SS Gauntlet

// CAPTAIN'S TACTICAL GUIDE //
v4.0.2

01. Overview

Starship Gauntlet is a deck-building roguelike set in deep space. You command a starship through a branching star chart of 10 rows, fighting enemies, shopping for ship modifications, and scavenging resources. Build your command deck, install ship mods, chain abilities for bonus damage, and defeat the final boss.

Victory: Defeat the boss at the end of the star chart.
Defeat: Your hull reaches 0 at any point. Permadeath — your save is deleted on death.

The game auto-saves before each star chart screen. You can continue a run from the start screen using one of 3 save slots.

02. Turn Structure

Each combat turn has four phases:

Planning
Resolving
Enemy Phase
End Turn

Planning Phase

Your hand is drawn from the draw pile. Drag cards in the order console to set execution order. Click a card to select it, then click an enemy to assign a target. Cards beyond your CC budget are greyed out and cannot be targeted. Press EXECUTE when ready.

Resolving Phase

Commands execute sequentially in the order you set. Damage, shields, and status effects apply immediately — later cards in the queue see updated state. Chain bonuses accumulate as consecutive same-tag cards resolve.

Enemy Phase

Each enemy acts in order based on their AI type. Enemies telegraph their intent (visible on their target card and radar blip when scanned). Ionized enemies may fail to act — see Status Effects.

End Turn

Remaining hand is discarded. Cooldown timers tick down (exhausted cards with cooldowns return to discard when ready). Corrosion (COR) deals damage. Ionized stacks decay by 1 on enemies. Player Ionized stacks that were present at the start of the turn also decay by 1 (Ionized freshly applied during the enemy phase is protected until next turn). Chain resets. A new turn begins.

03. Resources

Hull
60
Your health. Reaches 0 = death. Carries over between encounters. 15% heal (rounded down) after each combat victory.
Shields
30 max
Absorbs damage before hull. Starts at 0 each combat. Resets to 0 between encounters. Capped at 30.
Command Capacity
4 / turn
Spend CC to play cards. Each card has a cost (0–3). Unspent CC is lost. Diversity bonus can grant +1 CC next turn.
Credits
0 start
Earned from combat victories and mining nodes. Spent at shop nodes for ship modifications, cards, and repairs. See Credits for details.
Shields absorb incoming damage first. Any damage exceeding your shields spills over to hull. Shields never go below 0.

04. Card Types

Every command card has a type that determines its chain tag and UI color:

TypeTagRole
ATKATTACKDirect damage to enemies
DEFDEFENSEShield generation and hull protection
SYSSYSTEMSCC manipulation, shield stripping, Ionized
TACTACTICSTarget Lock, scanning, intent disruption
TECTECHCorrosion, DOT effects
SPCSPECIALUnique effects outside standard categories

Card types matter for two systems: Chain bonuses (same type in a row) and Tactical Diversity (3+ different types in one turn).

05. Deck Mechanics

Your deck cycles through four piles:

Draw & Reshuffle

At the start of each turn, cards are drawn from the draw pile into your hand. When the draw pile runs out, the discard pile is shuffled and becomes the new draw pile, then drawing continues.

Exhaust & Cooldown

Some powerful cards are exhausted after use — removed from the cycle. Cards with a cooldown (e.g., "CD 2") return to the discard pile after that many turns, ready to be drawn again.

Open the Command Orders viewer (top-left panel) to see where every card in your deck currently sits — draw, discard, or exhaust.

06. Targeting

SS Gauntlet uses explicit card-first targeting:

  1. Click a card in the order console to select it (amber highlight).
  2. Click an enemy — either their target card in the tactical panel or their blip on the radar — to assign the target.
  3. A spinning reticle icon appears on the card, confirming the assignment.

Click a selected card again to deselect it. Cards beyond the CC affordability cutoff cannot acquire targets — moving a card out of the affordable zone clears its target.

Some cards target all enemies (e.g., Sweep Barrage, Corrosive Barrage). These don't need individual targeting — they hit every enemy automatically.

07. Status Effects

TL Target Lock

Applied to enemies via scanning commands. Many attack cards deal bonus damage when the target has TL, consuming the stacks in the process. TL is your primary damage amplifier — scan first, then strike.

ION Ionized

On enemies: Each Ionized stack gives the enemy a 20% chance to fail their action each turn (capped at 75% at 4+ stacks). On failure, the enemy skips their action but keeps their intent — they'll try again next turn. Ionized decays by 1 stack per turn.

On the player: Reduces CC by the number of Ionized stacks at the start of the turn (minimum 0 CC). Decays by 1 at end of turn, but Ionized freshly applied during the current enemy phase is protected until next turn. A dangerous debuff that limits your options.

COR Corrosion

Applied to enemies. At end of turn, COR strips shields first (1 shield per stack), then deals hull damage equal to remaining stacks. COR is persistent — it does not decay, making it powerful against high-shield enemies.

Ionized on enemies is crowd control — disrupting a dangerous enemy's heavy laser can save your ship. Stack it on high-damage threats.

08. Chain Mechanic

Playing consecutive commands with the same chain tag targeting the same enemy builds a chain. The chain count determines your bonus tier:

ChainATK BonusDEF BonusSYS / TAC / TEC Bonus
x2+25% damage+25% shields+30% status amount
x3+40% damage+40% shields+50% status amount
x4++60% damage+60% shields+75% status amount

Bonuses are percentage-based and round down: bonus = floor(base × percentage).

What Breaks the Chain

Chain UI

The Chain Status indicator in the ship status panel shows 5 pips matching bonus tiers. During planning, it previews the peak chain in your affordable queue. During resolving, it shows the live chain state. Pips glow when a bonus tier is reached.

SYS/TAC/TEC chains have higher percentage bonuses (+30/50/75%) because their base amounts are small integers. Three Ion Lances in a row can stack massive Ionized.

09. Tactical Diversity

Play 3 or more distinct card types in a single turn to earn +1 CC on your next turn. This bonus has a 2-turn cooldown (minimum 3 turns between earning bonuses).

The diversity indicator shows 3 pips that fill as you add distinct types to your plan. When all 3 light up, a "READY" label glows. Fizzled commands still count toward diversity.

Diversity and chaining create a strategic tension: chaining rewards same-type focus for bonus damage, while diversity rewards type variety for extra CC. Balancing both is key to advanced play.

10. Starting Deck

You begin each run with 10 command cards:

CardTypeCostQtyEffect
Pulse Burst ATK 11 8 damage if target has TL, else 6 damage
Kinetic Slug ATK 11 9 damage
Sweep Barrage ATK 11 4 damage to all enemies
Brace Pattern DEF 13 +7 shields
Degaussing Pulse DEF 11 Remove all Ionized from self, +4 shields. Exhaust, 2-turn CD
Sensor Sweep TAC 11 +6 TL to target enemy
Wide Scan TAC 11 +3 TL to all enemies
Nanite Particle Swarm TEC 11 +3 COR to target. Exhaust, 2-turn CD

8 unique cards, 10 total (Brace Pattern ×3). A balanced mix of damage, defense, scanning, and tech. Every card costs 1 CC, fitting neatly into your 4 CC budget.

11. Reward Cards

After each combat victory, choose 1 of 3 offered cards (or skip). Rarity affects offer weight: common cards appear more often, rare cards less so.

Uncommon

CardTypeCostEffect
Railshot ATK2 16 damage
Focused Beam ATK2 12 damage
Emergency Shields DEF2 +12 shields
Overcharge ATK2 5 damage to all enemies (8 if target has TL)
Ion Lance SYS1 4 ion damage + 2 Ionized to target
Tactical Analysis TAC1 +4 TL to target + 3 shields
EMP Burst SYS1 3 ion damage + 2 Ionized to target
Battle Focus TAC0 +2 TL to target + 1 CC
System Hack SYS2 Strip all shields from target enemy
Last Stand Protocol ATK1 Deal damage equal to missing hull. Exhaust
Corrosion Catalyst TEC2 Deal 4 × COR stacks as true damage + 3 kinetic
Overload Reactor SYS0 +3 CC + 5 self-damage. Exhaust, 3-turn CD
Overclocked Railgun ATK3 22 kinetic damage + apply 1 Ionized to self

Rare

CardTypeCostEffect
Hull Patch DEF0 +5 shields. Exhaust, 3-turn CD
Corrosive Barrage TEC2 +2 COR to all enemies. Exhaust, 3-turn CD
Crossing the T ATK2 25 damage if target shields = 0, else 8 damage. Exhaust
Fire Ship ATK1 20 damage to enemy + 8 damage to self. Exhaust
Crazy Ivan TAC2 Nullify all enemy intents. Exhaust. NONE chain (breaks chain)
Broadside ATK2 Deal your shields as damage to all enemies + set your shields to 0. Exhaust
Nelson's Gambit SYS0 +4 CC + set your shields to 0. Exhaust
System Overload SYS2 Deal 3 × Ionized stacks as ion damage + 2 Ionized to target. Exhaust, 3-turn CD
Precision Strike ATK3 24 damage if target has TL ≥ 3 (consumes 3 TL), else 10 damage

12. Credits

Credits are the run currency, earned from victories and spent at shop nodes. You start each run with 0 credits.

Earning Credits

SourceCredits
Tier 1 combat victory15 cr
Tier 2 combat victory25 cr
Tier 3 combat victory40 cr
Elite combat victory60 cr
Boss victory80 cr
Mining node15 cr

Spending Credits

Shop nodes (formerly dock stations) let you purchase ship modifications, add cards to your deck, and repair hull damage. Budget carefully — credits are limited and the best mods are expensive.

Elite encounters award 60 credits and also offer a choice of 2 ship modifications as a bonus reward. Routing through elite nodes is risky but highly rewarding.

13. Ship Modifications

Ship modifications are permanent upgrades installed between combats. You can have one mod per category (5 categories). Installing a new mod in a category replaces the old one.

Hull Mods

ModCostEffect
Reinforced Plating30 cr+10 max hull
Ablative Armor50 crReduce all incoming damage by 1
Emergency Bulkheads45 crWhen hull < 15, gain 8 shields (once per combat)

Shield Mods

ModCostEffect
Capacitor Banks30 cr+5 shield cap
Auto-Shields35 crStart combat with 8 shields
Reflective Plating55 crShields reflect 2 damage back to attacker

Reactor Mods

ModCostEffect
Auxiliary Reactor60 cr+1 CC per turn
Power Saver40 crFirst card each turn costs 1 less (min 0)
Overcharge Capacitor25 cr+2 CC on turn 1 only

Weapons Mods

ModCostEffect
Targeting Uplink35 crStart combat with 2 TL on all enemies
Magnetic Accelerator50 crATK cards deal +2 damage
Armor Piercing Rounds55 crDamage ignores first 3 shields on target

Systems Mods

ModCostEffect
Ion Hardening30 crImmune to Ionized status
Nanite Dispenser50 crCOR applications add +1 extra stack
ECM Suite45 crEnemy damage reduced by 2 on first hit each turn
Mods can be purchased at shop nodes or earned as rewards after elite encounters (pick 1 of 2). Build your mod loadout to complement your deck strategy — an Auxiliary Reactor (+1 CC) pairs well with high-cost ATK decks, while Ion Hardening protects against enemy Ionized stacking.

14. Enemy Types

Each enemy has an AI type that determines their action probabilities each turn:

Standard AI

AI TypeBehavior
drone_aggressive 50% charged laser (8 dmg) • 50% ion pulse (4 dmg + 1 Ionized)
frigate_missile Must arm missiles first (1 turn). Once armed: 70% missile salvo (10 dmg) • 30% reload (+6 shields)
gunship_heavy 60% heavy laser (12 dmg) • 40% recharge (+8 shields)
shieldbearer 70% recharge (+10 shields) • 30% laser (5 dmg)
bomber_swarm 40% ion pulse (4 dmg + 1 Ionized) • 30% corrosion spray (3 dmg + 2 COR) • 30% laser (6 dmg)
interceptor_fast 80% laser (5 dmg) • 20% ion pulse (3 dmg + 1 Ionized)

Elite & Boss AI

AI TypeBehavior
dreadnought_siege Siege cannon with chargeup phase. Heavy damage when it fires.
carrier_swarm Deploys combat drones. Used by Swarm Carrier (elite) and Hivemind Nexus (boss).
phase_shifter Dimension phasing — no shields but hard to pin down.
hulk_corrosive Heavy corrosion attacks with hull regeneration. Wear it down fast.
warlord_boss Multi-phase boss with advanced tactics and high shields.
Enemy intents are visible on their target cards and radar blips only when scanned (Target Lock > 0). Without TL, intents are hidden — scanning is crucial for tactical planning.

15. Encounters

Tier 1 — Standard

Raider Patrol TIER 1

EnemyHullShieldsAI
Raider Drone A226drone_aggressive
Raider Drone B204drone_aggressive

Two fast drones. Low health but high aggression — both can apply Ionized. Kill quickly or spend the whole fight CC-starved.

Rogue Gunship TIER 1

EnemyHullShieldsAI
Rogue Gunship4510gunship_heavy

A single beefy target. Hits hard (12 dmg) and recharges shields. Focus fire and keep your shields up.

Pirate Ambush TIER 1

EnemyHullShieldsAI
Pirate Interceptor203interceptor_fast
Pirate Drone162drone_aggressive

Fast interceptor and drone spring from an asteroid field. Low health, dispatch them quickly.

Scavenger Pack TIER 1

EnemyHullShieldsAI
Scavenger A142drone_aggressive
Scavenger B142drone_aggressive
Scavenger C142drone_aggressive

Three weak drones swarm you. Individually fragile but they can stack Ionized fast if left unchecked.

Tier 2 — Dangerous

Raider Squadron TIER 2

EnemyHullShieldsAI
Raider Missile Frigate504frigate_missile
Raider Drone A288drone_aggressive
Raider Drone B226drone_aggressive

The frigate needs a turn to arm missiles, then threatens 10-damage salvos. Kill the drones first or disrupt the frigate before it fires.

Shield Wall TIER 2

EnemyHullShieldsAI
Shieldbearer3020shieldbearer
Interceptor Alpha244interceptor_fast
Interceptor Beta244interceptor_fast

The Shieldbearer constantly regenerates shields (+10). Use Corrosion, System Hack, or Crossing the T to break through. Interceptors chip in Ionized.

Ion Storm Patrol TIER 2

EnemyHullShieldsAI
Storm Bomber A306bomber_swarm
Storm Bomber B306bomber_swarm

Two bombers in an ion storm. Expect heavy Ionized and COR stacking. Degaussing Pulse is your best friend here.

Armored Convoy TIER 2

EnemyHullShieldsAI
Convoy Shieldbearer2818shieldbearer
Convoy Gunship388gunship_heavy

Shieldbearer escorting a gunship. The shield wall protects the heavy hitter — strip or bypass shields to reach the gunship.

Tier 3 — Hard

Bomber Wing TIER 3

EnemyHullShieldsAI
Bomber Alpha328bomber_swarm
Bomber Beta328bomber_swarm
Escort Gunship4012gunship_heavy

Bombers stack Ionized and Corrosion while the gunship hammers you with heavy lasers. Prioritize bombers to stop the status bleed.

Raider Flagship TIER 3

EnemyHullShieldsAI
Raider Flagship6515frigate_missile
Elite Drone A3010drone_aggressive
Elite Drone B3010drone_aggressive

Flagship has massive hull and its missile salvos hurt. Elite drones are beefier versions with higher shields. Manage your CC carefully.

Raider Vanguard TIER 3

EnemyHullShieldsAI
Vanguard Frigate486frigate_missile
Vanguard Gunship3610gunship_heavy
Vanguard Interceptor224interceptor_fast

Mixed assault force. The frigate launches missiles, the gunship deals heavy damage, and the interceptor chips in Ionized. A three-front fight.

Bomber Fortress TIER 3

EnemyHullShieldsAI
Fortress Bomber A306bomber_swarm
Fortress Bomber B306bomber_swarm
Fortress Bomber C306bomber_swarm

Three bombers overwhelming you with DoT. COR and Ionized will stack rapidly. Kill fast or drown in debuffs.

Elite Encounters

Elite nodes appear on rows 4 and 6 of the star chart. These are tougher than standard encounters but award 60 credits and a choice of 2 ship modifications.

Siege Dreadnought ELITE

EnemyHullShieldsAI
Siege Dreadnought7015dreadnought_siege

Massive dreadnought charging a siege cannon. Disrupt or destroy before the cannon fires for devastating damage.

Swarm Carrier ELITE

EnemyHullShieldsAI
Swarm Carrier5510carrier_swarm
Carrier Drone184drone_aggressive

Carrier deploys combat drones. Focus the carrier to stop reinforcements.

Phase Shifter ELITE

EnemyHullShieldsAI
Phase Shifter450phase_shifter
Escort Interceptor224interceptor_fast

No shields but phases between dimensions. Hard to pin down — scan it first.

Corrosion Hulk ELITE

EnemyHullShieldsAI
Corrosion Hulk805hulk_corrosive

Massive hulk with regeneration and heavy corrosion attacks. The longest fight — burst it down before COR overwhelms you.

Boss Encounters

The final node (row 9) is always a boss. Defeating the boss completes the run.

Warlord Command Ship BOSS

EnemyHullShieldsAI
Warlord Command Ship8025warlord_boss

The sector warlord's flagship. Multi-phase boss with the highest shield cap in the game. Bring shield-stripping tools and a deep deck.

Hivemind Nexus BOSS

EnemyHullShieldsAI
Hivemind Nexus7015carrier_swarm
Hivemind Drone A206drone_aggressive
Hivemind Drone B206drone_aggressive

Alien construct controlling swarms of drones. Kill the nexus to end the fight — drones are a distraction.

16. Star Chart

Each run generates a deterministic 10-row star chart with 28 nodes, branching from a single entry node to a single boss node. Your path through the chart is a series of choices — each row offers 1–4 nodes, and edges connect to reachable nodes in the next row.

Node Types

TypeIconDescription
CombatTier badgeFight a standard encounter. Tier increases with row depth.
EliteSkullFight a powerful elite encounter. Awards 60 cr + choice of 2 ship mods.
BossCrossed swordsFinal encounter. Defeating the boss completes the run.
Dock (Shop)+Shop: buy mods, cards, and repairs with credits.
Event?Narrative choice with risk/reward tradeoffs.
Mining*Gain hull, credits, and possibly a card.

Chart Structure

RowNodesContent
01Entry — Tier 1 combat
13Tier 1 combats
23Tier 1 combats + shop
34Tier 2 combats
44Tier 2 combats + elite + event
53Tier 2 combat + mining + event
64Tier 2–3 combats + shop + elite
73Tier 3 combats
82Tier 3 combat + shop
91Boss

The chart is seeded — same seed always produces the same layout.

Plan your route on the star chart. Path toward shop nodes when you need mods or repairs. Elite nodes are high risk/high reward — 60 credits plus a free mod pick. Mining and event nodes offer hull and cards without combat.

17. Non-Combat Nodes

Shop Nodes

Dock stations now function as shops where you spend credits. Each shop offers:

Shops appear on rows 2, 6, and 8 of the star chart. Budget your credits carefully across these stops.

Events

Derelict Vessel

Choice A — Board the Wreck: Take 8 hull damage, gain Focused Beam (ATK, 12 dmg, cost 2).

Choice B — Scan from Distance: Heal 5% of max hull. Safe but no reward.

Ion Storm Front

Choice A — Push Through: Take 10 hull damage. Risky but saves time.

Choice B — Wait It Out: Heal 10% of max hull. The cautious choice.

Wandering Trader

Choice A — Accept Trade: Take 12 hull damage, gain Overclocked Railgun (ATK, 22 dmg + 1 self-Ionized, cost 3).

Choice B — Decline: No effect.

Mining Sites

SiteHull GainedCreditsCard
Asteroid Mining Field+8 hull+15 crNone
Salvage Yard+5 hull+15 crOffered: Battle Focus (TAC, +2 TL + 1 CC, cost 0)

18. Tips & Strategy

Chain vs Diversity

Chaining same-type cards boosts damage/shields/status by up to 60–75%, but locks you into one type. Diversity gives +1 CC next turn for using 3+ types. Early game, diversity is easier to trigger with a mixed starter deck. Late game with specialized cards, deep chains can be devastating.

Corrosion Strategy

COR is one of the strongest mechanics against shielded enemies. It strips shields and deals hull damage every turn without decaying. Stack COR early with Nanite Particle Swarm, then add Corrosive Barrage for AOE corrosion. Corrosion Catalyst converts COR stacks into burst damage for the kill.

Ionized Control

Stack Ionized on the most dangerous enemy to disrupt their actions. At 4 stacks, they have a 75% chance to fail each turn. Pair Ion Lance and EMP Burst for rapid stacking. System Overload converts Ionized stacks into damage for a finisher.

Shield Management

Shields reset to 0 each combat, so build them up early with DEF cards. Brace Pattern chains give +25/40/60% bonus shields. Nelson's Gambit sacrifices your shields for +4 CC — use it before building shields, not after. Broadside converts shields to AOE damage — build high, then fire.

Target Priority

Kill the biggest threat first. Bombers stack debuffs that compound over time. Frigates hit hard once armed — disrupt or destroy before they fire. Shieldbearers are annoying but low damage — save them for last unless you have shield-stripping tools.

CC Economy

With 4 CC per turn, you can play four 1-cost cards or mix costs. Battle Focus and Overload Reactor generate extra CC (at a price). Nelson's Gambit gives 4 CC for your shields. Diversity bonus gives a free +1 CC next turn. Don't sleep on 0-cost cards — they're free chain builders.

Deck Size

More cards means less consistency — you see each card less often. Only add cards that synergize with your strategy. Skip the reward if none of the 3 options fit. A tight 12–14 card deck with a clear plan beats a bloated 20-card pile.

Credit Management

Credits are finite. Don't spend everything at the first shop — save for the best mods. Elite encounters are the best credit source (60 cr) and also give a free mod pick. Prioritize Auxiliary Reactor (+1 CC) if you can afford it early — the extra CC compounds over every remaining fight.

Elite Routing

Elite nodes (rows 4 and 6) are optional but highly rewarding. If your hull and deck are healthy, routing through elites for mod rewards can set you up for the boss. If you're hurting, take the safer combat or shop path instead.

Don't ignore Ionized on your ship. Each stack reduces your CC by 1 — at 3 stacks you're down to 1 CC per turn. Ionized applied this turn won't decay until next turn's end, so the CC hit lasts at least 1 full turn. Keep Degaussing Pulse available, or invest in the Ion Hardening mod for immunity.

19. Radar Visual Effects

The Threat Matrix radar is where all combat visuals happen — projectile trails, damage numbers, shield pulses, explosions, and status effects. Click a card name below to see its radar signature. Click an enemy blip on the radar to change the target.

Target: 0 — Raider Frigate
Starting Deck
Reward Cards
Test Effects
Utility
Click a card name or enemy blip to begin.