VERARBEITUNG
Lass dieses Fenster geöffnet.
Regelwerke
Regelwerkkatalog
84 Regelwerke. Der Matchmaker rollt pro Match ein oder mehrere Regelwerke (keines in Bronze, bis zu drei in Champion). Jedes Regelwerk verändert einen einzelnen Teilbereich der Kampfauflösung.
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Standard
In Bronze erlaubt
No ruleset modifiers active. Pure mana cap.
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Targeting Lock
All melee and ranged attacks always hit; Lift-Drive, Slipstream, and Blink-Shift evasion neutralized.
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Reinforced Hulls
In Bronze erlaubt
All fighters gain +2 armor at battle start.
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Tectonic Resonance
End of round, non-Lift-Drive fighters take 2 damage — armor absorbs it first (no overflow), then HP.
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Open Season
All fighters gain Hunter (target the lowest-HP enemy).
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Overkill Doctrine
Attacks deal double damage to Shocked (stunned) fighters.
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Skirmish Class
In Bronze erlaubt
Only fighters and commanders costing 4 mana or fewer may play.
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Psionic Blackout
Magic-attack fighters may not be used.
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Time Dilation
Fighters act in ASCENDING speed order (slowest first).
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Boarding Action
In Bronze erlaubt
Melee fighters may attack from any position (not just position 1).
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Grounded Guns
Ranged-attack fighters may not be used.
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Standoff Doctrine
Melee-attack fighters may not be used.
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Aces Grounded
Legendary-rarity fighters may not be used.
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Even Echelon
Only fighters with even mana cost may be used.
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Odd Echelon
Only fighters with odd mana cost may be used.
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Knife Fight
Only melee-attack fighters may be used.
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Artillery Doctrine
Only ranged-attack fighters may be used.
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Psi-Storm
Only magic-attack fighters may be used.
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Ironclad Only
Only fighters with armor may be used.
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Interceptor Class
Only fighters with speed 3 or higher may be used.
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High-Caliber Only
Only fighters with attack 3 or higher may be used.
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Rank and File
Only Common and Rare fighters may be used.
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Mercenaries Only
Only Neutral-affinity fighters may be used.
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Allegiance Sworn
Neutral-affinity fighters may not be used.
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Fireteam
Each team is capped at 4 fighters.
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Strike Squad
Each team is capped at 5 fighters.
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Veterans Only
Common-rarity fighters may not be used.
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Fallen Aces
Legendary-rarity fighters may not be used.
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Cadet Class
Only fighters and commanders costing 6 mana or fewer may play.
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Aegis Protocol
Every fighter on both teams begins the battle with Aegis Bubble.
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Defiance Protocol
All fighters gain Final Defiance (1.5x stats while the sole survivor).
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Infiltration Doctrine
All melee fighters gain Flank (target the back-most enemy).
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Marksman Protocol
All ranged and magic fighters gain Pickoff (target the back-most non-melee enemy).
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Ordnance Loadout
All fighters gain Splash (splash damage to fighters adjacent to the target).
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Reactive Plating
All fighters gain Recoil-Plate (reflect 2 damage to melee attackers).
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Adrenaline Surge
All fighters gain Berserker (+50% attack and speed while wounded).
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Attrition Protocol
Coming soon: would grant Marrow-Rot (max-HP-on-hit). Currently inactive — replay marker only.
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Killstreak Protocol
All fighters gain Killstreak (+1 to all stats on kill).
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Cloaking Field
All fighters gain Phase-Cloak (untargetable unless front-most or hit by Flank/Pickoff/Hunter/Spray-Fire).
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Ablative Plating
All fighters gain Plate (halved melee and ranged damage).
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Null-Field Generators
All fighters gain Null-Field (halved magic damage).
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Volatile Cores
All fighters gain Volatile Frame (splash half of damage taken to an adjacent ally).
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Ironwill Protocol
All fighters gain Ironwill (immune to stat-reducing debuffs).
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Vector Rotation
All fighters gain Vector-Shift (rotating attack vector).
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Undying Protocol
All fighters gain Final Defiance (1.5x stats while the sole survivor).
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Incendiary Rounds
Ranged and magic fighters apply Plasma-Burn on hit.
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Armor Failure
All fighters lose all armor at battle start.
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Mass Equilibrium
All fighters' max HP is normalized to the highest max HP on the field at start.
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Vital Suppression
Every fighter's max HP is capped at 4.
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Command Jamming
Commander stat-modifier effects are disabled. Replay marker only.
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Medbay Offline
Med-Mend, Frontline Mend, and Field-Mender are stripped at battle start.
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Systems Blackout
All fighters lose every ability at battle start.
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Hardened Shielding
Magic damage routes through armor first instead of bypassing it.
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Toxic Atmosphere
Every fighter on both teams begins the battle Poisoned (2 damage at round start).
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Radiation Storm
Every fighter on both teams begins the battle Burning (2 true damage end of round).
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Gravity Flux
Each team's positions are deterministically shuffled at battle start.
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Sensors Dark
Flank, Pickoff, Hunter, and Spray-Fire targeting are silenced.
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Feedback Surge
Attackers take 2 true damage on a miss.
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Overdrive Cascade
At end of each round, every alive fighter gains +1 to every stat.
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Chain Reaction
Overrun kills chain on consecutive kills (safety depth cap of 6 still applies).
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Power Initiative
Fighters with the highest attack act first, rarity as tiebreak.
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Vanguard Charge
On equal speed, melee fighters act before ranged and magic.
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Point-Blank Protocol
Ranged fighters may attack from the first position.
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Priority Target: Alpha
All fighters target the highest-current-HP enemy. Flank and Pickoff ignore.
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Phalanx Formation
In Bronze erlaubt
Position 1 takes 25% less damage; positions 5-6 take 25% more damage.
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Solar Flare
Magic attacks deal +1 damage to HP.
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Restorative Field
Med-Mend, Frontline Mend, Field-Mender, and Plate-Welder also restore 1 armor to the healed target.
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Focus Fire
Second and subsequent hits on the same target this round deal +2 damage.
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Purge Cycle
At end of every round, all status effects (stunned, poisoned) are cleared on every fighter.
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Marked for Death
End of round, the lowest-HP enemy is marked; attacks vs marked targets deal +1 damage.
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Sniper's Mark
First ranged/magic hit each round marks its target; subsequent hits on it deal +1 damage.
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Mirror Plating
Recoil-Plate, Counter-Volley, and Spell-Mirror reflected damage is doubled.
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Iron Tide
At end of every round, every alive fighter gains +1 max armor and +1 current armor.
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Battle Hardening
At end of round, every fighter that took damage this round gains +1 attack.
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Blood Frenzy
On kill, all friendly alive fighters gain +1 speed (cumulative).
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Heat Seeking
All fighters target the highest-current-armor enemy. Flank and Pickoff ignore.
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Slow Burn
Plasma-Burn damage scales with round number (round N deals N damage).
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Last Word
On any death, the friendly sliding into position 1 gains +1 attack and +1 speed.
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Battlefield Promotion
When position 1 dies, the new position 1 inherits its max armor (capped +3) plus that much armor.
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Old Guard
Epic and Legendary fighters banned; max mana per card capped at 6.
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Death March
Every alive fighter takes 1 true damage at end of each round (ignores armor and Lift-Drive).
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Sabotage Protocol
Strips Killstreak, Final Defiance, and Splash from every fighter at battle start.
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Resurrection Wave
End of rounds 3 and 6: last fighter that died on each team revives at 50% max HP.
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Resonance Field
Each fighter gains +N attack where N = number of other allies sharing its affinity.