Cards: Difference between revisions

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== Shield Generator cards ==
== Shield Generator cards ==
{| class="wikitable" style="text-align: center;"
| '''Covering Fire'''
|-
| [[File:Art ShieldEq Rampart.png|512px]]
|-
| [[File:Damage.png|25px]] 3-6
|-
| 10% chance to discard an enemy attack card per point of hull damage dealt
|-
| [[File:Cooldown.png|25px]] 3 [[File:Ordnance.png|25px]] 3 [[File:Mass.png|25px]] 2
|}
{| class="wikitable"
{| class="wikitable"
! Card
! Card

Revision as of 19:28, 30 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.
  • 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.
  • 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
Art FlakEq CoveringFire.png
Damage.png 3-6
10% chance to discard an enemy attack card per point of hull damage dealt
Cooldown.png 3 Ordnance.png 3 Mass.png 2
Light Barrage
Art FlakEq LightBarrage2.png
Damage.png 3-7
Shredding 5
Cooldown.png 2 Ordnance.png 3
Card Damage Effects Cost Cooldown
Concussive Shells 4 +2 Max Damage per stack of Shred
+1 Min Damage per stack of Shred
Ordnance.png 3 Ordnance
Mass.png 3 Mass
3
Flak Barrage 3-7 Deal 5 Shredding Ordnance.png 3 Ordnance
Mass.png 1 Mass
3
Art TitaniumShells.png Opening Shot 2-4 Deal 1 Shredding if enemy has none Ordnance.png 2 Ordnance
Mass.png 1 Mass
3
Art FlakEq SpreadShot.png Spread Shot 2-5 Destroy the closest enemy missile Ordnance.png 3 Ordnance
Mass.png 1 Mass
3
Art FlakEq HeatedShell.png Twin Barrel 2-6 Deal 5 Shredding
Add a Light Barrage card to hand
Ordnance.png 3 Ordnance
Mass.png 2 Mass
4
Volatile Barrage 0-8 Deal 5 Shredding Ordnance.png 2 Ordnance
Mass.png 2 Mass
4
Art FlakEq ChargedShot.png Charged Shot (rare) 3-7 Deal 5 Shredding
If enemy has shields deal maximum Damage
Ordnance.png 3 Ordnance
Mass.png 2 Mass
3
Honed Shot (rare) 3-8 Deal 4 Shredding
Cost reduced by 1 Ordnance for each Shred stack
Ordnance.png 4 Ordnance
Mass.png 1 Mass
3

Ion cards

Card Effect Cost Cooldown
Combined Arms Deal 8 Ion Damage
Draw an attack card from the Cooldown Pile
Ordnance.png 2 Ordnance
Energy.png 2 Energy
3
Ion Javelin If shielded deal 6 Ion Damage
If unshielded deal 12 Ion Damage
Ordnance.png 1 Ordnance
Energy.png 2 Energy
3
Art Ioneq IonSpear.png Ion Spear Deal 8 Ion Damage
If breaking shields disable targeted equipment for 2 turns
Precision
Ordnance.png 2 Ordnance
Energy.png 3 Energy
3
Shield Switch If unshielded gain 4 Shield Points
If shielded deal 4 Ion Damage and +1 for each Shield Point but removes all Shield Points
Ordnance.png 1 Ordnance
Energy.png 1 Energy
3
Art Ioneq IonSling.png Sling Deal 6 Ion Damage
If breaking shields deal 6 Ionize
Ordnance.png 1 Ordnance
Energy.png 2 Energy
3

Laser cards

Rare laser cards

Booster Pulse
Art Lasereq GenericAttack03.png
Damage.png 4 File:Penetration.png 4
Laser cards cost -1 Ordnance.png this turn
Cooldown.png 4 Ordnance.png 3 Energy.png 3



Card Damage Effects Cost Cooldown
Beam Sweep 6 Ignite Ordnance.png 3 Ordnance
Energy.png 2 Energy
3
Catalyst Pulse 4 Precision
All Pulse cards played this turn deal +1 Damage
Ordnance.png 2 Ordnance
Energy.png 2 Energy
4
Cutting Beam 3 Deal Damage again each turn
Ignite
Sustain 1 Heat per turn
Duration: 3 turns
Ordnance.png 3 Ordnance
Energy.png 1 Energy
3
Infrared Pulse 3 Ignite
Precision
If enemy is overheating deal 6 Damage
Ordnance.png 3 Ordnance 4
Art Lasereq Pulse2.png Laser Pulse 4 Precision Ordnance.png 3 Ordnance 3
Art Lasereq QuickPulse.png Quick Pulse 3 Precision
-1 Cooldown on next attack this turn
Ordnance.png 2 Ordnance 2
Art Lasereq GenericAttack02.png Repeater Pulse 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 0 Each Laser card played this turn reduces the cost of other Laser cards by 1 Ordnance Mass.png 4 Mass 6
Swift Charge 0 Adds 3 Blink cards to the hand (if hand is full they're added to the Draw Pile instead) Energy.png 1 Energy
Mass.png 3 Mass
6
Blinding Pulse (rare) 4 Precision
Next enemy attack does half damage
Ordnance.png 3 Ordnance
Energy.png 2 Energy
4
Booster Pulse (rare) 4 Precision
Laser cards cost 1 less Ordnance this turn
Ordnance.png 3 Ordnance
Energy.png 3 Energy
4
Art FlakEq Disarm2.png Disarm (rare) 0 Play 1 Covering Fire card for each attack card the enemy intends to play Ordnance.png 4 Ordnance
Energy.png 4 Energy
4
Heavy Pulse (rare) 8 Precision Ordnance.png 5 Ordnance
Energy.png 2 Energy
4
Art Lasereq PairedPulse.png Paired Pulse (rare) 3 Deal the Damage twice
Precision
Ordnance.png 4 Ordnance
Energy.png 1 Energy
3
Scrape (rare) 4 Ignite
Apply -1 Dissipation for each Heat added by the attack
Ordnance.png 3 Ordnance
Energy.png 2 Energy
3

Railgun cards

Card Damage Effect Cost Cooldown
Art Railgun DrillRound.png Drill Round 4 If destroys equipment deals 4 more Damage
Precision
Ordnance.png 3 Ordnance
Mass.png 1 Mass
4
Art Railgun KineticCatapult.png Kinetic Catapult 2 Deal 2 Damage per Mass production
Reduces Mass production by 2 for 1 turn
Precision
Ordnance.png 4 Ordnance 4
Art KineticSabot.png Kinetic Shot 6 Precision Ordnance.png 3 Ordnance
Mass.png 2 Mass
4
Art Railgun Pinpoint.png Pinpoint 4 Ignores shields
+1 Equipment Damage for each destroyed or disabled enemy equipment
Precision
Ordnance.png 2 Ordnance
Energy.png 2 Energy
4
Art Railgun TungstenSabot.png Tugsten Round 4 50% bonus Precision damage Ordnance.png 2 Ordnance
Mass.png 3 Mass
4

Shield Generator cards

Covering Fire
Art ShieldEq Rampart.png
Damage.png 3-6
10% chance to discard an enemy attack card per point of hull damage dealt
Cooldown.png 3 Ordnance.png 3 Mass.png 2



Card Shield Points Effects Cost Cooldown
Art ShieldEq AutoShield.png Auto-Shield 4 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 6 Energy.png 3 Energy
Mass.png 1 Mass
3
Art ShieldBarrier.png Bolster 4 Gain 2 Shiel Points per Shield Duration Energy.png 3 Energy 5
Art ShieldBarrier.png Charged Barrier 6 Gain 1 Shield Duration Energy.png 3 Energy
Mass.png 2 Mass
4
Art AutoShield.png Fortify 6 Gain 1 Shield Point for each Fortify card played (max 12) Energy.png 4 Energy
Mass.png 1 Mass
4
Art ShieldAegis.png Hasty Defense 12 Gain 1 Shield Diration
Lost 3 HP
Mass.png 2 Mass 4
Rampart 10 Gain 1 Shield Duration Energy.png 4 Energy
Mass.png 2 Mass
5
Art ShieldEq ShieldPulse.png Shield Pulse 4 Deplete Energy.png 1 Energy 3
Art ShieldEq ShieldStream.png Shield Stream 4 Gain 4 Shield Points per turn
Gain 1 Shield Duration per turn
Reduces Energy Generation by 1
Duration: 3 turns
Energy.png 4 Energy
Mass.png 3 Mass
5
Art ShieldEq ShieldSurge.png Surge 0 If unshielded gain 4 Shield Points
If shielded gain 1 Shield Duration
Energy.png 1 Energy 3
Art ShieldEq FlashShields.png Flash Shields (rare) 12 Lose all shields at the start of next turn Energy.png 4 Energy 4

Engineering Bay cards

Card Effect Cost Cooldown
Art EngEq AttackMode.png Attack Mode Gain 1 card slot
Reduce Attack cooldown by 2 this turn
Draw 2 Attack Cards
Requires 5 Ordnance production
Energy.png 2 Energy
Mass.png 3 Mass
4
Art EngEq ReinforcedHull.png Battle Repairs Repair 3 HP
Remove 2 Shred charges
Energy.png 2 Energy
Mass.png 1 Mass
4
Art Railgun ConductionAmplifier.png Conduction Amplifier Next attack this turn gets bonus damage equal to its Energy cost Mass.png 2 Mass 4
Defensive Stance Gain 2 Energy
Draw or return a Shield card
Mass.png 2 Mass 5
Art EngEq Deterrence.png Deterrence Next attack this turn deals +1 Damage for each attack card in enemy hand
Sustain 1 Heat
Energy.png 1 Energy
Mass.png 1 Mass
4
Art EngEq Maintenance.png Maintenance Cycle Repair 1 HP each turn the enemy doesn't do Hull Damage
Upkeep: 1 Energy
Duration: 5 turns
Energy.png 3 Energy
Mass.png 2 Mass
5
Art EngEq OffensiveAssurance.png Offensive Assurance Deal +1 Damage
Upkeep: Don't take Hull Damage
Energy.png 2 Energy
Mass.png 2 Mass
4
Art ShieldEq Battlement.png Tactical Recoup If enemy breaks the shield first Shield card next turn gives +35% Shield Points
Upgrade
Energy.png 2 Energy
Mass.png 4 Mass
6
Art Lasereq HarnessedStrike.png Harnessed Strike (rare) Gain 1 Shield Point for every played Laser or Ion card
Upgrade
Mass.png 4 Mass 6

Hacking Module cards

Card Effect Cost Cooldown
CardArt Security.png Firewall Gain 1 Security
Cost is increased by Security
Returns to the Draw Pile when played
Energy.png 2 Energy 3
Art HackingEq Glitch.png Glitch Disables targeted equipment for 1 turn
If ship has Security removes 1 pip from the targeted equipment per Security
Hack
Energy.png 3 Energy 3
Hack Heatsinks Next turn enemy loses 2 Dissipation
Consumes all Security
Hack
Energy.png 2 Energy 3
Thermal Tick This turn every card deals deals 1 Ignite
If ship has Security it reduced is by 1 and doubles the Ignite effect
Hack
Energy.png 2 Energy 3

Resource Bay cards

Card Effect Cost Cooldown
Ammo Replicator Double the current Ordnance
Sustain 4 Heat
Deplete
Exhaustive
5
Art ResEq Blueprint.png Blueprint Draw 2 Support cards
All Support cards cost 1 Mass less this turn
Deplete
Energy.png 2 Energy 5
Cache Add 2 random resource cards to the deck 6
Art ResEq ReactorBoost.png Reactor Boost +1 Reactor Power
Upkeep: Ship is not overheated on turn end
Energy.png 1 Energy
Mass.png 1 Mass
4
Art AdaptiveModule.png Tinker Lose 1 Mass production for 3 turns
Add 1 Reactor Power after 3 turns
Deplete
Energy.png 2 Energy
Mass.png 2 Mass
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
Optimization Gain 1 Ordnance for every 2 Mass you spent this turn 4
Art ResEq EnergySurge.png Energy Surge Gain 4 Energy until the end of the turn
Sustain 1 Heat
5
Art ResEq MassSurge.png Mass Surge Gain 4 Mass until the end of the turn
Sustain 1 Heat
5
Art ResEq OrdnanceSurge.png Ordnance Surge Gain 4 Ordnance until the end of the turn
Sustain 1 Heat
5
Art ResEq Fabrication.png Fabrication Gain 1 Mass for every Mass production
Draw 1 card
Energy.png 2 Energy 5
Rearm Gain 2 Ordnance if you end the turn with 3 or less
Upgrade
Energy.png 1 Energy
Mass.png 3 Mass
4

Cooling System cards

Card Effect Cost Cooldown
Art RadiatorEq RadiatorImage03.png Radiate If ship has Heat it loses up to 2 Heat
If ship has no Heat gain 2 Energy
4
Art Hack.png Swift Overhaul Repair 1 HP for every 3 Shield Points lost during enemy turn
Sustain 2 Heat
Duration: 3 turns
Deplete
Energy.png 3 Energy
Mass.png 2 Mass
5
Art Heatsinks.png Weapon Coolant Return up to 2 Attack cards from the Cooldown Pile to the Draw Pile
Sustain 2 Heat
4

Point Defense cards

Card Effect Cost Cooldown
Art PDCBurst.png PDC Burst If a missile is incoming destroy 1 enemy missile
If a missile is not incoming deal 2 Damage
Deplete
Ordnance.png 1 Ordnance
Energy.png 1 Energy
2
Art PDCBurst.png Gridfire (rare) If a missile is incoming destroy up to 3 enemy missiles
If a missile is not incoming deal 2 Damage 3 times
Ordnance.png 3 Ordnance
Energy.png 3 Energy
4
Art PDCBurst.png PDC Repeater (rare) If a missile is incoming destroy the closest enemy missile
If a missile is not incoming deal 2 Damage
Return the card to the hand and increase its cost by 1 Energy
Ordnance.png 1 Ordnance
Energy.png 2 Energy
5

Other cards

Card Type Effect Cost Cooldown
Art MissileEq IonMissile.png Ion Missile Missile Deal 12 Ion Damage in 1 turn
Deplete
Energy.png 1 Energy 2
Art DeployArmory.png Armory Upgrade Production Increase max Ordnance production capacity by 1
Deplete
Energy.png 1 Energy
Mass.png 4 Mass
6
Art EngEq TakeAim.png Target Lock Deal +1 Damage
Upkeep: Play at least one attack card per turn
Energy.png 2 Energy
Mass.png 2 Mass
3