Library
30 playable factions. Complexity is what the randomiser matches against a player's allowed tiers; the two colour dots are the faction's preferred and second-choice player colours, used when an event sets its randomiser to match faction colours. Twilight's Fall shells are excluded.
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The Arborec
High
Base
Details
The Arborec
High complexity BaseGreen preferred Black second choice
- Home
- Nestphar 3 resources / 2 influence
- Commodities
- 3
- Starts with
- 1 capacity, 4 ground forces
- Starting tech
- Magen Defense Grid
- Faction units
- Infantry
- Faction tech
- Bioplasmosis
- Breakthrough
- warfare + biotic
From the Twilight Imperium wiki.
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The Crimson Rebellion
High
Thunder's Edge
Details
The Crimson Rebellion
High complexity Thunder's EdgeRed preferred Black second choice
- Home
- Ahk Creuxx 4 resources / 2 influence
- Commodities
- 2
- Starts with
- 1 capacity, 4 ground forces
- Starting tech
- Choose one blue or red technology that has no pre-requisites.
- Faction units
- Destroyer
- Faction tech
- Subatomic Splicer
- Breakthrough
- propulsion + warfare
From the Twilight Imperium wiki.
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The Embers of Muaat
High
Base
Details
The Embers of Muaat
High complexity BaseRed preferred Orange second choice
- Home
- Muaat 4 resources / 1 influence
- Commodities
- 4
- Starts with
- 1 capacity, 4 ground forces
- Starting tech
- Plasma Scoring
- Faction units
- War Suns
- Faction tech
- Magmus Reactor
- Breakthrough
- warfare + cybernetic
From the Twilight Imperium wiki.
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The Firmament / The Obsidian
High
Thunder's Edge
Details
The Firmament / The Obsidian
High complexity Thunder's EdgePurple preferred Black second choice
- Home
- Cronos 2 resources / 1 influence
- Commodities
- 3
- Starts with
- 1 capacity, 3 ground forces
- Starting tech
- Choose one green or yellow technology that has no pre-requisites.
- Faction tech
- Plane Splitter, Neural Parasite
- Breakthrough
- cybernetic + biotic
From the Twilight Imperium wiki.
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The Mahact Gene-Sorcerers
High
Prophecy of Kings
Details
The Mahact Gene-Sorcerers
High complexity Prophecy of KingsYellow preferred Purple second choice
- Home
- Ixth 3 resources / 5 influence
- Commodities
- 3
- Starts with
- 2 capacity, 3 ground forces
- Starting tech
- Bio Stims, Predictive Intelligence
- Faction units
- Infantry
- Faction tech
- Genetic Recombination
- Breakthrough
- cybernetic + biotic
From the Twilight Imperium wiki.
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The Mentak Coalition
High
Base
Details
The Mentak Coalition
High complexity BaseGreen preferred Yellow second choice
- Home
- Moll Primus 4 resources / 1 influence
- Commodities
- 2
- Starts with
- 1 capacity, 4 ground forces
- Starting tech
- Plasma Scoring
- Faction tech
- Salvage Operations, Mirror Computing
- Breakthrough
- cybernetic + biotic
From the Twilight Imperium wiki.
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The Nekro Virus
High
Base
Details
The Nekro Virus
High complexity BaseBlack preferred Red second choice
- Home
- Mordai II 4 resources / 0 influence
- Commodities
- 3
- Starts with
- 2 capacity, 2 ground forces
- Starting tech
- Dacxive Animators, Valefar Assimilator X, Valefar Assimilator Y
- Faction tech
- Valefar Assimilator X, Valefar Assimilator Y
From the Twilight Imperium wiki.
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The Vuil'Raith Cabal
High
Prophecy of Kings
Details
The Vuil'Raith Cabal
High complexity Prophecy of KingsRed preferred Black second choice
- Home
- Acheron 4 resources / 0 influence
- Commodities
- 2
- Starts with
- 2 capacity, 3 ground forces
- Starting tech
- Self Assembly Routines
- Faction units
- Space Dock
- Faction tech
- Vortex
- Breakthrough
- warfare + biotic
From the Twilight Imperium wiki.
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Last Bastion
Low
Thunder's Edge
Details
Last Bastion
Low complexity Thunder's EdgeYellow preferred Blue second choice
- Home
- Ordinian 0* resources / 0 influence
- Commodities
- 1
- Starts with
- 2 capacity, 3 ground forces
- Starting tech
- Choose 1 blue or yellow technology with no prerequisites
- Faction units
- Space Dock
- Faction tech
- Proxima Targeting VI
- Breakthrough
- warfare + cybernetic
From the Twilight Imperium wiki.
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The Argent Flight
Low
Prophecy of Kings
Details
The Argent Flight
Low complexity Prophecy of KingsOrange preferred Yellow second choice
- Home
- Valk 2 resources / 0 influence
- Commodities
- 3
- Starts with
- 3 capacity, 5 ground forces
- Starting tech
- Two of:, Sarween Tools, Plasma Scoring, Neural Motivator
- Faction units
- Destroyers
- Faction tech
- Aerie Hololattice
- Breakthrough
- cybernetic + propulsion
From the Twilight Imperium wiki.
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The Barony of Letnev
Low
Base
Details
The Barony of Letnev
Low complexity BaseBlack preferred Red second choice
- Home
- Arc Prime 4 resources / 0 influence
- Commodities
- 2
- Starts with
- 2 capacity, 3 ground forces
- Starting tech
- Antimass Deflectors, Plasma Scoring
- Faction tech
- L4 Disruptors, Non-Euclidean Shielding
- Breakthrough
- propulsion + warfare
From the Twilight Imperium wiki.
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The Emirates of Hacan
Low
Base
Details
The Emirates of Hacan
Low complexity BaseYellow preferred Orange second choice
- Home
- Hercant 1 resources / 1 influence
- Commodities
- 6
- Starts with
- 2 capacity, 4 ground forces
- Starting tech
- Antimass Deflectors, Sarween Tools
- Faction tech
- Production Biomes, Quantum Datahub Node
- Breakthrough
- warfare + cybernetic
From the Twilight Imperium wiki.
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The Empyrean
Low
Prophecy of Kings
Details
The Empyrean
Low complexity Prophecy of KingsPurple preferred Black second choice
- Home
- The Dark 3 resources / 4 influence
- Commodities
- 4
- Starts with
- 2 capacity, 4 ground forces
- Starting tech
- Dark Energy Tap
- Faction tech
- Aetherstream, Voidwatch
- Breakthrough
- biotic + propulsion
From the Twilight Imperium wiki.
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The Federation of Sol
Low
Base
Details
The Federation of Sol
Low complexity BaseBlue preferred Yellow second choice
- Home
- Jord 4 resources / 2 influence
- Commodities
- 4
- Starts with
- 2 capacity, 5* ground forces
- Starting tech
- Neural Motivator, Antimass Deflectors
- Faction units
- Infantry Carriers
- Breakthrough
- cybernetic + biotic
From the Twilight Imperium wiki.
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The L1Z1X Mindnet
Low
Base
Details
The L1Z1X Mindnet
Low complexity BaseBlack preferred Blue second choice
- Home
- [0.0.0] 5 resources / 0 influence
- Commodities
- 2
- Starts with
- 2 capacity, 5 ground forces
- Starting tech
- Neural Motivator, Plasma Scoring
- Faction units
- Dreadnoughts
- Faction tech
- Inheritance Systems
- Breakthrough
- warfare + biotic
From the Twilight Imperium wiki.
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The Naaz-Rokha Alliance
Low
Prophecy of Kings
Details
The Naaz-Rokha Alliance
Low complexity Prophecy of KingsGreen preferred Blue second choice
- Home
- Naazir 2 resources / 1 influence
- Commodities
- 3
- Starts with
- 2 capacity, 4 ground forces
- Starting tech
- Psychoarchaeology, AI Development Algorithm
- Faction tech
- Supercharge, Pre-Fab Arcologies
- Breakthrough
- biotic + propulsion
From the Twilight Imperium wiki.
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The Nomad
Low
Prophecy of Kings
Details
The Nomad
Low complexity Prophecy of KingsBlue preferred Purple second choice
- Home
- Arcturus 4 resources / 4 influence
- Commodities
- 4
- Starts with
- 2* capacity, 4 ground forces
- Starting tech
- Sling Relay
- Faction units
- Flagship
- Faction tech
- Temporal Command Suite
- Breakthrough
- cybernetic + biotic
From the Twilight Imperium wiki.
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The Ral Nel Consortium
Low
Thunder's Edge
Details
The Ral Nel Consortium
Low complexity Thunder's EdgeOrange preferred Pink second choice
- Home
- Mez Lo Orz Pei Zsha 2 resources / 1 influence
- Commodities
- 4
- Starts with
- 2 capacity, 4 ground forces
- Starting tech
- Choose 1 red or green technology with no prerequisites
- Faction units
- Destroyer
- Faction tech
- Nanomachines
- Breakthrough
- cybernetic + biotic
From the Twilight Imperium wiki.
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The Universities of Jol-Nar
Low
Base
Details
The Universities of Jol-Nar
Low complexity BaseBlue preferred Purple second choice
- Home
- Jol 1 resources / 2 influence
- Commodities
- 4
- Starts with
- 3 capacity, 2 ground forces
- Starting tech
- Neural Motivator, Antimass Deflectors, Sarween Tools, Plasma Scoring
- Faction tech
- E-Res Siphons, Spacial Conduit Cylinder
- Breakthrough
- cybernetic + biotic
From the Twilight Imperium wiki.
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The Xxcha Kingdom
Low
Base
Details
The Xxcha Kingdom
Low complexity BaseGreen preferred Blue second choice
- Home
- Archon Ren 2 resources / 3 influence
- Commodities
- 4
- Starts with
- 1 capacity, 4 ground forces
- Starting tech
- Graviton Laser System
- Faction tech
- Nullification Field, Instinct Training
- Breakthrough
- cybernetic + biotic
From the Twilight Imperium wiki.
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The Yin Brotherhood
Low
Base
Details
The Yin Brotherhood
Low complexity BaseBlue preferred Purple second choice
- Home
- Darien 4 resources / 4 influence
- Commodities
- 2
- Starts with
- 2 capacity, 4 ground forces
- Starting tech
- Sarween Tools
- Faction tech
- Impulse Core, Yin Spinner
- Breakthrough
- cybernetic + biotic
From the Twilight Imperium wiki.
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The Yssaril Tribes
Low
Base
Details
The Yssaril Tribes
Low complexity BaseGreen preferred Black second choice
- Home
- Retillion 2 resources / 3 influence
- Commodities
- 3
- Starts with
- 2 capacity, 5 ground forces
- Starting tech
- Neural Motivator
- Faction tech
- Transparasteel Plating, Mageon Implants
- Breakthrough
- cybernetic + biotic
From the Twilight Imperium wiki.
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Sardakk N'orr
Moderate
Base
Details
Sardakk N'orr
Moderate complexity BaseRed preferred Black second choice
- Home
- Tren'Lak 1 resources / 0 influence
- Commodities
- 3
- Starts with
- 2 capacity, 5 ground forces
- Faction units
- Dreadnoughts
- Faction tech
- Valkyrie Particle Weave
- Breakthrough
- propulsion + warfare
From the Twilight Imperium wiki.
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The Clan of Saar
Moderate
Base
Details
The Clan of Saar
Moderate complexity BaseOrange preferred Yellow second choice
- Home
- Lisis II 1 resources / 0 influence
- Commodities
- 3
- Starts with
- 3 capacity, 4 ground forces
- Starting tech
- Antimass Deflectors
- Faction units
- Space Docks
- Faction tech
- Chaos Mapping
- Breakthrough
- propulsion + warfare
From the Twilight Imperium wiki.
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The Council Keleres
Moderate
Thunder's Edge
Details
The Council Keleres
Moderate complexity Thunder's EdgeBlue preferred Purple second choice
- Commodities
- 2
- Starts with
- 2 capacity, 2 ground forces
- Starting tech
- Any 2 non-faction technologies owned by other players
- Faction tech
- I.I.H.Q. Modernization Codex III or Executive Order Thunder's Edge, Agency Supply Network
- Breakthrough
- cybernetic + biotic
From the Twilight Imperium wiki.
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The Deepwrought Scholarate
Moderate
Thunder's Edge
Details
The Deepwrought Scholarate
Moderate complexity Thunder's EdgeBlue preferred Green second choice
- Home
- Ikatena 4 resources / 4 influence
- Commodities
- 3
- Starts with
- 2 capacity, 3 ground forces
- Starting tech
- During setup, research technology twice
- Faction tech
- Radical Advancement:, Hydrothermal Mining
- Breakthrough
- cybernetic + biotic
From the Twilight Imperium wiki.
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The Ghosts of Creuss
Moderate
Base
Details
The Ghosts of Creuss
Moderate complexity BaseBlue preferred Purple second choice
- Home
- Creuss 4 resources / 2 influence
- Commodities
- 4
- Starts with
- 1 capacity, 4 ground forces
- Starting tech
- Gravity Drive
- Faction tech
- Wormhole Generator, Dimensional Splicer
- Breakthrough
- propulsion + cybernetic
From the Twilight Imperium wiki.
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The Naalu Collective
Moderate
Base
Details
The Naalu Collective
Moderate complexity BaseGreen preferred Yellow second choice
- Home
- Druaa 3 resources / 1 influence
- Commodities
- 3
- Starts with
- 1 capacity, 4 ground forces
- Starting tech
- Neural Motivator, Sarween Tools
- Faction units
- Fighters
- Faction tech
- Neuroglaive
- Breakthrough
- warfare + biotic
From the Twilight Imperium wiki.
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The Titans of Ul
Moderate
Prophecy of Kings
Details
The Titans of Ul
Moderate complexity Prophecy of KingsBlue preferred Green second choice
- Home
- Elysium 4 resources / 1 influence
- Commodities
- 2
- Starts with
- 3 capacity, 3 ground forces
- Starting tech
- Antimass Deflectors, Scanlink Drone Network
- Faction units
- Cruisers, PDS
- Breakthrough
- cybernetic + biotic
From the Twilight Imperium wiki.
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The Winnu
Moderate
Base
Details
The Winnu
Moderate complexity BasePurple preferred Yellow second choice
- Home
- Winnu 3 resources / 4 influence
- Commodities
- 3
- Starts with
- 1 capacity, 2 ground forces
- Starting tech
- Any 1 technology that has no prerequisites
- Faction tech
- Lazax Gate Folding, Hegemonic Trade Policy
- Breakthrough
- propulsion + warfare
From the Twilight Imperium wiki.