← The Chromatic Frontier

The Rubicund Expanse CHROMATIC FRONTIER

The Rubicund Expanse
The Rubicund Expanse
Expansion:
Chromatic Frontier
Colors:
RedPink
Commodities:
2
Starting Tech:
Sarween Tools
Home System:
Rubicund
Home Planets:
Carnelia (5/1)
Starting Units:
1 Space Dock
3 Dreadnoughts
4 Infantry

The Rubicund Expanse is an aggressive faction. Masters of forced combat and total warfare, the Expanse excels at all-or-nothing battles where retreat is not an option.

1. Faction Abilities

Exterminate
After you destroy the last of an opponent's units in a combat, gain 1 commodity or convert 1 commodity to a trade good.
Long Live the Underdogs
At the start of a combat round, if your opponent has more participating units than you, you may choose 1 of your units; that unit rolls 1 additional die and applies +1 to the result of each die roll it produces during this combat round.
A Good Day to Die
Skip the "Announce Retreats" step during a combat involving your units.

2. Faction Promissory Note

Berserker Stim Packs
At the start of a combat, choose 1 of your units in the active system. That unit rolls 1 additional die and applies +1 to the result of each die roll it produces during this combat. Return this card to the Rubicund Expanse player at the end of this combat.

3. Faction Technologies

Berserker Protocols
Prerequisites:
At the start of a combat round, you may damage 1 of your units that has SUSTAIN DAMAGE to apply +1 to each of your units combat rolls during this combat round.
Dividends of Dominance
Prerequisites: ●●
After you gain control of a planet, you may gain 1 trade good and produce 1 unit in that system.

4. Faction-Specific Units

N/A.

5. Flagship

Vermillion Armageddon
COST: 8
COMBAT: 5(×2)
MOVE: 1
CAPACITY: 3
SUSTAIN DAMAGE
BOMBARDMENT 5(x2)
SPACE CANNON 5(x2)
ANTI-FIGHTER BARRAGE 5 (x2)

6. Mech

Sanguine Sentinel
COST: 2
COMBAT: 6
SUSTAIN DAMAGE
DEPLOY: During combat, when your opponent uses SUSTAIN DAMAGE to cancel a hit, you may spend 1 trade good to place 1 mech from your reinforcements with your units in that combat.

7. Breakthrough

Wreckage Reclamation Systems
Synergy: Warfare (Red) / Cybernetic (Yellow)

Systems that contain your command tokens have PRODUCTION 1 as if they were units. When you win a combat in a system that contains your command token apply +1 to the PRODUCTION value of that system.

8. Leaders

Avenger Kael Bloodsworn
AGENT
Avenger Kael Bloodsworn
An Eye for an Eye
After a player's unit is destroyed during combat, exhaust this agent to allow that player to assign 1 additional hit to their opponent's units.
Genocidist Rex Totalis
COMMANDER
Genocidist Rex Totalis
Extreme Extermination
Unlock: Win a combat against a player who started the combat with more units than you.
After you win a space combat, you may add one fighter from your reinforcements in the active system. After you win a ground combat, you may add one infantry from your reinforcements on that planet.
Kamikaze Rhen Rezolv
HERO
Kamikaze Rhen Rezolv
Ultimate Sacrifice
Unlock: Have 3 scored objectives.
At the start of a space combat, purge this card to destroy any number of your ships in the active system and assign that many hits to your opponent's ships.

9. Lore

Home System Rubicund
Planets Carnelia (5/1) — A geologically violent, mineral-rich world that has been killing its inhabitants for as long as they have been living on it.
Population ~4 billion Carneliards
Government Junta
Power belongs to whoever commands the most firepower, and that calculus is renegotiated after every major campaign.
Disposition Relentless
They do not negotiate, they do not pause — conquest is not a strategy, it is a way of being.
Tendency Expansionist
Every border is temporary. Every treaty is a pause. The Expanse does not stop — it simply reloads.
Forward, Always Forward

Carnelia is not a pleasant world. It is hot, mineral-rich, and geologically violent — a planet that has been killing its inhabitants for as long as they have been living on it. The Rubicund Expanse did not rise despite this. They rose because of it. Centuries of survival on an actively hostile world produced a culture with no patience for weakness, no tradition of negotiation, and no concept of enough. When they finally achieved spaceflight, they did not look up at the stars with wonder. They looked up with appetite.

The Junta that governs the Expanse is less a political institution than a perpetual tournament. Generals rise by winning and fall by losing, and the definition of losing is broad enough to include hesitation. There have been seven different Supreme Commanders in the last century, three of whom died in office and two of whom simply disappeared after a failed campaign. What remains constant is the doctrine: forward, always forward. The Rubicund Expanse has never voluntarily ceded a system it has taken, and its commanders regard the concept of a defensible border as a failure of imagination.

The Carneliards

Massive, heavily built, with a physiology that reads as designed for punishment. Carneliards average significantly larger than most humanoid species, with dense layered musculature and skin ranging from deep terracotta to near-black red. Their homeworld's geological violence has left its mark: slightly thicker skulls, redundant organ pairs, and a skeletal structure dense enough that standard-caliber rounds have historically underperformed against them. Facial features are broad and scarred — ceremonial marking is common, and an unmarked face is socially read as inexperienced. They move with the deliberate economy of people for whom physical confrontation is a daily administrative task rather than an exceptional event.

10. Gallery


The Rubicund Expanse - A Chromatic Frontier Faction
Updated: 2026-02-28

Twilight Imperium is a trademark of Fantasy Flight Games / Asmodee. This is an unofficial homebrew expansion not affiliated with or endorsed by Fantasy Flight Games or Asmodee. All original game content, mechanics, and terminology remain the property of their respective rights holders.