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Twilight Imperium 4: Technologies Reference

Green (Biotic) Technologies

Neural Motivator
During the status phase, draw 2 action cards instead of 1.
Prerequisite: None
Psychoarchaeology
You can use technology specialties on planets you control without exhausting them, even if those planets are exhausted. During the Action Phase, you can exhaust planets you control that have technology specialties to gain 1 Trade Good.
Prerequisite: None
Dacxive Animators
After you win a ground combat, you may place 1 infantry from your reinforcements on that planet.
Prerequisite:
Bio-Stims
You may exhaust this card at the end of your turn to ready 1 of your planets that has a technology specialty or 1 of your other technologies.
Prerequisite:
Hyper Metabolism
During the status phase, gain 3 command tokens instead of 2.
Prerequisite:
X-89 Bacterial Weapon Ω
After 1 or more of your units use BOMBARDMENT against a planet, if at least 1 of your opponent's infantry was destroyed, you may destroy all of your opponent's infantry on that planet.
Prerequisite:

Blue (Propulsion) Technologies

Antimass Deflectors
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.
Prerequisite: None
Dark Energy Tap
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.
Prerequisite: None
Gravity Drive
After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
Prerequisite:
Sling Relay
ACTION: Exhaust this card to produce 1 ship in any system that contains one of your space docks.
Prerequisite:
Fleet Logistics
During each of your turns of the action phase, you may perform 2 actions instead of 1.
Prerequisite:
Light/Wave Deflector
Your ships can move through systems that contain other players' ships.
Prerequisite:

Yellow (Cybernetic) Technologies

Sarween Tools
When 1 or more of your units use Production, reduce the combined cost of the produced units by 1.
Prerequisite: None
Scanlink Drone Network
When you activate a system, you may explore 1 planet in that system which contains 1 or more of your units.
Prerequisite: None
Graviton Laser System
You may exhaust this card before 1 or more of your units uses Space Cannon; hits produced by those units must be assigned to non-fighter ships if able.
Prerequisite:
Predictive Intelligence
During agenda phase, gain 3 votes. If your outcome fails, exhaust this. Can redistribute command tokens at end of turn.
Prerequisite:
Transit Diodes
You may exhaust this card at the start of your turn during the action phase; remove up to 4 of your ground forces from the game board and place them on 1 or more planets you control.
Prerequisite:
Integrated Economy
After you gain control of a planet, you may produce any number of units on that planet that have a combined cost equal to or less than that planet’s resource value.
Prerequisite:

Red (Warfare) Technologies

Plasma Scoring
When 1 or more of your units use Bombardment or Space Cannon, 1 of those units may roll 1 additional die.
Prerequisite: None
AI Development Algorithm
When you research a unit upgrade technology, you may exhaust this card to ignore any 1 prerequisite. When 1 or more of your units use Production, you may exhaust this card to reduce the combined cost of the produced units by the number of unit upgrade technologies that you own.
Prerequisite: None
Magen Defense Grid Ω
At the start of ground combat on a planet that contains 1 or more of your structures, you may produce 1 hit and assign it to 1 of your opponent's ground forces.
Prerequisite:
Self-Assembly Routines
After 1 or more of your units use PRODUCTION, you may exhaust this card to place 1 mech from your reinforcements on a planet you control in that system. After 1 of your mechs is destroyed, gain 1 trade good.
Prerequisite:
Duranium Armor
During each combat round, after you assign hits to your units, repair 1 of your damaged units that did not use Sustain Damage during this combat round.
Prerequisite:
Assault Cannon
At the start of a space combat in a system that contains 3 or more of your non-fighter ships, your opponent must destroy 1 of their non-fighter ships.
Prerequisite:

Basic Unit Upgrade Technologies

Carrier II
Cost: 3 | Combat: 9 | Move: 2 | Capacity: 6
Prerequisite:
Cruiser II
Cost: 2 | Combat: 6 | Move: 3 | Capacity: 1
Prerequisite:
Destroyer II
Cost: 1 | Combat: 8 | Move: 2 | Anti-Fighter Barrage: 6 (x3)
Prerequisite:
Dreadnought II
Cost: 4 | Combat: 5 | Move: 2 | Capacity: 1 | Sustain Damage, Bombardment 5
Prerequisite:
Fighter II
Cost: 1 (x2) | Combat: 8 | Move: 2 | This unit may move without being transported. Fighters in excess of your ships' capacity count against your fleet pool.
Prerequisite:
Infantry II
Cost: 1 (x2) | Combat: 7 | After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
Prerequisite:
PDS II
Space Cannon: 5 | Planetary Shield | Can fire into adjacent systems
Prerequisite:
Space Dock II
Production = 4 + planet value. 3 Fighters don’t count toward ship capacity.
Prerequisite:
War Sun
Cost: 12 | Combat: 3 (x3) | Move: 2 | Capacity: 6 | Bombardment 3 (x3)
Planetary Shield negation, Sustain Damage
Prerequisite: