Race-Specific Technologies
curated by GMO
version 1.02 -- updated 17 Apr 11

The purpose of this page is to provide additional race-specific technologies for each of the 14 races.
Existing technologies are listed with a *; some of these have been altered, which is indicated with **.
Other technologies are open to debate and suggestions.

It is assumed that one will play with the variant where race-specific technologies are
acquired automatically once your VP total is equal to the resource value listed on the card.

Many of these technologies have been collated into race-specific technology (RST) trees, linked in the table below.

 

RST Trees

Hacan

Jol Nar

L1z1x

Letnev

Mentak

Muaat

Naalu

N'orr

Saar

Sol

Winnu

Xxcha

Yin

Yssaril

 

Hacan

Merchant Marine

Tawnos76

Place a Control Marker on one of your active Trade Agreements.
Your trading partner does the same.
These agreements are now worth +1TG each.

3

Specialist Immigration

Shadow

During the activation of the Trade Strategy Card, you may elect to
receive 1 Action Card for each of your active Trade Agreements instead of TG.
(This does not affect TG received from your special ability or Micro Technology.)

3

Trade Surplus
(from First Galactic Financial Group's
Market Exchangers)

Umpapa2

During the Strategy Phase you may double your Trade Goods
and then split half the gain (round down) with your Trade Partners.
(The Trade Goods given out do not have to be divided evenly)

3

Strategic Exigency

PsiComa

Whenever you are required to spend 1CC (Strategy),
you may spend 2TG instead.

4

Production Centers**

--

Once per round as an action, spend 1CC (Strategy) to receive 6TG
(restrictions: must have less than 6TG when activating,
must give 2TG to another player)

4

Underwriters' Association

Psyco

Gain 1 Command Counter whenever any Trade Agreement is broken by war.

4

Hired Specialists

GMO

You may now trade Action Cards at any time.

5

Scientific Cooperation

GMO

Once per round as an action, acquire a technology from a player with whom you do not have a Trade Agreement and vice versa.  Both of you must have the necessary prerequisites.

7

Jol Nar

Hylar VI Assault Maser

GMO

Your Cruisers now receive +1 on all combat rolls.

3

Quantum Torpedoes

Shadow

Each round during a Space Battle,
your first 2 hits must be assigned to non-Fighter ships, if possible.

4

X-85 Bunker Busters

Psyco

When you are bombarding, each hit is now counted twice.

4

Repeating Cannon
(from Kzinti Empire's Pinpoint Accuracy)

(unknown)
/GMO

During the Strategy Phase, for each Action Card you discard, add 1 combat die
to one non-Fighter ship.  Place a Control Marker under each enhanced ship.

5

Augmented Fighting Suits

i6uuaq

Your Fighters and Ground Forces are considered interchangeable
for all intents and purposes.  The combat value is equivalent
to the role the unit is currently assuming.

6

Spatial Conduit Network*

--

Once per round, create a temporary, personal wormhole in two systems you control.  Movement must also end in a system you control.

6

L1z1x

Invasion Pod**

--

Your Dreadnoughts may now carry 2 Ground Forces.

2

Forge Ships

Shadow

Your Dreadnoughts now have a production capacity of 1.

4

Assimilation
(see also Winnu's Artifact City)

Jeddicus/
Psyco

After successfully taking from an opponent an Artifact or
a planet with a technology specialty, gain one Technology advance
belonging to your opponent for which you already have the prerequisites.

6

Dreaded Carrier

Shadow

Your Dreadnoughts no longer have +1 in Space Battles,
but have a general carrying capacity of 3.

6

Fighter Bay

Anilar

Your Dreadnoughts may now carry 2 Fighters.

6

Regenerating Hull

TerTer

Your Dreadnoughts may now sustain damage twice.

7

Letnev

Flagship Doctrine

Shadow

During Space Battles, you may choose one of your ships
with the best combat value in your fleet.  That ship receives
+1 to all combat rolls for the duration of the battle.

3

Labor Law Exemption

Magic
Octopus/
Tawnos76

You may spend resources to increase your production capacity.
When building at a Space Dock, you get +1 capacity for each extra resource
you spend. You may not use these resources for building.

3

Division of Labor

Anilar

When activating the secondary of Production, you may instead choose to build at one of your Space Docks at its normal production capacity.

4

Escort Ships

Shadow

Your Cruisers may now carry 1 Fighter.

4

Slave Trade

Psyco

At the end of an Invasion Combat you win,
roll a die for each of your opponent's Ground Forces that were not
destroyed by bombardment.  On a roll of 6+, gain 1TG.

4

L4 Disruptors*

--

You may now use your race's Invasion Combat
special ability without spending 2TG.

6

Mass Production

GMO

When activating the secondary of Production, you may instead
choose to activate the primary.  You do not receive
two additional resources with which to build.

7

Mentak

Pirate Reservists

Shadow/
Tawnos76

If you activate a system containing none of your opponents' units or Control Markers, you may spend 1TG to place 1 Destroyer in that system.

3

Black Market
(from Kornal Protectorate's
Cordolis Manufacturing)

Stalker0

Whenever you are producing units at a Space Dock, you may scuttle 1 ship and/or up to 4 Ground Forces. You receive a number of Trade Goods equal to the resource value of the units scuttled +1.

4

Flanking Maneuver

Psyco

When using your precombat special ability, you may choose any 2 ships.

4

Salvage Operations*

--

After finishing a Space Battle, collect 2TG.
If you won, you may build a ship of a type that was destroyed.

4

Letters of Marque

Tawnos76

Immediately following the activation of Trade,
choose an opponent with 4 or more Trade Goods.  Roll a die.

1: Opponent must return Trade Goods just gained.
2-6: No effect.
7-9: Take one Trade Good.
10: Take two Trade Goods.

5

Thieves

TerTer

At the start of the Status Phase, you may take 1 random Action Card from a player who drew Action Cards during the round.

6

Battle Cruisers

PsiComa

Your Cruisers may now sustain damage.

6

Piratical Blockade

GMO

Once per round in a system you are blockading that does not contain a Space Dock, you may force the planets in that system to be exhausted.  You then receive a number of Trade Goods equal to the resource value of those planets.

6

Adaptable Ordnance Rigs
(version 1)

PsiComa

Your Cruisers may carry 2 Ground Forces.
Before a Space Battle in which you are the attacker,
you may select one Cruiser not carrying 2GF to sustain damage.
Cruisers not sustaining damage or carrying 2GF may all fire one pre-combat shot.

7

Adaptable Ordnance Rigs
(version 2)

PsiComa

Your Cruisers may carry 2 Ground Forces.
Before a Space Battle in which you are the attacker,
Cruisers not carrying 2GF may either fire one pre-combat shot or gain limited sustain damage (if damaged during battle, remove at end of battle).

7

Proficient Prize Crew

GMO

When using Salvage Operations, you no longer have to pay the resources to build a ship of the same type that was destroyed.

7

Muaat

EM Field Deflectors
(see also Naalu's Sensor Ghosts)

Shadow

Opponents' Destroyers receive -1 on Anti-Fighter Barrage.

3

Enhanced (Fighter) Construction

TerTer

When activating the secondary of the Production Strategy Card,
you may additionally build 2 Fighters at no cost.

3

Tech Savvy
(Magmus Research)

Psyco

Your technology specialties are now available even when planets are exhausted.

3

Orbital Base

Shadow

Your War Suns do not count toward the Fleet Supply limit.

4

Magmus Reactor*

--

Your War Suns now cost 10 resources and have +1 movement.

5

Magmus Hyperspace Bubble

TerTer

Your Destroyers in a fleet with one of your War Suns receive +1 movement.

6

Tractor Beams
(Enhanced Retrieval)

Shadow

After winning a Space Battle in which one of your War Suns is present, roll a die for every Destroyer and Fighter destroyed.  For every roll of 6+, you may place one unit from your reinforcements.  You are limited to three total units.

6

War Supernova

i6uuaq

You may choose to activate this ability whenever one of your War Suns is destroyed.  Roll a die for each ship in the system. Ships take damage on natural rolls of 4+. These rolls may not be modified or re-rolled by any means.

7

Naalu

Psionic Probe

Psyco

Once per round as an action, you may spend 1CC (Strategy) to draw 1AC.

3

Mesmerizer

Shadow

If you have ships in a system, you no longer need Ground Forces
in order to claim a planet with no enemy Ground Forces.
You may capture and replace any PDS or Space Docks that are present.

3

Mental Block

TerTer

Once per Space Battle, you may choose one combat round in which your opponent may not play any Action Cards.

4

Sensor Ghosts
(see also Muaat's EM Field Deflectors)

GMO

Opponents' Destroyers receive -2 on Anti-Fighter Barrage.

4

Telepathic Mind Weapon*

--

When an opponent activates a system you control,
he must immediately remove 1CC (Fleet).

5

Power of the Mind
(from Govoji Authority's Assault Readiness)

(unknown)

Once per round as an action, you may spend 1CC (Strategy)
to remove 1CC from the board.

6

Psionic Transmitter

PsiComa

Prior to a Space Battle in which you are the defender, you may move in ships from adjacent systems (subject to Fleet Supply). If you have not already activated the current system, you must activate it using 1 CC (Strategy).

6

Telekinesis

Anilar

Once per round, you may discard any 2 Action Cards
and use them as a Sabotage.

7

N'orr

Rapid Breeding
(from Sikii Unity)

Rushmore

2 Ground Forces now count as 1 unit for production purposes.

1

Berserker Genome [1]**

--

After first round of combat, roll a die for each loss you have taken.
If at least one 10 is rolled, opponent must take 2 additional hits.

3

Hive Mind [1]/
Unity of Purpose

i6uuaq

Whenever 3 or more units of the same type are participating
in a Space Battle or an Invasion Combat, each receives
+1 to all combat rolls for as long as the situation continues.

3

Swarm

Shadow

When you claim a planet, you may immediately place units costing 1 resource.

3

Tunnel Warriors

Anilar

Your Shock Troops do not have to be taken as casualties first
and are immune to bombardment.

4

Berserker Genome [2]

PsiComa

You inflict one additional hit in any round of a Space Battle or Invasion Combat in which you sustain at least one casualty.

5

Berserker Genome [3]

PsiComa

You inflict one additional hit in any round of a Space Battle or Invasion Combat in which you inflict at least one hit.

5

Berserker Genome [4]

Eppic

For every unmodified 10 you roll in a Space Battle,
your opponent must take an additional casualty.

5

Hive Mind [2]/
Unity of Thought

Psyco

Action Cards played by you may not be Sabotaged.

6

Underground Bunkers
(Ameliorated Chitin)

Stalker0

Your Ground Forces receive an additional +1 to all combat rolls when defending.  Opponents receive -2 to all bombardment rolls when attacking you.

6

Saar

Floating Factories [1]*

--

Your Space Docks now have a production capacity of 5,
a Fighter capacity of 5, and a movement rate of 2.

3

Floating Factories [2]**

PsiComa

Your Space Docks may produce units in the same activation as movement and may retreat and withdraw from Space Battle.

3

Ragh's Call

PsiComa/
i6uuaq/
GMO

You may now build 3 Fighters for the cost of one resource.

2-3

Escape Pods

Shadow

During a Space Battle, whenever one of your non-Fighter ships is destroyed,
you may place 1 Ground Force on any planet you control.

5

Reparations

Shadow

Whenever an opponent assumes control of one of your planets, you gain 1TG. That opponent must lose 1TG.  If not possible, he must exhaust one planet.

4-5

Floating Fortresses [1]
(for use with Floating Factories [1])

Psyco

Your Space Docks may produce units in the same activation as movement and are considered to be ships for you.

6

Floating Fortresses [2]

Jeddicus

Your Space Docks may now perform as PDS, with all applicable technologies.

6

Floating Fortresses [3]
(from The Covenant's Armored Battle Station) 

Eppic

Your Space Docks may now participate in combat.
They may roll 2 dice per combat round with a combat value of 7,
may bombard during planetary invasion, and sustain damage.

6

Sol

Selective Service
(see also Yin's Cloning Facilities)

Anilar
/GMO

You may now build 3 Ground Forces for the cost of one resource.  When using your special ability, you may place 3 Ground Forces by spending 1CC (Strategy).

3

Mark II Advanced Carriers*

--

Your Carriers may now transport 8 units and may sustain damage.

4

Representative Voting

Psyco

You receive +1 vote per unexhausted planet you control outside of your HS.  This does not apply to Voice of the Council.

4

Blockade Runners

Shadow

You may land Ground Forces after the first round of a Space Battle.
Ships that did not fight in the first round of that Space Battle may bombard.

6

Mark III Advanced Carriers
(from Earth Alliance's Crusade Ships)

Nehkrimah
/GMO

Your Carriers receive +2 to all combat rolls, and receive 1 pre-combat shot.

6

Versatile Combat Tactics

PsiComa

Your Carriers receive +2 to all combat rolls.
No more than half of your Fighters may be destroyed by Anti-Fighter Barrage. Ground Forces fighting against a greater number of opponents receive +1.

6

Propaganda Campaigns

i6uuaq

During the Strategy Phase, you may annex one planet with no enemy units adjacent to a system you control.  Place 1 Ground Force on the planet.
You receive the planet refreshed.

7

Winnu

Bioptic Recyclers [1]*

--

Once per round as an action, you may discard 1AC to receive 1CC or 2TG.

3

Bioptic Recyclers [2]**

PsiComa

At any time, you may discard 1AC to receive 1CC or 2TG.

3

Command Change
(from Rayvolyte Republic)

(unknown)

As an action, you may discard an Action Card to shift one Command Counter from one area (SA/FS/CP) to another.

3

Political Contacts

Rushmore

Draw one Political Card each Status Phase. You may spend a Political Card instead of a Command Counter to activate a secondary of a Strategy Card.  When you vote, for every Political Card you discard, receive 3 additional votes.

4

Nationalization of Research

Shadow

When acquiring technology, you may use influence instead of resources.

4

Mobile Production Centers

Psyco

During the Strategy Phase, you may place 1 Cruiser or 2 Destroyers
in a system containing one of your fleets.

5

Artifact City
(see also L1z1x' Assimilation)

Shadow

When assuming control of a planet with a technology specialty, you gain one Technology advance for which you have the necessary prerequisites.  This technology is chosen by the player to your left.

6

Seticom Reactor

TerTer

When activating the secondary of the Assembly Strategy Card, you may refresh planets with total combined resources and influence of 9.

6

Presumptive Ascendancy

Anilar

If you control Mecatol Rex, you may consider it
your Home System for all intents and purposes.

7

Xxcha

Political Machinations

Stalker0

Once per game, when a Political Card is about to be played,
you may choose any Political Card from the deck, discard pile, or current laws, and force that agenda to be voted on instead.

2

Defensive Shell

Anilar

Opponents now receive -1 to all combat rolls
for the first two rounds of Invasion Combat.

3

Diplomats [1]**

Dead
Horse

Once per round, when an opponent activates a system you control,
you may force him to place his Command Counter
into his reinforcements instead and end his turn. 

3

Archon Energy Shell

PsiComa

Once per round, during a Space Battle or Invasion Combat
in which you are the defender, you may cancel up to two hits.
You may cancel an opponent's bombardment by spending 1CC (Strategy).

4

Ambassadors

Tawnos76

During the Strategy Phase, choose one opponent and one planet you control other than your Home System or Mecatol Rex.  That opponent may not invade that planet this round (as long as you control it).

5

Diplomats [2]**

PsiComa

Once per round, when an opponent activates a system containing
a planet you control, you may force him to place his Command Counter
into his reinforcements instead and end his turn.

5

Peacekeepers

Psyco

When activating the secondary of the Warfare Strategy Card, you may additionally remove 1CC from the board and place it in your reinforcements.

5

Corporate Support

TerTer

When voting, you may exhaust a planet to add its resources to your total votes.

6

Reinforced Exoskeleton

Umpapa2

Opponents receive -2 to all PDS and bombardment rolls
and -1 to Destroyer Anti-Fighter Barrage.

6

Yin

Cloning Vats

i6uuaq

During the Strategy Phase, you may place 1 Ground Force
directly onto a War Sun or Carrier that already contains
at least 1 Ground Force (subject to carrying capacity).

2

Cloning Facilities
(see also Sol's Selective Service)

TerTer

You may build 3 Ground Forces for 1 resource.

3

Fanaticism*

--

You may use your special ability (conversion)
twice before any Invasion Combat.

4

Holy Warriors

Anilar

Once per activation, you may build 1 Shock Troop at a cost of 1 resource.

4

Moyin's Elite
(from Sturmgard Legion's Elite Troop Academies)

Sartavos

Your Shock Troops no longer require the support of Ground Force units.

6

Archangel-class Destroyers

Shadow

Your Destroyers may now participate in Invasion Combat,
with a combat value of 5.

7

Yssaril

Shuttle Logistics [1]*

--

During Status Phase, up to 4 Ground Forces may be moved
from one planet to another in the same or an adjacent system.
This movement must be done with no enemy ships present.

3

Shuttle Logistics [2]*

PsiComa

During the movement step of a Tactical Action, you may additionally move into the activated system up to 2 Ground Forces from adjacent unactivated system(s).  This limit is increased by 2 for each 1CC (Strategy) spent.

3

Spy School

Tawnos76

Receive 1 additional Action Card
when activating the secondary of Bureaucracy.

3

Cloaking Device

PsiComa

Prior to a Space Battle in which you are participating, you may remove any number of units participating in the combat and place them on your race sheet. Additionally, you may add one unit previously removed to the current fleet.

4

Guerilla Warfare

Psyco

Your Ground Forces now receive +1 to all combat rolls.

4

Stealth Ships

Shadow

Once per round after an opponent has activated a system you control, you may immediately build ships costing up to 2 resources in the system.

4

Multicultural Knowledge

Shadow

In the Strategy Phase, you may give 4 random Action Cards to an opponent.  If you do so, copy that opponent's special abilities for one round.

5

Intelligence Network

TerTer

You may now look at up to three players' Action Cards
during the Strategy Phase (two players, in a 3- or 4-player game).

6

Saboteurs

GMO

Once per round instead of skipping your turn,
you may spend 1CC (Strategy) to destroy units costing up to
2 resources belonging to an opponent adjacent to a system you control.

6