Technology (Third Edition)

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:

### Biotechnology

Biotechnology is marked by the following symbol:

### Warfare Technology

Warfare Technology is marked by the following symbol:

### Propulsion Technology

Propulsion Technology is marked by the following symbol:

Tech tree reference

## 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