SCRAP Cards & Salvage System
When components break, their cards become scrap. Strip the wreckage...three broken parts might yield two working pieces.
What Are SCRAP Cards?
When a component is destroyed, all equipment cards associated with that component become "SCRAP".
Key Rules:
- SCRAP cards remain in your deck (they are NOT removed from the game)
- SCRAP cards do nothing when played (blank, useless actions)
- SCRAP cards still count as Casket HP - they can absorb damage
- SCRAP cards can be salvaged for card draw (0 SP action: discard 3 SCRAP → draw 2)
Important: SCRAP represents broken machinery, shattered weapon mounts, and dead electronics. The cards remain physical mass that can absorb incoming fire, but they no longer function as intended.
When Cards Become SCRAP
Component Destruction Triggers:
| Component Destroyed | Cards → SCRAP | Typical Count |
|---|---|---|
| Right Arm (8+ dmg) | All Primary Weapon cards | ~12 cards (varies by faction) |
| Left Arm (8+ dmg) | All Secondary Equipment cards (shields, offhand) | ~6 cards (varies by loadout) |
| Head (8+ dmg) | All Sensor/Targeting cards | ~2-4 cards (if equipped) |
| Chassis (10+ dmg) | N/A (Casket near-death, +3 Pilot Wounds) | - |
| Legs (10+ dmg) | All Movement Enhancement cards | ~2-3 cards (if equipped) |
What Happens Immediately:
- Component is destroyed (threshold reached)
- All associated equipment cards → SCRAP (no matter where they are: hand, deck, or discard)
- Discard all SCRAP from hand (they're broken, can't use them now)
- SCRAP cards in deck/discard remain (you'll draw them later)
The SALVAGE Action
SALVAGE (0 SP, Free Action)
Effect: Discard 3 SCRAP cards from hand → Draw 2 cards from deck
Timing: During your Action Phase, any time
Limit: None - can do multiple times if you have enough SCRAP in hand
Clarification: SCRAP must be in your hand to salvage. You cannot salvage SCRAP directly from deck or discard pile.
How It Works:
- You have SCRAP cards in hand (useless cards from destroyed components)
- Play SALVAGE (0 SP, doesn't use your SP pool)
- Discard 3 SCRAP cards from hand
- Draw 2 cards from deck immediately
- Repeat if you have more SCRAP in hand (need 3 SCRAP minimum per use)
Strategic Use:
- Improved cycling - Trade 3 dead cards for 2 potentially useful cards (3-for-2 ratio)
- Desperate measures - When your hand is clogged with SCRAP, strip parts to find anything functional
- Dig for answers - Search for specific cards (Emergency Vent, Reactive Defense, etc.)
- SP efficiency - 0 SP cost means you can Salvage multiple times then attack
- Slower depletion - 3-for-2 ratio means less deck burn compared to 2-for-1
Example: Right Arm Destroyed
Setup:
- Pilot: Church Confessor
- Deck Composition: 10 Universal, 12 Primary Weapon (Penitent Blade), 6 Secondary (Buckler Shield), 2 Faction Tactics
- Current State: Right Arm just reached 8 Component Damage → DESTROYED
What Happens:
Step 1: Right Arm Destruction
- All 12× Penitent Blade cards → SCRAP (wherever they are)
- Currently in hand: 3× Penitent Blade → Discard all 3 immediately
- Remaining in deck/discard: 9× Penitent Blade (now SCRAP, will draw later)
Step 2: Next Draw Phase
- Draw to hand size 6
- Draw 3 cards (to refill after discarding SCRAP)
- Result: Draw 2× SCRAP (Penitent Blade), 1× Desperate Lunge (Universal)
- Hand now: 2× SCRAP, 1× Desperate Lunge, 3× other cards
Step 3: Next Turn - Salvage Aggressively
- Refresh Phase: Restore to 6 SP
- Draw Phase: Draw 2 more SCRAP cards (hand now: 3 SCRAP, 3 other cards)
- Action Phase:
- Play SALVAGE (0 SP) → Discard 3 SCRAP, draw 2 cards (draw: Emergency Vent + Shield Bash)
- Still have 6 SP remaining!
- Play Emergency Vent (2 SP) → Remove 3 Heat
- Play Shield Bash (2 SP) → Attack for 4 damage
- Use remaining 2 SP as needed
Result:
- Salvaged 2 useful cards (Emergency Vent + Shield Bash) by stripping 3 SCRAP parts
- No SP wasted - Salvage is 0 SP
- Still functional with Universal cards + Secondary Equipment (Buckler Shield still works!)
- Improved efficiency (3-for-2) makes deck cycling more sustainable
SCRAP as Damage Absorption
SCRAP cards still count as Casket HP. They can absorb incoming damage.
When Taking Damage:
- You can discard SCRAP cards to absorb damage (from hand or deck)
- SCRAP = dead weight, but at least it shields you
- If discarding from hand: Choose SCRAP first (save useful cards)
- If discarding from deck: Risk drawing SCRAP randomly (but keep hand intact)
Strategic Implication:
SCRAP is a mixed blessing:
- ✅ Pro: Can absorb damage (better than nothing)
- ✅ Pro: Can be cannibalized for card draw
- ❌ Con: Dilutes deck (fewer useful draws)
- ❌ Con: Takes up hand space if not cannibalized
Advanced Tactics
1. Pre-Emptive Salvage
If you anticipate component destruction:
- Discard Primary Weapon cards from hand when taking damage
- This converts them to Component Damage → speeds up destruction
- Once destroyed, you can Salvage them next turn (3-for-2 ratio)
- Trade immediate power for future cycling opportunity
2. SCRAP-Aware Deck Building
Plan for component loss:
- Include more Universal cards (10-12 instead of mandatory 10)
- Use versatile Secondary Equipment (works even if Right Arm destroyed)
- Take Faction Tactics that don't require specific components
- Example: Church "Blood Offering" (discard 2, buff active) still works with SCRAP deck
3. Multi-Component Destruction
If multiple components are destroyed:
- Right Arm + Left Arm destroyed = ~18 SCRAP cards in deck!
- Deck becomes 60% SCRAP (18 SCRAP / 30 total cards)
- Every draw has 60% chance of SCRAP
- Must Salvage aggressively every turn to function (3 SCRAP → 2 cards)
- 3-for-2 ratio slows deck depletion (net -1 card vs old 2-for-1 = net -1 card)
- At this point: Consider retreating or ejecting
4. Damage Card vs SCRAP Synergy
Deck depletion adds Damage cards, components add SCRAP:
- After 2 reshuffles: 2× Damage cards in deck
- Right Arm destroyed: +12 SCRAP cards
- Total dead cards: 14 / 30 = 47% dead draws
- Death spiral accelerates rapidly
- Salvage can only cycle SCRAP, not Damage cards!
- 3-for-2 Salvage ratio provides better sustainability than old 2-for-1 system
Faction-Specific SCRAP Strategies
Church of Absolution
- Blood Offering: Discard 2 cards for +3 dmg → Works with SCRAP! Discard 2 SCRAP, gain buff
- Faithful Unto Death: Self-harm cards can burn SCRAP instead of useful cards
- Strategy: Embrace component loss, use SCRAP as fuel for Blood magic
Dwarven Forge-Guilds
- Runic Reinforcement: Draw cards when taking damage → Cycle SCRAP faster
- Ironclad Endurance: Reduce damage → Prevent component destruction in first place
- Strategy: Minimize SCRAP generation, tank hits with high Defense
The Ossuarium (Undead)
- Necro-Reconstruction: Resurrect discarded cards → Can pull useful cards from discard even if deck is 60% SCRAP
- Bone Armor: Destroyed components might trigger regeneration effects
- Strategy: Use SCRAP as discard pile fuel for resurrection mechanics
Elven Verdant Covenant
- Nature's Renewal: Shuffle discard into deck → Dilutes SCRAP concentration
- Vine Regrowth: Draw extra cards → Find useful cards faster despite SCRAP
- Strategy: Out-draw the SCRAP, cycle deck rapidly
FAQ: SCRAP Cards
Q: Can I choose NOT to Salvage SCRAP?
A: Yes. Salvage is optional. You might keep SCRAP in hand to discard for damage later (saves useful cards).
Q: Do SCRAP cards count toward Component Damage when discarded?
A: No. Once a card becomes SCRAP, it no longer counts as a Primary Weapon or Shield. Discarding SCRAP = 0 Component Damage.
Q: What if I Salvage and draw more SCRAP?
A: Still possible but better odds. You burned 3 SCRAP to draw 2 cards. If both are SCRAP, net -1 card. 3-for-2 ratio gives better chances than old 2-for-1.
Q: Can I Salvage during opponent's turn?
A: No. Salvage is a Free Action during YOUR Action Phase only. Cannot use reactively.
Q: What if I only have 1-2 SCRAP in hand?
A: You cannot Salvage. Salvage requires 3 SCRAP minimum. Keep those SCRAP cards to discard for damage absorption.
Q: If I reshuffle, do SCRAP cards stay SCRAP?
A: Yes. SCRAP status is permanent for that battle. Reshuffling doesn't restore them.
Q: Can destroyed components be repaired mid-battle?
A: No. Component destruction is permanent for that battle. SCRAP cards remain SCRAP until the mission ends.
Q: What happens to SCRAP in campaign mode between missions?
A: SCRAP is repaired/replaced between missions. Your deck returns to full functionality (unless you have permanent Scars).
Quick Reference: SCRAP Rules
| Situation | Rule |
|---|---|
| Component destroyed | All associated equipment cards → SCRAP (hand, deck, discard) |
| SCRAP in hand | Discard immediately when component destroyed, or keep for damage absorption |
| Playing SCRAP | Does nothing (blank action, wasted play) |
| Salvage cost | 0 SP (Free Action, can do multiple times if you have enough SCRAP) |
| Salvage effect | Discard 3 SCRAP from hand → Draw 2 cards (3-for-2 ratio) |
| SCRAP as HP | Can discard SCRAP to absorb damage (saves useful cards) |
| SCRAP Component Dmg | Discarding SCRAP = 0 Component Damage (no longer Primary/Shield) |
| SCRAP permanence | Permanent for battle, repaired between missions (campaign) |
See Also
SCRAP cards integrate with these systems:
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Remember: Salvage costs 3 SCRAP → 2 cards. Better efficiency than before. Choose wisely.