Damage Dealt
- Advanced Targeting
- Unit or Planet Equippable: Unit
- Passive Use Cost: Low
- Ability Cool Down Trigger: Attack Use
- Ability Cool Down Time: 10 minutes
- Attacks ignore defensive strategies and always do 2 damage but disables this unit’s defensive systems while equipped.
Damage Received
- Experimental Shielding
- Unit or Planet Equippable: Unit
- Passive Use Cost: Medium
- Ability Cool Down Trigger: N/A
- Ability Cool Down Time: N/A
- Attacks have a 50/50 chance of missing.
- Deflector Shield
- Unit or Planet Equippable: Unit
- Passive Use Cost: Low
- Ability Cool Down Trigger: After Being Attacked
- Ability Cool Down Time: 10 minutes
- Reflects damage back at the attacker.
- Defensive Strategy
- Unit or Planet Equippable: Planet
- Passive Use Cost: Medium
- Ability Cool Down Trigger: N/A
- Ability Cool Down Time: N/A
- All units take 1 less damage (minimum 1 damage) but take 2 counter attack damage.
Defence Hash Complexity
- Fortified Ore Storage
- Unit or Planet Equippable: Planet
- Passive Use Cost: Medium
- Ability Cool Down Trigger: N/A
- Ability Cool Down Time: N/A
- Increases defensive hash complexity by 1.
Health
- Failover Systems
- Unit or Planet Equippable: Unit
- Passive Use Cost: Low
- Ability Cool Down Trigger: N/A
- Ability Cool Down Time: N/A
- Increases this struct’s health by 3 but removes its ability to counter attack.
- Quality Over Quantity
- Unit or Planet Equippable: Planet
- Passive Use Cost: Medium
- Ability Cool Down Trigger: N/A
- Ability Cool Down Time: N/A
- Increases all struct health by 1 but reduces max fleet size by 4.
Number of Fleet Units
- Network Extender
- Unit or Planet Equippable: Unit
- Passive Use Cost: Medium
- Ability Cool Down Trigger: N/A
- Ability Cool Down Time: N/A
- Allows you to add one additional struct to your fleet. Maximum 4 equipped Network Extenders. If the unit with the card equipped is destroyed, the unit in its command is also lost.
- Purist
- Unit or Planet Equippable: Planet
- Passive Use Cost: High
- Ability Cool Down Trigger: N/A
- Ability Cool Down Time: N/A
- Increases max fleet size by 4 but disables unit equippable Planetary Cards.
Number of Slots Per Ambit
- Space Slot
- Unit or Planet Equippable: Planet
- Passive Use Cost: High
- Ability Cool Down Trigger: N/A
- Ability Cool Down Time: N/A
- Adds an additional Space slot, if the ambit exists on the planet.
- Sky Slot
- Unit or Planet Equippable: Planet
- Passive Use Cost: High
- Ability Cool Down Trigger: N/A
- Ability Cool Down Time: N/A
- Adds an additional Sky slot, if the ambit exists on the planet.
- Land Slot
- Unit or Planet Equippable: Planet
- Passive Use Cost: High
- Ability Cool Down Trigger: N/A
- Ability Cool Down Time: N/A
- Adds an additional Land slot, if the ambit exists on the planet.
- Water Slot
- Unit or Planet Equippable: Planet
- Passive Use Cost: High
- Ability Cool Down Trigger: N/A
- Ability Cool Down Time: N/A
- Adds an additional Water slot, if the ambit exists on the planet.