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

Savages of Cymiae

Source: Discordant Stars

Starting Units

Ground forces
Structures

Home System

  • Cymiae

    31

Commodities

3

Starting Technologies

Faction Abilities

Autonetic Memory

When you would draw 1 or more action cards, you may draw 1 less card to either choose 1 card from the action card discard pile and add it to your hand, or place 1 infantry from your reinforcements on a planet you control.

Cybernetic Madness

After you add an action card from the discard pile to your hand using your AUTONETIC MEMORY faction ability, you must discard 1 action card. After you fully resolve an action card's ability text, purge that card instead of discarding it.

Faction Units

Unholy Abomination I

Savages of Cymiae Infantry

1cost
5combat

Flagship

Reprocessor Alpha

After you win a combat in this system, you may take 1 of your opponent's action cards, at random.

SUSTAIN DAMAGE

8cost
9 (×2)combat
1move
6capacity

Mech

Revenant

At the start of each ground combat round, if this planet contains no more than 1 of your mechs, repair this unit.

SUSTAIN DAMAGE

2cost
6combat

Monument

Jatta's Palace

When another player activates this system they must discard 1 action card, if able.

Placement
HazardousIndustrial

Leaders

Skhot Unit X-12
agentWatcher
Unlock: Always Unlocked

When a player discards or purges an action card:

You may exhaust this card to allow that player to draw 1 action card.

Koryl Ferax
commanderThe Third Voice
Unlock: Have 10 or more infantry on the board.

After you gain control of a planet during a tactical action:

You may discard 1 action card to place or move 1 mech onto that planet.

The Voice United - The Scream
heroPsionic Maelstrom - Symphony of Agony
Unlock: Have 3 scored objectives.

ACTION: Draw and reveal a number of action cards from the action card deck equal to 1 more than the number of players in the game, give 1 to each other player in the game and keep the rest; each other player must discard 1 action card. Then, purge this card.

Faction Promissory Note

Algorithmic Replication

ACTION: Choose 1 action card from the action card discard pile and add it to your hand.

Then, purge this card.

Breakthrough

Synaptic Interference

After you win a combat, you may purge 1 of your promissory notes from your hand to move 1 other player's command token in the active system to an adjacent system, or gain 2 trade goods.

ACTION: Exhaust this card to discard the top 3 cards of the action card deck.

Synergy
WarfareCybernetic

Faction Technologies

Savages of Cymiae Infantry

After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your turn, place each unit that is on this card on a planet you control, if able.

1cost
4combat

Prerequisites: BioticBiotic

Savages of Cymiae Infantry

After this unit is destroyed, roll 1 die. If the result is 6-10, capture it. At the start of your turn, you may place captured infantry in your home system, on a planet you control or in a space area with a war sun.

When you gain control of a planet, if you have more infantry on that planet than its resource value, gain that planet readied.

1cost
4combat

Prerequisites: BioticBiotic

At the start of your turn, you may exhaust this card to choose 1 non-home system other than Mecatol Rex that contains 1 or more of your units; place 1 other player's command token from their reinforcements in that system.

Prerequisites: Cybernetic