FARGATE

Power-ups

Three systems, three levels each.

Power-ups drop from what you kill. Each of the three Systems stacks to Level 3, and every level adds a mechanic of its own on top of the last, and keeps everything below it — so each card's numbers are what you hold at that level.

Weapons · Level 1

Bullet Damage

Every bullet the ship fires hits harder.

Damage
×1.5

Armor · Level 1

Reinforced Hull

A deeper health pool that slowly refills, and the bar tops up to match.

Max HP
+50
HP regen
+1.5/s

Energy · Level 1

Overdrive

The ship gets up to speed faster, and its top speed rises with it.

Acceleration
×1.15

Weapons · Level 2

Double Shot

Primary fire becomes two bullets, one off each flank.

Damage
×1.5
Bullets
2

Armor · Level 2

Armor Shield

A visible ring on the hull blunts every hit that lands, from any source.

Max HP
+50
HP regen
+1.5/s
Damage blocked
25%

Energy · Level 2

Kinetic Hull

Fly fast enough and the hull is a weapon: it rams whatever it touches, harder the faster you go, and contact no longer hurts you.

Acceleration
×1.15
Hot above
300 u/s
Ram
speed ×0.1

Weapons · Level 3

Homing Missiles

Missiles launch on their own and hunt the nearest enemy.

Damage
×1.5
Bullets
2
Missiles
2 every 2.5s
Missile damage
45 splash

Armor · Level 3

Damage Reflection

Part of every hit you take is dealt back to whatever hit you.

Max HP
+50
HP regen
+1.5/s
Damage blocked
25%
Damage returned
50%

Energy · Level 3

Energy Pulse

A wave leaves the ship on a clock. Every enemy it reaches is stunned.

Acceleration
×1.15
Hot above
300 u/s
Ram
speed ×0.1
Stun
1s every 3s
Reach
600 u