Cards: Difference between revisions
From Breachway Official Wiki
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=== Rare Point Defense cards === | === Rare Point Defense cards === | ||
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| [[File:Cooldown.png|25px]] 5 [[File:Ordnance.png|25px]] 1 [[File:Energy.png|25px]] 2 | | [[File:Cooldown.png|25px]] 5 [[File:Ordnance.png|25px]] 1 [[File:Energy.png|25px]] 2 | ||
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== Other cards == | == Other cards == |
Revision as of 20:07, 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 |
Quick Pulse |
3 File:Penetration.png 3 |
-1 for the next Attack card played this turn |
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 |
Heavy Pulse |
8 File:Penetration.png 8 |
4 5 2 |
Railgun cards
Missile cards
Ion Missile |
12 |
Missile Deplete |
5 2 |
Shield Generator cards
Auto-Shield |
4 |
Draw a Shield card from the Draw Pile If draw succeeds gain 2 |
3 3 |
Charged Barrier |
6 1 |
4 3 2 |
Rampart |
10 1 |
5 4 2 |
Engineering Bay cards
Hacking Module cards
Resource Bay cards
Conservation |
Gain 1 for every 2 you spend this turn |
4 |
Energy Surge |
Gain 4 Sustain 1 Lose up to 4 on turn end |
5 |
Mass Surge |
Gain 4 Sustain 1 Lose up to 4 on turn end |
5 |
Optimization |
Gain 1 for every 2 you spend this turn |
4 |
Ordnance Surge |
Gain 4 Sustain 1 Lose up to 4 on turn end |
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 |
Rare Point Defense cards
Gridfire |
If a missile is incoming destroy up to 3 missiles If a missile is not incoming deal 2 3 times |
4 3 3 |
PDC Repeater |
If a missile is incoming destroy the closest missile If a missile is not incoming deal 2 Return this card to hand where it costs +1 3 Charges |
5 1 2 |