Twilight's Fall – a separate game. Twilight Imperium's expansions, mods and rules topics are not part of it.

The Clan of Saar

Source: Base game

Starting Units

Ground forces
Structures

Home System

  • Ragh

    21

  • Lisis II

    10

Commodities

3

Starting Technologies

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.

Faction Units

Floating Factory I

Clan of Saar Space Dock

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.

PRODUCTION 5

1move
4capacity

Flagship

Son of Ragh

SUSTAIN DAMAGE · ANTI-FIGHTER BARRAGE 6 (×4)

8cost
5 (×2)combat
1move
3capacity

Mech

Scavenger Zeta

DEPLOY: After you gain control of a planet, you may spend 1 trade good to place 1 mech on that planet.

SUSTAIN DAMAGE

2cost
6combat
Scavenger Zeta

DEPLOY: After you gain control of a planet, you may spend 1 trade good to replace 1 infantry on that planet with 1 mech.

SUSTAIN DAMAGE

2cost
6combat

Monument

Beacon of Ragh

You may treat this system as being adjacent to 1 of your space docks.

SPACE CANNON 8 (×2) · PRODUCTION 1

Placement
Industrial

Leaders

Captain Mendosa
agentCaptain of the Fifth Fleet
Unlock: Always Unlocked

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.

Rowl Sarrig
commanderRelay Engineer
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.

Gurno Aggero - Armageddon Relay
heroCaptain of the First Fleet - The Lay of Lisis
Unlock: Have 3 scored objectives.

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.

Faction 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.

Ragh's Call

After you gain control of a planet other than Mecatol Rex that is not controlled by the Saar player:

Remove 1 of your space docks from the game board and place it on that planet.

Then, return this card to the Saar player.

Breakthrough

Deorbit Barrage

ACTION: Exhaust this card and spend any amount of resources to choose a planet up to 2 systems away from an asteroid field that contains your ships; roll a number of dice equal to the amount spent and assign 1 hit to a ground force on that planet for each roll of 4 or greater.

Synergy
WarfarePropulsion

Faction Technologies

Clan of Saar Space Dock

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.

PRODUCTION 7

2move
5capacity

Prerequisites: CyberneticCybernetic

Clan of Saar Space Dock

This unit is placed in the 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. 1 non-fighter ship in this system does not count against your fleet pool.

PRODUCTION 7

2move
6capacity

Prerequisites: CyberneticCybernetic

Clan of Saar Space Dock

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.

During your turn, you may treat this space dock and your planets in this system as if they were in your home system.

PRODUCTION 8

2move
5capacity

Prerequisites: CyberneticCybernetic

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.

Prerequisites: Propulsion

At the start of your turn, you may exhaust this card to produce 1 unit at each of your space docks.

Apply +2 to your ships' combat rolls in asteroid fields.

Prerequisites: Propulsion