Cards

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Revision as of 11:08, 28 September 2024 by Aether (talk | contribs) (→Ion cards)

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.
  • 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: 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.

Ion cards

Ion cards can be added to Ion weapons.

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

Laser cards can be added to Laser Weapons.

Card Damage Effects Cost Cooldown
Beam Sweep 6 Ignite 3 Ordnance
2 Energy
3
Catalyst Pulse 4 Precision
All Pulse cards played this turn deal +1 Damage
2 Ordnance
2 Energy
3
Cutting Beam 3 Deal Damage again each turn
Ignite
Gain 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
Quick Pulse 3 Precision
-1 Cooldown on next attack this turn
2 Ordnance 2
Repeater Pulse 4 Precision
Return a Laser card from the Cooldown Pile to hand (cannot return itself)
3 Ordnance
2 Energy
4
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
Blinding Pulse (rare) 4 Precision
Next enemy attack does half damage
3 Ordnance
2 Energy
4
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
Heavy Pulse (rare) 8 Precision 5 Ordnance
2 Energy
4
Paired Pulse (rare) 3 Deal the Damage twice
Precision
4 Ordnance
1 Energy
3
Scrape (rare) 4 Ignite
Apply -1 Dissipation for each Heat added by the attack
3 Ordnance
2 Energy
3

Flak cards

Flak cards can be added to Flak weapons.

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

Shield cards

Shield cards can be added to Tactical Hardpoint equipment.

Card Shield Points Effects Cost Cooldown
Auto-Shield 4 Draw 1 Shield card from the Draw Pile
If the draw succeeds gain 2 Shield Points
3 Energy 3
Barrier 6 3 Energy
1 Mass
3
Bolster 4 Gain 2 Shiel Points per Shield Duration 3 Energy 5
Charged Barrier 6 Gain 1 Shield Duration 3 Energy
2 Mass
4
Fortify 6 Gain 1 Shield Point for each Fortify card played (max 12) 4 Energy
1 Mass
4
Rampart 10 Gain 1 Shield Duration 4 Energy
2 Mass
5
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

Resource Bay cards

Resource Bay cards can be added to Resource Bay 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
Fabrication Gain 1 Mass for every Mass production
Draw 1 card
2 Energy 5
Rearm Gain 2 Ordnance if you end the turn with 3 or less
Upgrade
1 Energy
3 Mass
4

Other cards

Card Type Effect Cost Cooldown
Conduction Amplifier Engineering Bay Next attack this turn gets bonus damage equal to its Energy cost 2 Mass 4
Offensive Assurange Engineering Bay Deal +1 Damage
Upkeep: Don't take Hull Damage
2 Energy
2 Mass
4
Harnessed Strike (rare) Engineering Bay Gain 1 Shield Point for every played Laser or Ion card
Upgrade
4 Mass 6
PDC Burst Point Defense If a missile is incoming it its destroyed
If a missile is not incoming it deals 2 Damage
Deplete
1 Ordnance
1 Energy
2
Gridfire (rare) Point Defense If a missile is incoming destroy up to 3 enemy missiles
If a missile is not incoming it deals 2 Damage 3 times
3 Ordnance
3 Energy
4
Kinetic Catapult Railgun Deal 2 Damage
Deal 2 Damage per Mass production
Reduces Mass production by 2 for 1 turn
Precision
4 Ordnance 4
Tugsten Round Railgun Deal 4 Damage
50% bonus Precision damage
2 Ordnance
3 Mass
4
Ion Missile Missile Deal 12 Ion Damage in 1 turn
Deplete
1 Energy 2
Hack Heatsinks Hack Next turn enemy loses 2 Dissipation
Consumes all Security
Hack
2 Energy 3
Thermal Tick Hack 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
Target Lock Deal +1 Damage
Upkeep: Play at least one attack card per turn
2 Energy
2 Mass
3