Propulsion Technologies

Type: Technology
See Also: Biotic Technologies | Cybernetic Technologies | Warfare Technologies
== Basic Technology ==
=== Antimass Deflectors ===
Starting Tech: Barony of Letnev, Clan of Saar, Emirates of Hacan, Federation of Sol, Universities of Jol-Nar, The Titans of Ul
Antimass Deflectors	Antimass Deflectors	Antimass Deflectors
Req. 	
* Your ships can move into and through asteroid fields
* When other players’ units use SPACE CANNON against your units, apply -1 to the result of each die roll	
* Your ships can move into and through asteroid fields
* When other players’ units use SPACE CANNON against your units, apply -1 to the result of each die roll
 	
* Your ships can move into and through asteroid fields
* When other players’ units use SPACE CANNON against your units, apply -1 to the result of each die roll	
* Your ships can move into and through asteroid fields
* When other players’ units use SPACE CANNON against your units, apply -1 to the result of each die roll
 	
* Your ships can move into and through asteroid fields
* When other players’ units use SPACE CANNON against your units, apply -1 to the result of each die roll	
* Your ships can move into and through asteroid fields
* When other players’ units use SPACE CANNON against your units, apply -1 to the result of each die roll
 	 	
=== Gravity Drive ===
Starting Tech: Ghosts of Creuss
 Gravity Drive	
 Gravity Drive	
 Gravity Drive
Req.	
* After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action	
* After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action
 	
* After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action	
* After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action
 	
* After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action	
* After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action
 		
=== Fleet Logistics ===
 Fleet Logistics	
 Fleet Logistics	
 Fleet Logistics
Req.	
* During each of your turns of the action phase, you may perform 2 actions instead of 1	
* During each of your turns of the action phase, you may perform 2 actions instead of 1
 	
* During each of your turns of the action phase, you may perform 2 actions instead of 1	
* During each of your turns of the action phase, you may perform 2 actions instead of 1
 	
* During each of your turns of the action phase, you may perform 2 actions instead of 1	
* During each of your turns of the action phase, you may perform 2 actions instead of 1
 		
=== Light/Wave Deflector ===
 Light/Wave Deflector	
 Light/Wave Deflector	
 Light/Wave Deflector
Req.	
* Your ships can move through systems that contain other players' ships	
* Your ships can move through systems that contain other players' ships
 	
* Your ships can move through systems that contain other players' ships	
* Your ships can move through systems that contain other players' ships
 	
* Your ships can move through systems that contain other players' ships	
* Your ships can move through systems that contain other players' ships
 		
==Faction Technology==
=== The Clan of Saar ===
==== Chaos Mapping ====
Chaos Mapping	
Chaos Mapping	
Chaos Mapping
Req.	
* Other players cannot activate asteroid fields that contain 1 or more of your ships.
* At the start of your turn during the action phase, you may produce 1 unit in a system that contains at least 1 of your units that has Production.	
* Other players cannot activate asteroid fields that contain 1 or more of your ships.
* At the start of your turn during the action phase, you may produce 1 unit in a system that contains at least 1 of your units that has Production.
 	
* Other players cannot activate asteroid fields that contain 1 or more of your ships.
* At the start of your turn during the action phase, you may produce 1 unit in a system that contains at least 1 of your units that has Production.	
* Other players cannot activate asteroid fields that contain 1 or more of your ships.
* At the start of your turn during the action phase, you may produce 1 unit in a system that contains at least 1 of your units that has Production.
 	
* Other players cannot activate asteroid fields that contain 1 or more of your ships.
* At the start of your turn during the action phase, you may produce 1 unit in a system that contains at least 1 of your units that has Production.	
* Other players cannot activate asteroid fields that contain 1 or more of your ships.
* At the start of your turn during the action phase, you may produce 1 unit in a system that contains at least 1 of your units that has Production.
 		
=== The Ghosts of Creuss ===
==== Wormhole Generator ====
Wormhole Generator	
Wormhole Generator	
Wormhole Generator
Req.	
* At the start of the status phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.	
* At the start of the status phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.
 	
* At the start of the status phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.	
* At the start of the status phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.
 	
* At the start of the status phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.	
* At the start of the status phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.
 		
Wormhole Generator Ω	
Wormhole Generator Ω	
Wormhole Generator Ω
Req.	
* ACTION: Exhaust this card to place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships	
* ACTION: Exhaust this card to place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships
 	
* ACTION: Exhaust this card to place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships	
* ACTION: Exhaust this card to place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships
 	
* ACTION: Exhaust this card to place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships	
* ACTION: Exhaust this card to place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships
 		
(Ω) indicates omega tech released in the Twilight Imperium Codex found here
=== The Universities of Jol-Nar ===
==== Spacial Conduit Cylinder ====
Spacial Conduit Cylinder	
Spacial Conduit Cylinder	
Spacial Conduit Cylinder
Req.	
* You may exhaust this card after you activate a system that contains 1 or more of your units; that system is adjacent to all other systems that contain 1 or more of your units during this activation.	
* You may exhaust this card after you activate a system that contains 1 or more of your units; that system is adjacent to all other systems that contain 1 or more of your units during this activation.
 	
* You may exhaust this card after you activate a system that contains 1 or more of your units; that system is adjacent to all other systems that contain 1 or more of your units during this activation.	
* You may exhaust this card after you activate a system that contains 1 or more of your units; that system is adjacent to all other systems that contain 1 or more of your units during this activation.
 	
* You may exhaust this card after you activate a system that contains 1 or more of your units; that system is adjacent to all other systems that contain 1 or more of your units during this activation.	
* You may exhaust this card after you activate a system that contains 1 or more of your units; that system is adjacent to all other systems that contain 1 or more of your units during this activation.
 		
=== The Winnu ===
==== Lazax Gate Folding ====
Lazax Gate Folding	
Lazax Gate Folding	
Lazax Gate Folding
Req.	
* During your tactical actions, if you do not control Mecatol Rex, treat its system as if it has both an α and β wormhole. ACTION: If you control Mecatol Rex, exhaust this card to place 1 infantry from your reinforcements on Mecatol Rex	
* During your tactical actions, if you do not control Mecatol Rex, treat its system as if it has both an α and β wormhole. ACTION: If you control Mecatol Rex, exhaust this card to place 1 infantry from your reinforcements on Mecatol Rex
 	
* During your tactical actions, if you do not control Mecatol Rex, treat its system as if it has both an α and β wormhole. ACTION: If you control Mecatol Rex, exhaust this card to place 1 infantry from your reinforcements on Mecatol Rex	
* During your tactical actions, if you do not control Mecatol Rex, treat its system as if it has both an α and β wormhole. ACTION: If you control Mecatol Rex, exhaust this card to place 1 infantry from your reinforcements on Mecatol Rex
 	
* During your tactical actions, if you do not control Mecatol Rex, treat its system as if it has both an α and β wormhole. ACTION: If you control Mecatol Rex, exhaust this card to place 1 infantry from your reinforcements on Mecatol Rex	
* During your tactical actions, if you do not control Mecatol Rex, treat its system as if it has both an α and β wormhole. ACTION: If you control Mecatol Rex, exhaust this card to place 1 infantry from your reinforcements on Mecatol Rex
 		
== Technology introduced in Prophecy of Kings ==
=== Dark Energy Tap ===
Starting Tech: The Empyrean 
Dark Energy Tap	Dark Energy Tap	Dark Energy Tap
Req. 	
* After you perform a tactical action in a system that contains a frontier token, if you have 1 or more ships in that system, explore that token
* Your ships can retreat into adjacent systems that do not contain other players' units, even if you do not have units or control planets in that system.	
* After you perform a tactical action in a system that contains a frontier token, if you have 1 or more ships in that system, explore that token
* Your ships can retreat into adjacent systems that do not contain other players' units, even if you do not have units or control planets in that system.
 	
* After you perform a tactical action in a system that contains a frontier token, if you have 1 or more ships in that system, explore that token
* Your ships can retreat into adjacent systems that do not contain other players' units, even if you do not have units or control planets in that system.	
* After you perform a tactical action in a system that contains a frontier token, if you have 1 or more ships in that system, explore that token
* Your ships can retreat into adjacent systems that do not contain other players' units, even if you do not have units or control planets in that system.
 	
* After you perform a tactical action in a system that contains a frontier token, if you have 1 or more ships in that system, explore that token
* Your ships can retreat into adjacent systems that do not contain other players' units, even if you do not have units or control planets in that system.	
* After you perform a tactical action in a system that contains a frontier token, if you have 1 or more ships in that system, explore that token
* Your ships can retreat into adjacent systems that do not contain other players' units, even if you do not have units or control planets in that system.
 	 	
=== Sling Relay ===
Starting Tech: The Nomad 
Sling Relay	
Sling Relay	
Sling Relay
Req.	
* ACTION: Exhaust this card to produce 1 ship in any system that contains one of your space docks	
* ACTION: Exhaust this card to produce 1 ship in any system that contains one of your space docks
 	
* ACTION: Exhaust this card to produce 1 ship in any system that contains one of your space docks	
* ACTION: Exhaust this card to produce 1 ship in any system that contains one of your space docks
 	
* ACTION: Exhaust this card to produce 1 ship in any system that contains one of your space docks	
* ACTION: Exhaust this card to produce 1 ship in any system that contains one of your space docks
 		
=== The Empyrean ===
==== Aetherstream ====
Aetherstream	
Aetherstream	
Aetherstream
Req.	
* After you or one of your neighbors activates a system that is adjacent to an anomaly, you may apply +1 to the move value of all of that player's ships during this tactical action	
* After you or one of your neighbors activates a system that is adjacent to an anomaly, you may apply +1 to the move value of all of that player's ships during this tactical action
 	
* After you or one of your neighbors activates a system that is adjacent to an anomaly, you may apply +1 to the move value of all of that player's ships during this tactical action	
* After you or one of your neighbors activates a system that is adjacent to an anomaly, you may apply +1 to the move value of all of that player's ships during this tactical action
 	
* After you or one of your neighbors activates a system that is adjacent to an anomaly, you may apply +1 to the move value of all of that player's ships during this tactical action	
* After you or one of your neighbors activates a system that is adjacent to an anomaly, you may apply +1 to the move value of all of that player's ships during this tactical action