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

The Empyrean

Source: Prophecy of Kings

Starting Units

Ground forces
Structures

Home System

  • The Dark

    34

  • Nebula

Commodities

4

Starting Technologies

Faction Abilities

Voidborn

Nebulae do not affect your ships' movement.

Aetherpassage

After a player activates a system, you may allow that player to move their ships through systems that contain your ships.

Dark Whispers

During setup, take the additional Empyrean faction promissory note; you have 2 faction promissory notes.

Flagship

Dynamo

After any player's unit in this system or an adjacent system uses SUSTAIN DAMAGE, you may spend 2 influence to repair that unit.

SUSTAIN DAMAGE

8cost
5 (×2)combat
1move
3capacity

Mech

Watcher

You may remove this unit from a system that contains or is adjacent to another player's units to cancel an action card played by that player.

SUSTAIN DAMAGE

2cost
6combat

Monument

The Panopticon

This unit is placed in the space area of any non-Fracture, non-supernova system that does not contain planets, instead of on a planet.

If this unit is blockaded, destroy it.

PRODUCTION 1

Placement
Space area – see the card

Leaders

Acamar
agentThe Gift of Night
Unlock: Always Unlocked

After a player moves ships into a system that does not contain any planets:

You may exhaust this card; that player gains 1 command token.

Xuange
commanderThe Archivist
Unlock: Be neighbors with all other players.

After another player moves ships into a system that contains 1 of your command tokens:

You may return that token to your reinforcements.

Conservator Procyon - Multiverse Shift
heroOne with the Void - Opening the Eye
Unlock: Have 3 scored objectives.

ACTION: Place 1 frontier token in each system that does not contain any planets and does not already have a frontier token. Then, explore each frontier token that is in a system that contains 1 or more of your ships.

Then, purge this card.

Faction Promissory Notes

Dark Pact

ACTION: Place this card faceup in your play area.

When you give a number of commodities to the Empyrean player equal to your maximum commodity value, you each gain 1 trade good.

If you activate a system that contains 1 or more of the Empyrean player's units, return this card to the Empyrean player.

Blood Pact

ACTION: Place this card faceup in your play area.

When you and the Empyrean player cast votes for the same outcome, cast 4 additional votes for that outcome.

If you activate a system that contains 1 or more of the Empyrean player's units, return this card to the Empyrean player.

Breakthrough

Void Tether

When you activate a system that contains or is adjacent to a unit or planet you control, you may place or move 1 of your void tether tokens onto a border that system shares with another system; other players do not treat those systems as adjacent to each other unless you allow it.

Synergy
BioticPropulsion

Faction Technologies

After a player moves ships into a system that contains 1 or more of your units, they must give you 1 promissory note from their hand, if able.

Prerequisites: Biotic

At any time, you may look at the top card of the frontier exploration deck. After you do, you may exhaust this card to shuffle the frontier exploration deck.

After a player moves ships into a system that contains 1 or more of your units, they must give you 1 promissory note from their hand, if able.

Prerequisites: Biotic

After you or one of your neighbors activates a system that is adjacent to an anomaly, you may apply +1 to the move value of all of that player's ships during this tactical action.

Prerequisites: PropulsionPropulsion

After you or one of your neighbors activates a system that is adjacent to an anomaly, you may apply +1 to the move value of all of that player's ships during this tactical action.

Prerequisites: PropulsionPropulsion

Other Components

Tokens

  • 2Void tether tokens