Tech Trees¶
Antimass Deflectors¶
Requirements: None
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.
Gravity Drive¶
Requirements:
After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
Fleet Logistics¶
Requirements:
During each of your turns of the action phase, you may perform 2 actions instead of 1.
Light/Wave Deflector¶
Requirements:
Your ships can move through systems that contain other players' ships.
Dark Energy Tap ¶
Requirements: None
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.
Sling Relay ¶
Requirements:
Action: Exhaust this card to produce 1 ship in any system that contains one of your space docks.
Fighter II¶
Requirements:
Unit Type: Fighter
This unit may move without being transported.
Fighters in excess of your ships' capacity count against your fleet pool.
| Cost 1 | Combat 8 | Move 2 |
Dreadnought II¶
Requirements:
Unit Type: Dreadnought
"Direct Hit" cards are no longer effective against this type of ship.
- Sustain Damage
- Bombardment 5
| Cost 4 | Combat 5 | Move 2 | Capacity 1 |
Daxcive Animators¶
Requirements:
After you win a ground combat, you may place 1 infantry from your reinforcements on that planet.
Infantry II¶
Requirements:
Unit Type: Infantry
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.
| Cost 1 | Combat 7 |
Psychoarchaeology ¶
Requirements: None
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 ¶
Requirements:
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.
X-89 Bacterial Weapon ΩΩ ¶
Requirements:
Double the hits produced by your units' Bombardment and ground combat rolls.
Exhaust each planet you use Bombardment against.
Sarween Tools¶
Requirements: None
When 1 or more of your units use Production, reduce the combined cost of the produced units by 1.
Graviton Laser System¶
Requirements:
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.
Transit Diodes¶
Requirements:
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¶
Requirements:
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.
Scanlink Drone Network ¶
Requirements: None
When you activate a system, you may explore 1 planet in that system which contains 1 or more of your units.
Predictive Intelligence ¶
Requirements:
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.
Space Dock II¶
Requirements:
Unit Type: Space Dock
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+4
War Sun¶
Requirements:
Unit Type: War Sun
Other players' units in this system lose their Planetary Shield Ability.
- Sustain Damage
- Bombardment 3 (x3)
| Cost 12 | Combat 3 | Move 2 | Capacity 6 |
Plasma Scoring¶
Requirements: None
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 ¶
Requirements:
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.
Destroyer II¶
Requirements:
Unit Type: Destroyer
- Anti-Fighter Barrage 6 (x3)
| Cost 1 | Combat 8 | Move 2 |
AI Development Algorithm ¶
Requirements: None
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.
Self-Assembly Routines ¶
Requirements:
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¶
Requirements:
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¶
Requirements:
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.
Info
Absol mod references are v4 and accurate to Async TI4 as of 16 Feb 25
Antimass Deflectors¶
Requirements: None
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.
Gravity Drive¶
Requirements:
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 through a gravity rift, you may reroll any number of those dice.
Fleet Logistics¶
Requirements:
Once per turn, after you perform a tactical action, you may take an additional tactical action. You may activate the same system for this second tactical action; in that case, ensure that only 1 of your command tokens total is in the system by returning the second command token to your reinforcements instead of placing it in the active system.
Light/Wave Deflector¶
Requirements:
Your ships can move through systems that contain other players' ships.
Dark Energy Tap¶
Requirements: None
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.
Sling Relay¶
Requirements:
During your tactical actions, your non-blockaded space docks in adjacent systems may use the Production 1 ability in the active system if it does not contain other players' ships. If you have a space dock unit upgrade technology, they instead may use Production 2. All units produced are placed in the space area.
Fighter II¶
Requirements:
Unit Type: Fighter
This unit may move without being transported.
Fighters in excess of your ships' capacity count against your fleet pool.
| Cost 1 | Combat 8 | Move 2 |
Dreadnought II¶
Requirements:
Unit Type: Dreadnought
This unit cannot be destroyed by "Direct Hit" action cards.
- Sustain Damage
- Bombardment 5
| Cost 4 | Combat 5 | Move 2 | Capacity 1 |
Neural Motivator¶
Requirements: None
The maximum number of action cards you can have in your hand is increased by 3
At the end of your turn, you may exhaust this card to draw 2 action cards.
Daxcive Animators¶
Requirements:
After you gain control of a planet, 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.
Infantry II¶
Requirements:
Unit Type: Infantry
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.
| Cost 1 | Combat 7 |
Psychoarchaeology¶
Requirements: None
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.
Bio-Stims¶
Requirements:
You may exhaust this card at the end of your turn to ready 1 of your other technologies.
Hyper Metabolism¶
Requirements:
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.
X-89 Bacterial Weapon¶
Requirements:
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.
Sarween Tools¶
Requirements: None
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.
During the production step of your tactical actions, you may spend 1 resource to repair 1 of your damaged units in the active system, or all of your damaged units in the active system if that system contains 1 or more of your space docks.
Graviton Laser System¶
Requirements:
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.
Transit Diodes¶
Requirements:
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 ground 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.
Integrated Economy¶
Requirements:
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.
Scanlink Drone Network¶
Requirements: None
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.
Whenever you would resolve an exploration card, you may instead discard that card and gain 1 trade good.
Predictive Intelligence¶
Requirements:
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
Space Dock II¶
Requirements:
Unit Type: Space Dock
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.
- Production X+4
PDS II¶
Requirements:
Unit Type: PDS
You may use this unit's Space Cannon against ships that are adjacent to this unit's system.
- Planetary Shield
- Space Cannon 5
War Sun¶
Requirements:
Unit Type: War Sun
Other player's units in this system lose Planetary Shield.
- Sustain Damage
- Bombardment 3 (x3)
| Cost 10 | Combat 3 | Move 2 | Capacity 6 |
Plasma Scoring¶
Requirements: None
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 roll 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.
Magen Defense Grid¶
Requirements:
At the start of ground combat on a planet 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.
Destroyer II¶
Requirements:
Unit Type: Destroyer
When this unit generates a hit on a combat roll, your opponent must destroy 1 fighter in the active system, if able.
- Anti-Fighter Barrage 6 (x3)
| Cost 1 | Combat 8 | Move 2 |
AI Development Algorithm¶
Requirements: None
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.
Self-Assembly Routines¶
Requirements:
When you produce mechs, you may produce 1 additional mech for its cost.
Action: Exhaust this card to produce 1 ship in any system that contains 1 of your space docks.
Duranium Armor¶
Requirements:
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.
Assault Cannon¶
Requirements:
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.