Cards: Difference between revisions
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! Cost | ! Cost | ||
! Cooldown | ! Cooldown | ||
|- | |||
| Booster Pulse || Deal 4 Damage<br>4 Precision<br>Laser cards cost 1 less Ordnance this turn || 3 Ordnance<br>3 Energy || 4 | |||
|- | |- | ||
| Catalyst Pulse || Deal 4 Damage<br>4 Precision<br>All Pulse cards played this turn deal +1 Damage || 3 Ordnance<br>2 Energy || 3 | | Catalyst Pulse || Deal 4 Damage<br>4 Precision<br>All Pulse cards played this turn deal +1 Damage || 3 Ordnance<br>2 Energy || 3 | ||
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|- | |- | ||
| Quick Pulse || Deal 3 Damage<br>3 Precision || 2 Ordnance || 2 | | Quick Pulse || Deal 3 Damage<br>3 Precision || 2 Ordnance || 2 | ||
|- | |||
| Repeater Pulse || Deal 4 Damage<br>4 Precision<br>Return a Laser card from the Cooldown Pile to hand (cannot return itself) || 3 Ordnance<br>2 Energy || 4 | |||
|- | |- | ||
| Streamline || Each Laser card played this turn reduces the cost of other Laser cards by 1 Ordnance || 4 Mass || 6 | | Streamline || Each Laser card played this turn reduces the cost of other Laser cards by 1 Ordnance || 4 Mass || 6 |
Revision as of 07:34, 27 September 2024
Cards represent actions the ship can take each turn. Cards have a different, scripted cost during the Prologue.
Attributes
Cards may have the following attributes:
- Deplete: Removed from battle when played.
- Ignite: Hull Damage adds Heat to the enemy ship but is reduced equal to Dissipation at the end of the turn.
- Missile: The damage is dealt the following turn.
- ongoing: Persistent Effect removed if equipment is disabled.
- Precision: Able to target enemy equipment.
- Shredding: Each stack of Shred increases minimum Flak damage by 1.
- Upkeep: As long the condition is met the card's Persistent Effect will remain active.
- Upgrade: Grants a permanent Persistent Effect to the user and is removed from battle while its Persistent Effect is active.
Laser cards
Laser cards can be added to Weapon Mount equipment.
Card | Effect | Cost | Cooldown |
---|---|---|---|
Booster Pulse | Deal 4 Damage 4 Precision Laser cards cost 1 less Ordnance this turn |
3 Ordnance 3 Energy |
4 |
Catalyst Pulse | Deal 4 Damage 4 Precision All Pulse cards played this turn deal +1 Damage |
3 Ordnance 2 Energy |
3 |
Laser Pulse | Deal 4 Damage 4 Precision |
3 Ordnance | 3 |
Quick Pulse | Deal 3 Damage 3 Precision |
2 Ordnance | 2 |
Repeater Pulse | Deal 4 Damage 4 Precision Return a Laser card from the Cooldown Pile to hand (cannot return itself) |
3 Ordnance 2 Energy |
4 |
Streamline | Each Laser card played this turn reduces the cost of other Laser cards by 1 Ordnance | 4 Mass | 6 |
Shield cards
Shield cards can be added to Tactical Hardpoint equipment.
Card | Effect | Cost | Cooldown |
---|---|---|---|
Auto-Shield | Gain 4 Shield Points Draw 1 Shield card from the Draw Pile If the draw succeeds gain 2 Shield Points |
3 Energy | 3 |
Barrier | Gain 6 Shield Points | 3 Energy 1 Mass |
3 |
Charged Barrier | Gain 6 Shield Points Gain 1 Shield Duration |
3 Energy 2 Mass |
4 |
Rampart | Gain 10 Shield Points Gain 1 Shield Duration |
4 Energy 2 Mass |
5 |
Surge | If unshielded gain 4 Shield Points If shielded gain 1 Shield Duration |
1 Energy | 3 |
Resource Bay cards
Resource Bay cards can be added to Utility Hardpoint equipment.
Card | Effect | Cost | Cooldown |
---|---|---|---|
Blueprint | Draw 2 Support cards All Support cards cost 1 Mass less this turn Deplete |
2 Energy | 5 |
Conservation | Gain 1 Energy for every 2 Ordnance you spent this turn | 4 | |
Energy Surge | Gain 4 Energy until the end of the turn Gain 1 Heat |
5 | |
Ordnance Surge | Gain 4 Ordnance until the end of the turn Gain 1 Heat |
5 | |
Mass Surge | Gain 4 Mass until the end of the turn Gain 1 Heat |
5 |
Other cards
Card | Type | Effect | Cost | Cooldown |
---|---|---|---|---|
Harnessed Strike | Engineering Bay | Gain 1 Shield Point for every played Laser or Ion card Upgrade |
4 Mass | 6 |