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

The Firmament / The Obsidian

Source: Thunder's Edge

This faction can transform into a different version during the game. Choose which version to show.

Starting Units

Ground forces
Structures

Home System

  • Cronos

    21

  • Tallin

    12

  • Cronos Hollow

    30

  • Tallin Hollow

    30

Commodities

3

Starting Technologies

Choose one green or yellow technology that has no prerequisites.

Options to choose from

Faction Abilities

Plots Within Plots

You can score secret objectives already scored by other players if you fulfill their requirements; this does not count against your secret objective limit or the number you can score in a round. When you score another player's secret objective, do not gain a victory point; instead, place a facedown plot card into your play area with that player's control token on it.

Puppets of the Blade

If you have at least 1 plot card in your play area, gain the following ability:

ACTION: Purge The Firmament's faction sheet, leaders, planet cards, and promissory note. Then, gain all of the faction components for The Obsidian.

Nocturne

This faction cannot be chosen during setup.

The Blade's Orchestra

When this faction comes into play, flip your home system, double-sided faction components, and all of your in-play plot cards. Then, ready Cronos Hollow and Tallin Hollow if you control them.

Marionettes

The player or players whose control tokens are on each plot card are the puppeted players for that plot.

Flagship

Heaven's Eye

If the active system contains units that belong to a player who has a control token on 1 of your plots, apply +1 to this ship's move value and repair it at the end of every combat round.

SUSTAIN DAMAGE

8cost
5 (×2)combat
1move
3capacity
Heaven's Hollow

SUSTAIN DAMAGE

8cost
5 (×3)combat
1move
3capacity

Mech

Viper EX-23

When ground forces are committed to this planet, you may choose for your units to coexist, if they were not already. Flip this card if your faction becomes the Obsidian.

SUSTAIN DAMAGE

2cost
6combat
Viper EX-23

When ground forces are committed to this planet, you may choose for your units to coexist, if they were not already. Flip this card if your faction becomes the Obsidian.

DEPLOY: At the end of the status phase, you may place this unit into coexistence on a non-home planet controlled by another player who has no secret objectives scored.

SUSTAIN DAMAGE

2cost
6combat
Viper Hollow

If this unit was coexisting when this card flipped to this side, gain control of its planet; the other player's units are now coexisting.

SUSTAIN DAMAGE

2cost
6combat
Viper Hollow

If this unit was coexisting when this card flipped to this side, gain control of its planet and ready it; the other player's units are now coexisting.

SUSTAIN DAMAGE

2cost
6combat

Monument

Epiphany

When a player activates this system, place their control token on this card if it does not have one. When you research a technology, you may remove a control token from this card to skip 1 prerequisite, or move a non-Firmament player's control token to a plot card.

Placement
HazardousIndustrialCultural
Epiphany Hollow

After a puppeted player activates this system, replace up to 2 of that player's infantry on a planet they control with your infantry; those units coexist.

Leaders

Myru Vos
agentThe Hungry Shadow
Unlock: Always Unlocked

When a player moves ships:

You may exhaust this card; if you do, SPACE CANNON cannot be used against those ships. If they are not transporting units, they can also move through other players' ships.

Captain Aroz
commanderThe Black Flag
Unlock: Have a plot card in play.

You may treat planets in systems that contain your ships as if you controlled them for the purpose of scoring secret objectives.

Sharsiss - The Blade Beckons
heroThe Coiling Void - Knife in the Back
Unlock: Have 3 scored objectives.

ACTION: Place 1 of your plot cards in play with any other player's control token on it. Then, you may place any player's control token on 1 of your in-play plot cards; one plot cannot have two of the same player's tokens. Then, purge this card.

Vos Hollow
agentHunger Burning
Unlock: Always Unlocked

When a player's ship is destroyed during any combat:

You may exhaust this card; if you do, that player's opponent must destroy 1 of their ships of the same type in the active system.

Aroz Hollow
commanderBroken Standard
Unlock: Have units in The Fracture.

Apply +1 to the result of each of your units' combat rolls in The Fracture.

Sharsiss Hollow - The Blade Revealed
heroSanity Snapped - Eternity's End
Unlock: Have 3 scored objectives.

ACTION: Ready all of your planets. Then, purge this card.

Faction Promissory Note

Black Ops

When you receive this card, if you are not the Firmament:

The Firmament may place 1 facedown plot card in their play area with your control token on it. Then, gain 2 command tokens, gain 2 trade goods, and purge this card.

Malevolency

At the end of one of your tactical actions:

Spend 1 influence to give this card to one of your neighbors; you can use this ability even if you are the Obsidian player.

At the end of the status phase, if you are not the Obsidian player, remove 1 command token from your fleet pool and return it to your reinforcements.

Malevolency

At the end of a tactical action:

Spend 1 influence to give this card to your neighbor; you can use this ability even if you are the Obsidian player.

At the end of the status phase, if this card is in your hand and you are not the Obsidian player, you must reveal it and remove 1 command token from your fleet pool. Then, take it back to your hand.

Breakthrough

The Sowing

When you gain this card and at the start of the status phase, you may place up to 3 of your trade goods on this card.

Flip this card if you become The Obsidian faction.

Synergy
CyberneticBiotic
The Sowing

At the end of the status phase, place 1 trade good from the supply on this card for each secret objective you have scored that another player has also scored. Then, you may place up to three of your trade goods on this card.

Flip this card if you become The Obsidian faction.

Synergy
BioticCybernetic
The Reaping

Place 1 trade good from the supply onto this card each time you win a combat against a puppeted player.

At the start of the status phase, gain all trade goods on this card, then gain an equal number of trade goods from the supply.

Synergy
CyberneticBiotic
The Reaping

After you win a combat against a puppeted player, place 1 trade good from the supply on this card for each control token of that player on a plot card.

At the start of the status phase, gain all trade goods on this card, then gain an equal number of trade goods from the supply.

Synergy
BioticCybernetic

Faction Technologies

When you gain this card, put The Fracture into play.

Flip this card if the Obsidian faction is in play.

Prerequisites: CyberneticCybernetic

At the start of the status phase, you may place 1 infantry from your reinforcements on a planet you control in your home system.

Flip this card if the Obsidian faction is in play.

Prerequisites: BioticBiotic

At the start of your strategic actions, you may move an ingress token into a system that contains or is adjacent to your units.

This technology cannot be researched.

At the start of your turn, destroy 1 of another player's infantry in or adjacent to a system that contains your infantry.

This technology cannot be researched.

Other Components

Plot Cards

Assail

Apply +1 to the results of each of your combat and unit ability rolls against the puppeted player.

Assail

When this card is revealed, choose 1 non-fighter ship type that the puppeted player has on the game board. The puppeted player destroys half of their ships of that type, rounded up.

Apply +1 to the results of each of your combat and unit ability rolls against the puppeted player.

At the start of your turn, you may treat your flagship as if it had the text ability of 1 of the puppeted players' flagship until the end of that turn.

Enervate

You can perform the secondary abilities of the puppeted player's strategy cards without spending command tokens; for "Leadership," you can perform the primary ability instead.

Enervate

After this card is revealed, perform a strategic action using the puppeted player's readied strategy card; exhaust that strategy card. Then, each other player may resolve its secondary ability.

When the puppeted player performs a strategic action, you can perform the secondary ability of their strategy card without spending a command token. For Leadership, you can perform the primary ability instead.

Extract

When this card is revealed, gain 1 non-faction technology owned by the puppeted player.

When the puppeted player gains a non-faction technology, you may spend 4 resources to gain that technology.

Extract

When this card is revealed, choose 1 non-unit upgrade, non-faction technology owned by the puppeted player; that player returns that technology to their technology deck. Then, gain that technology, if able.

When the puppeted player gains a non-faction technology, you may spend 4 resources to gain that technology.

Seethe

When this card is revealed, destroy all units on a non-home planet controlled by the puppeted player.

At the start of the status phase, destroy 1 of the puppeted player's infantry in any system.

Seethe

When this card is revealed, capture each unit on a non-home planet controlled by the puppeted player.

Once per combat in which you are the defender, after 1 of the puppeted player's non-structure units is destroyed, you may capture that unit.

At the start of the status phase, you may return 1 or more captured units of the puppeted player. Then, for each returned unit, place 1 unit of that type from your reinforcements in a system that contains your units and no other players' units.

Siphon

When the puppeted player gains commodities, you gain an equal number of trade goods.

Siphon

When this card is revealed, take 1 of the puppeted player's relics.

When the puppeted player gains commodities, you gain an equal number of trade goods.