Technologies
Technologies
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.
AI Development Algorithm
When you research a unit upgrade technology, you may exhaust this card to ignore any 1 prerequisite. When you pass, you may spend 6 influence to research a unit upgrade technology.
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.
Antimass Deflectors
Your ships can move into and through asteroid fields and retain their printed Move value when moving out of nebulae. When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
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. If you announce a retreat, your opponent applies -2 to the result of each of their combat rolls during this combat round.
Antimatter
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.
Antimatter
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.
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.
Assault Cannon
At the start of space combat, your opponent must destroy 1 of their non-fighter ships for every 3 of your non-fighter, non-Infantry ships in the active system.
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. At the start of a space combat round, you may exhaust this card to choose a non-fighter non-ground force unit type in the active system. During this combat round, your units of that type roll twice.
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.
Bio-Stims
You may exhaust this card at the end of your turn to ready a non-home planet you control or ready 1 of your other technologies.
Carrier II
Cost: 3 · Combat: 9 · Move: 2 · Capacity: 6
Carrier II
Cost: 3 · Combat: 9 · Move: 2 · Capacity: 6
Cruiser II
Cost: 2 · Combat: 6 · Move: 3 · Capacity: 1
Cruiser II
Cost: 2 · Combat: 6 · Move: 3 · Capacity: 1
Dacxive Animators
After you win a ground combat, you may place 1 infantry from your reinforcements on that planet.
Dacxive Animators
After you gain control of a planet or win a combat on a planet you control, you may place 1 infantry from your reinforcements on that planet. If you have an infantry unit upgrade technology, you may reroll any dice rolled as part of your infantry units' abilities.
Dacxive Animators
When your infantry on a planet is destroyed or after you win a ground combat, you may place 1 infantry on that planet. This effect can be resolved only once per planet in an action.
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.
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, you may 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.
Destroyer II
Cost: 1 · Combat: 8 · Move: 2 Anti-Fighter Barrage 6 (×3)
Destroyer II
Cost: 1 · Combat: 8 · Move: 2 Anti-Fighter Barrage 6 (×3) When this unit generates a hit on a combat roll, your opponent must destroy 1 fighter in the active system, if able.
Dreadnought II
Cost: 4 · Combat: 5 · Move: 2 · Capacity: 1 Sustain Damage, Bombardment 5 This unit cannot be destroyed by "Direct Hit" action cards.
Dreadnought II
Cost: 4 · Combat: 5 · Move: 2 · Capacity: 1 Sustain Damage, Bombardment 5 This unit cannot be destroyed by "Direct Hit" action cards.
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.
Duranium Armor
Your ships can move into and through asteroid fields. 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.
Duranium Armor
At the end of a combat round, you may spend 1 resource to repair 1 of your units participating in the combat. You do not need to spend a resource if that unit did not use SUSTAIN DAMAGE during this combat round.
Fighter 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.
Fighter 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.
Fleet Logistics
During each of your turns of the action phase, you may perform 2 actions instead of 1.
Fleet Logistics
Once per turn, after you perform a tactical action, you may take an additional tactical action. You may activate and take a tactical action in the same system for this second tactical action.
Fleet Logistics
During each of your turns of the action phase, you may perform 2 actions instead of 1. ACTION: Exhaust this card and choose 1 of your ships in a system that does not contain your command token; spend resources equal to half that ship's cost (rounded up). Then, move that ship to an adjacent system that contains your ships.
Graviton Laser System
You may exhaust this card before 1 or more of your units use SPACE CANNON; hits produced by those units must be assigned to non-fighter ships if able.
Graviton Laser System
When a player would resolve a retreat, your units may first use SPACE CANNON against the retreating player’s ships in the active system. You may exhaust this card before 1 or more of your units use SPACE CANNON; hits produced by those units must be assigned to non-fighter ships if able.
Graviton Laser System
You may exhaust this card before your units use SPACE CANNON to apply +1 to the result of each die roll; hits produced by those units must be assigned to non-fighter ships, if able. Your units with PLANETARY SHIELD gain SUSTAIN DAMAGE and may use it to cancel hits produced against your units in the same system.
Gravity Drive
After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
Gravity Drive
During your tactical actions, apply +1 to the move value of each of your ships that moves through 1 or more systems adjacent to a gravity rift or supernova, or that moves through 1 or more wormholes. After you roll dice for your ships moving out of or through a gravity rift, you may reroll any number of those dice.
Gravity Drive
After you activate a system, you may exhaust this card to apply +1 to the move value of 1 of your ships during this tactical action. Then, after movement, if any ship moved through or out of a system containing a gravity rift, a supernova, or a wormhole, you may spend 1 resource to ready this card.
Hyper Metabolism
During the status phase, gain 3 command tokens instead of 2.
Hyper Metabolism
Once per turn, after you perform an action, you may take a component action. You may exhaust this card at the end of your turn to gain 1 command token.
Hyper Metabolism
At the end of your turn, you may exhaust this card to gain 1 command token. During the action phase, this card cannot be readied by any game effect unless you spend 2 influence.
Infantry 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 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.
Infantry 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 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.
Infantry II
Cost: 1 (×2) · Combat: 7 After this unit is destroyed, roll 1 die. If the result is 6-10, capture it. At the start of your turn, you may place captured infantry in your home system or in a space area with a war sun. When you gain control of a planet, if you have more infantry on that planet than its resource value, gain that planet readied.
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.
Integrated Economy
You may treat each planet with a planet trait that contains 1 or more of your structures as having any planet trait. Each planet you control gains the PRODUCTION 1 ability as if it were a unit.
Integrated Economy
When you use the PRODUCTION abilities in your home system, for every 2 of your structures on the game board, you may place 1 of the produced units in adjacent systems that contain your units. ACTION: Exhaust this card and spend 1 command token from your strategy pool to use the PRODUCTION abilities of your units in 1 system. If that system is your home system, gain 1 command token.
Light/Wave Deflector
Your ships can move through systems that contain other players' ships.
Light/Wave Deflector
Your ships can move through systems that contain other players' ships.
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 during this combat round.
Magen Defense Grid
At the start of ground combat on a planet you control that contains 1 or more of your structures, you may produce 1 hit per structure and assign them to your opponent's ground forces. After you perform a tactical action, you may exhaust this card and spend 4 resources to place a structure on a planet you control in the active system.
Magen Defense Grid
Your war suns cannot be damaged or destroyed by your opponent's action cards. Your units apply +1 to their space cannon rolls against units within the same system. At the start of ground combat, for each of your units with PLANETARY SHIELD on the planet, produce 1 hit and assign it to 1 of your opponent's ground forces.
Magen Defense Grid
When any player activates a system that contains 1 or more of your structures, place 1 infantry from your reinforcements with each of those structures. At the start of ground combat on a planet that contains 1 or more of your structures, produce 1 hit and assign it to 1 of your opponent's ground forces.
Neural Motivator
During the status phase, draw 2 action cards instead of 1.
Neural Motivator
The maximum number of action cards you can have in your hand is increased by 3. When you draw 1 or more action cards, you may exhaust this card to draw 2 additional action cards.
Neural Motivator
The maximum number of action cards you can have in your hand is increased by 2. During the status phase, draw 2 action cards instead of 1.
PDS II
Planetary Shield, Space Cannon 5 You may use this unit's SPACE CANNON against ships that are adjacent to this unit's system.
PDS II
Planetary Shield, Space Cannon 5 You may use this unit's SPACE CANNON against ships that are adjacent to this unit's system.
Plasma Scoring
When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those units may roll 1 additional die.
Plasma Scoring
When 1 or more of your units use unit abilities, 1 of those units may roll 1 additional die. When the result of your non-fighter ships' combat rolls exceeds that ship's combat value by 3 or more, your opponent cannot assign that hit to a fighter unless they first destroy 1 of their fighters in the active system.
Plasma Scoring
When your units make a roll for a unit ability, you may choose 1 of those units to roll 1 additional die.
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.
Predictive Intelligence
At the start 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
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 exhaust this card to cast 1 additional vote for each of your structures on the game board. Then, if the outcome you voted for is resolved, ready this card.
Psychoarchaeology
You can use technology specialties on planets you control without exhausting them, even if those planets are exhausted. During the action phase, you can exhaust planets you control that have technology specialties to gain 1 trade good.
Psychoarchaeology
You can use technology specialties on planets you control without exhausting them, even if those planets are exhausted. At the end of your turn, you may discard 2 action cards to explore a readied planet you control.
Psychoarchaeology
When researching technology, you may use technology specialties without exhausting planets, even if they are exhausted. During your turn, you may exhaust this card and a planet with a technology specialty to ready 1 technology you own of a matching color. That technology cannot have more prerequisites than the number of matching specialties on planets you control. This counts as using specialties for SYNERGY and other game effects.
Quantumcore
During the movement step of your tactical actions, you may move 1 of your structures from a system that does not contain 1 of your command tokens to a planet you control in the active system. When an opponent commits ground forces to a planet that contains 1 or more of your structures, you may destroy 1 structure on that planet to return the committed units to the space area. If you do, purge this card
Sarween Tools
When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
Sarween Tools
When you produce units, reduce the combined cost of the produced units by 1, plus an additional 1 for every 10 of the combined cost. After you perform a tactical action, you may repair 1 of your units in the active system.
Sarween Tools
When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1. During your turn, when a space dock in your home system uses PRODUCTION, you may exhaust this card to reduce the combined cost of the produced units by 1 for each of your space docks on a planet in home systems.
Scanlink Drone Network
When you activate a system, you may explore 1 planet in that system that contains 1 or more of your units.
Scanlink Drone Network
When you activate a system as part of a tactical action, you may explore 1 planet in that system that contains 1 or more of your units. When you resolve an exploration card, you do not need to pay commodities or remove units to resolve the optional effects of that exploration card.
Scanlink Drone Network
When you activate a system, you may explore 1 planet in that system that contains 1 or more of your units. When you would explore a planet that contains 2 or more of your structures, you may exhaust this card to draw 1 additional card; choose 1 to resolve and discard the rest.
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.
Self-Assembly Routines
You may produce 1 additional mech for their cost. ACTION: Exhaust this card to produce 1 ship in any system that contains 1 of your space docks.
Self-Assembly Routines
After 1 of your units is destroyed, you may exhaust this card to capture that unit. At the end of a combat round, you may return 1 captured unit to produce a unit of the same type and place it with your units participating in the combat. This effect may only be used once per combat.
Sling Relay
ACTION: Exhaust this card to produce 1 ship in any system that contains 1 of your space docks.
Sling Relay
During your tactical actions, your non-blockaded space docks in adjacent systems may use PRODUCTION 1 in the active system. If you have a space dock unit upgrade technology, they may use PRODUCTION 2 in the active system, instead. Units produced this way are placed in the space area.
Sling Relay
ACTION: Exhaust this card to produce 1 ship in any system that contains 1 of your space docks. You may instead place that ship in an adjacent system that contains 1 or more of your units or planets you control; if you do, the cost of that ship is doubled.
Space Dock II
Production X This unit's PRODUCTION value is equal to 4 more than the resource value of this planet. Up to 3 fighters in this system do not count against your ships' capacity.
Space Dock II
Production X This unit's PRODUCTION value is equal to 4 more than the resource value of this planet. Up to 5 fighters in this system do not count against your ships' capacity. 1 non-fighter ship in this system does not count against your fleet pool.
Space Dock II
Production X This unit's PRODUCTION value is equal to 5 more than the resource value of this planet. Up to 4 fighters in this system do not count against your ships' capacity. During your turn, you may treat this space dock and this planet as if they were in your home system.
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.
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. You may exhaust this card at the start of a round of invasion combat on a planet you control. If you do, at the end of that combat round, you may remove all of your ground forces from that planet and place them on another planet you control.
Transit Diodes
You may exhaust this card at the start of your turn; remove up to 4 of your ground forces from the game board and place them on 1 or more planets you control. You may exhaust this card before you roll dice during a round of ground combat; remove all of your ground forces in that combat and place them on 1 planet you control that contains a structure.
War Sun
Cost: 12 · Combat: 3 (×3) · Move: 2 · Capacity: 6 Sustain Damage, Bombardment 3 (×3) Other players' units in this system lose the PLANETARY SHIELD ability.
War Sun
Cost: 10 · Combat: 3 (×3) · Move: 2 · Capacity: 6 Sustain Damage, Bombardment 3 (×3) Other players' units in this system lose the PLANETARY SHIELD ability.
Wavelength
Your ships can move into and through asteroid fields.
Wavelength
When you activate a system, you may explore 1 planet in that system that contains 1 or more of your units.
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.
X-89 Bacterial Weapon
When your units use BOMBARDMENT, the first hit may be used to produce and assign 1 hit against each ground force on the planet. At the start of a round of ground combat on a planet you control, you may exhaust this card to destroy all ground forces on the planet.
X-89 Bacterial Weapon
After you destroy 1 or more of another player's ground forces on a planet during a tactical action, you may exhaust this card to destroy all of that player's remaining ground forces on that planet. When 1 or more of your ground forces on a planet would be destroyed, you may exhaust this card; half of those ground forces, rounded up, are not destroyed.
X-89 Bacterial Weapon
Double the hits produced by your units' BOMBARDMENT and ground combat rolls. Exhaust each planet you use BOMBARDMENT against.