Unit Cards
COMBAT / CARDS
Unify your Units in battle, call that some Unity... Heh...

A neutral Unit Card.
Unit cards are the main fighting force of all Factions. During standard play these cards are Deployed to the Playfield, and may Move, Attack, be Discarded, and be Destroyed when active.
Unit cards are split into two card types:
Soldier card.
Specialist card.
Both cards are split into their own respective decks and can be referred to individually as Soldiers and Specialists. Units encompasses both types.
Reading The Card
1. Card Name
This is the card's name. Each card has a unique name based off who they are and what they do.
2. Card Type
This is the card's type, represented by both a title and icon. Cards are often referred to as their type rather than by name using their respective icons.
3. Card Image
The image of the card. Some cards may display portraits of their Unit, or may display an icon.
4. Card Sigils
Unit cards can hold up to 3 Sigils at a time. Sigils are referenced by Icons only.
5. Faction
The Faction this card has pledged allegiance to. Faction Unit Cards can only be Deployed from the hand, Retreated to the discard pile, or Reserved to the Reserve Deck of players who both own the card, and match the Faction. Neutral Cards (Also referred to as
Cards) can be used by any Faction.
It is possible for some mismatching factions to hold temporary control of other Faction Unit Cards while on the playfield. Once they are removed from the playfield, temporary ownership is lost.
6. Card Description
The card's description text. Can either be cosmetic or used to define the conditions for using a card and the effects that it provides upon activation.
7. Level
The cost tier of a card. All cards cost Turn Points (Also referred to as
Attacking Turn Points, or
Defending Turn Points) to be put into play from a player's hand relative to their
Level. Level 5 Unit Cards are exclusive to the Titan Faction.
8. Durability
The durability tier of a card. Represents the maximum amount of
Health a card has, and the maximum amount of
Armor a card can have at once.
9. Damage
The damage tier of a card. Represents the amount of
Direct Damage or
Indirect Damage a card deals when performing a damaging action.
10. Trade
The value tier of a card. Represents the amount of Turn Points given when Scrapped, or the cost of Retreat.
11. Speed
Represents the maximum amount of actions you may perform with a card in a turn. Once a card has used all of its actions, it may not be used again for the remainder of the turn.
12. Range
Represents the maximum distance in cells a card can attack from.
























Suppressed status, so long as your captains are part of the battle. Finding an advantage to push on during an attack can be tricky, Kingsman gives you that advantage if you are willing to risk it.
The R.A.I.S.E and
The Machines, both of these factions are 



















