
Abilities
- STAR FORGE: ACTION: Spend 1 token from your strategy pool to place either 2 fighters or 1 destroyer from your reinforcements in a system that contains 1 or more of your war suns.
- GASHLAI PHYSIOLOGY: Your ships can move through supernovas.
Promisorry Note(s)
Fires of the Gashlai
ACTION: Remove 1 token from the Muaat player's fleet pool and return it to their reinforcements. Then, gain your war sun unit upgrade technology card.
Then, return this card to the Muaat player.
Technologies
Magmus Reactor
Your ships can move into supernovas.
After 1 or more of your units use Production in a system that either contains a war sun or is adjacent to a supernova, gain 1 trade good.
Prerequisites:
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Magmus Reactor Ω
Your ships can move into supernovas.
Each supernova that contains 1 or more of your units gains the PRODUCTION 5 ability as if it were 1 of your units.
Prerequisites:
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(Ω) indicates omega tech introduced in the first volume of the Twilight Imperium Codex found here.
Faction Specific Units
War Sun
The Embers of Muaat are the only faction that begins play with the ability to build War Suns. Muaat War Suns are slower than base War Suns, but upgraded Muaat War Suns are faster and cheaper.
| Name | Cost | Combat | Move | Capacity | Abilities | Prereqs |
|---|---|---|---|---|---|---|
| Prototype War Sun I | 12 | 3 (x3) | 1 | 6 | Sustain Damage
Bombardment 3 (x3) Other players' units in this system lose Planetary Shield. |
None |
| Prototype War Sun II | 10 | 3 (x3) | 3 | 6 | Sustain Damage
Bombardment 3 (x3) Other players' units in this system lose Planetary Shield. |
Breakthrough
When you gain this card, place the Avernus planet token into a non-home system that is adjacent to a planet you control; gain control of and ready it.
After you move 1 of your war suns out of or through Avernus's system and into a non-home system, you may move the Avernus token with it.
Faction Specific Components
| Component Type | Component Name | Description |
|---|---|---|
| Planet Card | Avernus Planet Card | The card for a 2/0 legendary planet with a hazardous planet trait. |
| Token | Avernus Planet Token | A token representing the planet Avernus. |
| Legendary Planet Ability Card | Avernus Ability Card | A legendary planet ability card associated with the Avernus planet card. It's text reads:
THE NUCLEUS ACTION: Exhaust this card to use the Embers of Muaat's STAR FORGE faction ability without spending a command token. |
Flagship
| Name | Cost | Combat | Move | Capacity | Abilities |
|---|---|---|---|---|---|
| The Inferno | 8 | 5 (x2) | 1 | 3 | Sustain Damage
ACTION: Spend 1 token from your strategy pool to place 1 cruiser in this unit's system. |
Mech
Sustain Damage
Leaders


You may gain 1 trade good.

After you move a war sun into a non-home system other than Mecatol Rex:
You may destroy all other players' units in that system and replace that system tile with the Muaat supernova tile. If you do, purge this card and each planet card that corresponds to the replaced system tile.
FAQ
Q: How does the Agenda "Publicize Weapon Schematics" affect the Embers of Muaat's War Suns?
A: Prototype War Sun I is considered a war sun but is a printed unit not a war sun technology. Thus, a vote of "For" would mean that it would lose the Sustain Damage ability but other players would not be able to ignore war sun prerequisites. A vote of "Against" would not affect the Muaat player. The agenda plays as normal if the Muaat player has researched Prototype War Sun II.
Q: How does The Embers of Muaat Hero, Nova Seed, interact with tokens (e.g. wormholes, Mirage)?
A: Nova Seed also purges all tokens other than command tokens and frontier tokens. Any faction specific tokens are returned to that faction.
Q: Does the Muaat Gashlai Physiology ability allow them to move their ships into Supernovas?
A: No, moving through a system is distinct from moving into a system. See Movement rules for details.

