Choose Your Galactic Destiny
Welcome to Twilight Imperium 4th Edition! Each faction offers a completely unique way to experience galactic conquest. This guide will help you choose the perfect faction for your first game.

The Barony of Letnev
Space vampires with the galaxy's most powerful military aristocracy, commanding through overwhelming firepower and massive fleets.
Special Abilities
Get extra ships in each fleet beyond normal limits, can reroll combat dice by spending trade goods, and start with incredible 6-resource production - the most in the game.
Playstyle
Aggressive military conquest through superior numbers and firepower. Build massive dreadnought fleets and crush enemies through decisive battles.
Why It's Fun
You're the faction everyone fears. Your fleets are bigger, your ships hit harder, and you have resources to replace losses. Perfect for players who love rolling dice and winning through raw power.
Starting Assets
Begin with advanced technologies (Plasma Scoring + Antimass Deflectors) and enough resources to research 2 more technologies in round 1 - something no other faction can match.
Strengths
- Excellent production capabilities
- Powerful combat abilities
- Large fleet capacity
- Intimidating presence
Weaknesses
- Expensive strategy to maintain
- Limited strategic flexibility
- Purely military focus

Federation of Sol
Humanity's space-faring federation, representing versatility and superior ground forces through advanced military deployment.
Special Abilities
Get an extra action every round, instantly deploy 2 infantry to any planet you control, and your soldiers are stronger than normal infantry. Your flagship generates free troops automatically.
Playstyle
Aggressive expansion with strong territorial control. Excel at taking and holding planets through superior troop deployment and tactical flexibility.
Why It's Fun
Great for players who don't want one rigid strategy. The extra actions help you learn the game without running out of moves, and you can adapt to almost any situation.
Starting Assets
Good balanced starting position with Neural Motivator and Antimass Deflectors technologies, plus 5 infantry for strong ground presence.
Strengths
- Very flexible gameplay
- Extra actions per turn
- Excellent ground forces
- Forgiving for beginners
Weaknesses
- No major economic bonuses
- Abilities are powerful but not flashy

Universities of Jol-Nar
Brilliant aquatic academics who pursue knowledge above warfare - the galaxy's premier researchers and technology developers.
Special Abilities
When others research technology, you can copy it for the same cost. You can skip requirements when researching non-military tech. Your ships generate trade goods when enemies move near them.
Playstyle
Economic and technological superiority. Focus on collecting technologies and using superior science to compete despite weaker military.
Why It's Fun
You're the galaxy's mad scientist! Collecting technologies feels rewarding, and out-teching opponents is incredibly satisfying. Great for players who prefer thinking over fighting.
Starting Assets
Begin with 2 technologies (E-Res Siphons + Neural Motivator) and 4 commodities for strong early trading position.
Strengths
- Amazing technology acquisition
- Strong economy
- Flexible strategic options
Weaknesses
- Combat penalty (-1 to all rolls)
- Vulnerable if attacked early

L1Z1X Mindnet
Ancient cybernetic beings who merged with technology to survive, now seeking to assimilate the galaxy through technological superiority.
Special Abilities
Capture infrastructure when conquering planets instead of rebuilding it. Gain resources from any space battle (win or lose), plus build replacement ships after victories. Can research any technology by spending extra resources.
Playstyle
Military conquest with technological advancement. Build feared dreadnought fleets and systematically conquer the galaxy while growing stronger.
Why It's Fun
Straightforward "build dreadnoughts, conquer planets, get stronger" strategy. Every battle makes you more powerful, and your robot army theme is very satisfying.
Starting Assets
Begin with a dreadnought, strong starting technologies (Plasma Scoring + Sarween Tools), and solid production base.
Strengths
- Excellent military units
- Gains infrastructure from conquest
- Flexible tech research
Weaknesses
- Expensive units strain early economy
- Limited non-military options

Xxcha Kingdom
Peaceful turtle-like diplomats who prefer negotiation to warfare, serving as the galaxy's mediators and peacekeepers.
Special Abilities
Peacefully claim empty planets adjacent to your territory using diplomacy. Cancel political agendas and force new votes. Strong defensive capabilities.
Playstyle
Defensive diplomacy focused on politics and negotiation. Build strong defensive positions while winning through political maneuvering rather than combat.
Why It's Fun
Perfect for players who enjoy political intrigue over warfare. You're the galaxy's wise peacekeeper, forming alliances and manipulating outcomes through clever diplomacy.
Starting Assets
Strong starting fleet with defensive technology (Graviton Laser System) and good balanced resource base.
Strengths
- Excellent defense capabilities
- Strong political control
- Peaceful expansion options
- Great for learning diplomacy
Weaknesses
- Limited offensive power
- Slow military objectives
- Dependent on others for trade

Yin Brotherhood
Fanatical religious clones who spread their faith across the galaxy, converting enemies to their cause through zealous devotion.
Special Abilities
Convert enemy infantry to join your side during ground combat. Sacrifice your own ships during space battles to guarantee hits on enemies.
Playstyle
Aggressive ground-focused combat with conversion tactics. Love invasions where you can turn enemy armies to your faith through religious fervor.
Why It's Fun
Converting enemies feels incredibly satisfying - nothing beats turning their army against them. The sacrifice mechanic creates exciting tactical decisions.
Starting Assets
Balanced fleet with 4 fighters and strong starting technology (Sarween Tools) for good early production.
Strengths
- Excellent ground combat through conversion
- Reliable space damage through sacrifice
- Strong infantry focus
Weaknesses
- Weaker space fleets
- Sacrifice ability costs ships

Yssaril Tribes
Chameleon-like espionage masters who manipulate galactic politics from the shadows through superior intelligence networks.
Special Abilities
Skip your turn by discarding action cards to control timing. Draw extra action cards for better selection. Hold unlimited action cards (normally limited to 7).
Playstyle
Political manipulation and timing control. Play the long game through careful action card management and strategic positioning.
Why It's Fun
You're the puppet master pulling strings behind the scenes. The unlimited cards create unique opportunities, and controlling timing keeps opponents guessing.
Starting Assets
Neural Motivator technology for card advantage and balanced starting fleet for steady expansion.
Strengths
- Excellent action card economy
- Flexible timing control
- Strong late-game political power
Weaknesses
- Weaker military capabilities
- Slow expansion
- Requires political awareness

Emirates of Hacan
Lion-like master traders who built their civilization on commerce, serving as the galaxy's bankers and deal-makers.
Special Abilities
Trade with any player regardless of proximity (others can only trade with neighbors). Refresh commodities for free when trade happens. Start with 6 commodities instead of 3-4.
Playstyle
Economic diplomacy focused on profitable deals and negotiation. Be the galaxy's central bank while building economic advantages.
Why It's Fun
Perfect for social players who love making deals. Every turn involves interesting negotiations, and you're often the kingmaker who tips power balances.
Starting Assets
Strong starting technologies (Antimass Deflectors + Sarween Tools) and maximum commodity production for immediate trading advantage.
Strengths
- Excellent economy
- Strong diplomatic position
- Very flexible strategic options
Weaknesses
- Weak early military
- Heavily dependent on other players
- Can become target of others

Clan of Saar
Nomadic scavengers who turned displacement into strength, living among asteroid fields with completely mobile civilization.
Special Abilities
Get free trade goods when claiming new planets. Can win even if enemies take your home system. Your space docks can move like ships and produce in the same turn.
Playstyle
Mobile opportunistic expansion. Constantly relocate your civilization, swooping in to claim resources then moving when threatened.
Why It's Fun
You play completely differently from static empires. The mobile civilization concept is unique and creates fascinating tactical decisions about positioning.
Starting Assets
Floating space dock and strong carrier fleet for immediate mobile expansion, plus Antimass Deflectors for movement advantage.
Strengths
- Ultimate mobility
- Can't be eliminated normally
- Extra trade goods
- Unique tactical options
Weaknesses
- Can struggle in prolonged conflicts
- Requires active management

Naalu Collective
Precognitive snake-people who see the future and manipulate time, always staying one step ahead of enemies.
Special Abilities
Always go first every round (place "0" token on strategy cards). Escape from bad fights to adjacent empty systems. Drain enemy command tokens when they activate your systems.
Playstyle
Hit-and-run tactics with superior positioning. Use speed advantage and foresight to strike where enemies are weak while avoiding bad fights.
Why It's Fun
You feel like a chess master who sees future moves. Always acting first lets you react to everyone's plans, and escaping danger feels cleverly thematic.
Starting Assets
Sarween Tools and mobile fighter fleet with special movement abilities for hit-and-run tactics.
Strengths
- Always acts first
- Mobile fighters
- Can avoid bad combat
- Good early expansion
Weaknesses
- Fragile fighters
- Requires good positioning
- Struggles in late-game slugfests

Sardakk N'orr
Giant warrior insects who live for honorable battle, representing the classic proud warrior race archetype.
Special Abilities
+1 to ALL combat rolls in both space and ground battles - they simply fight better than anyone else in every situation.
Playstyle
Aggressive military conquest through superior combat effectiveness. Fight early and often, using combat bonuses to win battles others would lose.
Why It's Fun
You're the galaxy's apex predators. Every fight gives you better odds, making risky battles winnable. Perfect for players who love direct confrontation.
Starting Assets
Large starting army (2 carriers, 5 infantry) built purely for invasion and ground combat dominance.
Strengths
- Superior in all combat
- Intimidating presence
- Can take fights others can't
Weaknesses
- No starting technology
- Limited expansion options
- Heavily combat-dependent

The Winnu
Ambitious inheritors of the ancient Lazax Empire who consider themselves rightful rulers, focused on reclaiming the galactic throne.
Special Abilities
Don't pay influence to take the galactic center initially. Get free space dock and planetary defense system when successfully capturing the galactic center.
Playstyle
All-or-nothing imperial focus. Rush to control the galactic center quickly and hold the galaxy's political center through determination.
Why It's Fun
High-risk, high-reward gameplay as the underdog reclaiming their throne. Every game becomes a dramatic race against time with immense tension.
Starting Assets
Can choose any starting technology plus faction techs for easier galactic center access (Lazax Gate Folding).
Strengths
- Free galactic center access
- Excellent late-game political power
- Immediate defenses when taking center
Weaknesses
- Very weak start
- Entirely dependent on galactic center control
- Narrow strategic focus

The Arborec
Living tree entities who grow their forces organically rather than building industrially, representing nature's slow but inexorable expansion.
Special Abilities
Can't build infantry normally - instead get 1 free infantry per turn on any planet. Infantry can produce new units by spending resources. Infantry can move between nearby planets without ships.
Playstyle
Defensive economic growth that snowballs into overwhelming numbers. Start weak but become unstoppable through biological multiplication.
Why It's Fun
Watching small seedlings grow into a galactic forest is incredibly satisfying. Very unique gameplay focused on biological growth rather than industrial production.
Starting Assets
Weakest home system (2 resources) but starts with Magen Defense Grid for planetary defense.
Strengths
- Incredible late-game production
- Excellent planet defense
- Unique tactical flexibility
Weaknesses
- Weakest starting position
- Very slow early game
- Vulnerable to early aggression

Embers of Muaat
Beings of living flame who master stellar destruction, beginning the game with the galaxy's only War Sun superweapon.
Special Abilities
Spend command tokens to create fighters or destroyers in systems with your War Suns. Can fly through (not stop in) supernovas while others cannot. Start with Prototype War Sun.
Playstyle
High-risk/high-reward centered on leveraging early War Sun advantage while racing to upgrade it for mobility.
Why It's Fun
You begin with a planet-killing superweapon! The psychological impact and raw power creates epic moments perfect for players wanting immediate galactic threat status.
Starting Assets
Prototype War Sun (slower but devastating), Plasma Scoring technology, but limited early mobility requiring careful positioning.
Strengths
- Early superweapon access
- Excellent bombardment
- Intimidating presence
Weaknesses
- Very slow expansion
- Expensive units
- Vulnerable if War Sun is destroyed

Ghosts of Creuss
Mysterious energy beings from another dimension who travel through wormholes, appearing where enemies least expect them.
Special Abilities
All different wormholes types act as one type of wormhole for you. Start outside main galaxy with special wormhole connection. Others can't use your home wormhole without permission.
Playstyle
Highly mobile hit-and-run tactics through wormhole manipulation. Strike unexpectedly where enemies are weak, then vanish to safety.
Why It's Fun
Perfect for players who love spatial puzzles and surprising opponents. Your unique movement creates gameplay no other faction can replicate.
Starting Assets
Gravity Drive technology and special wormhole tokens, plus fleet positioned outside main galaxy for unique strategic positioning.
Strengths
- Unmatched mobility
- Safe home base
- Can strike anywhere with wormholes
Weaknesses
- Limited expansion options
- Dependent on wormhole positions
- Complex spatial decisions

Mentak Coalition
Former criminals and pirates who formed their own nation, representing cunning opportunism and making the best of bad situations.
Special Abilities
Get free shots before space combat with cruisers/destroyers. Steal trade goods when neighbors get wealthy. Your trade goods are worth double resources.
Playstyle
Opportunistic disruption focused on profiting from others' success while using superior early combat capabilities.
Why It's Fun
You're lovable rogues! Stealing money and getting surprise attacks creates memorable moments while turning others' prosperity into your advantage.
Starting Assets
Strong combat technologies (Sarween Tools + Plasma Scoring) and balanced fleet optimized for piracy.
Strengths
- Economic disruption
- Strong early combat
- Profits from others' success
Weaknesses
- Creates enemies through stealing
- Complex resource management
- Situational abilities

The Nekro Virus
Self-replicating machines that consume and copy everything they encounter, representing the fear of technological assimilation.
Special Abilities
Steal technologies by destroying enemy units in combat. Can't research normally - instead get extra actions. Can copy faction abilities through special technologies.
Playstyle
Aggressive expansion focused on constant combat to steal technologies. Must fight continuously to grow stronger through assimilation.
Why It's Fun
You're the terrifying villain that becomes stronger through every victory! Turning enemies' own tech against them is extremely satisfying.
Starting Assets
No starting technology (unique disadvantage) but strong military fleet including dreadnought for early combat advantage.
Strengths
- Grows through combat
- Can eventually have any technology
- Very thematic
Weaknesses
- Starts with no technology
- Must fight constantly
- Can't vote, complex tech management