Cards: Difference between revisions
From Breachway Official Wiki
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| Cache || Add 2 random resource cards to the deck || || 6 | | Cache || Add 2 random resource cards to the deck || || 6 | ||
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| [[File:Art ResEq ReactorBoost.png|50px]] Reactor Boost || +1 Reactor Power<br>Upkeep: Ship is not overheated on turn end || [[File:Energy.png|25px]] 1 Energy<br>[[File:Mass.png|25px]] 1 Mass || 4 | |||
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| [[File:Art AdaptiveModule.png|50px]] Tinker || Lose 1 Mass production for 3 turns<br>Add 1 Reactor Power after 3 turns<br>Deplete || [[File:Energy.png|25px]] 2 Energy<br>[[File:Mass.png|25px]] 2 Mass || 5 | |||
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| [[File:Art DeployReactor.png|50px]] Conservation || Gain 1 Energy for every 2 Ordnance you spent this turn || || 4 | | [[File:Art DeployReactor.png|50px]] Conservation || Gain 1 Energy for every 2 Ordnance you spent this turn || || 4 | ||
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| [[File:Art ResEq Fabrication.png|50px]] Fabrication || Gain 1 Mass for every Mass production<br>Draw 1 card || [[File:Energy.png|25px]] 2 Energy || 5 | | [[File:Art ResEq Fabrication.png|50px]] Fabrication || Gain 1 Mass for every Mass production<br>Draw 1 card || [[File:Energy.png|25px]] 2 Energy || 5 | ||
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| Rearm || Gain 2 Ordnance if you end the turn with 3 or less<br>Upgrade || [[File:Energy.png|25px]] 1 Energy<br>[[File:Mass.png|25px]] 3 Mass || 4 | | Rearm || Gain 2 Ordnance if you end the turn with 3 or less<br>Upgrade || [[File:Energy.png|25px]] 1 Energy<br>[[File:Mass.png|25px]] 3 Mass || 4 |
Revision as of 14:00, 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.
- 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: 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.