Skip to content
Kengored edited this page Jun 24, 2026 · 90 revisions

NOTE! This page is actively under construction: See new developments in Developer Advice

Keyword IDs

Effect Name Internal ID Arguments Notes
Apply Status type 1 status, power
[Unknown] type 2 variant 0.5 found on EM Dreadnought
Rush type 2 variant 1, power 1
Boss/Elite indicator type 2 variant 8, power Power 1 - elite, Power 2 - heg swarm boss, Power 0.5 - true boss
Deal xPower damage from Crit effects type 2 variant 9, power
Erratic type 2 variant 10, power
Retreat type 2 variant 12 As seen on enemy units, don't know if friendly retreat functions differently
Drop SRM equal to damage dealt xPower type 2 variant 14, power
When repaired at Max HP: Gain 1 damage type 2 variant 16, power(?) Despite not scaling with effect power, needs power 1
[Unknown] type 2 variant 17 Found on Strike Fighters
When no allies remain, gain effect power type 2 variant 18, power(?)
Nova type 2 variant 20, power
When hit with damage, Apply Status type 3 status, power variants 2 and 2.1 apply contain equal to damage taken, variant 2.1 applies to enemies in orbit, other variants scale with power (though variant 2 and 2.1 still need power 1, despite not benefiting from higher power)
Low Range type 4 variant 1
Range Limit 1 type 4 variant 2
Range Limit 2 type 4 variant 3
Artillery type 4 variant 4
Target suffers Damage type 5 power
Gain X on Spawn type 7 status, power
High Readiness type 8 variant 1
Megaship indicator type 8 variant 2
Construct indicator (hidden) type 8 variant 3
Cargo indicator type 8 variant 4
Strike indicator type 8 variant 5
Priority type 8 variant 6
+X damage per target Y type 9 status, power status 99 - "in orbit"
Apply Status in front type 11 variant 1, status, power
Apply Status to unit 2 in front type 11 variant 2, status, power unused, does not work, is compiled visually in the description
Apply Status to allies in orbit type 11 variant 3, status, power
Apply Status to enemies in orbit type 11 variant 3.1, status, power unused, found in code0
Apply Status to orbit section type 11 variant 3.5, status, power unused, found in code0
Apply Status to self and allies in orbit type 11 variant 3.8, status, power unused, found in code0
Apply Status to all allies type 11 variant 4, status, power
Apply Status to self and allies type 11 variant 4.8, status, power unused, found in code0
Apply Status to all enemies type 11 variant 5, status, power
Apply Status to orbit type 11 variant 6, status, power Only works with debuffs
Apply Status to random ally type 11 variant 7, status, power variants 8 and 9 are also listed but do not have card text (???)
Salvo / Scatter type 12 power Power 1-999 - Salvo, Power 1000+ - Scatter (does not count down once it is scatter)
Take X damage / Self-destruct type 14 power Power 0-999998 - Take X damage, Power 999999+ - Self-destruct. Description only shows up to "Take 999 damage". Power 0-1000 - "Self damage!" popup, Power 1001+ - "Selfdestruct!" popup
Scrambled type 16
Drive Power type 17 power
Depletable type 18 power
Target all enemies type 20 variant 1
Push/Pull type 21 variant 1, power Effect power controls crash damage. Tug cards have other variants: 3(rip), 2(crash), and 15(rapid), no idea what this means.
Push up an orbit type 21.1
Add Damage type 22 power
Count Timer up type 24 power
Pierce type 26
Increase Max Timer type 27 power
Retaliate type 29 variant 1
Assist type 29 variant 2
Counter Battery type 29 variant 3
Guided Attack type 29 variant 4
Trigger when hit with container type 29 variant 5
Avenging type 29 variant 6
EM Adaptation type 31 variant 1, power
Containment Immunity type 31 variant 2
Complex Operations type 31 variant 3
When hit with damage: Gain X type 33 status, power Status 100 - "Create [card_id]", needs a card_id argument after power
On Reinforce Timer: Gain X type 34 status, power
Gain X type 35 status, power
All strikes in hand gain X AM ammo type 37 variant 1, power
All strikes in hand gain X optimize type 37 variant 1.1, power
X strikes in hand gain fast deploy type 37 variant 2, power
All cards in hand gain X optimize type 37 variant 3, power
Rapid type 38
Fast Draw X type 38.1 power
On Death: Inflict X on attacker type 39 variant 1, status, power
On Death: All units on orbit suffer X type 39 variant 1.2, status, power
On Death: Inflict fighters buff as debuff on attacker type 39 variant 2
On Death: Transfer current AM buff to random ally type 39 variant 2.1
On Death: Create [card_id] type 39 variant 3, card_id, power
On Death: Apply X to all allies type 39 variant 4, status, power
On Death: Allies on orbit suffer X damage type 39 variant 5, power
On Death: Drop X SRM type 39 variant 6, power
Apply X if target has Y type 40 status, power Overload Frigate - status 1, Traffic Control HI - status 12.1
Create (unaffected by effect power?) type 41 variant 0, card_id, power
Create (affected by effect power?) type 41 variant 0.5, card_id, power
Create (second card?) type 41.1 card_id Found on medium carrier, which uses it to create it's bomber card
On deploy: Create [card] in your draw pile type 41.5 power 2, card_id
Create [card] in draw pile type 41.6 power, card_id
Remove type 42
On deploy: Gain X type 43 status, power
On deploy: Suffer type 43.1 status, power Only works with AM seed
Stealth type 44 power
Front target only type 45
Convert friendly X to Y type 47 status, status_target Does not seem to work with statuses other than fighters to bombers
Add effect power type 49 power Only seen on tech in base game, not yet tested on ships
Gain [Card] (permanently in the deck), remove OR Create type 56 variant 1 - gain, variant 2, 2.1, 3 - create. power, card_list, card_text "effect_card_list" is the list its referring to, "effect_card_text" is text displayed (aka [Card])
Deploy cost type 57 variant 0, power
Mercenary type 57 variant 1, power
Unload type 58 power
All tech cards in hand gain fast deploy type 59 variant 1
All strikes in hand gain fast deploy type 59 variant 2
All containers in hand gain fast deploy type 59 variant 3
Targeting restrictions type 60 effect_variant 1 only targets cargo
Targeting restrictions type 60 effect_variant 1.1 only targets units with friendly boarders/security
Targeting restrictions type 60 effect_variant 2 only size 1 units
Targeting restrictions type 60 effect_variant 3 only targets megaship
Targeting restrictions type 60 effect_variant 3.5 can target megaship
Targeting restrictions type 60 effect_variant 4 only targets cards in hand
Targeting restrictions type 60 effect_variant 5 unknown, seen on ab_crit_lure. likely cannot target solar orbit or stationary enemies
Targeting restrictions type 60 effect_variant 5 only targets constructs
Targeting restrictions type 60 effect_variant 8 unknown, seen on ab_add_scatter
Targeting restrictions type 60 effect_variant 9 only targets cards with a damage component
Convert [card_convert] to [card_text] with fast deploy type 62 card_convert, card_list, card_text
Special unit attack animation type 63 effect_force_anim 2 Shoots large cannons (pl_con_multi doesn't though?)
Special unit attack animation type 63 effect_force_anim 4 Shoots a heavy emp charge (seen on pl_lt_overload)
Special unit attack animation type 63 effect_force_anim 9 Shoots a spinal railgun. Rotate towards target and fire from center.
Special unit attack animation type 63 effect_force_anim 22 Shoots large cannons
Special unit attack animation type 63 effect_force_anim 35 Makes melee animations on target (hos_con_brawler)
Special unit attack animation type 63 effect_force_anim 36 Makes units ram when attacking
Special unit attack animation type 63 effect_force_anim 44 Shoots infrared lasers
Special unit attack animation type 63 effect_force_anim 64 Shoots flak guns
Special unit attack animation type 63 effect_force_anim 66 Shoots cargo missiles
Special unit attack animation type 63 effect_force_anim 70 shoots macron beams (pl_lt_troopship)
Special unit attack animation type 63 effect_force_anim 76 Shoots a lot of missiles (hos_tu_boss_phoenix)
Special unit attack animation type 63 effect_force_anim 77 Shoots small cannons
Special unit attack animation type 63 effect_force_anim 96 Shoots field knife attacks (shield)
Special unit attack animation type 63 effect_force_anim 97 Shoots hypershield field knife attacks (pl_et_shield_contain)
Special unit attack animation type 63 effect_force_anim 98 Shoots spinal laser (radiation). Rotate towards target and shoot from center.
Special unit attack animation type 63 effect_force_anim 99 Shoots gravity waves (seen on Allure)
Special unit attack animation type 63 effect_force_anim 101 Shoots spinal laser (hull strip). Rotate towards target and shoot from center.
Special unit attack animation type 63 effect_force_anim 102 Shoots electrical arc to enemy. (pl_merc_arc_ship)
Gain Effect Power on draw type 65 variant 99
When other card is played: Gain X variant, status, power Found on Anti-Light Charge Ray, surprisingly works with other effects (or at least EM)
On kill: Apply X hull reinforce to self and allies on orbit type 67 variant 1, power
On kill: Apply X repair bots to megaship type 67 variant 2, power
On kill: Gain X type 67 variant 3, status, power Does not seem to work with statuses that aren't defined with this keyword, but still shows up an empty "On kill:"
Phase Change (?) type 69 variant Variant 1 is CEO phase 2, Variant 2 is Franchise phase 2, Variant 3 is Resource Manager phase 2, Variant 4 is Shift Manager phase 2, Variant 5 is Consumer phase 2
Gain on discard type 70 status, power Status 107 is multistrike, while 107.1 is multi action, untested with others
Gain Effect Power on discard type 75 variant 2, power
[Unknown] type 76 Found on 4 cards, each has bombers application and another effect, maybe some kind of technical/compatibility keyword?
X Offense type 78 status, power So far only works with status 1(EM) and 2(Shield)
Apply random Status type 79 power
AM AMP +X type 80 status 6, power Despite having a status argument, it only works with AM
Replicate a copy of this card in your discard pile type 100 variant 5
Upgrade slots type 100 variant 6, power +-X dongle slots
Gains upgrade when added to deck type 100 variant 6.3, up_list Needs a list to refer to (see Engineer Class V16). Seems to only trigger on reward locations.
Set max timer to X type 100 variant 11, power Once used by Ancient Battleship, still works
Portal (hidden) type 100 variant 12 Adds a portal graphic behind the ship
Gateway type 100 variant 12.1, unit_id, power Adds a portal graphic behind the ship. Summons x[power] [card_id] units on reinforcements.
Evac type 100 variant 13 Must have effect power to work, but effect power seems to not affect it in any way?
Launch Guidance + Rapid type 100 variant 14
Gains upgrade if not deployed during this encounter type 100 variant 19
If Hacked: Attack Self type 100 variant 21
Mass Produced type 100 variant 22
Time Dilation type 100 variant 24, power
Dormant type 100 variant 25, power
Add Shield AMP +X type 100 variant 26, power
Add Controller X type 100 variant 33, power
Add Bot Efficiency type 100 variant 34, power
Add Optimize AMP +X type 100 variant 35, power
Add Decay AMP type 100 variant 38, power
Generator X type 100 variant 40, power
Commander designator (?) type 101 cmd_id, cmd_comms, cmd_tier, cmd_ability cmd_id and cmd_comms take the same string of the internal commander name, cmd_tier seems to always be 2, cmd_ability is exclusive to flock nemesis and is equal to 1, though changing that number does not appear to do anything
Unplayable + Complication type 666 variant 0.25, power(edge case) Depletable 1 on Engine Degradation overrides the Unplayable; effect power 2 on Heavy Jamming
Remove + Complication type 666 variant 0.5
Fuel Leak* + Remove + Complication type 666 variant 1 *Fuel Leak: Megaship suffers 1 cascade if you have 3 fuel leaks in your hand AT (in-game typo) turn end
Megaship suffers 1 cascade if any other card is played + Remove + Complication type 666 variant 2
Megaship suffers 2 damage and EMP unless this card is played + Remove + Hand EM + Complication type 666 variant 3
On discard: Megaship suffers X damage + Remove + Complication type 666 variant 4, power
Complication + Remove type 666 variant 5
Removed when drawn + Complication type 666 variant 6 seen on unused complication "ab_curse_dead_draw"

'Apply' keyword status effect IDs

Effect Name Internal ID Effect Power Extra arguments/Notes
Damage 0.5 Any
Energize/EMP 1 Any
Shield/Contain 2 Any
Hypershield/Hypercontain 3 Any
Cauterize/Rad 4 Any
Defense Mines/Intercept Mines 5 Any
AM Ammo/AM Seed 6 Any
Fighter Escort/Fighter Strafe 7 Any "effect_anim" with an animation defined in data.js and code0.js
Bomber Escort/Bomber Target 8 Any "effect_anim" with an animation defined in data.js and code0.js
Repair Bots/Salvage Bots 9 Any
EM Flares/EM Chaff 10 Any
Overdrive/Cascade 11 Any
Precision Targeting/Target Lock 12 Any
Armor Reinforce/Armor Strip 13 Any
Security/Boarders 14 Any
Optimize/Hack 15 Any
Add Stealth 100 Any
Add Entangled 101 1
Add Fast Deploy/Depletable(?) 102 ? 102 and 1000 appear together on Bulk Launch Prep, needs testing to determine which is which
Add Point defense 103 Any (including negative values)
Add Pierce 104 1
Add Scrambled 105 1
Add Salvo(?) 106 Any Appears only on Barrage Rig, which also has a mysterious type 60 effect
Add Multistrike 107 Any
Add Bonus Action 107.1 Any
Add Mass Produced 108 1
Add Integration 109 Any effect power other than 1 still shows no number, but it will apply the extra integration
Engineer Class V42 random Status 110 1(?)
When created: Gain 'Apply X?' 420 Any '?' is a random effect that gets decided on creation
Add Fast Deploy/Depletable(?) 1000 ? 102 and 1000 appear together on Bulk Launch Prep, needs testing to determine which is which
Add Rapid 1001 1

'Gain Status' keyword status effect IDs

Effect Name Internal ID Effect Power Extra arguments/Notes
Effect Power 99 Any
SRM 101 Any

Baseline effects

|

'When hit with Damage: Apply' keyword status effect IDs

There are only a few examples of these effects in the code. Unfortunately, other status effects do not seem to work with this keyword out-of-the-box (attempted with: Cascade, Boarders, Add Entangled, Add Scrambled)

Effect Name Internal ID Effect Power Extra arguments/Notes
Energize/EMP 1 Any
Shield/Contain 2 Any
Shield/Contain 2.1 Any found on containment decoy
AM Ammo/AM Seed 6 Any
Precision Targeting/Target Lock 12 Any
Optimize/Hack 15 Any

'Gain Status on spawn' keyword status effect IDs

Effect Name Internal ID Effect Power Extra arguments/Notes
Shield/Contain 2 Any
Hypershield/Hypercontain 3 Any
Defense Mines/Intercept Mines 5 Any
Fighter Escort/Fighter Strafe 7 Any "effect_anim" with an animation defined in data.js and code0.js
Bomber Escort/Bomber Target 8 Any "effect_anim" with an animation defined in data.js and code0.js
Repair Bots/Salvage Bots 9 Any
EM Flares/EM Chaff 10 Any
Security/Boarders 14 Any GP Acquisitions has this at power 2, but does not seem to spawn with security
Optimize/Hack 15 Any

Clone this wiki locally