Auras

Version: 3.0 | Last Updated: October 27, 2025

Overview

Auras are persistent, area-based effects emitted by cards (primarily Upgrade Modules) that influence the surrounding Grid.

Unlike Keywords (individual card effects) or Conditions (status applied to cards), Auras create zones of influence that affect multiple tiles and cards simultaneously. Auras remain active while their source is in play and powered.

Total Auras: 18 Categories: Combat (3), Defense (3), Support (3), Control (3), Resource (3), Utility (3)


Key Distinction

Type
Scope
Example

Keywords

Individual card effects

First Strike, Pierce, Regen

Conditions

Status applied to individual cards

Stunned, Shielded, Marked

Auras

Area effects influencing tiles/zones

Command Field, Barrier Field

Auras create zones of tactical control on the Grid.


Auras and Modules

Primary Source: Upgrade Modules

Most Auras come from Module - Upgrade cards attached to Units or Structures. When attached, these Modules grant the host card an Aura ability that affects the surrounding Grid.

Example:

Command Module (Upgrade Module)
Cost: 3 Signal
Links to: Any Unit or Structure

When linked: Host emits Command Field
Aura - Command Field (Range 2):
Allied Units within Range 2 gain +1 ATK.

How Aura Sources Work

  1. Deploy Module onto a Unit/Structure (via Link)

  2. Module grants Aura ability to host card

  3. Host emits Aura affecting tiles within range

  4. Aura persists while Module remains linked and powered

  5. Module destroyed → Aura ends immediately


Aura Dependency

Auras remain active while:

  • ✅ Module is linked to host

  • ✅ Host is on the Grid

  • ✅ Host is powered (has resources if required)

If any condition fails, Aura deactivates immediately.


Core Mechanics

Activation

Auras activate automatically when their source enters play (or when a Module granting an Aura is linked). No additional cost or trigger required.

Duration

Auras persist as long as:

  • The source card remains on the Grid

  • The source is powered (has required resources)

  • The source is not disabled (Jammed, Stunned, etc.)

Deactivation

Auras end immediately when:

  • Source is destroyed

  • Source leaves the Grid

  • Source loses power/resources

  • Source is disabled by control effects

  • Module granting Aura is detached/destroyed


Range Types

Range Type
Coverage
Example

Adjacent

Face-adjacent tiles only (4 tiles max)

Tiles directly up/down/left/right

Range 1

Same as Adjacent

Within 1 tile

Range 2

All tiles within 2 spaces

2-tile radius

Row

Entire horizontal row (8 tiles)

All tiles in Front/Mid/Back row

Zone

3×3 area centered on source

Source + surrounding 8 tiles

Network Path

All linked cards

Follows Link connections

Adjacency Rule: Diagonal tiles do NOT count unless specifically stated.


The 18 Essential Auras

COMBAT AURAS (3)

Area effects that enhance offensive capabilities.

Aura
Effect
Range
Source

Command Field

Allies gain +1 ATK

Range 2

Upgrade Module

War Cry

Allies gain +2 DMG on first attack each turn

Row

Upgrade Module

Overwatch

Allies deal +1 DMG when counterattacking

Zone

Upgrade Module


DEFENSE AURAS (3)

Defensive area effects that reduce damage or prevent harm.

Aura
Effect
Range
Source

Barrier Field

Allies immune to ranged damage

Range 2

Upgrade Module

Regeneration Zone

Allies heal 1 HP at start of turn

Adjacent

Upgrade Module

Hardened Defense

Allies gain +2 Armor

Zone

Upgrade Module


SUPPORT AURAS (3)

Effects that buff allies and enhance team capabilities.

Aura
Effect
Range
Source

Rally Point

Newly deployed allies gain +1/+1

Adjacent

Upgrade Module

Boost Field

Allies gain +1/+1

Range 2

Upgrade Module

Swift Movement

Allies gain +1 movement range

Row

Upgrade Module


CONTROL AURAS (3)

Effects that restrict, disable, or manipulate enemies.

Aura
Effect
Range
Source

Suppression Field

Enemies cannot attack

Zone

Upgrade Module

Jamming Signal

Enemies cannot use abilities

Range 2

Upgrade Module

Slow Field

Enemies have -1 movement range

Range 2

Upgrade Module


RESOURCE AURAS (3)

Effects that generate, enhance, or disrupt economy.

Aura
Effect
Range
Source

Efficiency Field

Friendly cards cost 1 less to deploy

Adjacent

Upgrade Module

Generator Boost

Resource Cores gain +1 output

Adjacent

Upgrade Module

Energy Siphon

Enemies generate -1 resource per turn

Zone

Upgrade Module


UTILITY AURAS (3)

Special mechanics that enhance positioning and network play.

Aura
Effect
Range
Source

Network Boost

Increase Link range by +1

Network Path

Upgrade Module

Extended Range

Allies gain +1 attack range

Range 2

Upgrade Module

Synchronization

Linked allies share triggered abilities

Network Path

Upgrade Module


Aura Interaction Rules

Stacking

Same Aura from same source: Does not stack (no effect) Same Aura from different sources: Stacks additively up to cap Different Auras: Stack freely Stack Cap: +3 per stat maximum

Example:

  • Command Field (+1 ATK) + Command Field (+1 ATK) + Command Field (+1 ATK) = +3 ATK (cap reached)

  • Additional Command Fields have no effect beyond +3 ATK cap

  • Boost Field (+1/+1) stacks separately from Command Field


Overlap

When multiple Auras affect the same tile:

  • All applicable Auras apply

  • Stat bonuses add together (up to stack cap)

  • Contradictory effects use Priority System:

    • Friendly > Neutral > Enemy

    • Newer > Older (timestamp)

    • Higher Tier > Lower Tier


Targeting Priority

Auras target in this order:

  1. Friendly cards first

  2. Neutral cards second

  3. Enemy cards last (if hostile Aura)


Detailed Aura Descriptions

COMBAT AURAS

Command Field

Effect: Allies within Range 2 gain +1 ATK Range: Range 2 Source: Upgrade Module Strategy: Broadest offensive buff, great for clustered formations Stacks: Yes, up to +3 ATK cap


War Cry

Effect: Allies in same row gain +2 DMG on their first attack each turn Range: Row (entire horizontal line) Source: Upgrade Module Strategy: Rewards coordinated row-based attacks, huge tempo swing Stacks: Yes, up to +6 DMG first strike (3 sources)


Overwatch

Effect: Allies in Zone deal +1 DMG when counterattacking Range: Zone (3×3) Source: Upgrade Module Strategy: Defensive formation buff, punishes enemy aggression Stacks: Yes, up to +3 DMG on counters


DEFENSE AURAS

Barrier Field

Effect: Allies within Range 2 are immune to ranged damage Range: Range 2 Source: Upgrade Module Strategy: Forces melee engagement, protects back-row units Stacks: No (immunity doesn't stack)


Regeneration Zone

Effect: Adjacent allies heal 1 HP at start of your turn Range: Adjacent Source: Upgrade Module Strategy: Sustain strategy, wins attrition wars Stacks: Yes, up to 3 HP/turn healing (3 sources)


Hardened Defense

Effect: Allies in Zone gain +2 Armor Range: Zone (3×3) Source: Upgrade Module Strategy: Makes defensive clusters incredibly durable Stacks: Yes, up to +6 Armor (3 sources, but capped at +3 effective)


SUPPORT AURAS

Rally Point

Effect: Newly deployed allies within Adjacent range gain +1/+1 Range: Adjacent Source: Upgrade Module Strategy: Deployment buff, makes new units immediately stronger Stacks: Yes, up to +3/+3 on deploy


Boost Field

Effect: Allies within Range 2 gain +1/+1 Range: Range 2 Source: Upgrade Module Strategy: All-around stat boost, most versatile Support aura Stacks: Yes, up to +3/+3 cap


Swift Movement

Effect: Allies in same row gain +1 movement range Range: Row Source: Upgrade Module Strategy: Enables flanking, repositioning, faster attacks Stacks: Yes, up to +3 movement (3 sources)


CONTROL AURAS

Suppression Field

Effect: Enemies in Zone cannot attack Range: Zone (3×3) Source: Upgrade Module Strategy: Total offensive shutdown in area, forces repositioning Stacks: No (can't attack = can't attack)


Jamming Signal

Effect: Enemies within Range 2 cannot use abilities Range: Range 2 Source: Upgrade Module Strategy: Disables combo pieces, shuts down activated abilities Stacks: No (disabled = disabled)


Slow Field

Effect: Enemies within Range 2 have -1 movement range Range: Range 2 Source: Upgrade Module Strategy: Restricts enemy mobility, creates positional advantage Stacks: Yes, up to -3 movement (3 sources)


RESOURCE AURAS

Efficiency Field

Effect: Friendly cards within Adjacent range cost 1 less to deploy Range: Adjacent Source: Upgrade Module Strategy: Economy advantage, enables faster deployment Stacks: Yes, up to -3 cost (3 sources)


Generator Boost

Effect: Resource Cores within Adjacent range gain +1 output Range: Adjacent Source: Upgrade Module Strategy: Amplifies economy, scales with multiple Cores Stacks: Yes, up to +3 output per Core


Energy Siphon

Effect: Enemies in Zone generate -1 resource per turn Range: Zone (3×3) Source: Upgrade Module Strategy: Economy disruption, starves enemy resources Stacks: Yes, up to -3 resources/turn (3 sources)


UTILITY AURAS

Network Boost

Effect: All linked cards gain +1 Link range Range: Network Path (follows Links) Source: Upgrade Module Strategy: Extends network reach, enables distant connections Stacks: Yes, up to +3 Link range


Extended Range

Effect: Allies within Range 2 gain +1 attack range Range: Range 2 Source: Upgrade Module Strategy: Enables back-row attacks, increases threat range Stacks: Yes, up to +3 attack range


Synchronization

Effect: Linked allies share triggered abilities Range: Network Path Source: Upgrade Module Strategy: "On Attack" from one unit triggers for all linked units Stacks: No (either synchronized or not)


Tactical Examples

Example 1: Defensive Grid Combo

Barrier Field (Range 2) + 
Regeneration Zone (Adjacent) + 
Hardened Defense (Zone)

Result:
- Allies immune to ranged damage
- Allies heal 1 HP/turn
- Allies gain +2 Armor
= Nearly impenetrable defensive position

Network Boost (Network Path) + 
Synchronization (Network Path) + 
Generator Boost (Adjacent to Cores)

Result:
- +1 Link range
- Share triggered abilities across network
- Resource Cores produce +1 output
= High-value connected economy network

Example 3: Aggressive Formation

Command Field (Range 2) + 
War Cry (Row) + 
Overwatch (Zone)

Result:
- +1 ATK baseline
- +2 DMG on first attack
- +1 DMG when counterattacking
= Offensive powerhouse formation

Example 4: Control Zone

Suppression Field (Zone) + 
Jamming Signal (Range 2) + 
Energy Siphon (Zone)

Result:
- Enemies cannot attack
- Enemy abilities disabled
- Enemies generate -1 resource/turn
= Total enemy shutdown zone

Faction Aura Patterns

Neurals (Signal)

Primary Auras: Network Boost, Synchronization, Jamming Signal Theme: Network control, signal manipulation Playstyle: Connect units, amplify network effects, disrupt enemy systems


Stellari (Life)

Primary Auras: Regeneration Zone, Boost Field, Rally Point Theme: Biological harmony, healing, growth Playstyle: Sustain allies, outlast opponents, mutual support


Sparkforge (Energy)

Primary Auras: Efficiency Field, Generator Boost, Extended Range Theme: Energy fields, volatile power, experimental tech Playstyle: High-output zones, resource manipulation, range advantage


Dragoon (Matter)

Primary Auras: Command Field, War Cry, Hardened Defense Theme: Tactical formations, military discipline Playstyle: Formation-based combat, defensive strength, coordinated assaults


Balance Rules

Maximum Range

Range 2 is the maximum for point-source Auras. Row and Network Path Auras are exceptions.

Stack Cap

Stat bonuses from multiple sources cap at +3 per stat. Additional instances have no effect beyond the cap.

Power Requirement

Network-based Auras require continuous Link connections. Severed Links disable connected Auras.

One Aura Per Card

A card can emit only ONE Aura at a time unless specifically stated otherwise (e.g., Commander abilities).

Counterplay

All Auras can be countered by:

  • Destroying the source

  • Disabling the source (Jam, Stun, Locked)

  • Moving out of range

  • Using Nullification effects


Design Guidelines

✅ DO:

  • Specify exact range (Adjacent, Range 2, Row, Zone, Network Path)

  • Define affected cards (allies, enemies, all)

  • Include power/resource requirements if applicable

  • Respect +3 stack cap

  • Provide counterplay options

  • Align with class identity

❌ DON'T:

  • Create global Auras (entire battlefield)

  • Stack same Aura from same source

  • Exceed +3 stat bonus cap

  • Create Auras with no counterplay

  • Make Auras active when source is disabled

  • Put multiple Auras on one card


Design Examples

Good - Clear and Balanced

Shield Generator (Structure - Defense)
Cost: 4 Energy
HP: 6
Links: 2

Aura - Barrier Field (Range 2):
Allied Units within Range 2 are immune to ranged damage.
Requires: Linked to Energy Core

Good - Module-Based

Command Module (Upgrade Module - Combat)
Cost: 3 Signal
Links to: Any Unit or Structure

When linked: Host emits Command Field
Aura - Command Field (Range 2):
Allied Units within Range 2 gain +1 ATK.

Bad - No Counterplay

Invincibility Field (BROKEN)
Cost: 5 Universal
Type: Structure
HP: 10

Aura - Invincible (Global):
All allies are immune to all damage.
Cannot be destroyed.

Problem: No counterplay, game-breaking

Strategic Depth

1. Positional Tactics

  • Place Aura source to maximize coverage

  • Move units INTO beneficial Auras

  • Push enemies OUT of your Auras

  • Pull allies INTO your Aura zones

2. Zone Control

  • Control a zone with layered Auras

  • Hard for enemies to contest

  • Must destroy sources or avoid area

  • Creates "king of the hill" gameplay

3. Module Strategy

  • Choose which Unit becomes Aura source

  • Protect high-value Aura sources

  • Stack Modules for layered Auras

  • Upgrade key positions for maximum impact

4. Formation Play

  • Row-based Auras encourage line formations

  • Zone Auras encourage clustering

  • Adjacent Auras encourage tight positioning

  • Spatial positioning becomes critical


Aura Checklist

Before publishing an Aura card:

  • [ ] Range clearly defined

  • [ ] Affected cards specified (allies/enemies/all)

  • [ ] Stack behavior defined

  • [ ] Power requirements stated (if any)

  • [ ] Counterplay exists

  • [ ] Fits class identity

  • [ ] Balanced with similar Auras

  • [ ] Stat bonuses respect +3 cap

  • [ ] Only one Aura per card


Aura Statistics

By Class

  • Combat: 3 (16.7%)

  • Defense: 3 (16.7%)

  • Support: 3 (16.7%)

  • Control: 3 (16.7%)

  • Resource: 3 (16.7%)

  • Utility: 3 (16.7%)

  • Total: 18

By Range

  • Adjacent/Range 1: 5 (27.8%)

  • Range 2: 7 (38.9%)

  • Row: 3 (16.7%)

  • Zone (3×3): 2 (11.1%)

  • Network Path: 3 (16.7%)

By Source Type

  • Upgrade Module: 18 (100%)

  • Note: Some Structures and Commanders may also emit Auras in future expansions


Version History

Version 3.0 - October 27, 2025

  • MAJOR SIMPLIFICATION: Reduced from 50 to 18 Auras

  • Organized by 6-class system

  • Focused on meta-defining positioning and buffs

  • Added movement/range Auras (Swift Movement, Extended Range, Slow Field)

  • Clarified Upgrade Module as primary source

  • Maintained +3 stack cap across all effects

  • Removed redundant/niche Auras

  • Streamlined for competitive play

Version 2.0 - October 13, 2025 (Superseded)

  • 50 Auras total

  • Removed "Actions" references

  • Added Module integration

Version 1.2 - October 2025 (Superseded)

  • Initial aura compilation

  • 24 base Auras


Document Status: ✅ READY FOR PLAYTESTING Total Auras: 18 (streamlined from 50) Organization: 6-class system, meta-critical Primary Source: Upgrade Modules Next Review: After playtesting confirms stack cap balance

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