Cards: Difference between revisions
From Breachway Official Wiki
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{| class="wikitable" style="text-align: center;" | |||
| '''Unload''' | |||
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| [[File:Art FlakEq Unload.png|512px]] [[File:Shredding.png|25px]] 5 | |||
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| 5-10 | |||
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| Requires: played 3 Flak cards this turn | |||
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| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 2 [[File:Energy.png|25px]] 2 | |||
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Revision as of 17:35, 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:
- Coolant Loss: Reduces Dissipation.
- 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 |
Flak Barrage |
3-7 5 |
3 3 1 |
Light Barrage |
3-7 5 |
2 3 |
Spread Shot |
2-5 |
Destroy the closest enemy missile |
3 3 1 |
Volatile Barrage |
0-8 5 |
4 2 2 |
Rare Flak cards
Charged Shot |
3-7 5 |
If enemy has shields deal max damage |
3 3 2 |
Disarm |
Play 1 Covering Fire card for each attack card the enemy intends to play |
4 4 4 |
Unload |
5 |
5-10 |
Requires: played 3 Flak cards this turn |
4 2 2 |
Ion cards
Combined Arms |
8 |
Draw an Attack card from the Cooldown Pile |
3 2 2 |
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 |
Sling |
6 |
3 1 2 |
Rare Ion cards
Boomerang |
8 |
If shielded gain 1 for every enemy removed |
3 2 3 |
Ion Spear |
8 |
On shield break disables targeted equipment for 2 turns |
3 2 3 |
Shatter |
When you break the a shield with an Ion card all attacks deal +1 this turn Upgrade |
5 2 4 |
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 |
Pulse cards deal +1 this turn |
4 2 2 |
Infrared Pulse |
3 3 |
If enemy is overheated deal double damage |
4 3 |
Quick Pulse |
3 |
-1 for the next Attack card played this turn |
2 2 |
Repeater Pulse |
4 |
Return a Laser card from the Cooldown pile to your hand (cannot return itself) |
4 3 2 |
Rare laser cards
Blinding Pulse |
4 |
Next enemy attack deals -50% |
4 3 2 |
Booster Pulse |
4 |
Laser cards cost -1 this turn |
4 3 3 |
Heavy Pulse |
8 |
4 5 2 |
Lacerate |
6 |
Sustain 1 Coolant Loss |
4 3 2 |
Paired Pulse |
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 |
Searing Salvo |
Play 1 Infrared Pulse card for every Dissipation point Sustain 1 Coolant Loss for every Infrared Pulse card played |
6 6 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 |
Railgun cards
Drill Round |
4 |
+4 when destroying equipment |
4 3 1 |
Kinetic Catapult |
2 |
+2 per production -2 production for 1 turn |
4 4 |
Kinetic Shot |
6 |
4 3 2 |
Pinpoint |
4 |
Ignores Shields +1 Equipment Damage for each disabled equipment |
4 2 2 |
Pyroelectric Round |
Sustain equal to ship threshold Deal 2 per 1 sustained Requires below the ship threshold |
4 2 2 |
Tungsten Round |
4 |
50% bonus damage to equipment |
4 2 3 |
Rare Railgun cards
A.P. Round |
4 |
If enemy has Shred damage a random second equipment |
3 2 3 |
Cascade Shot |
6 |
If attack destroys equipment skip |
6 2 1 |
Frag Round |
8 |
If attack destroys equipment increase repair time on all equipment by +1 turn |
5 4 3 |
Reinforced Accelerant |
This turn add +1 to Railgun cards for every Support card played |
5 3 |
Seebeck Shot |
Reduces to 0 Deal 2 per removed Sustain 1 Coolant Loss for every 2 removed |
5 3 3 |
Uranium Slug |
6 |
Deal 50% damage to another random equipment |
4 3 3 |
Missile cards
Firecracker |
2 |
Effect applies 3 times Missile Deplete |
4 2 1 |
Ion Missile |
12 |
Missile Deplete |
5 2 |
Starflare |
6 |
Missile Deplete |
2 2 |
Rare Missile cards
Heatseeker |
12 |
+6 if enemy is overheated at launch Missile Deplete |
4 3 |
Missile Loader |
Add 2 Starflare Missile cards to Draw Pile |
6 3 |
Reaper |
6 |
+2 per missile in flight Missile Deplete |
5 3 1 |
Hacking Module cards
Neutralize |
For 2 turns disable a random weapon at turn start Consume 1 for +2 duration |
4 3 |
Reset |
If any equipment is disabled discard a card from it If no equipment is disabled disable a random equipment |
4 3 |
Restrain |
Remove 1 pip from an enemy weapon Consume 1 to discard a card from an enemy weapon |
4 2 |
Rare Hacking Module cards
Denial |
Disable targeted equipment for 2 turns Consume 1 to return card to hand |
4 3 1 |
Discharge |
Remove 1 pip from all disabled equipment |
4 3 1 |
Glitch |
Disable targeted enemy equipment for 1 turn Consume all to remove pips by the same amount |
3 3 |
Missile Jamming |
Delay all incoming missiles by 1 turn Consume all to further delay them by the same amount |
4 2 1 |
Pacify |
Disable all enemy weapons for 1 turn |
6 4 |
Stall |
For 2 turns enemy playing a card removes a pip from another card Consume 1 to increase duration by 2 turns |
4 3 2 |
Wipe |
Remove a Hack debuff Deplete |
4 3 |
Card | Effect | Cost | Cooldown |
---|---|---|---|
Firewall | Gain 1 Security Cost is increased by Security Returns to the Draw Pile when played |
2 Energy | 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 |
Hasty Defense |
12 1 |
4 2 3 |
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 |
Flash Shields |
12 |
Lose all next turn |
4 4 |
Engineering Bay cards
Deterrence |
+1 on next Attack card for each Attack card on enemy's equipment Sustain 1 |
4 1 1 |
Precision Tracking |
Next attack this turn deals +1 and destroys 1 enemy missile |
3 3 |
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 |
Expand Capacity |
+1 Card Slot |
6 1 per Card Slot |
Harnessed Strike |
Gain 1 every time you play a Laser or Ion card Upgrade |
6 4 |
Micro-Charge |
Attacks that cost 2 or less deal +1 Upgrade |
4 3 5 |
Offensive Assurance |
+1 Upkeep: Take no hull damage |
4 2 2 |
Shatter Rounds |
Equipment damaged with Railgun cards take +1 turns to repair Upgrade |
5 2 3 |
Steel Resolve |
Next attack this turn deals +1 for each Hack on you Sustain 1 |
3 2 3 |
War Effort |
Gain 1 for every 1 production Draw 1 Attack card Sustain 2 |
4 2 2 |
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 |
Attack Gambit |
Reshuffle all Attack cards into the Draw Pile and gain 1 for each card |
4 |
Build-Up |
Gain 1 random resource for each Support card in hand at the end of the turn Upgrade |
4 2 2 |
Cache |
Add 2 random resource cards to the Draw Pile |
6 |
Capacitor |
Gain 4 Sustain 2 Deplete |
3 |
Fabrication |
Gain 1 for every 1 produced Draw 1 card |
5 2 |
Feedback Loop |
Gain 1 for every 2 you lose on the enemy's next turn |
5 |
Flux Conduction |
Gain 1 for every 2 production each turn at 0 Upgrade |
5 4 |
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 |
Production Line |
After a Support card is played other Support cards cost -1 this turn Upgrade |
6 3 |
Reactor Boost |
Gain 1 Reactor Power Upkeep: Ship is not overheated on turn end |
4 1 1 |
Singular Focus |
Discard all Support and Tactical cards Gain 2 for each discarded card Deplete |
5 2 2 |
Support Gambit |
Reshuffle all Support cards into the Draw Pile and gain 1 for each card |
4 |
Tactical Gambit |
Reshuffle all Tactical cards into the Draw Pile and gain 1 for each card |
4 |
Tinker |
Lose 1 production for 3 turns Gain 1 Reactor Power after 3 turns Deplete |
5 2 2 |
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 |
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
Accelerant |
Next card played this turn has no Sustain 2 |
5 |
Heat Convertor |
Gain 1 for every 2 points of overheat |
5 |
Increased Conduction |
+2 Dissipation Duration: 4 turns |
5 3 1 |
Operations Cool-Off |
Reduce by Dissipation amount |
4 2 |
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 |