Cards: Difference between revisions
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| Booster Pulse (rare) || Deal 4 Damage<br>Precision<br>Laser cards cost 1 less Ordnance this turn || [[File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Energy.png|25px]] 3 Energy || 4 | | Booster Pulse (rare) || Deal 4 Damage<br>Precision<br>Laser cards cost 1 less Ordnance this turn || [[File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Energy.png|25px]] 3 Energy || 4 | ||
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| Heavy Pulse (rare) || Deal 8 Damage<br>Precision || [[File:Ordnance.png|25px]] 5 Ordnance<br>[[File:Energy.png|25px]] 2 Energy || 4 | |||
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| Paired Pulse (rare) || Deal 3 Damage twice<br>Precision || [[File:Ordnance.png|25px]] 4 Ordnance<br>[[File:Energy.png|25px]] 1 Energy || 3 | |||
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Revision as of 09:27, 27 September 2024
Cards represent actions the ship can take each turn. Cards have different, scripted effects and costs 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.
Shield cards
Shield cards can be added to Tactical Hardpoint equipment.
Resource Bay cards
Resource Bay cards can be added to Utility Hardpoint equipment.
Other cards
Card | Type | Effect | Cost | Cooldown |
---|---|---|---|---|
Light Barrage | Flak | Deal 2-5 Damage Deal 5 Shredding |
3 Ordnance | 2 |
Harnessed Strike | Engineering Bay | Gain 1 Shield Point for every played Laser or Ion card Upgrade |
4 Mass | 6 |