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joneirik:rpg:ti3_races

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:

  • 1 Cruiser
  • 1 Carrier
  • 4 GF
  • 2 Fighters
  • 1 PDS

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.
  • Trade Agreements: +2/+1
  • Homesystem: Nestphar (3/2), Green Discount

Starting Techs:

  • Antimass Deflectors
  • Stasis Capsules

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:

  • 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. +1 to Fleet Supply
  2. 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:

  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:

  • 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:

  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
  • Trade Agreements: +1/+1
  • Homesystem: Darien (2/4)

Starting Techs:

  • Hylar V Assault Laser
  • Automated Defense Turrets

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:

  • 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:

  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
  • Trade Agreements: +2/+2
  • Homesystem: Lisis II (1/0), Ragh (2/1)

Starting Techs:

  • Antimass Deflectors
  • XRD Transporters

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:

  • 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:

  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
  • Trade Agreements: +2/+2
  • Homesystem: Muaat (4/1)

Starting Techs:

  • Enviro Compensator
  • Sarween Tools
  • Warsun

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:

  • 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:

  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).
  • Trade Agreements: 3/3
  • Homesystem: Arretze (2/0), Hercant (1/1), Kamdorn (0/1)

Starting Techs:

  • Enviro Compensator
  • Sarween Tools

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:

  • 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:

  1. May spend one CC from SA to create 2 GF on any planet
  2. Gain one additional CC in Status Phase
  • Trade Agreements: 2/2
  • Homesystem: Jord (4/2)

Starting Techs:

  • Antimass Deflectors
  • Cybernetics

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:

  • 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:

  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.
  • Trade Agreements: 2/2
  • Homesystem: Creuss (4/1)

Starting Techs:

  • Antimass Deflectors
  • XRD Drives

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:

  • 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:

  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
  • Trade Agreements: 1/1
  • Homesystem: [0.0.0] (5/0)

Starting Techs:

  • Enviro Compensator
  • Stasis Capsules
  • Cybernetics
  • Hylar V Assault Laser

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:

  • 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:

  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
  • Trade Agreements: 1/1
  • Homesystem: Moll Primus (4/1)

Starting Techs:

  • Hylar V Assault Laser
  • Enviro Compensator

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:

  • 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:

  1. Your initiative number is always 0
  2. Your Fighters receive +1 in Space Battle
  3. 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:

  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:

  • 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:

  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.
  • Trade Agreements: 2/1
  • Homesystem: Mordai II (4/0)

Starting Techs:

  • Gen Synthesis
  • Hylar V Assault Laser
  • Dacxive Animators

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:

  • 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:

  1. 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:

  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:

  • 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:

  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.
  • 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:

  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:

  • 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:

  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.
  • Trade Agreements: 3/1
  • Homesystem: Winnu (3/4), Yellow Discount

Starting Techs:

  • Antimass Deflectors
  • Enviro Compensator
  • Stasis Capsules

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:

  • 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:

  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
  • Trade Agreements: 2/2
  • Homesystem: Archon Ren (2/3), Archon Tau (1/1)

Starting Techs:

  • Antimass Deflectors
  • Enviro Compensator

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:

  • 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:

  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.
  • Trade Agreements: 2/1
  • Homesystem: Retillion (2/3), Shalloq (1/2)

Starting Techs:

  • Antimass Deflectors
  • XRD Transporters

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:

  • 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).
joneirik/rpg/ti3_races.txt · Last modified: 2017/01/03 11:52 by 127.0.0.1