TI4 Rules DeskTwilight Imperium 4
Compendium

Twilight's Fall Abilities

89 twilight's fall abilities. Use the filterable compendium to narrow by expansion, faction or color.

Twilight's Fall Ability
Abundance
Titans of Ul · Twilight's Fall Ability
When 1 or more of your units use PRODUCTION, you may gain 1 trade good.
Twilight's FallTitans of Ul
Twilight's Fall Ability
Aerie Hololattice
Argent Flight · Twilight's Fall Ability
Other players cannot move ships through systems that contain your structures. Each planet that contains 1 or more of your structures gains the PRODUCTION 1 ability as if it were a unit.
Twilight's FallArgent Flight
Twilight's Fall Ability
Aetherstream
Empyrean · Twilight's Fall Ability
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
Twilight's FallEmpyrean
Twilight's Fall Ability
Agency Supply Network
Council Keleres · Twilight's Fall Ability
Once per action, when you resolve a unit's PRODUCTION ability: You may resolve another of your unit's PRODUCTION abilities in any system.
Twilight's FallCouncil Keleres
Twilight's Fall Ability
Amalgamation
Vuil'raith Cabal · Twilight's Fall Ability
Capture your opponent's non-structure units that are destroyed during combat. When you produce a unit, you may return 1 captured unit of that type to produce that unit without spending resources.
Twilight's FallVuil'raith Cabal
Twilight's Fall Ability
Ambush
Mentak Coalition · Twilight's Fall Ability
At the start of a space combat: You may roll 1 die for each of up to 2 of your cruisers or destroyers in the system. For each result equal to or greater than that ship's combat value, produce 1 hit; your opponent must assign it to 1 of their ships.
Twilight's FallMentak Coalition
Twilight's Fall Ability
Antimatter
Twilight's Fall Ability
After you perform a tactical action in a system that contains a frontier token, if you have 1 or more ships in that system, explore that token. Your ships can retreat into adjacent systems that do not contain other players' units, even if you do not have units or control planets in that system.
Twilight's Fall
Twilight's Fall Ability
Armada
Barony of Letnev · Twilight's Fall Ability
The maximum number of non-fighter ships you can have in each system is equal to 2 more than the number of tokens in your fleet pool.
Twilight's FallBarony of Letnev
Twilight's Fall Ability
Assimilate
L1Z1X Mindnet · Twilight's Fall Ability
When you gain control of a planet: Replace each structure on that planet with a matching unit from your reinforcements.
Twilight's FallL1Z1X Mindnet
Twilight's Fall Ability
Awaken
Titans of Ul · Twilight's Fall Ability
After you activate a system that contains 1 or more of your infantry, you may replace 1 of those infantry with a PDS from your reinforcements.
Twilight's FallTitans of Ul
Twilight's Fall Ability
Bio-Synthetic Synergy
Last Bastion · Twilight's Fall Ability
Your action cards cannot be canceled by "Shatter" action cards. Your other abilities cannot be taken, purged, or discarded by other players and cannot have singularity tokens placed on them.
Twilight's FallLast Bastion
Twilight's Fall Ability
Bioplasmosis
Arborec · Twilight's Fall Ability
At the end of the status phase: You may remove any number of ground forces from planets you control and place them on 1 or more planets you control in the same or adjacent systems.
Twilight's FallArborec
Twilight's Fall Ability
Chaos Mapping
Clan of Saar · Twilight's Fall Ability
At the start of your turn in the action phase: You may produce 1 unit in a system that contains at least 1 of your units that has PRODUCTION.
Twilight's FallClan of Saar
Twilight's Fall Ability
Courier Transport
Ral Nel Consortium · Twilight's Fall Ability
After you activate a system: You may move your structures from adjacent systems that do not contain your command tokens onto planets you control in the active system.
Twilight's FallRal Nel Consortium
Twilight's Fall Ability
Crafty
Yssaril Tribes · Twilight's Fall Ability
You can have any number of action cards in your hand. Game effects cannot prevent you from using this ability. During your turn of the action phase, players that have passed cannot play action cards.
Twilight's FallYssaril Tribes
Twilight's Fall Ability
Crucible
Vuil'raith Cabal · Twilight's Fall Ability
Your ships do not roll for gravity rifts; apply an additional +1 to the move values of your ships that would move out of or through a gravity rift instead.
Twilight's FallVuil'raith Cabal
Twilight's Fall Ability
Devotion
Yin Brotherhood · Twilight's Fall Ability
After each space combat round: You may destroy 1 of your cruisers or destroyers in the active system to produce 1 hit and assign it to 1 of your opponent's ships in that system.
Twilight's FallYin Brotherhood
Twilight's Fall Ability
Dimensional Splicer
Ghosts of Creuss · Twilight's Fall Ability
At the start of a space combat in a system that contains a wormhole and 1 or more of your ships: You may produce 1 hit and assign it to 1 of your opponent's ships.
Twilight's FallGhosts of Creuss
Twilight's Fall Ability
Dimensional Tear
Vuil'raith Cabal · Twilight's Fall Ability
Systems that contain your space docks are also gravity rifts; your ships do not roll for these gravity rifts. Place a dimensional tear token beneath your space docks as a reminder.
Twilight's FallVuil'raith Cabal
Twilight's Fall Ability
Distant Suns
Naaz-Rokha Alliance · Twilight's Fall Ability
When you explore a planet that contains 1 of your mechs: You may draw 1 additional card; choose 1 to resolve and discard the rest.
Twilight's FallNaaz-Rokha Alliance
Twilight's Fall Ability
E-Res Siphons
Universities of Jol-Nar · Twilight's Fall Ability
After another player activates a system that contains 1 or more of your ships: Gain 4 trade goods.
Twilight's FallUniversities of Jol-Nar
Twilight's Fall Ability
Entropic Harvest
Crimson Rebellion · Twilight's Fall Ability
At the end of any player's combat: Gain 1 commodity or convert 1 of your commodities to a trade good.
Twilight's FallCrimson Rebellion
Twilight's Fall Ability
Fabrication
Naaz-Rokha Alliance · Twilight's Fall Ability
ACTION: Either purge 2 of your relic fragments of the same type to gain 1 relic or purge 1 of your relic fragments to gain 1 command token.
Twilight's FallNaaz-Rokha Alliance
Twilight's Fall Ability
Fleet Logistics
Council Keleres · Twilight's Fall Ability
During each of your turns of the action phase, you may perform 2 actions instead of 1.
Twilight's FallCouncil Keleres
Twilight's Fall Ability
Foresight
Naalu Collective · Twilight's Fall Ability
After another player moves ships into a system that contains 1 or more of your ships: You may place 1 token from your reinforcements in an adjacent system that does not contain another player's ships; move your ships from the active system into that system.
Twilight's FallNaalu Collective
Twilight's Fall Ability
Future Path
Nomad · Twilight's Fall Ability
When you gain trade goods from choosing a previously unchosen strategy card or from the "Amicus" strategy card: Triple those trade goods.
Twilight's FallNomad
Twilight's Fall Ability
Genetic Research
Deepwrought Scholarate · Twilight's Fall Ability
At the start of the status phase: Choose a technology color and gain trade goods equal to the number of abilities you own that have that technology color.
Twilight's FallDeepwrought Scholarate
Twilight's Fall Ability
Guild Ships
Emirates of Hacan · Twilight's Fall Ability
You can negotiate transactions with players who are not your neighbor. You can exchange action cards with other players as part of transactions.
Twilight's FallEmirates of Hacan
Twilight's Fall Ability
Harrow
L1Z1X Mindnet · Twilight's Fall Ability
At the end of each round of ground combat: Your ships in the active system may use their bombardment abilities against your opponent's ground forces on the planet.
Twilight's FallL1Z1X Mindnet
Twilight's Fall Ability
Hegemonic Trade Policy
Winnu · Twilight's Fall Ability
When 1 or more of your units use PRODUCTION: You may swap the resource and influence values of 1 planet you control during this use of PRODUCTION.
Twilight's FallWinnu
Twilight's Fall Ability
Indoctrination
Yin Brotherhood · Twilight's Fall Ability
At the start of a ground combat: You may spend 2 influence to replace 1 of your opponent's participating infantry with 1 infantry from your reinforcements.
Twilight's FallYin Brotherhood
Twilight's Fall Ability
Inheritance Systems
L1Z1X Mindnet · Twilight's Fall Ability
During the status phase: Draw 1 additional action card and gain 1 additional command token.
Twilight's FallL1Z1X Mindnet
Twilight's Fall Ability
Instinct Training
Xxcha Kingdom · Twilight's Fall Ability
When another player plays an action card: You may spend 1 token from your strategy pool to cancel that action card.
Twilight's FallXxcha Kingdom
Twilight's Fall Ability
Lazax Gate Folding
Winnu · Twilight's Fall Ability
During your tactical actions: Treat systems that contain legendary planets you do not control as if they contain both an alpha and beta wormhole.
Twilight's FallWinnu
Twilight's Fall Ability
Liberate
Last Bastion · Twilight's Fall Ability
When you gain control of a planet: Ready that planet if it contains a number of your infantry equal to or greater than that planet's resource value; otherwise, place 1 infantry on that planet.
Twilight's FallLast Bastion
Twilight's Fall Ability
Magmus Reactor
Embers of Muaat · Twilight's Fall Ability
Your units can move into and through supernovas. Each supernova that does not contain other players' units and each system that contains 1 or more of your war suns gains PRODUCTION 5 as if it were one of your units.
Twilight's FallEmbers of Muaat
Twilight's Fall Ability
Mirror Computing
Mentak Coalition · Twilight's Fall Ability
When you spend trade goods: Each trade good is worth 2 resources or influence instead of 1.
Twilight's FallMentak Coalition
Twilight's Fall Ability
Mitosis
Arborec · Twilight's Fall Ability
At the start of the status phase: Place 1 infantry from your reinforcements on any planet you control.
Twilight's FallArborec
Twilight's Fall Ability
Munitions Reserves
Barony of Letnev · Twilight's Fall Ability
At the start of each round of space combat: You may spend 2 trade goods; you may re-roll any number of your dice during that combat round.
Twilight's FallBarony of Letnev
Twilight's Fall Ability
Nanomachines
Ral Nel Consortium · Twilight's Fall Ability
ACTION: Exhaust this card to place 1 PDS on a planet you control. ACTION: Exhaust this card to repair all of your damaged units. ACTION: Exhaust this card and discard an action card to draw 1 action card.
Twilight's FallRal Nel Consortium
Twilight's Fall Ability
Neural Parasite
Firmament · Twilight's Fall Ability
At the start of your turn: Destroy 1 of another player's infantry in or adjacent to a system that contains your infantry.
Twilight's FallFirmament
Twilight's Fall Ability
Neuroglaive
Naalu Collective · Twilight's Fall Ability
After another player activates a system that contains 1 or more of your ships: That player removes 1 token from their fleet pool and returns it to their reinforcements.
Twilight's FallNaalu Collective
Twilight's Fall Ability
Nomadic
Clan of Saar · Twilight's Fall Ability
You can score objectives even if you do not control the planets in your home system. Other players cannot activate asteroid fields that contain 1 or more of your ships.
Twilight's FallClan of Saar
Twilight's Fall Ability
Non-Euclidean Shielding
Barony of Letnev · Twilight's Fall Ability
When 1 of your units uses SUSTAIN DAMAGE: Cancel 2 hits instead of 1.
Twilight's FallBarony of Letnev
Twilight's Fall Ability
Nullification Field
Xxcha Kingdom · Twilight's Fall Ability
When another player activates a system that contains 1 or more of your ships: You may exhaust this card and spend 1 token from your strategy pool to immediately end that player's turn.
Twilight's FallXxcha Kingdom
Twilight's Fall Ability
Orbital Drop
Federation of Sol · Twilight's Fall Ability
ACTION: Spend 1 token from your strategy pool to place 2 infantry from your reinforcements on 1 planet you control.
Twilight's FallFederation of Sol
Twilight's Fall Ability
Overwatch
Empyrean · Twilight's Fall Ability
After another player moves ships into a system that contains 1 of your command tokens: You may return that token to your reinforcements.
Twilight's FallEmpyrean
Twilight's Fall Ability
Pacifist
Deepwrought Scholarate · Twilight's Fall Ability
When ground forces are committed: If your units on that planet are not already coexisting, you may choose for your units to coexist.
Twilight's FallDeepwrought Scholarate
Twilight's Fall Ability
Peace Accords
Xxcha Kingdom · Twilight's Fall Ability
After you spend a token from your strategy pool: You may gain control of 1 planet that does not contain the custodians token or any units and is adjacent to a planet you control.
Twilight's FallXxcha Kingdom
Twilight's Fall Ability
Pillage
Mentak Coalition · Twilight's Fall Ability
After 1 of your neighbors gains trade goods or resolves a transaction: If they have 3 or more trade goods, you may take 1 of their trade goods or commodities.
Twilight's FallMentak Coalition
Twilight's Fall Ability
Planesplitter
Firmament · Twilight's Fall Ability
When you gain this card, put The Fracture into play. Apply +1 to the Move value to each of your ships that starts its movement in The Fracture. Apply +2 to the result of each of your units' combat rolls in The Fracture.
Twilight's FallFirmament
Twilight's Fall Ability
Proxima Targeting VI
Last Bastion · Twilight's Fall Ability
Cancel 1 hit produced by each BOMBARDMENT roll against your units. At the start of a round of ground combat, you may resolve BOMBARDMENT 7(x3) against your opponet's ground forces; if you do, resolve BOMBARDMENT 7 (x3) agianst your own ground forces.
Twilight's FallLast Bastion
Twilight's Fall Ability
Puppet Council
Council Keleres · Twilight's Fall Ability
At the start of the strategy phase: Replenish your commodities, then gain 1 trade good.
Twilight's FallCouncil Keleres
Twilight's Fall Ability
Quantum Datahub Node
Emirates of Hacan · Twilight's Fall Ability
At the end of the strategy phase: You may spend 1 token from your strategy pool and give another player 3 of your trade goods. If you do, give 1 of your strategy cards to that player and take 1 of their strategy cards.
Twilight's FallEmirates of Hacan
Twilight's Fall Ability
Quantum Drive
Nomad · Twilight's Fall Ability
You can produce your flagship without spending resources.
Twilight's FallNomad
Twilight's Fall Ability
Quantum Entanglement
Ghosts of Creuss · Twilight's Fall Ability
You treat all systems that contain an alpha or beta wormhole as adjacent to each other. Game effects cannot prevent you from using this ability.
Twilight's FallGhosts of Creuss
Twilight's Fall Ability
Radical Advancement
Deepwrought Scholarate · Twilight's Fall Ability
At the start of the status phase: You may choose to replace 1 of your abilities; if you do, reveal abilities from the deck until you reveal another ability with the same technology color and gain it; shuffle the replaced technology and the other revealed cards back into your deck.
Twilight's FallDeepwrought Scholarate
Twilight's Fall Ability
Raid Formation
Argent Flight · Twilight's Fall Ability
When 1 or more of your units uses ANTI-FIGHTER BARRAGE: For each hit produced in excess of your opponent's fighters, choose 1 of your opponent's ships that has SUSTAIN DAMAGE to become damaged.
Twilight's FallArgent Flight
Twilight's Fall Ability
Reclamation
Winnu · Twilight's Fall Ability
After you resolve an action during which you gained control of a legendary planet: You may place 1 PDS and 1 space dock from your reinforcements on that planet.
Twilight's FallWinnu
Twilight's Fall Ability
Scavenge
Clan of Saar · Twilight's Fall Ability
After you gain control of a planet: Gain 1 trade good.
Twilight's FallClan of Saar
Twilight's Fall Ability
Scheming
Yssaril Tribes · Twilight's Fall Ability
When you draw 1 or more action cards: Draw 1 additional action card. Then, choose and discard 1 action card from your hand.
Twilight's FallYssaril Tribes
Twilight's Fall Ability
Singularity X
Nekro Virus · Twilight's Fall Ability
Once per combat, after 1 of your opponent's units is destroyed: You may place the "Singularity X" token on one of your opponent's abilities. While that token is on a card, this card gains that card's text. You cannot place a singularity token on a card that already has a singularity token.
Twilight's FallNekro Virus
Twilight's Fall Ability
Singularity Y
Nekro Virus · Twilight's Fall Ability
Once per combat, after 1 of your opponent's units is destroyed: You may place the "Singularity Y" token on one of your opponent's abilities. While that token is on a card, this card gains that card's text. You cannot place a singularity token on a card that already has a singularity token.
Twilight's FallNekro Virus
Twilight's Fall Ability
Singularity Z
Nekro Virus · Twilight's Fall Ability
Once per combat, after 1 of your opponent's units is destroyed: You may place the "Singularity Z" token on one of your opponent's abilities. While that token is on a card, this card gains that card's text. You cannot place a singularity token on a card that already has a singularity token.
Twilight's FallNekro Virus
Twilight's Fall Ability
Sled Factories
Emirates of Hacan · Twilight's Fall Ability
When 1 or more of your units use PRODUCTION: Reduce the combined cost of the produced units by 2.
Twilight's FallEmirates of Hacan
Twilight's Fall Ability
Slipstream
Ghosts of Creuss · Twilight's Fall Ability
During your tactical actions: Apply +1 to the move value of each of your ships that starts its movement in a system that contains a wormhole.
Twilight's FallGhosts of Creuss
Twilight's Fall Ability
Smothering Presence
Crimson Rebellion · Twilight's Fall Ability
Other players units in or adjacent to systems that contain your structures lose all of their unit abilities.
Twilight's FallCrimson Rebellion
Twilight's Fall Ability
Spatial Conduit Cylinder
Universities of Jol-Nar · Twilight's Fall Ability
After you activate a system that contains 1 or more of your units: That system is adjacent to all other systems that contain 1 or more of your units during this action.
Twilight's FallUniversities of Jol-Nar
Twilight's Fall Ability
Spec Ops Training
Federation of Sol · Twilight's Fall Ability
After 1 of your ground forces are destroyed: Roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
Twilight's FallFederation of Sol
Twilight's Fall Ability
Stall Tactics
Yssaril Tribes · Twilight's Fall Ability
ACTION: Discard 1 action card from your hand.
Twilight's FallYssaril Tribes
Twilight's Fall Ability
Star Forge
Embers of Muaat · Twilight's Fall Ability
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 ships.
Twilight's FallEmbers of Muaat
Twilight's Fall Ability
Stellar Genesis
Embers of Muaat · Twilight's Fall Ability
After you spend a token from your strategy pool: You may gain 1 trade good.
Twilight's FallEmbers of Muaat
Twilight's Fall Ability
Stymie
Arborec · Twilight's Fall Ability
After another player moves ships into a system that contains 1 or more of your units: You may place 1 command token from that player's reinforcements in any non-home system.
Twilight's FallArborec
Twilight's Fall Ability
Subatomic Splicer
Crimson Rebellion · Twilight's Fall Ability
When one of your ships is destroyed: You may produce a ship of the same type at a space dock in your home system.
Twilight's FallCrimson Rebellion
Twilight's Fall Ability
Supercharge
Naaz-Rokha Alliance · Twilight's Fall Ability
Before making a combat roll: Choose 1 of your units and apply +2 to the result of its combat roll.
Twilight's FallNaaz-Rokha Alliance
Twilight's Fall Ability
Survival Instinct
Ral Nel Consortium · Twilight's Fall Ability
After another player activates a system that contains your ships: You may move up to 2 of your ships into the active system from adjacent systems that do not contain your command tokens.
Twilight's FallRal Nel Consortium
Twilight's Fall Ability
Tactical Brilliance
Universities of Jol-Nar · Twilight's Fall Ability
After you roll dice for a unit ability: You may reroll any of those dice.
Twilight's FallUniversities of Jol-Nar
Twilight's Fall Ability
Telepathic
Naalu Collective · Twilight's Fall Ability
At the end of the strategy phase: Place the Naalu "0" token on your strategy card; you are first in initiative order. This card cannot have a singularity token placed on it.
Twilight's FallNaalu Collective
Twilight's Fall Ability
Temporal Command Suite
Nomad · Twilight's Fall Ability
After any player's genome becomes exhausted: You may spend 1 command token from any pool to ready that genome; if you ready another player's genome you may perform a transaction with that player.
Twilight's FallNomad
Twilight's Fall Ability
Terraform
Titans of Ul · Twilight's Fall Ability
Planets that contain your structures are treated as having all 3 planet traits (cultural, hazardous, and industrial).
Twilight's FallTitans of Ul
Twilight's Fall Ability
The Burning Eye
Firmament · Twilight's Fall Ability
You can treat planets in systems that contain your ships as if you controlled them for the purpose of scoring secret objectives.
Twilight's FallFirmament
Twilight's Fall Ability
Unrelenting
Sardakk Norr · Twilight's Fall Ability
Apply +1 to the result of each of your unit's combat rolls.
Twilight's FallSardakk Norr
Twilight's Fall Ability
Valkyrie Particle Weave
Sardakk Norr · Twilight's Fall Ability
After making combat rolls during a round of ground combat: If your opponent produced 1 or more hits, you produce 1 additional hit.
Twilight's FallSardakk Norr
Twilight's Fall Ability
Valkyrie Vanguard
Sardakk Norr · Twilight's Fall Ability
During the "Commit Ground Forces" step: You can commit up to 1 ground force from each planet in the active system and each planet in adjacent systems that do not contain 1 of your command tokens.
Twilight's FallSardakk Norr
Twilight's Fall Ability
Versatile
Federation of Sol · Twilight's Fall Ability
When you gain command tokens during the status phase: Gain 1 additional command token.
Twilight's FallFederation of Sol
Twilight's Fall Ability
Voidborn
Empyrean · Twilight's Fall Ability
Nebulae do not affect your ships' movement. You can allow players to move their ships through systems that contain your ships.
Twilight's FallEmpyrean
Twilight's Fall Ability
Wavelength
Twilight's Fall Ability
Your ships can move into and through asteroid fields. When you activate a system, you may explore 1 planet in that system that contains 1 or more of your units.
Twilight's Fall
Twilight's Fall Ability
Yin Ascendant
Yin Brotherhood · Twilight's Fall Ability
When you score an objective: Draw 1 genome, ability, or unit upgrade.
Twilight's FallYin Brotherhood
Twilight's Fall Ability
Zealous
Argent Flight · Twilight's Fall Ability
When 1 or more of your units roll dice for a unit ability: You may choose 1 of those units to roll 1 additional die.
Twilight's FallArgent Flight