| Pickup |
Effect |
Useful Situations
|
| No Pickup |
None |
Never
|
| Explosive Pickup |
Damages you for 100-450 hitpoints |
Can allow repairers to score off you if your fleet is doing nothing, but usually useless and irritating.
|
| Triple Attack |
Allows you to attack one enemy in your sector (including cloaked ships) for triple damage. |
When you're attempting to kill a cloaker, although they're also useful against other ships.
|
| Free Attack |
Allows you to attack one enemy in your sector (including cloaked ships) without using a move. |
When you're attempting to kill a cloaker, although they're also useful against other ships.
|
| Decoy |
Creates a decoy ship in your sector, which has the same apparent hitpoints and score as you. |
Any time, although other pickups are more useful
|
| Explosive Decoy |
As for Decoy, but does 10 damage to any ship firing on it. |
As for Decoy
|
| Point Pickup |
Adds a number of points (100-300) to your score |
Any time.
|
| Repair pickup |
Adds a number of hitpoints to your total (100-450) |
When you're damaged.
|
| Half-max repair |
Repairs you for half of your maximum hitpoints |
Particularly useful when badly damaged.
|
| Invulnerability |
Makes your ship invulnerable to attack for the remainder of the current turn. Uncloaks you if cloaked. |
Any time you're being shot at. Potentially lethal (for you) if you're cloaked in an enemy fleet.
|
| Random Hypergate |
Transports you to a random sector instantly if activated |
Only if you're in danger of dying, because it could potentially land you in an enemy fleet.
|