Cards

From Breachway Official Wiki

Cards represent actions the ship can take each turn. Cards have different, scripted effects and costs during the Prologue.

Winning a regular combat encounter will allow picking one new card as long as any equipment can use it and has a free card slot. Winning an elite or boss combat encounter will allow picking one of two cards per equipment instead.

Cards come in one of three types, distinguished by the color of the bar at the top of the card: attack, support, and tactical.

Attributes

Cards may have the following attributes:

  • Coolant Loss: Reduces Dissipation.
  • Deplete: Removed from current combat encounter when played.
  • Duration: Effect lasts for a certain number of turns.
  • Exhaustive: Makes other cards unplayable this turn.
  • Upkeep: As long the condition is met the card's effect will remain active.
  • Upgrade: Grants a permanent Persistent Effect to the user and is removed from battle while its Persistent Effect is active.

Flak cards

Many Flak cards have the Shredding.png Shredding attribute. The Shredding attribute applies 1 stack of Shred if the attack does sufficient hull damage, listed on the card. Each stack of Shred increases minimum Flak damage by 1. Counts down on turns with no Shredding applied unless the ship is overheated.

Covering Fire
Art FlakEq CoveringFire.png
Damage.png 3-6
10% chance to discard an enemy attack card per point of hull damage dealt
Cooldown.png 3 Ordnance.png 3 Mass.png 2
Light Barrage
Art FlakEq LightBarrage2.png
Damage.png 2-5 Shredding.png 5
Cooldown.png 2 Ordnance.png 3
Spread Shot
Art FlakEq SpreadShot.png
Damage.png 2-5
Destroy the closest enemy missile
Cooldown.png 3 Ordnance.png 3 Mass.png 1
Volatile Barrage
Art FlakEq VolatileBarrage.png
Damage.png 0-8 Shredding.png 5
Cooldown.png 4 Ordnance.png 2 Mass.png 2

Rare Flak cards

Charged Shot
Art FlakEq ChargedShot.png
Damage.png 3-7 Shredding.png 5
If enemy has shields deal max damage
Cooldown.png 3 Ordnance.png 3 Mass.png 2
Disarm
Art FlakEq Disarm2.png
Play 1 Covering Fire card for each attack card the enemy intends to play
Cooldown.png 4 Ordnance.png 4 Energy.png 4
Flak Barrage
Art FlakEq Barrage.png
Damage.png 3-7 Shredding.png 5
Cooldown.png 3 Ordnance.png 3 Mass.png 1
Honed Shot
Art FlakEq HonedShot.png
Damage.png 3-8 Shredding.png 4
Cost reduced by 1 Ordnance.png for each stack of Shred.
Minimum Flak damage of this card is not affected by Shred.
Cooldown.png 3 Ordnance.png 4 Mass.png 1
Twin Barrel
Art FlakEq HeatedShell.png
Damage.png 2-6 Shredding.png 5
Add a Light Barrage card to your hand
Cooldown.png 4 Ordnance.png 3 Mass.png 2
Unload
Art FlakEq Unload.png
Damage.png 5-10 Shredding.png 5
Requires: played 3 Flak cards this turn
Cooldown.png 4 Ordnance.png 2 Energy.png 2

Ion cards

Most Ion cards deal Ion Damage.png Ion Damage. Ion Damage only deals damage to shields and on hull inflicts Ionize instead.

  • On enemies, every 6 Ionize remove 1 pip from a random card.
  • On player, every 6 Ionize reduces Reactor Power by 1 for the rest of the combat encounter.
Combined Arms
Art Ioneq CombinedArms.png
Ion Damage.png 8
Draw an Attack card from the Cooldown Pile
Cooldown.png 3 Ordnance.png 2 Energy.png 2
Ion Harpoon
Art Ioneq IonHarpoon.png
Ion Damage.png 9
If shielded gain 1 Shield Duration.png for every 3 enemy Shield.png removed
Cooldown.png 4 Ordnance.png 2 Energy.png 2
Ion Javelin
Art Ioneq IonJavelin.png
Ion Damage.png 6
Deal double damage if you are unshielded
Cooldown.png 3 Ordnance.png 1 Energy.png 2
Shield Switch
Art Ioneq ShieldSwitch.png
If unshielded gain 4 Shield.png
If shielded deal 4 Ion Damage.png + 1 per Shield.png
Removes all Shield.png
Cooldown.png 3 Ordnance.png 1 Energy.png 1
Sling
Art Ioneq IonSling.png
Ion Damage.png 6
Cooldown.png 3 Ordnance.png 1 Energy.png 2

Rare Ion cards

Boomerang
Art Ioneq IonBoomerang.png
Ion Damage.png 8
If shielded gain 1 Shield.png for every enemy Shield.png removed
Cooldown.png 3 Ordnance.png 2 Energy.png 3
Ion Spear
Art Ioneq IonSpear.png
Precision.pngIon Damage.png 8
On shield break disables targeted equipment for 2 turns
Cooldown.png 3 Ordnance.png 2 Energy.png 3
Quiver
Art Ioneq IonQuiver.png
If enemy has shields add an Ion Dart card to hand until the end of turn
Upgrade
Cooldown.png 5 Mass.png 4
Shatter
Art TakeAim.png
When you break the a shield with an Ion card all attacks deal +1 Damage.png this turn
Upgrade
Cooldown.png 5 Energy.png 2 Mass.png 4
Total Discharge
Art Ioneq TotalDischarge.png
Lost all Shield Duration.png and play 2 Ion Dart cards for each duration lost
Requires Shield Duration.png
Cooldown.png 4 Ordnance.png 1 Energy.png 3
Trim Excess
Art Ioneq TrimExcess.png
Buff your next Attack by 50% of Shield.png
Halve Shield.png
Requires Shield.png
Deplete
Cooldown.png 2 Energy.png 3 Mass.png 2

Laser cards

Many Laser cards have the Precision.png Precision attribute. When the card is selected the cursor has to be dragged to one of the enemy equipment and the attack will target that equipment.

Some Laser cards have the Ignite attribute. Ignite adds 1 Heat.png to the enemy ship per X hull damage, listed on the card

Beam Sweep
Art Lasereq BeamSweep2.png
Damage.png 6 Heat.png 3
Cooldown.png 3 Ordnance.png 3 Energy.png 2
Catalyst Pulse
Art Lasereq CatalystPulse.png
Precision.pngDamage.png 4
Pulse cards deal +1 Damage.png this turn
Cooldown.png 4 Ordnance.png 2 Energy.png 2
Infrared Pulse
Art Lasereq IRPulse.png
Precision.pngDamage.png 3 Heat.png 3
If enemy is overheated deal double damage
Cooldown.png 4 Ordnance.png 3
Quick Pulse
Art Lasereq QuickPulse.png
Precision.pngDamage.png 3
-1 Cooldown.png for the next Attack card played this turn
Cooldown.png 2 Ordnance.png 2
Repeater Pulse
Art Lasereq GenericAttack02.png
Precision.pngDamage.png 4
Return a Laser card from the Cooldown pile to your hand (cannot return itself)
Cooldown.png 4 Ordnance.png 3 Energy.png 2

Rare laser cards

Blinding Pulse
Art Lasereq BlindingPulse.png
Precision.pngDamage.png 4
Next enemy attack deals -50% Damage.png
Cooldown.png 4 Ordnance.png 3 Energy.png 2
Booster Pulse
Art Lasereq GenericAttack03.png
Precision.pngDamage.png 4
Laser cards cost -1 Ordnance.png this turn
Cooldown.png 4 Ordnance.png 3 Energy.png 3
Heavy Pulse
Art Lasereq HeavyPulse2.png
Precision.pngDamage.png 8
Cooldown.png 4 Ordnance.png 5 Energy.png 2
Lacerate
Art Lasereq GenericAttack01.png
Damage.png 6
Sustain 1 Coolant Loss
Cooldown.png 4 Ordnance.png 3 Energy.png 2
Paired Pulse
Art Lasereq PairedPulse.png
Precision.pngDamage.png 3
Effect applies twice
Cooldown.png 3 Ordnance.png 4 Energy.png 1
Scrape
Art Lasereq Scrape.png
Damage.png 4 Heat.png 3
Apply 1 Coolant Loss for each point of Heat.png added by the attack
Cooldown.png 3 Ordnance.png 3 Energy.png 2
Searing Salvo
Art Turbolaser.png
Play 1 Infrared Pulse card for every Dissipation point
Sustain 1 Coolant Loss for every Infrared Pulse card played
Cooldown.png 6 Ordnance.png 6 Energy.png 2
Swift Charge
Art Lasereq Overload.png
Add 3 Blink cards to hand
Cards that can't be added are added to the Draw Pile
Cooldown.png 6 Energy.png 1 Mass.png 3
Turbolaser
Art Turbolaser.png
Play as many Laser Pulse cards as resources allow (max 10)
Deplete
Exhaustive
Cooldown.png 4 Energy.png 6 Mass.png 2

Railgun cards

Many Railgun cards have the Precision.png Precision attribute. When the card is selected the cursor has to be dragged to one of the enemy equipment and the attack will target that equipment.

Drill Round
Art Railgun DrillRound.png
Precision.pngDamage.png 4
+4 Damage.png when destroying equipment
Cooldown.png 4 Ordnance.png 3 Mass.png 1
Kinetic Catapult
Art Railgun KineticCatapult.png
Precision.pngDamage.png 2
+2 Damage.png per Mass.png production
-2 Mass.png production for 1 turn
Cooldown.png 4 Ordnance.png 4
Kinetic Shot
Art KineticSabot.png
Precision.pngDamage.png 6
Cooldown.png 4 Ordnance.png 3 Mass.png 2
Pinpoint
Art Railgun Pinpoint.png
Precision.pngDamage.png 4
+1 Equipment Damage for each destroyed or disabled equipment
Cooldown.png 4 Ordnance.png 2 Energy.png 2
Pyroelectric Round
Art Railgun PyroelectricShot.png
Sustain Heat.png equal to ship threshold
Deal 2 Damage.png per 1 Heat.png sustained
Requires Heat.png below the ship threshold
Cooldown.png 4 Ordnance.png 2 Energy.png 2
Tungsten Round
Art Railgun TungstenSabot.png
Precision.pngDamage.png 4
50% bonus damage to equipment
Cooldown.png 4 Ordnance.png 2 Mass.png 3

Rare Railgun cards

A.P. Round
Art Railgun APround.png
Precision.pngDamage.png 4
If enemy has Shred damage a random second equipment
Cooldown.png 3 Ordnance.png 2 Energy.png 3
Cascade Shot
Art Railgun CascadeShot.png
Precision.pngDamage.png 6
If attack destroys equipment skip Cooldown.png
Cooldown.png 6 Ordnance.png 2 Energy.png 1
Frag Round
Art Railgun FragmentationSabot.png
Precision.pngDamage.png 8
If attack destroys equipment increase repair time on all equipment by +1 turn
Cooldown.png 5 Ordnance.png 4 Energy.png 3
Impetus
Art Railgun Impetus.png
When destroying equipment return a Railgun card from the Cooldown Pile to hand
Upgrade
Cooldown.png 5 Mass.png 4
Reinforced Accelerant
Art Railgun ReinforcedAccelerant.png
This turn add +1 Damage.png to Railgun cards for every Support card played
Cooldown.png 5 Energy.png 3
Seebeck Shot
Art Railgun SeebeckShot.png
Reduces Heat.png to 0
Deal 2 Precision.pngDamage.png per Heat.png removed
Sustain 1 Coolant Loss for every 2 Heat.png removed
Cooldown.png 5 Ordnance.png 3 Energy.png 3
Uranium Slug
Art Railgun UraniumSlug.png
Precision.pngDamage.png 6
Deal 50% damage to another random equipment
Cooldown.png 4 Ordnance.png 3 Mass.png 3

Missile cards

All Missile attack cards have the Deplete and Missile attributes. With the Missile attribute the damage is not done in the same turn. If the attack is a missile, the damage is done after 1 turn. If the attack is a torpedo, the damage is done after 2 turns. Missiles can be intercepted before they do their damage by Point Defense cards.

Firecracker
Art MissileEq Firecracker.png
Damage.png 2
Effect applies 3 times
Cooldown.png 4 Ordnance.png 2 Mass.png 1
Ion Missile
Art MissileEq IonMissile.png
Ion Damage.png 12
Cooldown.png 2 Energy.png 2
Light Torpedo
Art MissileEq LightTorpedo.png
Damage.png 8
Requires 3 Ordnance.png production
Cooldown.png 4 Ordnance.png 2
Starflare
Art MissileEq Starflare.png
Damage.png 6
Cooldown.png 2 Ordnance.png 2

Rare Missile cards

Heatseeker
Art MissileEq Heatseeker.png
Damage.png 12
+6 Damage.png if enemy is overheated at launch
Cooldown.png 4 Ordnance.png 3
Ion Torpedo
Art MissileEq IonMissile.png
Ion Damage.png 18
On shield break disable enemy Shield equipment for 2 turns
Cooldown.png 3 Ordnance.png 2 Energy.png 3
Missile Loader
Art MissileLoader.png
Add 2 Starflare Missile cards to Draw Pile
Cooldown.png 6 Mass.png 3
Reaper
Art MissileEq Reaper.png
Damage.png 6
+2 Damage.png per missile in flight
Cooldown.png 5 Ordnance.png 3 Energy.png 1
Torpedo
Art Torpedo.png
Damage.png 12
Requires 5 Ordnance.png production
Cooldown.png 4 Ordnance.png 3
Trident Torpedo
Art MissileEq Trident.png
Splits into 3 Light Torpedo missiles
Requires 6 Ordnance.png production
Cooldown.png 4 Ordnance.png 5 Energy.png 2

Hacking Module cards

Most Hacking Module cards have the Hack attribute, meaning that the card effect only applies if the enemy has 0 Security.png. Otherwise it removes 1 Security.png. They also have additional effects if the owner's ship has Security.png.

Firewall
CardArt Security.png
+1 Security.png
Returns to the Draw Pile when played
Cooldown.png 3 Energy.png 2
Hack Heatsinks
Art HackingEq HackHeatsinks.png
Next turn enemy loses 2 Heat Threshold
Consume all Security.png to further lower it by same amount
Cooldown.png 3 Energy.png 2
Neutralize
Art Disadvantage.png
For 2 turns disable a random weapon at turn start
Consume 1 Security.png for +2 duration
Cooldown.png 4 Energy.png 3
Overheat Weapons
Art HackingEq OverheatWeapons.png
Next turn enemy gains 1 Heat.png for every 2 Damage.png dealt with direct attacks
Cooldown.png 4 Energy.png 3
Reset
Art HackingEq Restrain.png
If any equipment is disabled discard a card from it
If no equipment is disabled disable a random equipment
Cooldown.png 4 Energy.png 3
Restrain
Art HackingEq Restrain.png
Remove 1 pip from an enemy weapon
Consume 1 Security.png to discard a card from an enemy weapon
Cooldown.png 4 Energy.png 2
Thermal Blockade
Art HackingEq ThermalBlockade2.png
While shielded enemy cannot has no Heat Dissipation
Duration: 4 turns
Cooldown.png 4 Energy.png 4

Rare Hacking Module cards

Denial
Art HackingEq Restrain.png
Disable targeted equipment for 2 turns
Consume 1 Security.png to return card to hand
Cooldown.png 4 Energy.png 3 Mass.png 1
Discharge
Art HackingEq Discharge.png
Remove 1 pip from all disabled equipment
Cooldown.png 4 Energy.png 3 Mass.png 1
Glitch
Art HackingEq Glitch.png
Disable targeted enemy equipment for 1 turn
Consume all Security.png to remove pips by the same amount
Cooldown.png 3 Energy.png 3
Missile Jamming
Art Hack.png
Delay all incoming missiles by 1 turn
Consume all Security.png to further delay them by the same amount
Cooldown.png 4 Energy.png 2 Mass.png 1
Pacify
Art HackingEq Pacify.png
Disable all enemy weapons for 1 turn
Cooldown.png 6 Energy.png 4
Stall
Art HackingEq Stall.png
For 2 turns enemy playing a card removes a pip from another card
Consume 1 Security.png to increase duration by 2 turns
Cooldown.png 4 Energy.png 3 Mass.png 2
Wipe
Art HackingEq Wipe.png
Remove a Hack debuff
Deplete
Cooldown.png 4 Energy.png 3

Shield Generator cards

Auto-Shield
Art ShieldEq AutoShield.png
Shield.png 4
Draw a Shield card from the Draw Pile
If draw succeeds gain 2 Shield.png
Cooldown.png 3 Energy.png 3
Barrier
Art ShieldBarrier.png
Shield.png 6
Cooldown.png 3 Energy.png 3 Mass.png 1
Bolster
Art ShieldBarrier.png
Shield.png 4
+2 Shield.png per Shield Duration.png
Cooldown.png 5 Energy.png 3
Charged Barrier
Art ShieldBarrier.png
Shield.png 6 Shield Duration.png 1
Cooldown.png 4 Energy.png 3 Mass.png 2
Hasty Defense
Art ShieldAegis.png
Shield.png 12 Shield Duration.png 1
Cooldown.png 4 Mass.png 2 Hull.png 3
Palisade
Art AutoShield.png
Add 3 Shield Pulse cards to hand
Cards that can't be added are added to the Draw Pile
Cooldown.png 6 Mass.png 2
Rampart
Art ShieldEq Rampart.png
Shield.png 10 Shield Duration.png 1
Cooldown.png 5 Energy.png 4 Mass.png 2
Repel
Art ShieldEq Repel.png
Play 1 Shield Pulse card for every attack the enemy intends to play
Cooldown.png 4 Energy.png 3
Surge
Art ShieldEq ShieldSurge.png
If unshielded gain 4 Shield.png
If shielded gain 1 Shield Duration.png
Cooldown.png 3 Energy.png 1
Tactical Defense
Art ShieldEq TacticalDefense.png
Shield.png 4
Gain 2 Shield.png for each Tactical card in hand
Cooldown.png 4 Energy.png 3

Rare Shield Generator cards

Backup Shields
Art ShieldEq BackupShields.png
Gain 1 Provisional Slot
Add 1 Shield Pulse card to hand when ending the turn without Tactical cards
Duration: 4 Turns
Cooldown.png 5 Mass.png 3
Battlement
Art ShieldEq Battlement.png
Shield.png 6
Gain 2 Shield.png every time you play a Tactical card
Upkeep: Ship has Shield.png
Cooldown.png 5 Energy.png 3 Mass.png 2
Flash Shields
Art ShieldEq FlashShields.png
Shield.png 12
Lose all Shield.png next turn
Cooldown.png 4 Energy.png 4

Engineering Bay cards

Battle Repairs
Art EngEq ReinforcedHull.png
Repair 3 Hull.png
Remove 2 Shredding.png
Deplete
Cooldown.png 4 Energy.png 2 Mass.png 1
Damage Control
Art EngEq DamageControl.png
Repair 25% of the damage taken on every enemy turn for 3 turns
Upkeep: 1 Energy.png
Cooldown.png 4 Energy.png 3 Mass.png 1
Deterrence
Art EngEq Deterrence.png
+1 Damage.png on next Attack card for each Attack card on enemy's equipment
Sustain 1 Heat.png
Cooldown.png 4 Energy.png 1 Mass.png 1
Precision Tracking
Art EngEq PrecisionTracking.png
Next attack this turn deals +1 Damage.png and destroys 1 enemy missile
Cooldown.png 3 Energy.png 3
Recycle
Art EngEq Recycle.png
Repair 1 Hull.png for every 3 Support cards played
Upgrade
Cooldown.png 6 Energy.png 1 Mass.png 2
Return Fire
Art EngEq ReturnFire.png
Next attack this turn dgains +1 Damage.png per incoming missile
Cooldown.png 3 Energy.png 2

Rare Engineering Bay cards

Armamant
Art ResEq Armament.png
Gain 1 Ordnance.png for every 2 Attack cards you hold at the end of the turn
Upgrade
Cooldown.png 5 Mass.png 3
Attack Mode
Art EngEq AttackMode.png
Add 1 card slot
Attack cards have -2 Cooldown.png this turn
Draw 2 Attack cards
Requires 5 Ordnance.png production
Cooldown.png 5 Energy.png 2 Mass.png 3
Cautious Tactics
Art EngEq CautiousTactics.png
+1 Damage.png for 3 turns
If you take no damage for 3 turns this card becomes an Upgrade
Cooldown.png 3 Energy.png 2 Mass.png 4
Expand Capacity
Art EngEq ExpandCapacity.png
+1 Card Slot
Cooldown.png 6 Mass.png 1 per Card Slot
Force Multiplier
Art EngEq ForceMultiplier.png
+25% Damage.png for attacks that cost at least 6 Ordnance.png
Upgrade
Cooldown.png 6 Energy.png 3 Mass.png 5
Harnessed Strike
Art Lasereq HarnessedStrike.png
Gain 1 Shield.png every time you play a Laser or Ion card
Upgrade
Cooldown.png 6 Mass.png 4
Micro-Charge
Art EngEq MicroCharge.png
Attacks that cost 2 or less Ordnance.png deal +1 Damage.png
Upgrade
Cooldown.png 4 Energy.png 3 Mass.png 5
Offensive Assurance
Art EngEq OffensiveAssurance.png
+1 Damage.png
Upkeep: Take no hull damage
Cooldown.png 4 Energy.png 2 Mass.png 2
Service Support
Art EngEq ServiceSupport.png
Repair 5 Hull.png
Remove 1 Card Slot for the rest of the combat encounter
Requires: 2 Card Slots
Cooldown.png 5 Energy.png 2 Mass.png 1
Shatter Rounds
Art Railgun ShatterRounds.png
Equipment damaged with Railgun cards take +1 turns to repair
Upgrade
Cooldown.png 5 Energy.png 2 Mass.png 3
Steel Resolve
Art Railgun.png
Next attack this turn deals +1 Damage.png for each Hack on you
Sustain 1 Heat.png
Cooldown.png 3 Energy.png 2 Mass.png 3
War Effort
Art ResEq Wareffort.png
Gain 1 Ordnance.png for every 1 Ordnance.png production
Draw 1 Attack card
Sustain 2 Heat.png
Cooldown.png 4 Energy.png 2 Mass.png 2

Resource Bay cards

Blueprint
Art ResEq Blueprint.png
Draw 2 Support cards
Support cards cost -1 Mass.png this turn
Cooldown.png 5 Energy.png 2
Conservation
Art DeployReactor.png
Gain 1 Energy.png for every 2 Ordnance.png you spend this turn
Cooldown.png 4
Energy Surge
Art ResEq EnergySurge.png
Gain 4 Energy.png
Sustain 1 Heat.png
Lose up to 4 Energy.png on turn end
Cooldown.png 5
Equivalence
Art ResEq AsteroidOre.png
Gain 1 Mass.png for every 2 Energy.png you spend this turn
Cooldown.png 4
Mass Surge
Art ResEq MassSurge.png
Gain 4 Mass.png
Sustain 1 Heat.png
Lose up to 4 Mass.png on turn end
Cooldown.png 5
Optimization
Art ResEq Armament.png
Gain 1 Ordnance.png for every 2 Mass.png you spend this turn
Cooldown.png 4
Ordnance Surge
Art ResEq OrdnanceSurge.png
Gain 4 Ordnance.png
Sustain 1 Heat.png
Lose up to 4 Ordnance.png on turn end
Cooldown.png 5

Rare Resource Bay cards

Aggression Protocol
Art ResEq AggressionProtocol.png
Gain 6 Ordnance.png
+2 Ordnance.png capacity
-2 Energy.png capacity
-2 Mass.png capacity
Deplete
Cooldown.png 6 Mass.png 2
Ammo Dump
Art ResEq AmmoDump.png
Gain 4 Ordnance.png
Sustain 2 Heat.png
Deplete
Cooldown.png 3
Asteroid Ore
Art ResEq AsteroidOre.png
Gain 4 Mass.png
Sustain 2 Heat.png
Deplete
Cooldown.png 3
Attack Gambit
Art ResEq AttacktGambit.png
Reshuffle all Attack cards into the Draw Pile and gain 1 Energy.png for each card
Cooldown.png 4
Build-Up
Art HighAlert.png
Gain 1 random resource for each Support card in hand at the end of the turn
Upgrade
Cooldown.png 4 Energy.png 2 Mass.png 2
Cache
Art ResEq Cache.png
Add 2 random resource cards to the Draw Pile
Cooldown.png 6
Capacitor
Art ResEq Capacitor.png
Gain 4 Energy.png
Sustain 2 Heat.png
Deplete
Cooldown.png 3
Fabrication
Art ResEq Fabrication.png
Gain 1 Mass.png for every 1 Mass.png produced
Draw 1 card
Cooldown.png 5 Energy.png 2
Feedback Loop
Art ResEq FeedbackLoop.png
Gain 1 Energy.png for every 2 Shield.png you lose on the enemy's next turn
Cooldown.png 5
Flux Conduction
Art ResEq Consume.png
Gain 1 Energy.png for every 2 Energy.png production each turn at 0 Heat.png
Upgrade
Cooldown.png 5 Mass.png 4
Grid Overload
Art ResEq GridOverload.png
Gain 2 Energy.png for every 1 Energy.png production
Disable Energy.png production for 2 turns
Cooldown.png 5
Overclock Reactor
Art ResEq OverclockReactor.png
Gain 1 Reactor Power
Sustain 4 Heat.png
Requires 0 Heat.png to play
Deplete
Cooldown.png 4 Mass.png 4
Production Line
Art ResEq Accountability.png
After a Support card is played other Support cards cost -1 Mass.png this turn
Upgrade
Cooldown.png 6 Energy.png 3
Reactor Boost
Art ResEq ReactorBoost.png
Gain 1 Reactor Power
Upkeep: Ship is not overheated on turn end
Cooldown.png 4 Energy.png 1 Mass.png 1
Rearm
Art ResEq Rearm.png
+2 Ordnance.png if you end the turn with 0-3 Ordnance.png
Upgrade
Cooldown.png 4 Energy.png 1 Mass.png 3
Singular Focus
Art EngEq SingularFocus.png
Discard all Support and Tactical cards
Gain 2 Ordnance.png for each discarded card
Deplete
Cooldown.png 5 Energy.png 2 Mass.png 2
Support Gambit
Art ResEq SupportGambit.png
Reshuffle all Support cards into the Draw Pile and gain 1 Ordnance.png for each card
Cooldown.png 4
Tactical Gambit
Art ResEq TacticalGambit.png
Reshuffle all Tactical cards into the Draw Pile and gain 1 Mass.png for each card
Cooldown.png 4
Tinker
Art AdaptiveModule.png
Lose 1 Mass.png production for 3 turns
Gain 1 Reactor Power after 3 turns
Deplete
Cooldown.png 5 Energy.png 2 Mass.png 2

Cooling System cards

Coolant Flow
Art Heatsinks.png
-2 Cooldown.png for all cards in Cooldown Pile
Sustain 1 Heat.png for every 4 cards affected
Cooldown.png 5
Force Draw
Art RadiatorEq ForceDraw.png
Draw 1 card
Sustain 1 Heat.png
Cooldown.png 4
Radiate
Art RadiatorEq RadiatorImage03.png
If ship has Heat.png remove up to 2 Heat.png
If ship has no Heat.png gain 2 Energy.png
Cooldown.png 4
Rush
Art RadiatorEq Rush.png
Return 1 card from Cooldown Pile to Draw Pile
Sustain 1 Heat.png
Repeat until reaching max Heat.png
Cooldown.png 4
Swift Overhaul
Art Hack.png
Repair 1 Hull.png per 3 Shield.png lost on enemy turns
Sustain 2 Heat.png
Duration: 3 turns
Deplete
Cooldown.png 5 Energy.png 3 Mass.png 2
Weapon Coolant
Art Heatsinks.png
Return up to 2 Attack cards from Cooldown Pile to Draw Pile
Sustain 2 Heat.png
Cooldown.png 4

Rare Cooling System cards

Accelerant
Art RadiatorEq RadiatorImage02.png
Next card played this turn has no Cooldown.png
Sustain 2 Heat.png
Cooldown.png 5
Heat Convertor
Art RadiatorEq RadiatorImage01.png
Gain 1 Ordnance.png for every 2 points of overheat
Cooldown.png 5
Increased Conduction
Art Hack.png
+2 Dissipation
Duration: 4 turns
Cooldown.png 5 Energy.png 3 Mass.png 1
Operations Cool-Off
Art Hack.png
Reduce Heat.png by Dissipation amount
Cooldown.png 4 Energy.png 2
Thermal Buffer
Art Hack.png
+2 Heat Threshold
Cooldown.png 4 Mass.png 4

Point Defense cards

PDC Burst
Art PDCBurst.png
If a missile is incoming destroy 1 missile
If a missile is not incoming deal 2 Damage.png
Deplete
Cooldown.png 2 Ordnance.png 1 Energy.png 1

Rare Point Defense cards

Gridfire
Art PDCBurst.png
If a missile is incoming destroy up to 3 missiles
If a missile is not incoming deal 2 Damage.png 3 times
Cooldown.png 4 Ordnance.png 3 Energy.png 3
High Alert
Art HighAlert.png
Add a PDC Burst card to hand in each empty slot
This turn PDC Burst cards cost -1 Energy.png
Deplete
Cooldown.png 4 Energy.png 3 Mass.png 4
PDC Repeater
Art PDCBurst.png
If a missile is incoming destroy the closest missile
If a missile is not incoming deal 2 Damage.png
Return this card to hand where it costs +1 Energy.png
3 Charges
Cooldown.png 5 Ordnance.png 1 Energy.png 2