaders: Admiral, Diplomat, General * Representative 1: Dirzuga Ohao (C) +3. If killed, this Representative returns to your hand after voting. * Representative 2: Dirzuga Mantasa (C) +4. Other Councilors do not receive bonus votes when voting. * Representative 3: Letani Miasmiala (S) +0. Choose another player. If he chose a Councilor, you may kill this spy to control his councilor during voting. ===== The Barony of Letnev ===== === Starting Units: === * 1 Dreadnought * 1 Destroyer * 1 Carrier * 3 GF === Racial Ability: === - +1 to Fleet Supply - May spend 2 Trade Goods to get +1 in actual round of space combat or +2 in ground combat * Trade Agreements: +1/+1 * Homesystem: Wren Terra (2/1), Arc Prime (4/0) === Starting Techs: === * Antimass Deflectors * Hylar V Assault Laser === Racial Technology: === - L4 Disruptors (6) You don’t need to spend 2 Trade Goods to use your racial ability in ground combat. - Noneuclidian Shielding (4) When you use the sustain damage ability of one of your units, it prevents two casualties (rather than one). === Optional: === * Flagship: Arc Secundus (10 / 5×2 / 1 / 2) This ship may bombard planets that contain Planetary Defense System units. At the start of each combat round, repair this ship. * Leaders: Admiral, General, Diplomat * Representative 1: Darktalon Treilla (S) +0. Assassinate. If successful, gain his bonus votes. * Representative 2: Legate Erran (C) +4. You cast your votes after all other players. * Representative 3: Captain Lassir (B) +2. If you do not like the result of this vote, gain one Dreadnought in any system and abstain from all future votes. ===== The Brotherhood of Yin ===== === Starting Units: === * 1 Destroyer * 2 Carrier * 4 GF * 4 Fighters === Racial Ability: === - When attacker, roll a die before ground combat. On 5+, enemy loses one GF and you gain one - Before the second round of space battle, you may discard a Cruiser or Destroyer to immediately inflict one hit on any enemy ship - Once per round, as an action, reverse the resource and influence value of any planet for the rest of the round * Trade Agreements: +1/+1 * Homesystem: Darien (2/4) === Starting Techs: === * Hylar V Assault Laser * Automated Defense Turrets === Racial Technology: === - Fanaticism (4) Use your racial ability twice each ground combat. - Yin Spinner (2) Build one free GF each time you build units at your Space Dock. The free GF does not count toward production limit. === Optional: === * Flagship: Van Hauge (10 / 5×2 / 1 / 4) Your GF units in this system may participate in Space Battles as if they were Fighters. * Leaders: Agent, Admiral, Diplomat * Representative 1: Imar Yissadar (S) +0. Assassinate. If bodyguard, he and spy are killed. * Representative 2: Talla Darator (C) +4. If assassinated, Spy’s owner must abstain. * Representative 3: Rhal Darish (C) +3. If you give a Promissory Note this turn, receive 3TG from supply. ===== The Clan of Saar ===== === Starting Units: === * 4 GF * 2 Carrier * 2 Fighters * 1 Cruiser === Racial Ability: === - Gain 1 Trade Good every time you acquire a new planet - You may fulfill objectives even if you don’t control your Home System - Your Space Docks have a movement of one but may not build in the same activation as they move - Your Space Docks are not placed on planets and have a build limit of 4 each. They are destroyed when alone with an enemy ship * Trade Agreements: +2/+2 * Homesystem: Lisis II (1/0), Ragh (2/1) === Starting Techs: === * Antimass Deflectors * XRD Transporters === Racial Technology: === - Floating Factories (3) Space Dock may sustain 5 Fighters and have a build limit of 5. Additionally, they get +1 movement. - Chaos-Mapping (2) You may activate an Asteroid Field. Your Fleet Supply limit in it is 3 (which cannot be modified). === Optional: === * Flagship: Son of Ragh (10/6×3/1/4) This ship rolls four dice for your anti- Fighter barrage. * Leaders: Agent, Admiral, General * Representative 1: Elder Gurno (S, B) +0. Choose unrevealed Representative. He may not use any power on you. * Representative 2: Elder Sarrig (C) +4. Gain +3 votes if you are the Speaker. * Representative 3: Melkov (S) +2. Choose outcome. Gain 1 Trade Good for every player voting that way. ===== The Embers of Muaat ===== === Starting Units: === * 4 GF * 2 Fighters * 1 Warsun === Racial Ability: === - You may move through, but not stop in, Supernovas - Your War Suns have a base movement of 1 unless Deep Space Cannon is researched - As an action, spend one CC from SA to place two Fighters or one Destroyer in any system containing one of your SD or War Suns * Trade Agreements: +2/+2 * Homesystem: Muaat (4/1) === Starting Techs: === * Enviro Compensator * Sarween Tools * Warsun === Racial Technology: === - Magmus Reactor (5) Warsuns gain +1 Movement and have a base cost of 10. - Nova Seed (3) As an action, you may remove this card from the game to replace a system you control with a Supernova system tile. This may not be used on Mecatol Rex, a Home System, or adjacent to a red-bordered system. === Optional: === * Flagship: The Inferno (10 / 5×3 / 1 / 4) As an action, you may spend 1 CC from SA to produce one free Cruiser in this system. * Leaders: General, Scientist, Diplomat * Representative 1: Moltosh Flae (C) If you have a War Sun in, or adjacent to, the MR system, gain +4 votes. * Representative 2: Hosh Gahloki (S) +0. Assassinate. If he is killed, draw 1AC. * Representative 3: Flaim Haash (B) +1. If this card is targeted by a Spy, the player controlling the Spy receives -5 votes. ===== The Emirates of Hacan ===== === Starting Units: === * 4 GF * 2 Fighters * 2 Carriers * 1 Cruiser === Racial Ability: === - In Status Phase, you may trade Action Cards with other players. - You receive one additional Trade Good per Trade Agreement. - Your trades don’t need approval; other players may never break a Trade Agreement with you except for war or the Trade Strategy Card (not Trade II). * Trade Agreements: 3/3 * Homesystem: Arretze (2/0), Hercant (1/1), Kamdorn (0/1) === Starting Techs: === * Enviro Compensator * Sarween Tools === Racial Technology: === - Production Centers (3) Once per round, spend a Command Counter from Supply Allocation to receive 4 Trade Goods and give 2 Trade Goods to any other player(s), but only if you have less than 6 Trade Goods. - Quantum Datahub Node (5) At the end of your Strategy Phase, you may trade one of your Strategy Cards with a Strategy Card of one of your trading partners. The other player doesn’t need to agree to the trade. === Optional: === * Flagship: Wrath of Kenara (10 / 7×3 / 2 / 4) When this ship is present, up to two times each combat round, you may spend 1TG to reroll one of your dice. * Leaders: General, Scientist, Diplomat * Representative 1: Alrung (S, B) +0. Assassinate. * Representative 2: Huldran (C) +2. When voting, each player who didn’t receive a Promissory Note must give you 1 Trade Good or abstain. * Representative 3: Garrus (C) +4. If any player gives you a Trade Good during the Bargaining step, gain one additional Trade Good from the supply (once per round). ===== The Federation of Sol ===== === Starting Units: === * 5 GF * 2 Carrier * 1 Destroyer === Racial Ability: === - May spend one CC from SA to create 2 GF on any planet - Gain one additional CC in Status Phase * Trade Agreements: 2/2 * Homesystem: Jord (4/2) === Starting Techs: === * Antimass Deflectors * Cybernetics === Racial Technology: === - Mark II Advanced Carriers (4) Carriers may carry eight units and gain sustain damage. - Spec Ops Training (5) Each time you roll a 1 during Invasion Combat, you may reroll the die. You must use the second result. === Optional: === * Flagship: Genesis I (10 / 5×3 / 1 / 3) GF on this ship do not count towards its capacity. * Leaders: Agent, Admiral, Diplomat * Representative 1: Rev. Hendrickson (S, B) +0. Assassinate. If target is Bodyguard, it is considered not targeted. * Representative 2: Claire Gibson (C) +4. If PC doesn’t resolve the way you wanted to, you may force a player who voted against you to return one of your Promissory Notes. * Representative 3: Ronald Wiley (C) +3. If you abstain from this vote, gain 2GF on any one planet you control. ===== The Ghosts of Creuss ===== === Starting Units: === * 4 GF * 2 Fighters * 1 Carrier * 2 Destroyers === Racial Ability: === - You may treat “A” and “B” wormholes as if they were adjacent to each other. - You may always use wormholes, regardless of other effects or restrictions. - Other players may not use “A” or “B” wormholes to travel into a system you control. * Trade Agreements: 2/2 * Homesystem: Creuss (4/1) === Starting Techs: === * Antimass Deflectors * XRD Drives === Racial Technology: === - Dimensional Splicers (3) At the start of a battle containing a Wormhole and at least one of your ships, You may assign 1 hit to an enemy ship of your choice. - Slave Wormhole Generator (5) At the start of the Status Phase, you may place (or move) your extra “A” or “B” wormhole token into an empty or friendly non-Home System. === Optional: === * Flagship: Hil Colish (10/4/1/3) You may treat this ship’s destination system as if it had a “D” wormhole in it. When this ship is moving, treat its destination system as if it had the wormhole. * Leaders: Diplomat, Admiral, Scientist * Representative 1: San Omairo (B) +1. If this card is targeted by a Spy, look at the targeting player’s AC and steal one. * Representative 2: Sai Seravus (C) +2. Gain +1 vote for each wormhole you control. * Representative 3: Soo Leirah (S) +1. Choose another player. He may not use Representative’s special ability (if not already used). ===== The L1z1x Mindnet ===== === Starting Units: === * 5 GF * 3 Fighters * 1 PDS * 1 Carrier * 1 Dreadnought === Racial Ability: === - Base cost of your Dreadnoughts is 4 - You start with one additional CC in SA - Your Dreadnoughts receive +1 in space combat and your GF +1 when attacking * Trade Agreements: 1/1 * Homesystem: [0.0.0] (5/0) === Starting Techs: === * Enviro Compensator * Stasis Capsules * Cybernetics * Hylar V Assault Laser === Racial Technology: === - Dreadnought Invasion Pod (2) Your Dreadnoughts may carry one additional GF. - Inheritance Systems (5) When researching Technology using the Technology Strategy Card, you may spend two additional resources to ignore one of the Technology’s prerequisites. === Optional: === * Flagship: 0.0.1 (11 / 5×3 / 1 / 2) When this ship is present, all hits from your Flagship must be taken by opposing non-Fighter ships (if able). * Leaders: Agent, Scientist, Diplomat * Representative 1: R7-82 (C) +4. If you abstain from this vote, gain one free Cruiser in your Home System. * Representative 2: 44G5I-0 (B) +1. If this card is targeted by a Spy, the player controlling the Spy must abstain from the vote. * Representative 3: A6AH3 (S) +0. Choose an outcome. If the result of this vote does not match your choice, kill any one Councilor that did not vote the outcome you chose. ===== The Mentak Coalition ===== === Starting Units: === * 4 GF * 1 PDS * 1 Carrier * 3 Cruisers === Racial Ability: === - You start with one additional CC in FS - During Strategy Phase, you may take 1TG from up to two players with 3+ TG - Before Space Battles begin, you may take two pre-combat shots with Cruisers or Destroyers; casualties don’t return fire * Trade Agreements: 1/1 * Homesystem: Moll Primus (4/1) === Starting Techs: === * Hylar V Assault Laser * Enviro Compensator === Racial Technology: === - Salvage Operations (4) +2TG for every Space Battle. If victorious, you rebuild one ship that was destroyed. - Mirror Computing (4) When you spend Trade Goods, each Trade Good counts as 2 resources instead of one. === Optional: === * Flagship: Fourth Moon (8/5×2/2/2) Opposing ships may not use the Sustain Damage ability in this system. * Leaders: Agent, Diplomat, Admiral * Representative 1: S’ula Mentarion (C) +4. After voting, look at the top card of the Political Deck and place it on top or bottom. * Representative 2: Cador Grim (S) +0. Assassinate. If your Spy is killed by an enemy Spy, the enemy Spy is also killed. * Representative 3: Orid Grim (B) +2. If this card is targeted by a Spy, the player controlling the Spy must give you 3TG or kill the spy. ===== The Naalu Collective ===== === Starting Units: === * 4 GF * 4 Fighters * 1 PDS * 1 Carrier * 1 Destroyer === Racial Ability: === - Your initiative number is always 0 - Your Fighters receive +1 in Space Battle - Naalu fleets may retreat before Space Battle begins * Trade Agreements: 2/1 * Homesystem: Maaluuk (0/2), Druaa (3/1) === Starting Techs: === * Antimass Deflectors * Enviro Compensator === Racial Technology: === - Telepathic Mind Weapon (5) When your opponent activates a system you control, he loses 1CC in FS. - Hybrid Crystal Drives (3) Your Carriers and unsupported Advanced Fighters each only count 1⁄2 ship for the Fleet Supply (rounded up). === Optional: === * Flagship: Matriarch (10 / 8×2 / 2 / 6) Your Fleet Supply Limit in this system is increased by three. * Leaders: Agent, Diplomat, Admiral * Representative 1: S’sruuk G’ella (C) +4. Gain +2 votes if you are voting “For”. * Representative 2: S’sruuk H’eyra (C) +2. If you vote same as current player you must give him one Promissory Note. * Representative 3: S’srool D’amil (B) +0. If Spy tries to assassinate this Representative, kill Spy. ===== The Nekro Virus ===== === Starting Units: === * 2 GF * 1 MU (Mechanized Unit) * 1 Carrier * 2 Cruisers === Racial Ability: === - You may not vote on Political or Agenda Cards. - When you destroy at least 1 enemy unit in a Space Battle or Invasion Combat, you may copy (receive) one free Technology Card (ignoring all prerequisites) that the enemy player has already researched. Limit once per battle. - You may not receive Technology Cards from Political, Assembly, Action or Strategy Cards. Any time you would receive a Technology Card this way, instead gain three CC. * Trade Agreements: 2/1 * Homesystem: Mordai II (4/0) === Starting Techs: === * Gen Synthesis * Hylar V Assault Laser * Dacxive Animators === Racial Technology: === - Valefar Assimilator Gain this Technology by using your racial ability to copy a racial Technology an opponent has researched. You cannot copy a Technology that modifies his racial ability. === Optional: === * Flagship: The Alastor (9 / 9×3 / 1 / 1) If this ship is destroyed, destroy all friendly and enemy ships in the system. * Leaders: Agent, Admiral, General * Representative 1: Beelzebul (C) +0. After “Resolve Spies”, all Councilors are killed. Then discard Political Card. * Representative 2: Asmodai (S) +0. Choose a player and outcome. If right, copy one Technology from him. * Representative 3: Wendigo (B) +0. In order for a player to vote “For”, he must give you 1TG or one random AC. ===== The Sardakk N’orr ===== === Starting Units: === * 5 GF * 1 PDS * 1 Carrier * 1 Cruiser === Racial Ability: === - You receive +1 to all combat rolls. * Trade Agreements: 2/1 * Homesystem: Tren’lak (1/0), Quinarra (3/1) === Starting Techs: === * Hylar V Assault Laser * Deep Space Cannon === Racial Technology: === - Valkyrie Armor (3) At the end of a round of Invasion Combat, roll one die for each casualty you take. For each 10 you roll, your opponent must immediately take one casualty. - Exotrireme (4) At the end of a round of Space Battle, you may destroy one of your Dreadnoughts present to destroy two present enemy ships of your choice. === Optional: === * Flagship: C’morran Norr (10 / 5×3 / 1 / 2) You receive +1 to your space combat rolls in this system. * Leaders: Admiral, General, General * Representative 1: Qui’rek (B) +2. If targeted by Spy, Spy’s killed. * Representative 2: An’Grag (C) +4. If killed, killer must place 1CC from supply into a system of your choice. * Representative 3: Redband R’t’an (S) +0. Choose Representative and outcome. If not like you want, representative is killed after voting. ===== The Universities of Jol-Nar ===== === Starting Units: === * 2 GF * 1 Fighter * 2 PDS * 2 Carriers * 1 Dreadnought === Racial Ability: === - You receive -1 to all combat rolls. - You may spend aCC from SA to immediately reroll any dice roll. - When executing the Secondary of Technology, you may additionally use the Primary. * Trade Agreements: 3/1 * Homesystem: Jol (1/2), Nar (2/3) === Starting Techs: === * Hylar V Assault Laser * Antimass Deflectors * Enviro Compensator * Sarween Tools === Racial Technology: === - Spatial Conduit Network (6) Once per round you may move from any system you control to any other system you control as if they were adjacent. - Electro-Resonance Turbines (2) When an opponent activate a system you control, gain three Trade Goods from the Trade Supply. === Optional: === * Flagship: J.N.S. Hylarim (10 / 2×2 / 2 / 2) Each natural 10 rolled by this ship during Space Battle counts as three hits (instead of one hit). * Leaders: Scientist, Scientist, Admiral * Representative 1: Yaluga Huin (B, C) +1. Cannot be killed. * Representative 2: Ta Zern (C) +2. Gain +1 vote for each Technology. * Representative 3: Deluin Fillac (S, C) +3. Choose unrevealed Representative. You may force player to choose another one. ===== The Winnu ===== === Starting Units: === * 3 GF * 2 Fighters * 1 PDS * 1 Carrier * 1 Cruiser === Racial Ability: === - All planets containing GF are immune to “Local Unrest” - The influence value of Winnu counts for votes even when exhausted - You do not need a CC to execute the Secondary of Technology. * Trade Agreements: 3/1 * Homesystem: Winnu (3/4), Yellow Discount === Starting Techs: === * Antimass Deflectors * Enviro Compensator * Stasis Capsules === Racial Technology: === - Bioptic Recyclers (3) Once per round, as an action, discard one AC to get a CC or 2TG. - Lazax Gate Folding (4) At the start of each Status Phase, you may place 1 GF on Mecatol Rex. You may only do this if the planet is uncontrolled or is under your control (discard any Domain Counter on the planet). === Optional: === * Flagship: Salai Sai Corian (10 / 7x? / 1 / 3) ? is equal to the number of opposing non- Fighter ships present this round during Space Battle. * Leaders: Agent, Admiral, Scientist * Representative 1: Perdin Perdona (C) +2. If you vote “against”, gain +3 votes. * Representative 2: Menda Mendala (S) +0. Assassinate. Immune to other spies. * Representative 3: Berekar Berekon (C) +3. Gain a Cruiser if result of vote not the one you wanted. ===== The Xxcha Kingdom ===== === Starting Units: === * 2 GF * 3 Fighters * 1 PDS * 1 Carrier * 2 Cruisers === Racial Ability: === - May spend one CC from SA to veto a political agenda - You may execute the Primary of Diplomacy SC when using the Secondary. - Enemy receives -1 in first round of space combat * Trade Agreements: 2/2 * Homesystem: Archon Ren (2/3), Archon Tau (1/1) === Starting Techs: === * Antimass Deflectors * Enviro Compensator === Racial Technology: === - Diplomats (5) You may spend one CC from SA to veto an enemy action (once per round). - Instinct Training (4) Once per game turn, you may spend 1 CC from your SA to cancel an AC just played by your opponent. === Optional: === * Flagship: Loncara Ssodu (9 / 6×2 / 1 / 4) You may attack with this ship as if it were 2PDS units with Deep Space Cannon. * Leaders: Admiral, Diplomat, Diplomat * Representative 1: Brothers Qquiar (B) +2. If not targeted by Spy, gain +3 votes. * Representative 2: Ggrucoto Rinn (C) +3. If you give TG to players, they mustn’t receive Promissory Notes. You must vote for them. * Representative 3: Xxekir Grom (C) +2. During bargaining step, gain +3 votes if the current player does not offer Promissory Note. ===== The Yssaril Tribes ===== === Starting Units: === * 5 GF * 2 Fighters * 1 PDS * 2 Carriers * 1 Cruiser === Racial Ability: === - During Strategy Phase, you may look at the AC of any one player - You are allowed to skip your turn, but not twice in a row - You draw one additional AC during Status Phase and are never restricted in the size of your hand. * Trade Agreements: 2/1 * Homesystem: Retillion (2/3), Shalloq (1/2) === Starting Techs: === * Antimass Deflectors * XRD Transporters === Racial Technology: === - Shuttle Logistics (3) During Status Phase you may move your GF from one planet you control to another planet you control in the same or an adjacent system; neither may contain enemy ships. - Mageon Implants (4) When looking at the hand of your opponent’s AC using your racial ability, you may steal one card of your choice and put it on your hand. === Optional: === * Flagship: Y’sia Y’ssrila (9 / 7×2 / 2 / 5) This ship may move through systems containing enemy ships. * Leaders: Agent, Agent, Admiral * Representative 1: Zo Cou (C) +3. When voting, you may discard any number of AC to gain an equal number of votes. * Representative 2: Ne Ruk (S) +0. Assassinate and then return this Representative to hand. You must abstain. * Representative 3: So Ata (S) Choose a player. His total votes are reduced by half (rounded down).