faction techs Flashcards
Shipwrights of Axis
Technology:
Rift Engines [B]
After you activate a system, you may exhaust this card to choose 1 ship you control and roll a die. On a result of 1-3, remove that ship from the game board; on a result of 4-10, apply +2 to that ship’s move value during this tactical action.
Emergency Deployment [YYY]
ACTION: Exhaust this card to place or move 1 of your space docks onto a planet you control that does not contain a space dock.
Prerequisites: yyy
Celdauri Trade Confederation
Technology:
Emergency Mobilization [RR]
At the end of your turn, you may exhaust this card and spend 1 token from your strategy pool to remove a command token from a system that contains 1 or more of your space docks.
Trade Port I - Space dock I
This unit’s PRODUCTION value is equal to 2 more than the resource or influence value of this planet.
Up to 3 fighters in this system do not count against your ships’ capacity.
PRODUCTION X, ANTI-FIGHTER BARRAGE 6(x2)
Trade Port II - Space dock II [YY]
This unit’s PRODUCTION value is equal to 4 more than the resource or influence value of this planet.
Up to 3 fighters in this system do not count against your ships’ capacity.
This unit may use its ANTI-FIGHTER BARRAGE during each round of space combat.
PRODUCTION X, ANTI-FIGHTER BARRAGE 6(x2)
Savages of Cymiae
Technology:
Unholy Abomination I - Infantry I
1, 5
Unholy Abomination II - Infantry II [GG]
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 turn, place each unit that is on this card on a planet you control, if able.
1, 4
Recursive Worm [Y]
At the start of your turn, you may exhaust this card to choose 1 non-home system other than Mecatol Rex that contains 1 or more of your units; place 1 other player’s command token from their reinforcements in that system.
Dih-Mohn Flotilla
Technology:
Impressment Programs [YY]
When you explore a planet, you may produce 1 ship in that planet’s system.
ACTION: Exhaust this card and 1 planet you control to explore that planet.
Aegis I - Dreadnought I
When another ship in this system would be destroyed during combat, you may have this ship become damaged instead.
4, 5, 1, 1; SUSTAIN DAMAGE, BOMBARDMENT 5
Aegis II - Dreadnought II [BBY]
When another ship in this system would be destroyed by a game effect, you may have this ship become damaged instead.
4, 4, 2, 1; SUSTAIN DAMAGE, BOMBARDMENT 5
Florzen Profiteers
Technology:
Blackmail Programs [GG]
When a player would perform a strategic action, you may exhaust this card and spend 1 token from your strategy pool to end that player’s turn; the strategic action is not resolved and the strategy card is not exhausted.
Corsair I - Fighter I
This unit may move without being transported. Fighters in excess of your ships’ capacity count against your fleet pool.
1(x2), 9, 1; ANTI-FIGHTER BARRAGE 9
Corsair II - Fighter II [GB]
This unit may move without being transported. Fighters in excess of your ships’ capacity count against your fleet pool.
1(x2), 8, 3; ANTI-FIGHTER BARRAGE 8
Free Systems Compact
Technology:
Envoy Network [G]
At the start of the agenda phase, you may choose and exhaust 1 cultural, 1 hazardous, and 1 industrial planet.
When you cast 1 or more votes, if you exhaust at least 1 cultural, 1 hazardous, and 1 industrial planet to cast votes, you may cast 4 additional votes.
Covert Strike Teams [YY]
At the start of a ground combat, you may roll 1 die for each of up to 2 of your ground forces on that planet.
For each result equal to or greater than that unit’s combat value, produce 1 hit; your opponent must assign it to 1 of their units on that planet.
Ghemina Raiders
Technology:
War Song Implants [GGG]
After you win a space combat, you may ready 1 planet you control.
Combat Transport I - Carrier I
3, 9, 2, 4
Combat Transport II - Carrier II [BB]
You may reroll 1 of your unit’s combat dice during each round of ground combat on a planet in this system that contains 2 or fewer of your infantry.
3, 9, 2, 6
Augurs of Ilyxum
Technology:
Psychographics [GGG]
During the status phase, you may score 1 additional public objective instead of a secret objective.
Sentient Datapool [YY]
At the start of the status phase, you may spend 3 trade goods to research 1 technology.
Kollecc Society
Technology:
Seeker Drones [YY]
ACTION: Exhaust this card to choose 1 of your neighbors that has 1 or more relic fragments. That player gains 2 trade goods and must give you 1 of those relic fragments of your choice.
Shrouded Skirmishers [B]
At the start of a space combat, you may choose 1 of your ships in the active system that did not begin this action in that system; roll a die. On a result equal to or greater than that ship’s combat value, produce 1 hit; your opponent must assign it to 1 of their ships.
Kortali Tribunal
Technology:
Tempest Drive [GG]
After you win a combat in a system, you may exhaust this card to remove 1 command token from that system.
Deliverance Engine [RR]
Once per space combat, after 1 of your non-fighter ships is destroyed, you may produce 1 hit and assign it to 1 of your opponent’s non-carrier ships.
Li-Zho Dynasty
Technology:
Heavy Bomber I - Fighter I
1(x2), 9, -; BOMBARDMENT 9
Heavy Bomber II - Fighter II [GB]
This unit may move without being transported. Fighters in excess of your ships’ capacity count against your fleet pool.
1(x2), 8, 2; BOMBARDMENT 8
Wraith Engine [BB]
After you activate a non-home system, you may exhaust this card to choose 1 ship you control; you may treat that ship as adjacent to the active system until the end of this tactical action.
L’tokk Khrask
Technology:
Stone’s Embrace [GG]
When you would spend a token from your strategy pool, you may exhaust 1 planet you control to spend 1 token from your reinforcements instead.
Shattered Sky I - Cruiser I
2, 7, 2, 1; BOMBARDMENT 8
Shattered Sky II - Cruiser II [GYR]
2, 6, 3, 2; BOMBARDMENT 6
Mirveda Protectorate
Technology:
Gauss Cannon I - PDS I
This unit is placed in a space area instead of on a planet. This unit can move and retreat as if it were a ship. This unit can be blockaded, if it is blockaded, it is destroyed.
move 1; SPACE CANNON 6, BOMBARDMENT 6
Gauss Cannon II - PDS II [RY]
This unit is placed in a space area instead of on a planet. This unit can move and retreat as if it were a ship. This unit can be blockaded, if it is blockaded, it is destroyed.
move 2; SPACE CANNON 4, BOMBARDMENT 4, CAPACITY 1
Orbital Defense Grid [RR]
At the start of invasion, choose up to 1 unit you control in the active system; that unit gains PLANETARY SHIELD.
When a player commits a unit to land on a planet you control, you may exhaust this card to destroy that unit.
Glimmer of Mortheus
Fractal Plating [RR]
After a unit you control in a system is destroyed, you may exhaust this card to place 1 unit of that type from your reinforcements in the space area of a system adjacent to that system that contains 1 or more of your ships.
Fabrication Grid [YY]
Each system that contains 1 or more of your ships and no planets gains PRODUCTION 2 as if it were a unit you control.
Myko-Mentori
Technology:
Mycelium Ring I - Space Dock I
This unit’s PRODUCTION value is equal to 2 more than the resource value of this planet.
DEPLOY: When you gain control of a planet, you may replace 4 infantry on that planet with 1 space dock.
PLANETARY SHIELD, PRODUCTION X
Mycelium Ring II - Space Dock II [YY]
This unit’s PRODUCTION value is equal to 5 more than the resource value of this planet.
DEPLOY: When you gain control of a planet, you may replace 3 infantry on that planet with 1 space dock.
PLANETARY SHIELD, PRODUCTION X
Psychoactive Armaments [GG]
After your opponent makes a combat roll, you may exhaust this card. If you do, for each of their units that did not produce a hit, you may reroll that unit’s combat roll; any hits that roll produces are produced against your opponent’s units instead.
Nivyn Star Kings
Technology:
Voidwake Missiles [Y]
After 1 or more of your units with SUSTAIN DAMAGE makes a combat roll, you may choose 1 of those units to become damaged to reroll its combat roll.
Mech: Voidflare Warden I
After this system is activated, you may have this unit become damaged to place or move the Wound token into this system.
2, 6; SUSTAIN DAMAGE
Voidflare Warden II - Mech II [BYR]
After a system is activated, you may have this unit become damaged to place or move the Wound token into this system.
2, 4; SUSTAIN DAMAGE
Olradin League
Technology:
False Flag Operations [R]
At the start of your turn, you may exhaust this card and 1 planet you control to ready 1 non-home planet other than Mecatol Rex.
Geosympathic Impeller [B]
After you activate a system, you may exhaust a planet you control of the same type as a planet in that system to apply +1 to the move value of each of your ships during this tactical action.
Zealots of Rhodun
Technology:
Sanctification Field [YYY]
When you activate a system, or a system that contains 1 or more of your units is activated, you may choose 1 technology or non-fighter, non-structure unit upgrade technology another player controls; until the end of this tactical action, that card is treated as though it had no ability text.
Pilgrimage Beacons [BB]
Once during your turn, when you exhaust 1 or more planets you control that have a technology specialty, you may produce 1 ship in 1 system that contains 1 of those planets.
Roh’Dhna Mechatronics
Technology:
Contractual Obligations [YY]
At the start of the agenda phase, for each unit upgrade technology you control, you may choose 1 player. Each of those players must produce 1 ship in a system that contains 1 or more of their space docks or war suns.
Terrafactory I - War Sun I
This unit produces only 1 fighter or infantry for their cost instead of 2.
This unit cannot move or be produced.
-, 5(x2), -, 4; PRODUCTION 5
Terrafactory II - War Sun II [YRRR]
Other player’s units in this system lose PLANETARY SHIELD.
This unit produces only 1 fighter or infantry for their cost instead of 2.
12, 3(x3), 2, 6; SUSTAIN DAMAGE, PRODUCTION 5, BOMBARDMENT 3(x3)
Tnelis Syndicate
Technology:
Blockade Runner I - Destroyer I
cost 1, combat 9, move 2; ANTI-FIGHTER BARRAGE 9(x3)
Blockade Runner II - Destroyer II [RR]
This ship can move through systems that contain other players’ ships.
cost 1, combat 8, move 2; ANTI-FIGHTER BARRAGE 6(x4)
Daedalon Flight System [Y]
After a round of space combat in a system that contains 1 or more of your mechs, you may have 1 of those units become damaged to produce 1 hit and assign it to a cruiser, dreadnought, or destroyer you do not control in that system.
Vaden Banking Clans
Technology:
Midas Turbine [B]
After you activate a system, you may exhaust this card and spend any number of trade goods; for each trade good you spent, apply +1 to the move value of 1 non-fighter ship you control.
Krovoz Strike Teams [YY]
After another player’s unit uses SUSTAIN DAMAGE to cancel a hit produced by your units or abilities, you may exhaust this card to destroy that unit.
After you produce 1 or more hits during a round of combat, you may spend 1 trade good to produce 1 additional hit.
Vaylerian Scourge
Technology:
Scavenger Exos [R]
Once per action, after you win a ground combat, you may draw 1 action card.
Raider I - Cruiser I
During a round of space combat, if your opponent cannot declare a retreat, hits produced by this ship must be assigned to non-fighter ships, if able. This unit may only transport ground forces.
cost 2, combat 7, move 2, capacity 1
Raider II - Cruiser II [GYR]
During a round of space combat, if your opponent cannot declare a retreat, hits produced by this ship cannot be canceled and must be assigned to non-fighter ships, if able.
cost 2, combat 6, move 3, capacity 1
Veldyr Sovereignty
Technology:
Lancer Dreadnought I - Dreadnought I
4, 5, 1, 1; SUSTAIN DAMAGE, BOMBARDMENT 5, SPACE CANNON 8
Lancer Dreadnought II - Dreadnought II [BBY]
This unit cannot be destroyed by “Direct Hit” action cards.
4, 5, 2, 1; SUSTAIN DAMAGE, BOMBARDMENT 5, SPACE CANNON 5
SEIDR Project [RR]
At the end of each round of space combat, you may use the SPACE CANNON of 1 of your units in the active system against your opponent’s ships, without rolling additional dice.
Zelian Purifier
Technology:
Shard Volley [R]
When 1 or more of your units produce 1 or more hits during a BOMBARDMENT roll against a planet, produce 1 additional hit for that roll.
Impactor I - Infantry I
During invasion, this unit must commit to a planet it bombards.
1(x2), 8; BOMBARDMENT 9
Impactor II - Infantry II [GG]
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.
1(x2), 7; BOMBARDMENT 8