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

The Embers of Muaat

Source: Base game

Starting Units

Ground forces
Structures

Home System

  • Muaat

    41

Commodities

4

Starting Technologies

Faction Abilities

Star 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 supernovas.

Faction Units

Prototype War Sun I

Embers of Muaat War Sun

Other players' units in this system lose the PLANETARY SHIELD ability.

SUSTAIN DAMAGE · BOMBARDMENT 3 (×3)

12cost
3 (×3)combat
1move
6capacity

Flagship

The Inferno

ACTION: Spend 1 token from your strategy pool to place 1 cruiser in this unit's system.

SUSTAIN DAMAGE

8cost
5 (×2)combat
1move
3capacity

Mech

Ember Colossus

When you use your STAR FORGE faction ability in this system or an adjacent system, you may place 1 infantry from your reinforcements with this unit.

SUSTAIN DAMAGE

2cost
6combat
Ember Colossus

When you use your STAR FORGE faction ability or your flagship component action in this system or an adjacent system, you may place 1 infantry from your reinforcements with this unit.

SUSTAIN DAMAGE

2cost
6combat
Ember Colossus

When you use your STAR FORGE faction ability or your flagship's ability in this system or an adjacent system, you may place 1 infantry from your reinforcements with this unit.

SUSTAIN DAMAGE

2cost
6combat

Monument

Glory Furnace

When you exhaust this planet to cast votes, for each war sun or flagship you control in this system, and for each supernova adjacent to this system, choose: cast 3 additional votes, or produce a hit against another player's ships in this or an adjacent system.

Placement
Hazardous

Leaders

Umbat
agentForgemaster
Unlock: Always Unlocked

ACTION: Exhaust this card to choose a player; that player may produce up to 2 units that each have a cost of 4 or less in a system that contains one of their war suns or their flagship.

Magmus
commanderGashlai Tribune
Unlock: Produce a war sun.

After you spend a token from your strategy pool:

You may gain 1 trade good.

Magmus
commanderGashlai Tribune
Unlock: Have 2 war suns on the board.

Your war suns gain +1 capacity for each of your war suns and flagships on the game board and for each supernova that contains your units.

After you spend a token from your strategy pool:

You may gain 1 trade good.

Adjudicator Ba'al - Nova Seed
heroStarscourge - Gravitational Collapse
Unlock: Have 3 scored objectives.

After you move a war sun into a non-home system other than Mecatol Rex:

You may destroy all other players' units in that system and replace that system tile with the Muaat supernova tile. If you do, purge this card and each planet card that corresponds to the replaced system tile.

Faction Promissory Note

Fires of the Gashlai

ACTION: Remove 1 token from the Muaat player's fleet pool and return it to their reinforcements. Then, gain your war sun unit upgrade technology card.

Then, return this card to the Muaat player.

Fires of the Gashlai

When you research the war sun unit upgrade technology:

Ignore all of that technology's prerequisites.

Then, return this card to the Muaat player.

Breakthrough

Stellar Genesis

When you gain this card, place the Avernus planet token into a non-home system that is adjacent to a planet you control; gain control of and ready it.

After you move 1 of your war suns out of or through Avernus's system and into a non-home system, you may move the Avernus token with it.

Synergy
WarfareCybernetic

Faction Technologies

Embers of Muaat War Sun

Other players' units in this system lose the PLANETARY SHIELD ability.

SUSTAIN DAMAGE · BOMBARDMENT 3 (×3)

10cost
3 (×3)combat
3move
6capacity

Prerequisites: WarfareWarfareWarfareCybernetic

Embers of Muaat War Sun

Other players' units in this system lose the PLANETARY SHIELD ability. This unit cannot be destroyed by "Direct Hit" action cards.

SUSTAIN DAMAGE · BOMBARDMENT 3 (×3)

8cost
3 (×3)combat
3move
6capacity

Prerequisites: CyberneticWarfareWarfareWarfare

Embers of Muaat War Sun

Other players' units in this system lose PLANETARY SHIELD.

During an action, you may assign a hit to this unit to treat 1 system other than the Mecatol Rex system that contains your flagship as if it were a supernova for the duration of that action.

SUSTAIN DAMAGE · BOMBARDMENT 3 (×3)

10cost
3 (×3)combat
3move
6capacity

Prerequisites: WarfareWarfareWarfareCybernetic

Your ships can move into supernovas.

After 1 or more of your units use PRODUCTION in a system that either contains a war sun or is adjacent to a supernova, gain 1 trade good.

Prerequisites: WarfareWarfare

Your ships can move into supernovas.

Each supernova that contains 1 or more of your units gains the PRODUCTION 5 ability as if it were 1 of your units.

Prerequisites: WarfareWarfare

Your ships can move into supernovas.

Each supernova that contains 1 or more of your units gains the PRODUCTION 5 ability as if it were 1 of your units.

Prerequisites: WarfareWarfare

Your ships can move into supernovas. Each supernova that contains 1 or more of your units gains the PRODUCTION 5 ability as if it were 1 of your units.

After you place 1 or more units in a system that contains or is adjacent to a supernova, you may gain 1 commodity.

Prerequisites: WarfareWarfare

Other Components

Legendary Planet Ability

Avernus

ACTION: Exhaust this card to use the Embers of Muaat's Star Forge faction ability without spending a command token.

Tokens

  • 1Avernus planet token

Planet Card

  • 1Avernus