TI4 technology

Base game + Prophecy of Kings + Thunder’s Edge, with Codex updates. 10 VP. Faction content left out: read the sheets on the table.

Technology

Icons show prerequisites: Biotic (green) Biotic (green), Propulsion (blue) Propulsion (blue), Cybernetic (yellow) Cybernetic (yellow), Warfare (red) Warfare (red). ⟳ means the tech exhausts.

Biotic (green) Biotic

Status phase: draw 2 action cards instead of 1.
Use tech specialties of planets you control without exhausting them, even if exhausted. Action phase: you may exhaust your tech-specialty planets to gain 1 trade good each.
Biotic (green)Dacxive Animators
After you win a ground combat, you may place 1 infantry from reinforcements on that planet.
Biotic (green)Bio-Stims ⟳PoK
At the end of your turn, you may exhaust this to ready 1 of your tech-specialty planets or 1 of your other technologies.
Biotic (green)Biotic (green)Hyper Metabolism
Status phase: gain 3 command tokens instead of 2.
Biotic (green)Biotic (green)Biotic (green)X-89 Bacterial Weapon ΩΩCodex
Your units' BOMBARDMENT and ground combat rolls produce double hits. Exhaust each planet you use BOMBARDMENT against.

Propulsion (blue) Propulsion

Your ships can move into and through asteroid fields. Other players' SPACE CANNON rolls against your units get -1.
After a tactical action in a system with a frontier token, if you have 1+ ships there, explore that token. Your ships can retreat into adjacent systems without other players' units, even if you have no units/planets there.
Propulsion (blue)Gravity Drive
After you activate a system, +1 move to 1 of your ships for this tactical action.
Propulsion (blue)Sling Relay ⟳PoK
ACTION: Exhaust to produce 1 ship in any system containing one of your space docks.
Propulsion (blue)Propulsion (blue)Fleet Logistics
On each of your action-phase turns you may perform 2 actions instead of 1.
Propulsion (blue)Propulsion (blue)Propulsion (blue)Light/Wave Deflector
Your ships can move through systems containing other players' ships.

Cybernetic (yellow) Cybernetic

When 1+ of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
When you activate a system, you may explore 1 planet in it that contains 1+ of your units.
Cybernetic (yellow)Graviton Laser System ⟳
Exhaust before 1+ of your units use SPACE CANNON: their hits must be assigned to non-fighter ships if able.
Cybernetic (yellow)Predictive Intelligence ⟳PoK
End of your turn: may exhaust to redistribute your command tokens. When casting votes you may cast 3 extra votes; if your outcome is not resolved, exhaust this.
Cybernetic (yellow)Cybernetic (yellow)Transit Diodes ⟳
Start of your action-phase turn: may exhaust to remove up to 4 of your ground forces from the board and place them on 1+ planets you control.
Cybernetic (yellow)Cybernetic (yellow)Cybernetic (yellow)Integrated Economy
After you gain control of a planet, you may produce any units on it with combined cost up to that planet's resource value.

Warfare (red) Warfare

When 1+ of your units use BOMBARDMENT or SPACE CANNON, 1 of them may roll 1 extra die.
When researching a unit upgrade, may exhaust to ignore any 1 prerequisite. When your units use PRODUCTION, may exhaust to reduce combined cost by the number of unit upgrades you own.
Warfare (red)Magen Defense Grid ΩΩCodex
When any player activates a system with 1+ of your structures, place 1 infantry from reinforcements with each of those structures. Start of ground combat on a planet with your structure(s): produce 1 hit on an opponent's ground force.
Warfare (red)Self-Assembly Routines ⟳PoK
After your units use PRODUCTION, may exhaust to place 1 mech from reinforcements on a planet you control in that system. After 1 of your mechs is destroyed, gain 1 trade good.
Warfare (red)Warfare (red)Duranium Armor
Each combat round, after assigning hits, repair 1 of your damaged units that did not use SUSTAIN DAMAGE this round.
Warfare (red)Warfare (red)Warfare (red)Assault Cannon
Start of space combat in a system where you have 3+ non-fighter ships: your opponent must destroy 1 of their non-fighter ships.

Units & researching

The stats read cost / combat / move / capacity, and “×2” means two dice.

UnitBaseUpgrade (prereqs)Upgraded
Carrier II3 / 9 / 1 / 4Propulsion (blue)Propulsion (blue)3 / 9 / 2 / 6
Faster and carries more (move 2, capacity 6).
Cruiser II2 / 7 / 2 / –Biotic (green)Cybernetic (yellow)Warfare (red)2 / 6 / 3 / 1
Better combat, move 3, gains capacity 1.
Destroyer II1 / 9 / 2 / –
ANTI-FIGHTER BARRAGE 9 (x2).
Warfare (red)Warfare (red)1 / 8 / 2 / –
ANTI-FIGHTER BARRAGE 6 (x3); combat 8.
Dreadnought II4 / 5 / 1 / 1
SUSTAIN DAMAGE, BOMBARDMENT 5.
Propulsion (blue)Propulsion (blue)Cybernetic (yellow)4 / 5 / 2 / 1
Move 2; cannot be destroyed by Direct Hit action cards. Keeps SUSTAIN DAMAGE, BOMBARDMENT 5.
Fighter II1 (x2) / 9 / – / –Biotic (green)Propulsion (blue)1 (x2) / 8 / 2 / –
May move without being transported (move 2); fighters beyond your ships' capacity count against your fleet pool.
Infantry II1 (x2) / 8 / – / –Biotic (green)Biotic (green)1 (x2) / 7 / – / –
After this unit is destroyed, roll 1 die: on 6+ put it on this card; at the start of your next turn place it on a planet you control in your home system.
PDS II– / – / – / –
PLANETARY SHIELD, SPACE CANNON 6 (own system only).
Cybernetic (yellow)Warfare (red)– / – / – / –
SPACE CANNON 5, and may fire at ships in adjacent systems. Keeps PLANETARY SHIELD.
Space Dock II– / – / – / –
PRODUCTION = planet's resources + 2; up to 3 fighters in this system don't count against capacity.
Cybernetic (yellow)Cybernetic (yellow)– / – / – / –
PRODUCTION = planet's resources + 4; up to 3 fighters in this system don't count against capacity.
War Sun– / – / – / –
Cannot be produced until War Sun is researched (no base version).
Cybernetic (yellow)Warfare (red)Warfare (red)Warfare (red)12 / 3 (x3) / 2 / 6
Must research to build. SUSTAIN DAMAGE, BOMBARDMENT 3 (x3); other players' units in its system lose PLANETARY SHIELD.
FlagshipNo generic upgrade; stats and abilities are faction-specific. Every flagship costs 8 and has SUSTAIN DAMAGE. You have only 1, and most roll 2 combat dice.
MechPoK ground force, 4 per player. Its abilities, including DEPLOY, are faction-specific. All cost 2, almost all have combat 6, and all have SUSTAIN DAMAGE. Available from the start, no research needed, no upgrade.
  • Technology strategy card (initiative 7): primary = research 1 tech, then may spend 6 resources to research 1 more; secondary = spend 1 strategy-pool token and 4 resources to research 1 tech.
  • To research a tech you must own one tech of the matching colour for each prerequisite symbol on it. Unit upgrades never count toward prerequisites.
  • Tech specialty planets: exhaust a planet you control with a specialty symbol to ignore 1 matching prerequisite. A planet can be exhausted for its specialty or its resources/influence, not both.
  • 'Gain' a tech (from abilities or cards) ignores prerequisites; 'research' does not.
  • New techs arrive readied and can be used right away. Exhaust techs ready again in the status phase.
  • Unit upgrade cards go over the matching unit on your faction sheet; all your units of that type (board and reinforcements) upgrade immediately.
  • Thunder's Edge, Breakthroughs: each faction has a Breakthrough card. You unlock it the first time you claim a Thunder's Edge expedition slice, or by taking control of the Thunder's Edge planet. Besides its ability, it gives SYNERGY between two tech colours.
  • Thunder's Edge, Synergy: when researching or scoring tech objectives, your techs and planet specialties of either synergy colour may count as either colour, but each one counts as only 1 colour at a time, never both.
  • Thunder's Edge expedition: one of the 6 slices is claimed by exhausting 1 tech specialty planet.