Cards: Difference between revisions

From Breachway Official Wiki
 
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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.
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: <span style="color:red;">'''attack'''</span>, <span style="color:deepskyblue;">'''support'''</span>, and <span style="color:lightgreen;">'''tactical'''</span>.


== Attributes ==
== Attributes ==
Cards may have the following attributes:
Cards may have the following attributes:
* '''Coolant Loss''': Reduces Dissipation.
* '''Deplete''': Removed from current combat encounter when played.
* '''Deplete''': Removed from current combat encounter when played.
* '''Duration''': Effect lasts for a certain number of turns.
* '''Exhaustive''': Makes other cards unplayable this turn.
* '''Exhaustive''': Makes other cards unplayable this turn.
* '''Hack''': Effect applies if target has 0 Security, otherwise removes 1 Security.
* '''Upkeep''': As long the condition is met the card's effect will remain active.
* '''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.
* '''Upgrade''': Grants a permanent Persistent Effect to the user and is removed from battle while its Persistent Effect is active.


== Flak cards ==
== Flak cards ==
Many Flak cards have the [[File:Shredding.png|25px]] 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.
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
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| [[File:Art FlakEq LightBarrage2.png|512px]]
| [[File:Art FlakEq LightBarrage2.png|512px]]
|-
|-
| [[File:Damage.png|25px]] 3-7
| [[File:Damage.png|25px]] 2-5 [[File:Shredding.png|25px]] 5
|-
|-
| Shredding 5
|  
|-
|-
| [[File:Cooldown.png|25px]] 2 [[File:Ordnance.png|25px]] 3
| [[File:Cooldown.png|25px]] 2 [[File:Ordnance.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Spread Shot'''
|-
| [[File:Art FlakEq SpreadShot.png|512px]]
|-
| [[File:Damage.png|25px]] 2-5
|-
| Destroy the closest enemy missile
|-
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 3 [[File:Mass.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Volatile Barrage'''
|-
| [[File:Art FlakEq VolatileBarrage.png|512px]]
|-
| [[File:Damage.png|25px]] 0-8 [[File:Shredding.png|25px]] 5
|-
|
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 2 [[File:Mass.png|25px]] 2
|}
|}
</div>
</div>
{| class="wikitable"
=== Rare Flak cards ===
! Card
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
! Damage
{| class="wikitable" style="text-align: center;"
! Effects
| '''Charged Shot'''
! Cost  
|-
! Cooldown
| [[File:Art FlakEq ChargedShot.png|512px]]
|-
| [[File:Damage.png|25px]] 3-7 [[File:Shredding.png|25px]] 5
|-
| 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;"
| '''Disarm'''
|-
| [[File:Art FlakEq Disarm2.png|512px]]
|-
|
|-
| Play 1 Covering Fire card for each attack card the enemy intends to play
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 4 [[File:Energy.png|25px]] 4
|}
{| class="wikitable" style="text-align: center;"
| '''Flak Barrage'''
|-
| [[File:Art FlakEq Barrage.png|512px]]
|-
| [[File:Damage.png|25px]] 3-7 [[File:Shredding.png|25px]] 5
|-
|
|-
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 3 [[File:Mass.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Honed Shot'''
|-
| [[File:Art FlakEq HonedShot.png|512px]]
|-
| [[File:Damage.png|25px]] 3-8 [[File:Shredding.png|25px]] 4
|-
| Cost reduced by 1 [[File:Ordnance.png|25px]] for each stack of Shred.<br>Minimum Flak damage of this card is not affected by Shred.
|-
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 4 [[File:Mass.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Twin Barrel'''
|-
|-
| [[File:Art TitaniumShells.png|50px]] Opening Shot || 2-4 || Deal 1 Shredding if enemy has none || [[File:Ordnance.png|25px]] 2 Ordnance<br>[[File:Mass.png|25px]] 1 Mass || 3
| [[File:Art FlakEq HeatedShell.png|512px]]
|-
|-
| [[File:Art FlakEq SpreadShot.png|50px]] Spread Shot || 2-5 || Destroy the closest enemy missile || [[File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Mass.png|25px]] 1 Mass || 3
| [[File:Damage.png|25px]] 2-6 [[File:Shredding.png|25px]] 5
|-
|-
| [[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
| Add a Light Barrage card to your hand
|-
|-
| [[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
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 3 [[File:Mass.png|25px]] 2
|}
|}
{| class="wikitable" style="text-align: center;"
| '''Unload'''
|-
| [[File:Art FlakEq Unload.png|512px]]
|-
| [[File:Damage.png|25px]] 5-10 [[File:Shredding.png|25px]] 5
|-
| Requires: played 3 Flak cards this turn
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 2 [[File:Energy.png|25px]] 2
|}
</div>


== Ion cards ==
== Ion cards ==
Most Ion cards deal [[File:Ion Damage.png|25px]] 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.
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable" style="text-align: center;"
| '''Combined Arms'''
|-
| [[File:Art Ioneq CombinedArms.png|512px]]
|-
| [[File:Ion Damage.png|25px]] 8
|-
| Draw an Attack card from the Cooldown Pile
|-
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 2 [[File:Energy.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Ion Harpoon'''
| '''Ion Harpoon'''
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|-
|-
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 1 [[File:Energy.png|25px]] 1
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 1 [[File:Energy.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Sling'''
|-
| [[File:Art Ioneq IonSling.png|512px]]
|-
| [[File:Ion Damage.png|25px]] 6
|-On shield break add 6 Ionize
|-
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 1 [[File:Energy.png|25px]] 2
|}
|}
</div>
</div>
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|-
|-
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 2 [[File:Energy.png|25px]] 3
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 2 [[File:Energy.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Ion Spear'''
|-
| [[File:Art Ioneq IonSpear.png|512px]]
|-
| [[File:Precision.png|25px]][[File:Ion Damage.png|25px]] 8
|-
| On shield break disables targeted equipment for 2 turns
|-
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 2 [[File:Energy.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Quiver'''
|-
| [[File:Art Ioneq IonQuiver.png|512px]]
|-
|
|-
| If enemy has shields add an Ion Dart card to hand until the end of turn<br>Upgrade
|-
| [[File:Cooldown.png|25px]] 5 [[File:Mass.png|25px]] 4
|}
{| class="wikitable" style="text-align: center;"
| '''Shatter'''
|-
| [[File:Art TakeAim.png|512px]]
|-
|
|-
| When you break the a shield with an Ion card all attacks deal +1 [[File:Damage.png|25px]] this turn<br>Upgrade
|-
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 4
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
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</div>
</div>


== Laser cards ==
Many Laser cards have the [[File:Precision.png|25px]] 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 [[File:Heat.png|25px]] to the enemy ship per X hull damage, listed on the card
 
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
 
{| class="wikitable" style="text-align: center;"
 
| '''Beam Sweep'''
{| class="wikitable"
|-
! Card
| [[File:Art Lasereq BeamSweep2.png|512px]]
! Effect
|-
! Cost
| [[File:Damage.png|25px]] 6 [[File:Heat.png|25px]] 3
! Cooldown
|-
|-
| [[File:Art Ioneq IonSpear.png|50px]] Ion Spear || Deal 8 Ion Damage<br>If breaking shields disable targeted equipment for 2 turns<br>Precision || [[File:Ordnance.png|25px]] 2 Ordnance<br>[[File:Energy.png|25px]] 3 Energy || 3
|  
|-
|-
| [[File:Art Ioneq IonSling.png|50px]] Sling || Deal 6 Ion Damage<br>If breaking shields deal 6 Ionize || [[File:Ordnance.png|25px]] 1 Ordnance<br>[[File:Energy.png|25px]] 2 Energy || 3
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 3 [[File:Energy.png|25px]] 2
|}
|}
== Laser cards ==
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Catalyst Pulse'''
| '''Catalyst Pulse'''
Line 156: Line 283:
| [[File:Art Lasereq CatalystPulse.png|512px]]
| [[File:Art Lasereq CatalystPulse.png|512px]]
|-
|-
| [[File:Damage.png|25px]] 4 [[File:Penetration.png|25px]] 4
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 4
|-
|-
| Pulse cards deal +1 [[File:Damage.png|25px]] this turn
| Pulse cards deal +1 [[File:Damage.png|25px]] this turn
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 2 [[File:Energy.png|25px]] 2
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 2 [[File:Energy.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Infrared Pulse'''
|-
| [[File:Art Lasereq IRPulse.png|512px]]
|-
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 3 [[File:Heat.png|25px]] 3
|-
| If enemy is overheated deal double damage
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 3
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
Line 167: Line 305:
| [[File:Art Lasereq QuickPulse.png|512px]]
| [[File:Art Lasereq QuickPulse.png|512px]]
|-
|-
| [[File:Damage.png|25px]] 3 [[File:Penetration.png|25px]] 3
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 3
|-
|-
| -1 [[File:Cooldown.png|25px]] for the next Attack card played this turn
| -1 [[File:Cooldown.png|25px]] for the next Attack card played this turn
Line 178: Line 316:
| [[File:Art Lasereq GenericAttack02.png|512px]]
| [[File:Art Lasereq GenericAttack02.png|512px]]
|-
|-
| [[File:Damage.png|25px]] 4 [[File:Penetration.png|25px]] 4
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 4
|-
|-
| Return a Laser card from the Cooldown pile to your hand (cannot return itself)
| Return a Laser card from the Cooldown pile to your hand (cannot return itself)
Line 192: Line 330:
| [[File:Art Lasereq BlindingPulse.png|512px]]
| [[File:Art Lasereq BlindingPulse.png|512px]]
|-
|-
| [[File:Damage.png|25px]] 4 [[File:Penetration.png|25px]] 4
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 4
|-
|-
| Next enemy attack deals -50% [[File:Damage.png|25px]]
| Next enemy attack deals -50% [[File:Damage.png|25px]]
Line 203: Line 341:
| [[File:Art Lasereq GenericAttack03.png|512px]]
| [[File:Art Lasereq GenericAttack03.png|512px]]
|-
|-
| [[File:Damage.png|25px]] 4 [[File:Penetration.png|25px]] 4
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 4
|-
|-
| Laser cards cost -1 [[File:Ordnance.png|25px]] this turn
| Laser cards cost -1 [[File:Ordnance.png|25px]] this turn
Line 214: Line 352:
| [[File:Art Lasereq HeavyPulse2.png|512px]]
| [[File:Art Lasereq HeavyPulse2.png|512px]]
|-
|-
| [[File:Damage.png|25px]] 8 [[File:Penetration.png|25px]] 8
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 8
|-
|-
|  
|  
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 5 [[File:Energy.png|25px]] 2
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 5 [[File:Energy.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Lacerate'''
|-
| [[File:Art Lasereq GenericAttack01.png|512px]]
|-
| [[File:Damage.png|25px]] 6
|-
| Sustain 1 Coolant Loss
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 3 [[File:Energy.png|25px]] 2
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
Line 225: Line 374:
| [[File:Art Lasereq PairedPulse.png|512px]]
| [[File:Art Lasereq PairedPulse.png|512px]]
|-
|-
| [[File:Damage.png|25px]] 3 [[File:Penetration.png|25px]] 3
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 3
|-
|-
| Effect applies twice
| Effect applies twice
|-
|-
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 4 [[File:Energy.png|25px]] 1
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 4 [[File:Energy.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Scrape'''
|-
| [[File:Art Lasereq Scrape.png|512px]]
|-
| [[File:Damage.png|25px]] 4 [[File:Heat.png|25px]] 3
|-
| Apply 1 Coolant Loss for each point of [[File:Heat.png|25px]] added by the attack
|-
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 3 [[File:Energy.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Searing Salvo'''
|-
| [[File:Art Turbolaser.png|512px]]
|-
|
|-
| Play 1 Infrared Pulse card for every Dissipation point<br>Sustain 1 Coolant Loss for every Infrared Pulse card played
|-
| [[File:Cooldown.png|25px]] 6 [[File:Ordnance.png|25px]] 6 [[File:Energy.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Swift Charge'''
|-
| [[File:Art Lasereq Overload.png|512px]]
|-
|
|-
| Add 3 Blink cards to hand<br>Cards that can't be added are added to the Draw Pile
|-
| [[File:Cooldown.png|25px]] 6 [[File:Energy.png|25px]] 1 [[File:Mass.png|25px]] 3
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
Line 238: Line 420:
|  
|  
|-
|-
| Play as many Laser Pulse cards as resources allow (max 10)<br>Deplete<br>Exhuastive
| Play as many Laser Pulse cards as resources allow (max 10)<br>Deplete<br>Exhaustive
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 6 [[File:Mass.png|25px]] 2
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 6 [[File:Mass.png|25px]] 2
Line 244: Line 426:
</div>
</div>


 
== Railgun cards ==
 
Many Railgun cards have the [[File:Precision.png|25px]] 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.
 
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
 
{| class="wikitable" style="text-align: center;"
{| class="wikitable"
| '''Drill Round'''
! Card
|-
! Damage
| [[File:Art Railgun DrillRound.png|512px]]
! Effects
|-
! Cost
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 4
! Cooldown
|-
| +4 [[File:Damage.png|25px]] when destroying equipment
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 3 [[File:Mass.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Kinetic Catapult'''
|-
| [[File:Art Railgun KineticCatapult.png|512px]]
|-
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 2
|-
| +2 [[File:Damage.png|25px]] per [[File:Mass.png|25px]] production<br>-2 [[File:Mass.png|25px]] production for 1 turn
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 4
|}
{| class="wikitable" style="text-align: center;"
| '''Kinetic Shot'''
|-
| [[File:Art KineticSabot.png|512px]]
|-
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 6
|-
|
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 3 [[File:Mass.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Pinpoint'''
|-
| [[File:Art Railgun Pinpoint.png|512px]]
|-
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 4
|-
| +1 Equipment Damage for each destroyed or disabled equipment
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 2 [[File:Energy.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Pyroelectric Round'''
|-
| [[File:Art Railgun PyroelectricShot.png|512px]]
|-
|
|-
| Sustain [[File:Heat.png|25px]] equal to ship threshold<br>Deal 2 [[File:Damage.png|25px]] per 1 [[File:Heat.png|25px]] sustained<br>Requires [[File:Heat.png|25px]] below the ship threshold
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 2 [[File:Energy.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Tungsten Round'''
|-
| [[File:Art Railgun TungstenSabot.png|512px]]
|-
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 4
|-
| 50% bonus damage to equipment
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 2 [[File:Mass.png|25px]] 3
|}
</div>
=== Rare Railgun cards ===
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable" style="text-align: center;"
| '''A.P. Round'''
|-
| [[File:Art Railgun APround.png|512px]]
|-
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 4
|-
| If enemy has Shred damage a random second equipment
|-
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 2 [[File:Energy.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Cascade Shot'''
|-
| [[File:Art Railgun CascadeShot.png|512px]]
|-
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 6
|-
| If attack destroys equipment skip [[File:Cooldown.png|25px]]
|-
| [[File:Cooldown.png|25px]] 6 [[File:Ordnance.png|25px]] 2 [[File:Energy.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Frag Round'''
|-
| [[File:Art Railgun FragmentationSabot.png|512px]]
|-
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 8
|-
| If attack destroys equipment increase repair time on all equipment by +1 turn
|-
| [[File:Cooldown.png|25px]] 5 [[File:Ordnance.png|25px]] 4 [[File:Energy.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Impetus'''
|-
| [[File:Art Railgun Impetus.png|512px]]
|-
|
|-
| When destroying equipment return a Railgun card from the Cooldown Pile to hand<br>Upgrade
|-
| [[File:Cooldown.png|25px]] 5 [[File:Mass.png|25px]] 4
|}
{| class="wikitable" style="text-align: center;"
| '''Reinforced Accelerant'''
|-
| [[File:Art Railgun ReinforcedAccelerant.png|512px]]
|-
|
|-
|-
| [[File:Art Lasereq Pulse2.png|50px]] Laser Pulse || 4 || Precision || [[File:Ordnance.png|25px]] 3 Ordnance || 3
| This turn add +1 [[File:Damage.png|25px]] to Railgun cards for every Support card played
|-
|-
| [[File:Art FlakEq Disarm2.png|50px]] Disarm (rare) || 0 || Play 1 Covering Fire card for each attack card the enemy intends to play || [[File:Ordnance.png|25px]] 4 Ordnance<br>[[File:Energy.png|25px]] 4 Energy || 4
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 3
|}
|}
 
{| class="wikitable" style="text-align: center;"
== Railgun cards ==
| '''Seebeck Shot'''
{| class="wikitable"
|-
! Card
| [[File:Art Railgun SeebeckShot.png|512px]]
! Damage
|-
! Effect
|
! Cost
|-
! Cooldown
| Reduces [[File:Heat.png|25px]] to 0<br>Deal 2 [[File:Precision.png|25px]][[File:Damage.png|25px]] per [[File:Heat.png|25px]] removed<br>Sustain 1 Coolant Loss for every 2 [[File:Heat.png|25px]] removed
|-
|-
| [[File:Art Railgun DrillRound.png|50px]] Drill Round || 4 || If destroys equipment deals 4 more Damage<br>Precision || [[File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Mass.png|25px]] 1 Mass || 4
| [[File:Cooldown.png|25px]] 5 [[File:Ordnance.png|25px]] 3 [[File:Energy.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Uranium Slug'''
|-
|-
| [[File:Art Railgun KineticCatapult.png|50px]] Kinetic Catapult || 2 || Deal 2 Damage per Mass production<br>Reduces Mass production by 2 for 1 turn<br>Precision || [[File:Ordnance.png|25px]] 4 Ordnance || 4
| [[File:Art Railgun UraniumSlug.png|512px]]
|-
|-
| [[File:Art KineticSabot.png|50px]] Kinetic Shot || 6 || Precision || [[File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Mass.png|25px]] 2 Mass || 4
| [[File:Precision.png|25px]][[File:Damage.png|25px]] 6
|-
|-
| [[File:Art Railgun Pinpoint.png|50px]] Pinpoint || 4 || Ignores shields<br>+1 Equipment Damage for each destroyed or disabled enemy equipment<br>Precision || [[File:Ordnance.png|25px]] 2 Ordnance<br>[[File:Energy.png|25px]] 2 Energy || 4
| Deal 50% damage to another random equipment
|-
|-
| [[File:Art Railgun TungstenSabot.png|50px]] Tugsten Round || 4 || 50% bonus Precision damage || [[File:Ordnance.png|25px]] 2 Ordnance<br>[[File:Mass.png|25px]] 3 Mass || 4
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 3 [[File:Mass.png|25px]] 3
|}
|}
</div>


== Missile cards ==
== 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.
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable" style="text-align: center;"
| '''Firecracker'''
|-
| [[File:Art MissileEq Firecracker.png|512px]]
|-
| [[File:Damage.png|25px]] 2
|-
| Effect applies 3 times
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 2 [[File:Mass.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Ion Missile'''
| '''Ion Missile'''
Line 287: Line 598:
| [[File:Ion Damage.png|25px]] 12
| [[File:Ion Damage.png|25px]] 12
|-
|-
| Missile<br>Deplete
|  
|-
| [[File:Cooldown.png|25px]] 2 [[File:Energy.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Light Torpedo'''
|-
|-
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 2
| [[File:Art MissileEq LightTorpedo.png|512px]]
|-
| [[File:Damage.png|25px]] 8
|-
| Requires 3 [[File:Ordnance.png|25px]] production
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Starflare'''
|-
| [[File:Art MissileEq Starflare.png|512px]]
|-
| [[File:Damage.png|25px]] 6
|-
|
|-
| [[File:Cooldown.png|25px]] 2 [[File:Ordnance.png|25px]] 2
|}
|}
 
</div>
=== Rare Missile cards ===
=== Rare Missile cards ===
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Heatseeker'''
| '''Heatseeker'''
Line 300: Line 634:
| [[File:Damage.png|25px]] 12
| [[File:Damage.png|25px]] 12
|-
|-
| Missile<br>Deplete<br>+6 Damage if enemy is overheated at launch
| +6 [[File:Damage.png|25px]] if enemy is overheated at launch
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 3
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 3
|}
|}
{| class="wikitable" style="text-align: center;"
| '''Ion Torpedo'''
|-
| [[File:Art MissileEq IonMissile.png|512px]]
|-
| [[File:Ion Damage.png|25px]] 18
|-
| On shield break disable enemy Shield equipment for 2 turns
|-
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 2 [[File:Energy.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Missile Loader'''
|-
| [[File:Art MissileLoader.png|512px]]
|-
|
|-
| Add 2 Starflare Missile cards to Draw Pile
|-
| [[File:Cooldown.png|25px]] 6 [[File:Mass.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Reaper'''
|-
| [[File:Art MissileEq Reaper.png|512px]]
|-
| [[File:Damage.png|25px]] 6
|-
| +2 [[File:Damage.png|25px]] per missile in flight
|-
| [[File:Cooldown.png|25px]] 5 [[File:Ordnance.png|25px]] 3 [[File:Energy.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Torpedo'''
|-
| [[File:Art Torpedo.png|512px]]
|-
| [[File:Damage.png|25px]] 12
|-
| Requires 5 [[File:Ordnance.png|25px]] production
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Trident Torpedo'''
|-
| [[File:Art MissileEq Trident.png|512px]]
|-
|
|-
| Splits into 3 Light Torpedo missiles<br>Requires 6 [[File:Ordnance.png|25px]] production
|-
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 5 [[File:Energy.png|25px]] 2
|}
</div>
== Hacking Module cards ==
Most Hacking Module cards have the Hack attribute, meaning that the card effect only applies if the enemy has 0 [[File:Security.png|25px]]. Otherwise it removes 1 [[File:Security.png|25px]]. They also have additional effects if the owner's ship has [[File:Security.png|25px]].
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable" style="text-align: center;"
| '''Firewall'''
|-
| [[File:CardArt Security.png|512px]]
|-
| +1 [[File:Security.png|25px]]<br>Returns to the Draw Pile when played
|-
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Hack Heatsinks'''
|-
| [[File:Art HackingEq HackHeatsinks.png|512px]]
|-
| Next turn enemy loses 2 Heat Threshold<br>Consume all [[File:Security.png|25px]] to further lower it by same amount
|-
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Neutralize'''
|-
| [[File:Art Disadvantage.png|512px]]
|-
| For 2 turns disable a random weapon at turn start<br>Consume 1 [[File:Security.png|25px]] for +2 duration
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Overheat Weapons'''
|-
| [[File:Art HackingEq OverheatWeapons.png|512px]]
|-
| Next turn enemy gains 1 [[File:Heat.png|25px]] for every 2 [[File:Damage.png|25px]] dealt with direct attacks
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Reset'''
|-
| [[File:Art HackingEq Restrain.png|512px]]
|-
| If any equipment is disabled discard a card from it<br>If no equipment is disabled disable a random equipment
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Restrain'''
|-
| [[File:Art HackingEq Restrain.png|512px]]
|-
| Remove 1 pip from an enemy weapon<br>Consume 1 [[File:Security.png|25px]] to discard a card from an enemy weapon
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Thermal Blockade'''
|-
| [[File:Art HackingEq ThermalBlockade2.png|512px]]
|-
| While shielded enemy cannot has no Heat Dissipation<br>Duration: 4 turns
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 4
|}
</div>
=== Rare Hacking Module cards ===
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable" style="text-align: center;"
| '''Denial'''
|-
| [[File:Art HackingEq Restrain.png|512px]]
|-
| Disable targeted equipment for 2 turns<br>Consume 1 [[File:Security.png|25px]] to return card to hand
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Discharge'''
|-
| [[File:Art HackingEq Discharge.png|512px]]
|-
| Remove 1 pip from all disabled equipment
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Glitch'''
|-
| [[File:Art HackingEq Glitch.png|512px]]
|-
| Disable targeted enemy equipment for 1 turn<br>Consume all [[File:Security.png|25px]] to remove pips by the same amount
|-
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Missile Jamming'''
|-
| [[File:Art Hack.png|512px]]
|-
| Delay all incoming missiles by 1 turn<br>Consume all [[File:Security.png|25px]] to further delay them by the same amount
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Pacify'''
|-
| [[File:Art HackingEq Pacify.png|512px]]
|-
| Disable all enemy weapons for 1 turn
|-
| [[File:Cooldown.png|25px]] 6 [[File:Energy.png|25px]] 4
|}
{| class="wikitable" style="text-align: center;"
| '''Stall'''
|-
| [[File:Art HackingEq Stall.png|512px]]
|-
| For 2 turns enemy playing a card removes a pip from another card<br>Consume 1 [[File:Security.png|25px]] to increase duration by 2 turns
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Wipe'''
|-
| [[File:Art HackingEq Wipe.png|512px]]
|-
| Remove a Hack debuff<br>Deplete
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3
|}
</div>


== Shield Generator cards ==
== Shield Generator cards ==
Line 317: Line 841:
|-
|-
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 3
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Barrier'''
|-
| [[File:Art ShieldBarrier.png|512px]]
|-
| [[File:Shield.png|25px]] 6
|-
|
|-
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Bolster'''
|-
| [[File:Art ShieldBarrier.png|512px]]
|-
| [[File:Shield.png|25px]] 4
|-
| +2 [[File:Shield.png|25px]] per [[File:Shield Duration.png|25px]]
|-
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 3
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
Line 328: Line 874:
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 2
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Hasty Defense'''
|-
| [[File:Art ShieldAegis.png|512px]]
|-
| [[File:Shield.png|25px]] 12 [[File:Shield Duration.png|25px]] 1
|-
|
|-
| [[File:Cooldown.png|25px]] 4 [[File:Mass.png|25px]] 2 [[File:Hull.png|25px]] 3
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
Line 338: Line 895:
| Add 3 Shield Pulse cards to hand<br>Cards that can't be added are added to the Draw Pile
| Add 3 Shield Pulse cards to hand<br>Cards that can't be added are added to the Draw Pile
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Mass.png|25px]] 2
| [[File:Cooldown.png|25px]] 6 [[File:Mass.png|25px]] 2
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
Line 361: Line 918:
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Surge'''
|-
| [[File:Art ShieldEq ShieldSurge.png|512px]]
|-
|
|-
| If unshielded gain 4 [[File:Shield.png|25px]]<br>If shielded gain 1 [[File:Shield Duration.png|25px]]
|-
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 1
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
Line 397: Line 965:
|-
|-
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 2
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Flash Shields'''
|-
| [[File:Art ShieldEq FlashShields.png|512px]]
|-
| [[File:Shield.png|25px]] 12
|-
| Lose all [[File:Shield.png|25px]] next turn
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 4
|}
|}
</div>
</div>


 
== Engineering Bay cards ==
 
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
 
{| class="wikitable" style="text-align: center;"
 
| '''Battle Repairs'''
 
|-
{| class="wikitable"
| [[File:Art EngEq ReinforcedHull.png|512px]]
! Card
|-
! Shield Points
| Repair 3 [[File:Hull.png|25px]]<br>Remove 2 [[File:Shredding.png|25px]]<br>Deplete
! Effects
|-
! Cost
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 1
! Cooldown
|}
{| class="wikitable" style="text-align: center;"
| '''Damage Control'''
|-
| [[File:Art EngEq DamageControl.png|512px]]
|-
|-
| [[File:Art ShieldBarrier.png|50px]] Barrier || 6 || || [[File:Energy.png|25px]] 3 Energy<br>[[File:Mass.png|25px]] 1 Mass || 3
| Repair 25% of the damage taken on every enemy turn for 3 turns<br>Upkeep: 1 [[File:Energy.png|25px]]
|-
|-
| [[File:Art ShieldBarrier.png|50px]] Bolster || 4 || Gain 2 Shiel Points per Shield Duration || [[File:Energy.png|25px]] 3 Energy || 5
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Deterrence'''
|-
|-
| [[File:Art AutoShield.png|50px]] Fortify || 6 || Gain 1 Shield Point for each Fortify card played (max 12) || [[File:Energy.png|25px]] 4 Energy<br>[[File:Mass.png|25px]] 1 Mass || 4
| [[File:Art EngEq Deterrence.png|512px]]
|-
|-
| [[File:Art ShieldAegis.png|50px]] Hasty Defense || 12 || Gain 1 Shield Diration<br>Lost 3 HP || [[File:Mass.png|25px]] 2 Mass || 4
| +1 [[File:Damage.png|25px]] on next Attack card for each Attack card on enemy's equipment<br>Sustain 1 [[File:Heat.png|25px]]
|-
|-
| [[File:Art ShieldEq ShieldPulse.png|50px]] Shield Pulse || 4 || Deplete || [[File:Energy.png|25px]] 1 Energy || 3
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 1 [[File:Mass.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Precision Tracking'''
|-
|-
| [[File:Art ShieldEq ShieldStream.png|50px]] Shield Stream || 4 || Gain 4 Shield Points per turn<br>Gain 1 Shield Duration per turn<br>Reduces Energy Generation by 1<br>Duration: 3 turns || [[File:Energy.png|25px]] 4 Energy<br>[[File:Mass.png|25px]] 3 Mass || 5
| [[File:Art EngEq PrecisionTracking.png|512px]]
|-
|-
| [[File:Art ShieldEq ShieldSurge.png|50px]] Surge || 0 || If unshielded gain 4 Shield Points<br>If shielded gain 1 Shield Duration || [[File:Energy.png|25px]] 1 Energy || 3
| Next attack this turn deals +1 [[File:Damage.png|25px]] and destroys 1 enemy missile
|-
|-
| [[File:Art ShieldEq FlashShields.png|50px]] Flash Shields (rare) || 12 || Lose all shields at the start of next turn || [[File:Energy.png|25px]] 4 Energy || 4
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 3
|}
|}
 
{| class="wikitable" style="text-align: center;"
== Engineering Bay cards ==
| '''Recycle'''
|-
| [[File:Art EngEq Recycle.png|512px]]
|-
| Repair 1 [[File:Hull.png|25px]] for every 3 Support cards played<br>Upgrade
|-
| [[File:Cooldown.png|25px]] 6 [[File:Energy.png|25px]] 1 [[File:Mass.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Return Fire'''
|-
| [[File:Art EngEq ReturnFire.png|512px]]
|-
| Next attack this turn dgains +1 [[File:Damage.png|25px]] per incoming missile
|-
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 2
|}
</div>


=== Rare Engineering Bay cards ===
=== Rare Engineering Bay cards ===
Line 441: Line 1,047:
|-
|-
| [[File:Cooldown.png|25px]] 5 [[File:Mass.png|25px]] 3
| [[File:Cooldown.png|25px]] 5 [[File:Mass.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Attack Mode'''
|-
| [[File:Art EngEq AttackMode.png|512px]]
|-
| Add 1 card slot<br>Attack cards have -2 [[File:Cooldown.png|25px]] this turn<br>Draw 2 Attack cards<br>Requires 5 [[File:Ordnance.png|25px]] production
|-
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Cautious Tactics'''
|-
| [[File:Art EngEq CautiousTactics.png|512px]]
|-
| +1 [[File:Damage.png|25px]] for 3 turns<br>If you take no damage for 3 turns this card becomes an Upgrade
|-
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 4
|}
{| class="wikitable" style="text-align: center;"
| '''Expand Capacity'''
|-
| [[File:Art EngEq ExpandCapacity.png|512px]]
|-
| +1 Card Slot
|-
| [[File:Cooldown.png|25px]] 6 [[File:Mass.png|25px]] 1 per Card Slot
|}
{| class="wikitable" style="text-align: center;"
| '''Force Multiplier'''
|-
| [[File:Art EngEq ForceMultiplier.png|512px]]
|-
| +25% [[File:Damage.png|25px]] for attacks that cost at least 6 [[File:Ordnance.png|25px]]<br>Upgrade
|-
| [[File:Cooldown.png|25px]] 6 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 5
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
Line 451: Line 1,093:
| [[File:Cooldown.png|25px]] 6 [[File:Mass.png|25px]] 4
| [[File:Cooldown.png|25px]] 6 [[File:Mass.png|25px]] 4
|}
|}
</div>
{| class="wikitable" style="text-align: center;"
 
| '''Micro-Charge'''
 
|-
 
| [[File:Art EngEq MicroCharge.png|512px]]
 
|-
 
| Attacks that cost 2 or less [[File:Ordnance.png|25px]] deal +1 [[File:Damage.png|25px]]<br>Upgrade
{| class="wikitable"
|-
! Card
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 5
! Effect
|}
! Cost
{| class="wikitable" style="text-align: center;"
! Cooldown
| '''Offensive Assurance'''
|-
| [[File:Art EngEq OffensiveAssurance.png|512px]]
|-
| +1 [[File:Damage.png|25px]]<br>Upkeep: Take no hull damage
|-
|-
| [[File:Art EngEq AttackMode.png|50px]] Attack Mode || Gain 1 card slot<br>Reduce Attack cooldown by 2 this turn<br>Draw 2 Attack Cards<br>Requires 5 Ordnance production || [[File:Energy.png|25px]] 2 Energy<br>[[File:Mass.png|25px]] 3 Mass || 4
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Service Support'''
|-
|-
| [[File:Art EngEq ReinforcedHull.png|50px]] Battle Repairs || Repair 3 HP<br>Remove 2 Shred charges || [[File:Energy.png|25px]] 2 Energy<br>[[File:Mass.png|25px]] 1 Mass || 4
| [[File:Art EngEq ServiceSupport.png|512px]]
|-
|-
| [[File:Art Railgun ConductionAmplifier.png|50px]] Conduction Amplifier || Next attack this turn gets bonus damage equal to its Energy cost || [[File:Mass.png|25px]] 2 Mass || 4
| Repair 5 [[File:Hull.png|25px]]<br>Remove 1 Card Slot for the rest of the combat encounter<br>Requires: 2 Card Slots
|-
|-
| [[File:Art EngEq Deterrence.png|50px]] Deterrence || Next attack this turn deals +1 Damage for each attack card in enemy hand<br>Sustain 1 Heat || [[File:Energy.png|25px]] 1 Energy<br>[[File:Mass.png|25px]] 1 Mass || 4
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Shatter Rounds'''
|-
|-
| [[File:Art EngEq Maintenance.png|50px]] Maintenance Cycle || Repair 1 HP each turn the enemy doesn't do Hull Damage<br>Upkeep: 1 Energy<br>Duration: 5 turns || [[File:Energy.png|25px]] 3 Energy<br>[[File:Mass.png|25px]] 2 Mass || 5
| [[File:Art Railgun ShatterRounds.png|512px]]
|-
|-
| [[File:Art EngEq OffensiveAssurance.png|50px]] Offensive Assurance || Deal +1 Damage<br>Upkeep: Don't take Hull Damage || [[File:Energy.png|25px]] 2 Energy<br>[[File:Mass.png|25px]] 2 Mass || 4
| Equipment damaged with Railgun cards take +1 turns to repair<br>Upgrade
|-
|-
| [[File:Art ShieldEq Battlement.png|50px]] Tactical Recoup || If enemy breaks the shield first Shield card next turn gives +35% Shield Points<br>Upgrade || [[File:Energy.png|25px]] 2 Energy<br>[[File:Mass.png|25px]] 4 Mass || 6
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 3
|}
|}
 
{| class="wikitable" style="text-align: center;"
== Hacking Module cards ==
| '''Steel Resolve'''
{| class="wikitable"
|-
! Card
| [[File:Art Railgun.png|512px]]
! Effect
|-
! Cost
| Next attack this turn deals +1 [[File:Damage.png|25px]] for each Hack on you<br>Sustain 1 [[File:Heat.png|25px]]
! Cooldown
|-
|-
| [[File:CardArt Security.png|50px]] Firewall || Gain 1 Security<br>Cost is increased by Security<br>Returns to the Draw Pile when played || [[File:Energy.png|25px]] 2 Energy || 3
| [[File:Cooldown.png|25px]] 3 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''War Effort'''
|-
|-
| [[File:Art HackingEq Glitch.png|50px]] Glitch || Disables targeted equipment for 1 turn<br>If ship has Security removes 1 pip from the targeted equipment per Security<br>Hack || [[File:Energy.png|25px]] 3 Energy || 3
| [[File:Art ResEq Wareffort.png|512px]]
|-
|-
| Hack Heatsinks || Next turn enemy loses 2 Dissipation<br>Consumes all Security<br>Hack || [[File:Energy.png|25px]] 2 Energy || 3
| Gain 1 [[File:Ordnance.png|25px]] for every 1 [[File:Ordnance.png|25px]] production<br>Draw 1 Attack card<br>Sustain 2 [[File:Heat.png|25px]]
|-
|-
| Thermal Tick || This turn every card deals deals 1 Ignite<br>If ship has Security it reduced is by 1 and doubles the Ignite effect<br>Hack || [[File:Energy.png|25px]] 2 Energy || 3
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 2
|}
|}
</div>


== Resource Bay cards ==
== Resource Bay cards ==
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=== Rare Resource Bay cards ===
=== Rare Resource Bay cards ===
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable" style="text-align: center;"
| '''Aggression Protocol'''
|-
| [[File:Art ResEq AggressionProtocol.png|512px]]
|-
| Gain 6 [[File:Ordnance.png|25px]]<br>+2 [[File:Ordnance.png|25px]] capacity<br>-2 [[File:Energy.png|25px]] capacity<br>-2 [[File:Mass.png|25px]] capacity<br>Deplete
|-
| [[File:Cooldown.png|25px]] 6 [[File:Mass.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Ammo Dump'''
| '''Ammo Dump'''
Line 579: Line 1,243:
|-
|-
| [[File:Cooldown.png|25px]] 3
| [[File:Cooldown.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Attack Gambit'''
|-
| [[File:Art ResEq AttacktGambit.png|512px]]
|-
| Reshuffle all Attack cards into the Draw Pile and gain 1 [[File:Energy.png|25px]] for each card
|-
| [[File:Cooldown.png|25px]] 4
|}
{| class="wikitable" style="text-align: center;"
| '''Build-Up'''
|-
| [[File:Art HighAlert.png|512px]]
|-
| Gain 1 random resource for each Support card in hand at the end of the turn<br>Upgrade
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Cache'''
|-
| [[File:Art ResEq Cache.png|512px]]
|-
| Add 2 random resource cards to the Draw Pile
|-
| [[File:Cooldown.png|25px]] 6
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
Line 597: Line 1,288:
|-
|-
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 2
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Feedback Loop'''
|-
| [[File:Art ResEq FeedbackLoop.png|512px]]
|-
| Gain 1 [[File:Energy.png|25px]] for every 2 [[File:Shield.png|25px]] you lose on the enemy's next turn
|-
| [[File:Cooldown.png|25px]] 5
|}
{| class="wikitable" style="text-align: center;"
| '''Flux Conduction'''
|-
| [[File:Art ResEq Consume.png|512px]]
|-
| Gain 1 [[File:Energy.png|25px]] for every 2 [[File:Energy.png|25px]] production each turn at 0 [[File:Heat.png|25px]]<br>Upgrade
|-
| [[File:Cooldown.png|25px]] 5 [[File:Mass.png|25px]] 4
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
Line 606: Line 1,315:
|-
|-
| [[File:Cooldown.png|25px]] 5
| [[File:Cooldown.png|25px]] 5
|}
{| class="wikitable" style="text-align: center;"
| '''Overclock Reactor'''
|-
| [[File:Art ResEq OverclockReactor.png|512px]]
|-
| Gain 1 Reactor Power<br>Sustain 4 [[File:Heat.png|25px]]<br>Requires 0 [[File:Heat.png|25px]] to play<br>Deplete
|-
| [[File:Cooldown.png|25px]] 4 [[File:Mass.png|25px]] 4
|}
{| class="wikitable" style="text-align: center;"
| '''Production Line'''
|-
| [[File:Art ResEq Accountability.png|512px]]
|-
| After a Support card is played other Support cards cost -1 [[File:Mass.png|25px]] this turn<br>Upgrade
|-
| [[File:Cooldown.png|25px]] 6 [[File:Energy.png|25px]] 3
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
Line 615: Line 1,342:
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 1 [[File:Mass.png|25px]] 1
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 1 [[File:Mass.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Rearm'''
|-
| [[File:Art ResEq Rearm.png|512px]]
|-
| +2 [[File:Ordnance.png|25px]] if you end the turn with 0-3 [[File:Ordnance.png|25px]]<br>Upgrade
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 1 [[File:Mass.png|25px]] 3
|}
{| class="wikitable" style="text-align: center;"
| '''Singular Focus'''
|-
| [[File:Art EngEq SingularFocus.png|512px]]
|-
| Discard all Support and Tactical cards<br>Gain 2 [[File:Ordnance.png|25px]] for each discarded card<br>Deplete
|-
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 2
|}
{| class="wikitable" style="text-align: center;"
| '''Support Gambit'''
|-
| [[File:Art ResEq SupportGambit.png|512px]]
|-
| Reshuffle all Support cards into the Draw Pile and gain 1 [[File:Ordnance.png|25px]] for each card
|-
| [[File:Cooldown.png|25px]] 4
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
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|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''War Effort'''
| '''Tinker'''
|-
|-
| [[File:Art ResEq Wareffort.png|512px]]
| [[File:Art AdaptiveModule.png|512px]]
|-
|-
| Gain 1 [[File:Ordnance.png|25px]] for every 1 [[File:Ordnance.png|25px]] production<br>Draw 1 Attack card<br>Sustain 2 [[File:Heat.png|25px]]
| Lose 1 [[File:Mass.png|25px]] production for 3 turns<br>Gain 1 Reactor Power after 3 turns<br>Deplete
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 2
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 2 [[File:Mass.png|25px]] 2
|}
|}
</div>
</div>
{| class="wikitable"
! Card
! Effect
! Cost
! Cooldown
|-
| [[File:Art AdaptiveModule.png|50px]] Tinker || Lose 1 Mass production for 3 turns<br>Add 1 Reactor Power after 3 turns<br>Deplete || [[File:Energy.png|25px]] 2 Energy<br>[[File:Mass.png|25px]] 2 Mass || 5
|}


== Cooling System cards ==
== Cooling System cards ==
Line 669: Line 1,409:
|-
|-
| [[File:Cooldown.png|25px]] 4
| [[File:Cooldown.png|25px]] 4
|}
{| class="wikitable" style="text-align: center;"
| '''Operations Cool-Off'''
|-
| [[File:Art Hack.png|512px]]
|-
| Reduce [[File:Heat.png|25px]] by Dissipation amount
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 2 [[File:Heat.png|25px]] 2
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
Line 696: Line 1,427:
|-
|-
| [[File:Cooldown.png|25px]] 4
| [[File:Cooldown.png|25px]] 4
|}
{| class="wikitable" style="text-align: center;"
| '''Swift Overhaul'''
|-
| [[File:Art Hack.png|512px]]
|-
| Repair 1 [[File:Hull.png|25px]] per 3 [[File:Shield.png|25px]] lost on enemy turns<br>Sustain 2 [[File:Heat.png|25px]]<br>Duration: 3 turns<br>Deplete
|-
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 2
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
Line 709: Line 1,449:
=== Rare Cooling System cards ===
=== Rare Cooling System cards ===
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;">
{| class="wikitable" style="text-align: center;"
| '''Accelerant'''
|-
| [[File:Art RadiatorEq RadiatorImage02.png|512px]]
|-
| Next card played this turn has no [[File:Cooldown.png|25px]]<br>Sustain 2 [[File:Heat.png|25px]]
|-
| [[File:Cooldown.png|25px]] 5
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
| '''Heat Convertor'''
| '''Heat Convertor'''
Line 726: Line 1,475:
|-
|-
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 1
| [[File:Cooldown.png|25px]] 5 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 1
|}
{| class="wikitable" style="text-align: center;"
| '''Operations Cool-Off'''
|-
| [[File:Art Hack.png|512px]]
|-
| Reduce [[File:Heat.png|25px]] by Dissipation amount
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 2
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
Line 737: Line 1,495:
|}
|}
</div>
</div>
{| class="wikitable"
! Card
! Effect
! Cost
! Cooldown
|-
| [[File:Art Hack.png|50px]] Swift Overhaul || Repair 1 HP for every 3 Shield Points lost during enemy turn<br>Sustain 2 Heat<br>Duration: 3 turns<br>Deplete || [[File:Energy.png|25px]] 3 Energy<br>[[File:Mass.png|25px]] 2 Mass || 5
|}


== Point Defense cards ==
== Point Defense cards ==
Line 780: Line 1,525:
| Add a PDC Burst card to hand in each empty slot<br>This turn PDC Burst cards cost -1 [[File:Energy.png|25px]]<br>Deplete
| Add a PDC Burst card to hand in each empty slot<br>This turn PDC Burst cards cost -1 [[File:Energy.png|25px]]<br>Deplete
|-
|-
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 4  
| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 3 [[File:Mass.png|25px]] 4
|}
|}
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
Line 792: Line 1,537:
|}
|}
</div>
</div>
== Other cards ==
{| class="wikitable"
! Card
! Type
! Effect
! Cost
! Cooldown
|-
| [[File:Art DeployArmory.png|50px]] Armory Upgrade || Production || Increase max Ordnance production capacity by 1<br>Deplete || [[File:Energy.png|25px]] 1 Energy<br>[[File:Mass.png|25px]] 4 Mass || 6
|-
| [[File:Art EngEq TakeAim.png|50px]] Target Lock || || Deal +1 Damage<br>Upkeep: Play at least one attack card per turn || [[File:Energy.png|25px]] 2 Energy<br>[[File:Mass.png|25px]] 2 Mass || 3
|}

Latest revision as of 15:28, 8 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.

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.png 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
Art FlakEq CoveringFire.png
Damage.png 3-6
10% chance to discard an enemy attack card per point of hull damage dealt
Cooldown.png 3 Ordnance.png 3 Mass.png 2
Light Barrage
Art FlakEq LightBarrage2.png
Damage.png 2-5 Shredding.png 5
Cooldown.png 2 Ordnance.png 3
Spread Shot
Art FlakEq SpreadShot.png
Damage.png 2-5
Destroy the closest enemy missile
Cooldown.png 3 Ordnance.png 3 Mass.png 1
Volatile Barrage
Art FlakEq VolatileBarrage.png
Damage.png 0-8 Shredding.png 5
Cooldown.png 4 Ordnance.png 2 Mass.png 2

Rare Flak cards

Charged Shot
Art FlakEq ChargedShot.png
Damage.png 3-7 Shredding.png 5
If enemy has shields deal max damage
Cooldown.png 3 Ordnance.png 3 Mass.png 2
Disarm
Art FlakEq Disarm2.png
Play 1 Covering Fire card for each attack card the enemy intends to play
Cooldown.png 4 Ordnance.png 4 Energy.png 4
Flak Barrage
Art FlakEq Barrage.png
Damage.png 3-7 Shredding.png 5
Cooldown.png 3 Ordnance.png 3 Mass.png 1
Honed Shot
Art FlakEq HonedShot.png
Damage.png 3-8 Shredding.png 4
Cost reduced by 1 Ordnance.png for each stack of Shred.
Minimum Flak damage of this card is not affected by Shred.
Cooldown.png 3 Ordnance.png 4 Mass.png 1
Twin Barrel
Art FlakEq HeatedShell.png
Damage.png 2-6 Shredding.png 5
Add a Light Barrage card to your hand
Cooldown.png 4 Ordnance.png 3 Mass.png 2
Unload
Art FlakEq Unload.png
Damage.png 5-10 Shredding.png 5
Requires: played 3 Flak cards this turn
Cooldown.png 4 Ordnance.png 2 Energy.png 2

Ion cards

Most Ion cards deal Ion Damage.png 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
Art Ioneq CombinedArms.png
Ion Damage.png 8
Draw an Attack card from the Cooldown Pile
Cooldown.png 3 Ordnance.png 2 Energy.png 2
Ion Harpoon
Art Ioneq IonHarpoon.png
Ion Damage.png 9
If shielded gain 1 Shield Duration.png for every 3 enemy Shield.png removed
Cooldown.png 4 Ordnance.png 2 Energy.png 2
Ion Javelin
Art Ioneq IonJavelin.png
Ion Damage.png 6
Deal double damage if you are unshielded
Cooldown.png 3 Ordnance.png 1 Energy.png 2
Shield Switch
Art Ioneq ShieldSwitch.png
If unshielded gain 4 Shield.png
If shielded deal 4 Ion Damage.png + 1 per Shield.png
Removes all Shield.png
Cooldown.png 3 Ordnance.png 1 Energy.png 1
Sling
Art Ioneq IonSling.png
Ion Damage.png 6
Cooldown.png 3 Ordnance.png 1 Energy.png 2

Rare Ion cards

Boomerang
Art Ioneq IonBoomerang.png
Ion Damage.png 8
If shielded gain 1 Shield.png for every enemy Shield.png removed
Cooldown.png 3 Ordnance.png 2 Energy.png 3
Ion Spear
Art Ioneq IonSpear.png
Precision.pngIon Damage.png 8
On shield break disables targeted equipment for 2 turns
Cooldown.png 3 Ordnance.png 2 Energy.png 3
Quiver
Art Ioneq IonQuiver.png
If enemy has shields add an Ion Dart card to hand until the end of turn
Upgrade
Cooldown.png 5 Mass.png 4
Shatter
Art TakeAim.png
When you break the a shield with an Ion card all attacks deal +1 Damage.png this turn
Upgrade
Cooldown.png 5 Energy.png 2 Mass.png 4
Total Discharge
Art Ioneq TotalDischarge.png
Lost all Shield Duration.png and play 2 Ion Dart cards for each duration lost
Requires Shield Duration.png
Cooldown.png 4 Ordnance.png 1 Energy.png 3
Trim Excess
Art Ioneq TrimExcess.png
Buff your next Attack by 50% of Shield.png
Halve Shield.png
Requires Shield.png
Deplete
Cooldown.png 2 Energy.png 3 Mass.png 2

Laser cards

Many Laser cards have the Precision.png 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 Heat.png to the enemy ship per X hull damage, listed on the card

Beam Sweep
Art Lasereq BeamSweep2.png
Damage.png 6 Heat.png 3
Cooldown.png 3 Ordnance.png 3 Energy.png 2
Catalyst Pulse
Art Lasereq CatalystPulse.png
Precision.pngDamage.png 4
Pulse cards deal +1 Damage.png this turn
Cooldown.png 4 Ordnance.png 2 Energy.png 2
Infrared Pulse
Art Lasereq IRPulse.png
Precision.pngDamage.png 3 Heat.png 3
If enemy is overheated deal double damage
Cooldown.png 4 Ordnance.png 3
Quick Pulse
Art Lasereq QuickPulse.png
Precision.pngDamage.png 3
-1 Cooldown.png for the next Attack card played this turn
Cooldown.png 2 Ordnance.png 2
Repeater Pulse
Art Lasereq GenericAttack02.png
Precision.pngDamage.png 4
Return a Laser card from the Cooldown pile to your hand (cannot return itself)
Cooldown.png 4 Ordnance.png 3 Energy.png 2

Rare laser cards

Blinding Pulse
Art Lasereq BlindingPulse.png
Precision.pngDamage.png 4
Next enemy attack deals -50% Damage.png
Cooldown.png 4 Ordnance.png 3 Energy.png 2
Booster Pulse
Art Lasereq GenericAttack03.png
Precision.pngDamage.png 4
Laser cards cost -1 Ordnance.png this turn
Cooldown.png 4 Ordnance.png 3 Energy.png 3
Heavy Pulse
Art Lasereq HeavyPulse2.png
Precision.pngDamage.png 8
Cooldown.png 4 Ordnance.png 5 Energy.png 2
Lacerate
Art Lasereq GenericAttack01.png
Damage.png 6
Sustain 1 Coolant Loss
Cooldown.png 4 Ordnance.png 3 Energy.png 2
Paired Pulse
Art Lasereq PairedPulse.png
Precision.pngDamage.png 3
Effect applies twice
Cooldown.png 3 Ordnance.png 4 Energy.png 1
Scrape
Art Lasereq Scrape.png
Damage.png 4 Heat.png 3
Apply 1 Coolant Loss for each point of Heat.png added by the attack
Cooldown.png 3 Ordnance.png 3 Energy.png 2
Searing Salvo
Art Turbolaser.png
Play 1 Infrared Pulse card for every Dissipation point
Sustain 1 Coolant Loss for every Infrared Pulse card played
Cooldown.png 6 Ordnance.png 6 Energy.png 2
Swift Charge
Art Lasereq Overload.png
Add 3 Blink cards to hand
Cards that can't be added are added to the Draw Pile
Cooldown.png 6 Energy.png 1 Mass.png 3
Turbolaser
Art Turbolaser.png
Play as many Laser Pulse cards as resources allow (max 10)
Deplete
Exhaustive
Cooldown.png 4 Energy.png 6 Mass.png 2

Railgun cards

Many Railgun cards have the Precision.png 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
Art Railgun DrillRound.png
Precision.pngDamage.png 4
+4 Damage.png when destroying equipment
Cooldown.png 4 Ordnance.png 3 Mass.png 1
Kinetic Catapult
Art Railgun KineticCatapult.png
Precision.pngDamage.png 2
+2 Damage.png per Mass.png production
-2 Mass.png production for 1 turn
Cooldown.png 4 Ordnance.png 4
Kinetic Shot
Art KineticSabot.png
Precision.pngDamage.png 6
Cooldown.png 4 Ordnance.png 3 Mass.png 2
Pinpoint
Art Railgun Pinpoint.png
Precision.pngDamage.png 4
+1 Equipment Damage for each destroyed or disabled equipment
Cooldown.png 4 Ordnance.png 2 Energy.png 2
Pyroelectric Round
Art Railgun PyroelectricShot.png
Sustain Heat.png equal to ship threshold
Deal 2 Damage.png per 1 Heat.png sustained
Requires Heat.png below the ship threshold
Cooldown.png 4 Ordnance.png 2 Energy.png 2
Tungsten Round
Art Railgun TungstenSabot.png
Precision.pngDamage.png 4
50% bonus damage to equipment
Cooldown.png 4 Ordnance.png 2 Mass.png 3

Rare Railgun cards

A.P. Round
Art Railgun APround.png
Precision.pngDamage.png 4
If enemy has Shred damage a random second equipment
Cooldown.png 3 Ordnance.png 2 Energy.png 3
Cascade Shot
Art Railgun CascadeShot.png
Precision.pngDamage.png 6
If attack destroys equipment skip Cooldown.png
Cooldown.png 6 Ordnance.png 2 Energy.png 1
Frag Round
Art Railgun FragmentationSabot.png
Precision.pngDamage.png 8
If attack destroys equipment increase repair time on all equipment by +1 turn
Cooldown.png 5 Ordnance.png 4 Energy.png 3
Impetus
Art Railgun Impetus.png
When destroying equipment return a Railgun card from the Cooldown Pile to hand
Upgrade
Cooldown.png 5 Mass.png 4
Reinforced Accelerant
Art Railgun ReinforcedAccelerant.png
This turn add +1 Damage.png to Railgun cards for every Support card played
Cooldown.png 5 Energy.png 3
Seebeck Shot
Art Railgun SeebeckShot.png
Reduces Heat.png to 0
Deal 2 Precision.pngDamage.png per Heat.png removed
Sustain 1 Coolant Loss for every 2 Heat.png removed
Cooldown.png 5 Ordnance.png 3 Energy.png 3
Uranium Slug
Art Railgun UraniumSlug.png
Precision.pngDamage.png 6
Deal 50% damage to another random equipment
Cooldown.png 4 Ordnance.png 3 Mass.png 3

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
Art MissileEq Firecracker.png
Damage.png 2
Effect applies 3 times
Cooldown.png 4 Ordnance.png 2 Mass.png 1
Ion Missile
Art MissileEq IonMissile.png
Ion Damage.png 12
Cooldown.png 2 Energy.png 2
Light Torpedo
Art MissileEq LightTorpedo.png
Damage.png 8
Requires 3 Ordnance.png production
Cooldown.png 4 Ordnance.png 2
Starflare
Art MissileEq Starflare.png
Damage.png 6
Cooldown.png 2 Ordnance.png 2

Rare Missile cards

Heatseeker
Art MissileEq Heatseeker.png
Damage.png 12
+6 Damage.png if enemy is overheated at launch
Cooldown.png 4 Ordnance.png 3
Ion Torpedo
Art MissileEq IonMissile.png
Ion Damage.png 18
On shield break disable enemy Shield equipment for 2 turns
Cooldown.png 3 Ordnance.png 2 Energy.png 3
Missile Loader
Art MissileLoader.png
Add 2 Starflare Missile cards to Draw Pile
Cooldown.png 6 Mass.png 3
Reaper
Art MissileEq Reaper.png
Damage.png 6
+2 Damage.png per missile in flight
Cooldown.png 5 Ordnance.png 3 Energy.png 1
Torpedo
Art Torpedo.png
Damage.png 12
Requires 5 Ordnance.png production
Cooldown.png 4 Ordnance.png 3
Trident Torpedo
Art MissileEq Trident.png
Splits into 3 Light Torpedo missiles
Requires 6 Ordnance.png production
Cooldown.png 4 Ordnance.png 5 Energy.png 2

Hacking Module cards

Most Hacking Module cards have the Hack attribute, meaning that the card effect only applies if the enemy has 0 Security.png. Otherwise it removes 1 Security.png. They also have additional effects if the owner's ship has Security.png.

Firewall
CardArt Security.png
+1 Security.png
Returns to the Draw Pile when played
Cooldown.png 3 Energy.png 2
Hack Heatsinks
Art HackingEq HackHeatsinks.png
Next turn enemy loses 2 Heat Threshold
Consume all Security.png to further lower it by same amount
Cooldown.png 3 Energy.png 2
Neutralize
Art Disadvantage.png
For 2 turns disable a random weapon at turn start
Consume 1 Security.png for +2 duration
Cooldown.png 4 Energy.png 3
Overheat Weapons
Art HackingEq OverheatWeapons.png
Next turn enemy gains 1 Heat.png for every 2 Damage.png dealt with direct attacks
Cooldown.png 4 Energy.png 3
Reset
Art HackingEq Restrain.png
If any equipment is disabled discard a card from it
If no equipment is disabled disable a random equipment
Cooldown.png 4 Energy.png 3
Restrain
Art HackingEq Restrain.png
Remove 1 pip from an enemy weapon
Consume 1 Security.png to discard a card from an enemy weapon
Cooldown.png 4 Energy.png 2
Thermal Blockade
Art HackingEq ThermalBlockade2.png
While shielded enemy cannot has no Heat Dissipation
Duration: 4 turns
Cooldown.png 4 Energy.png 4

Rare Hacking Module cards

Denial
Art HackingEq Restrain.png
Disable targeted equipment for 2 turns
Consume 1 Security.png to return card to hand
Cooldown.png 4 Energy.png 3 Mass.png 1
Discharge
Art HackingEq Discharge.png
Remove 1 pip from all disabled equipment
Cooldown.png 4 Energy.png 3 Mass.png 1
Glitch
Art HackingEq Glitch.png
Disable targeted enemy equipment for 1 turn
Consume all Security.png to remove pips by the same amount
Cooldown.png 3 Energy.png 3
Missile Jamming
Art Hack.png
Delay all incoming missiles by 1 turn
Consume all Security.png to further delay them by the same amount
Cooldown.png 4 Energy.png 2 Mass.png 1
Pacify
Art HackingEq Pacify.png
Disable all enemy weapons for 1 turn
Cooldown.png 6 Energy.png 4
Stall
Art HackingEq Stall.png
For 2 turns enemy playing a card removes a pip from another card
Consume 1 Security.png to increase duration by 2 turns
Cooldown.png 4 Energy.png 3 Mass.png 2
Wipe
Art HackingEq Wipe.png
Remove a Hack debuff
Deplete
Cooldown.png 4 Energy.png 3

Shield Generator cards

Auto-Shield
Art ShieldEq AutoShield.png
Shield.png 4
Draw a Shield card from the Draw Pile
If draw succeeds gain 2 Shield.png
Cooldown.png 3 Energy.png 3
Barrier
Art ShieldBarrier.png
Shield.png 6
Cooldown.png 3 Energy.png 3 Mass.png 1
Bolster
Art ShieldBarrier.png
Shield.png 4
+2 Shield.png per Shield Duration.png
Cooldown.png 5 Energy.png 3
Charged Barrier
Art ShieldBarrier.png
Shield.png 6 Shield Duration.png 1
Cooldown.png 4 Energy.png 3 Mass.png 2
Hasty Defense
Art ShieldAegis.png
Shield.png 12 Shield Duration.png 1
Cooldown.png 4 Mass.png 2 Hull.png 3
Palisade
Art AutoShield.png
Add 3 Shield Pulse cards to hand
Cards that can't be added are added to the Draw Pile
Cooldown.png 6 Mass.png 2
Rampart
Art ShieldEq Rampart.png
Shield.png 10 Shield Duration.png 1
Cooldown.png 5 Energy.png 4 Mass.png 2
Repel
Art ShieldEq Repel.png
Play 1 Shield Pulse card for every attack the enemy intends to play
Cooldown.png 4 Energy.png 3
Surge
Art ShieldEq ShieldSurge.png
If unshielded gain 4 Shield.png
If shielded gain 1 Shield Duration.png
Cooldown.png 3 Energy.png 1
Tactical Defense
Art ShieldEq TacticalDefense.png
Shield.png 4
Gain 2 Shield.png for each Tactical card in hand
Cooldown.png 4 Energy.png 3

Rare Shield Generator cards

Backup Shields
Art ShieldEq BackupShields.png
Gain 1 Provisional Slot
Add 1 Shield Pulse card to hand when ending the turn without Tactical cards
Duration: 4 Turns
Cooldown.png 5 Mass.png 3
Battlement
Art ShieldEq Battlement.png
Shield.png 6
Gain 2 Shield.png every time you play a Tactical card
Upkeep: Ship has Shield.png
Cooldown.png 5 Energy.png 3 Mass.png 2
Flash Shields
Art ShieldEq FlashShields.png
Shield.png 12
Lose all Shield.png next turn
Cooldown.png 4 Energy.png 4

Engineering Bay cards

Battle Repairs
Art EngEq ReinforcedHull.png
Repair 3 Hull.png
Remove 2 Shredding.png
Deplete
Cooldown.png 4 Energy.png 2 Mass.png 1
Damage Control
Art EngEq DamageControl.png
Repair 25% of the damage taken on every enemy turn for 3 turns
Upkeep: 1 Energy.png
Cooldown.png 4 Energy.png 3 Mass.png 1
Deterrence
Art EngEq Deterrence.png
+1 Damage.png on next Attack card for each Attack card on enemy's equipment
Sustain 1 Heat.png
Cooldown.png 4 Energy.png 1 Mass.png 1
Precision Tracking
Art EngEq PrecisionTracking.png
Next attack this turn deals +1 Damage.png and destroys 1 enemy missile
Cooldown.png 3 Energy.png 3
Recycle
Art EngEq Recycle.png
Repair 1 Hull.png for every 3 Support cards played
Upgrade
Cooldown.png 6 Energy.png 1 Mass.png 2
Return Fire
Art EngEq ReturnFire.png
Next attack this turn dgains +1 Damage.png per incoming missile
Cooldown.png 3 Energy.png 2

Rare Engineering Bay cards

Armamant
Art ResEq Armament.png
Gain 1 Ordnance.png for every 2 Attack cards you hold at the end of the turn
Upgrade
Cooldown.png 5 Mass.png 3
Attack Mode
Art EngEq AttackMode.png
Add 1 card slot
Attack cards have -2 Cooldown.png this turn
Draw 2 Attack cards
Requires 5 Ordnance.png production
Cooldown.png 5 Energy.png 2 Mass.png 3
Cautious Tactics
Art EngEq CautiousTactics.png
+1 Damage.png for 3 turns
If you take no damage for 3 turns this card becomes an Upgrade
Cooldown.png 3 Energy.png 2 Mass.png 4
Expand Capacity
Art EngEq ExpandCapacity.png
+1 Card Slot
Cooldown.png 6 Mass.png 1 per Card Slot
Force Multiplier
Art EngEq ForceMultiplier.png
+25% Damage.png for attacks that cost at least 6 Ordnance.png
Upgrade
Cooldown.png 6 Energy.png 3 Mass.png 5
Harnessed Strike
Art Lasereq HarnessedStrike.png
Gain 1 Shield.png every time you play a Laser or Ion card
Upgrade
Cooldown.png 6 Mass.png 4
Micro-Charge
Art EngEq MicroCharge.png
Attacks that cost 2 or less Ordnance.png deal +1 Damage.png
Upgrade
Cooldown.png 4 Energy.png 3 Mass.png 5
Offensive Assurance
Art EngEq OffensiveAssurance.png
+1 Damage.png
Upkeep: Take no hull damage
Cooldown.png 4 Energy.png 2 Mass.png 2
Service Support
Art EngEq ServiceSupport.png
Repair 5 Hull.png
Remove 1 Card Slot for the rest of the combat encounter
Requires: 2 Card Slots
Cooldown.png 5 Energy.png 2 Mass.png 1
Shatter Rounds
Art Railgun ShatterRounds.png
Equipment damaged with Railgun cards take +1 turns to repair
Upgrade
Cooldown.png 5 Energy.png 2 Mass.png 3
Steel Resolve
Art Railgun.png
Next attack this turn deals +1 Damage.png for each Hack on you
Sustain 1 Heat.png
Cooldown.png 3 Energy.png 2 Mass.png 3
War Effort
Art ResEq Wareffort.png
Gain 1 Ordnance.png for every 1 Ordnance.png production
Draw 1 Attack card
Sustain 2 Heat.png
Cooldown.png 4 Energy.png 2 Mass.png 2

Resource Bay cards

Blueprint
Art ResEq Blueprint.png
Draw 2 Support cards
Support cards cost -1 Mass.png this turn
Cooldown.png 5 Energy.png 2
Conservation
Art DeployReactor.png
Gain 1 Energy.png for every 2 Ordnance.png you spend this turn
Cooldown.png 4
Energy Surge
Art ResEq EnergySurge.png
Gain 4 Energy.png
Sustain 1 Heat.png
Lose up to 4 Energy.png on turn end
Cooldown.png 5
Equivalence
Art ResEq AsteroidOre.png
Gain 1 Mass.png for every 2 Energy.png you spend this turn
Cooldown.png 4
Mass Surge
Art ResEq MassSurge.png
Gain 4 Mass.png
Sustain 1 Heat.png
Lose up to 4 Mass.png on turn end
Cooldown.png 5
Optimization
Art ResEq Armament.png
Gain 1 Ordnance.png for every 2 Mass.png you spend this turn
Cooldown.png 4
Ordnance Surge
Art ResEq OrdnanceSurge.png
Gain 4 Ordnance.png
Sustain 1 Heat.png
Lose up to 4 Ordnance.png on turn end
Cooldown.png 5

Rare Resource Bay cards

Aggression Protocol
Art ResEq AggressionProtocol.png
Gain 6 Ordnance.png
+2 Ordnance.png capacity
-2 Energy.png capacity
-2 Mass.png capacity
Deplete
Cooldown.png 6 Mass.png 2
Ammo Dump
Art ResEq AmmoDump.png
Gain 4 Ordnance.png
Sustain 2 Heat.png
Deplete
Cooldown.png 3
Asteroid Ore
Art ResEq AsteroidOre.png
Gain 4 Mass.png
Sustain 2 Heat.png
Deplete
Cooldown.png 3
Attack Gambit
Art ResEq AttacktGambit.png
Reshuffle all Attack cards into the Draw Pile and gain 1 Energy.png for each card
Cooldown.png 4
Build-Up
Art HighAlert.png
Gain 1 random resource for each Support card in hand at the end of the turn
Upgrade
Cooldown.png 4 Energy.png 2 Mass.png 2
Cache
Art ResEq Cache.png
Add 2 random resource cards to the Draw Pile
Cooldown.png 6
Capacitor
Art ResEq Capacitor.png
Gain 4 Energy.png
Sustain 2 Heat.png
Deplete
Cooldown.png 3
Fabrication
Art ResEq Fabrication.png
Gain 1 Mass.png for every 1 Mass.png produced
Draw 1 card
Cooldown.png 5 Energy.png 2
Feedback Loop
Art ResEq FeedbackLoop.png
Gain 1 Energy.png for every 2 Shield.png you lose on the enemy's next turn
Cooldown.png 5
Flux Conduction
Art ResEq Consume.png
Gain 1 Energy.png for every 2 Energy.png production each turn at 0 Heat.png
Upgrade
Cooldown.png 5 Mass.png 4
Grid Overload
Art ResEq GridOverload.png
Gain 2 Energy.png for every 1 Energy.png production
Disable Energy.png production for 2 turns
Cooldown.png 5
Overclock Reactor
Art ResEq OverclockReactor.png
Gain 1 Reactor Power
Sustain 4 Heat.png
Requires 0 Heat.png to play
Deplete
Cooldown.png 4 Mass.png 4
Production Line
Art ResEq Accountability.png
After a Support card is played other Support cards cost -1 Mass.png this turn
Upgrade
Cooldown.png 6 Energy.png 3
Reactor Boost
Art ResEq ReactorBoost.png
Gain 1 Reactor Power
Upkeep: Ship is not overheated on turn end
Cooldown.png 4 Energy.png 1 Mass.png 1
Rearm
Art ResEq Rearm.png
+2 Ordnance.png if you end the turn with 0-3 Ordnance.png
Upgrade
Cooldown.png 4 Energy.png 1 Mass.png 3
Singular Focus
Art EngEq SingularFocus.png
Discard all Support and Tactical cards
Gain 2 Ordnance.png for each discarded card
Deplete
Cooldown.png 5 Energy.png 2 Mass.png 2
Support Gambit
Art ResEq SupportGambit.png
Reshuffle all Support cards into the Draw Pile and gain 1 Ordnance.png for each card
Cooldown.png 4
Tactical Gambit
Art ResEq TacticalGambit.png
Reshuffle all Tactical cards into the Draw Pile and gain 1 Mass.png for each card
Cooldown.png 4
Tinker
Art AdaptiveModule.png
Lose 1 Mass.png production for 3 turns
Gain 1 Reactor Power after 3 turns
Deplete
Cooldown.png 5 Energy.png 2 Mass.png 2

Cooling System cards

Coolant Flow
Art Heatsinks.png
-2 Cooldown.png for all cards in Cooldown Pile
Sustain 1 Heat.png for every 4 cards affected
Cooldown.png 5
Force Draw
Art RadiatorEq ForceDraw.png
Draw 1 card
Sustain 1 Heat.png
Cooldown.png 4
Radiate
Art RadiatorEq RadiatorImage03.png
If ship has Heat.png remove up to 2 Heat.png
If ship has no Heat.png gain 2 Energy.png
Cooldown.png 4
Rush
Art RadiatorEq Rush.png
Return 1 card from Cooldown Pile to Draw Pile
Sustain 1 Heat.png
Repeat until reaching max Heat.png
Cooldown.png 4
Swift Overhaul
Art Hack.png
Repair 1 Hull.png per 3 Shield.png lost on enemy turns
Sustain 2 Heat.png
Duration: 3 turns
Deplete
Cooldown.png 5 Energy.png 3 Mass.png 2
Weapon Coolant
Art Heatsinks.png
Return up to 2 Attack cards from Cooldown Pile to Draw Pile
Sustain 2 Heat.png
Cooldown.png 4

Rare Cooling System cards

Accelerant
Art RadiatorEq RadiatorImage02.png
Next card played this turn has no Cooldown.png
Sustain 2 Heat.png
Cooldown.png 5
Heat Convertor
Art RadiatorEq RadiatorImage01.png
Gain 1 Ordnance.png for every 2 points of overheat
Cooldown.png 5
Increased Conduction
Art Hack.png
+2 Dissipation
Duration: 4 turns
Cooldown.png 5 Energy.png 3 Mass.png 1
Operations Cool-Off
Art Hack.png
Reduce Heat.png by Dissipation amount
Cooldown.png 4 Energy.png 2
Thermal Buffer
Art Hack.png
+2 Heat Threshold
Cooldown.png 4 Mass.png 4

Point Defense cards

PDC Burst
Art PDCBurst.png
If a missile is incoming destroy 1 missile
If a missile is not incoming deal 2 Damage.png
Deplete
Cooldown.png 2 Ordnance.png 1 Energy.png 1

Rare Point Defense cards

Gridfire
Art PDCBurst.png
If a missile is incoming destroy up to 3 missiles
If a missile is not incoming deal 2 Damage.png 3 times
Cooldown.png 4 Ordnance.png 3 Energy.png 3
High Alert
Art HighAlert.png
Add a PDC Burst card to hand in each empty slot
This turn PDC Burst cards cost -1 Energy.png
Deplete
Cooldown.png 4 Energy.png 3 Mass.png 4
PDC Repeater
Art PDCBurst.png
If a missile is incoming destroy the closest missile
If a missile is not incoming deal 2 Damage.png
Return this card to hand where it costs +1 Energy.png
3 Charges
Cooldown.png 5 Ordnance.png 1 Energy.png 2