Cards: Difference between revisions
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| [[File:Art ShieldEq ShieldSurge.png|50px]] Surge || 0 || If unshielded gain 4 Shield Points<br>If shielded gain 1 Shield Duration || [[File:Energy.png|25px]] 1 Energy || 3 | | [[File:Art ShieldEq ShieldSurge.png|50px]] Surge || 0 || If unshielded gain 4 Shield Points<br>If shielded gain 1 Shield Duration || [[File:Energy.png|25px]] 1 Energy || 3 | ||
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== Engineering Bay cards == | |||
{| class="wikitable" | |||
! Card | |||
! Effect | |||
! Cost | |||
! Cooldown | |||
|- | |||
| [[File:Art EngEq ReinforcedHull.png|50px]] Battle Repairs || Repair 3 HP<br>Remove 2 Shred charges || [[File:Energy.png|25px]] 2 Energy<br>[[File:Mass.png|25px]] 1 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 | |||
|- | |||
| Defensive Stance || Gain 2 Energy<br>Draw or return a Shield card || [[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 | |||
|- | |||
| [[File:Art EngEq OffensiveAssurance.png|50px]] Offensive Assurance || Deal +1 Damage<br>Upkeep: Don't take Hull Damage || [[File:Energy.png|25px]] 2 Energy<br>[[File:Mass.png|25px]] 2 Mass || 4 | |||
|- | |||
| [[File:Art ShieldEq Battlement.png|50px]] Tactical Recoup || If enemy breaks the shield first Shield card next turn gives +35% Shield Points<br>Upgrade || [[File:Energy.png|25px]] 2 Energy<br>[[File:Mass.png|25px]] 4 Mass || 6 | |||
|- | |||
| Harnessed Strike (rare) || Gain 1 Shield Point for every played Laser or Ion card<br>Upgrade || [[File:Mass.png|25px]] 4 Mass || 6 | |||
|} | |} | ||
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! Cost | ! Cost | ||
! Cooldown | ! Cooldown | ||
|- | |- | ||
| [[File:Art Railgun KineticCatapult.png|50px]] Kinetic Catapult || Railgun || Deal 2 Damage<br>Deal 2 Damage per Mass production<br>Reduces Mass production by 2 for 1 turn<br>Precision || [[File:Ordnance.png|25px]] 4 Ordnance || 4 | | [[File:Art Railgun KineticCatapult.png|50px]] Kinetic Catapult || Railgun || Deal 2 Damage<br>Deal 2 Damage per Mass production<br>Reduces Mass production by 2 for 1 turn<br>Precision || [[File:Ordnance.png|25px]] 4 Ordnance || 4 |
Revision as of 12:13, 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.