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Twilight Imperium 3e (TI3) - Races

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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:

Racial Ability:

  1. You may not build GF with your Space Docks.
  2. Your GF have a build capacity of 1. You may not build units with Ground Forces that have moved during the same activation.
  3. At the start of the Status Phase, place 1GF on one planet you control.

Starting Techs:

Racial Technology:

  1. 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.
  2. Spore Acceleration (5) Increase the Build Capacity for your GF by one.

Optional:

The Barony of Letnev

Starting Units:

Racial Ability:

  1. +1 to Fleet Supply
  2. May spend 2 Trade Goods to get +1 in actual round of space combat or +2 in ground combat

Starting Techs:

Racial Technology:

  1. L4 Disruptors (6) You don’t need to spend 2 Trade Goods to use your racial ability in ground combat.
  2. Noneuclidian Shielding (4) When you use the sustain damage ability of one of your units, it prevents two casualties (rather than one).

Optional:

The Brotherhood of Yin

Starting Units:

Racial Ability:

  1. When attacker, roll a die before ground combat. On 5+, enemy loses one GF and you gain one
  2. Before the second round of space battle, you may discard a Cruiser or Destroyer to immediately inflict one hit on any enemy ship
  3. Once per round, as an action, reverse the resource and influence value of any planet for the rest of the round

Starting Techs:

Racial Technology:

  1. Fanaticism (4) Use your racial ability twice each ground combat.
  2. 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:

The Clan of Saar

Starting Units:

Racial Ability:

  1. Gain 1 Trade Good every time you acquire a new planet
  2. You may fulfill objectives even if you don’t control your Home System
  3. Your Space Docks have a movement of one but may not build in the same activation as they move
  4. 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

Starting Techs:

Racial Technology:

  1. Floating Factories (3) Space Dock may sustain 5 Fighters and have a build limit of 5. Additionally, they get +1 movement.
  2. Chaos-Mapping (2) You may activate an Asteroid Field. Your Fleet Supply limit in it is 3 (which cannot be modified).

Optional:

The Embers of Muaat

Starting Units:

Racial Ability:

  1. You may move through, but not stop in, Supernovas
  2. Your War Suns have a base movement of 1 unless Deep Space Cannon is researched
  3. 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

Starting Techs:

Racial Technology:

  1. Magmus Reactor (5) Warsuns gain +1 Movement and have a base cost of 10.
  2. 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:

The Emirates of Hacan

Starting Units:

Racial Ability:

  1. In Status Phase, you may trade Action Cards with other players.
  2. You receive one additional Trade Good per Trade Agreement.
  3. 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).

Starting Techs:

Racial Technology:

  1. 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.
  2. 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:

The Federation of Sol

Starting Units:

Racial Ability:

  1. May spend one CC from SA to create 2 GF on any planet
  2. Gain one additional CC in Status Phase

Starting Techs:

Racial Technology:

  1. Mark II Advanced Carriers (4) Carriers may carry eight units and gain sustain damage.
  2. 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:

The Ghosts of Creuss

Starting Units:

Racial Ability:

  1. You may treat “A” and “B” wormholes as if they were adjacent to each other.
  2. You may always use wormholes, regardless of other effects or restrictions.
  3. Other players may not use “A” or “B” wormholes to travel into a system you control.

Starting Techs:

Racial Technology:

  1. 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.
  2. 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:

The L1z1x Mindnet

Starting Units:

Racial Ability:

  1. Base cost of your Dreadnoughts is 4
  2. You start with one additional CC in SA
  3. Your Dreadnoughts receive +1 in space combat and your GF +1 when attacking

Starting Techs:

Racial Technology:

  1. Dreadnought Invasion Pod (2) Your Dreadnoughts may carry one additional GF.
  2. 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:

The Mentak Coalition

Starting Units:

Racial Ability:

  1. You start with one additional CC in FS
  2. During Strategy Phase, you may take 1TG from up to two players with 3+ TG
  3. Before Space Battles begin, you may take two pre-combat shots with Cruisers or Destroyers; casualties don’t return fire

Starting Techs:

Racial Technology:

  1. Salvage Operations (4) +2TG for every Space Battle. If victorious, you rebuild one ship that was destroyed.
  2. Mirror Computing (4) When you spend Trade Goods, each Trade Good counts as 2 resources instead of one.

Optional:

The Naalu Collective

Starting Units:

Racial Ability:

  1. Your initiative number is always 0
  2. Your Fighters receive +1 in Space Battle
  3. Naalu fleets may retreat before Space Battle begins

Starting Techs:

Racial Technology:

  1. Telepathic Mind Weapon (5) When your opponent activates a system you control, he loses 1CC in FS.
  2. Hybrid Crystal Drives (3) Your Carriers and unsupported Advanced Fighters each only count 1⁄2 ship for the Fleet Supply (rounded up).

Optional:

The Nekro Virus

Starting Units:

Racial Ability:

  1. You may not vote on Political or Agenda Cards.
  2. 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.
  3. 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.

Starting Techs:

Racial Technology:

  1. 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:

The Sardakk N’orr

Starting Units:

Racial Ability:

  1. You receive +1 to all combat rolls.

Starting Techs:

Racial Technology:

  1. 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.
  2. 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:

The Universities of Jol-Nar

Starting Units:

Racial Ability:

  1. You receive -1 to all combat rolls.
  2. You may spend aCC from SA to immediately reroll any dice roll.
  3. When executing the Secondary of Technology, you may additionally use the Primary.

Starting Techs:

Racial Technology:

  1. 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.
  2. Electro-Resonance Turbines (2) When an opponent activate a system you control, gain three Trade Goods from the Trade Supply.

Optional:

The Winnu

Starting Units:

Racial Ability:

  1. All planets containing GF are immune to “Local Unrest”
  2. The influence value of Winnu counts for votes even when exhausted
  3. You do not need a CC to execute the Secondary of Technology.

Starting Techs:

Racial Technology:

  1. Bioptic Recyclers (3) Once per round, as an action, discard one AC to get a CC or 2TG.
  2. 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:

The Xxcha Kingdom

Starting Units:

Racial Ability:

  1. May spend one CC from SA to veto a political agenda
  2. You may execute the Primary of Diplomacy SC when using the Secondary.
  3. Enemy receives -1 in first round of space combat

Starting Techs:

Racial Technology:

  1. Diplomats (5) You may spend one CC from SA to veto an enemy action (once per round).
  2. 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:

The Yssaril Tribes

Starting Units:

Racial Ability:

  1. During Strategy Phase, you may look at the AC of any one player
  2. You are allowed to skip your turn, but not twice in a row
  3. You draw one additional AC during Status Phase and are never restricted in the size of your hand.

Starting Techs:

Racial Technology:

  1. 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.
  2. 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: