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Crimson Rebellion

"Whatever afflicts them, it is beyond my experience. Pain unending. Rage consuming. Hope unknowing."

—Ahk-Syl Siven

  • Home System


    Commodities: 2


    Ahk Creuxx

    |

    The mysterious world discovered by the Crimson Rebellion is just as impossible in physical space as its sister planet, Creuss. Initially uninhabited, the world has begun to foster life—of a sort.

  • Starting Space Units


  • Starting Ground Units


  • Starting Technologies/Components


    Choose 1 blue or 1 red technology with no prerequisites

    You also start with your breakthrough, Resonance Generator

  • Faction Abilities


    Sundered

    You cannot use wormholes other than epsilon wormholes. Other players' units that move or are placed into your home system are destroyed.

    Incursion

    When you activate a system that contains a breach, you may flip that breach; systems that contain active breaches are adjacent. At the end of the status phase, any player with ships in a system that contains an active breach may remove that breach.

    The Sorrow

    When you create the game board, place The Sorrow (tile 94) where your home system would be placed, and place an inactive breach in it. The Sorrow is not a home system. Then, place your home system (tile 118) in your play area.

  • Flagship


    Quietus

    Unit Type: Flagship


    While this unit is in a system that contains an active breach, other players' units in systems with active breaches lose all of their unit abilities.

    • Sustain Damage

    | Cost 8 | Combat 5 | Move 1 | Capacity 3 |

  • Mech


    Revenant

    Unit Type: Mech


    Deploy: During the "Commit Ground Forces" step of your tactical action in a system that contains an active breach, you may commit 1 mech, even if you have no units in the system.

    • Sustain Damage

    | Cost 2 | Combat 6 |

  • Special Units


    Exile I

    Unit Type: Destroyer


    At the end of any player's combat in this unit's system or an adjacent system, you may place 1 inactive breach in that system.

    • Anti-Fighter Barrage 9 (x2)

    | Cost 1 | Combat 8↑ | Move 2 |

  • Faction Technologies


    Exile II

    Requirements:

    Unit Type: Destroyer


    At the end of any player's combat in this unit's system or up to 2 systems away, you may place 1 active or inactive breach in that system.

    • Anti-Fighter Barrage 6 (x3)

    | Cost 1 | Combat 7 | Move 2 |


    Subatomic Splicer

    Requirements:

    When one of your ships is destroyed, you may produce a ship of the same type at a space dock in your home system.

  • Leaders


    Agent: Ahk Ravin – Forlorn Shadow

    Unlock: Always Unlocked

    Action: Exhaust this card to choose 1 player. That player may swap the position of 2 of their ships in any systems; they may transport units when they swap.


    They could remember who they had been before the thieving. They could recall the duration as well, mostly. But it was all so far away. Disconnected, almost unreal. Like a copied copy whose authenticity had degraded with each successive replica. Freedom had not come paired with hope.


    Commander: Ahk Siever – Wistful Soul

    Unlock: Place a breach token in a system that contains another player's unit.

    At the end of a combat between any players:

    Gain 1 commodity or convert 1 of your commodities to a trade good.


    After the battle had concluded, reports of a lone crimson figure, floating in the void, observing, were sent to command from not one, but nine Xxcha ships.


    Hero: Homesick Phantom – Wayward Riftwalker

    Unlock: Have 3 scored objectives.

    Fragment Reality: Dimensional Reflection

    When you produce ships:

    You may place any of those ships onto this card.

    At the start of a space combat, you may purge this card to place all ships from this card into the active system.


    "We're picking up heat signatures from over thirty C- and B-class vessels! I think they are Creuss. We—" The transmission ended abruptly, cut off at the source.

  • Breakthrough


    Resonance Generator

    During your tactical actions, apply +1 to the move value of each of your ships that starts its movement in your home system or in a system that contains an active breach.

    Action: Exhaust this card to flip any breach or place an active breach in a non-home system that contains your units.

  • Faction Promissory Note


    Crimson Rebellion – Sever


    Action: Place this card faceup in your play area and place the sever token in a system that contains your units; wormholes in that system have no effect during movement.

    Remove the sever token and return this card to the Rebellion player at the end of the status phase.

This work is hosted on GitHub and maintained by Michael Scott. This work is licensed under the Creative Commons Attribution 4.0 International license and based on the Twilight Imperium 4th Edition board game by Fantasy Flight Games. The contents, copyrights, and trademarks of everything involving Twilight Imperium 4th Edition are exclusively held by Fantasy Flight Games; I make no claim to any of these in any way.