Cards: Difference between revisions

From Breachway Official Wiki
No edit summary
Line 32: Line 32:
| Streamline || Each Laser card played this turn reduces the cost of other Laser cards by 1 Ordnance || [[File:Mass.png|25px]] 4 Mass || 6
| Streamline || Each Laser card played this turn reduces the cost of other Laser cards by 1 Ordnance || [[File:Mass.png|25px]] 4 Mass || 6
|-
|-
| Blinding Pulse (rare) || Deal 4 Damage<br>4 Precision<br>Next enemy attack does half damage || [[File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Energy.png|25px]] 2 Energy || 4 Cooldown
| Blinding Pulse (rare) || Deal 4 Damage<br>4 Precision<br>Next enemy attack does half damage || [[File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Energy.png|25px]] 2 Energy || 4
|}
|}



Revision as of 08:31, 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
Ordnance.png 3 Ordnance
Energy.png 3 Energy
4
Catalyst Pulse Deal 4 Damage
4 Precision
All Pulse cards played this turn deal +1 Damage
Ordnance.png 3 Ordnance
Energy.png 2 Energy
3
Art Lasereq Pulse2.png Laser Pulse Deal 4 Damage
4 Precision
Ordnance.png 3 Ordnance 3
Quick Pulse Deal 3 Damage
3 Precision
Ordnance.png 2 Ordnance 2
Repeater Pulse Deal 4 Damage
4 Precision
Return a Laser card from the Cooldown Pile to hand (cannot return itself)
Ordnance.png 3 Ordnance
Energy.png 2 Energy
4
Streamline Each Laser card played this turn reduces the cost of other Laser cards by 1 Ordnance Mass.png 4 Mass 6
Blinding Pulse (rare) Deal 4 Damage
4 Precision
Next enemy attack does half damage
Ordnance.png 3 Ordnance
Energy.png 2 Energy
4

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
Energy.png 3 Energy 3
Art ShieldBarrier.png Barrier Gain 6 Shield Points Energy.png 3 Energy
Mass.png 1 Mass
3
Art ShieldBarrier.png Charged Barrier Gain 6 Shield Points
Gain 1 Shield Duration
Energy.png 3 Energy
Mass.png 2 Mass
4
Rampart Gain 10 Shield Points
Gain 1 Shield Duration
Energy.png 4 Energy
Mass.png 2 Mass
5
Surge If unshielded gain 4 Shield Points
If shielded gain 1 Shield Duration
Energy.png 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
Energy.png 2 Energy 5
Art DeployReactor.png Conservation Gain 1 Energy for every 2 Ordnance you spent this turn 4
Equivalence Gain 1 Mass for every 2 Energy 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
Mass.png 4 Mass 6