Cards

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Revision as of 12:54, 27 September 2024 by Aether (talk | contribs) (→‎Shield cards)

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.
  • 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 and 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.

Card Effect Cost Cooldown
Beam Sweep Deal 6 Damage
Ignite
Ordnance.png 3 Ordnance
Energy.png 2 Energy
3
Catalyst Pulse Deal 4 Damage
Precision
All Pulse cards played this turn deal +1 Damage
Ordnance.png 3 Ordnance
Energy.png 2 Energy
3
Cutting Beam Deal 3 Damage each turn
Ignite
Gain 1 Heat per turn
Duration: 3 turns
Ordnance.png 3 Ordnance
Energy.png 1 Energy
3
Infrared Pulse Deal 3 Damage
Ignite
Precision
If enemy is overheating deal 6 Damage
Ordnance.png 3 Ordnance 4
Art Lasereq Pulse2.png Laser Pulse Deal 4 Damage
Precision
Ordnance.png 3 Ordnance 3
Quick Pulse Deal 3 Damage
Precision
-1 Cooldown on next attack this turn
Ordnance.png 2 Ordnance 2
Repeater Pulse Deal 4 Damage
Precision
Return a Laser card from the Cooldown Pile to hand (cannot return itself)
Ordnance.png 3 Ordnance
Energy.png 2 Energy
4
Streamline Each Laser card played this turn reduces the cost of other Laser cards by 1 Ordnance Mass.png 4 Mass 6
Swift Charge Adds 3 Blink cards to the hand (if hand is full they're added to the Draw Pile instead) Energy.png 1 Energy
Mass.png 3 Mass
6
Blinding Pulse (rare) Deal 4 Damage
Precision
Next enemy attack does half damage
Ordnance.png 3 Ordnance
Energy.png 2 Energy
4
Booster Pulse (rare) Deal 4 Damage
Precision
Laser cards cost 1 less Ordnance this turn
Ordnance.png 3 Ordnance
Energy.png 3 Energy
4
Heavy Pulse (rare) Deal 8 Damage
Precision
Ordnance.png 5 Ordnance
Energy.png 2 Energy
4
Paired Pulse (rare) Deal 3 Damage twice
Precision
Ordnance.png 4 Ordnance
Energy.png 1 Energy
3
Scrape (rare) Deal 4 Damage
Ignite
Apply -1 Dissipation for each Heat added by the attack
Ordnance.png 3 Ordnance
Energy.png 2 Energy
3

Flak cards

Flak cards can be added to Weapon Mount equipment.

Card Effect Cost Cooldown
Charged Shot Deal 3-7 Damage
Deal 5 Shredding
If enemy has shields deal maximum Damage
Ordnance.png 3 Ordnance
Mass.png 2 Mass
3
Covering Fire Deal 3-6 Damage
10% chance to discard an enemy attack card per point of Hull Damage dealt
Ordnance.png 3 Ordnance
Mass.png 2 Mass
3
Light Barrage Deal 2-5 Damage
Deal 5 Shredding
Ordnance.png 3 Ordnance 2
Spread Shot Deal 2-5 Damage
Destroy the closest enemy missile
Ordnance.png 3 Ordnance
Mass.png 1 Mass
3

Shield cards

Shield cards can be added to Tactical Hardpoint equipment.

Card Effect Cost Cooldown
Auto-Shield Gain 4 Shield Points
Draw 1 Shield card from the Draw Pile
If the draw succeeds gain 2 Shield Points
Energy.png 3 Energy 3
Art ShieldBarrier.png Barrier Gain 6 Shield Points Energy.png 3 Energy
Mass.png 1 Mass
3
Art ShieldBarrier.png Bolster Gain 4 Shield Points
Gain 2 Shiel Points per Shield Duration
Energy.png 3 Energy 5
Art ShieldBarrier.png Charged Barrier Gain 6 Shield Points
Gain 1 Shield Duration
Energy.png 3 Energy
Mass.png 2 Mass
4
Rampart Gain 10 Shield Points
Gain 1 Shield Duration
Energy.png 4 Energy
Mass.png 2 Mass
5
Shield Fortifier Gain 6 Shield Points
Gain 1 Shield Point for each Fortify card played (max 12)
Energy.png 4 Energy
Mass.png 1 Mass
4
Shield Stream 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
Surge If unshielded gain 4 Shield Points
If shielded gain 1 Shield Duration
Energy.png 1 Energy 3

Resource Bay cards

Resource Bay cards can be added to Utility Hardpoint equipment.

Card Effect Cost Cooldown
Blueprint Draw 2 Support cards
All Support cards cost 1 Mass less this turn
Deplete
Energy.png 2 Energy 5
Art DeployReactor.png Conservation Gain 1 Energy for every 2 Ordnance you spent this turn 4
Equivalence Gain 1 Mass for every 2 Energy you spent this turn 4
Optimization Gain 1 Ordnance for every 2 Mass you spent this turn 4
Energy Surge Gain 4 Energy until the end of the turn
Gain 1 Heat
5
Mass Surge Gain 4 Mass until the end of the turn
Gain 1 Heat
5
Ordnance Surge Gain 4 Ordnance until the end of the turn
Gain 1 Heat
5

Other cards

Card Type Effect Cost Cooldown
Harnessed Strike (rare) Engineering Bay Gain 1 Shield Point for every played Laser or Ion card
Upgrade
Mass.png 4 Mass 6
PDC Burst Point Defense If a missile is incoming it its destroyed
If a missile is not incoming it deals 2 Damage
Deplete
Ordnance.png 1 Ordnance
Energy.png 1 Energy
2
Hack Heatsinks Hack Next turn enemy loses 2 Dissipation
Consumes all Security
Hack
Energy.png 2 Energy 3
Thermal Tick Hack This turn every card deals deals 1 Ignite
If ship has Security it reduced is by 1 and doubles the Ignite effect
Hack
Energy.png 2 Energy 3
Target Lock Deal +1 Damage
Upkeep: Play at least one attack card per turn
Energy.png 2 Energy
Mass.png 2 Mass
3