Cards: Difference between revisions
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| Catalyst Pulse || 4 || Precision<br>All Pulse cards played this turn deal +1 Damage || [[File:Ordnance.png|25px]] 2 Ordnance<br>[[File:Energy.png|25px]] 2 Energy || 3 | | Catalyst Pulse || 4 || Precision<br>All Pulse cards played this turn deal +1 Damage || [[File:Ordnance.png|25px]] 2 Ordnance<br>[[File:Energy.png|25px]] 2 Energy || 3 | ||
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| Cutting Beam || 3 || Deal Damage again each turn<br>Ignite<br> | | Cutting Beam || 3 || Deal Damage again each turn<br>Ignite<br>Sustain 1 Heat per turn<br>Duration: 3 turns || [[File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Energy.png|25px]] 1 Energy || 3 | ||
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| Infrared Pulse || 3 || Ignite<br>Precision<br>If enemy is overheating deal 6 Damage || [[File:Ordnance.png|25px]] 3 Ordnance || 4 | | Infrared Pulse || 3 || Ignite<br>Precision<br>If enemy is overheating deal 6 Damage || [[File:Ordnance.png|25px]] 3 Ordnance || 4 | ||
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| Optimization || Gain 1 Ordnance for every 2 Mass you spent this turn || || 4 | | Optimization || Gain 1 Ordnance for every 2 Mass you spent this turn || || 4 | ||
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| Energy Surge || Gain 4 Energy until the end of the turn<br> | | Energy Surge || Gain 4 Energy until the end of the turn<br>Sustain 1 Heat || || 5 | ||
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| [[File:Art ResEq MassSurge.png|50px]] Mass Surge || Gain 4 Mass until the end of the turn<br> | | [[File:Art ResEq MassSurge.png|50px]] Mass Surge || Gain 4 Mass until the end of the turn<br>Sustain 1 Heat || || 5 | ||
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| [[File:Art ResEq OrdnanceSurge.png|50px]] Ordnance Surge || Gain 4 Ordnance until the end of the turn<br> | | [[File:Art ResEq OrdnanceSurge.png|50px]] Ordnance Surge || Gain 4 Ordnance until the end of the turn<br>Sustain 1 Heat || || 5 | ||
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| [[File:Art ResEq Fabrication.png|50px]] Fabrication || Gain 1 Mass for every Mass production<br>Draw 1 card || [[File:Energy.png|25px]] 2 Energy || 5 | | [[File:Art ResEq Fabrication.png|50px]] Fabrication || Gain 1 Mass for every Mass production<br>Draw 1 card || [[File:Energy.png|25px]] 2 Energy || 5 | ||
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| Thermal Tick || Hack || This turn every card deals deals 1 Ignite<br>If ship has Security it reduced is by 1 and doubles the Ignite effect<br>Hack || [[File:Energy.png|25px]] 2 Energy || 3 | | Thermal Tick || Hack || This turn every card deals deals 1 Ignite<br>If ship has Security it reduced is by 1 and doubles the Ignite effect<br>Hack || [[File:Energy.png|25px]] 2 Energy || 3 | ||
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| [[File:Art Hack.png|50px]] Swift Overhaul || Radiators || Repair 1 HP for every 3 Shield Points lost during enemy turn<br> | | [[File:Art Hack.png|50px]] Swift Overhaul || Radiators || Repair 1 HP for every 3 Shield Points lost during enemy turn<br>Sustain 2 Heat<br>Duration: 3 turns<br>Deplete || [[File:Energy.png|25px]] 3 Energy<br>[[File:Mass.png|25px]] 2 Mass || 5 | ||
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| [[File:Art EngEq TakeAim.png|50px]] Target Lock || || Deal +1 Damage<br>Upkeep: Play at least one attack card per turn || [[File:Energy.png|25px]] 2 Energy<br>[[File:Mass.png|25px]] 2 Mass || 3 | | [[File:Art EngEq TakeAim.png|50px]] Target Lock || || Deal +1 Damage<br>Upkeep: Play at least one attack card per turn || [[File:Energy.png|25px]] 2 Energy<br>[[File:Mass.png|25px]] 2 Mass || 3 | ||
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Revision as of 11:42, 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.
Resource Bay cards
Resource Bay cards can be added to Resource Bay equipment.
Point Defense cards
Point Defense cards can be added to Point Defense equipment.