Cards: Difference between revisions
From Breachway Official Wiki
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=== Rare laser cards === | === Rare laser cards === | ||
<div style="display:flex; align-items:flex-start; flex-wrap:wrap; gap:10px;"> | |||
{| class="wikitable" style="text-align: center;" | |||
| '''Blinding Pulse''' | |||
|- | |||
| [[File:Art Lasereq BlindingPulse.png|512px]] | |||
|- | |||
| [[File:Damage.png|25px]] 4 [[File:Penetration.png|25px]] 4 | |||
|- | |||
| Next enemy attack deals -50% [[File:Damage.png|25px]] | |||
|- | |||
| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 3 [[File:Energy.png|25px]] 2 | |||
|} | |||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
| '''Booster Pulse''' | | '''Booster Pulse''' | ||
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| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 3 [[File:Energy.png|25px]] 3 | | [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 3 [[File:Energy.png|25px]] 3 | ||
|} | |} | ||
</div> | |||
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|- | |- | ||
| Swift Charge || 0 || Adds 3 Blink cards to the hand (if hand is full they're added to the Draw Pile instead) || [[File:Energy.png|25px]] 1 Energy<br>[[File:Mass.png|25px]] 3 Mass || 6 | | Swift Charge || 0 || Adds 3 Blink cards to the hand (if hand is full they're added to the Draw Pile instead) || [[File:Energy.png|25px]] 1 Energy<br>[[File:Mass.png|25px]] 3 Mass || 6 | ||
|- | |- | ||
| Booster Pulse (rare) || 4 || Precision<br>Laser cards cost 1 less Ordnance this turn || [[File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Energy.png|25px]] 3 Energy || 4 | | Booster Pulse (rare) || 4 || Precision<br>Laser cards cost 1 less Ordnance this turn || [[File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Energy.png|25px]] 3 Energy || 4 |
Revision as of 19:53, 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 |
3-6 |
10% chance to discard an enemy attack card per point of hull damage dealt |
3 3 2 |
Light Barrage |
3-7 |
Shredding 5 |
2 3 |
Ion cards
Laser cards
Catalyst Pulse |
4 File:Penetration.png 4 |
Pulse cards deal +1 this turn |
4 2 2 |
Rare laser cards
Blinding Pulse |
4 File:Penetration.png 4 |
Next enemy attack deals -50% |
4 3 2 |
Booster Pulse |
4 File:Penetration.png 4 |
Laser cards cost -1 this turn |
4 3 3 |
Railgun cards
Missile cards
Ion Missile |
12 |
Missile Deplete |
5 2 |
Shield Generator cards
Engineering Bay cards
Hacking Module cards
Resource Bay cards
Optimization |
Gain 1 for every 2 you spend this turn |
4 |
Ordnance Surge |
Gain 4 Sustain 1 Lose up to 4 at the end of the turn |
5 |
Cooling System cards
Point Defense cards
PDC Burst |
If a missile is incoming destroy 1 missile If a missile is not incoming deal 2 Deplete |
2 1 1 |