Cards: Difference between revisions

From Breachway Official Wiki
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Revision as of 05:59, 2 October 2024

Cards represent actions the ship can take each turn. Cards have different, scripted effects and costs during the Prologue.

Winning a regular combat encounter will allow picking one new card as long as any equipment can use it and has a free card slot. Winning an elite or boss combat encounter will allow picking one of two cards per equipment instead.

Card Types

There are 3 Card Types in Breachway distinguished by the colour of the bar at the top of the card.

  • Attack cards have a Red bar at the top.
  • Tactical cards have a Green bar at the top.
  • Support cards have a Blue bar at the top.

Attributes

Cards may have the following attributes:

  • Coolant Loss: Reduces Dissipation.
  • 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 (X): Adds 1 Heat to the opposing ship per X Hull damage dealt.
  • 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 after the missile has been inflight for X turns, listed on card.
  • 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 (X): Applies 1 stack of Shred per X hull damage dealt by this attack. Each stack of Shred increases minimum Flak damage by 1. Counts down on turns with no Shredding applied unless the ship is overheated.
  • 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 2-5 Shredding.png 5
Cooldown.png 2 Ordnance.png 3
Spread Shot
Art FlakEq SpreadShot.png
Damage.png 2-5
Destroy the closest enemy missile
Cooldown.png 3 Ordnance.png 3 Mass.png 1
Volatile Barrage
Art FlakEq VolatileBarrage.png
Damage.png 0-8 Shredding.png 5
Cooldown.png 4 Ordnance.png 2 Mass.png 2

Rare Flak cards

Charged Shot
Art FlakEq ChargedShot.png
Damage.png 3-7 Shredding.png 5
If enemy has shields deal max damage
Cooldown.png 3 Ordnance.png 3 Mass.png 2
Disarm
Art FlakEq Disarm2.png
Play 1 Covering Fire card for each attack card the enemy intends to play
Cooldown.png 4 Ordnance.png 4 Energy.png 4
Flak Barrage
Art FlakEq Barrage.png
Damage.png 3-7 Shredding.png 5
Cooldown.png 3 Ordnance.png 3 Mass.png 1
Honed Shot
Art FlakEq HonedShot.png
Damage.png 3-8 Shredding.png 4
Cost reduced by 1 Ordnance.png for each stack of Shred
Cooldown.png 3 Ordnance.png 4 Mass.png 1
Unload
Art FlakEq Unload.png
Damage.png 5-10 Shredding.png 5
Requires: played 3 Flak cards this turn
Cooldown.png 4 Ordnance.png 2 Energy.png 2



Card Damage Effects Cost Cooldown
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

Ion cards

Combined Arms
Art Ioneq CombinedArms.png
Ion Damage.png 8
Draw an Attack card from the Cooldown Pile
Cooldown.png 3 Ordnance.png 2 Energy.png 2
Ion Harpoon
Art Ioneq IonHarpoon.png
Ion Damage.png 9
If shielded gain 1 Shield Duration.png for every 3 enemy Shield.png removed
Cooldown.png 4 Ordnance.png 2 Energy.png 2
Ion Javelin
Art Ioneq IonJavelin.png
Ion Damage.png 6
Deal double damage if you are unshielded
Cooldown.png 3 Ordnance.png 1 Energy.png 2
Shield Switch
Art Ioneq ShieldSwitch.png
If unshielded gain 4 Shield.png
If shielded deal 4 Ion Damage.png + 1 per Shield.png
Removes all Shield.png
Cooldown.png 3 Ordnance.png 1 Energy.png 1
Sling
Art Ioneq IonSling.png
Ion Damage.png 6
Cooldown.png 3 Ordnance.png 1 Energy.png 2

Rare Ion cards

Boomerang
Art Ioneq IonBoomerang.png
Ion Damage.png 8
If shielded gain 1 Shield.png for every enemy Shield.png removed
Cooldown.png 3 Ordnance.png 2 Energy.png 3
Ion Spear
Art Ioneq IonSpear.png
Precision.pngIon Damage.png 8
On shield break disables targeted equipment for 2 turns
Cooldown.png 3 Ordnance.png 2 Energy.png 3
Quiver
Art Ioneq IonQuiver.png
If enemy has shields add an Ion Dart card to hand until the end of turn
Upgrade
Cooldown.png 5 Mass.png 4
Shatter
Art TakeAim.png
When you break the a shield with an Ion card all attacks deal +1 Damage.png this turn
Upgrade
Cooldown.png 5 Energy.png 2 Mass.png 4
Total Discharge
Art Ioneq TotalDischarge.png
Lost all Shield Duration.png and play 2 Ion Dart cards for each duration lost
Requires Shield Duration.png
Cooldown.png 4 Ordnance.png 1 Energy.png 3
Trim Excess
Art Ioneq TrimExcess.png
Buff your next Attack by 50% of Shield.png
Halve Shield.png
Requires Shield.png
Deplete
Cooldown.png 2 Energy.png 3 Mass.png 2

Laser cards

Bean Sweep
Art Lasereq BeamSweep2.png
Damage.png 6 Heat.png 3
Cooldown.png 3 Ordnance.png 3 Energy.png 2
Catalyst Pulse
Art Lasereq CatalystPulse.png
Precision.pngDamage.png 4
Pulse cards deal +1 Damage.png this turn
Cooldown.png 4 Ordnance.png 2 Energy.png 2
Infrared Pulse
Art Lasereq IRPulse.png
Precision.pngDamage.png 3 Heat.png 3
If enemy is overheated deal double damage
Cooldown.png 4 Ordnance.png 3
Quick Pulse
Art Lasereq QuickPulse.png
Precision.pngDamage.png 3
-1 Cooldown.png for the next Attack card played this turn
Cooldown.png 2 Ordnance.png 2
Repeater Pulse
Art Lasereq GenericAttack02.png
Precision.pngDamage.png 4
Return a Laser card from the Cooldown pile to your hand (cannot return itself)
Cooldown.png 4 Ordnance.png 3 Energy.png 2

Rare laser cards

Blinding Pulse
Art Lasereq BlindingPulse.png
Precision.pngDamage.png 4
Next enemy attack deals -50% Damage.png
Cooldown.png 4 Ordnance.png 3 Energy.png 2
Booster Pulse
Art Lasereq GenericAttack03.png
Precision.pngDamage.png 4
Laser cards cost -1 Ordnance.png this turn
Cooldown.png 4 Ordnance.png 3 Energy.png 3
Heavy Pulse
Art Lasereq HeavyPulse2.png
Precision.pngDamage.png 8
Cooldown.png 4 Ordnance.png 5 Energy.png 2
Lacerate
Art Lasereq GenericAttack01.png
Damage.png 6
Sustain 1 Coolant Loss
Cooldown.png 4 Ordnance.png 3 Energy.png 2
Paired Pulse
Art Lasereq PairedPulse.png
Precision.pngDamage.png 3
Effect applies twice
Cooldown.png 3 Ordnance.png 4 Energy.png 1
Scrape
Art Lasereq Scrape.png
Damage.png 4 Heat.png 3
Apply 1 Coolant Loss for each point of Heat.png added by the attack
Cooldown.png 3 Ordnance.png 3 Energy.png 2
Searing Salvo
Art Turbolaser.png
Play 1 Infrared Pulse card for every Dissipation point
Sustain 1 Coolant Loss for every Infrared Pulse card played
Cooldown.png 6 Ordnance.png 6 Energy.png 2
Swift Charge
Art Lasereq Overload.png
Add 3 Blink cards to hand
Cards that can't be added are added to the Draw Pile
Cooldown.png 6 Energy.png 1 Mass.png 3
Turbolaser
Art Turbolaser.png
Play as many Laser Pulse cards as resources allow (max 10)
Deplete
Exhaustive
Cooldown.png 4 Energy.png 6 Mass.png 2



Card Damage Effects Cost Cooldown
Art Lasereq Pulse2.png Laser Pulse 4 Precision Ordnance.png 3 Ordnance 3

Railgun cards

Drill Round
Art Railgun DrillRound.png
Precision.pngDamage.png 4
+4 Damage.png when destroying equipment
Cooldown.png 4 Ordnance.png 3 Mass.png 1
Kinetic Catapult
Art Railgun KineticCatapult.png
Precision.pngDamage.png 2
+2 Damage.png per Mass.png production
-2 Mass.png production for 1 turn
Cooldown.png 4 Ordnance.png 4
Kinetic Shot
Art KineticSabot.png
Precision.pngDamage.png 6
Cooldown.png 4 Ordnance.png 3 Mass.png 2
Pinpoint
Art Railgun Pinpoint.png
Precision.pngDamage.png 4
+1 Equipment Damage for each destroyed or disabled equipment
Cooldown.png 4 Ordnance.png 2 Energy.png 2
Pyroelectric Round
Art Railgun PyroelectricShot.png
Sustain Heat.png equal to ship threshold
Deal 2 Damage.png per 1 Heat.png sustained
Requires Heat.png below the ship threshold
Cooldown.png 4 Ordnance.png 2 Energy.png 2
Tungsten Round
Art Railgun TungstenSabot.png
Precision.pngDamage.png 4
50% bonus damage to equipment
Cooldown.png 4 Ordnance.png 2 Mass.png 3

Rare Railgun cards

A.P. Round
Art Railgun APround.png
Precision.pngDamage.png 4
If enemy has Shred damage a random second equipment
Cooldown.png 3 Ordnance.png 2 Energy.png 3
Cascade Shot
Art Railgun CascadeShot.png
Precision.pngDamage.png 6
If attack destroys equipment skip Cooldown.png
Cooldown.png 6 Ordnance.png 2 Energy.png 1
Frag Round
Art Railgun FragmentationSabot.png
Precision.pngDamage.png 8
If attack destroys equipment increase repair time on all equipment by +1 turn
Cooldown.png 5 Ordnance.png 4 Energy.png 3
Reinforced Accelerant
Art Railgun ReinforcedAccelerant.png
This turn add +1 Damage.png to Railgun cards for every Support card played
Cooldown.png 5 Energy.png 3
Seebeck Shot
Art Railgun SeebeckShot.png
Reduces Heat.png to 0
Deal 2 Precision.pngDamage.png per Heat.png removed
Sustain 1 Coolant Loss for every 2 Heat.png removed
Cooldown.png 5 Ordnance.png 3 Energy.png 3
Uranium Slug
Art Railgun UraniumSlug.png
Precision.pngDamage.png 6
Deal 50% damage to another random equipment
Cooldown.png 4 Ordnance.png 3 Mass.png 3

Missile cards

Firecracker
Art MissileEq Firecracker.png
Damage.png 2
Effect applies 3 times
Missile
Deplete
Cooldown.png 4 Ordnance.png 2 Mass.png 1
Ion Missile
Art MissileEq IonMissile.png
Ion Damage.png 12
Missile
Deplete
Cooldown.png 5 Energy.png 2
Starflare
Art MissileEq Starflare.png
Damage.png 6
Missile
Deplete
Cooldown.png 2 Ordnance.png 2

Rare Missile cards

Heatseeker
Art MissileEq Heatseeker.png
Damage.png 12
+6 Damage.png if enemy is overheated at launch
Missile
Deplete
Cooldown.png 4 Ordnance.png 3
Missile Loader
Art MissileLoader.png
Add 2 Starflare Missile cards to Draw Pile
Cooldown.png 6 Mass.png 3
Reaper
Art MissileEq Reaper.png
Damage.png 6
+2 Damage.png per missile in flight
Missile
Deplete
Cooldown.png 5 Ordnance.png 3 Energy.png 1

Hacking Module cards

Neutralize
Art Disadvantage.png
For 2 turns disable a random weapon at turn start
Consume 1 Security.png for +2 duration
Cooldown.png 4 Energy.png 3
Reset
Art HackingEq Restrain.png
If any equipment is disabled discard a card from it
If no equipment is disabled disable a random equipment
Cooldown.png 4 Energy.png 3
Restrain
Art HackingEq Restrain.png
Remove 1 pip from an enemy weapon
Consume 1 Security.png to discard a card from an enemy weapon
Cooldown.png 4 Energy.png 2

Rare Hacking Module cards

Denial
Art HackingEq Restrain.png
Disable targeted equipment for 2 turns
Consume 1 Security.png to return card to hand
Cooldown.png 4 Energy.png 3 Mass.png 1
Discharge
Art HackingEq Discharge.png
Remove 1 pip from all disabled equipment
Cooldown.png 4 Energy.png 3 Mass.png 1
Glitch
Art HackingEq Glitch.png
Disable targeted enemy equipment for 1 turn
Consume all Security.png to remove pips by the same amount
Cooldown.png 3 Energy.png 3
Missile Jamming
Art Hack.png
Delay all incoming missiles by 1 turn
Consume all Security.png to further delay them by the same amount
Cooldown.png 4 Energy.png 2 Mass.png 1
Pacify
Art HackingEq Pacify.png
Disable all enemy weapons for 1 turn
Cooldown.png 6 Energy.png 4
Stall
Art HackingEq Stall.png
For 2 turns enemy playing a card removes a pip from another card
Consume 1 Security.png to increase duration by 2 turns
Cooldown.png 4 Energy.png 3 Mass.png 2
Wipe
Art HackingEq Wipe.png
Remove a Hack debuff
Deplete
Cooldown.png 4 Energy.png 3


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

Shield Generator cards

Auto-Shield
Art ShieldEq AutoShield.png
Shield.png 4
Draw a Shield card from the Draw Pile
If draw succeeds gain 2 Shield.png
Cooldown.png 3 Energy.png 3
Barrier
Art ShieldBarrier.png
Shield.png 6
Cooldown.png 3 Energy.png 3 Mass.png 1
Charged Barrier
Art ShieldBarrier.png
Shield.png 6 Shield Duration.png 1
Cooldown.png 4 Energy.png 3 Mass.png 2
Hasty Defense
Art ShieldAegis.png
Shield.png 12 Shield Duration.png 1
Cooldown.png 4 Mass.png 2 Hull.png 3
Palisade
Art AutoShield.png
Add 3 Shield Pulse cards to hand
Cards that can't be added are added to the Draw Pile
Cooldown.png 4 Mass.png 2
Rampart
Art ShieldEq Rampart.png
Shield.png 10 Shield Duration.png 1
Cooldown.png 5 Energy.png 4 Mass.png 2
Repel
Art ShieldEq Repel.png
Play 1 Shield Pulse card for every attack the enemy intends to play
Cooldown.png 4 Energy.png 3
Surge
Art ShieldEq ShieldSurge.png
If unshielded gain 4 Shield.png
If shielded gain 1 Shield Duration.png
Cooldown.png 3 Energy.png 1
Tactical Defense
Art ShieldEq TacticalDefense.png
Shield.png 4
Gain 2 Shield.png for each Tactical card in hand
Cooldown.png 4 Energy.png 3

Rare Shield Generator cards

Backup Shields
Art ShieldEq BackupShields.png
Gain 1 Provisional Slot
Add 1 Shield Pulse card to hand when ending the turn without Tactical cards
Duration: 4 Turns
Cooldown.png 5 Mass.png 3
Battlement
Art ShieldEq Battlement.png
Shield.png 6
Gain 2 Shield.png every time you play a Tactical card
Upkeep: Ship has Shield.png
Cooldown.png 5 Energy.png 3 Mass.png 2
Flash Shields
Art ShieldEq FlashShields.png
Shield.png 12
Lose all Shield.png next turn
Cooldown.png 4 Energy.png 4




Card Shield Points Effects Cost Cooldown
Art ShieldBarrier.png Bolster 4 Gain 2 Shiel Points per Shield Duration Energy.png 3 Energy 5
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 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

Engineering Bay cards

Deterrence
Art EngEq Deterrence.png
+1 Damage.png on next Attack card for each Attack card on enemy's equipment
Sustain 1 Heat.png
Cooldown.png 4 Energy.png 1 Mass.png 1
Precision Tracking
Art EngEq PrecisionTracking.png
Next attack this turn deals +1 Damage.png and destroys 1 enemy missile
Cooldown.png 3 Energy.png 3

Rare Engineering Bay cards

Armamant
Art ResEq Armament.png
Gain 1 Ordnance.png for every 2 Attack cards you hold at the end of the turn
Upgrade
Cooldown.png 5 Mass.png 3
Attack Mode
Art EngEq AttackMode.png
Add 1 card slot
Attack cards have -2 Cooldown.png this turn
Draw 2 Attack cards
Requires 5 Ordnance.png production
Cooldown.png 5 Energy.png 2 Mass.png 3
Cautious Tactics
Art EngEq CautiousTactics.png
+1 Damage.png for 3 turns
If you take no damage for 3 turns this card becomes an Upgrade
Cooldown.png 3 Energy.png 2 Mass.png 4
Expand Capacity
Art EngEq ExpandCapacity.png
+1 Card Slot
Cooldown.png 6 Mass.png 1 per Card Slot
Harnessed Strike
Art Lasereq HarnessedStrike.png
Gain 1 Shield.png every time you play a Laser or Ion card
Upgrade
Cooldown.png 6 Mass.png 4
Micro-Charge
Art EngEq MicroCharge.png
Attacks that cost 2 or less Ordnance.png deal +1 Damage.png
Upgrade
Cooldown.png 4 Energy.png 3 Mass.png 5
Offensive Assurance
Art EngEq OffensiveAssurance.png
+1 Damage.png
Upkeep: Take no hull damage
Cooldown.png 4 Energy.png 2 Mass.png 2
Shatter Rounds
Art Railgun ShatterRounds.png
Equipment damaged with Railgun cards take +1 turns to repair
Upgrade
Cooldown.png 5 Energy.png 2 Mass.png 3
Steel Resolve
Art Railgun.png
Next attack this turn deals +1 Damage.png for each Hack on you
Sustain 1 Heat.png
Cooldown.png 3 Energy.png 2 Mass.png 3
War Effort
Art ResEq Wareffort.png
Gain 1 Ordnance.png for every 1 Ordnance.png production
Draw 1 Attack card
Sustain 2 Heat.png
Cooldown.png 4 Energy.png 2 Mass.png 2



Card Effect Cost Cooldown
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
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 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

Resource Bay cards

Blueprint
Art ResEq Blueprint.png
Draw 2 Support cards
Support cards cost -1 Mass.png this turn
Cooldown.png 5 Energy.png 2
Conservation
Art DeployReactor.png
Gain 1 Energy.png for every 2 Ordnance.png you spend this turn
Cooldown.png 4
Energy Surge
Art ResEq EnergySurge.png
Gain 4 Energy.png
Sustain 1 Heat.png
Lose up to 4 Energy.png on turn end
Cooldown.png 5
Equivalence
Art ResEq AsteroidOre.png
Gain 1 Mass.png for every 2 Energy.png you spend this turn
Cooldown.png 4
Mass Surge
Art ResEq MassSurge.png
Gain 4 Mass.png
Sustain 1 Heat.png
Lose up to 4 Mass.png on turn end
Cooldown.png 5
Optimization
Art ResEq Armament.png
Gain 1 Ordnance.png for every 2 Mass.png you spend this turn
Cooldown.png 4
Ordnance Surge
Art ResEq OrdnanceSurge.png
Gain 4 Ordnance.png
Sustain 1 Heat.png
Lose up to 4 Ordnance.png on turn end
Cooldown.png 5

Rare Resource Bay cards

Ammo Dump
Art ResEq AmmoDump.png
Gain 4 Ordnance.png
Sustain 2 Heat.png
Deplete
Cooldown.png 3
Asteroid Ore
Art ResEq AsteroidOre.png
Gain 4 Mass.png
Sustain 2 Heat.png
Deplete
Cooldown.png 3
Attack Gambit
Art ResEq AttacktGambit.png
Reshuffle all Attack cards into the Draw Pile and gain 1 Energy.png for each card
Cooldown.png 4
Build-Up
Art HighAlert.png
Gain 1 random resource for each Support card in hand at the end of the turn
Upgrade
Cooldown.png 4 Energy.png 2 Mass.png 2
Cache
Art ResEq Cache.png
Add 2 random resource cards to the Draw Pile
Cooldown.png 6
Capacitor
Art ResEq Capacitor.png
Gain 4 Energy.png
Sustain 2 Heat.png
Deplete
Cooldown.png 3
Fabrication
Art ResEq Fabrication.png
Gain 1 Mass.png for every 1 Mass.png produced
Draw 1 card
Cooldown.png 5 Energy.png 2
Feedback Loop
Art ResEq FeedbackLoop.png
Gain 1 Energy.png for every 2 Shield.png you lose on the enemy's next turn
Cooldown.png 5
Flux Conduction
Art ResEq Consume.png
Gain 1 Energy.png for every 2 Energy.png production each turn at 0 Heat.png
Upgrade
Cooldown.png 5 Mass.png 4
Grid Overload
Art ResEq GridOverload.png
Gain 2 Energy.png for every 1 Energy.png production
Disable Energy.png production for 2 turns
Cooldown.png 5
Overclock Reactor
Art ResEq OverclockReactor.png
Gain 1 Reactor Power
Sustain 4 Heat.png
Requires 0 Heat.png to play
Deplete
Cooldown.png 4 Mass.png 4
Production Line
Art ResEq Accountability.png
After a Support card is played other Support cards cost -1 Mass.png this turn
Upgrade
Cooldown.png 6 Energy.png 3
Reactor Boost
Art ResEq ReactorBoost.png
Gain 1 Reactor Power
Upkeep: Ship is not overheated on turn end
Cooldown.png 4 Energy.png 1 Mass.png 1
Singular Focus
Art EngEq SingularFocus.png
Discard all Support and Tactical cards
Gain 2 Ordnance.png for each discarded card
Deplete
Cooldown.png 5 Energy.png 2 Mass.png 2
Support Gambit
Art ResEq SupportGambit.png
Reshuffle all Support cards into the Draw Pile and gain 1 Ordnance.png for each card
Cooldown.png 4
Tactical Gambit
Art ResEq TacticalGambit.png
Reshuffle all Tactical cards into the Draw Pile and gain 1 Mass.png for each card
Cooldown.png 4
Tinker
Art AdaptiveModule.png
Lose 1 Mass.png production for 3 turns
Gain 1 Reactor Power after 3 turns
Deplete
Cooldown.png 5 Energy.png 2 Mass.png 2

Cooling System cards

Coolant Flow
Art Heatsinks.png
-2 Cooldown.png for all cards in Cooldown Pile
Sustain 1 Heat.png for every 4 cards affected
Cooldown.png 5
Force Draw
Art RadiatorEq ForceDraw.png
Draw 1 card
Sustain 1 Heat.png
Cooldown.png 4
Radiate
Art RadiatorEq RadiatorImage03.png
If ship has Heat.png remove up to 2 Heat.png
If ship has no Heat.png gain 2 Energy.png
Cooldown.png 4
Rush
Art RadiatorEq Rush.png
Return 1 card from Cooldown Pile to Draw Pile
Sustain 1 Heat.png
Repeat until reaching max Heat.png
Cooldown.png 4
Weapon Coolant
Art Heatsinks.png
Return up to 2 Attack cards from Cooldown Pile to Draw Pile
Sustain 2 Heat.png
Cooldown.png 4

Rare Cooling System cards

Accelerant
Art RadiatorEq RadiatorImage02.png
Next card played this turn has no Cooldown.png
Sustain 2 Heat.png
Cooldown.png 5
Heat Convertor
Art RadiatorEq RadiatorImage01.png
Gain 1 Ordnance.png for every 2 points of overheat
Cooldown.png 5
Increased Conduction
Art Hack.png
+2 Dissipation
Duration: 4 turns
Cooldown.png 5 Energy.png 3 Mass.png 1
Operations Cool-Off
Art Hack.png
Reduce Heat.png by Dissipation amount
Cooldown.png 4 Energy.png 2
Thermal Buffer
Art Hack.png
+2 Heat Threshold
Cooldown.png 4 Mass.png 4

Point Defense cards

PDC Burst
Art PDCBurst.png
If a missile is incoming destroy 1 missile
If a missile is not incoming deal 2 Damage.png
Deplete
Cooldown.png 2 Ordnance.png 1 Energy.png 1

Rare Point Defense cards

Gridfire
Art PDCBurst.png
If a missile is incoming destroy up to 3 missiles
If a missile is not incoming deal 2 Damage.png 3 times
Cooldown.png 4 Ordnance.png 3 Energy.png 3
High Alert
Art HighAlert.png
Add a PDC Burst card to hand in each empty slot
This turn PDC Burst cards cost -1 Energy.png
Deplete
Cooldown.png 4 Energy.png 3 Mass.png 4
PDC Repeater
Art PDCBurst.png
If a missile is incoming destroy the closest missile
If a missile is not incoming deal 2 Damage.png
Return this card to hand where it costs +1 Energy.png
3 Charges
Cooldown.png 5 Ordnance.png 1 Energy.png 2

Other cards

Card Type Effect Cost Cooldown
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