Technology

33 shown

Propulsion

6
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 Drivepropulsion
After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action
Sling Relaypropulsion
ACTION: Exhaust this card to produce 1 ship in any system that contains one of your space docks
Fleet Logisticspropulsionpropulsion
During each of your turns of the action phase, you may perform 2 actions instead of 1
Light/Wave Deflectorpropulsionpropulsionpropulsion
Your ships can move through systems that contain other players' ships

Biotic

6
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
Dacxive Animatorsbiotic
After you win a ground combat, you may place 1 infantry from your reinforcements on that planet
Bio Stimsbiotic
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
Hyper Metabolismbioticbiotic
During the status phase, gain 3 command tokens instead of 2
X-89 Bacterial WeaponΩΩbioticbioticbiotic
Double the hits produced by your units' BOMBARDMENT and ground combat rolls. Exhaust each planet you use BOMBARDMENT against.

Cybernetic

6
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 Systemcybernetic
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 Intelligencecybernetic
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 Diodescyberneticcybernetic
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 Economycyberneticcyberneticcybernetic
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.

Warfare

6
Plasma Scoring
When 1 or more of your units use Bombardment or Space Cannon, 1 of those units may roll 1 additional die
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
Magen Defense GridΩΩwarfare
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 Routineswarfare
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 Armorwarfarewarfare
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 Cannonwarfarewarfarewarfare
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

Unit Upgrades

9
Carrier IIpropulsionpropulsion
Cost 3, Combat 9, Move 2, Capacity 6
Destroyer IIwarfarewarfare
Cost 1, Combat 8, Move 2, ANTI-FIGHTER BARRAGE 6(x3)
Fighter IIbioticpropulsion
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 IIbioticbiotic
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 IIwarfarecybernetic
PLANETARY SHIELD, DEEP SPACE CANNON 5
Space Dock IIcyberneticcybernetic
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 IIbioticcyberneticwarfare
Cost 2, Combat 6, Move 3, Capacity 1
Dreadnought IIpropulsionpropulsioncybernetic
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 Sunwarfarewarfarewarfarecybernetic
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.