Cards: Difference between revisions
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== Point Defense cards == | == Point Defense cards == |
Revision as of 09:22, 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:
- 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 |
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 |
Laser cards
Catalyst Pulse |
4 File:Penetration.png 4 |
Pulse cards deal +1 this turn |
4 2 2 |
Quick Pulse |
3 File:Penetration.png 3 |
-1 for the next Attack card played this turn |
2 2 |
Repeater Pulse |
4 File:Penetration.png 4 |
Return a Laser card from the Cooldown pile to your hand (cannot return itself) |
4 3 2 |
Rare laser cards
Blinding Pulse |
4 File:Penetration.png 4 |
Next enemy attack deals -50% |
4 3 2 |
Booster Pulse |
4 File:Penetration.png 4 |
Laser cards cost -1 this turn |
4 3 3 |
Heavy Pulse |
8 File:Penetration.png 8 |
4 5 2 |
Paired Pulse |
3 File:Penetration.png 3 |
Effect applies twice |
3 4 1 |
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 |
Disarm (rare) | 0 | Play 1 Covering Fire card for each attack card the enemy intends to play | 4 Ordnance 4 Energy |
4 |
Railgun cards
Missile cards
Ion Missile |
12 |
Missile Deplete |
5 2 |
Rare Missile cards
Heatseeker |
12 |
Missile Deplete +6 Damage if enemy is overheated at launch |
4 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 |
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 |
Engineering Bay cards
Rare Engineering Bay cards
Armamant |
Gain 1 for every 2 Attack cards you hold at the end of the turn Upgrade |
5 3 |
Harnessed Strike |
Gain 1 every time you play a Laser or Ion card Upgrade |
6 4 |
Hacking Module cards
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 |
Capacitor |
Gain 4 Sustain 2 Deplete |
3 |
Fabrication |
Gain 1 for every 1 produced Draw 1 card |
5 2 |
Grid Overload |
Gain 2 for every 1 production Disable production for 2 turns |
5 |
Reactor Boost |
Gain 1 Reactor Power Upkeep: Ship is not overheated on turn end |
4 1 1 |
Tactical Gambit |
Reshuffle all Tactical cards into the Draw Pile and gain 1 for each card |
4 |
War Effort |
Gain 1 for every 1 production Draw 1 Attack card Sustain 2 |
4 2 2 |
Card | Effect | Cost | Cooldown |
---|---|---|---|
Tinker | Lose 1 Mass production for 3 turns Add 1 Reactor Power after 3 turns Deplete |
2 Energy 2 Mass |
5 |
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 |
Operations Cool-Off |
Reduce by Dissipation amount |
4 2 2 |
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
Heat Convertor |
Gain 1 for every 2 points of overheat |
5 |
Increased Conduction |
+2 Dissipation Duration: 4 turns |
5 3 1 |
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 |