Units (Second Edition)

==Spaceships==
===Carrier===
* Carries up to 5 units (any combination of ground forces, fighters or PDS) 
* PDS do not work when being transported by a Carrier 
* If a carrier is destoyed, all ground forces and PDS being carried are immediately destroyed. Fighters survive until the end of the Space Combat
Cost	Combat	Move	Relevant Technology 	Image
10 	9 	1 	XRD Transporters: +1 Movement	
===Cruiser===
Cost	Combat	Move	Relevant Technology	Image
6 	8 	2 	Hylar V Assault Laser: +1 Combat
Stasis Capsules: Can carry 1 Ground Force
Type IV Drive: +1 Movement 
Strategic Mathematics: After winning a Space Combat, may move half your Cruisers into an adjacent system tile	
===Dreadnought===
* Each dreadnought has the Bombardment ability 
** Immediately before Invasion Combat, your dreadnoughts in the same system may bombard enemy planets
** Each Dreadnought may only bombard once during each Invasion Combat 
** For every hit, the enemy must immediately remove 1 Ground Force unit from the planet 
* If a planet contains 1 or more PDS, it cannot be bombarded
* Dreadnoughts can bombard even if there is no subsequent invasion
* If an enemy planet only contains an enemy Control marker, any Hit will remove the control marker and make the planet neutral (Thus a planet with 1 Ground Force will take 2 bombardment hits to turn the planet neutral) 
Cost	Combat	Move	Relevant Technology	Image
10 	4 	1 	Stasis Capsules: Can carry 1 Ground Force
Assault Cannon: Dreadnoughts get one free shot before combat 
X-89 Bacterial Weapon: Can destroy all Ground Forces before bombarding. Must discard all action cards 
Type IV Drive: +1 Movement 
Graviton Negator: May bombard planets with PDS	
===Fighter===
* Must be carried by Spacedock or Carrier units and move along with that unit 
* If a system has more Fighters than there is capacity of Spacedocks/Carriers, the excess fighters are immediately destroyed (Note: During combat, they stay until the end of the combat)
Cost	Combat	Relevant Technology	Image
4 	9 	Cybernetics: +1 Combat
Graviton Negator: May invade planets like a ground force but return to space after invasion and cannot control planet	
==Other Units==
=== PDS ===
*Planetary Shield: No Dreadnought may bombard a planet with a PDS unit
*Out of Turn Defense: If an enemy finishes their movement segment in a system containing your PDS, you may fire once per friendly PDS in that system onto their ships
*Offensive Fire: During your space combat segment, you may fire at enemy ships once per PDS unit in that system 
**If the Deep Space Cannon technology is researched, a PDS may fire at an adjacent system or its own system, but not both
*Invasion Defense: During your enemy's Invasion combat segment, each defending PDS unit may fire once at enemy Ground Forces invading the planet containing PDS
Cost	Combat	Relevant Technology	Image
10 	7 	Deep Space Cannon: May fire at fleets in adjacent systems during Space Combat 
Magen Defense Grid: +1 to Combat 
Graviton Laser System: PDS Cost 5 each	
=== Spacedock ===
* During each turn, a spacedock can produce a number of units equal to the Resource value of its planet. This is the number of units that can be placed with that spacedock during the Place New Units Phase
* Each planet can only hold 1 Spacedock
* Each spacedock can carry 2 fighters
* Each player can control a maximum of 6 Spacedocks in the galaxy at a given time
* Ground forces and PDS units are always built directly on the planet of the spacedock whilst ships are always placed in the space area above the planet
Cost	Relevant Technology	Image
15 	Enviro Compensator: +1 Influence per Spacedock
Sarween Tools: Each planet receives +1 Resources	
=== Ground Forces ===
* To control a planet, a player must have had at least 1 Ground force unit on that planet 
* When produced, they are placed on the planet the Spacedock is on
* During the movement step, a carrier may pick up ground forces from any planets it starts in or passes through 
* During the Invasion step, any ground force on a carrier may move onto a friendly, hostile or neutral planet in the same system 
* If the last ground force is moved off a planet you control, a control marker is placed on that planet. It is still under your control until an opponent invades or bombards 
Cost	Combat	Relevant Technology	Image
4 	8 	Magen Defense Grid: Ground forces on planets with PDS receive +1 to Combat rolls when defending 
Gen Synthesis: May purchase and place one Ground Force on each planet without a spacedock 
Dacxive Animators: Roll for each ground force lost in invasion. On a 9-10, replace 
Shuttle Logistics: Ground Forces may move to an adjacent, friendly planet 
Transit Diodes: Move 3 Ground Forces before your movement phase	
=== Shock Troops ===
* Shock Troops are a special type of Ground force unit introduced in the Hope's End expansion for TI2
* When a player rolls an unmodified '10' with a normal Ground force unit during invasion combat, the die is rolled again. If the new roll results in a '9' or '10', that ground force is now a Shock Troop (the Shock Force counter is placed under the ground force flag) 
*All terms that refer to ground forces also apply to shock troops 
* After a successful invasion, if any of the invading player's Shock Troops have survived, they may capture enemy Spacedock and PDS units 
** These units are immediately replaced with the invading player's matching units
* During combat, Shock Troops must be taken as the first casualties (does not include defensive PDS fire before invasion)
* There can never be more than 8 shock troops total on the board at a given time
** If a shock troop is to be created when all 8 are in use, there is no effect 
Combat	Relevant Technology	Image
5 	Magen Defense Grid: +1 to Combat rolls when defending if on a planet with a PDS 
Dacxive Animators: Roll for each shock troop defeated in invasion. On a 9-10, replaced. 
Shuttle Logistics: Shock troops may move to an adjacent, friendly planet 
Transit Diodes: May move up to 3 before your movement phase