WORK IN PROGRESS
TODO: Summary
Core Mechanics
Rule Changes
- Disable keyword updated to try to reduce text on cards
- Lane targetting simplified to 3 states:
- Any lane
- Specific lane/lanes
- Corresponding lane
- Updated Destroy and Return to match
Faction Changes
Outer Rime Raiders (Red)
Changed to Personnel Carrier to make it more of a choice as a single trooper wasn’t ever worth the 2 cards. This also
means it can combo better with the Rallying Call. Remove lane restriction on the Air Strike and Bombing Run to allow ORR
to slow down other factions investing in production. Finally just a few stat changes to add a bit more variety to how
the cards are played.
Changes
- Air Strike. Aftermath: You may Destroy this card. If you do, For each opponent, Destroy a card with power 2 or less in any lane.
- Control Tower, 5c/2p,
2/2/2 -> 2/1/3.
- Personnel Carrier. Aftermath choose one: Draw 2 cards or add
a two Troopers to any lane.
Cybernetic Collective (Blue)
Changes
- EMP Blast now targets the corresponding lane.
MMC (Green)
Changes
- Third Party Research. Aftermath: Pay
2 -> 3 to draw 2 cards.
Endracor Federation (Purple)
Reverted the damage changes for Stealth Strike and Orbital as it should be a player choice to build up to them and often 3 and 5 are just where you are, and you get max damage for free.
Changes
- Swapped names for Covert Ops and Shadow Agent. Card text and abilities stayed the same, just the names didn’t fit as nicely the other way around, especially with the new art.
- Shock Troopers now can pick 1x3 or 3x1 for their lane.
- Stealth Strike. Aftermath: Deal 2 damage to each opponent. If you have at least
3 -> 5 corruption, deal 3 damage instead.
- Orbital Bombardment. Aftermath: Deal 3 damage to your opponent. If you have at least
5 -> 8 corruption, deal 5 damage instead.