Adaptive Shielding Kevan | Add X to your Shields, each turn. X starts at zero and increases by 5 at the end of any turn in which you sustained damage. |
Assimilation Kevan | When you win this System, you may buy copies of any of the other Systems on the table, by paying their Power Strength. |
Autopilot Kevan | You may allocate an additional 10 Energy each round, split between any allocations (Defence, Attacking a specific Ship, or activating a System) that you made in the previous round. |
Backup Generator Kazz | If you are reduced to 0 Energy, at the beginning of the next round, destroy this System and set your Energy to 30. |
Boarding Party Zaratustra | Spend X to secretly add X Boarders to a Ship (the moderator will not mention this value to other players). Any Ships can spend X to get rid of X Boarders, even if they don't know the Boarders are there. A Ship with more Boarders than Energy is considered to be controlled by the last surviving owner of the Boarding Party for purposes of winning the game. |
Cloaking System Kevan | Spend 20 and Burn 5: You may not be Attacked next round. |
Courier Mission Kevan | If you've not been eliminated by the end of the tenth round, you win the game. |
Cryosleep Kevan | You may not activate Systems during the first three rounds. At the end of the third round, gain 50 Energy. |
Dampening Field Squizzle | Spend X: no System with Power Strength lower than X, except this one, is effective this round. |
Diverting Attack Raven1207 | Diverting Attack: Choose another Ship upon gaining this System. For the rest of the game until one of you dies, Attack that would go to 1 of you goes instead to the other. However, if both of you are in the final 2, this trait is ignored. |
Druuge Efficiency Ultimatum479 | Throw X crew members into the furnace: +3X to all Attacks next round. The total crew expendable in this manner equals this System's System Strength. |
ECM Kevan | Pick an opponent, after Systems have been assigned. Halve all Attacks from that Opponent that target you. |
Escape Pod Kevan | Use once per game: You can survive going below zero Energy this round. At the end of the round, lose all of your Systems and continue play with 20 Energy. |
Fighter Launch Kevan | Spend 10: Put a 5-Energy sidekick craft into play. |
Gauss Disruptor Kevan | Burn 5 and nominate a System: That System cannot be used next round. |
Genetic Spaceship Miracle Cait | If an opponent runs out of Energy in the same turn you Attacked them, gain their Systems. |
Held Together by Duct Tape NotAJumbleOfNumbers | Flaw. (All players pay their bids for this, except for the lowest bidder(s), who must take it and cannot discard it.) At the start of every round, lose 6 Energy if you have taken damage this game. |
Holoship Kevan | You may never sustain damage except through Burning, but you lose 5 Energy at the end of every round. |
Hyperdrive Kevan | Burn 5: Enter or leave Hyperspace, at the end of the round. Whilst in Hyperspace, you cannot be targetted by anything, nor target anything. Ships in Hyperspace are treated as "eliminated" when checking for game winners. |
I Am Groot! Raven1207 | Once per round, spend 10 Energy to apply the same amount of Attack that you would have done to 1 Ship to 2 Ships instead. |
Infinite Improbability Drive Kevan | Spend 10: At the end of the round, if you survive, set your Energy to a random value between zero and 100. |
Massive Black Hole card | Flaw. (All players pay their bids for this, except for the lowest bidder(s), who must take it and cannot discard it.) Spend X: take 3 times X less damage from this System this turn. This System deals damage to you equal to three times the current round each round. When the owner of Massive Black Hole is eliminated, each Ship who Attacked them that round gains a copy of it. |
Meteor Storm Kevan | Meteor Storm makes a 10-damage Attack against a random Ship, during each Resolution Phase. |
Mining Rig Kevan | Gain 10 Energy at the end of each round. If you sustain more than 20 Damage in a single round, you are eliminated. |
Modular Hull Kevan | At the end of any round, you may jettison a System to prevent all damage that was dealt to your Ship during that round. |
Multiphasic Shields Friday | Spend X: All Attacks against you this round are reduced by X/2. |
Nanobots Kevan | Whenever an opponent's System deals damage to you or chooses you as its target, you gain a copy of it. |
Neutron Bomb Kevan | Spend 10, no more than once per round: Neutron Bomb deals 50 Damage to all players (as if Attacking), next round. |
Parasite Drones Kazz | At the end of turn, steal 5 Energy from each opponent. This System is effective even below 0 Energy. |
Phase Shield Kevan | Burn 5: Prevent all damage to you from Attacks this turn. |
Photon Cannons Kevan | Spend 10: Make a separate strength-20 Attack. You may not use this System if you used it in the previous round, and not more than three times per round. |
Radiant Shield Zarba | Opponents Attacking you must define their Attack as White or Black. Set your Defense against White and Black Attacks separately. Your Defense is doubled. |
Research and Development NotAJumbleOfNumbers | Burn 5, once per round: All Energy costs (including Attack and Defense) are multiplied by 0.8. This stacks multplicatively. Fractional costs are rounded up. |
Scavenger Fleet Josh (via Jumble) | Spend 1, once per turn: When activated, no Energy can be allocated to Attack, but you gain half (rounded down) of the Energy lost by the Ship that lost the most Energy at the end of this round. |
Scottish Engineer Kevan | Energy costs to use your ship's Systems are halved (rounding up). |
Self-Destruct Mechanism Kevan | Use once per game: Deal 500 damage to all ships that Attacked yours this turn, and to your own ship. |
Shift Drive Kevan | Spend 10 and name two different opponents, once per turn: All Attacks and powers from the first against you are redirected to the second. |
Solar Sail Kevan | Once per round, you may activate one of your Systems with its activation cost reduced to zero. |
Starbase Kevan | Gain 50 Energy when you win this. You cannot assign Energy to Attack. |
Support Fleet Zaratustra | At the end of the round, if no other Ships lost Energy this round, gain a Sidekick with 50 Energy. |
Teleporters Kevan | Spend 20 and choose an opponent: You gain copies of all of their Systems, for the duration of the next round. |
Torpedo Bays Friday | Spend X, where X this System's Power Strength: On your next turn, you may add X to your Attack. Cannot be used two turns in a row. |
Tractor Beam Kevan | Spend 20: A chosen opponent's Attack must be at least 10 lower next round than it was during this. If their Attack was below 10, it must be zero next round. |