Cards

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Revision as of 17:04, 30 September 2024 by Aether (talk | contribs) (→Attributes)

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

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

Card Damage Effects Cost Cooldown
Beam Sweep 6 Ignite 3 Ordnance
2 Energy
3
Booster Pulse 4 Precision
Laser cards cost 1 Ordnance less this turn
3 Ordnance
3 Energy
4
Catalyst Pulse 4 Precision
All Pulse cards played this turn deal +1 Damage
2 Ordnance
2 Energy
4
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
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

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

Shield Generator cards

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
Hasty Defense 12 Gain 1 Shield Diration
Lost 3 HP
2 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
Flash Shields (rare) 12 Lose all shields at the start of next turn 4 Energy 4

Engineering Bay cards

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

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
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
Sustain 1 Heat
5
Mass Surge Gain 4 Mass until the end of the turn
Sustain 1 Heat
5
Ordnance Surge Gain 4 Ordnance until the end of the turn
Sustain 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

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

Card Effect Cost Cooldown
PDC Burst If a missile is incoming destroy 1 enemy missile
If a missile is not incoming deal 2 Damage
Deplete
1 Ordnance
1 Energy
2
Gridfire (rare) If a missile is incoming destroy up to 3 enemy missiles
If a missile is not incoming deal 2 Damage 3 times
3 Ordnance
3 Energy
4
PDC Repeater (rare) If a missile is incoming destroy the closest enemy missile
If a missile is not incoming deal 2 Damage
Return the card to the hand and increase its cost by 1 Energy
1 Ordnance
2 Energy
5

Other cards

Card Type Effect Cost Cooldown
Ion Missile Missile Deal 12 Ion Damage in 1 turn
Deplete
1 Energy 2
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