Cards: Difference between revisions

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| [[File:Cooldown.png|25px]] 3
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| '''Fabrication'''
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| [[File:Art ResEq Fabrication.png|512px]]
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| Gain 1 [[File:Mass.png|25px]] for every 1 [[File:Mass.png|25px]] produced<br>Draw 1 card
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| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 2
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{| class="wikitable" style="text-align: center;"
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| Equivalence || Gain 1 Mass for every 2 Energy you spent this turn || || 4
| Equivalence || Gain 1 Mass for every 2 Energy you spent this turn || || 4
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| [[File:Art ResEq Fabrication.png|50px]] Fabrication || Gain 1 Mass for every Mass production<br>Draw 1 card || [[File:Energy.png|25px]] 2 Energy || 5
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| Rearm || Gain 2 Ordnance if you end the turn with 3 or less<br>Upgrade || [[File:Energy.png|25px]] 1 Energy<br>[[File:Mass.png|25px]] 3 Mass || 4
| Rearm || Gain 2 Ordnance if you end the turn with 3 or less<br>Upgrade || [[File:Energy.png|25px]] 1 Energy<br>[[File:Mass.png|25px]] 3 Mass || 4

Revision as of 20:45, 30 September 2024

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

Attributes

Cards may have the following attributes:

  • Deplete: Removed from current combat encounter when played.
  • Exhaustive: Makes other cards unplayable this turn.
  • Hack: Effect applies if target has 0 Security, otherwise removes 1 Security.
  • Ignite: Hull Damage adds Heat to the enemy ship but is reduced equal to Dissipation at the end of the turn.
  • Ion Damage: Only deals damage to shields. Hull damage inflicts equal Ionize instead.
  • Ionize: On enemy, every 6 Ionize remove 1 pip from a random card. On player, every 6 Ionize reduces Reactor Power by 1 for the rest of the combat encounter.
  • Missile: The damage is dealt the following turn.
  • Ongoing: Persistent Effect removed if equipment is disabled.
  • Precision: Able to target enemy equipment.
  • Security: Protects against enemy Hack and increases the effects of Hack cards.
  • Shredding: applies a stack of Shred if hull damage is equal to Shredding value. Each stack of Shred increases minimum Flak damage by 1. Counts down on turns with no Shredding applied.
  • 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.

Flak cards

Covering Fire
3-6
10% chance to discard an enemy attack card per point of hull damage dealt
3 3 2
Light Barrage
3-7
Shredding 5
2 3
Card Damage Effects Cost Cooldown
Concussive Shells 4 +2 Max Damage per stack of Shred
+1 Min Damage per stack of Shred
3 Ordnance
3 Mass
3
Flak Barrage 3-7 Deal 5 Shredding 3 Ordnance
1 Mass
3
Opening Shot 2-4 Deal 1 Shredding if enemy has none 2 Ordnance
1 Mass
3
Spread Shot 2-5 Destroy the closest enemy missile 3 Ordnance
1 Mass
3
Twin Barrel 2-6 Deal 5 Shredding
Add a Light Barrage card to hand
3 Ordnance
2 Mass
4
Volatile Barrage 0-8 Deal 5 Shredding 2 Ordnance
2 Mass
4
Charged Shot (rare) 3-7 Deal 5 Shredding
If enemy has shields deal maximum Damage
3 Ordnance
2 Mass
3
Honed Shot (rare) 3-8 Deal 4 Shredding
Cost reduced by 1 Ordnance for each Shred stack
4 Ordnance
1 Mass
3

Ion cards

Shield Switch
If unshielded gain 4
If shielded deal 4 + 1 per Shield Point
Removes all
3 1 1

Rare Ion cards

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




Card Effect Cost Cooldown
Combined Arms Deal 8 Ion Damage
Draw an attack card from the Cooldown Pile
2 Ordnance
2 Energy
3
Ion Javelin If shielded deal 6 Ion Damage
If unshielded deal 12 Ion Damage
1 Ordnance
2 Energy
3
Ion Spear Deal 8 Ion Damage
If breaking shields disable targeted equipment for 2 turns
Precision
2 Ordnance
3 Energy
3
Shield Switch If unshielded gain 4 Shield Points
If shielded deal 4 Ion Damage and +1 for each Shield Point but removes all Shield Points
1 Ordnance
1 Energy
3
Sling Deal 6 Ion Damage
If breaking shields deal 6 Ionize
1 Ordnance
2 Energy
3

Laser cards

Catalyst Pulse
4 File:Penetration.png 4
Pulse cards deal +1 this turn
4 2 2
Quick Pulse
3 File:Penetration.png 3
-1 for the next Attack card played this turn
2 2
Repeater Pulse
4 File:Penetration.png 4
Return a Laser card from the Cooldown pile to your hand (cannot return itself)
4 3 2

Rare laser cards

Blinding Pulse
4 File:Penetration.png 4
Next enemy attack deals -50%
4 3 2
Booster Pulse
4 File:Penetration.png 4
Laser cards cost -1 this turn
4 3 3
Heavy Pulse
8 File:Penetration.png 8
4 5 2
Paired Pulse
3 File:Penetration.png 3
Effect applies twice
3 4 1



Card Damage Effects Cost Cooldown
Beam Sweep 6 Ignite 3 Ordnance
2 Energy
3
Cutting Beam 3 Deal Damage again each turn
Ignite
Sustain 1 Heat per turn
Duration: 3 turns
3 Ordnance
1 Energy
3
Infrared Pulse 3 Ignite
Precision
If enemy is overheating deal 6 Damage
3 Ordnance 4
Laser Pulse 4 Precision 3 Ordnance 3
Streamline 0 Each Laser card played this turn reduces the cost of other Laser cards by 1 Ordnance 4 Mass 6
Swift Charge 0 Adds 3 Blink cards to the hand (if hand is full they're added to the Draw Pile instead) 1 Energy
3 Mass
6
Booster Pulse (rare) 4 Precision
Laser cards cost 1 less Ordnance this turn
3 Ordnance
3 Energy
4
Disarm (rare) 0 Play 1 Covering Fire card for each attack card the enemy intends to play 4 Ordnance
4 Energy
4
Scrape (rare) 4 Ignite
Apply -1 Dissipation for each Heat added by the attack
3 Ordnance
2 Energy
3

Railgun cards

Card Damage Effect Cost Cooldown
Drill Round 4 If destroys equipment deals 4 more Damage
Precision
3 Ordnance
1 Mass
4
Kinetic Catapult 2 Deal 2 Damage per Mass production
Reduces Mass production by 2 for 1 turn
Precision
4 Ordnance 4
Kinetic Shot 6 Precision 3 Ordnance
2 Mass
4
Pinpoint 4 Ignores shields
+1 Equipment Damage for each destroyed or disabled enemy equipment
Precision
2 Ordnance
2 Energy
4
Tugsten Round 4 50% bonus Precision damage 2 Ordnance
3 Mass
4

Missile cards

Ion Missile
12
Missile
Deplete
5 2

Rare Missile cards

Heatseeker
12
Missile
Deplete
+6 Damage if enemy is overheated at launch
4 3

Shield Generator cards

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



Card Shield Points Effects Cost Cooldown
Barrier 6 3 Energy
1 Mass
3
Bolster 4 Gain 2 Shiel Points per Shield Duration 3 Energy 5
Fortify 6 Gain 1 Shield Point for each Fortify card played (max 12) 4 Energy
1 Mass
4
Hasty Defense 12 Gain 1 Shield Diration
Lost 3 HP
2 Mass 4
Shield Pulse 4 Deplete 1 Energy 3
Shield Stream 4 Gain 4 Shield Points per turn
Gain 1 Shield Duration per turn
Reduces Energy Generation by 1
Duration: 3 turns
4 Energy
3 Mass
5
Surge 0 If unshielded gain 4 Shield Points
If shielded gain 1 Shield Duration
1 Energy 3
Flash Shields (rare) 12 Lose all shields at the start of next turn 4 Energy 4

Engineering Bay cards

Rare Engineering Bay cards

Armamant
Gain 1 for every 2 Attack cards you hold at the end of the turn
Upgrade
5 3



Card Effect Cost Cooldown
Attack Mode Gain 1 card slot
Reduce Attack cooldown by 2 this turn
Draw 2 Attack Cards
Requires 5 Ordnance production
2 Energy
3 Mass
4
Battle Repairs Repair 3 HP
Remove 2 Shred charges
2 Energy
1 Mass
4
Conduction Amplifier Next attack this turn gets bonus damage equal to its Energy cost 2 Mass 4
Defensive Stance Gain 2 Energy
Draw or return a Shield card
2 Mass 5
Deterrence Next attack this turn deals +1 Damage for each attack card in enemy hand
Sustain 1 Heat
1 Energy
1 Mass
4
Maintenance Cycle Repair 1 HP each turn the enemy doesn't do Hull Damage
Upkeep: 1 Energy
Duration: 5 turns
3 Energy
2 Mass
5
Offensive Assurance Deal +1 Damage
Upkeep: Don't take Hull Damage
2 Energy
2 Mass
4
Tactical Recoup If enemy breaks the shield first Shield card next turn gives +35% Shield Points
Upgrade
2 Energy
4 Mass
6
Harnessed Strike (rare) Gain 1 Shield Point for every played Laser or Ion card
Upgrade
4 Mass 6

Hacking Module cards

Card Effect Cost Cooldown
Firewall Gain 1 Security
Cost is increased by Security
Returns to the Draw Pile when played
2 Energy 3
Glitch Disables targeted equipment for 1 turn
If ship has Security removes 1 pip from the targeted equipment per Security
Hack
3 Energy 3
Hack Heatsinks Next turn enemy loses 2 Dissipation
Consumes all Security
Hack
2 Energy 3
Thermal Tick This turn every card deals deals 1 Ignite
If ship has Security it reduced is by 1 and doubles the Ignite effect
Hack
2 Energy 3

Resource Bay cards

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
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

Asteroid Ore
Gain 4
Sustain 2
Deplete
3
Fabrication
Gain 1 for every 1 produced
Draw 1 card
5 2
Grid Overload
Gain 2 for every active production
Disable production for 2 turns
5
Tactical Gambit
Reshuffle all Tactical cards into the Draw Pile and gain 1 for each card
4




Card Effect Cost Cooldown
Ammo Replicator Double the current Ordnance
Sustain 4 Heat
Deplete
Exhaustive
5
Blueprint Draw 2 Support cards
All Support cards cost 1 Mass less this turn
Deplete
2 Energy 5
Cache Add 2 random resource cards to the deck 6
Reactor Boost +1 Reactor Power
Upkeep: Ship is not overheated on turn end
1 Energy
1 Mass
4
Tinker Lose 1 Mass production for 3 turns
Add 1 Reactor Power after 3 turns
Deplete
2 Energy
2 Mass
5
Equivalence Gain 1 Mass for every 2 Energy you spent this turn 4
Rearm Gain 2 Ordnance if you end the turn with 3 or less
Upgrade
1 Energy
3 Mass
4

Cooling System cards

Card Effect Cost Cooldown
Radiate If ship has Heat it loses up to 2 Heat
If ship has no Heat gain 2 Energy
4
Swift Overhaul Repair 1 HP for every 3 Shield Points lost during enemy turn
Sustain 2 Heat
Duration: 3 turns
Deplete
3 Energy
2 Mass
5
Weapon Coolant Return up to 2 Attack cards from the Cooldown Pile to the Draw Pile
Sustain 2 Heat
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
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

Other cards

Card Type Effect Cost Cooldown
Armory Upgrade Production Increase max Ordnance production capacity by 1
Deplete
1 Energy
4 Mass
6
Target Lock Deal +1 Damage
Upkeep: Play at least one attack card per turn
2 Energy
2 Mass
3