Cards: Difference between revisions
From Breachway Official Wiki
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== Engineering Bay cards == | == Engineering Bay cards == | ||
{| class="wikitable" style="text-align: center;" | |||
| '''Deterrence''' | |||
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| [[File:Art EngEq Deterrence.png|512px]] | |||
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| +1 [[File:Damage.png|25px]] on next Attack card for each Attack card on enemy's equipment<br>Sustain 1 [[File:Heat.png|25px]] | |||
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| [[File:Cooldown.png|25px]] 4 [[File:Energy.png|25px]] 1 [[File:Mass.png|25px]] 1 | |||
|} | |||
=== Rare Engineering Bay cards === | === Rare Engineering Bay cards === | ||
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| [[File:Art Railgun ConductionAmplifier.png|50px]] Conduction Amplifier || 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 || Next attack this turn gets bonus damage equal to its Energy cost || [[File:Mass.png|25px]] 2 Mass || 4 | ||
|- | |- | ||
| [[File:Art EngEq Maintenance.png|50px]] Maintenance Cycle || Repair 1 HP each turn the enemy doesn't do Hull Damage<br>Upkeep: 1 Energy<br>Duration: 5 turns || [[File:Energy.png|25px]] 3 Energy<br>[[File:Mass.png|25px]] 2 Mass || 5 | | [[File:Art EngEq Maintenance.png|50px]] Maintenance Cycle || Repair 1 HP each turn the enemy doesn't do Hull Damage<br>Upkeep: 1 Energy<br>Duration: 5 turns || [[File:Energy.png|25px]] 3 Energy<br>[[File:Mass.png|25px]] 2 Mass || 5 |
Revision as of 13:34, 1 October 2024
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.
Attributes
Cards may have the following attributes:
- Deplete: Removed from current combat encounter when played.
- Exhaustive: Makes other cards unplayable this turn.
- 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: applies a stack of Shred if hull damage is equal to Shredding value. Each stack of Shred increases minimum Flak damage by 1. Counts down on turns with no Shredding applied unless the ship is overheated.
- 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.
Flak cards
Covering Fire |
3-6 |
10% chance to discard an enemy attack card per point of hull damage dealt |
3 3 2 |
Light Barrage |
3-7 |
Shredding 5 |
2 3 |
Ion cards
Ion Harpoon |
9 |
If shielded gain 1 for every 3 enemy removed |
4 2 2 |
Ion Javelin |
6 |
Deal double damage if you are unshielded |
3 1 2 |
Shield Switch |
If unshielded gain 4 If shielded deal 4 + 1 per Removes all |
3 1 1 |
Rare Ion cards
Boomerang |
8 |
If shielded gain 1 for every enemy removed |
3 2 3 |
Total Discharge |
Lost all and play 2 Ion Dart cards for each duration lost Requires |
4 1 3 |
Trim Excess |
Buff your next Attack by 50% of Halve Requires Deplete |
2 3 2 |
Laser cards
Bean Sweep |
6 3 |
3 3 2 |
Catalyst Pulse |
4 4 |
Pulse cards deal +1 this turn |
4 2 2 |
Infrared Pulse |
3 3 3 |
If enemy is overheated deal double damage |
4 3 |
Quick Pulse |
3 3 |
-1 for the next Attack card played this turn |
2 2 |
Repeater Pulse |
4 4 |
Return a Laser card from the Cooldown pile to your hand (cannot return itself) |
4 3 2 |
Rare laser cards
Blinding Pulse |
4 4 |
Next enemy attack deals -50% |
4 3 2 |
Booster Pulse |
4 4 |
Laser cards cost -1 this turn |
4 3 3 |
Heavy Pulse |
8 8 |
4 5 2 |
Lacerate |
6 |
Sustain 1 Coolant Loss |
4 3 2 |
Paired Pulse |
3 3 |
Effect applies twice |
3 4 1 |
Scrape |
4 3 |
Apply 1 Coolant Loss for each point of added by the attack |
3 3 2 |
Swift Charge |
Add 3 Blink cards to hand Cards that can't be added are added to the Draw Pile |
6 1 3 |
Turbolaser |
Play as many Laser Pulse cards as resources allow (max 10) Deplete Exhuastive |
4 6 2 |
Card | Damage | Effects | Cost | Cooldown |
---|---|---|---|---|
Laser Pulse | 4 | Precision | 3 Ordnance | 3 |
Disarm (rare) | 0 | Play 1 Covering Fire card for each attack card the enemy intends to play | 4 Ordnance 4 Energy |
4 |
Railgun cards
Kinetic Catapult |
2 2 |
+2 per production -2 production for 1 turn |
4 4 |
Pyroelectric Round |
Sustain equal to ship threshold Deal 2 per 1 sustained Requires below the ship threshold |
4 2 2 |
Tungsten Round |
4 6 |
50% bonus damage to equipment |
4 2 3 |
Rare Railgun cards
Cascade Shot |
6 6 |
If attack destroys equipment skip |
6 2 1 |
Reinforced Accelerant |
This turn add +1 to Railgun cards for every Support card played |
5 3 |
Seebeck Shot |
Reduces to 0 Deal 2 and per removed Sustain 1 Coolant Loss for every 2 removed |
5 3 3 |
Missile cards
Ion Missile |
12 |
Missile Deplete |
5 2 |
Rare Missile cards
Heatseeker |
12 |
Missile Deplete +6 Damage if enemy is overheated at launch |
4 3 |
Shield Generator cards
Auto-Shield |
4 |
Draw a Shield card from the Draw Pile If draw succeeds gain 2 |
3 3 |
Charged Barrier |
6 1 |
4 3 2 |
Palisade |
Add 3 Shield Pulse cards to hand Cards that can't be added are added to the Draw Pile |
4 2 |
Rampart |
10 1 |
5 4 2 |
Repel |
Play 1 Shield Pulse card for every attack the enemy intends to play |
4 3 |
Surge |
If unshielded gain 4 If shielded gain 1 |
3 1 |
Tactical Defense |
4 |
Gain 2 for each Tactical card in hand |
4 3 |
Rare Shield Generator cards
Backup Shields |
Gain 1 Provisional Slot Add 1 Shield Pulse card to hand when ending the turn without Tactical cards Duration: 4 Turns |
5 3 |
Battlement |
6 |
Gain 2 every time you play a Tactical card Upkeep: Ship has |
5 3 2 |
Engineering Bay cards
Deterrence |
+1 on next Attack card for each Attack card on enemy's equipment Sustain 1 |
4 1 1 |
Rare Engineering Bay cards
Armamant |
Gain 1 for every 2 Attack cards you hold at the end of the turn Upgrade |
5 3 |
Attack Mode |
Add 1 card slot Attack cards have -2 this turn Draw 2 Attack cards Requires 5 production |
5 2 3 |
Cautious Tactics |
+1 for 3 turns If you take no damage for 3 turns this card becomes an Upgrade |
3 2 4 |
Harnessed Strike |
Gain 1 every time you play a Laser or Ion card Upgrade |
6 4 |
Steel Resolve |
Next attack this turn deals +1 for each Hack on you Sustain 1 |
3 2 3 |
Hacking Module cards
Resource Bay cards
Blueprint |
Draw 2 Support cards Support cards cost -1 this turn |
5 2 |
Conservation |
Gain 1 for every 2 you spend this turn |
4 |
Energy Surge |
Gain 4 Sustain 1 Lose up to 4 on turn end |
5 |
Equivalence |
Gain 1 for every 2 you spend this turn |
4 |
Mass Surge |
Gain 4 Sustain 1 Lose up to 4 on turn end |
5 |
Optimization |
Gain 1 for every 2 you spend this turn |
4 |
Ordnance Surge |
Gain 4 Sustain 1 Lose up to 4 on turn end |
5 |
Rare Resource Bay cards
Ammo Dump |
Gain 4 Sustain 2 Deplete |
3 |
Asteroid Ore |
Gain 4 Sustain 2 Deplete |
3 |
Build-Up |
Gain 1 random resource for each Support card in hand at the end of the turn Upgrade |
4 2 2 |
Capacitor |
Gain 4 Sustain 2 Deplete |
3 |
Fabrication |
Gain 1 for every 1 produced Draw 1 card |
5 2 |
Grid Overload |
Gain 2 for every 1 production Disable production for 2 turns |
5 |
Overclock Reactor |
Gain 1 Reactor Power Sustain 4 Requires 0 to play Deplete |
4 4 |
Reactor Boost |
Gain 1 Reactor Power Upkeep: Ship is not overheated on turn end |
4 1 1 |
Tactical Gambit |
Reshuffle all Tactical cards into the Draw Pile and gain 1 for each card |
4 |
War Effort |
Gain 1 for every 1 production Draw 1 Attack card Sustain 2 |
4 2 2 |
Card | Effect | Cost | Cooldown |
---|---|---|---|
Tinker | Lose 1 Mass production for 3 turns Add 1 Reactor Power after 3 turns Deplete |
2 Energy 2 Mass |
5 |
Cooling System cards
Coolant Flow |
-2 for all cards in Cooldown Pile Sustain 1 for every 4 cards affected |
5 |
Force Draw |
Draw 1 card Sustain 1 |
4 |
Operations Cool-Off |
Reduce by Dissipation amount |
4 2 2 |
Radiate |
If ship has remove up to 2 If ship has no gain 2 |
4 |
Rush |
Return 1 card from Cooldown Pile to Draw Pile Sustain 1 Repeat until reaching max |
4 |
Weapon Coolant |
Return up to 2 Attack cards from Cooldown Pile to Draw Pile Sustain 2 |
4 |
Rare Cooling System cards
Heat Convertor |
Gain 1 for every 2 points of overheat |
5 |
Increased Conduction |
+2 Dissipation Duration: 4 turns |
5 3 1 |
Thermal Buffer |
+2 Heat Threshold |
4 4 |
Point Defense cards
PDC Burst |
If a missile is incoming destroy 1 missile If a missile is not incoming deal 2 Deplete |
2 1 1 |
Rare Point Defense cards
Gridfire |
If a missile is incoming destroy up to 3 missiles If a missile is not incoming deal 2 3 times |
4 3 3 |
High Alert |
Add a PDC Burst card to hand in each empty slot This turn PDC Burst cards cost -1 Deplete |
4 3 4 |
PDC Repeater |
If a missile is incoming destroy the closest missile If a missile is not incoming deal 2 Return this card to hand where it costs +1 3 Charges |
5 1 2 |