TI4 Space
Faction

The Empyrean

01

Starting Components

Units

  • 2 Carriers
  • 1 Destroyer
  • 2 Fighters
  • 4 Infantry
  • 1 Space Dock

Technology

  • PropulsionDark Energy Tap
    Dark Energy Tap

    After you perform a tactical action in a system that contains a frontier token and 1 or more of your ships, explore that token. Your ships can retreat into adjacent systems that do not contain other players' units.

Planets

3/4
The Dark
ResourcesInfluence
02

Commodities

4
03

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.

04

Faction Technologies

PropulsionPropulsion
Aetherstream

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
BioticBiotic
Voidwatch

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
05

Flagship

Dynamo
Cost8
Combat5 (x2)
Move1
Capacity3

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
06

Promissory Notes

Dark Pact

ACTION: Place this card face up 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 face up 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.

07

Mech

Watcher
Cost2
Combat6

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
08

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.

BioticPropulsion
09

Leaders

AgentAcamar, the observer, greatest of the void-captains of the Empyrean. The lightless depths of space hold no terrors for them, for they have traveled from the raging black heart of the galaxy to its furthest edges, where even the starts grow cool and dim.
AcamarAt game start

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.

CommanderXuange, the recorder, speaker to those who are not Empyrean. They learn all there is to know from other races, while revealing nothing in return.
XuangeBe 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.

HeroProcyon, the seeker, eldest of the Empyrean. They have mastered the mysteries of dark energy, and thus, they know all possible realities.
Conservator ProcyonHave 3 scored objectives

Multiverse Shift 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.