Leaders are an optional rule variant introduced in the Hope's End Expansion for Twilight Imperium Second Edition
Each race has 3 leader counters which are a combination of the 5 types of leaders: Generals, Admirals, Diplomats, Agents and Scientists
Placing Leaders[]
A player's 3 leaders always begin the game on a single planet in their Home system
Leaders are always considered to be located on a friendly planet or on a spaceship
Any ship can transport one or several leaders. They do not count towards the carrying capacity
A leader cannot control a planet without accompanying ground forces
Moving Leaders[]
Immediately before the Movement segment, a player may move leaders from a planet onto a specific friendly ship in the same system, or from a specific ship to another ship in the same system
During the Invasion Combat segment, leaders may move from a ship onto a friendly planet in the same system
A leader may also accompany one or more friendly Ground forces onto an enemy planet in an Invasion attempt
Killing and capturing leaders[]
If the ship on which a leader is present is destroyed during Space Combat, roll a die:
- 1-5: Leader is killed and removed from play
- 6-9: The enemy captures that leader
- 10: The leader escapes and the owner may immediately place them on any friendly planet
If a ship carrying a leader is destroyed at any time outside of space combat, that leader is killed and removed from play
If a planet containing a leader is successfully invaded by another player, roll a die:
- 1-5: Leader is Captured
- 6-9: Leader escapes and the owner may immediately place them on any friendly planet
- 10: Leader is killed and removed from the game
If a leader is present on a planet whose control marker is destroyed by bombardment (or the planet changes ownership outside of Invasion Combat), the leader escapes and may immediately be placed on another friendly planet
Leaders may never exist on neutral or enemy planets
Captive Leaders[]
Upon capturing a leader, the captor places them in their play area
During the political phase, a captor may freely transfer a captive leader to another player. If this other player is the leader's owner, that leader is freed and immediately placed on any friendly planet.
A captor may choose to execute a leader at any time, at which point the leader is killed and removed from the game
Rescuing Captive Leaders[]
Every time a planet held by another player is successfully invaded, if that player holds any captive leaders, roll a dice:
- 1-9: No effect
- 10: A captive Leader has been found and the invading player takes the leader (randomly if the captor holds several captive leaders)
If the leader is one of the invaders', they are freed and may be placed on any friendly planet
Leader Abilities[]
Leader | Symbol | Ability |
---|---|---|
General | When participating in Invasion Combat:
- The Controlling player may re-roll 1 die during each round of the combat - Multiple friendly generals can still only affect 1 roll When defending a planet: Enemy Dreadnoughts receive -4 to their bombardment rolls | |
Admiral | When participating in Space Combat:
- The owner may roll 1 additional die for the ship the admiral is on - The opposing fleet may not play a "Skilled Retreat" action card unless that fleet also contains an Admiral During Movement: Up to 3 Dreadnoughts that start and end their movement with an Admiral receive +1 movement | |
Diplomat | When defending a planet about to be invaded:
- May force the invasion to be delayed by 1 turn. The invading Ground Forces must retreat to their fleet and may not attack until next turn -> May not use this ability 2 turns in a row -> May not be used on Mecatol Rex During Movement: A fleet containing a Diplomat can pass through systems that contain other player's ships (with their permission) | |
Agent | When participating in Invasion Combat: Enemy PDS may not fire at the Invading Ground Forces
Outside of Combat: May be sacrificed at any time to act as a "Sabotage" action card. It is subsequently removed from play | |
Scientist | When present on any planet outside their player's home system: That player may use double that planet's resource value in credits toward the purchase of Technology during the Technology Phase
When on a planet: Each round, their player may purchase 1 PDS or Spacedock for only 5 credits on that planet |
Optional Rules[]
Within this optional variant is another optional variant
Leaders may be played face-down instead of face up on the table
If playing this way, leaders are only temporarily revealed to other players when they are using their special abilities
Leaders by Race[]
The Barony of Letnev[]
Name | Class | Image |
---|---|---|
Unlenn | Admiral | |
Farran | General | |
Ciel | Diplomat |
The Emirates of Hacan[]
Name | Class | Image |
---|---|---|
Carth | Scientist | |
Harrugh | General | |
Gila | Diplomat |
The Federation of Sol[]
Name | Class | Image |
---|---|---|
DeLouis | Admiral | |
Connor | Agent | |
Rev | Diplomat |
The Mentak Coalition[]
Name | Class | Image |
---|---|---|
Suffi | Diplomat | |
Kilik | Agent | |
Havvat | Admiral |
The Sardakk N'orr[]
Name | Class | Image |
---|---|---|
Sh'val | General | |
Sek'kus | General | |
T'ro | Admiral |
The Universities of Jol-Nar[]
Name | Class | Image |
---|---|---|
Rin | Admiral | |
Sucaban | Scientist | |
Rin | Scientist |
The Xxcha Kingdom[]
Name | Class | Image |
---|---|---|
Quanoj | Diplomat | |
Junn | Diplomat | |
Neekuaq | Admiral |
The Yssaril Tribes[]
Name | Class | Image |
---|---|---|
Sskril | Admiral | |
Thilinn | Agent | |
Ssru | Agent |