
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 |
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|
Hacan |
|||
|
Merchant Marine |
Tawnos76 |
Place a Control Marker on one of your active
Trade Agreements. |
3 |
|
Specialist Immigration |
Shadow |
During the activation of the Trade Strategy Card,
you may elect to |
3 |
|
Trade Surplus |
Umpapa2 |
During the Strategy Phase you may double your
Trade Goods |
3 |
|
Strategic Exigency |
PsiComa |
Whenever you are required to spend 1CC (Strategy), |
4 |
|
Production Centers** |
-- |
Once per round as an action, spend 1CC (Strategy)
to receive 6TG |
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, |
4 |
|
X-85 Bunker Busters |
Psyco |
When you are bombarding, each hit is now counted twice. |
4 |
|
Repeating Cannon |
(unknown) |
During the Strategy Phase, for each Action Card
you discard, add 1 combat die |
5 |
|
Augmented Fighting Suits |
i6uuaq |
Your Fighters and Ground Forces are considered interchangeable |
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 |
Jeddicus/ |
After successfully taking from an opponent an
Artifact or |
6 |
|
Dreaded Carrier |
Shadow |
Your Dreadnoughts no longer have +1 in Space Battles, |
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 |
3 |
|
Labor Law Exemption |
Magic |
You may spend resources to increase your
production capacity. |
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, |
4 |
|
L4 Disruptors* |
-- |
You may now use your race's Invasion Combat |
6 |
|
Mass Production |
GMO |
When activating the secondary of Production, you may instead |
7 |
|
Mentak |
|||
|
Pirate Reservists |
Shadow/ |
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 |
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. |
4 |
|
Letters of Marque |
Tawnos76 |
Immediately following the activation of Trade,
|
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 |
PsiComa |
Your Cruisers may carry 2 Ground Forces. |
7 |
|
Adaptable Ordnance Rigs |
PsiComa |
Your Cruisers may carry 2 Ground Forces. |
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 |
Shadow |
Opponents' Destroyers receive -1 on Anti-Fighter Barrage. |
3 |
|
Enhanced (Fighter) Construction |
TerTer |
When activating the secondary of the Production
Strategy Card, |
3 |
|
Tech Savvy |
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 |
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 |
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 |
GMO |
Opponents' Destroyers receive -2 on Anti-Fighter Barrage. |
4 |
|
Telepathic Mind Weapon* |
-- |
When an opponent activates a system you control, |
5 |
|
Power of the Mind |
(unknown) |
Once per round as an action, you may spend 1CC (Strategy) |
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 |
7 |
|
N'orr |
|||
|
Rapid Breeding |
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. |
3 |
|
Hive Mind [1]/ |
i6uuaq |
Whenever 3 or more units of the same type are participating |
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 |
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, |
5 |
|
Hive Mind [2]/ |
Psyco |
Action Cards played by you may not be Sabotaged. |
6 |
|
Underground Bunkers |
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, |
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/ |
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, |
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] |
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] |
Eppic |
Your Space Docks may now participate in combat. |
6 |
|
Sol |
|||
|
Selective Service |
Anilar |
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. |
6 |
|
Mark III Advanced Carriers |
Nehkrimah |
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. |
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. |
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 |
(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 |
5 |
|
Artifact City |
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 |
7 |
|
Xxcha |
|||
|
Political Machinations |
Stalker0 |
Once per game, when a Political Card is about to be played, |
2 |
|
Defensive Shell |
Anilar |
Opponents now receive -1 to all combat rolls |
3 |
|
Diplomats [1]** |
Dead |
Once per round, when an opponent activates a
system you control, |
3 |
|
Archon Energy Shell |
PsiComa |
Once per round, during a Space Battle or Invasion Combat |
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 |
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 |
6 |
|
Yin |
|||
|
Cloning Vats |
i6uuaq |
During the Strategy Phase, you may place 1 Ground Force |
2 |
|
Cloning Facilities |
TerTer |
You may build 3 Ground Forces for 1 resource. |
3 |
|
Fanaticism* |
-- |
You may use your special ability (conversion) |
4 |
|
Holy Warriors |
Anilar |
Once per activation, you may build 1 Shock Troop at a cost of 1 resource. |
4 |
|
Moyin's Elite |
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, |
7 |
|
Yssaril |
|||
|
Shuttle Logistics [1]* |
-- |
During Status Phase, up to 4 Ground Forces may be moved |
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 |
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 |
6 |
|
Saboteurs |
GMO |
Once per round instead of skipping your turn, |
6 |