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Base Game

  • Sardakk N'orr
  • The Arborec
  • The Barony of Letnev
  • The Clan of Saar
  • The Embers of Muaat
  • The Emirates of Hacan
  • The Federation of Sol
  • The Ghosts of Creuss
  • The L1Z1X Mindnet
  • The Mentak Coalition
  • The Naalu Collective
  • The Nekro Virus
  • The Universities of Jol-Nar
  • The Winnu
  • The Xxcha Kingdom
  • The Yin Brotherhood
  • The Yssaril Tribes

Prophecy of Kings

  • The Argent Flight
  • The Empyrean
  • The Mahact Gene-Sorcerers
  • The Naaz-Rokha Alliance
  • The Nomad
  • The Titans of Ul
  • The Vuil'Raith Cabal

Thunder's Edge

  • Crimson Rebellion
  • Deepwrought Scholarate
  • Last Bastion
  • Ral Nel Consortium
  • The Council Keleres
  • The Firmament / The Obsidian

Discordant Stars

  • Augurs of Ilyxum
  • Bentor Conglomerate
  • Berserkers of Kjalengard
  • Celdauri Trade Confederation
  • Cheiran Hordes
  • Dih-Mohn Flotilla
  • Edyn Mandate
  • Florzen Profiteers
  • Free Systems Compact
  • Ghemina Raiders
  • Ghoti Wayfarers
  • Gledge Union
  • Glimmer of Mortheus
  • Kollecc Society
  • Kortali Tribunal
  • Kyro Sodality
  • L'tokk Khrask
  • Lanefir Remnants
  • Li-Zho Dynasty
  • Mirveda Protectorate
  • Monks of Kolume
  • Myko-Mentori
  • Nivyn Star Kings
  • Nokar Sellships
  • Olradin League
  • Roh'Dhna Mechatronics
  • Savages of Cymiae
  • Shipwrights of Axis
  • Tnelis Syndicate
  • Vaden Banking Clans
  • Vaylerian Scourge
  • Veldyr Sovereignty
  • Zealots of Rhodun
  • Zelian Purifier

Wiki · Base Game

The Embers of Muaat

Starter article. The first save publishes a revision anyone can improve.

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Faction sheet

The Embers of Muaat

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Faction symbol

Expansion
Base Game
Starting units
1 War Sun 2 Fighters 4 Infantry 1 Space Dock
Starting technologies
Plasma Scoring (red)
Starting planets
Muaat: 4/1
Commodities
4
Complexity
High
Faction colors
Red, Orange
TILeague Rank
21 · 18.1% W/R
The Embers of Muaat faction sheet
The Embers of Muaat faction sheet back

Overview

Edit introduction

The Embers of Muaat is a Base Game faction.

Contents

  1. Faction Abilities
    1. Components
  2. Faction Promissory Note
  3. Faction Technologies
  4. Faction Specific Units
    1. War Sun
  5. Breakthrough
  6. Flagship
  7. Mech
  8. Leaders
  9. Gallery
  10. FAQ
  11. Guides

Faction Abilities

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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.

Components

Component TypeComponent NameDescription
Planet Card

Avernus Planet Card Thunder's Edge

The card for a 2/0 legendary planet with a hazardous planet trait.

Token

Avernus Planet Token Thunder's Edge

A token representing the planet Avernus.

Legendary Planet Ability Card

Avernus Ability Card Thunder's Edge

A legendary planet ability card associated with the Avernus planet card. It's text reads:

THE NUCLEUS

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

Faction Promissory Note

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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.

Faction Technologies

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Red technology Magmus Reactor

Your ships can move into supernovas.

After 1 or more of your units use Production in a system that either contains a war sun or is adjacent to a supernova, gain 1 trade good.

Prerequisites: Red technology Red technology

Red technology Magmus Reactor Ω Codex I

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: Red technology Red technology

(Ω) indicates omega tech introduced in the first volume of the Twilight Imperium Codex found here.

Faction Specific Units

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War Sun

The Embers of Muaat are the only faction that begins play with the ability to build War Suns. Muaat War Suns are slower than base War Suns, but upgraded Muaat War Suns are faster and cheaper.

NameCostCombatMoveCapacityAbilitiesPrerequisities
Prototype War Sun I123 (x3)16

Sustain Damage

Bombardment 3 (x3)

Other players' units in this system lose Planetary Shield.

None
Prototype War Sun II103 (x3)36

Sustain Damage

Bombardment 3 (x3)

Other players' units in this system lose Planetary Shield.

Red technologyRed technologyRed technologyYellow technology

Breakthrough

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Stellar Genesis

Synergy: Red technology Yellow technology

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.

Flagship

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NameCostCombatMoveCapacityAbilities
The Inferno85 (x2)13

Sustain Damage

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

Mech

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NameCostCombatAbilities
Ember Colossus26

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

Leaders

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NameUnlockAbility
AgentUmbatAt 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.

From 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.

CommanderMagmusProduce a War Sun

After you spend a token from your strategy pool:

You may gain 1 trade good.

"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."

HeroAdjudicator 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.

The 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!"

Gallery

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Add faction-sheet and component images here. In the source editor, an image looks like <img src="https://…" alt="Faction sheet">.

FAQ

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How does the Agenda "Publicize Weapon Schematics" affect the Embers of Muaat's War Suns?

Prototype War Sun I is considered a war sun but is a printed unit <u>not</u> a war sun technology. Thus, a vote of "For" would mean that it would lose the Sustain Damage ability but other players would not be able to ignore war sun prerequisites. A vote of "Against" would not affect the Muaat player. The agenda plays as normal if the Muaat player has researched Prototype War Sun II.

How does The Embers of Muaat Hero, Nova Seed, interact with tokens (e.g. wormholes, Mirage)?

Nova Seed also purges all tokens other than command tokens and frontier tokens. Any faction specific tokens are returned to that faction.

Does the Muaat Gashlai Physiology ability allow them to move their ships into Supernovas?

No, moving through a system is distinct from moving into a system. See Movement rules for details. ru:Тлеющие с Муаата

Guides

Thunder's Edge · 0 published

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Base GameProphecy of KingsThunder's EdgeDiscordant Stars

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