TI4 Space
Faction

The Embers of Muaat

01

Starting Components

Units

  • 1 War Sun
  • 2 Fighters
  • 4 Infantry
  • 1 Space Dock

Technology

  • WarfarePlasma Scoring
    Plasma Scoring

    When 1 or more of your units use Bombardment or Space Cannon, 1 of those units may roll 1 additional die.

Planets

4/1
Muaat
ResourcesInfluence
02

Commodities

4
03

Abilities

Star Forge

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 war suns.

Gashlai Physiology

Your ships can move through supernovas.

04

Faction Technologies

WarfareWarfare
Magmus Reactor

Your ships can move into supernovas. Each supernova that contains 1 or more of your units gains the Production 5 ability as if it were 1 of your units.

Prerequisites
WarfareWarfare
War Sun
BasicPrototype War Sun I
Cost12
Combat3 (x3)
Move1
Capacity6
Sustain DamageBombardment 3 (x3)

Other players' units in this system lose Planetary Shield.

UpgradedPrototype War Sun II
Cost10
Combat3 (x3)
Move3
Capacity6
Sustain DamageBombardment 3 (x3)

Other players' units in this system lose Planetary Shield.

Prerequisites
WarfareWarfareWarfareCybernetic
05

Flagship

The Inferno
Cost8
Combat5 (x2)
Move1
Capacity3

ACTION: Spend 1 token from your strategy pool to place 1 cruiser in this unit's system.

Sustain Damage
06

Promissory Notes

Fires of the Gashlai

ACTION: Remove 1 token from the Muaat player's fleet pool and return it to their reinforcements. Then, gain your war sun unit upgrade technology card. Then, return this card to the Muaat player.

07

Mech

Ember Colossus
Cost2
Combat6

When you use your Star Forge faction ability in this system or an adjacent system, you may place 1 infantry from your reinforcements with this unit.

Sustain Damage
08

Breakthrough

Stellar Genesis

When you gain this card, place the Avernus planet token into a non-home system that is adjacent to a planet you control; gain control of and ready it. After you move 1 of your war suns out of or through Avernus's system and into a non-home system, you may move the Avernus token with it.

WarfareCybernetic
2/0
Legendary PlanetAvernus
The Nucleus

ACTION: Exhaust this card to use the Embers of Muaat's Star Forge faction ability without spending a command token.

09

Leaders

AgentFrom the outside, the forge appeared to be a perfectly smooth sphere of quicksilver, albeit one ringed with humming magno-coils. But when the forgemaster diverted the flow of raw base elements into its center, it began to ripple and bubble, and within minutes, a fully formed colossus emerged from its core.
UmbatAt game start

ACTION: Exhaust this card to choose a player; that player may produce up to 2 units that each have a cost of 4 or less in a system that contains one of their war suns or their flagship.

Commander"Not for us, these 'garden worlds.' We owe our strength to being birthed in the galaxy's harshest forge, and we should seek out similar crucibles amongst the stars."
MagmusProduce a War Sun

After you spend a token from your strategy pool: You may gain 1 trade good.

HeroThe star's corona began to boil and writhe, bathing the doomed worlds around it in a terrible glow. Aboard the war sun, Ba'al spread his arms wide. "Behold," he said. "The instrument of your deliverance!"
Adjudicator Ba'alHave 3 scored objectives

Nova Seed After you move a war sun into a non-home system other than Mecatol Rex: You may destroy all other players' units in that system and replace that system tile with the Muaat supernova tile. If you do, purge this card and each planet card that corresponds to the replaced system tile.