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.
Cards come in one of three types, distinguished by the color of the bar at the top of the card: attack, support, and tactical.
Attributes
Cards may have the following attributes:
- Coolant Loss: Reduces Dissipation.
- Deplete: Removed from current combat encounter when played.
- Duration: Effect lasts for a certain number of turns.
- Exhaustive: Makes other cards unplayable this turn.
- Upkeep: As long the condition is met the card's 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
Many Flak cards have the Shredding attribute. The Shredding attribute applies 1 stack of Shred if the attack does sufficient hull damage, listed on the card. Each stack of Shred increases minimum Flak damage by 1. Counts down on turns with no Shredding applied unless the ship is overheated.
Covering Fire
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3-6
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10% chance to discard an enemy attack card per point of hull damage dealt
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3 3 2
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Spread Shot
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2-5
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Destroy the closest enemy missile
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3 3 1
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Volatile Barrage
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0-8 5
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4 2 2
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Rare Flak cards
Charged Shot
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3-7 5
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If enemy has shields deal max damage
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3 3 2
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Disarm
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Play 1 Covering Fire card for each attack card the enemy intends to play
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4 4 4
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Honed Shot
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3-8 4
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Cost reduced by 1 for each stack of Shred. Minimum Flak damage of this card is not affected by Shred.
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3 4 1
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Twin Barrel
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2-6 5
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Add a Light Barrage card to your hand
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4 3 2
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Unload
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5-10 5
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Requires: played 3 Flak cards this turn
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4 2 2
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Ion cards
Most Ion cards deal Ion Damage. Ion Damage only deals damage to shields and on hull inflicts Ionize instead.
- On enemies, 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.
Combined Arms
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8
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Draw an Attack card from the Cooldown Pile
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3 2 2
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Ion Harpoon
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9
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If shielded gain 1 for every 3 enemy removed
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4 2 2
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Ion Javelin
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6
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Deal double damage if you are unshielded
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3 1 2
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Shield Switch
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If unshielded gain 4 If shielded deal 4 + 1 per Removes all
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3 1 1
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Rare Ion cards
Boomerang
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8
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If shielded gain 1 for every enemy removed
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3 2 3
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Ion Spear
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8
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On shield break disables targeted equipment for 2 turns
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3 2 3
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Quiver
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If enemy has shields add an Ion Dart card to hand until the end of turn Upgrade
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5 4
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Shatter
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When you break the a shield with an Ion card all attacks deal +1 this turn Upgrade
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5 2 4
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Total Discharge
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Lost all and play 2 Ion Dart cards for each duration lost Requires
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4 1 3
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Trim Excess
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Buff your next Attack by 50% of Halve Requires Deplete
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2 3 2
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Laser cards
Many Laser cards have the Precision attribute. When the card is selected the cursor has to be dragged to one of the enemy equipment and the attack will target that equipment.
Some Laser cards have the Ignite attribute. Ignite adds 1 to the enemy ship per X hull damage, listed on the card
Catalyst Pulse
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4
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Pulse cards deal +1 this turn
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4 2 2
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Infrared Pulse
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3 3
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If enemy is overheated deal double damage
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4 3
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Quick Pulse
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3
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-1 for the next Attack card played this turn
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2 2
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Repeater Pulse
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4
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Return a Laser card from the Cooldown pile to your hand (cannot return itself)
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4 3 2
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Rare laser cards
Blinding Pulse
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4
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Next enemy attack deals -50%
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4 3 2
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Booster Pulse
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4
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Laser cards cost -1 this turn
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4 3 3
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Lacerate
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6
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Sustain 1 Coolant Loss
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4 3 2
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Paired Pulse
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3
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Effect applies twice
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3 4 1
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Scrape
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4 3
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Apply 1 Coolant Loss for each point of added by the attack
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3 3 2
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Searing Salvo
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Play 1 Infrared Pulse card for every Dissipation point Sustain 1 Coolant Loss for every Infrared Pulse card played
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6 6 2
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Swift Charge
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Add 3 Blink cards to hand Cards that can't be added are added to the Draw Pile
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6 1 3
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Turbolaser
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Play as many Laser Pulse cards as resources allow (max 10) Deplete Exhaustive
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4 6 2
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Railgun cards
Many Railgun cards have the Precision attribute. When the card is selected the cursor has to be dragged to one of the enemy equipment and the attack will target that equipment.
Drill Round
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4
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+4 when destroying equipment
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4 3 1
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Kinetic Catapult
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2
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+2 per production -2 production for 1 turn
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4 4
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Pinpoint
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4
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+1 Equipment Damage for each destroyed or disabled equipment
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4 2 2
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Pyroelectric Round
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Sustain equal to ship threshold Deal 2 per 1 sustained Requires below the ship threshold
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4 2 2
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Tungsten Round
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4
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50% bonus damage to equipment
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4 2 3
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Rare Railgun cards
A.P. Round
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4
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If enemy has Shred damage a random second equipment
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3 2 3
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Cascade Shot
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6
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If attack destroys equipment skip
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6 2 1
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Frag Round
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8
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If attack destroys equipment increase repair time on all equipment by +1 turn
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5 4 3
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Impetus
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When destroying equipment return a Railgun card from the Cooldown Pile to hand Upgrade
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5 4
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Reinforced Accelerant
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This turn add +1 to Railgun cards for every Support card played
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5 3
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Seebeck Shot
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Reduces to 0 Deal 2 per removed Sustain 1 Coolant Loss for every 2 removed
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5 3 3
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Uranium Slug
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6
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Deal 50% damage to another random equipment
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4 3 3
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Missile cards
All Missile attack cards have the Deplete and Missile attributes. With the Missile attribute the damage is not done in the same turn. If the attack is a missile, the damage is done after 1 turn. If the attack is a torpedo, the damage is done after 2 turns. Missiles can be intercepted before they do their damage by Point Defense cards.
Firecracker
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2
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Effect applies 3 times
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4 2 1
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Light Torpedo
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8
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Requires 3 production
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4 2
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Rare Missile cards
Heatseeker
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12
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+6 if enemy is overheated at launch
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4 3
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Ion Torpedo
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18
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On shield break disable enemy Shield equipment for 2 turns
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3 2 3
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Missile Loader
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Add 2 Starflare Missile cards to Draw Pile
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6 3
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Reaper
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6
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+2 per missile in flight
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5 3 1
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Torpedo
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12
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Requires 5 production
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4 3
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Trident Torpedo
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Splits into 3 Light Torpedo missiles Requires 6 production
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4 5 2
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Hacking Module cards
Most Hacking Module cards have the Hack attribute, meaning that the card effect only applies if the enemy has 0 . Otherwise it removes 1 . They also have additional effects if the owner's ship has .
Firewall
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+1 Returns to the Draw Pile when played
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3 2
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Hack Heatsinks
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Next turn enemy loses 2 Heat Threshold Consume all to further lower it by same amount
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3 2
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Neutralize
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For 2 turns disable a random weapon at turn start Consume 1 for +2 duration
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4 3
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Overheat Weapons
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Next turn enemy gains 1 for every 2 dealt with direct attacks
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4 3
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Reset
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If any equipment is disabled discard a card from it If no equipment is disabled disable a random equipment
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4 3
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Restrain
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Remove 1 pip from an enemy weapon Consume 1 to discard a card from an enemy weapon
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4 2
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Thermal Blockade
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While shielded enemy cannot has no Heat Dissipation Duration: 4 turns
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4 4
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Rare Hacking Module cards
Denial
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Disable targeted equipment for 2 turns Consume 1 to return card to hand
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4 3 1
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Discharge
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Remove 1 pip from all disabled equipment
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4 3 1
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Glitch
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Disable targeted enemy equipment for 1 turn Consume all to remove pips by the same amount
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3 3
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Missile Jamming
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Delay all incoming missiles by 1 turn Consume all to further delay them by the same amount
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4 2 1
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Pacify
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Disable all enemy weapons for 1 turn
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6 4
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Stall
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For 2 turns enemy playing a card removes a pip from another card Consume 1 to increase duration by 2 turns
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4 3 2
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Wipe
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Remove a Hack debuff Deplete
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4 3
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Shield Generator cards
Auto-Shield
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4
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Draw a Shield card from the Draw Pile If draw succeeds gain 2
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3 3
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Charged Barrier
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6 1
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4 3 2
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Palisade
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Add 3 Shield Pulse cards to hand Cards that can't be added are added to the Draw Pile
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6 2
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Repel
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Play 1 Shield Pulse card for every attack the enemy intends to play
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4 3
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Surge
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If unshielded gain 4 If shielded gain 1
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3 1
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Tactical Defense
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4
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Gain 2 for each Tactical card in hand
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4 3
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Rare Shield Generator cards
Backup Shields
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Gain 1 Provisional Slot Add 1 Shield Pulse card to hand when ending the turn without Tactical cards Duration: 4 Turns
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5 3
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Battlement
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6
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Gain 2 every time you play a Tactical card Upkeep: Ship has
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5 3 2
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Flash Shields
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12
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Lose all next turn
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4 4
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Engineering Bay cards
Battle Repairs
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Repair 3 Remove 2 Deplete
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4 2 1
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Damage Control
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Repair 25% of the damage taken on every enemy turn for 3 turns Upkeep: 1
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4 3 1
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Deterrence
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+1 on next Attack card for each Attack card on enemy's equipment Sustain 1
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4 1 1
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Precision Tracking
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Next attack this turn deals +1 and destroys 1 enemy missile
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3 3
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Recycle
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Repair 1 for every 3 Support cards played Upgrade
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6 1 2
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Return Fire
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Next attack this turn dgains +1 per incoming missile
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3 2
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Rare Engineering Bay cards
Armamant
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Gain 1 for every 2 Attack cards you hold at the end of the turn Upgrade
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5 3
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Attack Mode
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Add 1 card slot Attack cards have -2 this turn Draw 2 Attack cards Requires 5 production
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5 2 3
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Cautious Tactics
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+1 for 3 turns If you take no damage for 3 turns this card becomes an Upgrade
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3 2 4
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Expand Capacity
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+1 Card Slot
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6 1 per Card Slot
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Force Multiplier
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+25% for attacks that cost at least 6 Upgrade
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6 3 5
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Harnessed Strike
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Gain 1 every time you play a Laser or Ion card Upgrade
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6 4
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Micro-Charge
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Attacks that cost 2 or less deal +1 Upgrade
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4 3 5
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Offensive Assurance
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+1 Upkeep: Take no hull damage
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4 2 2
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Service Support
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Repair 5 Remove 1 Card Slot for the rest of the combat encounter Requires: 2 Card Slots
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5 2 1
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Shatter Rounds
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Equipment damaged with Railgun cards take +1 turns to repair Upgrade
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5 2 3
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Steel Resolve
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Next attack this turn deals +1 for each Hack on you Sustain 1
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3 2 3
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War Effort
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Gain 1 for every 1 production Draw 1 Attack card Sustain 2
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4 2 2
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Resource Bay cards
Blueprint
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Draw 2 Support cards Support cards cost -1 this turn
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5 2
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Conservation
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Gain 1 for every 2 you spend this turn
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4
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Energy Surge
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Gain 4 Sustain 1 Lose up to 4 on turn end
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5
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Equivalence
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Gain 1 for every 2 you spend this turn
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4
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Mass Surge
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Gain 4 Sustain 1 Lose up to 4 on turn end
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5
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Optimization
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Gain 1 for every 2 you spend this turn
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4
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Ordnance Surge
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Gain 4 Sustain 1 Lose up to 4 on turn end
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5
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Rare Resource Bay cards
Aggression Protocol
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Gain 6 +2 capacity -2 capacity -2 capacity Deplete
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6 2
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Ammo Dump
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Gain 4 Sustain 2 Deplete
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3
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Asteroid Ore
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Gain 4 Sustain 2 Deplete
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3
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Attack Gambit
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Reshuffle all Attack cards into the Draw Pile and gain 1 for each card
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4
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Build-Up
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Gain 1 random resource for each Support card in hand at the end of the turn Upgrade
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4 2 2
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Cache
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Add 2 random resource cards to the Draw Pile
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6
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Capacitor
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Gain 4 Sustain 2 Deplete
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3
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Fabrication
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Gain 1 for every 1 produced Draw 1 card
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5 2
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Feedback Loop
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Gain 1 for every 2 you lose on the enemy's next turn
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5
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Flux Conduction
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Gain 1 for every 2 production each turn at 0 Upgrade
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5 4
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Grid Overload
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Gain 2 for every 1 production Disable production for 2 turns
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5
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Overclock Reactor
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Gain 1 Reactor Power Sustain 4 Requires 0 to play Deplete
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4 4
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Production Line
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After a Support card is played other Support cards cost -1 this turn Upgrade
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6 3
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Reactor Boost
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Gain 1 Reactor Power Upkeep: Ship is not overheated on turn end
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4 1 1
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Rearm
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+2 if you end the turn with 0-3 Upgrade
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4 1 3
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Singular Focus
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Discard all Support and Tactical cards Gain 2 for each discarded card Deplete
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5 2 2
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Support Gambit
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Reshuffle all Support cards into the Draw Pile and gain 1 for each card
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4
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Tactical Gambit
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Reshuffle all Tactical cards into the Draw Pile and gain 1 for each card
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4
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Tinker
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Lose 1 production for 3 turns Gain 1 Reactor Power after 3 turns Deplete
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5 2 2
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Cooling System cards
Coolant Flow
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-2 for all cards in Cooldown Pile Sustain 1 for every 4 cards affected
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5
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Force Draw
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Draw 1 card Sustain 1
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4
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Radiate
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If ship has remove up to 2 If ship has no gain 2
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4
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Rush
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Return 1 card from Cooldown Pile to Draw Pile Sustain 1 Repeat until reaching max
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4
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Swift Overhaul
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Repair 1 per 3 lost on enemy turns Sustain 2 Duration: 3 turns Deplete
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5 3 2
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Weapon Coolant
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Return up to 2 Attack cards from Cooldown Pile to Draw Pile Sustain 2
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4
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Rare Cooling System cards
Accelerant
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Next card played this turn has no Sustain 2
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5
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Heat Convertor
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Gain 1 for every 2 points of overheat
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5
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Increased Conduction
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+2 Dissipation Duration: 4 turns
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5 3 1
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Operations Cool-Off
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Reduce by Dissipation amount
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4 2
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Thermal Buffer
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+2 Heat Threshold
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4 4
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Point Defense cards
PDC Burst
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If a missile is incoming destroy 1 missile If a missile is not incoming deal 2 Deplete
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2 1 1
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Rare Point Defense cards
Gridfire
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If a missile is incoming destroy up to 3 missiles If a missile is not incoming deal 2 3 times
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4 3 3
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High Alert
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Add a PDC Burst card to hand in each empty slot This turn PDC Burst cards cost -1 Deplete
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4 3 4
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PDC Repeater
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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
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5 1 2
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