The Heroes | |
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The healer can remove negative status conditions and restore health points. In addition this character can remove hazards. 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 station. 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 taunt enemies to force them to attack him instead of allies. Classification: Tank Difficulty rating: Easy |
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The psychic has strong mental abilities that can alter the battlefield, but needs longer time to recover. He has to decide when to use which ability to maximize its 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 a cooldown period. Every hero has four core cards. Additional one-time-use cards can be found in the space station. Only hero core cards can be upgraded through collected upgrade points. |
Healer Cards | |
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First Aid Basic: Heal someone by up to 2 Hitpoints. Upgraded: Heal someone by up to 3 Hitpoints. |
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Cleanse Basic: Removes one negative status condition from the targeted hero. Upgraded: Removes all negative status conditions from the targeted hero. |
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Douse 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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Extra Stim Basic: Heal 60 percent of missing health and gain 1 action point. Upgraded: Heal 90 percent of missing health and gain 1 action point. |
Ghost Cards | |
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Cloaking field Basic: Make yourself invisible for 2 rounds. Enemies will ignore invisible heroes. Invisibility will be broken if the hero attacks. Upgraded: Make yourself and a random teammate invisible for 2 rounds. |
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Silent strike Basic: Deal 5 damage without breaking invisibility. Upgraded: Deal 8 damage without breaking invisibility. |
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Jump Basic: Jump to target location over small obstacles or enemies. Upgraded: Jump even further. |
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Teleport exchange 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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Mend Basic: Regenerate up to 3 Hitpoints. This card can only be played on yourself. Upgraded: Regenerate up to 5 Hitpoints. Still only playable on yourself. |
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Repair armor 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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Redeploy shield Basic: Immediately skip shield recharge time. Upgraded: Immediately skip shield recharge time for you and a random other hero. |
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Taunt Basic: Enrage nearby enemies to make them more likely to attack you. While under the effect of taunt you receive 1 Hitpoint less damage from attacks. Upgraded: The basic effect and you regain your action point. |
Psychic Cards | |
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Obstruct 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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Psychic Shield 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 shield points instead. |
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Illusion 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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Charm 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. The second enemy will be the closest to the one targeted. |
Assault Cards | |
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Ka-Boom Basic: Deal 4 area damage. This will damage enemies and heroes alike so be careful. Upgraded: Deal 7 area damage instead. |
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Overcharge Basic: Next basic attack will deal double damage. You can use this card on other heroes as well. Upgraded: In addition to double damage the next basic attack will also cost no action point. |
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Double Tap Basic: Next 2 basic attacks will cost no actions. Upgraded: Next 3 basic attacks will cost no actions. |
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Aggression Booster Basic: Pay 5 Hitpoints 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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Stim Shot Heal 60 percent of missing health and gain 1 action point. This card can be played on teammates. You can't use this card twice on the same player in the same round. |
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Frag Grenade Deals 4 area damage with no additional effects. Will damage everything inside area of effect. Shields can help to mitigate damage. |
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Stun Grenade Deals 3 area damage and applies the stun effect to all targets. Stunned targets can't move next turn, they can still attack though. |
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Fire Grenade Deals 3 area damage and applies the burn effect to all targets. Burning will deal health damage for a couple rounds. |
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Corrosive Grenade Deals 3 area damage and applies the corrosive effect to all targets. Corrosion weakens armor for a while. |
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Laser Turret Constructs a laser turret which automatically attacks nearby enemies. Will persist like any turret until destroyed or out of ammunition. Destroying a turret will leave behind a fire hazard. |
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Shotgun Turret Constructs a shotgun turret with low range but area of effect. Make sure to avoid standing near enemies or you may be hit by your own turret. |
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Railgun Turret Constructs a railgun turret which can shoot through walls. Like all turrets it has limited ammunition. This turret has a maximum range in which it can target enemies. |
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Flamer Turret Constructs a flamer turret which burns enemies. Short range, deals cone damage and causes burning affliction. |
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SRP Teleporter Short Range Personal Teleporter. Teleports the user to target location. |
Robot enemies | |
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Battle Droids are the most common robotic enemies. They patrol the corridors of space stations searching 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 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 an intruder and detonate upon arrival. Caution is advised as shooting an Exploder will cause it to explode. This can be used by clever heroes 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 you. If an Orb is not destroyed it will continue to alert more and more enemies of your presence. | |
Walkers are heavy assault mechs which deal large amounts of damage and are very resilient. They need a round to power up. If you manage a surprise attack you can inflict heavy damage before it counterattacks. Walkers are 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 larva growing 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. However they can appear in large numbers 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 form evolution and very dangerous. They are fast, able to jump over small obstacles and hard to kill. In addition, they deal large amounts of 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. Knowledge is scarce about this organism. Most teams don't survive getting this deep 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. They even protect against friendly fire like grenade explosions. They are unable to block melee attacks. 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. | |
Bleeding reduces health until the target is healed. If you have no healer in your group, you can use a stim card or a healing station. | |
Burning will deal damage to your character for the next two rounds. This damage can be reduced by armor. | |
Corrosion will prevent you from recovering an armor point at the start of your turn. In addition it makes armor less effective. Lasts for two rounds. | |
Stun will make it impossible to move in your next turn. You can still do other actions. | |
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 will be evolving into a crawler soon. The number next to this icon indicates the number of rounds until metamorphosis. | |
Indicates that an alien crawler will be evolving into a warrior soon. The number next to this icon indicates the number of rounds until metamorphosis. |