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Characters / Twilight Imperium

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    Federation of Sol 
"Our enemies consider us children. They think us weak. Show them what the children of Jord can do! - Supreme Admiral DeLouis."
  • A Commander Is You: Spammer/Generalist, with emphasis on Spammer.
  • Humans Advance Swiftly: 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.
  • Humans Are Average: Played very, very straight. Sol gets an additional Command Counter and the ability to make more Ground Troops easily but are otherwise extremely regular.
  • Humans Are Divided: 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.
  • Humans Are Warriors: Sol get more Ground Forces than any other race and can get an upgrade to get Spec Ops forces.
  • Memetic Mutation: The Federation make the manz.
  • Space Marine: Their Ground Forces. Often found in small flocks of several thousand individuals.

    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."
  • A Commander Is You: 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.
  • Beware the Nice Ones: 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.
  • Cat People: Middle-eastern Lion-people.
  • Cultured Badass: 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.
  • Honest Corporate Executive: Trading with the Hacan really is benefitial.
  • Proud Merchant Race: So very proud, only a lion could take the mantle.
  • Series Mascot: They feature prominently in every version of the box art.
  • Technical Pacifist: 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.

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    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."
  • A Commander Is You: Diplomat/Unit Specialist/Turtle. The Xxcha specialize in PDS units and defensive tactics.
  • Beware the Nice Ones: The Xxcha Kingdom is among the few genuinely nice peoples 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 is ready to use it if need be.
  • Nice Guy: Truly just wants to ensure the galaxy isn't torn apart from civil war.
  • Power of Trust: 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.
  • The Xenophile: 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.
  • Utopia Justifies the Means: 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.

    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"
  • A Commander Is You: Brute/Elite - The Barony can spend Trade Goods to get better combat results for an entire fleet, and their fleets can be truly huge.
  • Industrialized Evil: They produce a surplus of ores and are an invasive empire.
  • 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.
  • Our Vampires Are Different: Pale, inhumanly strong and tough, aristocratic, live in eternal darkness...
  • Pragmatic Villainy: 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.
  • Red and Black and Evil All Over: The colors used for Letnev is often red and black, and they are rarely the nicest race on the table.
  • Underground City: Underground society. The entirety of the Letnev race lives under the crust of their planet.
  • We Will Use Manual Labor in the Future: Averted - for all their authoritarian, aristocratic air, they do not employ slaves, preferring to use non-sentient droids instead.

    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."
  • A Commander Is You: 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.
  • Fish People: The Universities are manned by a number of slightly different races called the Hylar, all of them lungfish-like people.
  • For Science!!: Their schtick.
  • Man in the Machine: One variant of the Hylar has to use mechanical bodies filled with water from their homeplanet to journey above the waterline.
  • Morally Ambiguous Doctorate: 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.
  • Slave Race: The Universities once enslaved the Muaat and used their facilities for construction.

    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"
  • A Commander Is You: 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.
  • Awesome Ego: 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.
  • Sufficiently Advanced Alien: Borders this level; they're not exactly that powerful but they are generally more advanced in all ways than the rest of the galaxy.

     Sardakk N'Orr 
  • Elite Mooks: The basic N'Orr strategy is to produce a large number of cheap units, (which often means Space Fighter squadrons) as their racial combat bonus makes those mooks very effective in combat.
  • Bloody Murder: 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.
  • Bug War: If N'Orr and Sol are neighbours in a game, prepare for that!
  • Gunboat Diplomacy: 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.
  • Insectoid Aliens: They're a bunch of space bugs.
  • Space Amish: N'Orr is the only faction that has no starting technology at all. (You Have Researched Breathing 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.
  • Taking Youwith Me: After upgraded, N'Orr Dreadnoughts can be destroyed to kill 2 enemy ships of any kind.

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    The Arborec 
  • A Commander Is You: A Spammer/Gimmick faction, as only they can produce units with their infantry.
  • Bizarre Alien Reproduction: 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.
  • Giant Mook: Note that their infantry are called "Letani Warrior" as in singular. They are very big.
  • Hive Mind: According to their lore, their population is controlled by that.
  • Living Ship: As mentioned elsewhere, all of their units are organic in nature.
  • The Maze: 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.
  • It's the Only Way to Be Sure: 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)
  • Plant Aliens: They are sentient plants.
  • The Swarm: 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.

    Nekro Virus 
  • Hard-Coded Hostility: 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.
  • The Assimilator: 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.

    Mentak Coalition 
  • Space Pirates: Their main theme.
  • Space Australia: Their main theme according to the lore.
  • Standard Starship Scuffle: Mentak backbone ships can Ambush other ships before a Space Battle even began, so it's a common sight to see one or two Mentak cruisers attack a lone enemy vessel.
  • The Cracker: They can develop a technology that makes any amount of money they spent worth twice as much.
  • The Highwayman: 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.

     Yin Brotherhood 
  • Clone Army: They are all clones, which explains some of their other abilities, like Suicide Attacks.
  • Heel–Faith Turn: Their infantry can convert enemy troops to their sides.
  • Molotov Truck: Their flagship has crappy stats, but when destroyed, it kills every spaceship in it's vicinity.
  • Suicide Attack: 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.
  • The Fundamentalist: They are driven by a shared religious fanaticism.

     Yssaril Tribes 
  • A Commander Is You: Yssaril is an Espionage faction, as they have more action cards than anybody else.
  • Our Goblins Are Different: Yssaril are space-goblins, they even have a tribal theme.
  • City of Spies: According to their lore, they once maintained a galaxy-wide spy network.
  • We Wait: They have an ability to stall their actions, and you don't believe how useful that can be.
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     Naalu Collective 
  • Gorgeous Gorgon: Just look at them. Besides their appearance, they have a technology that makes attacking even a single Naalu Space Fighter very costly to the enemy.
  • Telepathic Spacemen: They all have telepathic abilities, which means in game rules that the Naalu player is always the first in the initiative order.
  • The Reptilians: 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.
  • The Swarm: The most common Naalu strategy is to swarm the board with Mook Mobile squadrons, as their racial technologies and bonuses make their Space Fighter units very potent, and scary to attack.
  • Snake Talk: The chosen communication form of many Naalu players.

     Embers of Muaat 
  • Death Star: They have one, and not afraid to use it.
  • Early Game Hell: What you get when you start as their neighbour, and they turn their War Sun to the direction of your home system.
  • Elemental Embodiment: 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.)
  • Mobile Factory: You can create smaller crafts with your War Suns instead of your space docks, although the cost is significantly higher that way.
  • Slave Race: They were to the fish people of Jol-Nar.
  • Starting Equipment: 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.

     Ghosts of Creuss 
  • Energy Being: They are living energy housed in armored suits.
  • Weaponized Teleportation: 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 Tele-Frag maneuver to kill them.
  • Our Wormholes Are Different: 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.
  • Portal Network: They use this to appear unexpectedly on basically any part of the map. They can even create new portal gates with the right technology.

     Clan of Saar 
  • Space Nomads: The Saar is the only race that has mobile space docks. Also if you play with the Saar, the game becomes a Baseless Mission, 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.
  • Asteroid Miners: A tactic used by many Saar player is to hide their fleet in an Asteroid Thicket, as they start with Deflector Shield 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.
  • Keystone Army: 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.

     The Winnu 
  • Servant Race: 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.
  • Rush Faction: They lose one of their racial advantages if somebody else takes the capital planet of the galaxy before them.
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