Revenant

Revenant Failure Cards

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There are seven Hull Failure cards (with reference numbers #1 to #7) and four Core Failure cards (with numbers #8 to #11)

#1 Energy Pulse

Deal 1 damage to all Arkships. Shields in sectors do not cancel this damage.

Each player must lose 2 Tactics, or as many as possible if the player has less than 2 Tactics. Start with the player with the highest Tactics. Players do not gain any Influence or Hidden Influence from this. A player’s Tactics can end up lower than what they reset it to according to their Captain’s rank.

#2 Shell Rupture

House ships cannot be deployed when a player resolves the Reinforce option of the Revenant. They still must spend the shown resources and place the Revenant Protection token. When you would discard this card, keep it in the play area as a reminder of the effect.

See #1 Energy Pulse.

#3 Blackout

Each player must lose 3 Energy, or as many as possible if the player has less than 3 Energy. Start discarding from noncorrupted Compartments, then discard from corrupted Compartments, if necessary.

Each player must lose 2 Discovery Data, or as many as possible if the player has less than 2 Discovery Data.

#4 Outbreak

Each player must gain 1 Corruption, and then must lose all resources in corrupted Compartments. Before gaining the Corruption, players can reorganize resources in Compartments that are not yet corrupted, as they would in the Action phase.

See #3 Blackout.

#5 Overcharge

Deal 1 damage to every House ship for each Frigate in their sector. Shields in sectors do not cancel this damage. If a House ship would gain more damage than required to destroy it, do not distribute the excess damage to another House ship or the Revenant.

See #3 Blackout.

#6 Chaos

Each player must reset their Tactics according to the rank of their Captain in the same way as they would during a Hyperjump, but they do not gain Influence or Hidden Influence for it. Players with a Rank 3 Captain gain 1 Material; if Tactics is reset again in the Hyperjump phase, these players gain the 1 Material again.

Each player must remove 1 Corruption from a Void Residue space of their Frigate board (if able).

#7 Erosion

Deal 1 damage to every House ship with a Corruption on it. Shields in sectors do not cancel this damage.

See #6 Chaos.

#8 Revenant Destroyed - Social Collapse

Every Influence marker of every player on all seven Influence tracks is reset to 5. Markers below the fifth space are not moved.

Remove the Revenant from the main board (this does not have any direct gameplay effect, it simply illustrates the demise of the fleet). Discard all Colony cards, even if one was already selected by the Hypercharge Revenant effect. Players will gain neither Influence nor Hidden Influence from resetting the Tactics track at the start of the Final scoring.

#9 Revenant Destroyed - Betrayals

Every player must discard Hidden Influence cards (of their choice) from their hands until they have 6 left. Players with 6 or fewer cards do not need to discard any.

See #9 Revenant Destroyed - Social Collapse.

#10 Revenant Destroyed - Deserters

During Final scoring, players will not score Prestige for played Frigate or Cadet cards. However they can still count these cards towards their Agenda conditions.

See #9 Revenant Destroyed - Social Collapse.

#11 Revenant Destroyed - Mutiny

During Final scoring, players will not score Prestige for the rank of their Captain, nor for the played Command cards. However they can still count these towards their Agenda conditions.

See #9 Revenant Destroyed - Social Collapse.