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1[[foldercontrol]]
2
3[[folder:Federation of Sol]]
4--> ''"Our enemies consider us children. They think us weak. Show them what the children of Jord can do! - Supreme Admiral [=DeLouis=]."''
5* ACommanderIsYou: Spammer/Generalist, with emphasis on Spammer.
6* DropPod: Presumably used in their Orbital Drop faction ability. They can also sell them to other players with their promissory note.
7* 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.
8* 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.
9* 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.
10* HumansAreWarriors: Sol gets more Ground Forces than any other race and can get an upgrade to get Spec Ops forces.
11* MemeticMutation: The Federation make the manz.
12* SpaceMarine: Their Ground Forces. Often found in small flocks of several thousand individuals.
13
14[[/folder]]
15
16
17[[folder:Emirates of Hacan]]
18--> ''"There is no price too great for the Hacan, no silk too fine and no war too long. My people will perserve. - Hacan Carth."''
19* ACommanderIsYou: Extremely 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.
20* 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.
21* CatFolk: Middle-eastern Lion-people.
22* CulturedBadass: Even their ground-troops wear middle-eastern-style veils and jewellery.
23* {{Foil}}: To the Barony of Letnev. Both are proud, materialistic nations, but the Barony is far more militaristic and feels as though they have a "manifest destiny" to rule the galaxy with an iron hand, whereas the Hacan simply wants to ensure peace to facilitate more trade.
24* HonestCorporateExecutive: Trading with the Hacan really is beneficial.
25* ProudMerchantRace: So very proud, only a lion could take the mantle.
26* 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.
27* SeriesMascot: They feature prominently in every version of the box art.
28* 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.
29** "Trade with me or I'll whoop your ass with a thousand Fighters" is a very common phrase for the Hacan.
30
31[[/folder]]
32
33[[folder:The Xxcha Kingdom]]
34--> ''"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."''
35* ACommanderIsYou: Diplomat/Unit Specialist/Turtle. The Xxcha specialize in PDS units and defensive tactics.
36* BewareTheNiceOnes: The Xxcha Kingdom is among the few genuinely nice people in the setting and is one of the least threatening races in the game... But as Roosevelt said, they do bring a big stick and are ready to use it if need be.
37* BoringButPractical: Sitting back behind a wall of space cannon shots may not be very flashy or exciting, but it does massively dissuade other players from attacking you, and in Twilight Imperium simply being left alone can be extremely valuable.
38* 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 manoeuvring around this thing rather than try and deal with its firepower.
39* NiceGuy: Truly just wants to ensure the galaxy isn't torn apart from civil war.
40* PowerOfTrust: A Xxcha player needs to be able to play fast and lose 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.
41* 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.
42* 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.
43
44[[/folder]]
45
46
47[[folder:Barony of Letnev]]
48--> ''"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"''
49* 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.
50* IndustrializedEvil: They produce a surplus of ores and are an invasive empire.
51* [=Jerkass=]: The Barony are not nice; they believe themselves over the other races and that they are destined for imperial rule over the rest of the galaxy.
52* OurVampiresAreDifferent: Pale, inhumanly strong and tough, aristocratic, live in eternal darkness...
53* 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.
54* RedAndBlackAndEvilAllOver: The colors used for Letnev is often red and black, and they are rarely the nicest race on the table.
55* SpikesOfVillainy: The novels describe Letnev ships as being "spiked" or "thorny".
56* UndergroundCity: Underground society. The entirety of the Letnev race lives under the crust of their planet.
57* WeWillUseManualLaborInTheFuture: Averted - for all their authoritarian, aristocratic air, they do not employ slaves, preferring to use non-sentient droids instead.
58
59[[/folder]]
60
61[[folder:Universities of Jol-Nar]]
62--> ''"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."''
63* 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.
64* FishPeople: The Universities are manned by a number of slightly different races called the Hylar, all of them lungfish-like people.
65* ForScience!: Their schtick.
66* ManInTheMachine: One variant of the Hylar has to use mechanical bodies filled with water from their homeplanet to journey above the waterline.
67* MorallyAmbiguousDoctorate: To the Hylar, 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.
68* SlaveRace: The Hylar once enslaved the Gashlai of planet Muaat and used their planet's resources to feed their war machine.
69
70[[/folder]]
71
72
73[[folder:The [=L1Z1X=] Mindnet]]
74--> ''"You do not know the meaning of time. You do not comprehend the infinite. Your ignorance is only surpassed by your irrelevance. - Diplomat 2RAM"''
75* 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.
76* AwesomeEgo: Just read the quote; the Lazax were benevolent yet above their subjects. Becoming cyborgs only got away with the "benevolent" part.
77* CyberneticsEatYourSoul: Played dead straight.
78* {{Cyborg}}: The remains of the old ruler race of the galaxy, assimilated into a cyborg network.
79* 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.
80
81[[/folder]]
82
83[[folder: Sardakk N'Orr]]
84* 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.
85* BloodyMurder: This faction can develop a technology (its name is "Valkyrie Particle Weave", but everybody calls it "Acid Blood") that lets you kill an enemy infantry after one of your infantry dies in ground combat.
86* BugWar: If N'Orr and Sol are neighbours in a game, prepare for that!
87* 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.
88* InsectoidAliens: They're a bunch of space bugs.
89* 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.
90* TakingYouwithMe: After upgraded, N'Orr Dreadnoughts can be destroyed to kill 2 enemy ships of any kind.
91
92[[/folder]]
93
94[[folder:The Arborec]]
95* ACommanderIsYou: A Spammer/Gimmick faction, as only they can produce units with their infantry.
96* 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.
97* GiantMook: Note that their infantry are called "Letani Warrior" as in ''singular''. They are ''very big''.
98* HiveMind: According to their lore, their population is controlled by that.
99* LivingShip: As mentioned elsewhere, all of their units are organic in nature.
100* 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.
101* 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)
102* PlantAliens: They are sentient plants.
103* 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.
104
105[[/folder]]
106
107[[folder:Nekro Virus]]
108* 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.
109* 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.
110
111[[/folder]]
112
113[[folder:Mentak Coalition]]
114* 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.
115* 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.
116* SpacePirates: Their main theme.
117* SpaceAustralia: Their main theme according to the lore.
118* 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.
119* TheCracker: They can develop a technology that makes any amount of money they spent worth twice as much.
120* 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.
121[[/folder]]
122
123[[folder: Yin Brotherhood]]
124* ACommanderIsYou: Definitely spammer, given their emphasis on infantry production and suicide abilities which encourage the use of cheaper ship types.
125* BodyHorror: At first glance you'd be forgiven for thinking they are an alien race, given the grotesque figure who appears on their faction sheet. But no, they are a faction of human clones. The genetic line that they are cloned from has a vulnerability to a disease called "greyfire" which results in the disfigurement seen on their faction sheet's artwork. Those among them who are afflicted in this way are referred to as "The Blessed," and form their inner council of leaders.
126* CloneArmy: They are all clones, which explains some of their other abilities, like Suicide Attacks.
127* HeelFaithTurn: Their infantry can convert enemy troops to their sides.
128* MolotovTruck: Their flagship has crappy stats, but when destroyed, it kills every spaceship in it's vicinity.
129* 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.
130* TheFundamentalist: They are driven by a shared religious fanaticism.
131* 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.
132
133[[/folder]]
134
135[[folder: Yssaril Tribes]]
136* ACommanderIsYou: Yssaril is an Espionage faction, as they have more action cards than anybody else.
137* OurGoblinsAreDifferent: Yssaril are space-goblins, they even have a tribal theme.
138* CityOfSpies: According to their lore, they once maintained a galaxy-wide spy network.
139* WeWait: They have an ability to stall their actions, and you don't believe how useful that can be.
140[[/folder]]
141
142[[folder: Naalu Collective]]
143* AchillesHeel: Even their fully-upgraded super-fighters are still just fighters, and destroyers' anti-fighter powers can still decimate them.
144* 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.
145* TelepathicSpacemen: They all have telepathic abilities, which means in game rules that the Naalu player is always the first in the initiative order.
146* Matriarchy: Their society is most likely a patriarchy flip, as all of their off-world representatives are female.
147* 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.
148%%* SnakeTalk: The chosen communication form of many Naalu players.%%...is?
149[[/folder]]
150
151[[folder: Embers of Muaat]]
152* ACommanderIsYou: Elitist, naturally. Can also be considered a Gimmick faction due to, y'know, starting off the game with a super-unit that is often never seen at all when they aren't in play.
153* ApocalypseHow: Their hero, Adjudicator Ba'al, can perform annihilation on a stellar scale with his ability, possibly destroying 2 or even 3 planets depending on what system is targeted. All that's left of that system is a supernova. ItOnlyWorksOnce, because Ba'al is eliminated from the game immediately after, but it can turn the game upside-down if done at the right moment.
154* EarlyGameHell: What you get when you start as their neighbour, and they turn their War Sun to the direction of your home system.
155* ElementalEmbodiment: The Gashlai are fire elementals encased in metal space suits. Their ships can move through supernovas, a feat no other factions can do. This is 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. That said, [[StarKilling they also have ways to make a supernova appear on the map in the middle of a game...]]
156* ExtremophileLifeforms: Some kind of living plasma or fire. It grants them the ability to even traverse supernovas.
157* MobileFactory: You can create smaller crafts with your War Suns instead of your space docks, although the cost is significantly higher that way.
158* SlaveRace: The Gashlai were slaves to the Hylar fish people of Jol-Nar. When the Hylar had to redistribute troops during the Twilight Wars, however, they left Muaat unguarded, which gave the Gashlai the chance to break free.
159* 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.
160* StarKilling: They have the techonology to do it, and are not afraid to use it.
161[[/folder]]
162
163[[folder: Ghosts of Creuss]]
164* ACommanderIsYou: Highly technical, as their faction is centered around using wormholes to remain unpredictable.
165* EnergyBeing: They are living energy housed in armored suits.
166* 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.
167* 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.
168* 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.
169[[/folder]]
170
171[[folder: Clan of Saar]]
172* 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.
173* 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.
174* 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.
175[[/folder]]
176
177[[folder: The Winnu]]
178* 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.
179* RushFaction: They lose one of their racial advantages if somebody else takes the capital planet of the galaxy before them.
180[[/folder]]
181
182[[folder: The Argent Flight]]
183* BirdPeople
184* 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 setting.
185[[/folder]]
186
187[[folder: The Empyrean]]
188* 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.
189[[/folder]]
190
191[[folder: The Mahact Gene-Sorcerers]]
192* ACommanderIsYou: Technical. The Mahact have relatively little in the way of direct combat buffs, but rather a set of complex strategic options, such as the ability to cancel enemy movement with their mechs, to re-activate the same system multiple times with their commander, etc. Just managing to snag multiple other players' command tokens without riling up the table will require some finesse in and of itself.
193* 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.
194* 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.
195* 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.
196* MaybeMagicMaybeMundane: Their lore peppers in some fantasy-magic terms to describe them, referring to "gene sorcery," "techno-rituals," etc.
197* 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.
198* 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.
199* SufficientlyAdvancedAlien: Even more so than the L1Z1X, as their "gene sorcery" abilities are likely intended to evoke this by comparison to all the current factions.
200[[/folder]]
201
202[[folder: The Naaz-Rokha Alliance]]
203* ArchaeologicalArmsRace: The Naaz-Rokha specialize in this with their exploration focus and ease of acquiring relics.
204* 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.
205[[/folder]]
206
207[[folder: The Nomad]]
208* 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.
209[[/folder]]
210
211[[folder: The Titans of Ul]]
212Massive biomechanical constructs created by the Mahact.
213
214* 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.
215* HumongousMecha: Titans don't stop growing as long as they live(and they don't die of natural causes). The eldest of their race are larger than skyscrapers.
216* MechaExpansionPack: Titans don't have starships. They just strap boosters, weapons, and armor onto their elder members.
217* PhlebotinumRebel: By the time the Mahact called on them again, the Ttians had [[GrewBeyondTheirProgramming Grown Beyond Their Programming]] and refused their call.
218[[/folder]]
219
220[[folder: The Vuil'Raith Cabal]]
221* 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.
222* 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.
223* AlwaysChaoticEvil: The Vuil'Raith are notably hostile not only to all other lifeforms, but also ''to themselves''. The members of their ruling "Cabal" only maintain their positions of power for as long as they can last until another Vuil'Raith rises up, slays them, and takes their place.
224* AnotherDimension: Where they are from. If the Vuil'Raith themselves are anything to go by, it's not a very pleasant place.
225* ApocalypseCult: They are noted as seeding these within the other factions of the galaxy to weaken them from within, taking advantage of the disaffected, power-hungry, or just plain crazy members of those societies. This is presumably why they don't have any limitations on transactions or political manoeuvring like the Mahact or Nekro Virus do--they are just as willing to achieve their goals by subversion as by brute force.
226* CosmicHorror
227* EldritchAbomination: Yep. In fact, their lore states that no two of them are alike, implying that they are an entire race of Eldritch Abominations.
228* EldritchLocation: Their "home planet" of Acheron has presumably become this. It is the place where the fabric of the universe was first ripped apart to allow the Vuil'Raith access from their dimension into that of the game's setting. The art and lore depict it as jumbled chunks of the former planet swirling around and bathed in purple energies. Supposedly, there have been no successful expeditions there since first contact with the Vuil'Raith.
229* HardCodedHostility: Not to quite the same extent as the Mahact and Nekro Virus, but their primary faction mechanic does still require them to fight other players in order to derive any benefit from it. However, once they have captured a player's ships, they can actually use them as bargaining chips in transactions with that player, agreeing to give them back in exchange for whatever else they might desire. This fits well with their description as possessing plenty of cunning and intelligence, rather than just being a mindless HordeOfAlienLocusts.
230* LivingShip: Certainly capable of this, as it is stated that the Vuil'Raith can range from being the size of a finger to the size of a ''dreadnought'' (complete with the capability to "swim through the void"), and they are also referenced as using "flesh-ships." Whether or not *all* of their units are this remains unclear, given their ability to "capture" the units of other factions and re-purpose them.

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