Cards: Difference between revisions
From Breachway Official Wiki
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{| class="wikitable" | {| class="wikitable" | ||
! Card | ! Card | ||
! | ! Damage | ||
! Effects | |||
! Cost | ! Cost | ||
! Cooldown | ! Cooldown | ||
|- | |- | ||
| Beam Sweep || | | Beam Sweep || 6 || Ignite || [[File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Energy.png|25px]] 2 Energy || 3 | ||
|- | |- | ||
| Catalyst Pulse || | | Catalyst Pulse || 4 || Precision<br>All Pulse cards played this turn deal +1 Damage || [[File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Energy.png|25px]] 2 Energy || 3 | ||
|- | |- | ||
| Cutting Beam || Deal | | Cutting Beam || 3 || Deal Damage again each turn<br>Ignite<br>Gain 1 Heat per turn<br>Duration: 3 turns || [[File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Energy.png|25px]] 1 Energy || 3 | ||
|- | |- | ||
| Infrared Pulse || | | Infrared Pulse || 3 || Ignite<br>Precision<br>If enemy is overheating deal 6 Damage || [[File:Ordnance.png|25px]] 3 Ordnance || 4 | ||
|- | |- | ||
| [[File:Art Lasereq Pulse2.png|50px]] Laser Pulse || | | [[File:Art Lasereq Pulse2.png|50px]] Laser Pulse || 4 || Precision || [[File:Ordnance.png|25px]] 3 Ordnance || 3 | ||
|- | |- | ||
| Quick Pulse || | | Quick Pulse || 3 || Precision<br>-1 Cooldown on next attack this turn || [[File:Ordnance.png|25px]] 2 Ordnance || 2 | ||
|- | |- | ||
| Repeater Pulse || | | Repeater Pulse || 4 || Precision<br>Return a Laser card from the Cooldown Pile to hand (cannot return itself) || [[File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Energy.png|25px]] 2 Energy || 4 | ||
|- | |- | ||
| Streamline || Each Laser card played this turn reduces the cost of other Laser cards by 1 Ordnance || [[File:Mass.png|25px]] 4 Mass || 6 | | Streamline || 0 || Each Laser card played this turn reduces the cost of other Laser cards by 1 Ordnance || [[File:Mass.png|25px]] 4 Mass || 6 | ||
|- | |- | ||
| Swift Charge || 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 | ||
|- | |- | ||
| Blinding Pulse (rare) || | | Blinding Pulse (rare) || 4 || Precision<br>Next enemy attack does half damage || [[File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Energy.png|25px]] 2 Energy || 4 | ||
|- | |- | ||
| Booster Pulse (rare) || | | 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 | ||
|- | |- | ||
| Heavy Pulse (rare) || | | Heavy Pulse (rare) || 8 Damage || Precision || [[File:Ordnance.png|25px]] 5 Ordnance<br>[[File:Energy.png|25px]] 2 Energy || 4 | ||
|- | |- | ||
| Paired Pulse (rare) || Deal | | Paired Pulse (rare) || 3 || Deal the Damage twice<br>Precision || [[File:Ordnance.png|25px]] 4 Ordnance<br>[[File:Energy.png|25px]] 1 Energy || 3 | ||
|- | |- | ||
| Scrape (rare) || | | Scrape (rare) || 4 || Ignite<br>Apply -1 Dissipation for each Heat added by the attack || [[File:Ordnance.png|25px]] 3 Ordnance<br>[[File:Energy.png|25px]] 2 Energy || 3 | ||
|} | |} | ||
Revision as of 13:33, 27 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 battle 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 during the battle.
- 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.
Laser cards
Laser cards can be added to Weapon Mount equipment.
Flak cards
Flak cards can be added to Weapon Mount equipment.
Shield cards
Shield cards can be added to Tactical Hardpoint equipment.
Resource Bay cards
Resource Bay cards can be added to Utility Hardpoint equipment.