Technologies Flashcards
(24 cards)
Antimass Deflectors
B0 Tech
> Your ships can move into and through asteroids
> When rolling Space Cannon, apply -1 to other players’ die rolls
Dark Energy Tap
B0 Tech
> You may retreat into adjacent systems that don’t contain other players’ units
> You can explore frontier tokens after performing a tactical action
Sling Relay
B1 Tech
> Action: exhaust this card to produce 1 ship in any of your systems containing a space dock
Gravity Drive
B1 Tech
> after you activate a system, apply +1 to the movement value of one of your ships during this tactical action
Fleet Logistics
B2 Tech
> During your turn, you may perform up to two actions instead of one
Lightwave Deflector
B3 Tech
> Your ships may pass through systems containing other players’ ships
Neural Motivator
G0 Tech
> during status phase, draw 2 action cards instead of 1
Psychoarchaeology
G0 Tech
> You may use tech specs of planets even when they are exhausted
> During the action phase, you may exhaust planets with tech specs to gain 1TG
Dacxive Animators
G1 Tech
> After you win a ground combat, you may place 1inf from your reinforcements on that planet
Bio-Stims
G1 Tech
> you may exhaust this card at the end of your turn to ready a tech or a planet with a tech spec
Hypermetabolism
G2 Tech
> during the status phase, draw 3 tokens instead of 2
X-89 Bacterial Weapon Omega
G3 Tech
> after one or more of your units use bombardment against a planet, if your bombard succeeds, you may destroy all infantry on that planet
Sarween Tools
Y0
> after one or more of your units use Production, reduce the coombined cost of that production by 1
Scanlink Drone Network
Y0
> when activating a system, you may explore a planet in that system which contains one or more of your units
Graviton Laser System
Y1
> All PDS hits must be assigned to non-fighter ships if able (you must exhaust to use)
Predictive Intelligence
Y1
> At the end of your turn, you may exhaust this card to rearrange cmd tokens on your sheet
> During agenda phase, when you vote, you may cast an additional 3 votes. If you do, and the outcome is not resolved, exhaust this card.
Transit Diodes
Y2 Tech
> At the start of your turn, you may exhaust this card
> Remove up to 4 of your ground forces from the board and place them on 1 or more planets you control
Integrated Economy
Y3 Tech
> after you gain control of a planet, you may produce any number of units whose combined cost is equal to or lesser than the resource value of the planet
Plasma Scoring
R0 Tech
> when rolling for Bombardment or Space Cannon, roll 1 additional die
AIDA
R0 Tech
> you may exhaust this card to ignore 1 prerequisite of a unit upgrade
> you may exhaust this card when producing to reduce the combined cost by the number of unit upgrades you own
Magen Defense Grid Omega
R0 Tech
> at the start of a ground combat on a planet with your structures, assign 1 hit to your opponent’s forces
Self-Assembly Routines
R1 tech
> After one or more of your units use Production, you may exhaust this card to place 1 mech on a planet you control in the system
> After 1 or more of your mechs is destroyed, gain 1 TG
Duranium Armour
R2 tech
> During each round of combat, after assigning hits, repair one of your units that haven’t used Sustain Damage the previous round
Assault Cannon
R3 tech
> At start of space combat in a system containing 3+ of your non-fighter ships, your opponent must destroy one of their NFS