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Magnetic turbine
 

Magnetic Turbine

Beta release

Type:
Structure
Faction:
Pirates
Rarity:
Renowned
Cost:
PPPP
Income:
P
Durability:
7

When you deploy this structure, return one of your ships to your hand or this structure fails to deploy

Reaction When an opponent chooses to draw a second card instead of deploying ships and structures, you may pay [P][P][P] then draw a card

Reaction When a ship destroys this structure, destroy that ship

Arsenals containing this card

Denial Pirate
Identify your opponents' strategies and deny them the ability to play their key cards.

Thin Mercenary
Play cheap cards that replace themselves until you clear the way for your capital ships.

Architect 150
A tailored selection of 150 cards used for arsenal drafting.

Architect 300
A tailored selection of 300 cards used for arsenal drafting.

Card tags

Card tags are used to categorize cards with similar characteristics.
Their only role is to make it easier to find specific cards.
Tags have no impact on gameplay.

cost_drawback
This card has an immediate drawback as an extra cost to deploying or using it.

deployed_reactions
This card can use reactions once deployed, other than those triggered when this card is deployed, destroyed, or replaced.

effect_draw
This card allows you to draw cards.

effect_removal_ships
This card can allow you to remove ships from play.

trigger_deployed
Something happens when this card is deployed.

trigger_destroyed
Something happens when this card is destroyed.

Rulings applying to this card

Rulings are official clarifications on the way ambiguous rules or card texts should be interpreted.

Choosing to ignore a reaction
Ruling issued on November 22nd 2024

Situation:
I deploy the Pirate ship Mecha Suit, which has a reaction that causes a durability loss to another ship when it is deployed. My opponents currently have no ships in play. Am I forced to cause a durability loss to one of my own ships?

Ruling:
No. Since this effect is a reaction, you can choose whether or not to activate it.

Additional costs as part of a failed action
Ruling issued on November 19th 2024

Situation:
I have a Trading Station in play, which has an action allowing me to place a card at the bottom of my arsenal in exchange for a resource. I activate this action, but an opponent uses a reaction, causing its action to fail. Do I still need to place the card at the bottom of my arsenal?

Ruling:
No. If the action fails, none of its effects occur. You keep the card in your hand.

Destroying a ship before it self-destructs
Ruling issued on November 19th 2024

Situation:
I deploy the Pirate ship Scrapper, which requires me to destroy another one of my own ships when it is deployed. I have a Stolen Cruiser in play, which says it is removed from play when I deploy another ship. Can I choose my Stolen Cruiser to be destroyed by the Scrapper before it self-destructs?

Ruling:
Yes, you can do that. Effects are resolved in order, one by one. First, the Scrapper is deployed, and you resolve its effect by destroying your Stolen Cruiser. Once it is done, any other effects are processed, which would have included the Stolen Cruiser destroying itself if you had not chosen to destroy it.

Resources spent on a failed action or reaction by a deployed card
Ruling issued on November 19th 2024

Situation:
I have the Terran structure Overseer Station in play. I activate its second action, which requires me to spend resources and destroy the Overseer Station in order to deploy a ship. An opponent uses a reaction, causing the Overseer Station's action to fail. Do I have to spend the resources?

Ruling:
As stated in the rules, when an action or reaction fails, the player who activated it loses the resources spent on it. The Overseer Station's action fails, and you do lose the resources spent. However, you do not have to destroy the Overseer Station, as the only part of a failed action which occurs is the loss of resources.