The owner's shot list: every page that has a πΈ placeholder, and what the picture should show. Drop the image on the page in place of the placeholder.
| Page | What to capture |
|---|---|
| Larval Scuttler | the Larval Scuttler card in the Barracks training list (portrait, stats and cost visible), playing The Swarm Hive. |
| Chitin Mauler | the Chitin Mauler card in the Barracks training list (portrait, stats and cost visible), playing The Swarm Hive. |
| Spore Runner | the Spore Runner card in the Elite Training Bay training list (portrait, stats and cost visible), playing The Swarm Hive. |
| Brood Titan | the Brood Titan card in the Apex Bastion training list (portrait, stats and cost visible), playing The Swarm Hive. |
| Syndicate Vanguard | the Syndicate Vanguard card in the Barracks training list (portrait, stats and cost visible), playing The Human Directorate. |
| Field Medic | the Field Medic card in the Barracks training list (portrait, stats and cost visible), playing The Human Directorate. |
| Assault Medic | the Assault Medic card in the Barracks training list (portrait, stats and cost visible), playing The Human Directorate. |
| Directorate Scout | the Directorate Scout card in the Barracks training list (portrait, stats and cost visible), playing The Human Directorate. |
| Rail Guard | the Rail Guard card in the Elite Training Bay training list (portrait, stats and cost visible), playing The Human Directorate. |
| Siege Foundry | the Siege Foundry card in the Elite Training Bay training list (portrait, stats and cost visible), playing The Human Directorate. |
| Giga-Mech | the Giga-Mech card in the Apex Bastion training list (portrait, stats and cost visible), playing The Human Directorate. |
| Directorate Laborer | the Directorate Laborer card in the Constructor Nexus training list (portrait, stats and cost visible), playing The Human Directorate. |
| Directorate Hauler | the Directorate Hauler card in the Trade Hub training list (portrait, stats and cost visible), playing The Human Directorate. |
| Directorate Freighter | the Directorate Freighter card in the Trade Hub training list (portrait, stats and cost visible), playing The Human Directorate. |
| Aegis Runner | the Aegis Runner card in the Barracks training list (portrait, stats and cost visible), playing The Ancient Hegemony. |
| Hard-Light Guardian | the Hard-Light Guardian card in the Elite Training Bay training list (portrait, stats and cost visible), playing The Ancient Hegemony. |
| Phase Lancer | the Phase Lancer card in the Elite Training Bay training list (portrait, stats and cost visible), playing The Ancient Hegemony. |
| Aegis Sniper | the Aegis Sniper card in the Apex Bastion training list (portrait, stats and cost visible), playing The Ancient Hegemony. |
| Reaper R-115 | the Reaper R-115 card in the Barracks training list (portrait, stats and cost visible), playing The Automaton Assembly. |
| Recon R-50 | the Recon R-50 card in the Barracks training list (portrait, stats and cost visible), playing The Automaton Assembly. |
| Sentry S-90 | the Sentry S-90 card in the Elite Training Bay training list (portrait, stats and cost visible), playing The Automaton Assembly. |
| Breaker B-400 | the Breaker B-400 card in the Elite Training Bay training list (portrait, stats and cost visible), playing The Automaton Assembly. |
| Vector V-800 | the Vector V-800 card in the Apex Bastion training list (portrait, stats and cost visible), playing The Automaton Assembly. |
| Brood Tender | the Brood Tender card in the Constructor Nexus training list (portrait, stats and cost visible), playing The Swarm Hive. |
| Spore Carrier | the Spore Carrier card in the Trade Hub training list (portrait, stats and cost visible), playing The Swarm Hive. |
| Swarm Heavy Freighter | the Swarm Heavy Freighter card in the Trade Hub training list (portrait, stats and cost visible), playing The Swarm Hive. |
| Hegemony Technician | the Hegemony Technician card in the Constructor Nexus training list (portrait, stats and cost visible), playing The Ancient Hegemony. |
| Hegemony Transport | the Hegemony Transport card in the Trade Hub training list (portrait, stats and cost visible), playing The Ancient Hegemony. |
| Hegemony Heavy Freighter | the Hegemony Heavy Freighter card in the Trade Hub training list (portrait, stats and cost visible), playing The Ancient Hegemony. |
| Servitor S-10 | the Servitor S-10 card in the Constructor Nexus training list (portrait, stats and cost visible), playing The Automaton Assembly. |
| Hauler H-20 | the Hauler H-20 card in the Trade Hub training list (portrait, stats and cost visible), playing The Automaton Assembly. |
| Freighter F-200 | the Freighter F-200 card in the Trade Hub training list (portrait, stats and cost visible), playing The Automaton Assembly. |
| Directorate Settler | the Directorate Settler card in the Colonization Hub training list (portrait, stats and cost visible), playing The Human Directorate. |
| Brood Seeder | the Brood Seeder card in the Colonization Hub training list (portrait, stats and cost visible), playing The Swarm Hive. |
| Hegemony Colonist | the Hegemony Colonist card in the Colonization Hub training list (portrait, stats and cost visible), playing The Ancient Hegemony. |
| Colonizer C-100 | the Colonizer C-100 card in the Colonization Hub training list (portrait, stats and cost visible), playing The Automaton Assembly. |
| Directorate Breacher | the Directorate Breacher card in the Siege Workshop training list (portrait, stats and cost visible), playing The Human Directorate. |
| Swarm Borer | the Swarm Borer card in the Siege Workshop training list (portrait, stats and cost visible), playing The Swarm Hive. |
| Hegemony Breaker | the Hegemony Breaker card in the Siege Workshop training list (portrait, stats and cost visible), playing The Ancient Hegemony. |
| Wrecker W-500 | the Wrecker W-500 card in the Siege Workshop training list (portrait, stats and cost visible), playing The Automaton Assembly. |
| Reaper R-115 Β· Energy | the Reaper R-115 Β· Energy card in the Barracks training list (portrait, stats and cost visible), playing The Automaton Assembly. |
| Reaper R-115 Β· Ordnance | the Reaper R-115 Β· Ordnance card in the Barracks training list (portrait, stats and cost visible), playing The Automaton Assembly. |
| ποΈ Main Building | the Main Building detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| π οΈ Constructor Nexus | the Constructor Nexus detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| π¦ Warehouse | the Warehouse detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| βοΈ Barracks | the Barracks detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| π Fabricator | the Fabricator detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| πΊοΈ War Room | the War Room detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| π‘οΈ Perimeter Shield | the Perimeter Shield detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| π₯ Generator | the Generator detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| βοΈ Solar Panel | the Solar Panel detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| π Battery | the Battery detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| β’οΈ Reactor | the Reactor detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| π§ Neural Archive | the Neural Archive detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| π© Tech Forge | the Tech Forge detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| βοΈ Engineering Bay | the Engineering Bay detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| πͺ Elite Training Bay | the Elite Training Bay detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| π Apex Bastion | the Apex Bastion detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| πͺ€ Perimeter Trap | the Perimeter Trap detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| π― Defensive Turret | the Defensive Turret detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| π Launch Bay | the Launch Bay detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| β€οΈβπ©Ή Bio-Recovery Ward | the Bio-Recovery Ward detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| πΉοΈ Command Interface | the Command Interface detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| πͺ Trade Hub | the Trade Hub detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| π± Exchange Nexus | the Exchange Nexus detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| π Global Commerce Exchange | the Global Commerce Exchange detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| π Regional Rail Terminus | the Regional Rail Terminus detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| π© Forward Operating Base | the Forward Operating Base detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| π‘οΈ Bunker | the Bunker detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| ποΈ Diplomatic Relay | the Diplomatic Relay detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| π‘ Signal Tower | the Signal Tower detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| ποΈ Colonization Hub | the Colonization Hub detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| π Grand Nexus | the Grand Nexus detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| β³ Chronos Core | the Chronos Core detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| π§« Biomass Distillery | the Biomass Distillery detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| π Silicate Press | the Silicate Press detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| π₯ Alloy Foundry | the Alloy Foundry detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| π Gas Compression Hub | the Gas Compression Hub detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| π‘ Forecast Station | the Forecast Station detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| π¬ Research Hub | the Research Hub detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| π°οΈ Field Research Kit | the Field Research Kit detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| π Siege Workshop | the Siege Workshop detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| ποΈ Collector Spire | the Collector Spire detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| π Shift Office | the Shift Office detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| π§ Compute Core | the Compute Core detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| π₯ Brood Chamber | the Brood Chamber detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| πΏ Carbon Grove | the Carbon Grove detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| π Silicate Quarry | the Silicate Quarry detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| πͺ Rare-Metal Mine | the Rare-Metal Mine detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| π¨ Gas Vent | the Gas Vent detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal. |
| The Human Directorate | the Human Directorate card on the Race select screen, and a colony of this Race a few days in (its own buildings visible). |
| The Swarm Hive | the Swarm Hive card on the Race select screen, and a colony of this Race a few days in (its own buildings visible). |
| The Ancient Hegemony | the Ancient Hegemony card on the Race select screen, and a colony of this Race a few days in (its own buildings visible). |
| The Automaton Assembly | the Automaton Assembly card on the Race select screen, and a colony of this Race a few days in (its own buildings visible). |
| Map symbols | the world map with several troop movements on it (attack, raid, reinforcement, returning), and the same rows in the Military tab, with their symbols and colours clearly visible. |