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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.

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.

Gravity Drive

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

Sling Relay

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

Fleet Logistics

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

Light/Wave Deflector

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

Sarween Tools

When 1 or more of your units use Production, reduce the combined cost of the produced units by 1.

Scanlink Drone Network

When you activate a system, you may explore 1 planet in that system which contains 1 or more of your units.

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.

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.

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.

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.

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.

Plasma Scoring

When 1 or more of your units use Bombardment or Space Cannon, 1 of those units may roll 1 additional die.

Magen Defense Grid ΩΩ

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.

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.

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.

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.

Neural Motivator

During the status phase, draw 2 action cards instead of 1.

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.

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.

Dacxive Animators

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

Hyper Metabolism

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

X-89 Bacterial Weapon ΩΩ

Double the hits produced by your units' BOMBARDMENT and ground combat rolls. Exhaust each planet you use BOMBARDMENT against.

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, you may destroy all of your opponent's infantry on that planet.

Carrier II

Cost 3, Combat 9, Move 2, Capacity 6

Destroyer II

Cost 1, Combat 8, Move 2, ANTI-FIGHTER BARRAGE 6(x3)

Fighter II

Cost 1(x2), Combat 8, Move 2. This unit may move without being transported. Fighters in excess of your ships' capacity count against your fleet pool.

Infantry II

Cost 1(x2), 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.

PDS II

PLANETARY SHIELD, DEEP SPACE CANNON 5

Space Dock II

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. PRODUCTION X

Cruiser II

Cost 2, Combat 6, Move 3, Capacity 1

Dreadnought II

Cost 4, Combat 5, Move 2, Capacity 1, SUSTAIN DAMAGE, BOMBARDMENT 5. "Direct Hit" cards are no longer effective against this type of ship.

War Sun

Cost 12, Combat 3(x3), Move 2, Capacity 6, SUSTAIN DAMAGE, BOMBARDMENT 3(x3). Other players' units in this system lose their Planetary Shield Ability.