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Technology a player has not researched yet is referred to by cards and abilities as a "Technology advance"

Generic Technology[]

Generic Technology is available for all players to research, so long as they have the necessary prerequisites. There are four types: General Technology, Biotechnology, Warfare Technology and Propulsion Technology

General Technology[]

General Technology is marked by the following symbol: Ti icons cybernetic

Name Effect Prerequisites Special
Enviro Compensator Your Space Docks gain +1 Production Capacity None Starting Tech: The Emirates of Hacan, The L1Z1X Mindnet, The Mentak Coalition, The Naalu Collective, The Universities of Jol-Nar, The Xxcha Kingdom, The Embers of Muaat, The Winnu, The Lazax
Trans-Fabrication - You may scuttle units at the start of the 'Produce Units' step

- For each non-fighter or non-ground force unit you scuttle, gain 1 Trade Good

- Units Scuttled cannot be reproduced on the same turn

None Shards of the Throne Expansion
Sarween Tools When you produce units at a Space Dock, you receive +1 resources to build units Enviro Compensator Starting Tech: The Emirates of Hacan, The Universities of Jol-Nar, The Embers of Muaat, The Lazax
Micro Technology When you receive Trade Goods from your Trade Agreements, you now receive 1 additional Trade Good for each of your active trade agreements Sarween Tools Starting Tech: The Lazax
Graviton Laser System PDS units get one single re-roll for each missed combat roll Deep Space Cannon
Nanotechnology - Your Dreadnoughts and War suns can't be targeted by your opponent's Action Cards

- When you claim a planet, you gain its planet card refreshed

Micro Technology Shattered Empire Expansion
Integrated Economy - When producing units, place them in any activated adjacent system that is empty or friendly

- You may place PDS and Ground Forces on any friendly planet within this range

Micro Technology AND Cybernetics Starting Tech: The Lazax
Transit Diodes As an action, you may spend 1 Command Counter from your Strategic Allocation area to immediately move up to 4 Ground Forces from any one to any other planet you control Light/Wave Deflector OR Dacxive Animators


Biotechnology[]

Biotechnology is marked by the following symbol: Ti icons biotic

Name Effect Prerequisites Special
Stasis Capsules Your Cruisers and Dreadnoughts may now carry one Ground Force Enviro Compensator Starting Tech: The L1Z1X Mindnet, The Winnu, The Arborec, The Lazax
Cybernetics Your Fighters receive +1 to all combat rolls Stasis Capsules OR Antimass Deflectors Starting Tech:

- The Federation of Sol

- The L1Z1X Mindnet

Neural Motivator You draw 1 additional Action Card during each Status Phase Micro Technology OR Stasis Capsules
Gen Synthesis - Your Ground Forces receive +1 on all combat rolls during Invasion Combat

- When one of your Ground Forces is destroyed roll a dice. On a 5 or greater, return to home system instead

Cybernetics Starting Tech: The Nekro Virus
Hyper Metabolism - During each Status Phase, you gain 1 additional Command Counter

- Before drawing any Action cards, you may discard 1 card to draw 1 additional card

Gen Synthesis Shattered Empire Expansion
Dacxive Animators If you win an Invasion Combat, roll one die for every Ground Force destroyed (yours or your opponents). For every roll of 6 or more, place 1 Ground Force on the planet from your reinforcements Neural Motivator Starting Tech: The Nekro Virus
Neural Computing Your cost to purchase technology is reduced by 2 Neural Motivator Shards of the Throne Expansion
X-89 Bacterial Weapon Your Dreadnoughts or War Suns may now immediately destroy all enemy Ground Forces on the Planet. If this occurs, discard all your Action Cards Transit Diodes OR Assault Cannon


Warfare Technology[]

Warfare Technology is marked by the following symbol: Ti icons warfare

Name Effect Prerequisites Special
Hylar V Assault Laser Cruisers and Destroyers receive +1 on all combat rolls None Starting Tech: The Barony of Letnev, The Federation of Sol, The L1Z1X Mindnet, The Mentak Coalition, Sardakk N'orr, The Universities of Jol-Nar, The Yin Brotherhood, The Nekro Virus
Deep Space Cannon Enemy fleets in adjacent systems are now in range of your PDS units Hylar V Assault Laser Starting Tech: Sardakk N'orr
Automated Defense Turrets Destroyers receive +2 and roll one additional die on all Anti-Fighter Barrage rolls Hylar V Assault Laser Shattered Empire Expansion

Starting Tech: The Yin Brotherhood

War Sun You may now produce War Suns Sarween Tools AND Deep Space Cannon Starting Tech: The Embers of Muaat
Duranium Armor At the end of each round of combat, you may repair 1 of your damaged units participating in the battle Deep Space Cannon Shards of the Throne Expansion
Magen Defense Grid - PDS receive +1 on all combat rolls

- Defending Ground Forces on a planet with a PDS receive +1 on all combat rolls during Invasion Combat

Deep Space Cannon
Assault Cannon Dreadnoughts get one free shot before any Space Combat Cybernetics AND Automated Defense Turrets
Graviton Negator - Dreadnoughts may bombard planets that contain PDS
- Fighters may participate in Invasion Combat (return to space after combat)
Dacxive Animators OR Assault Cannon


Propulsion Technology[]

Propulsion Technology is marked by the following symbol: Ti icons propulsion

Name Effect Prerequisites Special
Antimass Deflectors All of your ships may now move through Asteroid Fields but not stop in one None Starting Tech: The Barony of Letnev, The Naalu Collective, The Universities of Jol-Nar, The Xxcha Kingdom, The Yssaril Tribes, The Clan of Saar, The Winnu, The Arborec, The Ghosts of Creuss
Gravity Drive - You do not roll for your ships when moving out of a Gravity Rift

- If ships begin their activation adjacent to a Gravity Rift or Wormhole, apply +1 movement

Antimass Deflectors Shards of the Throne Expansion
XRD Transporters Carriers receive +1 movement Antimass Deflectors Starting Tech:

- The Yssaril Tribes

- The Clan of Saar

- The Ghosts of Creuss

Maneuvering Jets - Opponents receive -1 on all PDS rolls (from adjacent systems -2)

- You receive -1 to all your Space Mine rolls

- Your ships do not have to stop when encountering Ion Storms

XRD Transporters Shattered Empire Expansion
Light/Wave Deflector Your ships may move through systems containing enemy ships and continue their movement to the activated system XRD Transporters AND Magen Defense Grid
Type IV Drive Cruisers and Dreadnoughts receive +1 movement XRD Transporters AND Neural Motivator
Advanced Fighters - Your Fighters may move independently with movement of 2 and receive +1 on all combat rolls

- Excess Fighters will count toward your fleet supply

Type IV Drive
Fleet Logistics When taking a Tactical Action, you may now take two tactical actions before your turn ends Graviton Negator



Faction Technology[]

Faction-Specific Technologies were introduced in the Shattered Empire expansion for Twilight Imperium Third Edition. Each faction has access to two unique technologies.

Whenever a player is able to purchase a technology (such as with the use of the Technology Strategy card), they may purchase a faction technology instead for an additional cost (varies depending on the technology). When using the Primary ability of the Technology Strategy Card the player only needs to pay the cost of the faction technology.

The Arborec[]

  • Bioplasmosis (Cost: 3): At the beginning of the Strategy Phase, you may move 1 Ground Force unit from 1 planet you control to to a friendly or uncontrolled planet in an adjacent system (Discard any Domain Counters on the planet)
  • Spore Acceleration (Cost: 5): Arborec Ground Forces now have a production capacity of 2 (instead of 1)

The Barony of Letnev[]

  • L4 Disruptors (Cost: 6): You do not need to spend any Trade Goods to use your Special Ability.
  • Non-Euclidean Shielding (Cost: 4): Your units with the sustain damage ability may now prevent 2 hits instead of 1

The Clan of Saar[]

  • Floating Factory (Cost: 3): Your Space Docks have a Production value of 5, a Capacity of 5 (Fighters only), and move 2 (instead of 1)
  • Chaos Mapping (Cost: 2): You may activate Asteroid Field systems. Therefore, your ships may end their movement in an Asteroid Field. Your Fleet Supply limit in Asteroid Field systems is 3

The Embers of Muaat[]

  • Magmus Reactor (Cost: 5): Your War Suns now have +1 movement and a Base cost of 10 resources.
  • Nova Seed (Cost: 3): As an action, you may remove this technology card from the game to replace a system you control with a Supernova system tile. This may not be used on Mecatol Rex, a Home system, or a system adjacent to a red-bordered system.

The Emirates of Hacan[]

  • Production Centers (Cost: 3): As an action, you may spend 1 Command Counter from your Strategic Allocation area to gain 6 Trade Goods. You must then give 2 of your Trade Goods to one other player. You may only do this once per Game Round and only if you have fewer than 6 Trade Goods.
  • Quantum Datahub Node (Cost: 5): At the end of the Strategy Phase, you may trade 1 of your Strategy Cards with another belonging to 1 of your trade partners. This trade partner may refuse.

The Federation of Sol[]

  • Mark II Advanced Carriers (Cost: 4): Your Carriers now have a capacity of 8 and gain the Sustain Damage ability
  • Special Ops Training (Cost: 5): Each time you roll a 1 during Invasion Combat, you may re-roll that die. You must use the second result (even if it is a 1)

The Ghosts of Creuss[]

  • Dimensional Splicer (Cost: 3): At the start of a battle in a system containing a wormhole and at least 1 of your ships, you may assign 1 hit to 1 enemy ship of your choice.
  • Slave Wormhole Generator (Cost: 5): At the start of the Status Phase, you may place (or move) your extra “A” or “B” wormhole token into any empty or friendly non-Home System.

The L1Z1X Mindnet[]

  • Dreadnought Invasion Combat Pod (Cost: 2): Your Dreadnoughts may now carry 1 additional Ground Force
  • Inheritance Systems (Cost: 5): When researching technology using the Technology Strategy Card, you may spend 2 additional resources to ignore the technology's prerequisites.

The Mentak Coalition[]

  • Salvage Operation (Cost: 4): Gain 2 Trade Goods at the end of each Space Battle in which you participate. If you won the battle, you may immediately build one ship in the system of a unit type that you destroyed during combat. (You must pay the ship’s resource cost, and you may only build a War Sun if you have the War Sun technology)
  • Mirror Computing (Cost: 4): When you spend Trade Goods, each counts as 2 resources or 2 influences (instead of 1)

The Naalu Collective[]

  • Telepathic Mind Weapon (Cost: 5): When your opponent activates a system you control, they immediately lose 1 Command Counter from the Fleet Supply area of their faction sheet (this command counter is placed in the reinforcements). This does NOT apply when a player is forced to place a Command Counter in that system (via an ability or a card)
  • Hybrid Crystal Drives (Cost: 3): Your carriers and unsupported Advanced Fighters each only count as ½ a ship (total rounded up) toward the Fleet Supply

The Nekro Virus[]

  • Valefar Assimilator (x2): Gain this technology by using your racial ability to copy a racial technology an opponent has researched (i.e. up to twice per game). You cannot copy a technology that modifies that player’s racial ability. Place the race’s control marker on this card to remember which racial technology you have copied

Sardakk N'orr[]

  • Exotrireme (Cost: 4): At the end of a Space Battle round, you may destroy 1 of your Dreadnoughts participating in the combat to destroy 2 enemy ships participating in the combat (of your choice).
  • Valkyrie Armor (Cost: 3): At the end of a round of Invasion Combat, roll one die for each casualty you take. For Each 10 you roll, your opponent must immediately take 1 additional casualty.

The Universities of Jol-Nar[]

  • Spatial Conduit Network (Cost: 6): Once per Game Round when moving, you may move ships from one system you control to any other system you control as if the systems were adjacent
  • Electro-resonance Turbine (Cost: 2): When an opponent activates a system you control, gain 3 Trade Goods from the Trade Supply.

The Winnu[]

  • Bioptic Recyclers (Cost: 3): As an action, once per Game Round, you may discard an Action Card from your hand to gain either 2 Trade Goods or 1 Command Counter
  • Lazax Gate Folding (Cost: 4): At the start of each Status Phase, you may place 1 Ground Force Unit on Mecatol Rex if it is uncontrolled or under your control. If you do, discard all domain counters on Mecatol Rex

The Xxcha Kingdom[]

  • Diplomats (Cost: 5): Once per Game Round, when an opponent activates a system you control, you may spend a Command Counter from your Strategic Allocation Area to force them to instead place the Command Counter into their reinforcements and immediately end their action
  • Instinct Training (Cost: 4): Once per Game Round, you may spend 1 Command Counter from your Strategic Allocation Area to cancel an Action Card just played by an opponent (including "Sabotage")

The Yin Brotherhood[]

  • Fanaticism (Cost: 4): You may use your special ability (to convert enemy Ground Forces) twice at the beginning of each Invasion Combat.
  • Yin Spinner (Cost: 2): Build 1 Free Ground Force each time you build units at a Space Dock. This Ground Force does not count toward the Production limit

The Yssaril Tribes[]

  • Shuttle Logistics (Cost: 3): At the start of the Status Phase, you may move your Ground Forces from 1 planet you control to another planet you control in the same or adjacent systems
  • Mageon Implants (Cost: 4): When looking at your Opponent’s hand of Action Cards using your racial ability, you may steal 1 card of your choice and add it to your hand


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