Twilight Imperium: Fourth Edition – Twilight Codex Volume III: Vigil
Twilight Imperium: Fourth Edition – Twilight Codex Volume III: Vigil Rulebook
Table of Contents
Table of Contents
Component Notes
These notes appear in the Codex's foreword from the developer and describe the components in this volume.
- Each new component is marked with the Twilight Codex icon to show that it belongs to the Codex.
- A separate file containing high-quality PDFs of all new components released in the Codex is available from the publisher's website alongside this document. The Omega cards are standard American mini cards and replace their corresponding counterparts from the Prophecy of Kings expansion. Cards marked with the Omega symbol (Ω) are reworks of Prophecy of Kings components.
- To best utilize these components, it is recommended that all components of a given type be sleeved, along with the other cards of that type from the base game, so that players cannot determine if they are from the Codex before drawing them.
- Components that do not need to be shuffled or hidden (for example, technologies) do not need to be sleeved in this way.
The Omega Initiative
The Omega Initiative section is a regular feature that contains supplementary or revised content. This edition of the Codex contains several reworks of Prophecy of Kings leader content, as well as a fresh take on a particular set of secret objectives.
These cards can be found in the high-quality PDF found alongside this document. They are standard American mini cards, and replace their corresponding counterparts from the Prophecy of Kings expansion.
The Xxcha Kingdom
To reduce the wild and oftentimes unstoppable swing (or miss) of the Xxcha hero, Political Data Nexus has been reenvisioned to help the Xxcha both in and out of the Agenda phase in a new and unique way.
POLITICAL DATA NEXUS Ω (Xxekir Grom, Voice of the Council)
When you exhaust planets, combine the values of their resources and influence. Treat the combined value as if it were both resources and influence.
The Yin Brotherhood
The Yin Brotherhood are the first faction to have leaders that have gone through the Omega Initiative, and all three of its leaders have received reworks of varying degrees.
BROTHER MILOR Ω (Purified by Fire)
After a player's unit is destroyed: You may exhaust this card to allow that player to place 2 fighters in the destroyed unit's system if it was a ship, or 2 infantry on its planet if it was a ground force.
Brother Milor sees his usage expanded to cover ground combat as well as space combat. Use him in conjunction with Quantum Dissemination and Indoctrination for great effect.
BROTHER OMAR Ω (Spinner Devotee)
This card satisfies a green technology prerequisite.
When you research a tech owned by another player, you may return 1 of your infantry to reinforcements to ignore its prerequisites.
With Brother Omar, we revisit the technological prowess of the Yin, breathing new life into their technologies with the ability to pick and choose tech from those already at the table.
QUANTUM DISSEMINATION Ω (Dannel of the Tenth; Blessing of the Yin)
ACTION: Commit up to 3 infantry from your reinforcements to any non-home planets and resolve invasions on those planets; players cannot use SPACE CANNON against these units.
Then, purge this card.
With Dannel of the Tenth's Quantum Dissemination, we see the Greyfire mutagen being turned to more nefarious purposes, and the ability of the Yin to menace the other factions is improved significantly.
The Naalu Collective
Like the Yin Brotherhood, the Naalu Collective also sees a number of revisions with this edition of the Codex. In addition to two of their leaders, their mech has also been adjusted.
Z'EU Ω (Agent of the Nefishh)
ACTION: Exhaust this card and choose a player; that player may perform a tactical action in a non-home system without placing a command token; that system still counts as being activated.
The new Z'eu brings the full force of a Naalu operative to the table, affording the Naalu a much greater degree of flexibility in their opening rounds, while remaining an enticing prize for the Naalu to sell later in the game.
M'ABAN Ω (Crystalline Sorceress)
At any time: You may look at your neighbors' hands of promissory notes and the top and bottom card of the agenda deck.
The all-knowing Crystalline Sorceress M'aban now allows unfettered access into the minds of the council. Use this knowledge wisely.
ICONOCLAST Ω (Naalu mech)
Other players cannot use ANTI-FIGHTER BARRAGE against your units in this system.
✦ SUSTAIN DAMAGE
Cost 2 · Combat 6
The Iconoclast has been given a serious revision, and now extends a degree of protection to any of the Naalu's crystalline fighters that are within its system.
Secret Objectives
This infamous trio of secret objectives has been adjusted to match expectations a little more closely and should now synergize with various action cards and abilities that make completing them a little more intuitive.
TURN THEIR FLEETS TO DUST Ω (Secret objective, Action phase, 1 victory point)
Destroy the last of a player's non-fighter ships in the active system during the space cannon offense step.
MAKE AN EXAMPLE OF THEIR WORLD Ω (Secret objective, Action phase, 1 victory point)
Destroy the last of a player's ground forces on a planet during the bombardment step.
FIGHT WITH PRECISION Ω (Secret objective, Action phase, 1 victory point)
Destroy the last of a player's fighters in the active system during the anti-fighter barrage step.
Ixthian Artifacts
The Ixthian Artifacts section is a regular feature that contains entirely new components. As we design, we experiment with many concepts and ideas that don't make it into the final game. This section provides an opportunity for some of those buried ideas—as well as new ideas—to see the light of day, so that players may use them in their games. They are combined with existing components from the base game and Prophecy of Kings.
Exploration Cards
Six new frontier exploration cards are included in this edition of the Codex. These can be combined with the rest of the frontier exploration deck, bringing the deck to parity with the other decks as well as raising the general reward ceiling of frontier exploration itself.
DEAD WORLD (frontier exploration)
Draw 1 relic.
MINOR ENTROPIC FIELD (frontier exploration)
Gain 1 command token and 1 trade good.
ENTROPIC FIELD (frontier exploration)
Gain 1 command token and 2 trade goods.
MAJOR ENTROPIC FIELD (frontier exploration)
Gain 1 command token and 3 trade goods.
KELERES SHIP (frontier exploration, two copies)
Gain 2 command tokens.
Galactic Vigil
This section contains a new playable faction—The Council Keleres—and all the components needed to play that faction.
New Faction: The Council Keleres
With this edition of the Codex, an additional faction has been added to the existing 24 factions: The Council Keleres. The Keleres components are the agent and commander, faction technology and mech, heroes, the Custodia Vigilia legendary planet with its ability card, a promissory note, the faction sheet, and the faction and alliance reference cards.
Agent and Commander
XANDER ALEXIN VICTORI III (Miracle Worker), agent side
At any time: You may exhaust this card to allow any player to spend commodities as if they were trade goods.
The commander side of Xander Alexin Victori III is printed with a quotation from Suffi An and no unlock text.
SUFFI AN (Working Multiple Angles), agent side
After you perform a component action: You may perform an additional action.
SUFFI AN (Working Multiple Angles), commander side
UNLOCK: Spend 1 trade good after you play an action card that has a component action.
Faction Technology and Mech
AGENCY SUPPLY NETWORK (The Council Keleres faction technology)
Whenever you resolve one of your PRODUCTION abilities, you may resolve an additional one of your PRODUCTION abilities in any system; the additional use does not trigger this ability.
I.I.H.Q. MODERNIZATION (The Council Keleres faction technology)
You are neighbors with all players that have units or control planets in or adjacent to the Mecatol Rex system.
Gain the Custodia Vigilia planet card and its legendary planet ability card. You cannot lose these cards, and this card cannot have an X or Y assimilator token placed on it.
OMNIOPIARES (Keleres mech)
Other players must spend 1 influence to commit ground forces to the planet that contains this unit.
✦ SUSTAIN DAMAGE
Cost 2 · Combat 6
Heroes: The Tribunii
The Keleres heroes are the Tribunii. Heroes with an UNLOCK condition are unlocked as printed on the card.
OVERWING ZETA (Artemiris Ascendant)
At the start of a round of space combat in a system that contains a planet you control: Place your flagship and up to a total of 2 cruisers and/or destroyers from your reinforcements in the active system.
Then, purge this card.
KUUASI AUN JALATAI (Keleres Tribunii)
UNLOCK: Have 3 scored objectives.
Available if you chose the Argent Flight during setup.
ODLYNN MYRR (Keleres Tribunii)
UNLOCK: Have 3 scored objectives.
Available if you chose the Xxcha during setup.
HARKA LEEDS (Keleres Tribunii)
UNLOCK: Have 3 scored objectives.
Available if you chose the Mentak during setup.
OPERATION ARCHON (Witching Hour)
After an agenda is revealed: You may cast up to 6 additional votes on this agenda. Predict aloud an outcome of this agenda. For each player that votes for another outcome, gain 1 trade good and 1 command token.
Then, purge this card.
ERWAN'S COVENANT (The Winds of Change)
ACTION: Reveal cards from the action card deck until you reveal 3 action cards that have component actions. Draw those cards and shuffle the rest back into the action card deck.
Then, purge this card.
The Custodia Vigilia and Promissory Note
CUSTODIA VIGILIA (Legendary—Keleres; legendary planet ability card)
While you control Mecatol Rex, it gains SPACE CANNON 5 and PRODUCTION 3.
Gain 2 command tokens when another player scores VP using Imperial.
The Custodia Vigilia planet card has resources 2 and influence 3.
KELERES RIDER (promissory note)
After an agenda is revealed: You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, draw 1 action card and gain 2 trade goods.
Then, return this card to the Keleres player.
Faction Sheet: The Council Keleres
The faction sheet lists the following abilities and components for The Council Keleres.
ARTEMIRIS (Keleres flagship)
Other players must spend 2 influence to activate the system that contains this ship.
✦ SUSTAIN DAMAGE
Cost 8 · Combat 7 · Move 1 · Capacity 6
The printed sheet shows two burst symbols beside the combat value of 7. The sheet does not explain them, so they are not transcribed as an ability here.
THE TRIBUNII (faction ability)
During setup, choose an unplayed faction from among the Mentak, the Xxcha, and The Argent Flight; take that faction's home system, command tokens, and control markers. Additionally, take the Keleres Hero that corresponds to that faction.
COUNCIL PATRONAGE (faction ability)
Replenish your commodities at the start of the strategy phase, then gain 1 trade good.
LAW'S ORDER (faction ability)
You may spend 1 influence at the start of your turn to treat all laws as blank until the end of your turn.
Commodities: 2
Starting technology: Choose 2 non-faction technologies owned by other players.
Starting units: 2 infantry, 2 carriers, 2 fighters, 1 cruiser, 1 space dock.
Faction Unit Stats
The faction sheet prints the following unit stat lines. A dash means the sheet prints no value for that stat. White triangles printed beside some values mark stats that the unit upgrade changes; the upgrade technology icons are not transcribed here.
| Unit | Cost | Combat | Move | Capacity | Abilities |
|---|---|---|---|---|---|
| War Sun | – | – | – | – | You cannot produce this unit unless you own its unit upgrade technology. |
| Cruiser I | 2 | 7 | 2 | – | |
| Dreadnought I | 4 | 5 | 1 | 1 | SUSTAIN DAMAGE; BOMBARDMENT 5 |
| Destroyer I | 1 | 9 | 2 | – | ANTI-FIGHTER BARRAGE 9 (X2) |
Faction Reference Card
The Codex prints a faction reference card for The Council Keleres (subtitle: Galactic Peacekeepers). Its contents are:
- Starting tech: Can start with two tech that others started with.
- Starting units: 2 infantry, 2 carriers, 2 fighters, 1 cruiser, 1 space dock.
- Faction abilities:
- Has a variable home system and hero.
- Can ignore effects of laws.
- Automatically replenishes commodities every round.
- Faction leaders:
- Can spend commodities as if they were trade goods.
- Can perform extra component actions.
- Has three powerful hero options.
- Faction tech:
- Can produce in multiple locations at once (two yellow technology icons).
- Has a planet that nobody can take from them (one yellow technology icon).
- Promissory: Lets another player benefit from predicting agendas.
- Flagship: Others must spend influence to fight.
- Mech: Others must spend influence to fight.
Alliance Reference Card
The Codex prints an alliance reference card for the Keleres Alliance. Its printed subtitle is Agency Liaison, and its text is:
After you perform a component action: You may perform an additional action.