Cards
From Breachway Official Wiki
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
Ion Javelin |
6 |
Deal double damage if you are unshielded |
3 1 2 |
Shield Switch |
If unshielded gain 4 If shielded deal 4 + 1 per Shield Point Removes all |
3 1 1 |
Rare Ion cards
Total Discharge |
Lost all and play 2 Ion Dart cards for each duration lost Requires |
4 1 3 |
Trim Excess |
Buff your next Attack by 50% of Halve Requires Deplete |
2 3 2 |
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 |
Repeater Pulse |
4 File:Penetration.png 4 |
Return a Laser card from the Cooldown pile to your hand (cannot return itself) |
4 3 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 |
Paired Pulse |
3 File:Penetration.png 3 |
Effect applies twice |
3 4 1 |
Railgun cards
Missile cards
Ion Missile |
12 |
Missile Deplete |
5 2 |
Rare Missile cards
Heatseeker |
12 |
Missile Deplete +6 Damage if enemy is overheated at launch |
4 3 |
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 |
Palisade |
Add 3 Shield Pulse cards to hand Cards that can't be added are added to the Draw Pile |
4 2 |
Rampart |
10 1 |
5 4 2 |
Repel |
Play 1 Shield Pulse card for every attack the enemy intends to play |
4 3 |
Tactical Defense |
4 |
Gain 2 for each Tactical card in hand |
4 3 |
Rare Shield Generator cards
Backup Shields |
Gain 1 Provisional Slot Add 1 Shield Pulse card to hand when ending the turn without Tactical cards Duration: 4 Turns |
5 3 |
Battlement |
6 |
Gain 2 every time you play a Tactical card Upkeep: Ship has |
5 3 2 |
Engineering Bay cards
Rare Engineering Bay cards
Armamant |
Gain 1 for every 2 Attack cards you hold at the end of the turn Upgrade |
5 3 |
Harnessed Strike |
Gain 1 every time you play a Laser or Ion card Upgrade |
6 4 |
Hacking Module cards
Resource Bay cards
Blueprint |
Draw 2 Support cards Support cards cost -1 this turn |
5 2 |
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 |
Rare Resource Bay cards
Asteroid Ore |
Gain 4 Sustain 2 Deplete |
3 |
Fabrication |
Gain 1 for every 1 produced Draw 1 card |
5 2 |
Grid Overload |
Gain 2 for every active production Disable production for 2 turns |
5 |
Tactical Gambit |
Reshuffle all Tactical cards into the Draw Pile and gain 1 for each card |
4 |
Cooling System cards
Force Draw |
Draw 1 card Sustain 1 |
4 |
Operations Cool-Off |
Reduce by Dissipation amount |
4 2 2 |
Rush |
Return 1 card from Cooldown Pile to Draw Pile Sustain 1 Repeat until reaching max |
4 |
Weapon Coolant |
Return up to 2 Attack cards from Cooldown Pile to Draw Pile Sustain 2 |
4 |
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 |
High Alert |
Add a PDC Burst card to hand in each empty slot This turn PDC Burst cards cost -1 Deplete |
4 3 4 |
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 |