Follow TV Tropes

Following

History Characters / TwilightImperium

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ScrewTheRulesIHaveMoney: Their flagship can spend trade goods to increase the combat power of its fleet, and in the Prophecy of Kings expansion they can also spend trade goods to increase their voting power during the agenda phase. In a broader sense, a player using the faction as intended is likely to attempt this with other players at some point, offering to buy them off in order to avoid attacks or accomplish whatever objective is at hand.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CyberneticsEatYourSoul: Played dead straight.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AwesomeButImpractical: Their ability to steal trade goods when other players resolve transactions is likely to spur a lot of collusion from the rest of the table to avoid triggering it. Their agent in Prophecy of Kings seems intended to help out in this respect, as it specifically rewards another player for letting you pillage them.

Added: 151

Changed: 233

Is there an issue? Send a MessageReason:
None


* ACommanderIsYou: Definitely spammer, given their emphasis on infantry production and suicide abilities which encourage the use of cheaper ship types.




to:

* WeHaveReserves: The Yin have multiple abilities dedicated to producing or otherwise gaining extra infantry. Their Hero ability takes it up to eleven, allowing them to double the amount of infantry they have on all of their planets.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BoardingParty: What their Hero ability does, judging by the flavor text. It allows you to replace enemy ships with ones of your own when they're destroyed during a combat.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ApocalypseHow: They can perform this on a planetary scale with their Hero ability, possibly doing it to 2 or even 3 worlds depending on what system they target. The ability replaces that system tile with a supernova, completely destroying everything that was there before.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* SealedEvilInACan: This is how they miraculously returned to relevance after having been defeated in the distant past and absent from previous game versions--the Lazax could not wipe them out, but instead trapped them on their home planet. The Creuss end up discovering the hidden gateway leading to their homeworld and re-awakening them. Whoops.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AbusivePrecursors: The Mahact's horrific treatment of their subjects was what initially caused the Lazax to rise up and wrest the seat of galactic power out of their hands.
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ACommanderIsYou: Turtle. Their main faction ability allows them to create defensive PDS structures on their planets, which they possess a unique, more powerful version of. Their Hero also transforms their home planet into a battlestation itself, allowing it to fire multiple shots at invaders.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BigBad: Competes with the Nekro Virus and Vuil'Raith Cabal for this title. They indisputably filled this role in the lore's backstory, as they were the galaxy's cruel and vicious tyrants in the distant past. They are also responsible for the Vuil'Raith's appearance in the first place.
* HardCodedHostility: Similar to the Nekro Virus in that one of their main faction abilities only works by winning combats against other players (each player they have defeated in a combat gives them a command token). While they can vote in the agenda phase, they cannot trade the new Alliance promissory notes introduced in the expansion, instead gaining access to other players' alliance abilities through the aforementioned command-token-steal ability.
* MindControl: Seems to be one of their hats--their faction technology allows them to force another player to vote for an outcome of their choice during the agenda phase, and most notably their Hero allows them to force any two players' units to fight to the death.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ACommanderIsYou: Elitist, naturally.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ACommanderIsYou: They have the unique ability to "capture" opponents' ships and ground forces, which they can then use to build units of the same type for free. This has the potential to make them into quite the spammer faction as each fleet they send into battle is replaced easily using the pieces captured in the process. Their unique space dock also has a high production value and the ability to house huge numbers of fighters.
* AchillesHeel: If one of their space docks is blockaded, the blockading player may reclaim all of their captured pieces from the Vuil'Raith, with the potential to completely shut down their primary faction mechanic. Oddly, this is [[ReadTheFinePrint not mentioned on their actual faction sheet]], instead being explained in the game manual under the "capture" mechanic--despite the fact that the Vuil'Raith are the only faction to use the mechanic.
* EldritchAbomination: Yep.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GunboatDiplomacy: Sometimes unexpected given their lore, but their flagship lets them do this quite a lot, serving as the Big Stick to their diplomacy abilities. It can fire multiple shots into any adjacent system, making it a huge headache to try and move around the board area that it covers, and to make matters even worse the Xxcha start the game with a technology that makes these space cannon shots even deadlier (when used, it forces the target to assign hits to their non-fighter ships, thus preventing the opponent from absorbing the damage with cheap dispensable fighters). It can often be easier to just throw the Xxcha player a trade good or two when maneuvering around this thing rather than try and deal with its firepower.

Added: 891

Changed: 5

Is there an issue? Send a MessageReason:
None


* GateGuardian: They defended the area of space that lead to the Mahact. The Creuss passed this area and lead to the events that released the Mahact upon the game setting.

to:

* GateGuardian: They defended the area of space that lead to the Mahact. The Creuss passed this area and lead to the events that released the Mahact upon the game setting.


Added DiffLines:

* TheOmniscientCouncilOfVagueness: Previously only briefly mentioned in the oldest Jol-Nar records, the Empyrean are known to prefer to stay away from planets and make tiny influences to the setting from a great distance. At the opening of their introductory expansion Prophecy of Kings, they claim a great storm is coming and that they must take more direct control.


Added DiffLines:

* InterspeciesFriendship: Unique among the factions, the Naaz-Rokha are defined by being a pair of one Naaz and one Rokha, with the implication that their two species are so intertwined in culture that they are incomplete when apart.


Added DiffLines:

* MysteriousBacker: Unlike the other factions, the player is technically a single being of unknown origin paying disparate leftovers of each faction to work together so they can allegedly save the future of the setting. The jury is out on whether their claim to be from the future is true.
Is there an issue? Send a MessageReason:
None


* GateGuardian: In their lore, they defended the area of space that lead to the Mahact from small expeditions. The Creuss passed this area and lead to the events that released the Mahact upon the game setting once more.

to:

* GateGuardian: In their lore, they They defended the area of space that lead to the Mahact from small expeditions. Mahact. The Creuss passed this area and lead to the events that released the Mahact upon the game setting once more.setting.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BirdPeople
*GateGuardian: In their lore, they defended the area of space that lead to the Mahact from small expeditions. The Creuss passed this area and lead to the events that released the Mahact upon the game setting once more.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[/folder]]

[[folder: The Argent Flight]]
[[/folder]]

[[folder: The Empyrean]]
[[/folder]]

[[folder: The Mahact Gene-Sorcerers]]
[[/folder]]

[[folder: The Naaz-Rokha Alliance]]
[[/folder]]

[[folder: The Nomad]]
[[/folder]]

[[folder: The Titans of Ul]]
[[/folder]]

[[folder: The Vuil'Raith Cabal]]

Changed: 10

Removed: 52

Is there an issue? Send a MessageReason:
The Reptilians has been cut per TRS.


* TheReptilians: They are the Snek-race of the game.



* SnakeTalk: The chosen communication form of many Naalu players.

to:

* %%* SnakeTalk: The chosen communication form of many Naalu players.%%...is?
Is there an issue? Send a MessageReason:
added details to the Arborec

Added DiffLines:

* GiantMook: Note that their infantry are called "Letani Warrior" as in ''singular''. They are ''very big''.


Added DiffLines:

* LivingShip: As mentioned elsewhere, all of their units are organic in nature.

Added: 4047

Changed: 135

Is there an issue? Send a MessageReason:
None


* EliteMooks: The basic N'Orr strategy is to produce a large number of cheap units, as their racial combat bonus makes those mooks very effective in combat.

to:

* EliteMooks: The basic N'Orr strategy is to produce a large number of cheap units, (which often means SpaceFighter squadrons) as their racial combat bonus makes those mooks very effective in combat.



* SpaceAmish: N'Orr is the only faction that has no starting technology at all. That doesn't mean they shouldn't develop some during a game. Also their racial abilites are the most simple of all factions, a +1 bonus on every combat roll they make.

to:

* SpaceAmish: N'Orr is the only faction that has no starting technology at all. (YouHaveResearchedBreathing is definitely the feeling you got when you play with them) That doesn't mean they shouldn't develop some during a game. Also their racial abilites are the most simple of all factions, a +1 bonus on every combat roll they make.



* StandardStarshipScuffle: Mentak backbone ships can Ambush other ships before a SpaceBattle even began, so it's a common sight to see one or two Mentak cruisers attack a lone enemy vessel.



* MolotovTruck: Their flagship has crappy stats, but when destroyed, it kills every spaceship in vicinity.

to:

* MolotovTruck: Their flagship has crappy stats, but when destroyed, it kills every spaceship in it's vicinity.


Added DiffLines:

[[/folder]]

[[folder: Naalu Collective]]
* GorgeousGorgon: Just look at them. Besides their appearance, they have a technology that makes attacking even a single Naalu SpaceFighter very costly to the enemy.
* TelepathicSpacemen: They all have telepathic abilities, which means in game rules that the Naalu player is always the first in the initiative order.
* TheReptilians: They are the Snek-race of the game.
* Matriarchy: Their society is most likely a patriarchy flip, as all of their off-world representatives are female.
* TheSwarm: The most common Naalu strategy is to swarm the board with MookMobile squadrons, as their racial technologies and bonuses make their SpaceFighter units very potent, and scary to attack.
* SnakeTalk: The chosen communication form of many Naalu players.
[[/folder]]

[[folder: Embers of Muaat]]
* DeathStar: They have one, and not afraid to use it.
* EarlyGameHell: What you get when you start as their neighbour, and they turn their War Sun to the direction of your home system.
* ElementalEmbodiment: They are fire elementals encased in metal space suits. Their ships can move through supernovas a feat no other factions can do. (Although it's not much of an advantage as there's only 1 map tile in the game with a supernova, and the galaxy map is semi-randomly generated.)
* MobileFactory: You can create smaller crafts with your War Suns instead of your space docks, although the cost is significantly higher that way.
* SlaveRace: They were to the fish people of Jol-Nar.
* StartingEquipment: The main advantage of the race is that they start with the most powerful unit of the game: The War Sun. They also have the technology to produce more.
[[/folder]]

[[folder: Ghosts of Creuss]]
* EnergyBeing: They are living energy housed in armored suits.
* WeaponizedTeleportation: They can develop a technology that destroys enemy ships using wormholes. Most probably it pushes the poor devils into a very hostile dimension, or use a TeleFrag maneuver to kill them.
* OurWormholesAreDifferent: They can move much more freely on the map as they treat most wormholes adjacent, while other races only threat two wormholes adjacent if they have the same type. (Alpha, Beta, etc.) Also their ships became faster if they start their movement on wormholes.
* PortalNetwork: They use this to appear unexpectedly on basically any part of the map. They can even create new portal gates with the right technology.
[[/folder]]

[[folder: Clan of Saar]]
* SpaceNomads: The Saar is the only race that has mobile space docks. Also if you play with the Saar, the game becomes a BaselessMission, because every other race needs to maintain control over their home system to win the game while you can completely ignore yours. These abilities allow them to freely roam the galaxy and maintain one or more mobile headquarters centered around their space docks.
* AsteroidMiners: A tactic used by many Saar player is to hide their fleet in an AsteroidThicket, as they start with DeflectorShield technology, so races that lacks this technology cannot attack them. And even if they hassled by a race that can go into such map tiles, they can develop a technology that can lock out everybody else from their asteroid fields.
* KeystoneArmy: Many Saar players keep all their ship in one giant blob, usually referred as the "Saar Ball". With enough preparation, such an armada can devastate any kind of resistance, but it's crumped state is it's own weakness as there are some effects in the game that can instakill every ship in a single map tile.
[[/folder]]

[[folder: The Winnu]]
* ServantRace: They were servants to the previous rulers of the galaxy, which means if they want to conquer the once-capital planet, they can do it without breaking a sweat.
* RushFaction: They lose one of their racial advantages if somebody else takes the capital planet of the galaxy before them.
Is there an issue? Send a MessageReason:
Some additional faction description with tropes.

Added DiffLines:

[[/folder]]

[[folder: Sardakk N'Orr]]
* EliteMooks: The basic N'Orr strategy is to produce a large number of cheap units, as their racial combat bonus makes those mooks very effective in combat.
* BloodyMurder: This faction can develop a technology (it's name is "Valkyrie Particle Weave", but everybody calls it "Acid Blood") that let's you kill an enemy infantry after one of your infantry dies in ground combat.
* BugWar: If N'Orr and Sol are neighbours in a game, prepare for that!
* GunboatDiplomacy: N'Orr players tend to use that, as they lack any political, or economical advantage, but their race provides a bonus on every combat roll.
* InsectoidAliens: They're a bunch of space bugs.
* SpaceAmish: N'Orr is the only faction that has no starting technology at all. That doesn't mean they shouldn't develop some during a game. Also their racial abilites are the most simple of all factions, a +1 bonus on every combat roll they make.
* TakingYouwithMe: After upgraded, N'Orr Dreadnoughts can be destroyed to kill 2 enemy ships of any kind.

[[/folder]]

[[folder:The Arborec]]
* ACommanderIsYou: A Spammer/Gimmick faction, as only they can produce units with their infantry.
* BizarreAlienReproduction: A single small Arborec infantry unit can produce any kind of unit, including huge spaceships, and moon-sized War Sun battlestations. As all Arborec units are organic, it makes the player wonder how their reproduction process works.
* HiveMind: According to their lore, their population is controlled by that.
* TheMaze: Their starting technology stalls invading troops for 1 round. This can be described as they grow a whole maze-like jungle on any planet they control.
* ItsTheOnlyWayToBeSure: If the Arborec is left alone on a planet for a couple of rounds, their ground forces will spread so much that the only efficient way to remove them is to bomb said planet with a viral weapon that removes every ground force from that planet's surface instantly. (Or amass a huge invasion force, but not many factions can do that)
* PlantAliens: They are sentient plants.
* TheSwarm: Basically with every faction, the only way to produce units is Space Docks, and you can have 3 of those at best. Not with the Arborec, as this faction uses the basic ground infantry unit and their flagship for production, so you can make almost any number of units basically everywhere on the board, even after you just conquered a new planet. As more infantry means higher production capacity, Arborec players usually create hordes of infantry.

[[/folder]]

[[folder:Nekro Virus]]
* HardCodedHostility: Technological development is crucial in this game, and this faction's only way to get new technologies is to attack other player's ships. The hostility is so hard-coded that faction can't take part of the political phases of the game, although they can trade with other factions.
* TheAssimilator: They don't develop technology, but if they destroy one of your ship, they copy one of your technology. Even ones that only your faction can do, which can lead to some unexpected combinations.

[[/folder]]

[[folder:Mentak Coalition]]
* SpacePirates: Their main theme.
* SpaceAustralia: Their main theme according to the lore.
* TheCracker: They can develop a technology that makes any amount of money they spent worth twice as much.
* TheHighwayman: They can steal money from neighbouring factions each time said neighbour makes a transaction with another player. So they basically collect "taxes" on trade routes.
[[/folder]]

[[folder: Yin Brotherhood]]
* CloneArmy: They are all clones, which explains some of their other abilities, like Suicide Attacks.
* HeelFaithTurn: Their infantry can convert enemy troops to their sides.
* MolotovTruck: Their flagship has crappy stats, but when destroyed, it kills every spaceship in vicinity.
* SuicideAttack: They can destroy their own ships to produce an automatic hit on an enemy ship. Sometimes that doesn't mean said ship is destroyed, making this ability quite rarely used offensively.
* TheFundamentalist: They are driven by a shared religious fanaticism.

[[/folder]]

[[folder: Yssaril Tribes]]
* ACommanderIsYou: Yssaril is an Espionage faction, as they have more action cards than anybody else.
* OurGoblinsAreDifferent: Yssaril are space-goblins, they even have a tribal theme.
* CityOfSpies: According to their lore, they once maintained a galaxy-wide spy network.
* WeWait: They have an ability to stall their actions, and you don't believe how useful that can be.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* SeriesMascot: They feature prominently in every version of the box art.
Is there an issue? Send a MessageReason:
None


* [[Foil Foil]]: To the Barony of Letnev. Both a proud, materialistic nations, but the Barony is far more militaristic and feel as though they have "manifest destiny" to rule the galaxy with an iron hand, where the Hacan simply wants to ensure peace to facilitate more trade.

to:

* [[Foil Foil]]: {{Foil}}: To the Barony of Letnev. Both a proud, materialistic nations, but the Barony is far more militaristic and feel as though they have "manifest destiny" to rule the galaxy with an iron hand, where the Hacan simply wants to ensure peace to facilitate more trade.
Is there an issue? Send a MessageReason:
None


* [[Foil]]: To the Barony of Letnev. Both a proud, materialistic nations, but the Barony is far more militaristic and feel as though they have "manifest destiny" to rule the galaxy with an iron hand, where the Hacan simply wants to ensure peace to facilitate more trade.

to:

* [[Foil]]: [[Foil Foil]]: To the Barony of Letnev. Both a proud, materialistic nations, but the Barony is far more militaristic and feel as though they have "manifest destiny" to rule the galaxy with an iron hand, where the Hacan simply wants to ensure peace to facilitate more trade.



[[folder:The L1Z1X Mindnet]]

to:

[[folder:The L1Z1X [=L1Z1X=] Mindnet]]



* ACommanderIsYou: Elitist/Generalist. The L1Z1X get fantastically powerful and fast Dreadnoughts, but otherwise specialize in taking planets; through assimilation they can overtake Space Docks and PDS's, while they have an easier time destroying defense armies.

to:

* ACommanderIsYou: Elitist/Generalist. The L1Z1X [=L1Z1X=] get fantastically powerful and fast Dreadnoughts, but otherwise specialize in taking planets; through assimilation they can overtake Space Docks and PDS's, while they have an easier time destroying defense armies.



* [[Cyborg]]: The remains of the old ruler race of the galaxy, assimilated into a cyborg network.

to:

* [[Cyborg]]: Cyborg: The remains of the old ruler race of the galaxy, assimilated into a cyborg network.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[/folder]]


[[folder:The L1Z1X Mindnet]]
--> ''"You do not know the meaning of time. You do not comprehend the infinite. Your ignorance is only surpassed by your irrelevance. - Diplomat 2RAM"''
* ACommanderIsYou: Elitist/Generalist. The L1Z1X get fantastically powerful and fast Dreadnoughts, but otherwise specialize in taking planets; through assimilation they can overtake Space Docks and PDS's, while they have an easier time destroying defense armies.
* AwesomeEgo: Just read the quote; the Lazax were benevolent yet above their subjects. Becoming cyborgs only got away with the "benevolent" part.
* [[Cyborg]]: The remains of the old ruler race of the galaxy, assimilated into a cyborg network.
* SufficientlyAdvancedAlien: Borders this level; they're not exactly that powerful but they are generally more advanced in all ways than the rest of the galaxy.

Added: 1041

Changed: 159

Is there an issue? Send a MessageReason:
None


* Jerkass: Letnev are known to be really nasty individuals, arrogant and xenophobic to a fault.

to:

* Jerkass: Letnev [=Jerkass=]: The Barony are known to be really nasty individuals, arrogant not nice; they believe themselves over the other races and xenophobic to a fault.that they are destined for imperial rule over the rest of the galaxy.


Added DiffLines:

[[/folder]]

[[folder:Universities of Jol-Nar]]
--> ''"We cannot hold progress for the sake of morality. If you have not the stomach for science, I suggest you depart Wun-Escha immediately - Doctor Sucaban."''
* ACommanderIsYou: Research/Technical. The Hylar get a negative -1 to all their combat rolls, causing them to be weaker than most situations, though their surplus of Technologies can sometimes make up for it.
* FishPeople: The Universities are manned by a number of slightly different races called the Hylar, all of them lungfish-like people.
* ForScience!: Their schtick.
* ManInTheMachine: One variant of the Hylar has to use mechanical bodies filled with water from their homeplanet to journey above the waterline.
* MorallyAmbiguousDoctorate: To the Universities, morals are a straitjacket keeping the pursuit of knowledge back... To the galaxy at wide, the Hylar are perhaps the scariest and most disturbing race exactly for this reason.
* SlaveRace: The Universities once enslaved the Muaat and used their facilities for construction.

Added: 1215

Changed: 32

Is there an issue? Send a MessageReason:
None


* ACommanderIsYou: Unit Specialist/[[JustForPun Turtle]]. The Xxcha specialize in PDS units and defensive tactics.
* BewareTheNiceOnes: The Xxcha Kingdoms are among the genuinely nice people in the game and one of the least threatening races in the game... But as Roosevelt said, they do bring a big stick and is ready to use it if need be.

to:

* ACommanderIsYou: Unit Diplomat/Unit Specialist/[[JustForPun Turtle]]. The Xxcha specialize in PDS units and defensive tactics.
* BewareTheNiceOnes: The Xxcha Kingdoms are Kingdom is among the few genuinely nice people peoples in the game setting and is one of the least threatening races in the game... But as Roosevelt said, they do bring a big stick and is ready to use it if need be.


Added DiffLines:

[[/folder]]


[[folder:Barony of Letnev]]
--> ''"Hold your fire until the main fleet arrives. Our armada will blot out the sun - When they die, they will die in darkness. - Baron Unlenn"''
* ACommanderIsYou: Brute/Elite - The Barony can spend Trade Goods to get better combat results for an entire fleet, and their fleets can be truly huge.
* IndustrializedEvil: They produce a surplus of ores and are an invasive empire.
* Jerkass: Letnev are known to be really nasty individuals, arrogant and xenophobic to a fault.
* OurVampiresAreDifferent: Pale, inhumanly strong and tough, aristocratic, live in eternal darkness...
* PragmaticVillainy: While they are stop-for-nothing imperialistic aristocrats, they will still work with other races if need be... After all, they need their support to get to rule the Lazax Empire.
* RedAndBlackAndEvilAllOver: The colors used for Letnev is often red and black, and they are rarely the nicest race on the table.
* UndergroundCity: Underground society. The entirety of the Letnev race lives under the crust of their planet.
* WeWillUseManualLaborInTheFuture: Averted - for all their authoritarian, aristocratic air, they do not employ slaves, preferring to use non-sentient droids instead.

Added: 2121

Changed: 286

Is there an issue? Send a MessageReason:
None


* ACommanderIsYou: Extremely Economist.

to:

* ACommanderIsYou: Extremely Economist.
Economist. Can become Spammer in late game through an influx of money and a homesystem that can reach the highest building limit in the game.
* BewareTheNiceOnes: The Hacan are generally xenophilic and diplomatic, but don't piss them off - All that trade can be used to make huge fleets real fast.
* CatPeople: Middle-eastern Lion-people.
* CulturedBadass: Even their ground-troops wear middle-eastern-style veils and jewelry.
* [[Foil]]: To the Barony of Letnev. Both a proud, materialistic nations, but the Barony is far more militaristic and feel as though they have "manifest destiny" to rule the galaxy with an iron hand, where the Hacan simply wants to ensure peace to facilitate more trade.
* HonestCorporateExecutive: Trading with the Hacan really is benefitial.
* ProudMerchantRace: So very proud, only a lion could take the mantle.
* TechnicalPacifist: The Emirates needs allies to trade with to gain anything from their racial bonus, so though there's no real reason for them not to go to war, they often have to keep themselves pacifist to make sure everybody may wanna trade with them.
** "Trade with me or I'll whoop your ass with a thousand Fighters" is a very common phrase for the Hacan.

[[/folder]]

[[folder:The Xxcha Kingdom]]
--> ''"To fight without cause is not the way, human. Curb your anger. Let us walk through the gardens and consider how to proceed. - Elder Qenaj."''
* ACommanderIsYou: Unit Specialist/[[JustForPun Turtle]]. The Xxcha specialize in PDS units and defensive tactics.
* BewareTheNiceOnes: The Xxcha Kingdoms are among the genuinely nice people in the game and one of the least threatening races in the game... But as Roosevelt said, they do bring a big stick and is ready to use it if need be.
* NiceGuy: Truly just wants to ensure the galaxy isn't torn apart from civil war.
* PowerOfTrust: A Xxcha player needs to be able to play fast and loose with this to win. Militarily the Xxcha aren't powerful, but many of their abilities, namely the "Quash" ability, makes them valuable as allies. The last thing the Xxcha wants is to be without an ally to work with.
* TheXenophile: They must be to make any progress. Used to be even more xenophilistic, but attacks from the Barony of Letnev and Federation of Sol somewhat curbed their enthusiasm.
* UtopiaJustifiesTheMeans: The Xxcha does not relish battle, but if it means peace for the galaxy they'll happily go into an all-out, galaxy-wide war.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[foldercontrol]]

[[folder:Federation of Sol]]
--> ''"Our enemies consider us children. They think us weak. Show them what the children of Jord can do! - Supreme Admiral [=DeLouis=]."''
* ACommanderIsYou: Spammer/Generalist, with emphasis on Spammer.
* HumansAdvanceSwiftly: In the background of the setting, the Federation is the youngest new interstellar empire, yet took the galaxy by surprise with sheer expansionism and vigor.
* HumansAreAverage: Played very, very straight. Sol gets an additional Command Counter and the ability to make more Ground Troops easily but are otherwise extremely regular.
* HumansAreDivided: Not the Federation itself, but humanity as a race. Humans live everywhere in the galaxy and most of them dislike the Federation of Sol, seeing them as supremacist jackasses.
* HumansAreWarriors: Sol get more Ground Forces than any other race and can get an upgrade to get Spec Ops forces.
* MemeticMutation: The Federation make the manz.
* SpaceMarine: Their Ground Forces. Often found in small flocks of several thousand individuals.

[[/folder]]


[[folder:Emirates of Hacan]]
--> ''"There is no price too great for the Hacan, no silk too fine and no war too long. My people will perserve. - Hacan Carth."''
* ACommanderIsYou: Extremely Economist.

[[/folder]]

Top