Cards

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Revision as of 10:03, 28 September 2024 by Aether (talk | contribs) (→‎Other 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 current combat encounter 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 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.

Ion cards

Ion cards can be added to Ion weapons.

Card Effect Cost Cooldown
Combined Arms Deal 8 Ion Damage
Draw an attack card from the Cooldown Pile
Ordnance.png 2 Ordnance
Energy.png 2 Energy
3
Ion Javelin If shielded deal 6 Ion Damage
If unshielded deal 12 Ion Damage
Ordnance.png 1 Ordnance
Energy.png 2 Energy
3
Ion Spear Deal 8 Ion Damage
If breaking shields disable targeted equipment for 2 turns
Precision
Ordnance.png 2 Ordnance
Energy.png 3 Energy
3
Shield Switch If unshielded gain 4 Shield Points
If shielded deal 4 Ion Damage and +1 for each Shield Point but removes all Shield Points
Ordnance.png 1 Ordnance
Energy.png 1 Energy
3

Laser cards

Laser cards can be added to Laser Weapons.

Card Damage Effects Cost Cooldown
Beam Sweep 6 Ignite Ordnance.png 3 Ordnance
Energy.png 2 Energy
3
Catalyst Pulse 4 Precision
All Pulse cards played this turn deal +1 Damage
Ordnance.png 2 Ordnance
Energy.png 2 Energy
3
Cutting Beam 3 Deal Damage again each turn
Ignite
Gain 1 Heat per turn
Duration: 3 turns
Ordnance.png 3 Ordnance
Energy.png 1 Energy
3
Infrared Pulse 3 Ignite
Precision
If enemy is overheating deal 6 Damage
Ordnance.png 3 Ordnance 4
Art Lasereq Pulse2.png Laser Pulse 4 Precision Ordnance.png 3 Ordnance 3
Quick Pulse 3 Precision
-1 Cooldown on next attack this turn
Ordnance.png 2 Ordnance 2
Repeater Pulse 4 Precision
Return a Laser card from the Cooldown Pile to hand (cannot return itself)
Ordnance.png 3 Ordnance
Energy.png 2 Energy
4
Streamline 0 Each Laser card played this turn reduces the cost of other Laser cards by 1 Ordnance Mass.png 4 Mass 6
Swift Charge 0 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) 4 Precision
Next enemy attack does half damage
Ordnance.png 3 Ordnance
Energy.png 2 Energy
4
Booster Pulse (rare) 4 Precision
Laser cards cost 1 less Ordnance this turn
Ordnance.png 3 Ordnance
Energy.png 3 Energy
4
Heavy Pulse (rare) 8 Precision Ordnance.png 5 Ordnance
Energy.png 2 Energy
4
Paired Pulse (rare) 3 Deal the Damage twice
Precision
Ordnance.png 4 Ordnance
Energy.png 1 Energy
3
Scrape (rare) 4 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 Flak weapons.

Card Damage Effects Cost Cooldown
Covering Fire 3-6 10% chance to discard an enemy attack card per point of Hull Damage dealt Ordnance.png 3 Ordnance
Mass.png 2 Mass
3
Flak Barrage 3-7 Deal 5 Shredding Ordnance.png 3 Ordnance
Mass.png 1 Mass
3
Art FlakEq LightBarrage2.png Light Barrage 2-5 Deal 5 Shredding Ordnance.png 3 Ordnance 2
Art TitaniumShells.png Opening Shot 2-4 Deal 1 Shredding if enemy has none Ordnance.png 2 Ordnance
Mass.png 1 Mass
3
Spread Shot 2-5 Destroy the closest enemy missile Ordnance.png 3 Ordnance
Mass.png 1 Mass
3
Art FlakEq HeatedShell.png Twin Barrel 2-6 Deal 5 Shredding
Add a Light Barrage card to hand
25px]] 3 Ordnance
Mass.png 2 Mass
4
Volatile Barrage 0-8 Deal 5 Shredding Ordnance.png 2 Ordnance
Mass.png 2 Mass
4
Charged Shot (rare) 3-7 Deal 5 Shredding
If enemy has shields deal maximum Damage
Ordnance.png 3 Ordnance
Mass.png 2 Mass
3

Shield cards

Shield cards can be added to Tactical Hardpoint equipment.

Card Shield Points Effects Cost Cooldown
Auto-Shield 4 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 6 Energy.png 3 Energy
Mass.png 1 Mass
3
Art ShieldBarrier.png Bolster 4 Gain 2 Shiel Points per Shield Duration Energy.png 3 Energy 5
Art ShieldBarrier.png Charged Barrier 6 Gain 1 Shield Duration Energy.png 3 Energy
Mass.png 2 Mass
4
Rampart 10 Gain 1 Shield Duration Energy.png 4 Energy
Mass.png 2 Mass
5
Shield Fortifier 6 Gain 1 Shield Point for each Fortify card played (max 12) Energy.png 4 Energy
Mass.png 1 Mass
4
Art ShieldEq ShieldPulse.png Shield Pulse 4 Deplete Energy.png 1 Energy 3
Shield Stream 4 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 0 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
Art ResEq OrdnanceSurge.png Ordnance Surge Gain 4 Ordnance until the end of the turn
Gain 1 Heat
5
Rearm Gain 2 Ordnance if you end the turn with 3 or less
Upgrade
Energy.png 1 Energy
Mass.png 3 Mass
4

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
Art PDCBurst.png 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
Art EngEq TakeAim.png Target Lock Deal +1 Damage
Upkeep: Play at least one attack card per turn
Energy.png 2 Energy
Mass.png 2 Mass
3