Technologies Flashcards

1
Q

Antimass Deflectors

A

B0 Tech
> Your ships can move into and through asteroids
> When rolling Space Cannon, apply -1 to other players’ die rolls

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2
Q

Dark Energy Tap

A

B0 Tech
> You may retreat into adjacent systems that don’t contain other players’ units
> You can explore frontier tokens after performing a tactical action

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3
Q

Sling Relay

A

B1 Tech
> Action: exhaust this card to produce 1 ship in any of your systems containing a space dock

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4
Q

Gravity Drive

A

B1 Tech
> after you activate a system, apply +1 to the movement value of one of your ships during this tactical action

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5
Q

Fleet Logistics

A

B2 Tech
> During your turn, you may perform up to two actions instead of one

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6
Q

Lightwave Deflector

A

B3 Tech
> Your ships may pass through systems containing other players’ ships

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7
Q

Neural Motivator

A

G0 Tech
> during status phase, draw 2 action cards instead of 1

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8
Q

Psychoarchaeology

A

G0 Tech
> You may use tech specs of planets even when they are exhausted
> During the action phase, you may exhaust planets with tech specs to gain 1TG

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9
Q

Dacxive Animators

A

G1 Tech
> After you win a ground combat, you may place 1inf from your reinforcements on that planet

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10
Q

Bio-Stims

A

G1 Tech
> you may exhaust this card at the end of your turn to ready a tech or a planet with a tech spec

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11
Q

Hypermetabolism

A

G2 Tech
> during the status phase, draw 3 tokens instead of 2

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12
Q

X-89 Bacterial Weapon Omega

A

G3 Tech
> after one or more of your units use bombardment against a planet, if your bombard succeeds, you may destroy all infantry on that planet

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13
Q

Sarween Tools

A

Y0
> after one or more of your units use Production, reduce the coombined cost of that production by 1

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14
Q

Scanlink Drone Network

A

Y0
> when activating a system, you may explore a planet in that system which contains one or more of your units

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15
Q

Graviton Laser System

A

Y1
> All PDS hits must be assigned to non-fighter ships if able (you must exhaust to use)

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16
Q

Predictive Intelligence

A

Y1
> At the end of your turn, you may exhaust this card to rearrange cmd tokens on your sheet
> During agenda phase, when you vote, you may cast an additional 3 votes. If you do, and the outcome is not resolved, exhaust this card.

17
Q

Transit Diodes

A

Y2 Tech
> At the start of your turn, you may exhaust this card
> Remove up to 4 of your ground forces from the board and place them on 1 or more planets you control

18
Q

Integrated Economy

A

Y3 Tech
> after you gain control of a planet, you may produce any number of units whose combined cost is equal to or lesser than the resource value of the planet

19
Q

Plasma Scoring

A

R0 Tech
> when rolling for Bombardment or Space Cannon, roll 1 additional die

20
Q

AIDA

A

R0 Tech
> you may exhaust this card to ignore 1 prerequisite of a unit upgrade
> you may exhaust this card when producing to reduce the combined cost by the number of unit upgrades you own

21
Q

Magen Defense Grid Omega

A

R0 Tech
> at the start of a ground combat on a planet with your structures, assign 1 hit to your opponent’s forces

22
Q

Self-Assembly Routines

A

R1 tech
> After one or more of your units use Production, you may exhaust this card to place 1 mech on a planet you control in the system
> After 1 or more of your mechs is destroyed, gain 1 TG

23
Q

Duranium Armour

A

R2 tech
> During each round of combat, after assigning hits, repair one of your units that haven’t used Sustain Damage the previous round

24
Q

Assault Cannon

A

R3 tech
> At start of space combat in a system containing 3+ of your non-fighter ships, your opponent must destroy one of their NFS