TI4 Space
Faction

The Crimson Rebellion

01

Starting Components

Units

  • 1 Carrier
  • 2 Destroyers
  • 3 Fighters
  • 4 Infantry
  • 1 Space Dock
  • 1 PDS

Technology

Choose one red or blue with no prerequisites.

Breakthrough

Resonance Generator

Planets

4/2
Ahk Creuxx
ResourcesInfluence
02

Commodities

2
03

Abilities

Sundered

You cannot use wormholes other than epsilon wormholes. Other players' units that move or are placed into your home system are destroyed.

Incursion

When you activate a system that contains a breach, you may flip that breach; systems that contain active breaches are adjacent. At the end of the status phase, any player with ships in a system that contain an active breach may remove that breach.

The Sorrow

When you create the game board, place the Sorrow (tile 94) where your home system would normally be placed, then place a inactive breach there. The Sorrow is not a home system. Then, place your home system (tile 118) in your play area.

04

Faction Technologies

CyberneticCybernetic
Subatomic Splicer

When one of your ships is destroyed, you may produce a ship of the same type at a space dock in your home system.

Prerequisites
Cybernetic
Destroyer
BasicExile I
Cost1
Combat8
Move2
Anti-Fighter Barrage 9 (x2)

At the end of any player's combat in this unit's system or an adjacent system, you may place 1 inactive breach in that system.

UpgradedExile II
Cost1
Combat7
Move2
Anti-Fighter Barrage 6 (x3)

At the end of any player's combat in this unit's system or up to 2 systems away, you may place 1 active or inactive breach in that system.

Prerequisites
WarfareWarfare
05

Flagship

Quietus
Cost8
Combat5 (x2)
Move1
Capacity3

While this unit is in a system that contains an active breach, other players' units in systems with active breaches lose all their unit abilities.

Sustain Damage
06

Promissory Notes

Sever

ACTION: Place this card faceup in your play area, and place the sever token in a system that contains your units; wormholes in that system have no effect during movement. Remove the sever token and return this card to the Rebellion player at end of the status phase.

07

Mech

Revenant
Cost2
Combat6

Deploy: During the "Commit Ground Forces" step of your tactical action in a system that contains an active breach, you may commit 1 mech, even if you have no units in the system.

Sustain Damage
08

Breakthrough

Resonance Generator

During your tactical actions, apply +1 to the move value of each of your ships that start in your home system or in a system that contains an active breach. ACTION: Exhaust this card to flip any breach or place an active breach in a non-home system that contains your units.

PropulsionWarfare
09

Leaders

AgentRavin could remember who they had been before the thieving. They could recall the duration as well, mostly. But it was all so far away. Disconnected, almost unreal. Like a copied copy whose authenticity had degraded with each successive replica. Freedom had not come paired with hope.
Ahk RavinAt game start

ACTION: Exhaust this card to choose 1 player. That player may swap the position of 2 of their ships in any systems; they may transport units when they swap.

CommanderAfter the battle had concluded, reports of a lone crimson figure, floating in the void, observing, were sent to command from not one, but nine Xxcha ships.
Ahk SieverPlace a breach token in a system that contains another player's unit

At the end of a combat between any players: Gain 1 commodity or convert 1 of your commodities to a trade good.

Hero"We're picking up heat signatures from over thirty C- and B-class vessels! I think they are Creuss. We—" The transmission ended abruptly, cut off at the source.
Homesick PhantomHave 3 scored objectives

Fragment Reality When you produce ships: You may place any of those ships on this card. At the start of a space combat, you may purge this card to place all ships from this card into the active system.