Cards: Difference between revisions

From Breachway Official Wiki
Aether (talk | contribs)
clarified language
 
(299 intermediate revisions by 2 users not shown)
Line 1: Line 1:
Cards represent actions the ship can take each turn. Cards have different, scripted effects and costs during the Prologue.
Cards represent actions the ship can take each turn. Cards have different effects and costs during the Prologue.
 
Winning a regular combat encounter will allow picking one new card as long as any current equipment can use it and has a free card slot. Winning an elite or boss combat encounter will allow picking one of two cards per equipment instead.
 
Cards come in one of three types, distinguished by the color of the bar at the top of the card: <span style="color:red;">'''attack'''</span>, <span style="color:deepskyblue;">'''support'''</span>, and <span style="color:lightgreen;">'''tactical'''</span>.


== Attributes ==
== Attributes ==
Cards may have the following attributes:
Cards may have the following attributes:
* '''Coolant Loss''': Reduces Dissipation.
* '''Deplete''': Removed from current combat encounter when played.
* '''Deplete''': Removed from current combat encounter when played.
* '''Hack''': Effect applies if target has 0 Security, otherwise removes 1 Security.
* '''Duration''': Effect lasts for a certain number of turns.
* '''Ignite''': Hull Damage adds Heat to the enemy ship but is reduced equal to Dissipation at the end of the turn.
* '''Exhaustive''': Makes other cards unplayable this turn.
* '''Ion Damage''': Only deals damage to shields. Hull damage inflicts equal Ionize instead.
* '''Upkeep''': As long the condition is met the card's effect will remain active.
* '''Ionize''': On enemy, every 6 Ionize remove 1 pip from a random card. On player, every 6 Ionize reduces Reactor Power by 1 for the rest of the combat encounter.
* '''Missile''': The damage is dealt the following turn.
* '''Ongoing''': Persistent Effect removed if equipment is disabled.
* '''Precision''': Able to target enemy equipment.
* '''Security''': Protects against enemy Hack and increases the effects of Hack cards.
* '''Shredding''': Each stack of Shred increases minimum Flak damage by 1. Counts down on turns with no Shredding applied.
* '''Upkeep''': As long the condition is met the card's Persistent Effect will remain active.
* '''Upgrade''': Grants a permanent Persistent Effect to the user and is removed from battle while its Persistent Effect is active.
* '''Upgrade''': Grants a permanent Persistent Effect to the user and is removed from battle while its Persistent Effect is active.
== Flak cards ==
Many Flak cards have the [[File:Shredding.png|25px]] Shredding attribute. The Shredding attribute applies 1 stack of Shred if the attack does sufficient hull damage, listed on the card. Each stack of Shred increases minimum Flak damage by 1. Counts down on turns with no Shredding applied unless the ship is overheated.
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable" style="text-align: center;"
| '''Covering Fire'''
|-
| [[File:Art FlakEq CoveringFire.png|512px]]
|-
| [[File:Damage.png|25px]] 3-6
|-
| 10% chance to discard an enemy attack card per point of hull damage dealt
|-
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 3 [[File:Mass.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Light Barrage'''
|-
| [[File:Art FlakEq LightBarrage2.png|512px]]
|-
| [[File:Damage.png|25px]] 2-5 [[File:Shredding.png|25px]] 5
|-
|
|-
| [[File:Cooldown.png|25px]] 2 [[File:Ordnance.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Spread Shot'''
|-
| [[File:Art FlakEq SpreadShot.png|512px]]
|-
| [[File:Damage.png|25px]] 2-5
|-
| Destroy the closest enemy missile
|-
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 3 [[File:Mass.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Volatile Barrage'''
|-
| [[File:Art FlakEq VolatileBarrage.png|512px]]
|-
| [[File:Damage.png|25px]] 0-8 [[File:Shredding.png|25px]] 5
|-
|
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 2 [[File:Mass.png|25px]] 2
|}
</div>
=== Rare Flak cards ===
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable" style="text-align: center;"
| '''Charged Shot'''
|-
| [[File:Art FlakEq ChargedShot.png|512px]]
|-
| [[File:Damage.png|25px]] 3-7 [[File:Shredding.png|25px]] 5
|-
| If enemy has shields deal max damage
|-
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 3 [[File:Mass.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Disarm'''
|-
| [[File:Art FlakEq Disarm2.png|512px]]
|-
|
|-
| Play 1 Covering Fire card for each attack card the enemy intends to play
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 4 [[File:Energy.png|25px]] 4
|}
{| class="wikitable" style="text-align: center;"
| '''Flak Barrage'''
|-
| [[File:Art FlakEq Barrage.png|512px]]
|-
| [[File:Damage.png|25px]] 3-7 [[File:Shredding.png|25px]] 5
|-
|
|-
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 3 [[File:Mass.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Honed Shot'''
|-
| [[File:Art FlakEq HonedShot.png|512px]]
|-
| [[File:Damage.png|25px]] 3-8 [[File:Shredding.png|25px]] 4
|-
| Cost reduced by 1 [[File:Ordnance.png|25px]] for each stack of Shred.<br>Minimum Flak damage of this card is not affected by Shred.
|-
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 4 [[File:Mass.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Twin Barrel'''
|-
| [[File:Art FlakEq HeatedShell.png|512px]]
|-
| [[File:Damage.png|25px]] 2-6 [[File:Shredding.png|25px]] 5
|-
| Add a Light Barrage card to your hand
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 3 [[File:Mass.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Unload'''
|-
| [[File:Art FlakEq Unload.png|512px]]
|-
| [[File:Damage.png|25px]] 5-10 [[File:Shredding.png|25px]] 5
|-
| Requires: played 3 Flak cards this turn
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 2 [[File:Energy.png|25px]] 2
|}
</div>


== Ion cards ==
== Ion cards ==
Ion cards can be added to Ion weapons.
Most Ion cards deal [[File:Ion Damage.png|25px]] Ion Damage. Ion Damage only deals damage to shields and on hull inflicts Ionize instead.
{| class="wikitable"
* On enemies, every 6 Ionize remove 1 pip from a random card.
! Card
* On player, every 6 Ionize reduces Reactor Power by 1 for the rest of the combat encounter.
! Effect
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
! Cost
{| class="wikitable" style="text-align: center;"
! Cooldown
| '''Combined Arms'''
|-
| [[File:Art Ioneq CombinedArms.png|512px]]
|-
| [[File:Ion Damage.png|25px]] 8
|-
| Draw an Attack card from the Cooldown Pile
|-
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 2 [[File:Energy.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Ion Harpoon'''
|-
| [[File:Art Ioneq IonHarpoon.png|512px]]
|-
| [[File:Ion Damage.png|25px]] 9
|-
| If shielded gain 1 [[File:Shield Duration.png|25px]] for every 3 enemy [[File:Shield.png|25px]] removed
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 2 [[File:Energy.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Ion Javelin'''
|-
|-
| Combined Arms || Deal 8 Ion Damage<br>Draw an attack card from the Cooldown Pile || [[File:Ordnance.png|25px]] 2 Ordnance<br>[[File:Energy.png|25px]] 2 Energy || 3
| [[File:Art Ioneq IonJavelin.png|512px]]
|-
|-
| Ion Javelin || If shielded deal 6 Ion Damage<br>If unshielded deal 12 Ion Damage || [[File:Ordnance.png|25px]] 1 Ordnance<br>[[File:Energy.png|25px]] 2 Energy || 3
| [[File:Ion Damage.png|25px]] 6
|-
|-
| Ion Spear || Deal 8 Ion Damage<br>If breaking shields disable targeted equipment for 2 turns<br>Precision || [[File:Ordnance.png|25px]] 2 Ordnance<br>[[File:Energy.png|25px]] 3 Energy || 3
| Deal double damage if you are unshielded
|-
|-
| Shield Switch || If unshielded gain 4 Shield Points<br>If shielded deal 4 Ion Damage and +1 for each Shield Point but removes all Shield Points || [[File:Ordnance.png|25px]] 1 Ordnance<br>[[File:Energy.png|25px]] 1 Energy || 3
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 1 [[File:Energy.png|25px]] 2
|}
|}
{| class="wikitable" style="text-align: center;"
| '''Shield Switch'''
|-
| [[File:Art Ioneq ShieldSwitch.png|512px]]
|-
|
|-
| If unshielded gain 4 [[File:Shield.png|25px]]<br>If shielded deal 4 [[File:Ion Damage.png|25px]] + 1 per [[File:Shield.png|25px]]<br>Removes all [[File:Shield.png|25px]]
|-
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 1 [[File:Energy.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Sling'''
|-
| [[File:Art Ioneq IonSling.png|512px]]
|-
| [[File:Ion Damage.png|25px]] 6
|-On shield break add 6 Ionize
|-
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 1 [[File:Energy.png|25px]] 2
|}
</div>
=== Rare Ion cards ===
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable" style="text-align: center;"
| '''Boomerang'''
|-
| [[File:Art Ioneq IonBoomerang.png|512px]]
|-
| [[File:Ion Damage.png|25px]] 8
|-
| If shielded gain 1 [[File:Shield.png|25px]] for every enemy [[File:Shield.png|25px]] removed
|-
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 2 [[File:Energy.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Ion Spear'''
|-
| [[File:Art Ioneq IonSpear.png|512px]]
|-
| [[File:Precision.png|25px]][[File:Ion Damage.png|25px]] 8
|-
| On shield break disables targeted equipment for 2 turns
|-
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 2 [[File:Energy.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Quiver'''
|-
| [[File:Art Ioneq IonQuiver.png|512px]]
|-
|
|-
| If enemy has shields add an Ion Dart card to hand until the end of turn<br>Upgrade
|-
| [[File:Cooldown.png|25px]] 5 [[File:Mass.png|25px]] 4
|}
{| class="wikitable" style="text-align: center;"
| '''Shatter'''
|-
| [[File:Art TakeAim.png|512px]]
|-
|
|-
| When you break the a shield with an Ion card all attacks deal +1 [[File:Damage.png|25px]] this turn<br>Upgrade
|-
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 4
|}
{| class="wikitable" style="text-align: center;"
| '''Total Discharge'''
|-
| [[File:Art Ioneq TotalDischarge.png|512px]]
|-
|
|-
| Lost all [[File:Shield Duration.png|25px]] and play 2 Ion Dart cards for each duration lost<br>Requires [[File:Shield Duration.png|25px]]
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 1 [[File:Energy.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Trim Excess'''
|-
| [[File:Art Ioneq TrimExcess.png|512px]]
|-
|
|-
| Buff your next Attack by 50% of [[File:Shield.png|25px]]<br>Halve [[File:Shield.png|25px]]<br>Requires [[File:Shield.png|25px]]<br>Deplete
|-
| [[File:Cooldown.png|25px]] 2 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 2
|}
</div>


== Laser cards ==
== Laser cards ==
Laser cards can be added to Laser Weapons.
Many Laser cards have the [[File:Precision.png|25px]] Precision attribute. When the card is selected the cursor has to be dragged to one of the enemy equipment and the attack will target that equipment.
{| class="wikitable"
 
! Card
Some Laser cards have the Ignite attribute. Ignite adds 1 [[File:Heat.png|25px]] to the enemy ship per X hull damage, listed on the card
! Damage
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
! Effects
{| class="wikitable" style="text-align: center;"
! Cost
| '''Beam Sweep'''
! Cooldown
|-
| [[File:Art Lasereq BeamSweep2.png|512px]]
|-
| [[File:Damage.png|25px]] 6 [[File:Heat.png|25px]] 3
|-
|
|-
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 3 [[File:Energy.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Catalyst Pulse'''
|-
| [[File:Art Lasereq CatalystPulse.png|512px]]
|-
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 4
|-
| Pulse cards deal +1 [[File:Damage.png|25px]] this turn
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 2 [[File:Energy.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Infrared Pulse'''
|-
| [[File:Art Lasereq IRPulse.png|512px]]
|-
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 3 [[File:Heat.png|25px]] 3
|-
| If enemy is overheated deal double damage
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Quick Pulse'''
|-
| [[File:Art Lasereq QuickPulse.png|512px]]
|-
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 3
|-
| -1 [[File:Cooldown.png|25px]] for the next Attack card played this turn
|-
| [[File:Cooldown.png|25px]] 2 [[File:Ordnance.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Repeater Pulse'''
|-
| [[File:Art Lasereq GenericAttack02.png|512px]]
|-
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 4
|-
| Return a Laser card from the Cooldown pile to your hand (cannot return itself)
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 3 [[File:Energy.png|25px]] 2
|}
</div>
=== Rare laser cards ===
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable" style="text-align: center;"
| '''Blinding Pulse'''
|-
| [[File:Art Lasereq BlindingPulse.png|512px]]
|-
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 4
|-
| Next enemy attack deals -50% [[File:Damage.png|25px]]
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 3 [[File:Energy.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Booster Pulse'''
|-
| [[File:Art Lasereq GenericAttack03.png|512px]]
|-
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 4
|-
| Laser cards cost -1 [[File:Ordnance.png|25px]] this turn
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 3 [[File:Energy.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Heavy Pulse'''
|-
| [[File:Art Lasereq HeavyPulse2.png|512px]]
|-
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 8
|-
|
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 5 [[File:Energy.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Lacerate'''
|-
| [[File:Art Lasereq GenericAttack01.png|512px]]
|-
| [[File:Damage.png|25px]] 6
|-
| Sustain 1 Coolant Loss
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 3 [[File:Energy.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Paired Pulse'''
|-
| [[File:Art Lasereq PairedPulse.png|512px]]
|-
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 3
|-
| Effect applies twice
|-
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 4 [[File:Energy.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Scrape'''
|-
| [[File:Art Lasereq Scrape.png|512px]]
|-
| [[File:Damage.png|25px]] 4 [[File:Heat.png|25px]] 3
|-
| Apply 1 Coolant Loss for each point of [[File:Heat.png|25px]] added by the attack
|-
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 3 [[File:Energy.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Searing Salvo'''
|-
| [[File:Art Turbolaser.png|512px]]
|-
|
|-
| Play 1 Infrared Pulse card for every Dissipation point<br>Sustain 1 Coolant Loss for every Infrared Pulse card played
|-
| [[File:Cooldown.png|25px]] 6 [[File:Ordnance.png|25px]] 6 [[File:Energy.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Swift Charge'''
|-
| [[File:Art Lasereq Overload.png|512px]]
|-
|
|-
| Add 3 Blink cards to hand<br>Cards that can't be added are added to the Draw Pile
|-
| [[File:Cooldown.png|25px]] 6 [[File:Energy.png|25px]] 1 [[File:Mass.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Turbolaser'''
|-
| [[File:Art Turbolaser.png|512px]]
|-
|
|-
| Play as many Laser Pulse cards as resources allow (max 10)<br>Deplete<br>Exhaustive
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 6 [[File:Mass.png|25px]] 2
|}
</div>
 
== Railgun cards ==
Many Railgun cards have the [[File:Precision.png|25px]] Precision attribute. When the card is selected the cursor has to be dragged to one of the enemy equipment and the attack will target that equipment.
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable" style="text-align: center;"
| '''Drill Round'''
|-
| [[File:Art Railgun DrillRound.png|512px]]
|-
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 4
|-
| +4 [[File:Damage.png|25px]] when destroying equipment
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 3 [[File:Mass.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Kinetic Catapult'''
|-
| [[File:Art Railgun KineticCatapult.png|512px]]
|-
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 2
|-
| +2 [[File:Damage.png|25px]] per [[File:Mass.png|25px]] production<br>-2 [[File:Mass.png|25px]] production for 1 turn
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 4
|}
{| class="wikitable" style="text-align: center;"
| '''Kinetic Shot'''
|-
| [[File:Art KineticSabot.png|512px]]
|-
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 6
|-
|
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 3 [[File:Mass.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Pinpoint'''
|-
| [[File:Art Railgun Pinpoint.png|512px]]
|-
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 4
|-
| +1 Equipment Damage for each destroyed or disabled equipment
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 2 [[File:Energy.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Pyroelectric Round'''
|-
| [[File:Art Railgun PyroelectricShot.png|512px]]
|-
|
|-
| Sustain [[File:Heat.png|25px]] equal to ship threshold<br>Deal 2 [[File:Damage.png|25px]] per 1 [[File:Heat.png|25px]] sustained<br>Requires [[File:Heat.png|25px]] below the ship threshold
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 2 [[File:Energy.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Tungsten Round'''
|-
| [[File:Art Railgun TungstenSabot.png|512px]]
|-
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 4
|-
| 50% bonus damage to equipment
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 2 [[File:Mass.png|25px]] 3
|}
</div>
=== Rare Railgun cards ===
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable" style="text-align: center;"
| '''A.P. Round'''
|-
| [[File:Art Railgun APround.png|512px]]
|-
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 4
|-
| If enemy has Shred damage a random second equipment
|-
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 2 [[File:Energy.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Cascade Shot'''
|-
| [[File:Art Railgun CascadeShot.png|512px]]
|-
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 6
|-
| If attack destroys equipment skip [[File:Cooldown.png|25px]]
|-
| [[File:Cooldown.png|25px]] 6 [[File:Ordnance.png|25px]] 2 [[File:Energy.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Frag Round'''
|-
| [[File:Art Railgun FragmentationSabot.png|512px]]
|-
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 8
|-
| If attack destroys equipment increase repair time on all equipment by +1 turn
|-
| [[File:Cooldown.png|25px]] 5 [[File:Ordnance.png|25px]] 4 [[File:Energy.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Impetus'''
|-
| [[File:Art Railgun Impetus.png|512px]]
|-
|
|-
| When destroying equipment return a Railgun card from the Cooldown Pile to hand<br>Upgrade
|-
| [[File:Cooldown.png|25px]] 5 [[File:Mass.png|25px]] 4
|}
{| class="wikitable" style="text-align: center;"
| '''Reinforced Accelerant'''
|-
| [[File:Art Railgun ReinforcedAccelerant.png|512px]]
|-
|
|-
| This turn add +1 [[File:Damage.png|25px]] to Railgun cards for every Support card played
|-
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Seebeck Shot'''
|-
| [[File:Art Railgun SeebeckShot.png|512px]]
|-
|
|-
| Reduces [[File:Heat.png|25px]] to 0<br>Deal 2 [[File:Precision.png|25px]][[File:Damage.png|25px]] per [[File:Heat.png|25px]] removed<br>Sustain 1 Coolant Loss for every 2 [[File:Heat.png|25px]] removed
|-
| [[File:Cooldown.png|25px]] 5 [[File:Ordnance.png|25px]] 3 [[File:Energy.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Uranium Slug'''
|-
| [[File:Art Railgun UraniumSlug.png|512px]]
|-
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 6
|-
| Deal 50% damage to another random equipment
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 3 [[File:Mass.png|25px]] 3
|}
</div>
 
== Missile cards ==
All Missile attack cards have the Deplete and Missile attributes. With the Missile attribute the damage is not done in the same turn. If the attack is a missile, the damage is done after 1 turn. If the attack is a torpedo, the damage is done after 2 turns. Missiles can be intercepted before they do their damage by Point Defense cards.
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable" style="text-align: center;"
| '''Firecracker'''
|-
| [[File:Art MissileEq Firecracker.png|512px]]
|-
| [[File:Damage.png|25px]] 2
|-
| Effect applies 3 times
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 2 [[File:Mass.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Ion Missile'''
|-
| [[File:Art MissileEq IonMissile.png|512px]]
|-
| [[File:Ion Damage.png|25px]] 12
|-
|
|-
| [[File:Cooldown.png|25px]] 2 [[File:Energy.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Light Torpedo'''
|-
| [[File:Art MissileEq LightTorpedo.png|512px]]
|-
| [[File:Damage.png|25px]] 8
|-
| Requires 3 [[File:Ordnance.png|25px]] production
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Starflare'''
|-
| [[File:Art MissileEq Starflare.png|512px]]
|-
| [[File:Damage.png|25px]] 6
|-
|
|-
| [[File:Cooldown.png|25px]] 2 [[File:Ordnance.png|25px]] 2
|}
</div>
=== Rare Missile cards ===
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable" style="text-align: center;"
| '''Heatseeker'''
|-
| [[File:Art MissileEq Heatseeker.png|512px]]
|-
| [[File:Damage.png|25px]] 12
|-
| +6 [[File:Damage.png|25px]] if enemy is overheated at launch
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Ion Torpedo'''
|-
| [[File:Art MissileEq IonMissile.png|512px]]
|-
| [[File:Ion Damage.png|25px]] 18
|-
| On shield break disable enemy Shield equipment for 2 turns
|-
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 2 [[File:Energy.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Missile Loader'''
|-
| [[File:Art MissileLoader.png|512px]]
|-
|
|-
| Add 2 Starflare Missile cards to Draw Pile
|-
| [[File:Cooldown.png|25px]] 6 [[File:Mass.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Reaper'''
|-
| [[File:Art MissileEq Reaper.png|512px]]
|-
| [[File:Damage.png|25px]] 6
|-
| +2 [[File:Damage.png|25px]] per missile in flight
|-
| [[File:Cooldown.png|25px]] 5 [[File:Ordnance.png|25px]] 3 [[File:Energy.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Torpedo'''
|-
| [[File:Art Torpedo.png|512px]]
|-
| [[File:Damage.png|25px]] 12
|-
| Requires 5 [[File:Ordnance.png|25px]] production
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Trident Torpedo'''
|-
| [[File:Art MissileEq Trident.png|512px]]
|-
|
|-
| Splits into 3 Light Torpedo missiles<br>Requires 6 [[File:Ordnance.png|25px]] production
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 5 [[File:Energy.png|25px]] 2
|}
</div>
 
== Hacking Module cards ==
Most Hacking Module cards have the Hack attribute, meaning that the card effect only applies if the enemy has 0 [[File:Security.png|25px]]. Otherwise it removes 1 [[File:Security.png|25px]]. They also have additional effects if the owner's ship has [[File:Security.png|25px]].
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable" style="text-align: center;"
| '''Firewall'''
|-
| [[File:CardArt Security.png|512px]]
|-
| +1 [[File:Security.png|25px]]<br>Returns to the Draw Pile when played
|-
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Hack Heatsinks'''
|-
| [[File:Art HackingEq HackHeatsinks.png|512px]]
|-
| Next turn enemy loses 2 Heat Threshold<br>Consume all [[File:Security.png|25px]] to further lower it by same amount
|-
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Neutralize'''
|-
| [[File:Art Disadvantage.png|512px]]
|-
| For 2 turns disable a random weapon at turn start<br>Consume 1 [[File:Security.png|25px]] for +2 duration
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Overheat Weapons'''
|-
| [[File:Art HackingEq OverheatWeapons.png|512px]]
|-
| Next turn enemy gains 1 [[File:Heat.png|25px]] for every 2 [[File:Damage.png|25px]] dealt with direct attacks
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Reset'''
|-
| [[File:Art HackingEq Restrain.png|512px]]
|-
| If any equipment is disabled discard a card from it<br>If no equipment is disabled disable a random equipment
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Restrain'''
|-
| [[File:Art HackingEq Restrain.png|512px]]
|-
| Remove 1 pip from an enemy weapon<br>Consume 1 [[File:Security.png|25px]] to discard a card from an enemy weapon
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Thermal Blockade'''
|-
| [[File:Art HackingEq ThermalBlockade2.png|512px]]
|-
| While shielded enemy cannot has no Heat Dissipation<br>Duration: 4 turns
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 4
|}
</div>
=== Rare Hacking Module cards ===
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable" style="text-align: center;"
| '''Denial'''
|-
| [[File:Art HackingEq Restrain.png|512px]]
|-
| Disable targeted equipment for 2 turns<br>Consume 1 [[File:Security.png|25px]] to return card to hand
|-
|-
| Beam Sweep || 6 || Ignite || [[File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Energy.png|25px]] 2 Energy || 3
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Discharge'''
|-
|-
| Catalyst Pulse || 4 || Precision<br>All Pulse cards played this turn deal +1 Damage || [[File:Ordnance.png|25px]] 2 Ordnance<br>[[File:Energy.png|25px]] 2 Energy || 3
| [[File:Art HackingEq Discharge.png|512px]]
|-
| Remove 1 pip from all disabled equipment
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Glitch'''
|-
|-
| Cutting Beam || 3 || Deal Damage again each turn<br>Ignite<br>Gain 1 Heat per turn<br>Duration: 3 turns || [[File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Energy.png|25px]] 1 Energy || 3
| [[File:Art HackingEq Glitch.png|512px]]
|-
|-
| Infrared Pulse || 3 || Ignite<br>Precision<br>If enemy is overheating deal 6 Damage || [[File:Ordnance.png|25px]] 3 Ordnance || 4
| Disable targeted enemy equipment for 1 turn<br>Consume all [[File:Security.png|25px]] to remove pips by the same amount
|-
|-
| [[File:Art Lasereq Pulse2.png|50px]] Laser Pulse || 4 || Precision || [[File:Ordnance.png|25px]] 3 Ordnance || 3
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Missile Jamming'''
|-
|-
| Quick Pulse || 3 || Precision<br>-1 Cooldown on next attack this turn || [[File:Ordnance.png|25px]] 2 Ordnance || 2
| [[File:Art Hack.png|512px]]
|-
|-
| Repeater Pulse || 4 || Precision<br>Return a Laser card from the Cooldown Pile to hand (cannot return itself) || [[File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Energy.png|25px]] 2 Energy || 4
| Delay all incoming missiles by 1 turn<br>Consume all [[File:Security.png|25px]] to further delay them by the same amount
|-
|-
| Streamline || 0 || Each Laser card played this turn reduces the cost of other Laser cards by 1 Ordnance || [[File:Mass.png|25px]] 4 Mass || 6
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Pacify'''
|-
|-
| Swift Charge || 0 || Adds 3 Blink cards to the hand (if hand is full they're added to the Draw Pile instead) || [[File:Energy.png|25px]] 1 Energy<br>[[File:Mass.png|25px]] 3 Mass || 6
| [[File:Art HackingEq Pacify.png|512px]]
|-
|-
| Blinding Pulse (rare) || 4 || Precision<br>Next enemy attack does half damage || [[File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Energy.png|25px]] 2 Energy || 4
| Disable all enemy weapons for 1 turn
|-
|-
| Booster Pulse (rare) || 4 || Precision<br>Laser cards cost 1 less Ordnance this turn || [[File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Energy.png|25px]] 3 Energy || 4
| [[File:Cooldown.png|25px]] 6 [[File:Energy.png|25px]] 4
|}
{| class="wikitable" style="text-align: center;"
| '''Stall'''
|-
|-
| Heavy Pulse (rare) || 8 || Precision || [[File:Ordnance.png|25px]] 5 Ordnance<br>[[File:Energy.png|25px]] 2 Energy || 4
| [[File:Art HackingEq Stall.png|512px]]
|-
|-
| Paired Pulse (rare) || 3 || Deal the Damage twice<br>Precision || [[File:Ordnance.png|25px]] 4 Ordnance<br>[[File:Energy.png|25px]] 1 Energy || 3
| For 2 turns enemy playing a card removes a pip from another card<br>Consume 1 [[File:Security.png|25px]] to increase duration by 2 turns
|-
|-
| Scrape (rare) || 4 || Ignite<br>Apply -1 Dissipation for each Heat added by the attack || [[File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Energy.png|25px]] 2 Energy || 3
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 2
|}
|}
{| class="wikitable" style="text-align: center;"
| '''Wipe'''
|-
| [[File:Art HackingEq Wipe.png|512px]]
|-
| Remove a Hack debuff<br>Deplete
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3
|}
</div>


== Flak cards ==
== Shield Generator cards ==
Flak cards can be added to Flak weapons.
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable"
{| class="wikitable" style="text-align: center;"
! Card
| '''Auto-Shield'''
! Damage
|-
! Effects
| [[File:Art ShieldEq AutoShield.png|512px]]
! Cost
|-
! Cooldown
| [[File:Shield.png|25px]] 4
|-
| Draw a Shield card from the Draw Pile<br>If draw succeeds gain 2 [[File:Shield.png|25px]]
|-
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Barrier'''
|-
| [[File:Art ShieldBarrier.png|512px]]
|-
| [[File:Shield.png|25px]] 6
|-
|
|-
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Bolster'''
|-
| [[File:Art ShieldBarrier.png|512px]]
|-
| [[File:Shield.png|25px]] 4
|-
| +2 [[File:Shield.png|25px]] per [[File:Shield Duration.png|25px]]
|-
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Charged Barrier'''
|-
| [[File:Art ShieldBarrier.png|512px]]
|-
| [[File:Shield.png|25px]] 6 [[File:Shield Duration.png|25px]] 1
|-
|
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Hasty Defense'''
|-
| [[File:Art ShieldAegis.png|512px]]
|-
| [[File:Shield.png|25px]] 12 [[File:Shield Duration.png|25px]] 1
|-
|
|-
| [[File:Cooldown.png|25px]] 4 [[File:Mass.png|25px]] 2 [[File:Hull.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Palisade'''
|-
| [[File:Art AutoShield.png|512px]]
|-
|
|-
| Add 3 Shield Pulse cards to hand<br>Cards that can't be added are added to the Draw Pile
|-
| [[File:Cooldown.png|25px]] 6 [[File:Mass.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Rampart'''
|-
| [[File:Art ShieldEq Rampart.png|512px]]
|-
| [[File:Shield.png|25px]] 10 [[File:Shield Duration.png|25px]] 1
|-
|
|-
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 4 [[File:Mass.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Repel'''
|-
| [[File:Art ShieldEq Repel.png|512px]]
|-
|
|-
| Play 1 Shield Pulse card for every attack the enemy intends to play
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Surge'''
|-
| [[File:Art ShieldEq ShieldSurge.png|512px]]
|-
|
|-
| If unshielded gain 4 [[File:Shield.png|25px]]<br>If shielded gain 1 [[File:Shield Duration.png|25px]]
|-
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Tactical Defense'''
|-
| [[File:Art ShieldEq TacticalDefense.png|512px]]
|-
| [[File:Shield.png|25px]] 4
|-
| Gain 2 [[File:Shield.png|25px]] for each Tactical card in hand
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3
|}
</div>
=== Rare Shield Generator cards ===
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable" style="text-align: center;"
| '''Backup Shields'''
|-
| [[File:Art ShieldEq BackupShields.png|512px]]
|-
|
|-
| Gain 1 Provisional Slot<br>Add 1 Shield Pulse card to hand when ending the turn without Tactical cards<br>Duration: 4 Turns
|-
| [[File:Cooldown.png|25px]] 5 [[File:Mass.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Battlement'''
|-
| [[File:Art ShieldEq Battlement.png|512px]]
|-
| [[File:Shield.png|25px]] 6
|-
| Gain 2 [[File:Shield.png|25px]] every time you play a Tactical card<br>Upkeep: Ship has [[File:Shield.png|25px]]
|-
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Flash Shields'''
|-
| [[File:Art ShieldEq FlashShields.png|512px]]
|-
| [[File:Shield.png|25px]] 12
|-
| Lose all [[File:Shield.png|25px]] next turn
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 4
|}
</div>
 
== Engineering Bay cards ==
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable" style="text-align: center;"
| '''Battle Repairs'''
|-
| [[File:Art EngEq ReinforcedHull.png|512px]]
|-
| Repair 3 [[File:Hull.png|25px]]<br>Remove 2 [[File:Shredding.png|25px]]<br>Deplete
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Damage Control'''
|-
| [[File:Art EngEq DamageControl.png|512px]]
|-
| Repair 25% of the damage taken on every enemy turn for 3 turns<br>Upkeep: 1 [[File:Energy.png|25px]]
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Deterrence'''
|-
| [[File:Art EngEq Deterrence.png|512px]]
|-
| +1 [[File:Damage.png|25px]] on next Attack card for each Attack card on enemy's equipment<br>Sustain 1 [[File:Heat.png|25px]]
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 1 [[File:Mass.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Precision Tracking'''
|-
| [[File:Art EngEq PrecisionTracking.png|512px]]
|-
|-
| Covering Fire || 3-6 || 10% chance to discard an enemy attack card per point of Hull Damage dealt || [[File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Mass.png|25px]] 2 Mass || 3
| Next attack this turn deals +1 [[File:Damage.png|25px]] and destroys 1 enemy missile
|-
|-
| Flak Barrage || 3-7 || Deal 5 Shredding || [[File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Mass.png|25px]] 1 Mass || 3
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Recycle'''
|-
|-
| [[File:Art FlakEq LightBarrage2.png|50px]] Light Barrage || 2-5 || Deal 5 Shredding || [[File:Ordnance.png|25px]] 3 Ordnance || 2
| [[File:Art EngEq Recycle.png|512px]]
|-
|-
| [[File:Art TitaniumShells.png|50px]] Opening Shot || 2-4 || Deal 1 Shredding if enemy has none || [[File:Ordnance.png|25px]] 2 Ordnance<br>[[File:Mass.png|25px]] 1 Mass || 3
| Repair 1 [[File:Hull.png|25px]] for every 3 Support cards played<br>Upgrade
|-
|-
| Spread Shot || 2-5 || Destroy the closest enemy missile || [[File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Mass.png|25px]] 1 Mass || 3
| [[File:Cooldown.png|25px]] 6 [[File:Energy.png|25px]] 1 [[File:Mass.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Return Fire'''
|-
|-
| [[File:Art FlakEq HeatedShell.png|50px]] Twin Barrel || 2-6 || Deal 5 Shredding<br>Add a Light Barrage card to hand || [File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Mass.png|25px]] 2 Mass || 4
| [[File:Art EngEq ReturnFire.png|512px]]
|-
|-
| Volatile Barrage || 0-8 || Deal 5 Shredding || [[File:Ordnance.png|25px]] 2 Ordnance<br>[[File:Mass.png|25px]] 2 Mass || 4
| Next attack this turn dgains +1 [[File:Damage.png|25px]] per incoming missile
|-
|-
| Charged Shot (rare) || 3-7 || Deal 5 Shredding<br>If enemy has shields deal maximum Damage || [[File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Mass.png|25px]] 2 Mass || 3
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 2
|}
|}
</div>


== Shield cards ==
=== Rare Engineering Bay cards ===
Shield cards can be added to Tactical Hardpoint equipment.
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable"
{| class="wikitable" style="text-align: center;"
! Card
| '''Armamant'''
! Shield Points
! Effects
! Cost
! Cooldown
|-
|-
| Auto-Shield || 4 || Draw 1 Shield card from the Draw Pile<br>If the draw succeeds gain 2 Shield Points || [[File:Energy.png|25px]] 3 Energy || 3
| [[File:Art ResEq Armament.png|512px]]
|-
|-
| [[File:Art ShieldBarrier.png|50px]] Barrier || 6 || || [[File:Energy.png|25px]] 3 Energy<br>[[File:Mass.png|25px]] 1 Mass || 3
| Gain 1 [[File:Ordnance.png|25px]] for every 2 Attack cards you hold at the end of the turn<br>Upgrade
|-
|-
| [[File:Art ShieldBarrier.png|50px]] Bolster || 4 || Gain 2 Shiel Points per Shield Duration || [[File:Energy.png|25px]] 3 Energy || 5
| [[File:Cooldown.png|25px]] 5 [[File:Mass.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Attack Mode'''
|-
|-
| [[File:Art ShieldBarrier.png|50px]] Charged Barrier || 6 || Gain 1 Shield Duration || [[File:Energy.png|25px]] 3 Energy<br>[[File:Mass.png|25px]] 2 Mass || 4
| [[File:Art EngEq AttackMode.png|512px]]
|-
|-
| Rampart || 10 || Gain 1 Shield Duration || [[File:Energy.png|25px]] 4 Energy<br>[[File:Mass.png|25px]] 2 Mass || 5
| Add 1 card slot<br>Attack cards have -2 [[File:Cooldown.png|25px]] this turn<br>Draw 2 Attack cards<br>Requires 5 [[File:Ordnance.png|25px]] production
|-
|-
| Shield Fortifier || 6 || Gain 1 Shield Point for each Fortify card played (max 12) || [[File:Energy.png|25px]] 4 Energy<br>[[File:Mass.png|25px]] 1 Mass || 4
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Cautious Tactics'''
|-
| [[File:Art EngEq CautiousTactics.png|512px]]
|-
| +1 [[File:Damage.png|25px]] for 3 turns<br>If you take no damage for 3 turns this card becomes an Upgrade
|-
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 4
|}
{| class="wikitable" style="text-align: center;"
| '''Expand Capacity'''
|-
| [[File:Art EngEq ExpandCapacity.png|512px]]
|-
| +1 Card Slot
|-
| [[File:Cooldown.png|25px]] 6 [[File:Mass.png|25px]] 1 per Card Slot
|}
{| class="wikitable" style="text-align: center;"
| '''Force Multiplier'''
|-
| [[File:Art EngEq ForceMultiplier.png|512px]]
|-
| +25% [[File:Damage.png|25px]] for attacks that cost at least 6 [[File:Ordnance.png|25px]]<br>Upgrade
|-
| [[File:Cooldown.png|25px]] 6 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 5
|}
{| class="wikitable" style="text-align: center;"
| '''Harnessed Strike'''
|-
| [[File:Art Lasereq HarnessedStrike.png|512px]]
|-
| Gain 1 [[File:Shield.png|25px]] every time you play a Laser or Ion card<br>Upgrade
|-
| [[File:Cooldown.png|25px]] 6 [[File:Mass.png|25px]] 4
|}
{| class="wikitable" style="text-align: center;"
| '''Micro-Charge'''
|-
| [[File:Art EngEq MicroCharge.png|512px]]
|-
| Attacks that cost 2 or less [[File:Ordnance.png|25px]] deal +1 [[File:Damage.png|25px]]<br>Upgrade
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 5
|}
{| class="wikitable" style="text-align: center;"
| '''Offensive Assurance'''
|-
| [[File:Art EngEq OffensiveAssurance.png|512px]]
|-
| +1 [[File:Damage.png|25px]]<br>Upkeep: Take no hull damage
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Service Support'''
|-
| [[File:Art EngEq ServiceSupport.png|512px]]
|-
| Repair 5 [[File:Hull.png|25px]]<br>Remove 1 Card Slot for the rest of the combat encounter<br>Requires: 2 Card Slots
|-
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Shatter Rounds'''
|-
| [[File:Art Railgun ShatterRounds.png|512px]]
|-
| Equipment damaged with Railgun cards take +1 turns to repair<br>Upgrade
|-
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Steel Resolve'''
|-
| [[File:Art Railgun.png|512px]]
|-
| Next attack this turn deals +1 [[File:Damage.png|25px]] for each Hack on you<br>Sustain 1 [[File:Heat.png|25px]]
|-
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''War Effort'''
|-
|-
| [[File:Art ShieldEq ShieldPulse.png|50px]] Shield Pulse || 4 || Deplete || [[File:Energy.png|25px]] 1 Energy || 3
| [[File:Art ResEq Wareffort.png|512px]]
|-
|-
| Shield Stream || 4 || Gain 4 Shield Points per turn<br>Gain 1 Shield Duration per turn<br>Reduces Energy Generation by 1<br>Duration: 3 turns || [[File:Energy.png|25px]] 4 Energy<br>[[File:Mass.png|25px]] 3 Mass || 5
| Gain 1 [[File:Ordnance.png|25px]] for every 1 [[File:Ordnance.png|25px]] production<br>Draw 1 Attack card<br>Sustain 2 [[File:Heat.png|25px]]
|-
|-
| Surge || 0 || If unshielded gain 4 Shield Points<br>If shielded gain 1 Shield Duration || [[File:Energy.png|25px]] 1 Energy || 3
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 2
|}
|}
</div>


== Resource Bay cards ==
== Resource Bay cards ==
Resource Bay cards can be added to Utility Hardpoint equipment.
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable"
{| class="wikitable" style="text-align: center;"
! Card
| '''Blueprint'''
! Effect
|-
! Cost
| [[File:Art ResEq Blueprint.png|512px]]
! Cooldown
|-
| Draw 2 Support cards<br>Support cards cost -1 [[File:Mass.png|25px]] this turn
|-
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Conservation'''
|-
| [[File:Art DeployReactor.png|512px]]
|-
| Gain 1 [[File:Energy.png|25px]] for every 2 [[File:Ordnance.png|25px]] you spend this turn
|-
| [[File:Cooldown.png|25px]] 4
|}
{| class="wikitable" style="text-align: center;"
| '''Energy Surge'''
|-
| [[File:Art ResEq EnergySurge.png|512px]]
|-
| Gain 4 [[File:Energy.png|25px]]<br>Sustain 1 [[File:Heat.png|25px]]<br>Lose up to 4 [[File:Energy.png|25px]] on turn end
|-
| [[File:Cooldown.png|25px]] 5
|}
{| class="wikitable" style="text-align: center;"
| '''Equivalence'''
|-
| [[File:Art ResEq AsteroidOre.png|512px]]
|-
| Gain 1 [[File:Mass.png|25px]] for every 2 [[File:Energy.png|25px]] you spend this turn
|-
| [[File:Cooldown.png|25px]] 4
|}
{| class="wikitable" style="text-align: center;"
| '''Mass Surge'''
|-
| [[File:Art ResEq MassSurge.png|512px]]
|-
| Gain 4 [[File:Mass.png|25px]]<br>Sustain 1 [[File:Heat.png|25px]]<br>Lose up to 4 [[File:Mass.png|25px]] on turn end
|-
| [[File:Cooldown.png|25px]] 5
|}
{| class="wikitable" style="text-align: center;"
| '''Optimization'''
|-
| [[File:Art ResEq Armament.png|512px]]
|-
| Gain 1 [[File:Ordnance.png|25px]] for every 2 [[File:Mass.png|25px]] you spend this turn
|-
| [[File:Cooldown.png|25px]] 4
|}
{| class="wikitable" style="text-align: center;"
| '''Ordnance Surge'''
|-
| [[File:Art ResEq OrdnanceSurge.png|512px]]
|-
| Gain 4 [[File:Ordnance.png|25px]]<br>Sustain 1 [[File:Heat.png|25px]]<br>Lose up to 4 [[File:Ordnance.png|25px]] on turn end
|-
| [[File:Cooldown.png|25px]] 5
|}
</div>
=== Rare Resource Bay cards ===
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable" style="text-align: center;"
| '''Aggression Protocol'''
|-
| [[File:Art ResEq AggressionProtocol.png|512px]]
|-
| Gain 6 [[File:Ordnance.png|25px]]<br>+2 [[File:Ordnance.png|25px]] capacity<br>-2 [[File:Energy.png|25px]] capacity<br>-2 [[File:Mass.png|25px]] capacity<br>Deplete
|-
| [[File:Cooldown.png|25px]] 6 [[File:Mass.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Ammo Dump'''
|-
| [[File:Art ResEq AmmoDump.png|512px]]
|-
| Gain 4 [[File:Ordnance.png|25px]]<br>Sustain 2 [[File:Heat.png|25px]]<br>Deplete
|-
| [[File:Cooldown.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Asteroid Ore'''
|-
| [[File:Art ResEq AsteroidOre.png|512px]]
|-
| Gain 4 [[File:Mass.png|25px]]<br>Sustain 2 [[File:Heat.png|25px]]<br>Deplete
|-
| [[File:Cooldown.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Attack Gambit'''
|-
| [[File:Art ResEq AttacktGambit.png|512px]]
|-
| Reshuffle all Attack cards into the Draw Pile and gain 1 [[File:Energy.png|25px]] for each card
|-
| [[File:Cooldown.png|25px]] 4
|}
{| class="wikitable" style="text-align: center;"
| '''Build-Up'''
|-
| [[File:Art HighAlert.png|512px]]
|-
| Gain 1 random resource for each Support card in hand at the end of the turn<br>Upgrade
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Cache'''
|-
| [[File:Art ResEq Cache.png|512px]]
|-
| Add 2 random resource cards to the Draw Pile
|-
| [[File:Cooldown.png|25px]] 6
|}
{| class="wikitable" style="text-align: center;"
| '''Capacitor'''
|-
| [[File:Art ResEq Capacitor.png|512px]]
|-
| Gain 4 [[File:Energy.png|25px]]<br>Sustain 2 [[File:Heat.png|25px]]<br>Deplete
|-
| [[File:Cooldown.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Fabrication'''
|-
| [[File:Art ResEq Fabrication.png|512px]]
|-
| Gain 1 [[File:Mass.png|25px]] for every 1 [[File:Mass.png|25px]] produced<br>Draw 1 card
|-
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Feedback Loop'''
|-
| [[File:Art ResEq FeedbackLoop.png|512px]]
|-
| Gain 1 [[File:Energy.png|25px]] for every 2 [[File:Shield.png|25px]] you lose on the enemy's next turn
|-
|-
| Blueprint || Draw 2 Support cards<br>All Support cards cost 1 Mass less this turn<br>Deplete || [[File:Energy.png|25px]] 2 Energy || 5
| [[File:Cooldown.png|25px]] 5
|}
{| class="wikitable" style="text-align: center;"
| '''Flux Conduction'''
|-
|-
| [[File:Art DeployReactor.png|50px]] Conservation || Gain 1 Energy for every 2 Ordnance you spent this turn || || 4
| [[File:Art ResEq Consume.png|512px]]
|-
|-
| Equivalence || Gain 1 Mass for every 2 Energy you spent this turn || || 4
| Gain 1 [[File:Energy.png|25px]] for every 2 [[File:Energy.png|25px]] production each turn at 0 [[File:Heat.png|25px]]<br>Upgrade
|-
|-
| Optimization || Gain 1 Ordnance for every 2 Mass you spent this turn || || 4
| [[File:Cooldown.png|25px]] 5 [[File:Mass.png|25px]] 4
|}
{| class="wikitable" style="text-align: center;"
| '''Grid Overload'''
|-
|-
| Energy Surge || Gain 4 Energy until the end of the turn<br>Gain 1 Heat || || 5
| [[File:Art ResEq GridOverload.png|512px]]
|-
|-
| Mass Surge || Gain 4 Mass until the end of the turn<br>Gain 1 Heat || || 5
| Gain 2 [[File:Energy.png|25px]] for every 1 [[File:Energy.png|25px]] production<br>Disable [[File:Energy.png|25px]] production for 2 turns
|-
|-
| [[File:Art ResEq OrdnanceSurge.png|50px]] Ordnance Surge || Gain 4 Ordnance until the end of the turn<br>Gain 1 Heat || || 5
| [[File:Cooldown.png|25px]] 5
|}
{| class="wikitable" style="text-align: center;"
| '''Overclock Reactor'''
|-
|-
| Rearm || Gain 2 Ordnance if you end the turn with 3 or less<br>Upgrade || [[File:Energy.png|25px]] 1 Energy<br>[[File:Mass.png|25px]] 3 Mass || 4
| [[File:Art ResEq OverclockReactor.png|512px]]
|-
| Gain 1 Reactor Power<br>Sustain 4 [[File:Heat.png|25px]]<br>Requires 0 [[File:Heat.png|25px]] to play<br>Deplete
|-
| [[File:Cooldown.png|25px]] 4 [[File:Mass.png|25px]] 4
|}
|}
{| class="wikitable" style="text-align: center;"
| '''Production Line'''
|-
| [[File:Art ResEq Accountability.png|512px]]
|-
| After a Support card is played other Support cards cost -1 [[File:Mass.png|25px]] this turn<br>Upgrade
|-
| [[File:Cooldown.png|25px]] 6 [[File:Energy.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Reactor Boost'''
|-
| [[File:Art ResEq ReactorBoost.png|512px]]
|-
| Gain 1 Reactor Power<br>Upkeep: Ship is not overheated on turn end
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 1 [[File:Mass.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Rearm'''
|-
| [[File:Art ResEq Rearm.png|512px]]
|-
| +2 [[File:Ordnance.png|25px]] if you end the turn with 0-3 [[File:Ordnance.png|25px]]<br>Upgrade
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 1 [[File:Mass.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Singular Focus'''
|-
| [[File:Art EngEq SingularFocus.png|512px]]
|-
| Discard all Support and Tactical cards<br>Gain 2 [[File:Ordnance.png|25px]] for each discarded card<br>Deplete
|-
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Support Gambit'''
|-
| [[File:Art ResEq SupportGambit.png|512px]]
|-
| Reshuffle all Support cards into the Draw Pile and gain 1 [[File:Ordnance.png|25px]] for each card
|-
| [[File:Cooldown.png|25px]] 4
|}
{| class="wikitable" style="text-align: center;"
| '''Tactical Gambit'''
|-
| [[File:Art ResEq TacticalGambit.png|512px]]
|-
| Reshuffle all Tactical cards into the Draw Pile and gain 1 [[File:Mass.png|25px]] for each card
|-
| [[File:Cooldown.png|25px]] 4
|}
{| class="wikitable" style="text-align: center;"
| '''Tinker'''
|-
| [[File:Art AdaptiveModule.png|512px]]
|-
| Lose 1 [[File:Mass.png|25px]] production for 3 turns<br>Gain 1 Reactor Power after 3 turns<br>Deplete
|-
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 2
|}
</div>


== Other cards ==
== Cooling System cards ==
{| class="wikitable"
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
! Card
{| class="wikitable" style="text-align: center;"
! Type
| '''Coolant Flow'''
! Effect
|-
! Cost
| [[File:Art Heatsinks.png|512px]]
! Cooldown
|-
| -2 [[File:Cooldown.png|25px]] for all cards in Cooldown Pile<br>Sustain 1 [[File:Heat.png|25px]] for every 4 cards affected
|-
| [[File:Cooldown.png|25px]] 5
|}
{| class="wikitable" style="text-align: center;"
| '''Force Draw'''
|-
| [[File:Art RadiatorEq ForceDraw.png|512px]]
|-
| Draw 1 card<br>Sustain 1 [[File:Heat.png|25px]]
|-
|-
| Harnessed Strike (rare) || Engineering Bay || Gain 1 Shield Point for every played Laser or Ion card<br>Upgrade || [[File:Mass.png|25px]] 4 Mass || 6
| [[File:Cooldown.png|25px]] 4
|}
{| class="wikitable" style="text-align: center;"
| '''Radiate'''
|-
|-
| [[File:Art PDCBurst.png|50px]] PDC Burst || Point Defense || If a missile is incoming it its destroyed<br>If a missile is not incoming it deals 2 Damage<br>Deplete || [[File:Ordnance.png|25px]] 1 Ordnance<br>[[File:Energy.png|25px]] 1 Energy || 2
| [[File:Art RadiatorEq RadiatorImage03.png|512px]]
|-
| If ship has [[File:Heat.png|25px]] remove up to 2 [[File:Heat.png|25px]]<br>If ship has no [[File:Heat.png|25px]] gain 2 [[File:Energy.png|25px]]
|-
| [[File:Cooldown.png|25px]] 4
|}
{| class="wikitable" style="text-align: center;"
| '''Rush'''
|-
| [[File:Art RadiatorEq Rush.png|512px]]
|-
| Return 1 card from Cooldown Pile to Draw Pile<br>Sustain 1 [[File:Heat.png|25px]]<br>Repeat until reaching max [[File:Heat.png|25px]]
|-
| [[File:Cooldown.png|25px]] 4
|}
{| class="wikitable" style="text-align: center;"
| '''Swift Overhaul'''
|-
| [[File:Art Hack.png|512px]]
|-
| Repair 1 [[File:Hull.png|25px]] per 3 [[File:Shield.png|25px]] lost on enemy turns<br>Sustain 2 [[File:Heat.png|25px]]<br>Duration: 3 turns<br>Deplete
|-
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Weapon Coolant'''
|-
| [[File:Art Heatsinks.png|512px]]
|-
| Return up to 2 Attack cards from Cooldown Pile to Draw Pile<br>Sustain 2 [[File:Heat.png|25px]]
|-
| [[File:Cooldown.png|25px]] 4
|}
</div>
=== Rare Cooling System cards ===
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable" style="text-align: center;"
| '''Accelerant'''
|-
| [[File:Art RadiatorEq RadiatorImage02.png|512px]]
|-
| Next card played this turn has no [[File:Cooldown.png|25px]]<br>Sustain 2 [[File:Heat.png|25px]]
|-
| [[File:Cooldown.png|25px]] 5
|}
{| class="wikitable" style="text-align: center;"
| '''Heat Convertor'''
|-
| [[File:Art RadiatorEq RadiatorImage01.png|512px]]
|-
| Gain 1 [[File:Ordnance.png|25px]] for every 2 points of overheat
|-
| [[File:Cooldown.png|25px]] 5
|}
{| class="wikitable" style="text-align: center;"
| '''Increased Conduction'''
|-
| [[File:Art Hack.png|512px]]
|-
| +2 Dissipation<br>Duration: 4 turns
|-
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Operations Cool-Off'''
|-
| [[File:Art Hack.png|512px]]
|-
| Reduce [[File:Heat.png|25px]] by Dissipation amount
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Thermal Buffer'''
|-
| [[File:Art Hack.png|512px]]
|-
| +2 Heat Threshold
|-
| [[File:Cooldown.png|25px]] 4 [[File:Mass.png|25px]] 4
|}
</div>
 
== Point Defense cards ==
{| class="wikitable" style="text-align: center;"
| '''PDC Burst'''
|-
| [[File:Art PDCBurst.png|512px]]
|-
| If a missile is incoming destroy 1 missile<br>If a missile is not incoming deal 2 [[File:Damage.png|25px]]<br>Deplete
|-
| [[File:Cooldown.png|25px]] 2 [[File:Ordnance.png|25px]] 1 [[File:Energy.png|25px]] 1
|}
 
=== Rare Point Defense cards ===
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable" style="text-align: center;"
| '''Gridfire'''
|-
| [[File:Art PDCBurst.png|512px]]
|-
| If a missile is incoming destroy up to 3 missiles<br>If a missile is not incoming deal 2 [[File:Damage.png|25px]] 3 times
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 3 [[File:Energy.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''High Alert'''
|-
| [[File:Art HighAlert.png|512px]]
|-
| Add a PDC Burst card to hand in each empty slot<br>This turn PDC Burst cards cost -1 [[File:Energy.png|25px]]<br>Deplete
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 4
|}
{| class="wikitable" style="text-align: center;"
| '''PDC Repeater'''
|-
|-
| Hack Heatsinks || Hack || Next turn enemy loses 2 Dissipation<br>Consumes all Security<br>Hack || [[File:Energy.png|25px]] 2 Energy || 3
| [[File:Art PDCBurst.png|512px]]
|-
|-
| Thermal Tick || Hack || This turn every card deals deals 1 Ignite<br>If ship has Security it reduced is by 1 and doubles the Ignite effect<br>Hack || [[File:Energy.png|25px]] 2 Energy || 3
| If a missile is incoming destroy the closest missile<br>If a missile is not incoming deal 2 [[File:Damage.png|25px]]<br>Return this card to hand where it costs +1 [[File:Energy.png|25px]]<br>3 Charges
|-
|-
| [[File:Art EngEq TakeAim.png|50px]] Target Lock || || Deal +1 Damage<br>Upkeep: Play at least one attack card per turn || [[File:Energy.png|25px]] 2 Energy<br>[[File:Mass.png|25px]] 2 Mass || 3
| [[File:Cooldown.png|25px]] 5 [[File:Ordnance.png|25px]] 1 [[File:Energy.png|25px]] 2
|}
|}
</div>

Latest revision as of 20:35, 16 February 2025

Cards represent actions the ship can take each turn. Cards have different effects and costs during the Prologue.

Winning a regular combat encounter will allow picking one new card as long as any current equipment can use it and has a free card slot. Winning an elite or boss combat encounter will allow picking one of two cards per equipment instead.

Cards come in one of three types, distinguished by the color of the bar at the top of the card: attack, support, and tactical.

Attributes

Cards may have the following attributes:

  • Coolant Loss: Reduces Dissipation.
  • Deplete: Removed from current combat encounter when played.
  • Duration: Effect lasts for a certain number of turns.
  • Exhaustive: Makes other cards unplayable this turn.
  • Upkeep: As long the condition is met the card's effect will remain active.
  • Upgrade: Grants a permanent Persistent Effect to the user and is removed from battle while its Persistent Effect is active.

Flak cards

Many Flak cards have the Shredding attribute. The Shredding attribute applies 1 stack of Shred if the attack does sufficient hull damage, listed on the card. Each stack of Shred increases minimum Flak damage by 1. Counts down on turns with no Shredding applied unless the ship is overheated.

Covering Fire
3-6
10% chance to discard an enemy attack card per point of hull damage dealt
3 3 2
Light Barrage
2-5 5
2 3
Spread Shot
2-5
Destroy the closest enemy missile
3 3 1
Volatile Barrage
0-8 5
4 2 2

Rare Flak cards

Charged Shot
3-7 5
If enemy has shields deal max damage
3 3 2
Disarm
Play 1 Covering Fire card for each attack card the enemy intends to play
4 4 4
Flak Barrage
3-7 5
3 3 1
Honed Shot
3-8 4
Cost reduced by 1 for each stack of Shred.
Minimum Flak damage of this card is not affected by Shred.
3 4 1
Twin Barrel
2-6 5
Add a Light Barrage card to your hand
4 3 2
Unload
5-10 5
Requires: played 3 Flak cards this turn
4 2 2

Ion cards

Most Ion cards deal Ion Damage. Ion Damage only deals damage to shields and on hull inflicts Ionize instead.

  • On enemies, every 6 Ionize remove 1 pip from a random card.
  • On player, every 6 Ionize reduces Reactor Power by 1 for the rest of the combat encounter.
Combined Arms
8
Draw an Attack card from the Cooldown Pile
3 2 2
Ion Harpoon
9
If shielded gain 1 for every 3 enemy removed
4 2 2
Ion Javelin
6
Deal double damage if you are unshielded
3 1 2
Shield Switch
If unshielded gain 4
If shielded deal 4 + 1 per
Removes all
3 1 1
Sling
6
3 1 2

Rare Ion cards

Boomerang
8
If shielded gain 1 for every enemy removed
3 2 3
Ion Spear
8
On shield break disables targeted equipment for 2 turns
3 2 3
Quiver
If enemy has shields add an Ion Dart card to hand until the end of turn
Upgrade
5 4
Shatter
When you break the a shield with an Ion card all attacks deal +1 this turn
Upgrade
5 2 4
Total Discharge
Lost all and play 2 Ion Dart cards for each duration lost
Requires
4 1 3
Trim Excess
Buff your next Attack by 50% of
Halve
Requires
Deplete
2 3 2

Laser cards

Many Laser cards have the Precision attribute. When the card is selected the cursor has to be dragged to one of the enemy equipment and the attack will target that equipment.

Some Laser cards have the Ignite attribute. Ignite adds 1 to the enemy ship per X hull damage, listed on the card

Beam Sweep
6 3
3 3 2
Catalyst Pulse
4
Pulse cards deal +1 this turn
4 2 2
Infrared Pulse
3 3
If enemy is overheated deal double damage
4 3
Quick Pulse
3
-1 for the next Attack card played this turn
2 2
Repeater Pulse
4
Return a Laser card from the Cooldown pile to your hand (cannot return itself)
4 3 2

Rare laser cards

Blinding Pulse
4
Next enemy attack deals -50%
4 3 2
Booster Pulse
4
Laser cards cost -1 this turn
4 3 3
Heavy Pulse
8
4 5 2
Lacerate
6
Sustain 1 Coolant Loss
4 3 2
Paired Pulse
3
Effect applies twice
3 4 1
Scrape
4 3
Apply 1 Coolant Loss for each point of added by the attack
3 3 2
Searing Salvo
Play 1 Infrared Pulse card for every Dissipation point
Sustain 1 Coolant Loss for every Infrared Pulse card played
6 6 2
Swift Charge
Add 3 Blink cards to hand
Cards that can't be added are added to the Draw Pile
6 1 3
Turbolaser
Play as many Laser Pulse cards as resources allow (max 10)
Deplete
Exhaustive
4 6 2

Railgun cards

Many Railgun cards have the Precision attribute. When the card is selected the cursor has to be dragged to one of the enemy equipment and the attack will target that equipment.

Drill Round
4
+4 when destroying equipment
4 3 1
Kinetic Catapult
2
+2 per production
-2 production for 1 turn
4 4
Kinetic Shot
6
4 3 2
Pinpoint
4
+1 Equipment Damage for each destroyed or disabled equipment
4 2 2
Pyroelectric Round
Sustain equal to ship threshold
Deal 2 per 1 sustained
Requires below the ship threshold
4 2 2
Tungsten Round
4
50% bonus damage to equipment
4 2 3

Rare Railgun cards

A.P. Round
4
If enemy has Shred damage a random second equipment
3 2 3
Cascade Shot
6
If attack destroys equipment skip
6 2 1
Frag Round
8
If attack destroys equipment increase repair time on all equipment by +1 turn
5 4 3
Impetus
When destroying equipment return a Railgun card from the Cooldown Pile to hand
Upgrade
5 4
Reinforced Accelerant
This turn add +1 to Railgun cards for every Support card played
5 3
Seebeck Shot
Reduces to 0
Deal 2 per removed
Sustain 1 Coolant Loss for every 2 removed
5 3 3
Uranium Slug
6
Deal 50% damage to another random equipment
4 3 3

Missile cards

All Missile attack cards have the Deplete and Missile attributes. With the Missile attribute the damage is not done in the same turn. If the attack is a missile, the damage is done after 1 turn. If the attack is a torpedo, the damage is done after 2 turns. Missiles can be intercepted before they do their damage by Point Defense cards.

Firecracker
2
Effect applies 3 times
4 2 1
Ion Missile
12
2 2
Light Torpedo
8
Requires 3 production
4 2
Starflare
6
2 2

Rare Missile cards

Heatseeker
12
+6 if enemy is overheated at launch
4 3
Ion Torpedo
18
On shield break disable enemy Shield equipment for 2 turns
3 2 3
Missile Loader
Add 2 Starflare Missile cards to Draw Pile
6 3
Reaper
6
+2 per missile in flight
5 3 1
Torpedo
12
Requires 5 production
4 3
Trident Torpedo
Splits into 3 Light Torpedo missiles
Requires 6 production
4 5 2

Hacking Module cards

Most Hacking Module cards have the Hack attribute, meaning that the card effect only applies if the enemy has 0 . Otherwise it removes 1 . They also have additional effects if the owner's ship has .

Firewall
+1
Returns to the Draw Pile when played
3 2
Hack Heatsinks
Next turn enemy loses 2 Heat Threshold
Consume all to further lower it by same amount
3 2
Neutralize
For 2 turns disable a random weapon at turn start
Consume 1 for +2 duration
4 3
Overheat Weapons
Next turn enemy gains 1 for every 2 dealt with direct attacks
4 3
Reset
If any equipment is disabled discard a card from it
If no equipment is disabled disable a random equipment
4 3
Restrain
Remove 1 pip from an enemy weapon
Consume 1 to discard a card from an enemy weapon
4 2
Thermal Blockade
While shielded enemy cannot has no Heat Dissipation
Duration: 4 turns
4 4

Rare Hacking Module cards

Denial
Disable targeted equipment for 2 turns
Consume 1 to return card to hand
4 3 1
Discharge
Remove 1 pip from all disabled equipment
4 3 1
Glitch
Disable targeted enemy equipment for 1 turn
Consume all to remove pips by the same amount
3 3
Missile Jamming
Delay all incoming missiles by 1 turn
Consume all to further delay them by the same amount
4 2 1
Pacify
Disable all enemy weapons for 1 turn
6 4
Stall
For 2 turns enemy playing a card removes a pip from another card
Consume 1 to increase duration by 2 turns
4 3 2
Wipe
Remove a Hack debuff
Deplete
4 3

Shield Generator cards

Auto-Shield
4
Draw a Shield card from the Draw Pile
If draw succeeds gain 2
3 3
Barrier
6
3 3 1
Bolster
4
+2 per
5 3
Charged Barrier
6 1
4 3 2
Hasty Defense
12 1
4 2 3
Palisade
Add 3 Shield Pulse cards to hand
Cards that can't be added are added to the Draw Pile
6 2
Rampart
10 1
5 4 2
Repel
Play 1 Shield Pulse card for every attack the enemy intends to play
4 3
Surge
If unshielded gain 4
If shielded gain 1
3 1
Tactical Defense
4
Gain 2 for each Tactical card in hand
4 3

Rare Shield Generator cards

Backup Shields
Gain 1 Provisional Slot
Add 1 Shield Pulse card to hand when ending the turn without Tactical cards
Duration: 4 Turns
5 3
Battlement
6
Gain 2 every time you play a Tactical card
Upkeep: Ship has
5 3 2
Flash Shields
12
Lose all next turn
4 4

Engineering Bay cards

Battle Repairs
Repair 3
Remove 2
Deplete
4 2 1
Damage Control
Repair 25% of the damage taken on every enemy turn for 3 turns
Upkeep: 1
4 3 1
Deterrence
+1 on next Attack card for each Attack card on enemy's equipment
Sustain 1
4 1 1
Precision Tracking
Next attack this turn deals +1 and destroys 1 enemy missile
3 3
Recycle
Repair 1 for every 3 Support cards played
Upgrade
6 1 2
Return Fire
Next attack this turn dgains +1 per incoming missile
3 2

Rare Engineering Bay cards

Armamant
Gain 1 for every 2 Attack cards you hold at the end of the turn
Upgrade
5 3
Attack Mode
Add 1 card slot
Attack cards have -2 this turn
Draw 2 Attack cards
Requires 5 production
5 2 3
Cautious Tactics
+1 for 3 turns
If you take no damage for 3 turns this card becomes an Upgrade
3 2 4
Expand Capacity
+1 Card Slot
6 1 per Card Slot
Force Multiplier
+25% for attacks that cost at least 6
Upgrade
6 3 5
Harnessed Strike
Gain 1 every time you play a Laser or Ion card
Upgrade
6 4
Micro-Charge
Attacks that cost 2 or less deal +1
Upgrade
4 3 5
Offensive Assurance
+1
Upkeep: Take no hull damage
4 2 2
Service Support
Repair 5
Remove 1 Card Slot for the rest of the combat encounter
Requires: 2 Card Slots
5 2 1
Shatter Rounds
Equipment damaged with Railgun cards take +1 turns to repair
Upgrade
5 2 3
Steel Resolve
Next attack this turn deals +1 for each Hack on you
Sustain 1
3 2 3
War Effort
Gain 1 for every 1 production
Draw 1 Attack card
Sustain 2
4 2 2

Resource Bay cards

Blueprint
Draw 2 Support cards
Support cards cost -1 this turn
5 2
Conservation
Gain 1 for every 2 you spend this turn
4
Energy Surge
Gain 4
Sustain 1
Lose up to 4 on turn end
5
Equivalence
Gain 1 for every 2 you spend this turn
4
Mass Surge
Gain 4
Sustain 1
Lose up to 4 on turn end
5
Optimization
Gain 1 for every 2 you spend this turn
4
Ordnance Surge
Gain 4
Sustain 1
Lose up to 4 on turn end
5

Rare Resource Bay cards

Aggression Protocol
Gain 6
+2 capacity
-2 capacity
-2 capacity
Deplete
6 2
Ammo Dump
Gain 4
Sustain 2
Deplete
3
Asteroid Ore
Gain 4
Sustain 2
Deplete
3
Attack Gambit
Reshuffle all Attack cards into the Draw Pile and gain 1 for each card
4
Build-Up
Gain 1 random resource for each Support card in hand at the end of the turn
Upgrade
4 2 2
Cache
Add 2 random resource cards to the Draw Pile
6
Capacitor
Gain 4
Sustain 2
Deplete
3
Fabrication
Gain 1 for every 1 produced
Draw 1 card
5 2
Feedback Loop
Gain 1 for every 2 you lose on the enemy's next turn
5
Flux Conduction
Gain 1 for every 2 production each turn at 0
Upgrade
5 4
Grid Overload
Gain 2 for every 1 production
Disable production for 2 turns
5
Overclock Reactor
Gain 1 Reactor Power
Sustain 4
Requires 0 to play
Deplete
4 4
Production Line
After a Support card is played other Support cards cost -1 this turn
Upgrade
6 3
Reactor Boost
Gain 1 Reactor Power
Upkeep: Ship is not overheated on turn end
4 1 1
Rearm
+2 if you end the turn with 0-3
Upgrade
4 1 3
Singular Focus
Discard all Support and Tactical cards
Gain 2 for each discarded card
Deplete
5 2 2
Support Gambit
Reshuffle all Support cards into the Draw Pile and gain 1 for each card
4
Tactical Gambit
Reshuffle all Tactical cards into the Draw Pile and gain 1 for each card
4
Tinker
Lose 1 production for 3 turns
Gain 1 Reactor Power after 3 turns
Deplete
5 2 2

Cooling System cards

Coolant Flow
-2 for all cards in Cooldown Pile
Sustain 1 for every 4 cards affected
5
Force Draw
Draw 1 card
Sustain 1
4
Radiate
If ship has remove up to 2
If ship has no gain 2
4
Rush
Return 1 card from Cooldown Pile to Draw Pile
Sustain 1
Repeat until reaching max
4
Swift Overhaul
Repair 1 per 3 lost on enemy turns
Sustain 2
Duration: 3 turns
Deplete
5 3 2
Weapon Coolant
Return up to 2 Attack cards from Cooldown Pile to Draw Pile
Sustain 2
4

Rare Cooling System cards

Accelerant
Next card played this turn has no
Sustain 2
5
Heat Convertor
Gain 1 for every 2 points of overheat
5
Increased Conduction
+2 Dissipation
Duration: 4 turns
5 3 1
Operations Cool-Off
Reduce by Dissipation amount
4 2
Thermal Buffer
+2 Heat Threshold
4 4

Point Defense cards

PDC Burst
If a missile is incoming destroy 1 missile
If a missile is not incoming deal 2
Deplete
2 1 1

Rare Point Defense cards

Gridfire
If a missile is incoming destroy up to 3 missiles
If a missile is not incoming deal 2 3 times
4 3 3
High Alert
Add a PDC Burst card to hand in each empty slot
This turn PDC Burst cards cost -1
Deplete
4 3 4
PDC Repeater
If a missile is incoming destroy the closest missile
If a missile is not incoming deal 2
Return this card to hand where it costs +1
3 Charges
5 1 2