Twilight Imperium: The Outer Rim
Twilight Imperium: The Outer Rim Rulebook
Table of Contents
Table of Contents
Introduction
You hold in your hand the fourth expansion-set to TWILIGHT IMPERIUM, the game of intergalactic power-struggle, trade and warfare. THE OUTER RIM adds an exciting mix of new options to the basic TWILIGHT IMPERIUM game. Among these are the two most requested additions: new races and additional map-board tiles.
In THE OUTER RIM, you will find counters and player sheets for the two new races, as well as additional map-board tiles to expand your game. You will also find counters and rules for 'Shock Forces,' a new special ground-combat unit, and 'Leaders,' a new influential game-mechanic, for all ten races.
1.1 Introduction
This '5th Ring' will hereafter be referred to as the 'Outer Rim.' See Diagram 1.0 for a placement example.
NOTE: Don't panic! There will be one or more 'empty' positions in the outer rim after all tiles have been laid. These will be filled by 'Minor Races'.
NOTE: You will need all the neutral and empty systems provided in the basic set as well as those in THE OUTER RIM to create the 5th ring. Players of the 'Empire's End' game variant (in the DISTANT SUNS expansion) should ignore the section that directs players to remove seven empty map-board systems.
1.2 The Outer Rim Contents
The Outer Rim contains the following:
- One sheet with 13 new map-board tiles.
- One Countersheet.
- One Player Chart for the L1Z1X.
- One Player Chart for the Naalu.
- One Rules Booklet.
1.3 Rules Booklet Summary
Through the remainder of the booklet, you will find the following sections:
- 2.0 The Outer Rim
- 2.1 Creation Gaps
- 2.2 Minor Races
- 2.3 Outer Rim Variant
- 3.0 Seven or Eight Player games
- 4.0 New Systems
- 4.1 The Nebula
- 4.2 The Gravity Rift
- 5.0 New Races
- 6.0 New Rules Options
- 6.1 Shock Forces
- 6.2 Leaders
- 7.0 Questions and Support
2.0 The Outer Rim
The players in TWILIGHT IMPERIUM control the Great Races, struggling for economic, military and political control of the galaxy. In a large and rich galaxy, however, a number of Minor Races might exist. The number of Minor Races in play is determined by the number of 'gaps' in the Outer Rim (see above).
Playing with an 'Outer Rim'
The new map-board hexes are used just like the standard map-board pieces enclosed in the basic game-set. (Except now you have two more races to play with, and enough hexes to create a larger galaxy.) When players create the map-board in the beginning of the game, proceed normally: shuffle the neutral pieces, deal them to the players who proceed to create ring after ring around Mecatol Rex. Player Home Systems are placed in their usual positions (as described in the TWILIGHT IMPERIUM rules booklet), but players now have enough map-board tiles to create an additional ring 'behind' their individual home-systems.
2.1 Creation Gaps
After all the normal hexes have been placed, depending on the number of players, a number of 'gaps' in the Outer Rim will be evident. These gaps are 'holes' in the outermost rim where no systems have been placed. Once the 'Minor Races' have been allocated, these gaps will be filled.
The number of gaps in the Outer Rim should be as follows:
- Six Player Game: One Gap
- Five Player Games: Two Gaps
- Four Player Game: Three Gaps
- Three Player Game: Four Gaps
- Two Player Game: Five Gaps
2.2 Minor Races
Select a 'gap' in the Outer Rim and roll a random planet on the 'Random Planet' chart. (See the chart on the back of this rules booklet.) After a random planet has been rolled, take the map-board system belonging to that planet and place it in the selected Outer Rim 'gap.'
After placing this system in the 'gap,' take a Home System from an unused Race and place it in the spot left vacant by the randomly selected planet. This Race is now considered a Minor Race. Continue this until all 'gaps' in the Outer Rim have been filled.
Place the following on all Minor Race Home Systems:
- Two Ground Force Units on every planet in the system.
- Two Cruisers, Two Dreadnoughts, One Carrier, and Two Fighters in the system.
Note: The number of Minor Races will equal the number of 'gaps' in the Outer Rim.
Example: In a four player game between the L1Z1X, Sol, Xxcha and Jol-Nar, there are three gaps in the Outer Rim after all the neutral systems have been placed. The players begin with the gap closest to the Xxcha player. (It could have been any of the gaps, as the order is of no consequence.) The players roll two ten-sided dice, rolling a '2' and a '5' -- a '25.' The players now refer to the random planet table on the back of this booklet. The random planet is 'Emelpar.' The players now remove the map-tile belonging to that planet, and place it in the 'gap' closest to the Xxcha player. The players then take an unused Home System and place it in the empty spot where the Emelpar game-board tile used to be. The appropriate number of counters is placed on the new Minor Race system.
The players now continue to the second gap on the Outer Rim and go through the above process again. After all three of the gaps have been filled, the galaxy will be inhabited by three Minor Races.
Behavior of the Minor Races
The Home Systems of Minor Races represent smaller regimes and civilizations. Though inferior to the great and ambitious races of the players, they will not tolerate any violation of their territory and will defend themselves against any perpetrator. Minor Races are never considered 'Neutral' systems.
If a player moves any forces into the Home System of a Minor Race, any forces there will engage and a 'Space Battle' will ensue. (Let another player roll the dice for the Minor Races units!) Likewise, Minor Race Ground Forces will do battle against any invading ground forces during the 'Invasion Battles' segment. Eliminated units of the Minor Races are never replaced once destroyed.
NOTE: Planets belonging to Minor Races are not 'Neutral Planets' and cannot be annexed via the 'Manifest Destiny' rule (see the DISTANT SUNS expansion), or the 'Voluntary Annexation' card, etc.
2.3 Outer Rim Variant 'Long Parsecs'
As an alternative to the above map-creation, players may elect to create the galaxy in a slightly alternative way.
Instead of creating the Outer Rim 'behind' the players' Home Systems, the Home Systems are placed inside the Outer Rim as illustrated in Diagram 1. (This creates a greater distance between the great races, which makes for a slightly longer game.)
[Diagram 1 omitted: placement of Home Systems inside the Outer Rim.]
3.0 Seven or Eight Player Games
The Outer Rim adds enough additional space and resources to the galaxy that it is now possible to play a seven or eight player game using one board. (An alternate option for playing a seven or eight player game is the 'Interstellar War' game variant described in the DISTANT SUNS expansion.)
Eight Player Game: When playing with eight races in TWILIGHT IMPERIUM, the Home Systems should be positioned as described in Diagram 2.
Seven Player Game: When playing with seven races in TWILIGHT IMPERIUM, the Home Systems should be positioned as illustrated in Diagram 2. With seven players, three positions will be at a slight disadvantage. Two of these positions are considered 'Squeezed' and a third is considered 'Tight.' (Refer to Chart 2.) The 'Squeezed' players should be compensated with 25 additional starting credits, and the 'Tight' player should be compensated with 35 additional starting credits.
[Diagram 2 omitted: Home System positions for seven and eight player games.]
[Chart 2 is not reproduced here; see the printed booklet.]
4.0 New Systems
There are two new types of systems included in THE OUTER RIM, the Nebula and the Gravity Rift. The rules and effects of these two systems are described below.
4.1 The Nebula
The gaseous Nebula makes for difficult space navigation. The great clouds are a hindrance to galactic traffic, but are still frequently traversed when they represent the shortest distance between two systems.
Effect:
- Any ship that enters a Nebula must immediately stop its movement. No technology can avert this hindrance. (If a ship enters a Nebula on the last step of its movement, the Nebula has no effect!)
- Fighters have no combat value in a Nebula (but may be taken as casualties!)
Placement Regulation: When creating the game-board, a Nebula may not be placed adjacent to another Nebula, a Supernova, Asteroid Field or Gravity Rift, unless there is no other available placement.
4.2 The Gravity Rift
A smaller sibling of the devastating black hole, and a much rarer anomaly than the useful Wormholes. Travelling through a Gravity Rift makes for great uncertainty, and potentially long delays. Due to the uncertainty of travelling near a Gravity Rift, most admirals will never consider moving their fleet through such a field.
Effect: Any ship that tries to exit a Gravity Rift system must roll a die. On the result of 7-10, the ship may exit at the hex-side of the controlling player's choice (as normal). On a result of 1-6, however, the ship must exit through the hex-side with the corresponding numbered result. Movement out of a Gravity Rift is always 'free' (does not count as a movement) -- gravity simply 'whips' the ship into an adjacent system.
Movement out of Gravity Rifts is always done one ship at a time. Thus a player must roll for each ship individually, and must move that particular ship before rolling for the next ship.
When a ship is forced to exit through a particular hex-side (when rolling 1-6), the controlling player may elect to let the ship stay in the Gravity Rift, rather than exit through the unwanted hex-side. (A small ship emerging into a vast armada of enemy ships may not be fortunate!) The next turn, that player must roll for the gravity effect again (if he/she wishes to exit the ship from the Gravity Rift hex).
Example: The Xxcha wants to exit two cruisers from the Gravity Rift. The Xxcha player rolls a gravity roll for each of the ships. The first ship rolls an '8' and may exit through any hex-side of the player's choice. The Xxcha exits the cruiser, and now rolls for the second ship: a '3.' The ship is forced to exit in an unfavorable direction. The Xxcha player chooses to let the ship stay in the Gravity Rift and take its chances during the next round.
NOTE: Fighters that are onboard a carrier do not roll individual gravity rolls, but must follow the carrier.
The effects of a Gravity Rift can be ignored by any race that holds the 'Spatial Jump' Propulsion Technology. (Movement through the Gravity Rift is still 'free.')
Placement Regulations: When creating the game-board, a Gravity Rift may not be placed adjacent to a Nebula, Supernova, Asteroid Field or another Gravity Rift, unless there is no other available placement.
5.0 The New Races
Included in THE OUTER RIM are two exciting new races, the L1Z1X (Pronounced "Ell-wonzee-wonex") and the Naalu Collective. Player charts and counters for these two races are included in the box. For players who frequently play the 'Empire's End' game variant, the starting units for the L1Z1X Mindnet and the Naalu are described in the box below.
EMPIRE'S END starting units
In addition to the standard start-up units:
- The L1Z1X Mindnet: 2 Dreadnoughts, 1 Cruiser.
- The Naalu Collective: 1 Cruiser, 1 Carrier, 1 Fighter, 1 Ground Force.
NOTE: Resource Counters, Progression Markers, and extra Ground Forces for the two new races can be found in this expansion. Such counters can be found for the other eight races in the BORDERLANDS and DISTANT SUNS expansions.
6.0 Additional Game Options
In addition to the Outer Rim map-board expansion and the two new races, THE OUTER RIM also offers counters and rules for two new game options: Shock Forces and Leaders.
6.1 Shock Forces
As an empire grows, so does its need for elite troops. In the course of a galactic expansion, after many struggles and many wars, veterans and especially hardened troops may emerge. These elite ground force divisions are called 'Shock Forces' and can be wielded by players to more effectively bring down enemy strongholds and potentially conquer valuable hardware.
Acquiring Shock Force Units
When a player rolls an unmodified combat result of '10' (a hit) with a normal Ground Force unit, roll the die once more. If the new roll is a '9' or '10,' immediately replace that unit with a Shock Force unit.
NOTE: The unit does not actually become a Shock Force unit before the next round of combat. (If all the units of the controlling player are destroyed this round, the fledgling Shock Force unit is also killed -- without ever using any of its abilities!)
Rules for Shock Force Units
- Shock Force units act like normal Ground Force units in that they exercise control of a planet by their presence and require Carriers for transportation.
- The combat value of all Shock Forces is '5' (a great improvement over the standard Ground Force units!).
- After a successful invasion, if any Shock Force counters have survived the battle, the invading player may capture enemy Spacedock and P.D.S units present on the planet (i.e., immediately, at no cost, place the enemy installations with similar ones of his own). Normally such installations are destroyed after a successful invasion.
- During combat, Shock Force units must always be taken as the first casualties. (Their effectiveness is in the front lines, but it is in the front line that soldiers are killed!) This does not apply to the casualties inflicted by defensive P.D.S immediately before the Invasion segment begins.
- A player can never have more than three Shock Force units on the board at any time.
Hopes End
One notable exception to the rules of placement for Shock Forces is the planet of Hopes End. This rough planet functions as a natural training ground for soldiers, and can be very valuable to its owner as such.
Every Political Phase, the owner of Hopes End may pay 1 credit to replace one normal Ground Force on Hopes End with a Shock Force unit. (Simply pay 1 credit to the bank, remove a Ground Force unit from Hopes End, and place a Shock Force unit in its stead.)
NOTE: The owner of Hopes End may still only control a maximum of three Shock Force units at any one time.
6.2 Leaders
Included in THE OUTER RIM are three Leader units for each of the ten races. These counters represent exceptional personalities that will assist the Great Races in their struggle for galactic domination.
There are five different types of Leaders: Generals, Admirals, Diplomats, Agents and Scientists. Each Leader type has unique abilities as described on the 'Leader Table' on the back of this booklet (see the Leader Table below).
Placing Leaders
The three Leaders always begin the game on a planet in their players' Home Systems. If playing with the 'Capital Planets' option (as described in the BORDERLANDS expansion), Leaders always begin the game on their players' Capital Planet.
Leaders are always considered LOCATED on a friendly planet or on a space-ship. Any ship can hold and transport Leaders. Leaders do not count towards the carrying capacity of a Carrier. A Leader does not exercise control over a planet by himself, and cannot exist on a planet with no friendly Ground/Shock Forces.
Movement of Leaders
Immediately before the 'Movement Segment' of the Individual Turns phase, a Leader may move from a planet onto a specific ship, or from one specific ship to another ship in the same system. (Leaders may not change ships at any other time, and may not land on planets before the Invasion Combat Segment.)
During the Invasion Combat Segment, Leaders may move from a ship onto a friendly planet in the same system. A Leader may also move onto an enemy planet if accompanied by one or more Ground Force Units/Shock Force Units. If a Leader accompanies such an invasion Force, he partakes in the combat and is eligible for capture (see below). Leaders may not move from a ship to a planet at any other time!
Killing and Capturing Leaders
If a ship on which a Leader is present is destroyed during Space Combat, roll a die. On an odd result, the Leader is killed and removed from the game. On an even result, the player who destroyed the ship CAPTURES the Leader.
If a ship on which a Leader is present is destroyed in any other occurrence than Space Combat, the Leader is automatically killed and removed from the game.
If a planet on which a Leader is present is successfully invaded by another player, roll a die. On a result of 1-5 the Leader is CAPTURED, on a result of 6-9 the Leader escapes and the player controlling this Leader may place the Leader counter on any other planet under his/her control. On a result of '0,' the Leader is killed and removed from the game.
If a Leader is present on a planet whose last Ground/Shock Force unit is destroyed in a bombardment (or for any other reason, except Invasion Combat), the Leader is killed and removed from the game.
Leaders cannot exist on Neutral or Enemy Planets.
Captive Leaders
Upon capturing a Leader, the CAPTOR (the player who captured the Leader) places the captured Leader in front of him/herself, indicating that he/she holds that Leader captured. (Captured Leaders are not considered to be located at a specific place on the board!)
A Captor may add TWO influence points to his/her total Influence for each captive Leader that he/she holds.
A Captor may freely transfer a captured Leader to any other player, including the owner, during the 'Political Phase.' In addition, during the 'Political Phase' a Captor may choose to kill any of his/her captured Leaders; simply announce that the prisoner has been executed, and remove the Leader from the game!
NOTE: Only the owner of a Leader can utilize that Leader's abilities.
Rescuing Captured Leaders
There are two ways that a player can rescue captured enemy Leaders.
- Every time a planet belonging to another player is successfully invaded, roll a die for every Leader that the player holds captive. If the result is a '0,' the captive Leader was found on the planet, and is transferred to the invader.
If the transferred captive is one of the invader's own Leaders, the Leader is RESCUED and the Leader counter is placed on the newly invaded planet. If the transferred captive is a Leader owned by another Race, the captive is simply transferred to the new captor (the invader).
If a player's very last planet is successfully invaded, all remaining captive Leaders are automatically transferred (or rescued) to the invading player.
- If using the ASSASSINS rules option! (from the BORDERLANDS expansion) Assassins may attempt to rescue your own captured Leaders. An assassin that attempts a rescue may not attempt an assassination during the same turn.
During the Assassin Phase, declare that one of your Assassins will attempt a rescue. Nominate a specific Leader to be rescued and roll a die:
- 1-3: Assassin is killed, Mission is not successful.
- 4-8: Mission is not successful.
- 9-0: Mission is successful.
Modifier: Add +1 to your die-roll for every 'Agent' Leader that you control.
If the mission was successful, take the rescued Leader and place him on any planet in your home-system.
7.0 Questions and Support
If you have any questions about TWILIGHT IMPERIUM or THE OUTER RIM, please go to the detailed FAQ on our web-site at: www.angelfire.com/biz/fantasyflight
Feel free to direct any questions and comments to: [email protected]
Leader Table
General
- Abilities:
- When a General participates in a battle during the Invasion Combat Segment, the controlling player may choose to re-roll one die roll during every round of the battle. (N'orr: Only one General may participate in any one attack/defense!)
- Dreadnoughts receive a -4 on their die roll when bombarding a planet that contains an enemy General.
- Generals: Sardakk N'orr (2), Letnev, Hacan
Admiral
- Abilities:
- When an Admiral participates in a battle during the Space Battle Segment, the controlling player may roll an additional combat die roll for the ship that the Admiral is on.
- No fleet may play a 'Skilled Retreat' card when attacked by a fleet containing an Admiral (unless the retreating fleet also contains an Admiral!)
- All Dreadnoughts that begin the Movement Segment in the same system as an Admiral receive a +1 in movement.
- Admirals: Sardakk N'orr, Letnev, Sol, Xxcha, Jol-Nar, Mentak, Naalu
Agent
- Abilities:
- If an Agent participates in an Invasion Combat attack, any enemy P.D.S receives a -2 when firing at those invading Ground/Shock Forces.
- An Agent may be sacrificed at any time to act as a 'Sabotage' Card. After using an agent for such, remove him from the game.
- Agents: Sol, L1z1x, Mentak, Yssaril (2), Naalu
Diplomat
- Abilities:
- A diplomat present on a planet about to be invaded, may force the invasion to be delayed for one turn. The invading Ground Forces must retreat to their fleet, and may not attack until next turn. (After a diplomat has used this ability, he may not use it again in the next turn!)
- A fleet containing a Diplomat may pass through systems containing one or more ships belonging to an opponent. If the opponent allows the movement.
- If a Diplomat is present on Mecatol Rex, the owner may always, during the 'Political Phase', choose the turn agenda from the top three Political Cards! (the two agendas not chosen are reshuffled into the deck!)
- Diplomats: Hacan, Sol, L1z1X, Letnev, Xxcha (2), Mentak, Naalu
Scientist
- Abilities:
- When a Scientist is present on any planet outside a player's Home-System, that player may collect DOUBLE the resource income from that planet during the 'Receive Credits' phase. (Jol-Nar: There is no difference in having two Scientists on one planet. The planet's resource income is still only doubled!)
- A player may purchase one P.D.S unit per turn for only 5 credits on a planet containing a Spacedock and a Scientist.
- Scientists: Hacan, L1z1x, Jol-Nar (2)
Random Planet Chart
(Indexing The Outer Rim systems)
| Result | Planet | Result | Planet |
|---|---|---|---|
| 1-5 | Kostboth | 48-49 | Lodor |
| 6-10 | Centauri | 50-51 | New Albion |
| 11-13 | Fria | 52-53 | Quann |
| 14-15 | Mehar Xull | 54-55 | Saudor |
| 16-17 | Mellon | 56-57 | Tallin |
| 18-19 | Riescue | 58-59 | Tar'Mann |
| 20-21 |