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Rulesets
Ruleset Catalog
84 rulesets. The matchmaker rolls one or more rulesets per match (none in Bronze, up to three in Champion). Each ruleset rewrites a single slice of how combat resolves.
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Standard
Allowed at Bronze
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
Allowed at Bronze
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
Allowed at Bronze
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
Allowed at Bronze
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
Allowed at Bronze
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.