Cards: Difference between revisions
From Breachway Official Wiki
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| [[File:Art Railgun ConductionAmplifier.png|50px]] Conduction Amplifier || Engineering Bay || Next attack this turn gets bonus damage equal to its Energy cost || [[File:Mass.png|25px]] 2 Mass || 4 | | [[File:Art Railgun ConductionAmplifier.png|50px]] Conduction Amplifier || Engineering Bay || Next attack this turn gets bonus damage equal to its Energy cost || [[File:Mass.png|25px]] 2 Mass || 4 | ||
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| [[File:Art EngEq OffensiveAssurance.png|50px]] Offensive Assurange || Engineering Bay || Deal +1 Damage<br>Upkeep: Don't take Hull Damage || [[File:Energy.png|25px]] 2 Energy<br>[[File:Mass.png|25px]] 2 Mass || 4 | |||
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| Harnessed Strike (rare) || Engineering Bay || Gain 1 Shield Point for every played Laser or Ion card<br>Upgrade || [[File:Mass.png|25px]] 4 Mass || 6 | | Harnessed Strike (rare) || Engineering Bay || Gain 1 Shield Point for every played Laser or Ion card<br>Upgrade || [[File:Mass.png|25px]] 4 Mass || 6 | ||
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| [[File:Art | | [[File:Art PDCBurst.png|50px]] PDC Burst || Point Defense || If a missile is incoming it its destroyed<br>If a missile is not incoming it deals 2 Damage<br>Deplete || [[File:Ordnance.png|25px]] 1 Ordnance<br>[[File:Energy.png|25px]] 1 Energy || 2 | ||
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| [[File:Art PDCBurst.png|50px]] | | [[File:Art PDCBurst.png|50px]] Gridfire (rare) || Point Defense || If a missile is incoming destroy up to 3 enemy missiles<br>If a missile is not incoming it deals 2 Damage 3 times|| [[File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Energy.png|25px]] 3 Energy || 4 | ||
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| [[File:Art Railgun KineticCatapult.png|50px]] Kinetic Catapult || Railgun || Deal 2 Damage<br>Deal 2 Damage per Mass production<br>Reduces Mass production by 2 for 1 turn<br>Precision || [[File:Ordnance.png|25px]] 4 Ordnance || 4 | | [[File:Art Railgun KineticCatapult.png|50px]] Kinetic Catapult || Railgun || Deal 2 Damage<br>Deal 2 Damage per Mass production<br>Reduces Mass production by 2 for 1 turn<br>Precision || [[File:Ordnance.png|25px]] 4 Ordnance || 4 |
Revision as of 10:55, 28 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 current combat encounter when played.
- Hack: Effect applies if target has 0 Security, otherwise removes 1 Security.
- Ignite: Hull Damage adds Heat to the enemy ship but is reduced equal to Dissipation at the end of the turn.
- Ion Damage: Only deals damage to shields. Hull damage inflicts equal Ionize instead.
- Ionize: On enemy, 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.
- Missile: The damage is dealt the following turn.
- Ongoing: Persistent Effect removed if equipment is disabled.
- Precision: Able to target enemy equipment.
- Security: Protects against enemy Hack and increases the effects of Hack cards.
- Shredding: Each stack of Shred increases minimum Flak damage by 1. Counts down on turns with no Shredding applied.
- 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.
Ion cards
Ion cards can be added to Ion weapons.
Laser cards
Laser cards can be added to Laser Weapons.
Flak cards
Flak cards can be added to Flak weapons.
Shield cards
Shield cards can be added to Tactical Hardpoint equipment.
Resource Bay cards
Resource Bay cards can be added to Resource Bay equipment.