Twilight Imperium 3 tech tree
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Transcript of Twilight Imperium 3 tech tree
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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
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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.
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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