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 or Neutral Zone.
Stealth: Untargetable until attacks.
Deployment: Action that occurs upon the unit entering battlefield.
Final Order: Action that occurs upon the death of the unit.
Today's Progress Chart:
While not a standout day at 4%, 17 cards. I have begun to develop a few more reports to help me find holes in the current cards selection. I have also started to think about lowering the race specific cards from 38 to 34 or 36 and shifted the 14 to 28 card to race neutral to allow for more deck flexibility and diverse game play.
Additionally, I have moved a few cards around between races to better fit the current play style layouts. Tomorrow I will be covering the 7 races in the game.
I have created a few tools which I will be expanding in the coming days, that will help me zero into possible missing cards.
In Collectable Card Games the Resource curve of both decks and the overall collection is an important component in balance. Therefore, I have added a report to deck construction to help players see this.
The current Resource Curve for the card collection is as follows:
While I think the overall curve looks about where it should be I am debating on a focused increase to the number of 7+ cards and pushing the 3 & 4 cost cards to be at the top of the curve.
My next tool will be designed to look at Attack vs. Durability of units to see where the current cards are lacking in options.
If you have missed any of the series installments check the links between:
Announcing Portas Aurora: Battleline
Portas Aurora: Battleline - Card Types Explained
Portas Aurora: Battleine - Races Explained