Twilight Imperium 3 tech tree

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Easy reference tech tree for Twilight Imperium 3

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  • Propulsion

    Warfare

    Bio

    General

    MICRO TECHNOLOGY

    When you receive Trade Goods from your trade agreements, you now receive +1 Trade Good for each of your active Trade Agree-

    ments

    INTEGRATED ECONOMY

    When producing units place them in any

    activated, adj. system that is empty or

    friendly. Place PDS and GF on any friendly

    planet in range

    GRAVITON LASER SYSTEM

    PDS get one re-roll for each missed combat

    roll

    TRANSIT DIODES

    As an action you may spend 1 Command Counter from your

    Strategic Allocation to immediately move up

    to 4 GF to a planet you control

    LIGHT/WAVE DEFLECTOR

    All ships may move through systems

    containing enemy ships and continue their movement to the activated system

    FLEET LOGISTICS

    When taking a Tactical Action, you

    may now take 2 Tactical Actions, one

    after the other, before your turn ends

    TYPE IV DRIVE

    Cruisers and Dread-noughts receive +1

    movement

    ADVANCED FIGHTERS

    Your Fighters may now move Independently

    with a movement rate of 2 and receive +1 on

    all combat rolls. Excess fighters will count towards Fleet

    Supply

    MAGEN DEFENSE GRID

    PDS receive +1 on all combat rolls.

    GF with PDS get +1 on all combat rolls during

    Invasion Combat

    ASSAULT CANNON

    Dreadnoughts get one free shot

    before any Space Battle

    GRAVITON NEGATOR

    Dreadnoughts may bombard planets with

    PDS.

    Fighters may partici-pate in Invasion

    Combat (return to space after combat)

    WAR SUN

    You are now allowed to produce War Sun units

    CYBERNETICS

    Fighters receive +1 on all combat rolls

    GEN SYNTHESIS

    Ground Forces receive +1 during Invasion Combat.

    When destroyed, roll +5 to return to home

    system

    NEURAL MOTIVATOR

    Draw one extra Action Card during each

    Status Phase

    HYPERMETABOLISM

    During each Status Phase gain 1 additional

    Command Counter.

    Before drawing Action Card you may discard 1 and draw a new one

    X-89 BACTERIAL WEAPON

    Dreadnoughts or War Sun units may now

    immediately destroy all enemy GF on the

    planet.

    Then discard all of your Action Cards

    Legend

    OR

    AND

    DACXIVE ANIMATORS

    If you win an Invasion Combat, place one

    Ground Force for every force lost (both sides-on a roll +6) on the

    planet from your reinforcements

    MANEUVERING JETS

    Opponent receive 1 on all PDS rolls, 2 from adj. systems.

    You receive 1 Space Mine rolls.

    Ships dont have to stop in Ion Storm

    NANO TECHNOLOGY

    Dreadnaughts and War Suns cant be targeted

    by Action Cards.

    When you claim a planet, you gain it

    refreshed

    HYLAR V ASSAULT LASER

    Cruisers and Destroyers receive +1

    in all combat rolls

    AUTOMATED DEFENCE TURRETS

    Destroyers receive +2 and roll additional die

    for Anti-Fighter Barrage

    ANTIMASS DEFLECTORS

    All ships may pass through asteroid fields,

    but not stop in one

    XRD TRANSPORTERS

    Carriers receive +1 movement

    GRAVITY DRIVE

    Dont roll when moving out of a Gravity Rift

    When ships begin activation adjacent to Gravity Rift or Worm-hole, +1 movement

    DURANIUM ARMOR

    At the end of each round of combat, you may repair 1 of your damaged units in the

    battle

    NEUTRAL COMPUTING

    Your cost to purchase new Technologies is

    reduced by 2

    ENVIRO COMPENSATOR

    +1 production capacity of your Space

    Docks

    STASIS CAPSULES

    Cruisers and Dreadnoughts can

    carry one Ground Force

    SARWEEN TOOLS

    Whenever you produce units at any Space Dock, you now receive +1 resource with which to build

    units

    TRANSFABRICATION

    May scuttle units at the start of the Produce

    Units step.

    Each non-Fighter or non-GF unit you scuttle +1 TG. Units scuttled

    may not be reproduced same turn.

    DEEP SPACE CANNON

    Enemy fleets in adjacent systems are now in range of your

    PDS

  • BIOHAZARDThe first Ground Force unit to land here is always eliminated while this token remains. Discard this counter after a player successfully invades this planet.

    WORMHOLE DISCOVERYPlace this counter in the middle of the system to indicate the presence of the wormhole. This wormhole will connect to its brethren ( or ) following the normal rules for wormholes.

    RADIATIONKill all the Ground Forces of the initial landing (the planet re-mains uncontrolled), then remove this counter.

    TECHNOLOGICAL SOCIETYThe player to your left must search through your Technology deck and give you a free technology advance for which you have the necessary prerequisites. Then discard this counter.

    HOSTILE LOCALSThe indicated number of local Ground Forces will fight any in-vader. If an invasion attempt fails, the locals return to their full indicated strength. May not be bombarded. Discard after a successful invasion.

    NATURAL WEALTHReceive the number of Trade Goods indicated, if able. Then discard this counter.

    LAZAX SURVIVORSYou may take this counter to receive 3 additional votes towards all future political agendas.SPECIAL RULE: When probed, remove the counter from the game. Immediately receives one victory point and you may immediately draw 3 action cards. When razed, immediately discard all your Action Cards, exhaust all your planets, and lose all your Trade Goods. In addition, You may not vote on the next Political Agenda.

    INDUSTRIAL SOCIETYYou may immediately place a free Space Dock here. The Planet card for this planet is not exhausted when you receive it. Dis-card this counter.

    SETTLERSReturn all of your Ground Forces to their Carrier/War Sun. Roll a die. On a result of 6+, place two free Ground Forces on the planet from your reinforcements. On a roll of 1-5, determine a random opponent. That opponent places two free Ground Forces from his reinforcements on the planet. Then discard this counter.

    PEACEFUL ANNEXATIONThe landing proceeds without incident.Discard this counter.

    A planet that contains a technology specialty and at least one Scientist provides a technology discount of 2 credits rather than 1. A planet with at least one Scientist may build a new Space Dock at a cost of 2 rather than 4. PDS units on a planet with at least one Scientist receive +1 on all rolls. Planets with at least one Scientist and one PDS unit may not be bombarded by a War Sun unit.

    If a Diplomat is present on a planet about to be invaded by enemy Ground Forces during the Planetary Invasion step, the Diplomat may delay the invasion by one round. Simply return the enemy Ground Force units to their Carrier's. A planet pro-tected by a Diplomat may not be protected again by a Diplomat for the remainder of the round, or for the next game round. A fleet that contains at least one Diplomat may move through systems containing an opponents ships, but only if the opponent grants his permission for the transit.

    When a General participates as the attacker in an Invasion Combat the active player may re-roll up to 2 dice during every round of that Invasion Combat. Dreadnoughts and War Suns receive -4 to bombardment rolls against a planet that contains at least one General. All defending Ground Forces on a planet that contains at least one General receive +1 to their combat rolls during Invasion Combat.

    When an Admiral participates in a Space Battle, its owner may roll one additional die for the ship that is carrying the Admiral. A Dreadnought carrying an Admiral receives +1 movement. When attacked by a fleet containing an Admiral, a defending fleet may not retreat unless the defending fleet also contains an Admiral.

    If an Agent is part of an Invasion Combat as an, enemy PDS may not fire at the invading Ground Forces. If an Agent is part of a successful Invasion Combat as an attacker the active player may replace any enemy PDS and Space Dock on the planet with his own similar units. An Agent may be sacrificed at any time to act as a Sabotage action card. Simply announce the action after another player plays an Action Card, canceling its effects. Then discard both the Action Card and the Agent.

    HOSTAGE SITUATIONPay Trade Goods equal to the number of Ground Forces landing or lose all Ground Forces in the initial landing. Then discard this counter.

    FIGHTER AMBUSHAfter landing, a Space Battle immediately starts in the system against the indicated number of local Fighters. Players may not use Anti-Fighter Barrage in this Space Battle. If the Space Bat-tle fails, then the planet remains uncontrolled, all landing GF are discarded, and the fighters return to full indicated strength. Discard this counter after a successful Space Battle. AUTOMATED DEFENSE SYSTEMRoll 2 dice. For each 6+ lose 1 ship in this system and one landing Ground Force. If no Ground Forces remain on this planet, it remains uncontrolled. The first player to successfully invade this planet removes this counter and may place one free PDS unit on the planet.NATIVE INTELLIGENCESecretly look at any one facedown Domain Counter on any planet of your choice. Then discard this counter.

    HIDDEN FACTORYImmediately receive any number of ships (for free) worth up to 2 resources. Place them in this system, then discard this counter.

    (p.34)

    (p.35)

    (p.35)

    (p.35)

    (p.35)

    SUPERNOVAWhen this counter is revealed, it stays in play. All ships in this system are destroyed and this system is now treated as a Su-pernova system.

    EMPTY SPACEThere is nothing of interest here. This token has no effect.

    GRAVITY RIFTWhen this counter is revealed, it stays in play. This system is now treated as a Gravity Rift system.

    SPACE PIRATESLoose all your Trade Goods or be attacked by a Dreadnought. If you have no Trade Goods, you are attacked. After the battle, or if you paid the Trade Goods, discard this counter.

    ALIEN TECHNOLOGYThe player who reveals this counter may research any one Technology that he has the prerequisites for at no cost.

    PRECURSOR SPACE STATIONAfter this counter is revealed, this counter stays in play. While a player controls this system, he needs 1 less victory point to win.

    DISCOVERYThe player who reveals this counter may draw 1 Action Card.

    ABANDONED TRANSPORTThe player who reveals this counter receives 2 Trade Goods.

    DERELICT SHIPThe player who reveals this counter may gain 1 Cruiser for free in this system.

    LEADERS (p.34)Failing an invasion on an enemy planet: automatically CAPTUREDFailing an invasion on a neutral planet: automatically KILLED

    In space1-5 -> KILLED6-8 -> ESCAPES9-10 -> CAPTUREDIf a ship is destroyed any time other than during a Space Battle, he is automatically KILLED

    On a planet1-5 -> CAPTURED6-9 -> ESCAPES10 -> KILLEDIf a leader is on a planet whose ownership changes for any other reason than inva-sion, he automatically ESCAPES

    Rescuing Captive Leaders Every time you successfully invade an enemy planet, on a 9 or 10 you find a captive leader. Choose if there are more than one, even leaders of an other player (Decide next Status Phase what you want to do with them) If you successfully invade a players last planet, all captive leaders are transferred to the invader.

    Captive LeadersDuring the Status Phase: Transfer the captive leader to another player (including owner) Keep the prisoner another round. Execute the prisoner.

  • Propulsion

    Warfare

    Bio

    General

    MICRO TECHNOLOGY

    When you receive Trade Goods from your trade agreements, you now receive +1 Trade Good for each of your active Trade Agree-

    ments

    INTEGRATED ECONOMY

    When producing units place them in any

    activated, adj. system that is empty or

    friendly. Place PDS and GF on any friendly

    planet in range

    GRAVITON LASER SYSTEM

    PDS get one re-roll for each missed combat

    roll

    TRANSIT DIODES

    As an action you may spend 1 Command Counter from your

    Strategic Allocation to immediately move up

    to 4 GF to a planet you control

    LIGHT/WAVE DEFLECTOR

    All ships may move through systems

    containing enemy ships and continue their movement to the activated system

    FLEET LOGISTICS

    When taking a Tactical Action, you

    may now take 2 Tactical Actions, one

    after the other, before your turn ends

    TYPE IV DRIVE

    Cruisers and Dread-noughts receive +1

    movement

    ADVANCED FIGHTERS

    Your Fighters may now move Independently

    with a movement rate of 2 and receive +1 on

    all combat rolls. Excess fighters will count towards Fleet

    Supply

    MAGEN DEFENSE GRID

    PDS receive +1 on all combat rolls.

    GF with PDS get +1 on all combat rolls during

    Invasion Combat

    ASSAULT CANNON

    Dreadnoughts get one free shot

    before any Space Battle

    GRAVITON NEGATOR

    Dreadnoughts may bombard planets with

    PDS.

    Fighters may partici-pate in Invasion

    Combat (return to space after combat)

    WAR SUN

    You are now allowed to produce War Sun units

    CYBERNETICS

    Fighters receive +1 on all combat rolls

    GEN SYNTHESIS

    Ground Forces receive +1 during Invasion Combat.

    When destroyed, roll +5 to return to home

    system

    NEURAL MOTIVATOR

    Draw one extra Action Card during each

    Status Phase

    HYPERMETABOLISM

    During each Status Phase gain 1 additional

    Command Counter.

    Before drawing Action Card you may discard 1 and draw a new one

    X-89 BACTERIAL WEAPON

    Dreadnoughts or War Sun units may now

    immediately destroy all enemy GF on the

    planet.

    Then discard all of your Action Cards

    Legend

    OR

    AND

    DACXIVE ANIMATORS

    If you win an Invasion Combat, place one

    Ground Force for every force lost (both sides-on a roll +6) on the

    planet from your reinforcements

    MANEUVERING JETS

    Opponent receive 1 on all PDS rolls, 2 from adj. systems.

    You receive 1 Space Mine rolls.

    Ships dont have to stop in Ion Storm

    NANO TECHNOLOGY

    Dreadnaughts and War Suns cant be targeted

    by Action Cards.

    When you claim a planet, you gain it

    refreshed

    HYLAR V ASSAULT LASER

    Cruisers and Destroyers receive +1

    in all combat rolls

    AUTOMATED DEFENCE TURRETS

    Destroyers receive +2 and roll additional die

    for Anti-Fighter Barrage

    ANTIMASS DEFLECTORS

    All ships may pass through asteroid fields,

    but not stop in one

    XRD TRANSPORTERS

    Carriers receive +1 movement

    GRAVITY DRIVE

    Dont roll when moving out of a Gravity Rift

    When ships begin activation adjacent to Gravity Rift or Worm-hole, +1 movement

    DURANIUM ARMOR

    At the end of each round of combat, you may repair 1 of your damaged units in the

    battle

    NEUTRAL COMPUTING

    Your cost to purchase new Technologies is

    reduced by 2

    ENVIRO COMPENSATOR

    +1 production capacity of your Space

    Docks

    STASIS CAPSULES

    Cruisers and Dreadnoughts can

    carry one Ground Force

    SARWEEN TOOLS

    Whenever you produce units at any Space Dock, you now receive +1 resource with which to build

    units

    TRANSFABRICATION

    May scuttle units at the start of the Produce

    Units step.

    Each non-Fighter or non-GF unit you scuttle +1 TG. Units scuttled

    may not be reproduced same turn.

    DEEP SPACE CANNON

    Enemy fleets in adjacent systems are now in range of your

    PDS