Post feature RSS Game Mechanic Terms Explained

The current list of Card Mechanics are Explained. There will be a Quick Look help feature in game as well. *Names and Descriptions may change.

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Active Defense: At the end of your turn repair 1 durability of this unit.
Auxiliary Power: Adds extra damage to Maneuvers that deal damage.
Charge: Can Attack on First Turn Deployed (Looking for a different Name).
Disable: Prevents Ship from Attacking or Defending for 1 turn.
First Strike: When this unit attacks its damage is appealed first. If the target is destroyed this unit does not receive targets damage.
Hardened: Ignores 1 damage.
Immobile: Unit can not move.
Indirect Fire: Unit ignores Battleline order when attacking.
Intercept: Forces Enemy Units to attack this unit.
Jamming: Removes all effects on Target unit.
Jump(x): Can move to location within range.
Maintenance(X): X is the amount of resource this is reserved for this unit and can't be spent on anything else.
Nimble: Ship has 1 movement action.
Rapid Fire: Attack Twice
Ranged(x): Can Attack without being adjacent.
Pierce: Damage above target defense is applied to units behind it.
Pursuit: Follows the movement of the enemy unit forward of it.
Scout: Can be deployed in either your Battleline.
Stealth: Untargetable until attacks.

Deployment: Action that occurs upon the unit entering battlefield.
Final Order: Action that occurs upon the death of the unit.
Pair of Cards

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