Disciples of the Technotheurge
Abilities
- Metallurgic Resonance: After you research a unit upgrade technology, gain 1 command token.
- Consecration: [Action]: You may spend 3 influence to consecrate an upgraded unit technology you control. Place a consecration marker on that technology card. The Consecration Perk: During combat, consecrated units cannot be targeted by action cards or abilities controlled by other players. When a consecrated unit would be destroyed, you may exhaust its consecrated unit upgrade technology to cancel 1 hit, or 2 hits if that unit has Sustain Damage. That unit loses this perk until that technology is refreshed.
- Technological Rigidity: When you research a non-unit technology, you must spend 2 additional resources as part of the cost.
Promissory Note
Technotheurgic Indulgence
Technologies
Recursive Fabrication Routines

Breakthrough
Flagship
SUSTAIN DAMAGE
This ship’s combat value is reduced by 1 for each unit upgrade technology you own.
The Altar of Hulls
SUSTAIN DAMAGE
This ship’s combat value is reduced by 1 for each unit upgrade technology you own.
Cost
8Combat
8 (x2)Move
2Capacity
2Mech
SUSTAIN DAMAGE
DEPLOY: WHEN you use your CONSECRATION faction ability, you may place 1 mech from your reinforcements in a system that contains 1 or more units of the chosen technology type.
SUSTAIN DAMAGE
DEPLOY: WHEN you use your CONSECRATION faction ability, you may place 1 mech from your reinforcements in a system that contains 1 or more units of the chosen technology type.
The Iron Monk 1
SUSTAIN DAMAGE
DEPLOY: WHEN you use your CONSECRATION faction ability, you may place 1 mech from your reinforcements in a system that contains 1 or more units of the chosen technology type.
Cost
2Combat
6The Iron Monk 2
SUSTAIN DAMAGE
DEPLOY: WHEN you use your CONSECRATION faction ability, you may place 1 mech from your reinforcements in a system that contains 1 or more units of the chosen technology type.
Cost
2Combat
5Leaders
Agent
Commander
Hero
[ACTION]: You may exhaust any number of unit upgrade technologies. For each technology exhausted this way, place 1 unit of that technology's type from your reinforcements in a system that contains one or more of your units. The system in which each unit is placed is unaffected by capacity limits until the end of the round. Then purge this card.
Home system
Gallery
FAQ
Q: Can a technology be both consecrated and exhausted?
A: Yes. Exhaustion removes the Consecration Perk for that technology until it is readied, but it remains consecrated.
Q: Does Recursive Fabrication Routines reduce the cost of units produced with abilities or only production steps?
A: It only applies during production. It does not reduce costs paid for unit abilities, attachments, or non-production placement effects.
Q: Does the "Anointed Transference Modulator" allow my non-consecrated ships to take the shortcut?
A: No. The text explicitly states, "When moving a consecrated unit..." Non-consecrated units (such as un-upgraded Carriers or Destroyers) must calculate distance across the hex grid normally. They cannot "see" or utilize the adjacency network.
Q: If a consecrated Carrier or Dreadnought uses the shortcut, can it carry non-consecrated ground forces or Fighters with it?
A: Yes. Under standard TI4 movement rules, units being transported in a ship's cargo bay are moved by the transport ship as a single movement step. Because the transport ship itself is consecrated and eligible to use the shortcut, it safely carries its cargo along through the folded space.
Q: Can I use this adjacency network to fire PDS Space Cannons or play localized Action Cards across the galaxy?
A: No. The ability modifies adjacency strictly "for the purpose of movement." It does not make the systems adjacent for combat, production, PDS Space Cannon targeting, or checking the range of components like the Gashlai Peerless or Biotic abilities.
Q: What happens if a technology card is exhausted? Can its units still use the network?
A: No. If a unit upgrade technology card is exhausted (whether to fuel a faction ability, an economy card, or your Hero), those units instantly lose their Consecration perk. Because they are no longer considered consecrated, they cannot use the Anointed Transference Modulator network, nor can other consecrated ships warp to their system, until that technology card is readied during the Status Phase.
Q: Does utilizing this network trigger "Space Cannon Defense" or Grav Rift rules?
A: Because you are moving directly from one adjacent system to another, you completely bypass any physical hexes in between. You do not roll for Grav Rifts or trigger Space Cannon Offense from PDS units stationed in the bypassed tiles. However, once your ships arrive in the target active system, they are subject to standard Space Cannon Defense or planetary hazards normal to that system.
Q: What happens to units already on the game board when I research a unit upgrade technology?
A: They immediately become consecrated, provided the technology is readied. Consecration applies to all of your units of that type, regardless of when they entered play.
Q: What happens if I lose a unit upgrade technology?
A: All units associated with that technology immediately lose Consecration and any faction abilities granted by that technology.
Q: If I produce Fighters or Infantry, does the discount from Recursive Fabrication Routines apply to both units produced together?
A: Yes. Fighters and Infantry are produced in pairs. The discount applies to the first pair produced, not to each individual unit.
Q: If I have multiple units of the same consecrated type in different systems, do they all project the adjacency network?
A: Yes. Every consecrated unit on the game board is part of the network simultaneously.
Custom components
Faction Sheet
Lore
Starting Units
1 carrier
1 cruiser
1 destroyer
3 fighters
3 infantry
1 space dock
Starting Technologies
Commodities
2
Complexity
Moderate
Faction colors
Blue
Purple
Orange
Discussion
- 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
- 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
- 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
- At the end of your turn, you may exhaust this card to redistribute your command tokens
- When you cast votes during the agenda phase, you may cast 3 additional votes; if you do, and the outcome you voted for is not resolved, exhaust this card
- 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