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Cards, alternately known as Burn Cards, are a mechanic present in Titanfall: Assault, specifically the representation of units in the game. "Burn Card" is a catchall name for all the cards available for commanders to build their squads with. Each card representing a specific unit, they allow the player to deploy Pilots, Titans and other support assets (Burn Cards) to assist in capturing Hardpoints or attack the enemy base. A commander's squad can only ever contain ten cards at a time: three Pilots, three Titans, and four Burn Cards.
Card Types Edit
Pilots are the primary infantry of the game, responsible for capturing Hardpoints and pushing objectives. With the Sim Ninja the lone exception, Pilots will always deploy via dropship within their own base and either proceed to the nearest valid objective or follow the rally point you set for it during deployment (ignoring any and all enemies in their path until the rally point is reached). After reaching their rally point, they will move to capture any neutral/enemy Hardpoint or defend any threatened Hardpoint, stopping to engage any enemies in their direct path (even Titans). If all Hardpoints are under the player's control, Pilots will begin to attack the enemy base's turrets. Every Pilot has its own unique mechanics, behavior and armaments. All Pilots, just like in the mainline games, can freely traverse over obstacles with their jumpjets.
While Titans and Burn Cards may cycle through your hand as a match progresses, your three Pilots will always be present in your hand, regardless of whether they are waiting to deploy or already on the field.
Titans are heavily armoured robotic weapons platorms, designed to take a beating. Most will stop to fight anything they come across (the Nuke Atlas is one such exception: it will ignore enemy infantry), and they converge on enemy turrets in the absence of nearby hostiles. These cards are incapable of capturing or contesting Hardpoints. Titanfalls may only begin after one minute passes in the battle, at which point they can occur anywhere from the user's base to Hardpoint Bravo. Upon the destruction of the enemy Medium Turret, this deployment zone expands to the location of the former, essentially allowing a commander to deploy Titans anywhere on the map except within the enemy base itself. Landing on top of enemy infantry or Titans with a Titanfall will deal significant damage to said enemy units.
Titans are unique with regards to squad formation, as the order of cards in your deck dictates the order in which they will appear to you in battle. For example, if a squad's Titans are listed as a Stryder, an Atlas and an Ogre in that order, then the first Titan card available in-match will be the Stryder, followed by the Atlas, followed by the Ogre, in that order.
Burn Cards Edit
Alongside Pilots and Titans, there are additional Burn Cards that serve to support the player's ground forces, offering all sorts of instant additional utility to a commander's squad. These can be squads of infantry (Human or robotic) to capture Hardpoints, orbital bombardment, or even logistical support and structures like turrets, mines, depots and drones. Burn Cards randomly cycle through a player's hand as they progress through a match; even the Burn Cards available in the opening hand vary from game to game.