Cards: Difference between revisions

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| Paired Pulse (rare) || Deal 3 Damage twice<br>Precision || [[File:Ordnance.png|25px]] 4 Ordnance<br>[[File:Energy.png|25px]] 1 Energy || 3
| Paired Pulse (rare) || Deal 3 Damage twice<br>Precision || [[File:Ordnance.png|25px]] 4 Ordnance<br>[[File:Energy.png|25px]] 1 Energy || 3
|}
== Flak cards ==
Flak cards can be added to Weapon Mount equipment.
{| class="wikitable"
! Card
! Effect
! Cost
! Cooldown
|-
| Charged Shot || Deal 3-7 Damage<br>Deal 5 Shredding || [[File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Mass.png|25px]] 2 Mass || 3
|-
| Covering Fire || Deal 3-6 Damage<br>10% chance to discard an enemy attack card per point of Hull Damage dealt || [[File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Mass.png|25px]] 2 Mass || 3
|-
| Light Barrage || Deal 2-5 Damage<br>Deal 5 Shredding || [[File:Ordnance.png|25px]] 3 Ordnance || 2
|}
|}


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! Cost  
! Cost  
! Cooldown
! Cooldown
|-
| Light Barrage || Flak || Deal 2-5 Damage<br>Deal 5 Shredding || [[File:Ordnance.png|25px]] 3 Ordnance || 2
|-
|-
| Harnessed Strike || Engineering Bay || Gain 1 Shield Point for every played Laser or Ion card<br>Upgrade || [[File:Mass.png|25px]] 4 Mass || 6
| Harnessed Strike || Engineering Bay || Gain 1 Shield Point for every played Laser or Ion card<br>Upgrade || [[File:Mass.png|25px]] 4 Mass || 6
|}
|}

Revision as of 09:32, 27 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 battle when played.
  • Ignite: Hull Damage adds Heat to the enemy ship but is reduced equal to Dissipation at the end of the turn.
  • Missile: The damage is dealt the following turn.
  • ongoing: Persistent Effect removed if equipment is disabled.
  • Precision: Able to target enemy equipment.
  • Shredding: Each stack of Shred increases minimum Flak damage by 1.
  • 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.

Laser cards

Laser cards can be added to Weapon Mount equipment.

Card Effect Cost Cooldown
Catalyst Pulse Deal 4 Damage
Precision
All Pulse cards played this turn deal +1 Damage
3 Ordnance
2 Energy
3
Infrared Pulse Deal 3 Damage
Deal 3 Ignite
Precision
If enemy is overheating deal 6 Damage
3 Ordnance 4
Laser Pulse Deal 4 Damage
Precision
3 Ordnance 3
Quick Pulse Deal 3 Damage
Precision
-1 Cooldown on next attack this turn
2 Ordnance 2
Repeater Pulse Deal 4 Damage
Precision
Return a Laser card from the Cooldown Pile to hand (cannot return itself)
3 Ordnance
2 Energy
4
Streamline Each Laser card played this turn reduces the cost of other Laser cards by 1 Ordnance 4 Mass 6
Swift Charge Adds 3 Blink cards to the hand (if hand is full they're added to the Draw Pile instead) 1 Energy
3 Mass
6
Blinding Pulse (rare) Deal 4 Damage
Precision
Next enemy attack does half damage
3 Ordnance
2 Energy
4
Booster Pulse (rare) Deal 4 Damage
Precision
Laser cards cost 1 less Ordnance this turn
3 Ordnance
3 Energy
4
Heavy Pulse (rare) Deal 8 Damage
Precision
5 Ordnance
2 Energy
4
Paired Pulse (rare) Deal 3 Damage twice
Precision
4 Ordnance
1 Energy
3

Flak cards

Flak cards can be added to Weapon Mount equipment.

Card Effect Cost Cooldown
Charged Shot Deal 3-7 Damage
Deal 5 Shredding
3 Ordnance
2 Mass
3
Covering Fire Deal 3-6 Damage
10% chance to discard an enemy attack card per point of Hull Damage dealt
3 Ordnance
2 Mass
3
Light Barrage Deal 2-5 Damage
Deal 5 Shredding
3 Ordnance 2

Shield cards

Shield cards can be added to Tactical Hardpoint equipment.

Card Effect Cost Cooldown
Auto-Shield Gain 4 Shield Points
Draw 1 Shield card from the Draw Pile
If the draw succeeds gain 2 Shield Points
3 Energy 3
Barrier Gain 6 Shield Points 3 Energy
1 Mass
3
Charged Barrier Gain 6 Shield Points
Gain 1 Shield Duration
3 Energy
2 Mass
4
Rampart Gain 10 Shield Points
Gain 1 Shield Duration
4 Energy
2 Mass
5
Surge If unshielded gain 4 Shield Points
If shielded gain 1 Shield Duration
1 Energy 3

Resource Bay cards

Resource Bay cards can be added to Utility Hardpoint equipment.

Card Effect Cost Cooldown
Blueprint Draw 2 Support cards
All Support cards cost 1 Mass less this turn
Deplete
2 Energy 5
Conservation Gain 1 Energy for every 2 Ordnance you spent this turn 4
Equivalence Gain 1 Mass for every 2 Energy you spent this turn 4
Optimization Gain 1 Ordnance for every 2 Mass you spent this turn 4
Energy Surge Gain 4 Energy until the end of the turn
Gain 1 Heat
5
Mass Surge Gain 4 Mass until the end of the turn
Gain 1 Heat
5
Ordnance Surge Gain 4 Ordnance until the end of the turn
Gain 1 Heat
5

Other cards

Card Type Effect Cost Cooldown
Harnessed Strike Engineering Bay Gain 1 Shield Point for every played Laser or Ion card
Upgrade
4 Mass 6