Cards: Difference between revisions
From Breachway Official Wiki
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| Equivalence || Gain 1 Mass for every 2 Energy you spent this turn || || 4 | | Equivalence || Gain 1 Mass for every 2 Energy you spent this turn || || 4 | ||
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| Optimization || Gain 1 Ordnance for every 2 Mass you spent this turn || || 4 | |||
|- | |- | ||
| Energy Surge || Gain 4 Energy until the end of the turn<br>Gain 1 Heat || || 5 | | Energy Surge || Gain 4 Energy until the end of the turn<br>Gain 1 Heat || || 5 | ||
|- | |||
| Mass Surge || Gain 4 Mass until the end of the turn<br>Gain 1 Heat || || 5 | |||
|- | |- | ||
| Ordnance Surge || Gain 4 Ordnance until the end of the turn<br>Gain 1 Heat || || 5 | | Ordnance Surge || Gain 4 Ordnance until the end of the turn<br>Gain 1 Heat || || 5 | ||
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Revision as of 08:43, 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.
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 |
---|---|---|---|---|
Harnessed Strike | Engineering Bay | Gain 1 Shield Point for every played Laser or Ion card Upgrade |
4 Mass | 6 |