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==Fault Cards==
==Fault Cards==
[[File:Faultcardpreviewfront.png |thumb| Front Side. Anyone may read this side.]]
[[File:Faultcardpreviewback.png |thumb| Back Side. Only read this Report if you have Equipment allowing you to.]]
Fault Cards are lammies, some of which can be torn open, describing specific item damage or problems. They are handed out by referees and require roleplay, items, or Maintenance to be resolved.
Fault Cards are lammies, some of which can be torn open, describing specific item damage or problems. They are handed out by referees and require roleplay, items, or Maintenance to be resolved.



Revision as of 14:13, 12 August 2026

Fault Cards

Front Side. Anyone may read this side.
Back Side. Only read this Report if you have Equipment allowing you to.

Fault Cards are lammies, some of which can be torn open, describing specific item damage or problems. They are handed out by referees and require roleplay, items, or Maintenance to be resolved.

If you receive a Fault Card, you must read and follow the prompts on the grey and red side. Only look at the Report side if you have performed a scan.

  • If someone tries to repair the item normally they are allowed to read the grey side of the card because items can’t roleplay their symptoms.
  • If someone performs a tech scan using suitable Equipment or Cybernetics, you can show them both sides of the card.
  • Keep the Fault card with the broken piece of tech until it’s resolved. Once resolved, it should be handed to the main person who fixed it, so they can make notes and hand it in at the Taskminders.

Resolving Fault Cards

Anyone may attempt to resolve a Fault Card. The Report side lists the required roleplay, items, or all the item colours (Gears) that are needed for Maintenance. If you don’t have an item that allows you to read the Report, have the item owner or a witness read the Report side silently and track what you’re doing. If you predict the correct solution, it’s fixed! If not, either the card will state what to do or the owner decides what the consequence is to your failure.

Report

If you have a suitable Equipment or Cybernetic, you can roleplay scanning the item with the Fault card and read the yellow Report side, making it much easier to correctly resolve the card without wasting resources.

Maintenance

Many Fault cards require maintenance to resolve, but you’ll only find this out if you read the Report. If you see colourful Gears on the back, you must perform the Maintenance mechanic. The number inside each Gear denotes how many tokens of that colour you will need to use as part of the process.

Maintenance Guide

Some Fault Cards (or past poor Maintenance results), require Maintenance to resolve. Maintenance is represented by a Gear Box mechanic. It must be performed in an area with a stock of the Gear tokens needed for this mechanic. As you perform your roleplay, you use tools and resources to add colourful Gears to your box, then mix and draw one at the end. Once you’ve picked out one Gear, look at all the items you used that match that colour and apply the results listed on each card.

Gear Tokens

There are 5 possible colours of gears for Event 2. These are:

Please do not take these to incorporate into your kit at Event 2 as we have very limited supply currently. We intend to slowly introduce more Gear colours as more alien tech is present in-game.

The Process

The Fault Card will show several colourful gears with numbers in them. You must add at least this many gears of each colour listed to your Gear Box. You cannot add more than double of any colour of gear listed. For any gear colours not listed, you may add exactly one gear of that colour. You may only use one of each kind of item or equipment.

Different items will list what colour gear and how many it adds to the Gear Box. Put all used items to one side to reference later.

The exclamation mark may list some other minimum requirements, naming specific items to use. These can be any colour gear. Once you’ve met the minimum requirements, you can shuffle the box and draw one gear token. Find all items you used which match that colour and apply all effects shown in the gear on the cards.

Choosing your Gears

Most items will give a specific result, for better or worse. Use this information to change what gears you use, and how many different items you use of each colour.

Failure

Some Gear results will list failure. All resources have been wasted and the Fault persists.

Failure results may also list “+ requires x”. This means in addition to the original requirement, you now need to replace another part as well, increasing the difficulty. If you have multiple failures in a row across multiple draws, only use the latest set of additional requirements; they do not stack across time.

Equipment List

General Ardent Shop

Item Type Name Description Value
Equipment Maintenance Tool: Green Add a Green Gear for Maintenance. Usable once per Maintenance. 60 @ Ardent Shop
Equipment Maintenance Tool: Blue Add a Blue Gear for Maintenance. Usable once per Maintenance. 80 @ Ardent Shop
Equipment Maintenance Tool: Yellow Add a Yellow Gear for Maintenance. Usable once per Maintenance. 90 @ Ardent Shop
Mod High Quality Adds +1 Gear of this Equipment’s colour on use. 50 @ Ardent Shop

Taskminder Only

Item Type Name Description Value
Equipment Reconstructor Resolves the Corrode effect using 1 Power. 100 @ Ardent Shop
Equipment Final Adjustor You may redraw a Maintenance Gear once per Maintenance. 200 @ Ardent Shop

Expendables List

The Ardent provides a number of basic items for use on missions. These are freely available to anyone on the ship, in a comparable way to Mattock’s supply of basic ammunition for all combatants (even though OC you are expected to provide most of your own darts, IC it is provided by the ship).

Taskminder’s supplies are tracked and will dwindle. If too many items are withdrawn, Work Orders will be released to resupply the ship’s stock. As the Ardent continues deeper into the galaxy it will become increasingly important to use these resources carefully.

Individuals withdrawing large amounts of items may be subject to investigation for proper usage. Those acting for personal gain, against the interest of the ship, will face consequences.

Less common and stronger tools will need to be purchased from traders or sources from planets you visit.

Name Colour Gears Result
Fuse Blue 1 Success
Fuse Green 1 Success
Fuse Red 1 Failure
Wire Green 1 Success
Wire Blue 1 Success
Wire Red 1 Failure
Glue Yellow 1 Success
Capacitor Blue 1 Success
Capacitor Red 1 Failure
Transistor Blue 1 Success
Diode Blue 1 Success
Transformer Green 1 Success
Integrated Circuit Green 1 Success

Additional expendables will be available based on the final Fault list for the event.

What's the point of buying expendables?

The expendables listed above are the most basic ones you'll encounter during the game, and will be fine to resolve basic Faults but will not be sufficient for higher level Faults that require a large number of gears. Our goal is to ensure players can interact with Maintenance mechanics at an entry-level without having to spend resources. If you want to be a better engineer and tackle harder Fault cards, you'll need to spend credits on getting the right tools for it!

Examples:

Name Colour Gears Result
Fuse Blue 3 Success. Resist the next Static call.
Fuse Green 2 Success. The next Fault requires -1 of each Gear colour.