TI4 Space
Faction

The Vuil'Raith Cabal

01

Starting Components

Units

  • 1 Dreadnought
  • 1 Carrier
  • 1 Cruiser
  • 3 Fighters
  • 3 Infantry
  • 1 Space Dock

Technology

  • WarfareSelf Assembly Routines
    Self Assembly Routines

    After 1 or more of your units use Production, you may exhaust this card to place 1 mech from your reinforcements on a planet you control in that system. After 1 of your mechs is destroyed, gain 1 trade good.

    Prerequisites
    red

Planets

4/0
Acheron
ResourcesInfluence
02

Commodities

2
03

Abilities

Devour

Capture your opponent's non-structure units that are destroyed during combat.

Amalgamation

When you produce a unit, you may return 1 captured unit of that type to produce that unit without spending resources.

Riftmeld

When you research a unit upgrade technology, you may return 1 captured unit of that type to ignore all of the technology's prerequisites.

04

Faction Technologies

WarfareWarfare
Vortex

ACTION: Exhaust this card to choose another player's non-structure unit in a system that is adjacent to 1 or more of your space docks. Capture 1 unit of that type from that player's reinforcements.

Prerequisites
Warfare
Space Dock
BasicDimensional Tear I
Production 5

This system is a gravity rift; your ships do not roll for this gravity rift. Place a dimensional tear token beneath this unit as a reminder. Up to 6 fighters in this system do not count against your ships' capacity.

UpgradedDimensional Tear II
Production 7

This system is a gravity rift; your ships do not roll for this gravity rift. Place a dimensional tear token beneath this unit as a reminder. Up to 12 fighters in this system do not count against your ships' capacity.

Prerequisites
CyberneticCybernetic
05

Flagship

The Terror Between
Cost8
Combat5 (x2)
Move1
Capacity3

Capture all other non-structure units that are destroyed in this system, including your own.

Sustain DamageBombardment 5
06

Promissory Notes

Crucible

After you activate a system: Your ships do not roll for gravity rifts during this movement; apply an additional +1 to the move values of your ships that would move out of or through a gravity rift instead. Then, return this card to the Vuil'raith player.

07

Mech

Reanimator
Cost2
Combat6

When your infantry on this planet are destroyed, place them on your faction sheet; those units are captured.

Sustain Damage
08

Breakthrough

Al'Raith Ix Ianovar

This breakthrough causes The Fracture to enter play without a roll, if it is not already in play. After this card enters play, move up to 2 ingress tokens into systems that contain gravity rifts. Apply +1 to the Move value of each of your ships that start their movement in The Fracture.

WarfareBiotic
09

Leaders

AgentThree times, the freetrader ship had flown to the heart of the asteroid field in response to the summons. Each time, they brought stasis pods of unsuspecting colonists, and left them drifting next to the planetoid where they picked up their bundled ingots of precious metals. The fourth time, the freetrader did not return.
The Stillness of StarsAt game start

After another player replenishes commodities: You may exhaust this card to convert their commodities to trade goods and capture 1 unit from their reinforcements that has a cost equal to or lower than their commodity value.

CommanderThe cruiser Formidable was thought lost when it fell into the gravity rift during the battle. The rest of the fleet was shocked when the formidable drifted free a week later; and horrified when they discovered what happened to her crew.
That Which Molds FleshHave units in 3 gravity rifts

When you produce fighter or infantry units: Up to 2 of those units do not count against your Production limit.

HeroThe Vuil'raith had glutted themselves on a score of unfortunate worlds. Now it would return the consumed to an unprepared and unsuspecting galaxy.
It Feeds on CarrionHave 3 scored objectives

Dimensional Anchor ACTION: Each other player rolls a die for each of their non-fighter ships that are in or adjacent to a system that contains a dimensional tear; on a 1-3, capture that unit. If this causes a player's ground forces or fighters to be removed, also capture those units. Then, purge this card.