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

Units

20 shown – use the Your game build menu to change which sources appear.

Units

Carrier I

Ship

Cost: 3 · Combat: 9 · Move: 1 · Capacity: 4

Base game

Carrier I

Ship

Cost: 3 · Combat: 9 · Move: 1 · Capacity: 4

Twilight's Fall

Cruiser I

Ship

Cost: 2 · Combat: 7 · Move: 2

Base game

Cruiser I

Ship

Cost: 2 · Combat: 7 · Move: 2

Twilight's Fall

Destroyer I

Ship

Cost: 1 · Combat: 9 · Move: 2 Anti-Fighter Barrage 9 (×2)

Base game

Destroyer I

Ship

Cost: 1 · Combat: 9 · Move: 2 Anti-Fighter Barrage 9 (×2)

Twilight's Fall

Dreadnought I

Ship

Cost: 4 · Combat: 5 · Move: 1 · Capacity: 1 Sustain Damage, Bombardment 5

Base game

Dreadnought I

Ship

Cost: 4 · Combat: 5 · Move: 1 · Capacity: 1 Sustain Damage, Bombardment 5

Twilight's Fall

Fighter I

Ship

Cost: 1 (×2) · Combat: 9

Base game

Fighter I

Ship

Cost: 1 (×2) · Combat: 9

Twilight's Fall

Flagship

Ship

Every faction has its own flagship, with its own stats and ability – there is no standard version. See a faction's own page, or Faction Technology and Units, for the flagship it brings.

Base game

Flagship

Ship

Every faction has its own flagship, with its own stats and ability – there is no standard version. See a faction's own page, or Faction Technology and Units, for the flagship it brings.

Twilight's Fall

Infantry I

Ground Force

Cost: 1 (×2) · Combat: 8

Base game

Infantry I

Ground Force

Cost: 1 (×2) · Combat: 8

Twilight's Fall

Mech

Ground Force

Every faction has its own mech, with its own stats and ability – there is no standard version. See a faction's own page, or Faction Technology and Units, for the mech it brings.

Prophecy of Kings

Mech

Ground Force

Every faction has its own mech, with its own stats and ability – there is no standard version. See a faction's own page, or Faction Technology and Units, for the mech it brings.

Prophecy of Kings

Monument

Structure

Every faction has its own monument, with its own ability and its own rule for where it may be placed – there is no standard version. See a faction's own page, or Faction Technology and Units, for the monument it brings.

Monuments

PDS I

Structure

Planetary Shield, Space Cannon 6

Base game

PDS I

Structure

Planetary Shield, Space Cannon 6

Twilight's Fall

Plenary Orbital

Structure

Production: 10 Planetary Shield
DEPLOY: After you activate a system, attach this card to a non-home planet other than Mecatol Rex you control in that system that does not contain a space dock. The planet this card is attached to contains this unit. Up to 8 fighters in this system do not count against your ships' capacity. Up to 2 non-fighter ships in the system do not count against your fleet pool. This unit cannot be affected by opponent's action cards. When this unit is destroyed or removed, purge this card.

Absol

Space Dock I

Structure

Production: X
This unit's PRODUCTION value is equal to 2 more than the resource value of this planet. Up to 3 fighters in this system do not count against your ships' capacity.

Base game

Space Dock I

Structure

Production: X
This unit's PRODUCTION value is equal to 2 more than the resource value of this planet. Up to 3 fighters in this system do not count against your ships' capacity.

Twilight's Fall

Tyrant's Lament

Ship

Combat: 5 (×3) · Move: 2 Sustain Damage, Space Cannon 5 (×3), Anti-Fighter Barrage 5 (×3)
DEPLOY: At the end of your turn, you may place this unit in any system that contains your ships. When this unit is removed or captured, purge this card. This unit is not affected by action cards, anomalies, or your faction abilities or technologies.

Absol

War Sun

Ship

Cost: 12 · Combat: 3 (×3) · Move: 2 · Capacity: 6 Sustain Damage, Bombardment 3 (×3) Other players' units in this system lose the PLANETARY SHIELD ability.

Base game

War Sun

Ship

Cost: 10 · Combat: 3 (×3) · Move: 2 · Capacity: 6 Sustain Damage, Bombardment 3 (×3) Other players' units in this system lose the PLANETARY SHIELD ability.

Absol