Cards: Difference between revisions

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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.


== Card Types ==
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>.
 
There are 3 Card Types in Breachway distinguished by the colour of the bar at the top of the card.
* Attack cards have a Red bar at the top.
* Tactical cards have a Green bar at the top.
* Support cards have a Blue bar at the top.


== Attributes ==
== Attributes ==
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* '''Coolant Loss''': Reduces Dissipation.
* '''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 (X)''': Adds 1 Heat to the opposing ship per X Hull damage dealt.
* '''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 after the missile has been inflight for X turns, listed on card.
* '''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 (X)''': Applies 1 stack of Shred per X hull damage dealt by this attack. 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;"
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|-
|-
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 4 [[File:Mass.png|25px]] 1
| [[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;"
{| class="wikitable" style="text-align: center;"
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|}
|}
</div>
</div>
{| class="wikitable"
! Card
! Damage
! Effects
! 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 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: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
|}


== 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;"
{| class="wikitable" style="text-align: center;"
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== Laser cards ==
== 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
<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]]
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|}
|}
</div>
</div>
{| class="wikitable"
! Card
! Damage
! Effects
! Cost
! Cooldown
|-
| [[File:Art Lasereq Pulse2.png|50px]] Laser Pulse || 4 || Precision || [[File:Ordnance.png|25px]] 3 Ordnance || 3
|}


== Railgun cards ==
== 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;">
<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;"
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|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Reinforced Accelerant'''
| '''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]]
| [[File:Art Railgun ReinforcedAccelerant.png|512px]]
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== Missile cards ==
== 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;">
<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;"
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| [[File:Damage.png|25px]] 2
| [[File:Damage.png|25px]] 2
|-
|-
| Effect applies 3 times<br>Missile<br>Deplete
| Effect applies 3 times
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 2 [[File:Mass.png|25px]] 1
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 2 [[File:Mass.png|25px]] 1
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| [[File:Ion Damage.png|25px]] 12
| [[File:Ion Damage.png|25px]] 12
|-
|-
| Missile<br>Deplete
|  
|-
| [[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]] 5 [[File:Energy.png|25px]] 2
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 2
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
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| [[File:Damage.png|25px]] 6
| [[File:Damage.png|25px]] 6
|-
|-
| Missile<br>Deplete
|  
|-
|-
| [[File:Cooldown.png|25px]] 2 [[File:Ordnance.png|25px]] 2
| [[File:Cooldown.png|25px]] 2 [[File:Ordnance.png|25px]] 2
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| [[File:Damage.png|25px]] 12
| [[File:Damage.png|25px]] 12
|-
|-
| +6 [[File:Damage.png|25px]] if enemy is overheated at launch<br>Missile<br>Deplete
| +6 [[File:Damage.png|25px]] if enemy is overheated at launch
|-
|-
| [[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;"
| '''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;"
{| class="wikitable" style="text-align: center;"
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| [[File:Damage.png|25px]] 6
| [[File:Damage.png|25px]] 6
|-
|-
| +2 [[File:Damage.png|25px]] per missile in flight<br>Missile<br>Deplete
| +2 [[File:Damage.png|25px]] per missile in flight
|-
|-
| [[File:Cooldown.png|25px]] 5 [[File:Ordnance.png|25px]] 3 [[File:Energy.png|25px]] 1
| [[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>
</div>


== Hacking Module cards ==
== 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;">
<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;"
| '''Neutralize'''
| '''Firewall'''
|-
|-
| [[File:Art Disadvantage.png|512px]]
| [[File:CardArt Security.png|512px]]
|-
|-
| For 2 turns disable a random weapon at turn start<br>Consume 1 [[File:Security.png|25px]] for +2 duration
| +1 [[File:Security.png|25px]]<br>Returns to the Draw Pile when played
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 2
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Reset'''
| '''Hack Heatsinks'''
|-
|-
| [[File:Art HackingEq Restrain.png|512px]]
| [[File:Art HackingEq HackHeatsinks.png|512px]]
|-
|-
| If any equipment is disabled discard a card from it<br>If no equipment is disabled disable a random equipment
| 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]] 4 [[File:Energy.png|25px]] 3
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 2
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Restrain'''
| '''Neutralize'''
|-
|-
| [[File:Art HackingEq Restrain.png|512px]]
| [[File:Art Disadvantage.png|512px]]
|-
|-
| Remove 1 pip from an enemy weapon<br>Consume 1 [[File:Security.png|25px]] to discard a card from an enemy weapon
| 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]] 2
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3
|}
|}
</div>
=== Rare Hacking Module 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;"
| '''Denial'''
| '''Overheat Weapons'''
|-
|-
| [[File:Art HackingEq Restrain.png|512px]]
| [[File:Art HackingEq OverheatWeapons.png|512px]]
|-
|-
| Disable targeted equipment for 2 turns<br>Consume 1 [[File:Security.png|25px]] to return card to hand
| 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 [[File:Mass.png|25px]] 1
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Discharge'''
| '''Reset'''
|-
|-
| [[File:Art HackingEq Discharge.png|512px]]
| [[File:Art HackingEq Restrain.png|512px]]
|-
|-
| Remove 1 pip from all disabled equipment
| 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 [[File:Mass.png|25px]] 1
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Glitch'''
| '''Restrain'''
|-
|-
| [[File:Art HackingEq Glitch.png|512px]]
| [[File:Art HackingEq Restrain.png|512px]]
|-
|-
| Disable targeted enemy equipment for 1 turn<br>Consume all [[File:Security.png|25px]] to remove pips by the same amount
| 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]] 3 [[File:Energy.png|25px]] 3
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 2
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Missile Jamming'''
| '''Thermal Blockade'''
|-
|-
| [[File:Art Hack.png|512px]]
| [[File:Art HackingEq ThermalBlockade2.png|512px]]
|-
|-
| Delay all incoming missiles by 1 turn<br>Consume all [[File:Security.png|25px]] to further delay them by the same amount
| While shielded enemy cannot has no Heat Dissipation<br>Duration: 4 turns
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 1
| [[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;"
{| class="wikitable" style="text-align: center;"
| '''Pacify'''
| '''Denial'''
|-
|-
| [[File:Art HackingEq Pacify.png|512px]]
| [[File:Art HackingEq Restrain.png|512px]]
|-
|-
| Disable all enemy weapons for 1 turn
| Disable targeted equipment for 2 turns<br>Consume 1 [[File:Security.png|25px]] to return card to hand
|-
|-
| [[File:Cooldown.png|25px]] 6 [[File:Energy.png|25px]] 4
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 1
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Stall'''
| '''Discharge'''
|-
|-
| [[File:Art HackingEq Stall.png|512px]]
| [[File:Art HackingEq Discharge.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
| Remove 1 pip from all disabled equipment
|-
|-
| [[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]] 1
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Wipe'''
| '''Glitch'''
|-
|-
| [[File:Art HackingEq Wipe.png|512px]]
| [[File:Art HackingEq Glitch.png|512px]]
|-
|-
| Remove a Hack debuff<br>Deplete
| 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]] 4 [[File:Energy.png|25px]] 3
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 3
|}
</div>
 
 
 
{| 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
|}
|}
== Shield Generator 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;"
| '''Auto-Shield'''
| '''Missile Jamming'''
|-
|-
| [[File:Art ShieldEq AutoShield.png|512px]]
| [[File:Art Hack.png|512px]]
|-
|-
| [[File:Shield.png|25px]] 4
| Delay all incoming missiles by 1 turn<br>Consume all [[File:Security.png|25px]] to further delay them by the same amount
|-
|-
| Draw a Shield card from the Draw Pile<br>If draw succeeds gain 2 [[File:Shield.png|25px]]
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 1
|-
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 3
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Barrier'''
| '''Pacify'''
|-
|-
| [[File:Art ShieldBarrier.png|512px]]
| [[File:Art HackingEq Pacify.png|512px]]
|-
|-
| [[File:Shield.png|25px]] 6
| Disable all enemy weapons for 1 turn
|-
|-
|
| [[File:Cooldown.png|25px]] 6 [[File:Energy.png|25px]] 4
|-
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 1
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Charged Barrier'''
| '''Stall'''
|-
|-
| [[File:Art ShieldBarrier.png|512px]]
| [[File:Art HackingEq Stall.png|512px]]
|-
|-
| [[File:Shield.png|25px]] 6 [[File:Shield Duration.png|25px]] 1
| 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
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 2
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Hasty Defense'''
| '''Wipe'''
|-
|-
| [[File:Art ShieldAegis.png|512px]]
| [[File:Art HackingEq Wipe.png|512px]]
|-
|-
| [[File:Shield.png|25px]] 12 [[File:Shield Duration.png|25px]] 1
| Remove a Hack debuff<br>Deplete
|-
|-
|
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3
|-
| [[File:Cooldown.png|25px]] 4 [[File:Mass.png|25px]] 2 [[File:Hull.png|25px]] 3
|}
|}
</div>
== Shield Generator 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;"
| '''Palisade'''
| '''Auto-Shield'''
|-
|-
| [[File:Art AutoShield.png|512px]]
| [[File:Art ShieldEq AutoShield.png|512px]]
|-
|-
|  
| [[File:Shield.png|25px]] 4
|-
|-
| Add 3 Shield Pulse cards to hand<br>Cards that can't be added are added to the Draw Pile
| Draw a Shield card from the Draw Pile<br>If draw succeeds gain 2 [[File:Shield.png|25px]]
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Mass.png|25px]] 2
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 3
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Rampart'''
| '''Barrier'''
|-
|-
| [[File:Art ShieldEq Rampart.png|512px]]
| [[File:Art ShieldBarrier.png|512px]]
|-
|-
| [[File:Shield.png|25px]] 10 [[File:Shield Duration.png|25px]] 1
| [[File:Shield.png|25px]] 6
|-
|-
|  
|  
|-
|-
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 4 [[File:Mass.png|25px]] 2
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 1
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Repel'''
| '''Bolster'''
|-
|-
| [[File:Art ShieldEq Repel.png|512px]]
| [[File:Art ShieldBarrier.png|512px]]
|-
|-
|  
| [[File:Shield.png|25px]] 4
|-
|-
| Play 1 Shield Pulse card for every attack the enemy intends to play
| +2 [[File:Shield.png|25px]] per [[File:Shield Duration.png|25px]]
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 3
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Surge'''
| '''Charged Barrier'''
|-
| [[File:Art ShieldBarrier.png|512px]]
|-
|-
| [[File:Art ShieldEq ShieldSurge.png|512px]]
| [[File:Shield.png|25px]] 6 [[File:Shield Duration.png|25px]] 1
|-
|-
|  
|  
|-
|-
| If unshielded gain 4 [[File:Shield.png|25px]]<br>If shielded gain 1 [[File:Shield Duration.png|25px]]
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 2
|-
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 1
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Tactical Defense'''
| '''Hasty Defense'''
|-
|-
| [[File:Art ShieldEq TacticalDefense.png|512px]]
| [[File:Art ShieldAegis.png|512px]]
|-
|-
| [[File:Shield.png|25px]] 4
| [[File:Shield.png|25px]] 12 [[File:Shield Duration.png|25px]] 1
|-
|-
| Gain 2 [[File:Shield.png|25px]] for each Tactical card in hand
|  
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3
| [[File:Cooldown.png|25px]] 4 [[File:Mass.png|25px]] 2 [[File:Hull.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;"
{| class="wikitable" style="text-align: center;"
| '''Backup Shields'''
| '''Palisade'''
|-
|-
| [[File:Art ShieldEq BackupShields.png|512px]]
| [[File:Art AutoShield.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
| Add 3 Shield Pulse cards to hand<br>Cards that can't be added are added to the Draw Pile
|-
|-
| [[File:Cooldown.png|25px]] 5 [[File:Mass.png|25px]] 3
| [[File:Cooldown.png|25px]] 6 [[File:Mass.png|25px]] 2
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Battlement'''
| '''Rampart'''
|-
|-
| [[File:Art ShieldEq Battlement.png|512px]]
| [[File:Art ShieldEq Rampart.png|512px]]
|-
|-
| [[File:Shield.png|25px]] 6
| [[File:Shield.png|25px]] 10 [[File:Shield Duration.png|25px]] 1
|-
|-
| 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
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 4 [[File:Mass.png|25px]] 2
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Flash Shields'''
| '''Repel'''
|-
|-
| [[File:Art ShieldEq FlashShields.png|512px]]
| [[File:Art ShieldEq Repel.png|512px]]
|-
|-
| [[File:Shield.png|25px]] 12
|  
|-
|-
| Lose all [[File:Shield.png|25px]] next turn
| Play 1 Shield Pulse card for every attack the enemy intends to play
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 4
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3
|}
|}
</div>
{| class="wikitable" style="text-align: center;"
 
| '''Surge'''
 
 
 
 
 
{| class="wikitable"
! Card
! Shield Points
! Effects
! Cost
! Cooldown
|-
|-
| [[File:Art ShieldBarrier.png|50px]] Bolster || 4 || Gain 2 Shiel Points per Shield Duration || [[File:Energy.png|25px]] 3 Energy || 5
| [[File:Art ShieldEq ShieldSurge.png|512px]]
|-
|-
| [[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:Art ShieldEq ShieldPulse.png|50px]] Shield Pulse || 4 || Deplete || [[File:Energy.png|25px]] 1 Energy || 3
| If unshielded gain 4 [[File:Shield.png|25px]]<br>If shielded gain 1 [[File:Shield Duration.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]] 3 [[File:Energy.png|25px]] 1
|}
|}
== Engineering Bay 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;"
| '''Battle Repairs'''
| '''Tactical Defense'''
|-
|-
| [[File:Art EngEq ReinforcedHull.png|512px]]
| [[File:Art ShieldEq TacticalDefense.png|512px]]
|-
|-
| Repair 3 [[File:Hull.png|25px]]<br>Remove 2 [[File:Shredding.png|25px]]<br>Deplete
| [[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]] 2 [[File:Mass.png|25px]] 1
| [[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;"
{| class="wikitable" style="text-align: center;"
| '''Deterrence'''
| '''Backup Shields'''
|-
| [[File:Art ShieldEq BackupShields.png|512px]]
|-
|-
| [[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]]
| 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]] 4 [[File:Energy.png|25px]] 1 [[File:Mass.png|25px]] 1
| [[File:Cooldown.png|25px]] 5 [[File:Mass.png|25px]] 3
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Precision Tracking'''
| '''Battlement'''
|-
|-
| [[File:Art EngEq PrecisionTracking.png|512px]]
| [[File:Art ShieldEq Battlement.png|512px]]
|-
|-
| Next attack this turn deals +1 [[File:Damage.png|25px]] and destroys 1 enemy missile
| [[File:Shield.png|25px]] 6
|-
|-
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 3
| 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;"
{| class="wikitable" style="text-align: center;"
| '''Recycle'''
| '''Flash Shields'''
|-
| [[File:Art ShieldEq FlashShields.png|512px]]
|-
|-
| [[File:Art EngEq Recycle.png|512px]]
| [[File:Shield.png|25px]] 12
|-
|-
| Repair 1 [[File:Hull.png|25px]] for every 3 Support cards played<br>Upgrade
| Lose all [[File:Shield.png|25px]] next turn
|-
|-
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 1 [[File:Mass.png|25px]] 2
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 4
|}
|}
</div>
</div>


=== Rare Engineering Bay cards ===
== Engineering 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;"
{| class="wikitable" style="text-align: center;"
| '''Armamant'''
| '''Battle Repairs'''
|-
|-
| [[File:Art ResEq Armament.png|512px]]
| [[File:Art EngEq ReinforcedHull.png|512px]]
|-
|-
| Gain 1 [[File:Ordnance.png|25px]] for every 2 Attack cards you hold at the end of the turn<br>Upgrade
| Repair 3 [[File:Hull.png|25px]]<br>Remove 2 [[File:Shredding.png|25px]]<br>Deplete
|-
|-
| [[File:Cooldown.png|25px]] 5 [[File:Mass.png|25px]] 3
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 1
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Attack Mode'''
| '''Damage Control'''
|-
|-
| [[File:Art EngEq AttackMode.png|512px]]
| [[File:Art EngEq DamageControl.png|512px]]
|-
|-
| 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
| Repair 25% of the damage taken on every enemy turn for 3 turns<br>Upkeep: 1 [[File:Energy.png|25px]]
|-
|-
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 3
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 1
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Cautious Tactics'''
| '''Deterrence'''
|-
|-
| [[File:Art EngEq CautiousTactics.png|512px]]
| [[File:Art EngEq Deterrence.png|512px]]
|-
|-
| +1 [[File:Damage.png|25px]] for 3 turns<br>If you take no damage for 3 turns this card becomes an Upgrade
| +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]] 3 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 4
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 1 [[File:Mass.png|25px]] 1
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Expand Capacity'''
| '''Precision Tracking'''
|-
|-
| [[File:Art EngEq ExpandCapacity.png|512px]]
| [[File:Art EngEq PrecisionTracking.png|512px]]
|-
|-
| +1 Card Slot
| Next attack this turn deals +1 [[File:Damage.png|25px]] and destroys 1 enemy missile
|-
|-
| [[File:Cooldown.png|25px]] 6 [[File:Mass.png|25px]] 1 per Card Slot
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 3
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Harnessed Strike'''
| '''Recycle'''
|-
|-
| [[File:Art Lasereq HarnessedStrike.png|512px]]
| [[File:Art EngEq Recycle.png|512px]]
|-
|-
| Gain 1 [[File:Shield.png|25px]] every time you play a Laser or Ion card<br>Upgrade
| Repair 1 [[File:Hull.png|25px]] for every 3 Support cards played<br>Upgrade
|-
|-
| [[File:Cooldown.png|25px]] 6 [[File:Mass.png|25px]] 4
| [[File:Cooldown.png|25px]] 6 [[File:Energy.png|25px]] 1 [[File:Mass.png|25px]] 2
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Micro-Charge'''
| '''Return Fire'''
|-
|-
| [[File:Art EngEq MicroCharge.png|512px]]
| [[File:Art EngEq ReturnFire.png|512px]]
|-
|-
| Attacks that cost 2 or less [[File:Ordnance.png|25px]] deal +1 [[File:Damage.png|25px]]<br>Upgrade
| Next attack this turn dgains +1 [[File:Damage.png|25px]] per incoming missile
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 5
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 2
|}
|}
</div>
=== Rare Engineering Bay 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;"
| '''Offensive Assurance'''
| '''Armamant'''
|-
|-
| [[File:Art EngEq OffensiveAssurance.png|512px]]
| [[File:Art ResEq Armament.png|512px]]
|-
|-
| +1 [[File:Damage.png|25px]]<br>Upkeep: Take no hull damage
| Gain 1 [[File:Ordnance.png|25px]] for every 2 Attack cards you hold at the end of the turn<br>Upgrade
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 2
| [[File:Cooldown.png|25px]] 5 [[File:Mass.png|25px]] 3
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Shatter Rounds'''
| '''Attack Mode'''
|-
|-
| [[File:Art Railgun ShatterRounds.png|512px]]
| [[File:Art EngEq AttackMode.png|512px]]
|-
|-
| Equipment damaged with Railgun cards take +1 turns to repair<br>Upgrade
| 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
|-
|-
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 3
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 3
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Steel Resolve'''
| '''Cautious Tactics'''
|-
|-
| [[File:Art Railgun.png|512px]]
| [[File:Art EngEq CautiousTactics.png|512px]]
|-
|-
| Next attack this turn deals +1 [[File:Damage.png|25px]] for each Hack on you<br>Sustain 1 [[File:Heat.png|25px]]
| +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]] 3
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 4
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''War Effort'''
| '''Expand Capacity'''
|-
|-
| [[File:Art ResEq Wareffort.png|512px]]
| [[File:Art EngEq ExpandCapacity.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]]
| +1 Card Slot
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 2
| [[File:Cooldown.png|25px]] 6 [[File:Mass.png|25px]] 1 per Card Slot
|}
|}
</div>
{| class="wikitable" style="text-align: center;"
 
| '''Force Multiplier'''
 
 
 
 
{| class="wikitable"
! Card
! Effect
! Cost
! Cooldown
|-
|-
| [[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
| [[File:Art EngEq ForceMultiplier.png|512px]]
|-
|-
| [[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
| +25% [[File:Damage.png|25px]] for attacks that cost at least 6 [[File:Ordnance.png|25px]]<br>Upgrade
|-
|-
| [[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
| [[File:Cooldown.png|25px]] 6 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 5
|}
|}
== Resource Bay 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;"
| '''Blueprint'''
| '''Harnessed Strike'''
|-
|-
| [[File:Art ResEq Blueprint.png|512px]]
| [[File:Art Lasereq HarnessedStrike.png|512px]]
|-
|-
| Draw 2 Support cards<br>Support cards cost -1 [[File:Mass.png|25px]] this turn
| Gain 1 [[File:Shield.png|25px]] every time you play a Laser or Ion card<br>Upgrade
|-
|-
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 2
| [[File:Cooldown.png|25px]] 6 [[File:Mass.png|25px]] 4
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Conservation'''
| '''Micro-Charge'''
|-
|-
| [[File:Art DeployReactor.png|512px]]
| [[File:Art EngEq MicroCharge.png|512px]]
|-
|-
| Gain 1 [[File:Energy.png|25px]] for every 2 [[File:Ordnance.png|25px]] you spend this turn
| Attacks that cost 2 or less [[File:Ordnance.png|25px]] deal +1 [[File:Damage.png|25px]]<br>Upgrade
|-
|-
| [[File:Cooldown.png|25px]] 4
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 5
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Energy Surge'''
| '''Offensive Assurance'''
|-
|-
| [[File:Art ResEq EnergySurge.png|512px]]
| [[File:Art EngEq OffensiveAssurance.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
| +1 [[File:Damage.png|25px]]<br>Upkeep: Take no hull damage
|-
|-
| [[File:Cooldown.png|25px]] 5
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 2
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Equivalence'''
| '''Service Support'''
|-
|-
| [[File:Art ResEq AsteroidOre.png|512px]]
| [[File:Art EngEq ServiceSupport.png|512px]]
|-
|-
| Gain 1 [[File:Mass.png|25px]] for every 2 [[File:Energy.png|25px]] you spend this turn
| 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]] 4
| [[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;"
| '''Mass Surge'''
| '''Shatter Rounds'''
|-
|-
| [[File:Art ResEq MassSurge.png|512px]]
| [[File:Art Railgun ShatterRounds.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
| Equipment damaged with Railgun cards take +1 turns to repair<br>Upgrade
|-
|-
| [[File:Cooldown.png|25px]] 5
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 3
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Optimization'''
| '''Steel Resolve'''
|-
|-
| [[File:Art ResEq Armament.png|512px]]
| [[File:Art Railgun.png|512px]]
|-
|-
| Gain 1 [[File:Ordnance.png|25px]] for every 2 [[File:Mass.png|25px]] you spend this turn
| 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]] 4
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 3
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Ordnance Surge'''
| '''War Effort'''
|-
|-
| [[File:Art ResEq OrdnanceSurge.png|512px]]
| [[File:Art ResEq Wareffort.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
| 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:Cooldown.png|25px]] 5
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 2
|}
|}
</div>
</div>
=== Rare Resource Bay cards ===
 
== 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;"
{| class="wikitable" style="text-align: center;"
| '''Ammo Dump'''
| '''Blueprint'''
|-
|-
| [[File:Art ResEq AmmoDump.png|512px]]
| [[File:Art ResEq Blueprint.png|512px]]
|-
|-
| Gain 4 [[File:Ordnance.png|25px]]<br>Sustain 2 [[File:Heat.png|25px]]<br>Deplete
| Draw 2 Support cards<br>Support cards cost -1 [[File:Mass.png|25px]] this turn
|-
|-
| [[File:Cooldown.png|25px]] 3
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 2
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Asteroid Ore'''
| '''Conservation'''
|-
|-
| [[File:Art ResEq AsteroidOre.png|512px]]
| [[File:Art DeployReactor.png|512px]]
|-
|-
| Gain 4 [[File:Mass.png|25px]]<br>Sustain 2 [[File:Heat.png|25px]]<br>Deplete
| Gain 1 [[File:Energy.png|25px]] for every 2 [[File:Ordnance.png|25px]] you spend this turn
|-
|-
| [[File:Cooldown.png|25px]] 3
| [[File:Cooldown.png|25px]] 4
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Attack Gambit'''
| '''Energy Surge'''
|-
|-
| [[File:Art ResEq AttacktGambit.png|512px]]
| [[File:Art ResEq EnergySurge.png|512px]]
|-
|-
| Reshuffle all Attack cards into the Draw Pile and gain 1 [[File:Energy.png|25px]] for each card
| 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]] 4
| [[File:Cooldown.png|25px]] 5
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Build-Up'''
| '''Equivalence'''
|-
|-
| [[File:Art HighAlert.png|512px]]
| [[File:Art ResEq AsteroidOre.png|512px]]
|-
|-
| Gain 1 random resource for each Support card in hand at the end of the turn<br>Upgrade
| Gain 1 [[File:Mass.png|25px]] for every 2 [[File:Energy.png|25px]] you spend this turn
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 2
| [[File:Cooldown.png|25px]] 4
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Cache'''
| '''Mass Surge'''
|-
|-
| [[File:Art ResEq Cache.png|512px]]
| [[File:Art ResEq MassSurge.png|512px]]
|-
|-
| Add 2 random resource cards to the Draw Pile
| 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]] 6
| [[File:Cooldown.png|25px]] 5
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Capacitor'''
| '''Optimization'''
|-
|-
| [[File:Art ResEq Capacitor.png|512px]]
| [[File:Art ResEq Armament.png|512px]]
|-
|-
| Gain 4 [[File:Energy.png|25px]]<br>Sustain 2 [[File:Heat.png|25px]]<br>Deplete
| Gain 1 [[File:Ordnance.png|25px]] for every 2 [[File:Mass.png|25px]] you spend this turn
|-
|-
| [[File:Cooldown.png|25px]] 3
| [[File:Cooldown.png|25px]] 4
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Fabrication'''
| '''Ordnance Surge'''
|-
|-
| [[File:Art ResEq Fabrication.png|512px]]
| [[File:Art ResEq OrdnanceSurge.png|512px]]
|-
|-
| Gain 1 [[File:Mass.png|25px]] for every 1 [[File:Mass.png|25px]] produced<br>Draw 1 card
| 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 [[File:Energy.png|25px]] 2
| [[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;"
{| class="wikitable" style="text-align: center;"
| '''Feedback Loop'''
| '''Aggression Protocol'''
|-
|-
| [[File:Art ResEq FeedbackLoop.png|512px]]
| [[File:Art ResEq AggressionProtocol.png|512px]]
|-
|-
| Gain 1 [[File:Energy.png|25px]] for every 2 [[File:Shield.png|25px]] you lose on the enemy's next turn
| 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]] 5
| [[File:Cooldown.png|25px]] 6 [[File:Mass.png|25px]] 2
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Flux Conduction'''
| '''Ammo Dump'''
|-
|-
| [[File:Art ResEq Consume.png|512px]]
| [[File:Art ResEq AmmoDump.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
| Gain 4 [[File:Ordnance.png|25px]]<br>Sustain 2 [[File:Heat.png|25px]]<br>Deplete
|-
|-
| [[File:Cooldown.png|25px]] 5 [[File:Mass.png|25px]] 4
| [[File:Cooldown.png|25px]] 3
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Grid Overload'''
| '''Asteroid Ore'''
|-
|-
| [[File:Art ResEq GridOverload.png|512px]]
| [[File:Art ResEq AsteroidOre.png|512px]]
|-
|-
| Gain 2 [[File:Energy.png|25px]] for every 1 [[File:Energy.png|25px]] production<br>Disable [[File:Energy.png|25px]] production for 2 turns
| 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
|-
|-
| [[File:Cooldown.png|25px]] 5
| [[File:Cooldown.png|25px]] 5
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Overclock Reactor'''
| '''Flux Conduction'''
|-
|-
| [[File:Art ResEq OverclockReactor.png|512px]]
| [[File:Art ResEq Consume.png|512px]]
|-
|-
| Gain 1 Reactor Power<br>Sustain 4 [[File:Heat.png|25px]]<br>Requires 0 [[File:Heat.png|25px]] to play<br>Deplete
| 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]] 4 [[File:Mass.png|25px]] 4
| [[File:Cooldown.png|25px]] 5 [[File:Mass.png|25px]] 4
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Production Line'''
| '''Grid Overload'''
|-
|-
| [[File:Art ResEq Accountability.png|512px]]
| [[File:Art ResEq GridOverload.png|512px]]
|-
|-
| After a Support card is played other Support cards cost -1 [[File:Mass.png|25px]] this turn<br>Upgrade
| 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:Cooldown.png|25px]] 6 [[File:Energy.png|25px]] 3
| [[File:Cooldown.png|25px]] 5
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Reactor Boost'''
| '''Overclock Reactor'''
|-
| [[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 ReactorBoost.png|512px]]
| [[File:Art ResEq Rearm.png|512px]]
|-
|-
| Gain 1 Reactor Power<br>Upkeep: Ship is not overheated on turn end
| +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]] 1
| [[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 1,454: 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