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.
* '''Ongoing''': Persistent Effect removed if equipment is disabled.
* '''Upkeep''': As long the condition is met the card's effect will remain active.
* '''Security''': Protects against enemy Hack and increases the effects of Hack cards.
* '''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.


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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
|}


== 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.
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 every 6 Ionize remove 1 pip from a random card.
* 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.
* 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;">
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<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 ==
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|-
|-
| [[File:Cooldown.png|25px]] 5 [[File:Ordnance.png|25px]] 4 [[File:Energy.png|25px]] 3
| [[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;"
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== Missile cards ==
== Missile cards ==
All Missile attack cards have the Missile attribute, meaning that 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.
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]] 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;"
{| 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
|}
|}
</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 is removes 1 [[File:Security.png|25px]].
<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'''
| '''Torpedo'''
|-
| [[File:Art Torpedo.png|512px]]
|-
|-
| [[File:Art Disadvantage.png|512px]]
| [[File:Damage.png|25px]] 12
|-
|-
| For 2 turns disable a random weapon at turn start<br>Consume 1 [[File:Security.png|25px]] for +2 duration
| Requires 5 [[File:Ordnance.png|25px]] production
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 3
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Reset'''
| '''Trident Torpedo'''
|-
|-
| [[File:Art HackingEq Restrain.png|512px]]
| [[File:Art MissileEq Trident.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
| Splits into 3 Light Torpedo missiles<br>Requires 6 [[File:Ordnance.png|25px]] production
|}
{| class="wikitable" style="text-align: center;"
| '''Restrain'''
|-
|-
| [[File:Art HackingEq Restrain.png|512px]]
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 5 [[File:Energy.png|25px]] 2
|-
| 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
|}
|}
</div>
</div>
=== Rare 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;"
| '''Denial'''
| '''Firewall'''
|-
|-
| [[File:Art HackingEq Restrain.png|512px]]
| [[File:CardArt Security.png|512px]]
|-
|-
| Disable targeted equipment for 2 turns<br>Consume 1 [[File:Security.png|25px]] to return card to hand
| +1 [[File:Security.png|25px]]<br>Returns to the Draw Pile when played
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 1
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 2
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Discharge'''
| '''Hack Heatsinks'''
|-
|-
| [[File:Art HackingEq Discharge.png|512px]]
| [[File:Art HackingEq HackHeatsinks.png|512px]]
|-
|-
| Remove 1 pip from all disabled 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:Mass.png|25px]] 1
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 2
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Glitch'''
| '''Neutralize'''
|-
|-
| [[File:Art HackingEq Glitch.png|512px]]
| [[File:Art Disadvantage.png|512px]]
|-
|-
| Disable targeted enemy equipment for 1 turn<br>Consume all [[File:Security.png|25px]] to remove pips by the same amount
| For 2 turns disable a random weapon at turn start<br>Consume 1 [[File:Security.png|25px]] for +2 duration
|-
|-
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 3
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Missile Jamming'''
| '''Overheat Weapons'''
|-
|-
| [[File:Art Hack.png|512px]]
| [[File:Art HackingEq OverheatWeapons.png|512px]]
|-
|-
| Delay all incoming missiles by 1 turn<br>Consume all [[File:Security.png|25px]] to further delay them by the same amount
| 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]] 2 [[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;"
| '''Pacify'''
| '''Reset'''
|-
|-
| [[File:Art HackingEq Pacify.png|512px]]
| [[File:Art HackingEq Restrain.png|512px]]
|-
|-
| Disable all enemy weapons for 1 turn
| If any equipment is disabled discard a card from it<br>If no equipment is disabled disable a random equipment
|-
|-
| [[File:Cooldown.png|25px]] 6 [[File:Energy.png|25px]] 4
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Stall'''
| '''Restrain'''
|-
|-
| [[File:Art HackingEq Stall.png|512px]]
| [[File:Art HackingEq Restrain.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 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]] 3 [[File:Mass.png|25px]] 2
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 2
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Wipe'''
| '''Thermal Blockade'''
|-
|-
| [[File:Art HackingEq Wipe.png|512px]]
| [[File:Art HackingEq ThermalBlockade2.png|512px]]
|-
|-
| Remove a Hack debuff<br>Deplete
| While shielded enemy cannot has no Heat Dissipation<br>Duration: 4 turns
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 4
|}
|}
</div>
</div>
 
=== Rare 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
|}
 
== Shield Generator 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;"
| '''Auto-Shield'''
| '''Denial'''
|-
|-
| [[File:Art ShieldEq AutoShield.png|512px]]
| [[File:Art HackingEq Restrain.png|512px]]
|-
|-
| [[File:Shield.png|25px]] 4
| Disable targeted equipment for 2 turns<br>Consume 1 [[File:Security.png|25px]] to return card to hand
|-
|-
| 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]] 3 [[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'''
| '''Discharge'''
|-
|-
| [[File:Art ShieldBarrier.png|512px]]
| [[File:Art HackingEq Discharge.png|512px]]
|-
|-
| [[File:Shield.png|25px]] 6
| Remove 1 pip from all disabled equipment
|-
|-
|
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 1
|-
| [[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'''
| '''Glitch'''
|-
|-
| [[File:Art ShieldBarrier.png|512px]]
| [[File:Art HackingEq Glitch.png|512px]]
|-
|-
| [[File:Shield.png|25px]] 6 [[File:Shield Duration.png|25px]] 1
| 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
|-
| [[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'''
| '''Missile Jamming'''
|-
|-
| [[File:Art ShieldAegis.png|512px]]
| [[File:Art Hack.png|512px]]
|-
|-
| [[File:Shield.png|25px]] 12 [[File:Shield Duration.png|25px]] 1
| 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
|-
| [[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;"
| '''Palisade'''
| '''Pacify'''
|-
|-
| [[File:Art AutoShield.png|512px]]
| [[File:Art HackingEq Pacify.png|512px]]
|-
|-
|  
| Disable all enemy weapons for 1 turn
|-
|-
| Add 3 Shield Pulse cards to hand<br>Cards that can't be added are added to the Draw Pile
| [[File:Cooldown.png|25px]] 6 [[File:Energy.png|25px]] 4
|-
| [[File:Cooldown.png|25px]] 4 [[File:Mass.png|25px]] 2
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Rampart'''
| '''Stall'''
|-
|-
| [[File:Art ShieldEq Rampart.png|512px]]
| [[File:Art HackingEq Stall.png|512px]]
|-
|-
| [[File:Shield.png|25px]] 10 [[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]] 5 [[File:Energy.png|25px]] 4 [[File:Mass.png|25px]] 2
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Repel'''
| '''Wipe'''
|-
|-
| [[File:Art ShieldEq Repel.png|512px]]
| [[File:Art HackingEq Wipe.png|512px]]
|-
|-
|  
| Remove a Hack debuff<br>Deplete
|-
| Play 1 Shield Pulse card for every attack the enemy intends to play
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3
| [[File:Cooldown.png|25px]] 4 [[File:Energy.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;"
| '''Surge'''
| '''Auto-Shield'''
|-
|-
| [[File:Art ShieldEq ShieldSurge.png|512px]]
| [[File:Art ShieldEq AutoShield.png|512px]]
|-
|-
|  
| [[File:Shield.png|25px]] 4
|-
|-
| If unshielded gain 4 [[File:Shield.png|25px]]<br>If shielded gain 1 [[File:Shield Duration.png|25px]]
| Draw a Shield card from the Draw Pile<br>If draw succeeds gain 2 [[File:Shield.png|25px]]
|-
|-
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 1
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 3
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Tactical Defense'''
| '''Barrier'''
|-
|-
| [[File:Art ShieldEq TacticalDefense.png|512px]]
| [[File:Art ShieldBarrier.png|512px]]
|-
|-
| [[File:Shield.png|25px]] 4
| [[File:Shield.png|25px]] 6
|-
|-
| 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]] 3 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 1
|}
|}
</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'''
| '''Bolster'''
|-
|-
| [[File:Art ShieldEq BackupShields.png|512px]]
| [[File:Art ShieldBarrier.png|512px]]
|-
|-
|  
| [[File:Shield.png|25px]] 4
|-
|-
| Gain 1 Provisional Slot<br>Add 1 Shield Pulse card to hand when ending the turn without Tactical cards<br>Duration: 4 Turns
| +2 [[File:Shield.png|25px]] per [[File:Shield Duration.png|25px]]
|-
|-
| [[File:Cooldown.png|25px]] 5 [[File:Mass.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;"
| '''Battlement'''
| '''Charged Barrier'''
|-
|-
| [[File:Art ShieldEq Battlement.png|512px]]
| [[File:Art ShieldBarrier.png|512px]]
|-
|-
| [[File:Shield.png|25px]] 6
| [[File:Shield.png|25px]] 6 [[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]] 4 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 2
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Flash Shields'''
| '''Hasty Defense'''
|-
|-
| [[File:Art ShieldEq FlashShields.png|512px]]
| [[File:Art ShieldAegis.png|512px]]
|-
|-
| [[File:Shield.png|25px]] 12
| [[File:Shield.png|25px]] 12 [[File:Shield Duration.png|25px]] 1
|-
|-
| Lose all [[File:Shield.png|25px]] next turn
|  
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 4
| [[File:Cooldown.png|25px]] 4 [[File:Mass.png|25px]] 2 [[File:Hull.png|25px]] 3
|}
|}
</div>
{| class="wikitable" style="text-align: center;"
 
| '''Palisade'''
 
 
 
 
 
{| 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 AutoShield.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
| Add 3 Shield Pulse cards to hand<br>Cards that can't be added are added to the Draw Pile
|-
|-
| [[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]] 6 [[File:Mass.png|25px]] 2
|}
|}
== 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'''
| '''Rampart'''
|-
|-
| [[File:Art EngEq ReinforcedHull.png|512px]]
| [[File:Art ShieldEq Rampart.png|512px]]
|-
|-
| Repair 3 [[File:Hull.png|25px]]<br>Remove 2 [[File:Shredding.png|25px]]<br>Deplete
| [[File:Shield.png|25px]] 10 [[File:Shield Duration.png|25px]] 1
|-
|
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 1
| [[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;"
| '''Deterrence'''
| '''Repel'''
|-
| [[File:Art ShieldEq Repel.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]]
| Play 1 Shield Pulse card for every attack the enemy intends to play
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 1 [[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;"
| '''Precision Tracking'''
| '''Surge'''
|-
| [[File:Art ShieldEq ShieldSurge.png|512px]]
|-
|-
| [[File:Art EngEq PrecisionTracking.png|512px]]
|  
|-
|-
| Next attack this turn deals +1 [[File:Damage.png|25px]] and destroys 1 enemy missile
| If unshielded gain 4 [[File:Shield.png|25px]]<br>If shielded gain 1 [[File:Shield Duration.png|25px]]
|-
|-
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 3
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 1
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Recycle'''
| '''Tactical Defense'''
|-
| [[File:Art ShieldEq TacticalDefense.png|512px]]
|-
|-
| [[File:Art EngEq Recycle.png|512px]]
| [[File:Shield.png|25px]] 4
|-
|-
| Repair 1 [[File:Hull.png|25px]] for every 3 Support cards played<br>Upgrade
| Gain 2 [[File:Shield.png|25px]] for each Tactical card in hand
|-
|-
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 1 [[File:Mass.png|25px]] 2
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3
|}
|}
</div>
</div>
 
=== Rare Shield Generator cards ===
=== Rare 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'''
| '''Backup Shields'''
|-
| [[File:Art ShieldEq BackupShields.png|512px]]
|-
|-
| [[File:Art ResEq Armament.png|512px]]
|  
|-
|-
| Gain 1 [[File:Ordnance.png|25px]] for every 2 Attack cards you hold at the end of the turn<br>Upgrade
| Gain 1 Provisional Slot<br>Add 1 Shield Pulse card to hand when ending the turn without Tactical cards<br>Duration: 4 Turns
|-
|-
| [[File:Cooldown.png|25px]] 5 [[File:Mass.png|25px]] 3
| [[File:Cooldown.png|25px]] 5 [[File:Mass.png|25px]] 3
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Attack Mode'''
| '''Battlement'''
|-
|-
| [[File:Art EngEq AttackMode.png|512px]]
| [[File:Art ShieldEq Battlement.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
| [[File:Shield.png|25px]] 6
|-
|-
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 2 [[File:Mass.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;"
| '''Cautious Tactics'''
| '''Flash Shields'''
|-
| [[File:Art ShieldEq FlashShields.png|512px]]
|-
|-
| [[File:Art EngEq CautiousTactics.png|512px]]
| [[File:Shield.png|25px]] 12
|-
|-
| +1 [[File:Damage.png|25px]] for 3 turns<br>If you take no damage for 3 turns this card becomes an Upgrade
| Lose all [[File:Shield.png|25px]] next turn
|-
|-
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 4
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 4
|}
|}
</div>
== Engineering Bay cards ==
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Expand Capacity'''
| '''Battle Repairs'''
|-
|-
| [[File:Art EngEq ExpandCapacity.png|512px]]
| [[File:Art EngEq ReinforcedHull.png|512px]]
|-
|-
| +1 Card Slot
| Repair 3 [[File:Hull.png|25px]]<br>Remove 2 [[File:Shredding.png|25px]]<br>Deplete
|-
|-
| [[File:Cooldown.png|25px]] 6 [[File:Mass.png|25px]] 1 per Card Slot
| [[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;"
| '''Harnessed Strike'''
| '''Damage Control'''
|-
|-
| [[File:Art Lasereq HarnessedStrike.png|512px]]
| [[File:Art EngEq DamageControl.png|512px]]
|-
|-
| Gain 1 [[File:Shield.png|25px]] every time you play a Laser or Ion card<br>Upgrade
| Repair 25% of the damage taken on every enemy turn for 3 turns<br>Upkeep: 1 [[File:Energy.png|25px]]
|-
|-
| [[File:Cooldown.png|25px]] 6 [[File:Mass.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;"
| '''Micro-Charge'''
| '''Deterrence'''
|-
|-
| [[File:Art EngEq MicroCharge.png|512px]]
| [[File:Art EngEq Deterrence.png|512px]]
|-
|-
| Attacks that cost 2 or less [[File:Ordnance.png|25px]] deal +1 [[File:Damage.png|25px]]<br>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]] 4 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 5
| [[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;"
| '''Offensive Assurance'''
| '''Precision Tracking'''
|-
|-
| [[File:Art EngEq OffensiveAssurance.png|512px]]
| [[File:Art EngEq PrecisionTracking.png|512px]]
|-
|-
| +1 [[File:Damage.png|25px]]<br>Upkeep: Take no hull damage
| Next attack this turn deals +1 [[File:Damage.png|25px]] and destroys 1 enemy missile
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 2 [[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;"
| '''Shatter Rounds'''
| '''Recycle'''
|-
|-
| [[File:Art Railgun ShatterRounds.png|512px]]
| [[File:Art EngEq Recycle.png|512px]]
|-
|-
| Equipment damaged with Railgun cards take +1 turns to repair<br>Upgrade
| Repair 1 [[File:Hull.png|25px]] for every 3 Support cards played<br>Upgrade
|-
|-
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 3
| [[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;"
| '''Steel Resolve'''
| '''Return Fire'''
|-
|-
| [[File:Art Railgun.png|512px]]
| [[File:Art EngEq ReturnFire.png|512px]]
|-
|-
| Next attack this turn deals +1 [[File:Damage.png|25px]] for each Hack on you<br>Sustain 1 [[File:Heat.png|25px]]
| Next attack this turn dgains +1 [[File:Damage.png|25px]] per incoming missile
|-
|-
| [[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
|}
|}
</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;"
| '''War Effort'''
| '''Armamant'''
|-
|-
| [[File:Art ResEq Wareffort.png|512px]]
| [[File:Art ResEq Armament.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]]
| 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
|}
|}
</div>
{| class="wikitable" style="text-align: center;"
 
| '''Attack Mode'''
 
 
 
 
{| 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 AttackMode.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
| 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: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]] 5 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 3
|}
|}
== 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'''
| '''Cautious Tactics'''
|-
|-
| [[File:Art ResEq Blueprint.png|512px]]
| [[File:Art EngEq CautiousTactics.png|512px]]
|-
|-
| Draw 2 Support cards<br>Support cards cost -1 [[File:Mass.png|25px]] this turn
| +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]] 5 [[File:Energy.png|25px]] 2
| [[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;"
| '''Conservation'''
| '''Expand Capacity'''
|-
|-
| [[File:Art DeployReactor.png|512px]]
| [[File:Art EngEq ExpandCapacity.png|512px]]
|-
|-
| Gain 1 [[File:Energy.png|25px]] for every 2 [[File:Ordnance.png|25px]] you spend this turn
| +1 Card Slot
|-
|-
| [[File:Cooldown.png|25px]] 4
| [[File:Cooldown.png|25px]] 6 [[File:Mass.png|25px]] 1 per Card Slot
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Energy Surge'''
| '''Force Multiplier'''
|-
|-
| [[File:Art ResEq EnergySurge.png|512px]]
| [[File:Art EngEq ForceMultiplier.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
| +25% [[File:Damage.png|25px]] for attacks that cost at least 6 [[File:Ordnance.png|25px]]<br>Upgrade
|-
|-
| [[File:Cooldown.png|25px]] 5
| [[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;"
| '''Equivalence'''
| '''Harnessed Strike'''
|-
|-
| [[File:Art ResEq AsteroidOre.png|512px]]
| [[File:Art Lasereq HarnessedStrike.png|512px]]
|-
|-
| Gain 1 [[File:Mass.png|25px]] for every 2 [[File:Energy.png|25px]] you spend this turn
| Gain 1 [[File:Shield.png|25px]] every time you play a Laser or Ion card<br>Upgrade
|-
|-
| [[File:Cooldown.png|25px]] 4
| [[File:Cooldown.png|25px]] 6 [[File:Mass.png|25px]] 4
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Mass Surge'''
| '''Micro-Charge'''
|-
|-
| [[File:Art ResEq MassSurge.png|512px]]
| [[File:Art EngEq MicroCharge.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
| Attacks that cost 2 or less [[File:Ordnance.png|25px]] deal +1 [[File:Damage.png|25px]]<br>Upgrade
|-
|-
| [[File:Cooldown.png|25px]] 5
| [[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;"
| '''Optimization'''
| '''Offensive Assurance'''
|-
|-
| [[File:Art ResEq Armament.png|512px]]
| [[File:Art EngEq OffensiveAssurance.png|512px]]
|-
|-
| Gain 1 [[File:Ordnance.png|25px]] for every 2 [[File:Mass.png|25px]] you spend this turn
| +1 [[File:Damage.png|25px]]<br>Upkeep: Take no hull damage
|-
|-
| [[File:Cooldown.png|25px]] 4
| [[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;"
| '''Ordnance Surge'''
| '''Service Support'''
|-
|-
| [[File:Art ResEq OrdnanceSurge.png|512px]]
| [[File:Art EngEq ServiceSupport.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
| 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:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 1
|}
|}
</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;"
| '''Ammo Dump'''
| '''Shatter Rounds'''
|-
|-
| [[File:Art ResEq AmmoDump.png|512px]]
| [[File:Art Railgun ShatterRounds.png|512px]]
|-
|-
| Gain 4 [[File:Ordnance.png|25px]]<br>Sustain 2 [[File:Heat.png|25px]]<br>Deplete
| Equipment damaged with Railgun cards take +1 turns to repair<br>Upgrade
|-
|-
| [[File:Cooldown.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;"
| '''Asteroid Ore'''
| '''Steel Resolve'''
|-
|-
| [[File:Art ResEq AsteroidOre.png|512px]]
| [[File:Art Railgun.png|512px]]
|-
|-
| Gain 4 [[File:Mass.png|25px]]<br>Sustain 2 [[File:Heat.png|25px]]<br>Deplete
| Next attack this turn deals +1 [[File:Damage.png|25px]] for each Hack on you<br>Sustain 1 [[File:Heat.png|25px]]
|-
|-
| [[File:Cooldown.png|25px]] 3
| [[File: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;"
| '''Attack Gambit'''
| '''War Effort'''
|-
|-
| [[File:Art ResEq AttacktGambit.png|512px]]
| [[File:Art ResEq Wareffort.png|512px]]
|-
|-
| Reshuffle all Attack cards into the Draw Pile and gain 1 [[File:Energy.png|25px]] for each card
| 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]] 4
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 2
|}
|}
</div>
== 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;"
| '''Build-Up'''
| '''Blueprint'''
|-
|-
| [[File:Art HighAlert.png|512px]]
| [[File:Art ResEq Blueprint.png|512px]]
|-
|-
| Gain 1 random resource for each Support card in hand at the end of the turn<br>Upgrade
| Draw 2 Support cards<br>Support cards cost -1 [[File:Mass.png|25px]] this turn
|-
|-
| [[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
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Cache'''
| '''Conservation'''
|-
|-
| [[File:Art ResEq Cache.png|512px]]
| [[File:Art DeployReactor.png|512px]]
|-
|-
| Add 2 random resource cards to the Draw Pile
| Gain 1 [[File:Energy.png|25px]] for every 2 [[File:Ordnance.png|25px]] you spend this turn
|-
|-
| [[File:Cooldown.png|25px]] 6
| [[File:Cooldown.png|25px]] 4
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Capacitor'''
| '''Energy Surge'''
|-
|-
| [[File:Art ResEq Capacitor.png|512px]]
| [[File:Art ResEq EnergySurge.png|512px]]
|-
|-
| Gain 4 [[File:Energy.png|25px]]<br>Sustain 2 [[File:Heat.png|25px]]<br>Deplete
| 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]] 3
| [[File:Cooldown.png|25px]] 5
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Fabrication'''
| '''Equivalence'''
|-
|-
| [[File:Art ResEq Fabrication.png|512px]]
| [[File:Art ResEq AsteroidOre.png|512px]]
|-
|-
| Gain 1 [[File:Mass.png|25px]] for every 1 [[File:Mass.png|25px]] produced<br>Draw 1 card
| Gain 1 [[File:Mass.png|25px]] for every 2 [[File:Energy.png|25px]] you spend this turn
|-
|-
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 2
| [[File:Cooldown.png|25px]] 4
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Feedback Loop'''
| '''Mass Surge'''
|-
|-
| [[File:Art ResEq FeedbackLoop.png|512px]]
| [[File:Art ResEq MassSurge.png|512px]]
|-
|-
| Gain 1 [[File:Energy.png|25px]] for every 2 [[File:Shield.png|25px]] you lose on the enemy's next turn
| Gain 4 [[File:Mass.png|25px]]<br>Sustain 1 [[File:Heat.png|25px]]<br>Lose up to 4 [[File:Mass.png|25px]] on turn end
|-
|-
| [[File:Cooldown.png|25px]] 5
| [[File:Cooldown.png|25px]] 5
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Flux Conduction'''
| '''Optimization'''
|-
|-
| [[File:Art ResEq Consume.png|512px]]
| [[File:Art ResEq Armament.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 1 [[File:Ordnance.png|25px]] for every 2 [[File:Mass.png|25px]] you spend this turn
|-
|-
| [[File:Cooldown.png|25px]] 5 [[File:Mass.png|25px]] 4
| [[File:Cooldown.png|25px]] 4
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Grid Overload'''
| '''Ordnance Surge'''
|-
|-
| [[File:Art ResEq GridOverload.png|512px]]
| [[File:Art ResEq OrdnanceSurge.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: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:Cooldown.png|25px]] 5
|}
</div>
=== Rare Resource Bay cards ===
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable" style="text-align: center;"
| '''Aggression Protocol'''
|-
| [[File:Art ResEq AggressionProtocol.png|512px]]
|-
| Gain 6 [[File:Ordnance.png|25px]]<br>+2 [[File:Ordnance.png|25px]] capacity<br>-2 [[File:Energy.png|25px]] capacity<br>-2 [[File:Mass.png|25px]] capacity<br>Deplete
|-
| [[File:Cooldown.png|25px]] 6 [[File:Mass.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Ammo Dump'''
|-
| [[File:Art ResEq AmmoDump.png|512px]]
|-
| Gain 4 [[File:Ordnance.png|25px]]<br>Sustain 2 [[File:Heat.png|25px]]<br>Deplete
|-
| [[File:Cooldown.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Asteroid Ore'''
|-
| [[File:Art ResEq AsteroidOre.png|512px]]
|-
| Gain 4 [[File:Mass.png|25px]]<br>Sustain 2 [[File:Heat.png|25px]]<br>Deplete
|-
| [[File:Cooldown.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Attack Gambit'''
|-
| [[File:Art ResEq AttacktGambit.png|512px]]
|-
| Reshuffle all Attack cards into the Draw Pile and gain 1 [[File:Energy.png|25px]] for each card
|-
| [[File:Cooldown.png|25px]] 4
|}
{| class="wikitable" style="text-align: center;"
| '''Build-Up'''
|-
| [[File:Art HighAlert.png|512px]]
|-
| Gain 1 random resource for each Support card in hand at the end of the turn<br>Upgrade
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Cache'''
|-
| [[File:Art ResEq Cache.png|512px]]
|-
| Add 2 random resource cards to the Draw Pile
|-
| [[File:Cooldown.png|25px]] 6
|}
{| class="wikitable" style="text-align: center;"
| '''Capacitor'''
|-
| [[File:Art ResEq Capacitor.png|512px]]
|-
| Gain 4 [[File:Energy.png|25px]]<br>Sustain 2 [[File:Heat.png|25px]]<br>Deplete
|-
| [[File:Cooldown.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Fabrication'''
|-
| [[File:Art ResEq Fabrication.png|512px]]
|-
| Gain 1 [[File:Mass.png|25px]] for every 1 [[File:Mass.png|25px]] produced<br>Draw 1 card
|-
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Feedback Loop'''
|-
| [[File:Art ResEq FeedbackLoop.png|512px]]
|-
| Gain 1 [[File:Energy.png|25px]] for every 2 [[File:Shield.png|25px]] you lose on the enemy's next turn
|-
| [[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;"
| '''Grid Overload'''
|-
| [[File:Art ResEq GridOverload.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
|-
| [[File:Cooldown.png|25px]] 5
|}
{| class="wikitable" style="text-align: center;"
| '''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;"
{| class="wikitable" style="text-align: center;"
| '''Overclock Reactor'''
| '''Rearm'''
|-
| [[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]]
| [[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 1,466: 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