Cards: Difference between revisions
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| Harnessed Strike (rare) || Gain 1 Shield Point for every played Laser or Ion card<br>Upgrade || [[File:Mass.png|25px]] 4 Mass || 6 | | Harnessed Strike (rare) || Gain 1 Shield Point for every played Laser or Ion card<br>Upgrade || [[File:Mass.png|25px]] 4 Mass || 6 | ||
|} | |||
== Hacking Module cards == | |||
== Other cards == | |||
{| class="wikitable" | |||
! Card | |||
! Effect | |||
! Cost | |||
! Cooldown | |||
|- | |||
| Hack Heatsinks || Next turn enemy loses 2 Dissipation<br>Consumes all Security<br>Hack || [[File:Energy.png|25px]] 2 Energy || 3 | |||
|- | |||
| Thermal Tick || This turn every card deals deals 1 Ignite<br>If ship has Security it reduced is by 1 and doubles the Ignite effect<br>Hack || [[File:Energy.png|25px]] 2 Energy || 3 | |||
|} | |} | ||
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| [[File:Art MissileEq IonMissile.png|50px]] Ion Missile || Missile || Deal 12 Ion Damage in 1 turn<br>Deplete || [[File:Energy.png|25px]] 1 Energy || 2 | | [[File:Art MissileEq IonMissile.png|50px]] Ion Missile || Missile || Deal 12 Ion Damage in 1 turn<br>Deplete || [[File:Energy.png|25px]] 1 Energy || 2 | ||
|- | |- | ||
| [[File:Art DeployArmory.png|50px]] Armory Upgrade || Production || Increase max Ordnance production capacity by 1<br>Deplete || [[File:Energy.png|25px]] 1 Energy<br>[[File:Mass.png|25px]] 4 Mass || 6 | | [[File:Art DeployArmory.png|50px]] Armory Upgrade || Production || Increase max Ordnance production capacity by 1<br>Deplete || [[File:Energy.png|25px]] 1 Energy<br>[[File:Mass.png|25px]] 4 Mass || 6 |
Revision as of 14:41, 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.