The Heroes | |
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The healer can remove negative status conditions and recover health points. This character can even remove harmful hazards from the map. Classification: Support Difficulty rating: Easy |
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The ghost has the highest movement of all heroes and a cloaking ability to move unseen. He can quickly move past enemies and gather useful items from around the map. Classification: Tactical Difficulty rating: Medium |
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The knight can absorb large amounts of damage and can recover from strong hits. He can challenge enemies to force them to attack him instead of allies. Classification: Tank Difficulty rating: Easy |
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The psychic has strong abilities that can alter the battlefield but with longer cooldowns. He has to decide when to use which ability to maximize their effects. Classification: Tactical Difficulty rating: Hard |
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The assault is equipped with a shotgun for close range combat. His ability cards are focused on dealing damage to groups of enemies. Classification: Damage Dealer Difficulty rating: Medium |
Cards | |
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Hero core cards can be used again after their cooldown is done. Every hero has four core cards. Additional one-time-use cards can be found in loot boxes. Only hero core cards can be upgraded through collected upgrade points. |
Healer Cards | |
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Basic: Heal someone by up to 2 Hitpoints. Upgraded: Heal someone by up to 3 Hitpoints. |
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Basic: Removes one negative status condition from the targeted hero. Upgraded: Removes all negative status conditions from the target instead of only one. |
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Basic: Neutralize a hazard like an acid pool or fire on the ground. Upgraded: Neutralize a hazard on the ground and then regain the action point you spent for this card. |
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Basic: Heal 60 percent of missing health and gain 1 action point. Upgraded: Heal 90 percent of missing health and gain 1 action point. This card can be found from loot boxes in the level but only in its basic form. |
Ghost Cards | |
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Basic: Make yourself invisible for 2 rounds. Enemies will ignore invisible heroes. Invisibility will be broken if the hero attacks. Upgraded: Make yourself and another random teammate invisible for 2 rounds. |
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Basic: Deal 5 damage that without breaking invisibility. Upgraded: Deal 8 damage that without breaking invisibility. |
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Basic: Jump to target location over small obstacles or enemies. Upgraded: Makes you able to jump even further. |
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Basic: Swap your position with a teammate. Upgraded: Swap your position with a teammate and then regain the action point you spent for this card. |
Knight Cards | |
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Basic: Regenerate up to 3 Hitpoints. This card can only be played on yourself though. Upgraded: Regenerate up to 5 Hitpoints. Still only playable on yourself. |
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Basic: Fully restore your armor points. Can only be played on yourself. Upgraded: In addition to the basic effect all other heroes in the game receive one armor point. |
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Basic: Immediately skip shield recharge time. Upgraded: Immediately skip shield recharge time for you and a random other hero. |
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Basic: Enrage nearby enemies to make them attack you. This is an area of effect with yourself in the center. Upgraded: The basic effect and you regain your action point, making this ability for free. |
Psychic Cards | |
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Basic: Create a temporary barrier for 2 rounds. Nobody can move or attack through this barrier. Upgraded: Basic effect but also reduces the cooldown of all your other cards currently in cooldown by one. |
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Basic: Players in area of effect gain 4 shield points. This can cause players to have more than their maximum amount of shield points. Upgraded: All players in area of effect gain 6 extra shield points instead. |
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Basic: Illusion that distracts enemies for up to 3 rounds. Enemies are more likely to attack an illusion near them instead of a player. The illusion can be destroyed if it receives too much damage. Upgraded: Basic effect but the illusion has double the amount of health, armor and shield. |
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Basic: Make an enemy fight on your side for a couple rounds or until a hero attacks this enemy. Upgraded: Make up to two enemies fight for you. Targets in addition the closest active enemy to the target and charms it as well if possible. |
Assault Cards | |
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Basic: Deal 5 points of area damage. This will damage enemies and heroes alike so be careful. Upgraded: Deal 8 points of area damage instead. This card can be found from loot boxes in the level but only in its basic form. |
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Basic: Next basic attack will deal tripple damage. You can use this card on other heroes as well. Upgraded: In addition to tripple damage the next basic attack will also cost no action point. |
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Basic: Next 2 basic attacks will cost no actions. Upgraded: Next 3 basic attacks will cost no actions. |
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Basic: Pay 3 HP and 2 actions points to trigger all your core cards. These are the three cards shown over this card. The basic effects of these cards will be used. Upgraded: Instead of triggering the basic versions, the upgraded card effects of the three cards above will be used. |
Common Cards | |
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Constructs a laser turret which automatically attack nearby enemies. This card can be found from loot boxes in the level. |
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Deals 3 points of area damage and applies the stun effect to all targets. This card can be found from loot boxes in the level. |
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Deals 3 points of area damage and applies the burn effect to all targets. This card can be found from loot boxes in the level. |
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Deals 3 points of area damage and applies the corrosive effect to all targets. This card can be found from loot boxes in the level. |
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Constructs a shotgun turret with low range but area of effect. This card can be found from loot boxes in the level. |
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Constructs a railgun turret which can shoot through walls. Like all turrets it has limited ammunition though. This card can be found from loot boxes in the level. |
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Constructs a flamer turret which burns enemies to death. This card can be found from loot boxes in the level. |
Robot enemies | |
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Battle Droids are the most common robotic enemies. They patroll the corridors of space stations and ships alike on the search for intruders to purge. One such Droid isn't a big challenge, but they usually appear in great numbers, especially in key locations like the main generator. | |
Spider Droids repair other damaged robots. They are unarmed but can replenish health, armor and shields of other robotic units nearby. They will flee from intruders if no damaged robots are nearby. | |
Exploders quickly advance towards intruder and detonate upon arrival. Caution is advised as shooting at an Exploder will cause it to explode eventually. This can be used by clever heroes though to detonate Exploders while they are still near other robotic enemies. | |
Orbs are highly mobile and can alert other robots of your presence. This will cause Battle Droids on patrol to stop and go after the invaders. If an Orb is allowed to exist it will continue to alert more and more enemies of your presence. | |
Walkers are heavy assault mechs which deal high amounts of damage and are very resilient. They need a round to power up though so if you manage to do a surprise attack you can inflict heavy damage before it counterattacks. Walkers are also slow, allowing heroes to disengage when feeling overwhelmed. |
Swarm enemies | |
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Eggs are harmless but they will eventually hatch and release the growing larva inside. In the enemy phase there is an indication how many turns remain until the egg will hatch. All alien life forms except the eggs will leave pools of acid behind when killed. | |
Larvae are the first stage of alien life forms that can attack the heroes. They are slow, easy to kill and do little damage. They can appear in large numbers though and will evolve into crawlers if left unattended. | |
Crawlers are the next step up from larva. They are still growing and become warriors if given enough time. Crawlers are not that fast, but they have a poisonous attack which causes damage over time even after the engagement. As melee combatants they ignore shields. | |
Warriors are the final step of alien life forms and very dangerous. They are fast, able to jump over small obstacles and hard to kill. In addition, they deal high damage and can inflict negative status conditions like bleeding. As all alien life forms, they are intelligent and can disengage to regenerate wounds taken in battle. | |
The Queen is the source of new eggs and classified as an Omega threat. There is little known about this organism as most teams don't survive getting into an alien nest and back out. Caution is advised! |
Status Icons | |
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Indicates the amount of health points. If this reaches zero, then the target dies. Both enemies and heroes can recover health under the right conditions. | |
Armor decreases incoming damage by its armor value and then is reduced by one. Armor can't prevent loss of health from negative status conditions like poison. | |
Shields block ranged damage so it won't protect you against aliens. It does protect against friendly fire like grenade explosions. Shields start to recover after being depleted. | |
Indicates how far you or an enemy can move with one move action. Keep in mind that after moving any distance the remaining movement points will be discarded. | |
Shows how many remaining actions your character has or how much action points something costs. | |
Poison will reduce your health by one for the next three rounds. This damage can't be blocked. | |
Target loses health until it receives healing which stops the bleeding. If you have no healer in your group you can use a healing card or a healing station from the level. | |
Burning will deal damage to your character for the next two rounds. This damage can be reduced by armor. | |
Will prevent you from recovering an armor point at the start of your turn. Makes armor less effective against some damage kinds. Lasts for two rounds. | |
Stun will make it impossible to move next turn. You can still do other actions though. Stun only lasts one round. | |
Shows how many upgrade points you have access to. Each player will receive one before the first level and after completing each level. In addition, more can be found in each level. One upgrade point can be found in the first level and two upgrade points can be found in the second level. This means you can collect a total of six upgrade points before entering the third boss arena level. | |
Indicates that an alien larva is evolving into a crawler soon. The number next to this icon indicates the number of rounds until metamorphosis. | |
Indicates that an alien crawler is evolving into a warrior soon. The number next to this icon indicates the number of rounds until metamorphosis. |