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Disciples of the Technotheurge

Faction abilities

  • Restricted Schema Node: During setup, choose a technology specialty token of your choice and place it on a planet in your home system. That planet gains the corresponding technology specialty. This technology specialty may be exhausted only when researching a unit upgrade technology.
  • 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 marker on that technology card. The Consecration Perk: Your consecrated units cannot be targeted or affected by the Action Cards or Faction Abilities of other players during combat. An exhausted technology card loses this perk until it is refreshed.
  • Technological Rigidity: When you research a non-unit technology, you must spend 2 additional resources as part of the cost.

Faction Promissory Note

Technotheurgic Indulgence
When you research a unit upgrade technology, you may return this card to the Disciples of Technotheurge player to place 1 unit of that type from your reinforcements in your home system. Knowledge hoarded is potential wasted. Let the sacred engines give of themselves once more.

Faction Technologies

Recursive Fabrication Routines

When you produce units, reduce the cost of the first unit produced by 1 for each unit upgrade technology you control, to a minimum cost of 0.
Prerequisites:

Cybernetic Reforging (Mech Upgrade)

After you deploy or produce a Mech, gain 1 action card.
Combat: 5
[This card has no color trait and cannot be used to satisfy technology prerequisites.]
Prerequisites:

Breakthrough

Synergy
When moving a consecrated unit, a system that contains 1 or more of your other consecrated units is considered adjacent to the system that unit is moving from.

Flagship

Name
Cost
Combat
Move
Capacity
Abilities
The Altar of Hulls
8
8 (x2)
2
2

This ship’s combat value is reduced by 1 for each unit upgrade technology you own.

The Altar of Hulls

This ship’s combat value is reduced by 1 for each unit upgrade technology you own.

Cost

8

Combat

8 (x2)

Move

2

Capacity

2

Mech

Name
Cost
Combat
Abilities
The Iron Monk
2
6

Whenever you consecrate a unit technology, you may place 1 mech from your reinforcements in a system that contains 1 or more units of that technology type.

The Iron Monk

Whenever you consecrate a unit technology, you may place 1 mech from your reinforcements in a system that contains 1 or more units of that technology type.

Cost

2

Combat

6

Leaders

Agent

Name
Unlock
Ability
Card
Mangarra Gariss
Unlock: At Game Start
Ability:
Exhaust this agent when a player researches a unit upgrade technology; that player reduces the resource cost of that technology by 2.
Mangarra Gariss Card

Commander

Name
Unlock
Ability
Card
Faruun Feraak
Unlock: Own 3 unit upgrade technologies
Ability:
At the start of combat, you may spend 2 Trade Goods to choose 1 unit type. Your units of that type receive +1 to their combat rolls during this combat. If you have 1 or more consecrated units of that type participating in this combat, gain 2 Trade Goods.
Faruun Feraak Card

Hero

Name
Unlock
Ability
Card
Archmachine_Symbiote Kheron-7
Unlock: Have 3 Scored Objectives
Ability:
[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. Purge this card.
Archmachine_Symbiote Kheron-7 Card

Home system

Name
Resources/Influence
Flavor Text
Resources/Influence: 3/1
Flavor Text: Here, steel is not mined—it is retrieved. Minerals seek their perfection through telos. Every alloy remembers the shape it was always meant to become.
Resources/Influence: 0/3
Flavor Text: It is incorrect to say the Synod governs Machina Aeterna. Governance is merely one of its early outputs. We listen to its rhythms and follow its decrees.

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.

Custom components

Name
Type
Amount
Images
Technology Speciality
Type: Token
Amount: 3
Consecration
Type: Token
Amount: 11

Faction Sheet

Lore

Starting Units

1 cruiser

1 destroyer

1 PDS

1 carrier

3 fighters

3 infantry

1 space dock

Starting Technologies

Commodities

2

Complexity

Moderate

Faction colors

Blue

Black

Purple

Discussion

Plasma Scoring
When 1 or more of your units use Bombardment or Space Cannon, 1 of those units may roll 1 additional die
Magen Defense Grid
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.
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
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
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
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
Neural Motivator
During the status phase, draw 2 action cards instead of 1.
Dacxive Animators
After you win a ground combat, you may place 1 infantry from your reinforcements on that planet
Hyper Metabolism
During the status phase, gain 3 command tokens instead of 2
X-89 Bacterial Weapon
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.
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
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
Sarween Tools
When 1 or more of your units use Production, reduce the combined cost of the produced units by 1
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
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.
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.
Scanlink Drone Network
When you activate a system, you may explore 1 planet in that system which contains 1 or more of your units
Predictive Intelligence
  • 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
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
Gravity Drive
After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action
Fleet Logistics
During each of your turns of the action phase, you may perform 2 actions instead of 1
Light/Wave Deflector
Your ships can move through systems that contain other players' ships
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.
Sling Relay
ACTION: Exhaust this card to produce 1 ship in any system that contains one of your space docks