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
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
Deploy Module onto a Unit/Structure (via Link)
Module grants Aura ability to host card
Host emits Aura affecting tiles within range
Aura persists while Module remains linked and powered
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
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.
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.
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.
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.
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.
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.
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:
Friendly cards first
Neutral cards second
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 positionExample 2: Network Uplink
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 networkExample 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 formationExample 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 zoneFaction 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 CoreGood - 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-breakingStrategic 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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