Sky Force Reloaded (2016) Wiki
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Bonus Cards (Or simply Cards) are enhancements that can be randomly achieved in the Sky Force games. They can be found and retrieved in Stages/sorties at random but infrequent chances or a guaranteed chance by using the Card Radar. There are a total of 30 Cards in Sky Force Reloaded (6 Temporal, 24 Permanent).

Perm Card
Temp Card
  • Permanent Cards are available for retrieve once and are never found again after they are retrieved. Once collected, Permanent Cards are active always, as their names say. They are found randomly and not in numerical orders. Permanent Cards are noticeably rarer than Temporal Cards, likely due to their permanence.
    • Card 24 note: It is always the last Card that can only be acquired after the other 23 are.
  • Only one Card can be retrieved each time you play a Stage/sortie, and it can either be Permanent or Temporal.
  • On occasion, a green box appears in a certain Stage, and its purpose is to deliver it to the "mystery" Dispenser at the end of the Stage. A Card is obtained in exchange for the box, and once again, can either be Permanent or Temporal.
  • The Card Radar feature provides a guaranteed chance of getting a Permanent Card. In spite of this, a certain number of Stages need to be cleared on certain Difficulty modes for it to become accessible.
  • Depending on the order of which you obtain Cards, some may require certain Stages to be cleared before becoming obtainable.
  • The main Card lineup is only available in the mobile version of the game. The Cards that are incompatible are replaced with a different bonus in the PC editions, which are shown below in the table.
Permanent Bonus Cards
Card No. Name Description/Card's Enhancement Image
1 Larger Hangar New Hangar has just been constructed. Our plane storage capacity has been increased by 3 units.

If you never want to worry about running out of planes, please consider purchasing the "Plane's Generator" from the store.

  • The hangar is expanded, allowing for 3 extra Planes to use up and hence increasing your Plane storage tally to 13.
Card 1
Powerful Drones Your support drones have been mounted with new cannons we're currently prototyping. This should give them a nice boost of firepower. Let's just hope they don't break...

  • The Classic Plane gets the powerful drones which in the game's mobile editions, only is unlocked with Card 24.
Permanent Card 1 PC
2 Card Drop Rate Increase Taking a card shuffling seminar at the casino considerably increased the chances of finding Bonus Cards during your missions.

  • Chances of finding Cards during a Stage are higher.
Card 2
3 Lucky Shield Your Energy Shield was upgraded with Emergency Discharge Module. It will activate the Shield for a short time, saving your plane from a hit that would otherwise destroy it. The module can only be used once per mission.

As the device is still a Prototype, the probability of successful discharge is estimated at 20.532%.

  • Occasionally, the player can escape getting their Plane shot down with the module being activated to protect from the enemy hit.
Card 3
4 Reduced Plane Production Time Additional assembly line decreased the time required to manufacture a new plane. If you never want to worry about running out of planes, please consider purchasing the "Plane's Generator" from the store.

  • Plane production time is shortened slightly.
Card 4
Your Ghost Collects Stars Hey you! So, you got shot down. You think it's over? It's not over. Get your hull back on the field and help out by collecting Stars.

  • In Co-op Mode, if one of the two players gets their Plane destroyed, a lure of it remains which can collect Stars as normal.
Permanent Card 4 PC
5 Support Drone Self-propelled autonomous cannon, leashed to your plane. It features collision-avoidance system so you don't need to worry about taking a hit or crashing into an enemy with it.

  • These two Cards install the Support Drones which follow closely to the side of the Plane. They add on a little firepower to the base damage dealt by the Plane itself.
  • Card 5 adds the Drone on the right and Card 6 adds the Drone on the left.
Card 5
6
Card 6
7 Reduced Upgrade Installation Time A part of our hangar crew was replaced by robots to reduce the time it takes to install new upgrades to your plane. The price of speeding up the process has also went down.

  • With the revamped and improved hangar crew, the time taken to complete new upgrades to Planes is shortened and the price to finish any upgrade in advance is reduced.
Card 7
Reduced Missile's Reload Time There was a faulty bearing in your missile loading mechanism. We replaced it, so the missiles will be reloading a bit faster now.

  • Missiles are deployed from your Plane at more frequent intervals.
Permanent Card 7 PC
8 Faster Human Rescuing The rescue rope now features small knots, so the person being rescued can climb the rope while also being pulled up. This decreased the time needed to rescue stranded Survivors.

The Ambulance aircraft performs the fastest rescue operations, as the rope is replaced by a rope ladder there.

  • The time taken to rescue Survivors is reduced slightly (By about 0.25 seconds).
Card 8
9 Main Weapon Supercharge
Main article: Card 9

Supercharge module has been installed. To use it - add second finger just next to the one you're controlling your plane with. Weapons will stop firing and begin to charge. When you release the finger, the cannon will fire accumulated bullets for a short time. Charging process requires the navigation computer to be halted, so the plane will not be able to move for a short time.


Warning: If you charge the weapon for too long, the module will explode.

  • The Main Weapon Supercharge (MWS) feature of your Plane is a great deal for delivering herculean damage to enemies both weak and powerful.
  • This Card installs the special module that unlocks this ability.
  • Players can power down their Plane and charge up the MWS by holding down on their screen with an additional finger. In the PC/Console versions, a certain key can be set to press continuously to charge. Upon releasing your finger or once you stop holding on the set key, the Plane will unleash a more relentless barrage of firepower for the same duration as that of how long they have charged it for.
  • If the MWS module is charged for too long, your Plane will be instantly blown apart.
  • The MWS usually involves a short blast of accumulated gunfire, seen on The Classic, Ambulance, Gladius, Enforcer, Swift Justice, Limp Berserker and Ace of Spades Planes. The other two feature special modules that work out better, where Iron Clad unleashes a small shockwave that blasts away enemies and bullets in contact while Octopus releases an incredible charge of homing rockets.
Card 9
10 Initial Fire Rate Up Ammunition loading mechanism was upgraded by replacing the weak ferrite magnets in its motor with super-strong neodymium magnets. This allowed for increasing the starting firerate of your main cannon by one level.

  • Firerate starts up with one level, allowing greater base damage to be dealt at the start.
Card 10
11 Sabotage Disarming Field on Stage 05 Special Task Force was dispatched to Stage 5 with a mission of destroying the energy barrier protecting that area. The mission was successful.

Sadly, our operatives were unable to prevent the deployment of the secondary defense system, the EMP Missile Launcher.

  • The weapon-disabling energy barrier at the start of the Stage is removed, and instead activates the full-accuracy Plane tracking EMP Launcher.
Card 11
12 Increased Ship Part Drop Rate Wide spectrum analysis of satellite images increases the probability of spotting hidden aircraft parts.

  • Plane parts have a higher chance of being found.
Card 12
13 Increased Missile Damage We were able to increase the damage of your homing missiles by stuffing more explosive materials into them. Some unimportant safety modules had to be removed to free up the space.

  • Your Plane's missiles deal greater damage.
Card 13
14 Activate Laser Dispensers Special Operations team "Yellow" has infiltrated the enemy territory and activate the Laser dispensers.

Hover your plane over an active dispenser to charge your Laser Cannon.

  • Power-up Dispensers with yellow lights are turned on, giving a free charge of your Plane's Laser.
Card 14
15 Activate Mega Bomb Dispensers Special Operations team "Red" has infiltrated the enemy territory and activate the Mega Bomb dispensers.

Hover your plane over an active dispenser to charge your Mega Bomb.

  • Power-up Dispensers with red lights or green lights in the mobile version are turned on, giving a free charge of the Mega Bomb.
Card 15
16 Activate Energy Shield Dispensers Special Operations team "Blue" has infiltrated the enemy territory and activate the Energy Shield dispensers.

Hover your plane over an active dispenser to charge your Energy Shield.

  • Power-up Dispensers with blue lights turn on, giving a free charge of your Plane's Energy Shield.
Card 16
17 Longer Rescue Rope Our research shows that our operatives lose an average of 7kg of body weight, while waiting to be rescued. Based on that information we are now using a thinner, but longer rescue rope.

That gives you more room for maneuvering when you're rescuing our man from the battlefield.

  • The rescue rope is extended, allowing more Survivors to be rescued at once.
Card 17
18 Upgrade Prices Reduced by 10% The Intel team has identified and eliminated the weak link in our chain of supplies, thus reducing the cost of buying upgrades to your plane.

"Eliminated" means we're no longer doing business with that guy. It's just a lousy merchant, nothing bad happened to him.

  • A permanent discount of 10% is applied to upgrade prices for your Plane.
Card 18
19 Health Regeneration Coating the hull with shape memory fibers will slowly repair any damage your plane receives while on a mission.

  • If a Plane take damage from an enemy, its health will gradually be restored, at a rate of one percent every one and a half seconds.
Card 19
20 Energy Shield to Begin With You're crashing your aircrafts quite often and building new ones is expensive. Someone from the Department of Finance has calculated that providing you with a free Energy Shield for every mission should positively impact our organization's finances.
  • Players start with a free charge of their Plane's Energy Shield.
Card 20
21 Laser to Begin With We've struck a good deal for Laser power-ups! Every decent pilot is now eligible for one free Laser each time they go out on a mission.

You have been qualified as a decent pilot.

  • Players start with a free Laser.
Card 21
22 Mega Bomb to Begin With Every research we've analysed shows there's no economical reason to grant you a free Mega Bomb at the start of each mission. Yet, someone gave the order to do just that. You must have some high-ranked friends.
  • Players start with a free charge of the Mega Bomb.
Card 22
23 Increased Plane's Speed Installing a set of maneuvering thrusters increased your Plane's movement speed.
  • Your Plane gains a boost in movement speed, allowing for easier enemy evasion.
Card 23
24 Score Bonus, New Weapon For The Classic
Main Article: Card 24

The Command wishes to appreciate your persistence and battle performance by awarding you with a 10% score bonus.

The Research and Development team upgraded our basic fighter (The Classic) by replacing its main cannon with a mighty laser whip. Test it out in battle ASAP!

  • The last and most special of all the Permanent Cards, becoming obtainable only after the others have all been acquired.
  • A 10% "Full Deck" final score bonus is added at the end of every Stage played.
  • The Classic Plane is retrofitted with the new Laser Whip weapon capable of dealing greater damage than its original Main Cannon.
  • Being the last Card to be acquired, the Card Radar feature is subsequently eliminated from the gallery.
  • In the mobile versions of the game, the Support Drones of The Classic gain their superb firepower along with the Laser Whip upgrade upon collection of this Card. In the PC/Console versions, the former is a bonus first obtained in a separate Card.
Card 24
Temporal Bonus Cards
Card No. Name Description Image
1 Card Drop Rate Increase We "borrowed" the Joker card from the casino. That card is known to attract other cards to it, increasing your chance of successful card hunt even further.

The card needs to be returned to its owner in 15 minutes, or they'll never lend it to us again.

Best results are achieved by combining this card with the Ace of Spades aircraft.

  • Chances of finding Cards are increased for the time duration.
Card 25
2 Increased Magnet Power Overloading the coil of your magnet with twice the nominal current significantly increases the force at which the stars and power-ups are attracted to your craft.

The disadvantage is that the coil's ferrite core is heating up too much. We can only sustain the overload for 15 minutes before the core melts down.

  • Unless the magnet is fully upgraded for your Plane, it will always be at maximum strength while this Card is active.
Card 26
Extra Stars Scarlett is up to something... We've discovered that all enemy units are carrying more stars than usual.

Their operation will be over within 15 minutes, so let's get rich while it lasts!

  • More Stars (About double) are retrieved from enemies.
Temporary Card 2 PC
3 Maximum Fire Rate Liquid nitrogen barrel cooling allows for irresponsibly high firerate.

The coolant tanks are large enough to sustain 15 minutes of rapid fire.

  • Much like the ability of the Limp Berserker, your Plane starts off every Stage with fully-charged firerate for the Card's active duration.
Card 27
4 Instant Plane Production The power grid suffers some voltage spikes. Because of that our industrial robots work at 10,000% efficiency, producing new planes at an alarming rate.

We need to stop these power surges within next 15 minutes, or the machinery will burn.

  • Due to the incredible rate of which the Planes are produced, your unit tally will become inexhaustible. This allows you to safely play as many times as you like, even if you keep exploding on a particular Stage.
Card 28
Increased Megabomb's Damage Our weather stations show an increase in atmospheric pressure. Thanks to this your Megabombs will inflict some more damage.

Hurry up! The weather will clear out in about 15 minutes.

  • Your Plane's Mega Bomb inflicts more damage upon detonation due to the unusual weather.
Temporary Card 4 PC
5 Instant Upgrade Installation Our hangar crew is now using cordless power tools to install upgrades to your new plane at no time.

Unfortunately nickel-cadmium batteries can only last 15 minutes of intense workload.

  • With the help of more convenient power tools, upgrades to your Plane are finished in a flash, from as slow as a few minutes to as quick as instantly.
Card 29
Increased Laser Damage Your laser beam is now being additionally focused by an extra optical lens we found lying in the storage.

Too bad it's made of plastic and it will burn out within 15 minutes.

  • Your Plane's Laser damage is temporarily increased.
Temporary Card 5 PC
6 Random Power-Up At Mission Start Our Arms Dealer wants you to have a taste of all the power-ups. He is providing you with either Laser, Mega Bomb or Energy Shield at the beginning of each mission, for free!

This generous offer is time-limited and will only last for the next 15 minutes.

  • Either of the three power-ups are given one free charge at the start of a Stage.
Card 30

Trivia/Notes[]

  • When collecting Temporal Cards, the timer only starts when you return to the Main Menu.
  • Cards can also be obtained via collection of gifts.
  • Temporal Cards with in-game effects last as long as a Stage is played before its timer runs out.
  • Temporal Cards' timer is paused when the game is quit, but resumes upon reentry.
  • The Powerful Drones are exclusive only to The Classic Plane.
  • Card T4 (Temporal Card 4) allows for unlimited units of Planes, as there are new Planes being consistently produced almost instantly.
  • When using Iron Clad which is a Plane with decreased movement speeds, Card 23 neutralizes its speed deficit. As for Swift Justice, the aforementioned Card increases its movement speed further.
  • The effects of Temporal Card 2 (Increased Magnet Power) are nullified when the player's Plane magnets are fully upgraded.
  • Three Bosses are featured on the front illustration of a few Cards. They are Murky Huntress (Cards 3 and 13), Frying Falcon (Card 7 for PC/Console and Temporal Card 3), and Omega (Card 16).
  • In the PC version of the game, an individual Card is designated for retrofitting of the powerful Support Drones. As for the mobile versions, the bonus serves as a combination with Card 24.
  • It is worth noting that some Cards, especially the Temporal ones, can be useless in some cases involving the game being cleared, or having a fully upgraded Plane. For instance, Temporal Card 5 would be redundant if your Plane is fully upgraded, since no more need to be installed.
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