Technologies

100 technologies in the galaxy

Propulsion

12

Antimass Deflectors

Your ships can move into and through asteroid fields. When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
Requires:(none)

Gravity Drive

After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
Requires:

Fleet Logistics

During each of your turns of the action phase, you may perform 2 actions instead of 1.
Requires:

Light/Wave Deflector

Your ships can move through systems that contain other players' ships.
Requires:

Sling Relay

ACTION: Exhaust this card to produce 1 ship in any system that contains 1 of your space docks.
Requires:

Dark Energy Tap

After you perform a tactical action in a system that contains a frontier token, if you have 1 or more ships in that system, explore that token. Your ships can retreat into adjacent systems that do not contain other players' units, even if you do not have units or control planets in that system.
Requires:(none)

Chaos Mapping

Saar
Other players cannot activate asteroid fields that contain 1 or more of your ships. At the start of your turn during the action phase, you may produce 1 unit in a system that contains at least 1 of your units that has Production.
Requires:

Wormhole Generator

Creuss
At the start of the status phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.
Requires:

Wormhole Generator Ω

Creuss
ACTION: Exhaust this card to place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.
Requires:

Spatial Conduit Cylinder

Jol-Nar
You may exhaust this card after you activate a system that contains 1 or more of your units; that system is adjacent to all other systems that contain 1 or more of your units during this activation.
Requires:

Lazax Gate Folding

Winnu
During your tactical actions, if you do not control Mecatol Rex, treat its system as if it contains both an alpha and beta wormhole. ACTION: If you control Mecatol Rex, exhaust this card to place 1 infantry from your reinforcements on Mecatol Rex.
Requires:

Aetherstream

Empyrean
After you or one of your neighbors activates a system that is adjacent to an anomaly, you may apply +1 to the move value of all of that player's ships during this tactical action.
Requires:

Biotic

22

Neural Motivator

During the status phase, draw 2 action cards instead of 1.
Requires:(none)

Dacxive Animators

After you win a ground combat, you may place 1 infantry from your reinforcements on that planet.
Requires:

Hyper Metabolism

During the status phase, gain 3 command tokens instead of 2.
Requires:

X-89 Bacterial Weapon

ACTION: Exhaust this card and choose 1 planet in a system that contains 1 or more of your ships that have BOMBARDMENT; destroy all infantry on that planet.
Requires:

Bio-Stims

You may exhaust this card at the end of your turn to ready 1 of your planets that has a technology specialty or 1 of your other technologies.
Requires:

Psychoarchaeology

You can use technology specialties on planets you control without exhausting them, even if those planets are exhausted. During the action phase, you may exhaust 1 of your planets that has a technology specialty to gain 1 trade good.
Requires:(none)

X-89 Bacterial Weapon Ω

After 1 or more of your units use BOMBARDMENT against a planet, if at least 1 of your opponent's infantry was destroyed, destroy all of your opponent's infantry on that planet.
Requires:

Bioplasmosis

Arborec
At the end of the status phase, you may remove any number of infantry from planets you control and place them on 1 or more planets you control in the same or adjacent systems.
Requires:

Production Biomes

Hacan
ACTION: Exhaust this card and spend 1 token from your strategy pool to gain 4 trade goods and choose 1 other player; that player gains 2 trade goods.
Requires:

Neuroglaive

Naalu
After another player activates a system that contains 1 or more of your ships, that player removes 1 token from their fleet pool and returns it to their reinforcements.
Requires:

Instinct Training

Xxcha
You may exhaust this card and spend 1 token from your strategy pool when another player plays an action card; cancel that action card.
Requires:

Yin Spinner

Yin
After 1 or more of your units use PRODUCTION, place 1 infantry from your reinforcements on a planet you control in that system.
Requires:

Yin Spinner Ω

Yin
After you produce units, place up to 2 infantry from your reinforcements on any planet you control or in any space area that contains 1 or more of your ships.
Requires:

Mageon Implants

Yssaril
ACTION: Exhaust this card to look at another player's hand of action cards. Choose 1 of those cards and add it to your hand.
Requires:

Transparasteel Plating

Yssaril
During your turn of the action phase, players that have passed cannot play action cards.
Requires:

Voidwatch

Empyrean
After a player moves ships into a system that contains 1 or more of your units, they must give you 1 promissory note from their hand, if able.
Requires:

Genetic Recombination

Mahact
You may exhaust this card before a player casts votes; that player must cast at least 1 vote for an outcome of your choice or remove 1 token from their fleet pool and return it to their reinforcements.
Requires:

Pre-Fab Arcologies

Naaz-Rokha
After you explore a planet, ready that planet.
Requires:

Radical Advancement

Deepwrought
At the start of the status phase, you may replace one of your non-unit upgrade technologies with a technology of the same color that has exactly 1 more prerequisite.
Requires:

Hydrothermal Mining

Deepwrought
At the start of the status phase, gain 1 trade good for each ocean card in play.
Requires:

Neural Parasite

Firmament
At the start of the status phase, you may place 1 infantry from your reinforcements on a planet you control in your home system. Flip this card if the Obsidian faction is in play.
Requires:

Neural Parasite

Obsidian
At the start of your turn, destroy 1 of another player's infantry in or adjacent to a system that contains your infantry. This technology cannot be researched.
Requires:

Cybernetic

22

Sarween Tools

When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
Requires:(none)

Graviton Laser System

You may exhaust this card before 1 or more of your units uses SPACE CANNON; hits produced by those units must be assigned to non-fighter ships if able.
Requires:

Transit Diodes

You may exhaust this card at the start of your turn during the action phase; remove up to 4 of your ground forces from the game board and place them on 1 or more planets you control.
Requires:

Integrated Economy

After you gain control of a planet, you may produce any number of units on that planet that have a combined cost equal to or less than that planet's resource value.
Requires:

Scanlink Drone Network

When you activate a system, you may explore 1 planet in that system which contains 1 or more of your units.
Requires:(none)

Predictive Intelligence

At the end of your turn, you may exhaust this card to redistribute your command tokens. When you cast votes during the agenda phase, you may cast 3 additional votes; if you do, and the outcome you voted for is not resolved, exhaust this card.
Requires:

L4 Disruptors

Letnev
During an invasion, units cannot use SPACE CANNON against your units.
Requires:

Quantum Datahub Node

Hacan
At the end of the strategy phase, you may spend 1 token from your strategy pool and give another player 3 of your trade goods. If you do, give 1 of your strategy cards to that player and take 1 of their strategy cards.
Requires:

Inheritance Systems

L1Z1X
You may exhaust this card and spend 2 resources when you research a technology; ignore all of that technology's prerequisites.
Requires:

Salvage Operations

Mentak
After you win or lose a space combat, gain 1 trade good; if you won the combat, you may also produce 1 ship in that system of any ship type that was destroyed during the combat.
Requires:

Mirror Computing

Mentak
When you spend trade goods, each trade good is worth 2 resources or influence instead of 1.
Requires:

E-Res Siphons

Jol-Nar
After another player activates a system that contains 1 or more of your ships, gain 4 trade goods.
Requires:

Hegemonic Trade Policy

Winnu
Exhaust this card when 1 or more of your units use PRODUCTION; swap the resource and influence values of 1 planet you control until the end of your turn.
Requires:

Nullification Field

Xxcha
After another player activates a system that contains 1 or more of your ships, you may exhaust this card and spend 1 token from your strategy pool; immediately end that player's turn.
Requires:

Impulse Core

Yin
At the start of a space combat, you may destroy 1 of your cruisers or destroyers in the active system to produce 1 hit against your opponent's ships; that hit must be assigned by your opponent to 1 of their non-fighter ships, if able.
Requires:

Aerie Hololattice

Argent Flight
Other players cannot move ships through systems that contain your structures. Each planet that contains 1 or more of your structures gains the PRODUCTION 1 ability as if it were a unit.
Requires:

Temporal Command Suite

Nomad
After any player's agent becomes exhausted, you may exhaust this card to ready that agent; if you ready another player's agent, you may perform a transaction with that player.
Requires:

Executive Order

Keleres
ACTION: Exhaust this card and draw the top or bottom card of the agenda deck. Players immediately vote on this agenda as if you were the speaker; you may spend trade goods and resources on this agenda as if they were votes.
Requires:

Agency Supply Network

Keleres
Once per action, when you resolve 1 of your units' PRODUCTION abilities, you may resolve an additional 1 of your PRODUCTION abilities in any system; the additional use does not trigger this ability.
Requires:

Subatomic Splicer

Crimson
When one of your ships is destroyed, you may produce a ship of the same type at a space dock in your home system.
Requires:

Plane Splitter

Firmament
When you gain this card, put The Fracture into play. Flip this card if the Obsidian faction is in play.
Requires:

Plane Splitter

Obsidian
At the start of your strategic actions, you may move an ingress token into a system that contains or is adjacent to your units. This technology cannot be researched.
Requires:

Warfare

16

AI Development Algorithm

When you research a unit upgrade technology, you may exhaust this card to ignore any 1 prerequisite. When 1 or more of your units use Production, you may exhaust this card to reduce the combined cost of the produced units by the number of unit upgrade technologies that you own.
Requires:(none)

Plasma Scoring

When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those units may roll 1 additional die.
Requires:(none)

Magen Defense Grid

You may exhaust this card at the start of a round of ground combat on a planet that contains 1 or more of your units that have Planetary Shield; your opponent cannot make combat rolls this combat round.
Requires:

Duranium Armor

During each combat round, after you assign hits to your units, repair 1 of your damaged units that did not use SUSTAIN DAMAGE during this combat round.
Requires:

Assault Cannon

At the start of a space combat in a system that contains 3 or more of your non-fighter ships, your opponent must destroy 1 of their non-fighter ships.
Requires:

Self Assembly Routines

After 1 or more of your units use PRODUCTION, you may exhaust this card to place 1 mech from your reinforcements on a planet you control in that system. After 1 of your mechs is destroyed, gain 1 trade good.
Requires:

Magen Defense Grid Ω

At the start of ground combat on a planet that contains 1 or more of your structures, you may produce 1 hit and assign it to 1 of your opponent's ground forces.
Requires:

Non-Euclidean Shielding

Letnev
When 1 of your units uses SUSTAIN DAMAGE, cancel 2 hits instead of 1.
Requires:

Magmus Reactor

Muaat
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.
Requires:

Magmus Reactor Ω

Muaat
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.
Requires:

Dimensional Splicer

Creuss
At the start of space combat in a system that contains a wormhole and 1 or more of your ships, you may produce 1 hit and assign it to 1 of your opponent's ships.
Requires:

Valkyrie Particle Weave

Sardakk N'orr
After making combat rolls during a round of ground combat, if your opponent produced 1 or more hits, you produce 1 additional hit.
Requires:

Supercharge

Naaz-Rokha
At the start of a combat round, you may exhaust this card to apply +1 to the result of each of your unit's combat rolls during this combat round.
Requires:

Vortex

Cabal
ACTION: Exhaust this card to choose another player's non-structure unit in a system that is adjacent to 1 or more of your space docks. Capture 1 unit of that type from that player's reinforcements.
Requires:

Proxima Targeting VI

Last Bastion
Cancel 1 hit produced by BOMBARDMENT rolls made against your ground forces for each of your galvanized units present. At the start of a round of ground combat, you may resolve BOMBARDMENT 8 (x3) against your opponent's ground forces; if you do, make an identical roll against your own ground forces.
Requires:

Nanomachines

Ral Nel
ACTION: Exhaust this card to place 1 PDS on a planet you control. ACTION: Exhaust this card to repair all of your damaged units. ACTION: Exhaust this card and discard 1 action card to draw 1 action card.
Requires:

Unit Upgrades

26

Infantry II

Requires:
Upgrades:InfantryInfantry II

Cost

1/2

Combat

7

After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on a planet you control in your home system.

Fighter II

Requires:
Upgrades:FighterFighter II

Cost

1/2

Combat

8

Move

2

This unit may move without being transported. Fighters in excess of your ships' capacity count against your fleet pool.

Destroyer II

Requires:
Upgrades:DestroyerDestroyer II

Cost

1

Combat

8

Move

2

AFB 6 x3
(no ability text)

Cruiser II

Requires:
Upgrades:CruiserCruiser II

Cost

2

Combat

6

Move

3

Capacity

1

(no ability text)

Carrier II

Requires:
Upgrades:CarrierCarrier II

Cost

3

Combat

9

Move

2

Capacity

6

Sustain Damage
(no ability text)

Dreadnought II

Requires:
Upgrades:DreadnoughtDreadnought II

Cost

4

Combat

5

Move

2

Capacity

1

Sustain Damage
Bombardment 5
This unit cannot be destroyed by "Direct Hit" action cards.

PDS II

Requires:
Upgrades:PdsPDS II
Planetary Shield
Space Cannon 5
You may use this unit's SPACE CANNON against ships that are adjacent to this unit's system.

Space Dock II

Requires:
Upgrades:Space DockSpace Dock II
Production Planet + 4
Up to 3 fighters in this system do not count against your ships' capacity.

War Sun

Requires:
Upgrades:War SunWar Sun

Cost

12

Combat

3 (x3)

Move

2

Capacity

6

Sustain Damage
Bombardment 3 x3
Other players' units in this system lose PLANETARY SHIELD.

Letani Warrior II

Arborec
Requires:
Upgrades:InfantryLetani Warrior II

Cost

1/2

Combat

7

Production 2
After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.

Floating Factory II

Saar
Requires:
Upgrades:Space DockFloating Factory II

Move

2

Capacity

5

Production 7
This unit is placed in a space area instead of on a planet. This unit can move and retreat as if it were a ship. If this unit is blockaded, it is destroyed.

Prototype War Sun II

Muaat
Requires:
Upgrades:War SunPrototype War Sun II

Cost

10

Combat

3 (x3)

Move

3

Capacity

6

Sustain Damage
Bombardment 3 x3
Other players' units in this system lose PLANETARY SHIELD.

Advanced Carrier II

Sol
Requires:
Upgrades:CarrierAdvanced Carrier II

Cost

3

Combat

9

Move

2

Capacity

8

Sustain Damage
(no ability text)

Spec Ops II

Sol
Requires:
Upgrades:InfantrySpec Ops II

Cost

1/2

Combat

6

After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.

Super Dreadnought II

L1Z1X
Requires:
Upgrades:DreadnoughtSuper Dreadnought II

Cost

4

Combat

4

Move

2

Capacity

2

Sustain Damage
Bombardment 4
This unit cannot be destroyed by "Direct Hit" action cards.

Hybrid Crystal Fighter II

Naalu
Requires:
Upgrades:FighterHybrid Crystal Fighter II

Cost

1/2

Combat

7

Move

2

This unit may move without being transported. Each fighter in excess of your ships' capacity counts as 1/2 of a ship against your fleet pool.

Exotrireme II

Sardakk N'orr
Requires:
Upgrades:DreadnoughtExotrireme II

Cost

4

Combat

5

Move

2

Capacity

1

Sustain Damage
Bombardment 4 x2
This unit cannot be destroyed by "Direct Hit" action cards. After a round of space combat, you may destroy this unit to destroy up to 2 of your opponent's ships in this system.

Strike Wing Alpha II

Argent Flight
Requires:
Upgrades:DestroyerStrike Wing Alpha II

Cost

1

Combat

7

Move

2

Capacity

1

AFB 6 x3
When this unit uses ANTI-FIGHTER BARRAGE, each result of 9 or 10 also destroys 1 of your opponent's infantry in the space area of the active system.

Crimson Legionnaire II

Mahact
Requires:
Upgrades:InfantryCrimson Legionnaire II

Cost

1/2

Combat

7

After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good. Then, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.

Memoria II

Nomad
Cost 8, Combat 5 (x2), Move 2, Capacity 6. SUSTAIN DAMAGE, ANTI-FIGHTER BARRAGE 5 (x3). You may treat this unit as if it were adjacent to systems that contain 1 or more of your mechs.
Requires:

Saturn Engine II

Titans
Requires:
Upgrades:CruiserSaturn Engine II

Cost

2

Combat

6

Move

3

Capacity

2

Sustain Damage
(no ability text)

Hel Titan II

Titans
Requires:
Upgrades:PdsHel-Titan II

Combat

6

Sustain Damage
Planetary Shield
Space Cannon 5
Production 1
You may use this unit's SPACE CANNON against ships that are adjacent to this unit's system. This unit is treated as both a structure and a ground force. This unit cannot be transported.

Dimensional Tear II

Cabal
Requires:
Upgrades:Space DockDimensional Tear II
Production 7
This system is a gravity rift; your ships do not roll for this gravity rift. Place a dimensional tear token beneath this unit as a reminder. Up to 12 fighters in this system do not count against your ships' capacity.

Exile II

Crimson
Requires:
Upgrades:DestroyerExile II

Cost

1

Combat

7

Move

2

AFB 6 x3
At the end of any player's combat in this unit's system or within 2 systems, you may place 1 active or inactive breach in that system.

4X4IC "Helios" V2

Last Bastion
Requires:
Upgrades:Space Dock4X4IC "Helios" V2
Production Planet + 4
The resource value of this planet is increased by 1. Up to 3 fighters in this system do not count against your ships' capacity.

Linkship II

Ral Nel
Requires:
Upgrades:DestroyerLinkship II

Cost

1

Combat

8

Move

4

AFB 6 x3
This unit can use the SPACE CANNON ability of structures in its space area; multiple Linkships can trigger the same structure.