Cards: Difference between revisions

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=== Rare Flak cards ===
=== Rare Flak cards ===
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable" style="text-align: center;"
| '''Charged Shot'''
|-
| [[File:Art FlakEq ChargedShot.png|512px]]
|-
| [[File:Damage.png|25px]] 3-7
|-
| 5 Shredding<br>If enemy has shields deal max damage
|-
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 3 [[File:Mass.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Disarm'''
| '''Disarm'''
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| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 4 [[File:Energy.png|25px]] 4
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 4 [[File:Energy.png|25px]] 4
|}
|}
 
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|-
|-
| [[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
| [[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
|-
| [[File:Art FlakEq ChargedShot.png|50px]] Charged Shot (rare) || 3-7 || Deal 5 Shredding<br>If enemy has shields deal maximum Damage || [[File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Mass.png|25px]] 2 Mass || 3
|}
|}



Revision as of 16:17, 1 October 2024

Cards represent actions the ship can take each turn. Cards have different, scripted 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.

Attributes

Cards may have the following attributes:

  • Coolant Loss: Reduces Dissipation.
  • 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 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.

Flak cards

Covering Fire
3-6
10% chance to discard an enemy attack card per point of hull damage dealt
3 3 2
Flak Barrage
3-7
Shredding 5
3 3 1
Light Barrage
3-7
Shredding 5
2 3
Spread Shot
2-5
Destroy the closest enemy missile
3 3 1

Rare Flak cards

Charged Shot
3-7
5 Shredding
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



Card Damage Effects Cost Cooldown
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

Ion cards

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

Rare Ion cards

Boomerang
8
If shielded gain 1 for every enemy removed
3 2 3
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
Ion Spear Deal 8 Ion Damage
If breaking shields disable targeted equipment for 2 turns
Precision
2 Ordnance
3 Energy
3
Sling Deal 6 Ion Damage
If breaking shields deal 6 Ionize
1 Ordnance
2 Energy
3

Laser cards

Bean Sweep
6 3
3 3 2
Catalyst Pulse
4 4
Pulse cards deal +1 this turn
4 2 2
Infrared Pulse
3 3 3
If enemy is overheated deal double damage
4 3
Quick Pulse
3 3
-1 for the next Attack card played this turn
2 2
Repeater Pulse
4 4
Return a Laser card from the Cooldown pile to your hand (cannot return itself)
4 3 2

Rare laser cards

Blinding Pulse
4 4
Next enemy attack deals -50%
4 3 2
Booster Pulse
4 4
Laser cards cost -1 this turn
4 3 3
Heavy Pulse
8 8
4 5 2
Lacerate
6
Sustain 1 Coolant Loss
4 3 2
Paired Pulse
3 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
Exhuastive
4 6 2



Card Damage Effects Cost Cooldown
Laser Pulse 4 Precision 3 Ordnance 3

Railgun cards

Drill Round
4 4
+4 when destroying equipment
4 3 1
Kinetic Catapult
2 2
+2 per production
-2 production for 1 turn
4 4
Kinetic Shot
6 6
4 3 2
Pinpoint
4 4
Ignores Shields
+1 Equipment Damage for each 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 6
50% bonus damage to equipment
4 2 3

Rare Railgun cards

A.P. Round
4 4
If enemy has Shred damage a random second equipment
3 2 3
Cascade Shot
6 6
If attack destroys equipment skip
6 2 1
Frag Round
8 8
If attack destroys equipment increase repair time on all equipment by +1 turn
5 4 3
Reinforced Accelerant
This turn add +1 to Railgun cards for every Support card played
5 3
Seebeck Shot
Reduces to 0
Deal 2 and per removed
Sustain 1 Coolant Loss for every 2 removed
5 3 3
Uranium Slug
6 6
Deal 50% damage to another random equipment
4 3 3

Missile cards

Firecracker
2
Effect applies 3 times
Missile
Deplete
4 2 1
Ion Missile
12
Missile
Deplete
5 2
Starflare
6
Missile
Deplete
2 2

Rare Missile cards

Heatseeker
12
+6 if enemy is overheated at launch
Missile
Deplete
4 3
Reaper
6
+2 per missile in flight
Missile
Deplete
5 3 1

Hacking Module cards

Neutralize
For 2 turns disable a random weapon at turn start
Consume 1 for +2 duration
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

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


Card Effect Cost Cooldown
Firewall Gain 1 Security
Cost is increased by Security
Returns to the Draw Pile when played
2 Energy 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
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




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
Flash Shields (rare) 12 Lose all shields at the start of next turn 4 Energy 4

Engineering Bay cards

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

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
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
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



Card Effect Cost Cooldown
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
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
Tactical Recoup If enemy breaks the shield first Shield card next turn gives +35% Shield Points
Upgrade
2 Energy
4 Mass
6

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

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
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
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

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