Cards: Difference between revisions

From Breachway Official Wiki
Aether (talk | contribs)
clarified language
 
(118 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 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.
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.
* '''Duration''': Effect lasts for a certain number of turns.
* '''Exhaustive''': Makes other cards unplayable this turn.
* '''Exhaustive''': Makes other cards unplayable this turn.
* '''Hack''': Effect applies if target has 0 Security, otherwise removes 1 Security.
* '''Upkeep''': As long the condition is met the card's effect will remain active.
* '''Ignite''': Hull Damage adds Heat to the enemy ship but is reduced equal to Dissipation at the end of the turn.
* '''Ion Damage''': Only deals damage to shields. Hull damage inflicts equal Ionize instead.
* '''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''': applies a stack of Shred if hull damage is equal to Shredding value. Each stack of Shred increases minimum Flak damage by 1. Counts down on turns with no Shredding applied unless the ship is overheated.
* '''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 ==
== 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;">
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
Line 37: Line 33:
| [[File:Art FlakEq LightBarrage2.png|512px]]
| [[File:Art FlakEq LightBarrage2.png|512px]]
|-
|-
| [[File:Damage.png|25px]] 3-7
| [[File:Damage.png|25px]] 2-5 [[File:Shredding.png|25px]] 5
|-
|-
| Shredding 5
|  
|-
|-
| [[File:Cooldown.png|25px]] 2 [[File:Ordnance.png|25px]] 3
| [[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>
</div>
{| class="wikitable"
=== Rare Flak cards ===
! Card
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
! Damage
{| class="wikitable" style="text-align: center;"
! Effects
| '''Charged Shot'''
! Cost
! Cooldown
|-
|-
| [[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
| [[File:Art FlakEq ChargedShot.png|512px]]
|-
|-
| [[File:Art FlakEq SpreadShot.png|50px]] Spread Shot || 2-5 || Destroy the closest enemy missile || [[File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Mass.png|25px]] 1 Mass || 3
| [[File:Damage.png|25px]] 3-7 [[File:Shredding.png|25px]] 5
|-
|-
| [[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
| If enemy has shields deal max damage
|-
|-
| [[File:Art FlakEq ChargedShot.png|50px]] 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: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 ==
Most Ion cards deal [[File:Ion Damage.png|25px]] 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.
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable" style="text-align: center;"
| '''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;"
{| class="wikitable" style="text-align: center;"
| '''Ion Harpoon'''
| '''Ion Harpoon'''
Line 94: Line 180:
|-
|-
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 1 [[File:Energy.png|25px]] 1
| [[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>
</div>
Line 108: Line 204:
|-
|-
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 2 [[File:Energy.png|25px]] 3
| [[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;"
{| class="wikitable" style="text-align: center;"
Line 133: Line 262:
</div>
</div>


== Laser cards ==
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.


 
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
 
 
 
{| class="wikitable"
! Card
! Effect
! Cost
! Cooldown
|-
| [[File:Art Ioneq IonSpear.png|50px]] 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
|-
| [[File:Art Ioneq IonSling.png|50px]] Sling || Deal 6 Ion Damage<br>If breaking shields deal 6 Ionize || [[File:Ordnance.png|25px]] 1 Ordnance<br>[[File:Energy.png|25px]] 2 Energy || 3
|}
 
== Laser cards ==
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Bean Sweep'''
| '''Beam Sweep'''
|-
|-
| [[File:Art Lasereq BeamSweep2.png|512px]]
| [[File:Art Lasereq BeamSweep2.png|512px]]
Line 167: Line 283:
| [[File:Art Lasereq CatalystPulse.png|512px]]
| [[File:Art Lasereq CatalystPulse.png|512px]]
|-
|-
| [[File:Damage.png|25px]] 4 [[File:Precision.png|25px]] 4
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 4
|-
|-
| Pulse cards deal +1 [[File:Damage.png|25px]] this turn
| Pulse cards deal +1 [[File:Damage.png|25px]] this turn
Line 178: Line 294:
| [[File:Art Lasereq IRPulse.png|512px]]
| [[File:Art Lasereq IRPulse.png|512px]]
|-
|-
| [[File:Damage.png|25px]] 3 [[File:Precision.png|25px]] 3 [[File:Heat.png|25px]] 3
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 3 [[File:Heat.png|25px]] 3
|-
|-
| If enemy is overheated deal double damage
| If enemy is overheated deal double damage
Line 189: Line 305:
| [[File:Art Lasereq QuickPulse.png|512px]]
| [[File:Art Lasereq QuickPulse.png|512px]]
|-
|-
| [[File:Damage.png|25px]] 3 [[File:Precision.png|25px]] 3
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 3
|-
|-
| -1 [[File:Cooldown.png|25px]] for the next Attack card played this turn
| -1 [[File:Cooldown.png|25px]] for the next Attack card played this turn
Line 200: Line 316:
| [[File:Art Lasereq GenericAttack02.png|512px]]
| [[File:Art Lasereq GenericAttack02.png|512px]]
|-
|-
| [[File:Damage.png|25px]] 4 [[File:Precision.png|25px]] 4
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 4
|-
|-
| Return a Laser card from the Cooldown pile to your hand (cannot return itself)
| Return a Laser card from the Cooldown pile to your hand (cannot return itself)
Line 214: Line 330:
| [[File:Art Lasereq BlindingPulse.png|512px]]
| [[File:Art Lasereq BlindingPulse.png|512px]]
|-
|-
| [[File:Damage.png|25px]] 4 [[File:Precision.png|25px]] 4
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 4
|-
|-
| Next enemy attack deals -50% [[File:Damage.png|25px]]
| Next enemy attack deals -50% [[File:Damage.png|25px]]
Line 225: Line 341:
| [[File:Art Lasereq GenericAttack03.png|512px]]
| [[File:Art Lasereq GenericAttack03.png|512px]]
|-
|-
| [[File:Damage.png|25px]] 4 [[File:Precision.png|25px]] 4
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 4
|-
|-
| Laser cards cost -1 [[File:Ordnance.png|25px]] this turn
| Laser cards cost -1 [[File:Ordnance.png|25px]] this turn
Line 236: Line 352:
| [[File:Art Lasereq HeavyPulse2.png|512px]]
| [[File:Art Lasereq HeavyPulse2.png|512px]]
|-
|-
| [[File:Damage.png|25px]] 8 [[File:Precision.png|25px]] 8
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 8
|-
|-
|  
|  
Line 258: Line 374:
| [[File:Art Lasereq PairedPulse.png|512px]]
| [[File:Art Lasereq PairedPulse.png|512px]]
|-
|-
| [[File:Damage.png|25px]] 3 [[File:Precision.png|25px]] 3
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 3
|-
|-
| Effect applies twice
| Effect applies twice
Line 304: Line 420:
|  
|  
|-
|-
| Play as many Laser Pulse cards as resources allow (max 10)<br>Deplete<br>Exhuastive
| 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
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 6 [[File:Mass.png|25px]] 2
Line 310: Line 426:
</div>
</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;"
{| class="wikitable"
| '''Drill Round'''
! Card
|-
! Damage
| [[File:Art Railgun DrillRound.png|512px]]
! Effects
|-
! Cost
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 4
! Cooldown
|-
|-
| [[File:Art Lasereq Pulse2.png|50px]] Laser Pulse || 4 || Precision || [[File:Ordnance.png|25px]] 3 Ordnance || 3
| +4 [[File:Damage.png|25px]] when destroying equipment
|-
|-
| [[File:Art FlakEq Disarm2.png|50px]] Disarm (rare) || 0 || Play 1 Covering Fire card for each attack card the enemy intends to play || [[File:Ordnance.png|25px]] 4 Ordnance<br>[[File:Energy.png|25px]] 4 Energy || 4
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 3 [[File:Mass.png|25px]] 1
|}
|}
== Railgun cards ==
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Kinetic Catapult'''
| '''Kinetic Catapult'''
Line 333: Line 445:
| [[File:Art Railgun KineticCatapult.png|512px]]
| [[File:Art Railgun KineticCatapult.png|512px]]
|-
|-
| [[File:Damage.png|25px]] 2 [[File:Precision.png|25px]] 2
| [[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
| +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
| [[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;"
{| class="wikitable" style="text-align: center;"
Line 355: Line 489:
| [[File:Art Railgun TungstenSabot.png|512px]]
| [[File:Art Railgun TungstenSabot.png|512px]]
|-
|-
| [[File:Damage.png|25px]] 4 [[File:Precision.png|25px]] 6
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 4
|-
|-
| 50% bonus damage to equipment
| 50% bonus damage to equipment
Line 364: Line 498:
=== Rare Railgun cards ===
=== Rare Railgun cards ===
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
<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;"
{| class="wikitable" style="text-align: center;"
| '''Cascade Shot'''
| '''Cascade Shot'''
Line 369: Line 514:
| [[File:Art Railgun CascadeShot.png|512px]]
| [[File:Art Railgun CascadeShot.png|512px]]
|-
|-
| [[File:Damage.png|25px]] 6 [[File:Precision.png|25px]] 6
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 6
|-
|-
| If attack destroys equipment skip [[File:Cooldown.png|25px]]
| If attack destroys equipment skip [[File:Cooldown.png|25px]]
|-
|-
| [[File:Cooldown.png|25px]] 6 [[File:Ordnance.png|25px]] 2 [[File:Energy.png|25px]] 1
| [[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;"
{| class="wikitable" style="text-align: center;"
Line 393: Line 560:
|  
|  
|-
|-
| Reduces [[File:Heat.png|25px]] to 0<br>Deal 2 [[File:Damage.png|25px]] and [[File:Precision.png|25px]] per [[File:Heat.png|25px]] removed<br>Sustain 1 Coolant Loss for every 2 [[File:Heat.png|25px]] removed
| 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
| [[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>
</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'''
{| class="wikitable"
|-
! Card
| [[File:Art MissileEq Firecracker.png|512px]]
! Damage
! Effect
! Cost
! Cooldown
|-
|-
| [[File:Art Railgun DrillRound.png|50px]] Drill Round || 4 || If destroys equipment deals 4 more Damage<br>Precision || [[File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Mass.png|25px]] 1 Mass || 4
| [[File:Damage.png|25px]] 2
|-
|-
| [[File:Art KineticSabot.png|50px]] Kinetic Shot || 6 || Precision || [[File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Mass.png|25px]] 2 Mass || 4
| Effect applies 3 times
|-
|-
| [[File:Art Railgun Pinpoint.png|50px]] Pinpoint || 4 || Ignores shields<br>+1 Equipment Damage for each destroyed or disabled enemy equipment<br>Precision || [[File:Ordnance.png|25px]] 2 Ordnance<br>[[File:Energy.png|25px]] 2 Energy || 4
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 2 [[File:Mass.png|25px]] 1
|}
|}
== Missile cards ==
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Ion Missile'''
| '''Ion Missile'''
Line 426: Line 598:
| [[File:Ion Damage.png|25px]] 12
| [[File:Ion Damage.png|25px]] 12
|-
|-
| Missile<br>Deplete
|  
|-
|-
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 2
| [[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 ===
=== Rare Missile cards ===
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Heatseeker'''
| '''Heatseeker'''
Line 439: Line 634:
| [[File:Damage.png|25px]] 12
| [[File:Damage.png|25px]] 12
|-
|-
| Missile<br>Deplete<br>+6 Damage if enemy is overheated at launch
| +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
| [[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
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Discharge'''
|-
| [[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'''
|-
| [[File:Art HackingEq Glitch.png|512px]]
|-
| Disable targeted enemy equipment for 1 turn<br>Consume all [[File:Security.png|25px]] to remove pips by the same amount
|-
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Missile Jamming'''
|-
| [[File:Art Hack.png|512px]]
|-
| Delay all incoming missiles by 1 turn<br>Consume all [[File:Security.png|25px]] to further delay them by the same amount
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Pacify'''
|-
| [[File:Art HackingEq Pacify.png|512px]]
|-
| Disable all enemy weapons for 1 turn
|-
| [[File:Cooldown.png|25px]] 6 [[File:Energy.png|25px]] 4
|}
{| class="wikitable" style="text-align: center;"
| '''Stall'''
|-
| [[File:Art HackingEq Stall.png|512px]]
|-
| 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
|-
| [[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>


== Shield Generator cards ==
== Shield Generator cards ==
Line 456: Line 841:
|-
|-
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 3
| [[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;"
{| class="wikitable" style="text-align: center;"
Line 467: Line 874:
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 2
| [[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;"
{| class="wikitable" style="text-align: center;"
Line 477: Line 895:
| Add 3 Shield Pulse cards to hand<br>Cards that can't be added are added to the Draw Pile
| Add 3 Shield Pulse cards to hand<br>Cards that can't be added are added to the Draw Pile
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Mass.png|25px]] 2
| [[File:Cooldown.png|25px]] 6 [[File:Mass.png|25px]] 2
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
Line 547: Line 965:
|-
|-
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 2
| [[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>
</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'''
 
{| class="wikitable"
! Card
! Shield Points
! Effects
! Cost
! Cooldown
|-
|-
| [[File:Art ShieldBarrier.png|50px]] Barrier || 6 || || [[File:Energy.png|25px]] 3 Energy<br>[[File:Mass.png|25px]] 1 Mass || 3
| [[File:Art EngEq ReinforcedHull.png|512px]]
|-
|-
| [[File:Art ShieldBarrier.png|50px]] Bolster || 4 || Gain 2 Shiel Points per Shield Duration || [[File:Energy.png|25px]] 3 Energy || 5
| Repair 3 [[File:Hull.png|25px]]<br>Remove 2 [[File:Shredding.png|25px]]<br>Deplete
|-
|-
| [[File:Art AutoShield.png|50px]] Fortify || 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]] 4 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Damage Control'''
|-
|-
| [[File:Art ShieldAegis.png|50px]] Hasty Defense || 12 || Gain 1 Shield Diration<br>Lost 3 HP || [[File:Mass.png|25px]] 2 Mass || 4
| [[File:Art EngEq DamageControl.png|512px]]
|-
|-
| [[File:Art ShieldEq ShieldPulse.png|50px]] Shield Pulse || 4 || Deplete || [[File:Energy.png|25px]] 1 Energy || 3
| Repair 25% of the damage taken on every enemy turn for 3 turns<br>Upkeep: 1 [[File:Energy.png|25px]]
|-
|-
| [[File:Art ShieldEq ShieldStream.png|50px]] 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
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 1
|-
| [[File:Art ShieldEq FlashShields.png|50px]] Flash Shields (rare) || 12 || Lose all shields at the start of next turn || [[File:Energy.png|25px]] 4 Energy || 4
|}
|}
== Engineering Bay cards ==
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Deterrence'''
| '''Deterrence'''
Line 587: Line 1,008:
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 1 [[File:Mass.png|25px]] 1
| [[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]]
|-
| Next attack this turn deals +1 [[File:Damage.png|25px]] and destroys 1 enemy missile
|-
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Recycle'''
|-
| [[File:Art EngEq Recycle.png|512px]]
|-
| Repair 1 [[File:Hull.png|25px]] for every 3 Support cards played<br>Upgrade
|-
| [[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 EngEq ReturnFire.png|512px]]
|-
| Next attack this turn dgains +1 [[File:Damage.png|25px]] per incoming missile
|-
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 2
|}
</div>


=== Rare Engineering Bay cards ===
=== Rare Engineering Bay cards ===
Line 616: Line 1,065:
|-
|-
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 4
| [[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;"
{| class="wikitable" style="text-align: center;"
Line 634: Line 1,101:
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 5
| [[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;"
{| class="wikitable" style="text-align: center;"
Line 653: Line 1,138:
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 3
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 3
|}
|}
</div>
{| class="wikitable" style="text-align: center;"
 
| '''War Effort'''
 
 
 
 
{| class="wikitable"
! Card
! Effect
! Cost
! Cooldown
|-
|-
| [[File:Art EngEq ReinforcedHull.png|50px]] Battle Repairs || Repair 3 HP<br>Remove 2 Shred charges || [[File:Energy.png|25px]] 2 Energy<br>[[File:Mass.png|25px]] 1 Mass || 4
| [[File:Art ResEq Wareffort.png|512px]]
|-
|-
| [[File:Art Railgun ConductionAmplifier.png|50px]] Conduction Amplifier || Next attack this turn gets bonus damage equal to its Energy cost || [[File:Mass.png|25px]] 2 Mass || 4
| 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]]
|-
|-
| [[File:Art EngEq Maintenance.png|50px]] Maintenance Cycle || Repair 1 HP each turn the enemy doesn't do Hull Damage<br>Upkeep: 1 Energy<br>Duration: 5 turns || [[File:Energy.png|25px]] 3 Energy<br>[[File:Mass.png|25px]] 2 Mass || 5
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 2
|-
| [[File:Art EngEq OffensiveAssurance.png|50px]] Offensive Assurance || Deal +1 Damage<br>Upkeep: Don't take Hull Damage || [[File:Energy.png|25px]] 2 Energy<br>[[File:Mass.png|25px]] 2 Mass || 4
|-
| [[File:Art ShieldEq Battlement.png|50px]] Tactical Recoup || If enemy breaks the shield first Shield card next turn gives +35% Shield Points<br>Upgrade || [[File:Energy.png|25px]] 2 Energy<br>[[File:Mass.png|25px]] 4 Mass || 6
|}
 
== Hacking Module cards ==
{| class="wikitable"
! Card
! Effect
! Cost
! Cooldown
|-
| [[File:CardArt Security.png|50px]] Firewall || Gain 1 Security<br>Cost is increased by Security<br>Returns to the Draw Pile when played || [[File:Energy.png|25px]] 2 Energy || 3
|-
| [[File:Art HackingEq Glitch.png|50px]] Glitch || Disables targeted equipment for 1 turn<br>If ship has Security removes 1 pip from the targeted equipment per Security<br>Hack || [[File:Energy.png|25px]] 3 Energy || 3
|}
|}
</div>


== Resource Bay cards ==
== Resource Bay cards ==
Line 756: Line 1,217:
=== Rare Resource Bay cards ===
=== Rare Resource Bay cards ===
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
<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;"
{| class="wikitable" style="text-align: center;"
| '''Ammo Dump'''
| '''Ammo Dump'''
Line 827: Line 1,297:
|-
|-
| [[File:Cooldown.png|25px]] 5
| [[File:Cooldown.png|25px]] 5
|}
{| class="wikitable" style="text-align: center;"
| '''Flux Conduction'''
|-
| [[File:Art ResEq Consume.png|512px]]
|-
| Gain 1 [[File:Energy.png|25px]] for every 2 [[File:Energy.png|25px]] production each turn at 0 [[File:Heat.png|25px]]<br>Upgrade
|-
| [[File:Cooldown.png|25px]] 5 [[File:Mass.png|25px]] 4
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
Line 845: Line 1,324:
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Mass.png|25px]] 4
| [[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;"
{| class="wikitable" style="text-align: center;"
Line 854: Line 1,342:
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 1 [[File:Mass.png|25px]] 1
| [[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;"
{| class="wikitable" style="text-align: center;"
Line 883: Line 1,380:
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''War Effort'''
| '''Tinker'''
|-
|-
| [[File:Art ResEq Wareffort.png|512px]]
| [[File:Art AdaptiveModule.png|512px]]
|-
|-
| 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]]
| Lose 1 [[File:Mass.png|25px]] production for 3 turns<br>Gain 1 Reactor Power after 3 turns<br>Deplete
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 2
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 2
|}
|}
</div>
</div>
{| class="wikitable"
! Card
! Effect
! Cost
! Cooldown
|-
| [[File:Art AdaptiveModule.png|50px]] Tinker || Lose 1 Mass production for 3 turns<br>Add 1 Reactor Power after 3 turns<br>Deplete || [[File:Energy.png|25px]] 2 Energy<br>[[File:Mass.png|25px]] 2 Mass || 5
|}


== Cooling System cards ==
== Cooling System cards ==
Line 926: Line 1,409:
|-
|-
| [[File:Cooldown.png|25px]] 4
| [[File:Cooldown.png|25px]] 4
|}
{| 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 [[File:Heat.png|25px]] 2
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
Line 953: Line 1,427:
|-
|-
| [[File:Cooldown.png|25px]] 4
| [[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;"
{| class="wikitable" style="text-align: center;"
Line 966: Line 1,449:
=== Rare Cooling System cards ===
=== Rare Cooling System cards ===
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
<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;"
{| class="wikitable" style="text-align: center;"
| '''Heat Convertor'''
| '''Heat Convertor'''
Line 983: Line 1,475:
|-
|-
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 1
| [[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;"
{| class="wikitable" style="text-align: center;"
Line 1,036: Line 1,537:
|}
|}
</div>
</div>
== Other cards ==
{| class="wikitable"
! Card
! Type
! Effect
! Cost
! Cooldown
|-
| [[File:Art DeployArmory.png|50px]] Armory Upgrade || Production || Increase max Ordnance production capacity by 1<br>Deplete || [[File:Energy.png|25px]] 1 Energy<br>[[File:Mass.png|25px]] 4 Mass || 6
|-
| [[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
|}

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