Cards

From Breachway Official Wiki

Cards represent actions the ship can take each turn. Cards have different, scripted effects and costs during the Prologue.

Winning a regular combat encounter will allow picking one new card as long as any equipment can use it and has a free card slot. Winning an elite or boss combat encounter will allow picking one of two cards per equipment instead.

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
Art FlakEq CoveringFire.png
Damage.png 3-6
10% chance to discard an enemy attack card per point of hull damage dealt
Cooldown.png 3 Ordnance.png 3 Mass.png 2
Light Barrage
Art FlakEq LightBarrage2.png
Damage.png 3-7
Shredding 5
Cooldown.png 2 Ordnance.png 3
Card Damage Effects Cost Cooldown
Art TitaniumShells.png Opening Shot 2-4 Deal 1 Shredding if enemy has none Ordnance.png 2 Ordnance
Mass.png 1 Mass
3
Art FlakEq SpreadShot.png 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
Ordnance.png 3 Ordnance
Mass.png 2 Mass
4
Art FlakEq ChargedShot.png Charged Shot (rare) 3-7 Deal 5 Shredding
If enemy has shields deal maximum Damage
Ordnance.png 3 Ordnance
Mass.png 2 Mass
3

Ion cards

Ion Harpoon
Art Ioneq IonHarpoon.png
Ion Damage.png 9
If shielded gain 1 Shield Duration.png for every 3 enemy Shield.png removed
Cooldown.png 4 Ordnance.png 2 Energy.png 2
Ion Javelin
Art Ioneq IonJavelin.png
Ion Damage.png 6
Deal double damage if you are unshielded
Cooldown.png 3 Ordnance.png 1 Energy.png 2
Shield Switch
Art Ioneq ShieldSwitch.png
If unshielded gain 4 Shield.png
If shielded deal 4 Ion Damage.png + 1 per Shield.png
Removes all Shield.png
Cooldown.png 3 Ordnance.png 1 Energy.png 1

Rare Ion cards

Boomerang
Art Ioneq IonBoomerang.png
Ion Damage.png 8
If shielded gain 1 Shield.png for every enemy Shield.png removed
Cooldown.png 3 Ordnance.png 2 Energy.png 3
Total Discharge
Art Ioneq TotalDischarge.png
Lost all Shield Duration.png and play 2 Ion Dart cards for each duration lost
Requires Shield Duration.png
Cooldown.png 4 Ordnance.png 1 Energy.png 3
Trim Excess
Art Ioneq TrimExcess.png
Buff your next Attack by 50% of Shield.png
Halve Shield.png
Requires Shield.png
Deplete
Cooldown.png 2 Energy.png 3 Mass.png 2




Card Effect Cost Cooldown
Art Ioneq IonSpear.png 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
Art Ioneq IonSling.png Sling Deal 6 Ion Damage
If breaking shields deal 6 Ionize
Ordnance.png 1 Ordnance
Energy.png 2 Energy
3

Laser cards

Catalyst Pulse
Art Lasereq CatalystPulse.png
Damage.png 4 File:Penetration.png 4
Pulse cards deal +1 Damage.png this turn
Cooldown.png 4 Ordnance.png 2 Energy.png 2
Quick Pulse
Art Lasereq QuickPulse.png
Damage.png 3 File:Penetration.png 3
-1 Cooldown.png for the next Attack card played this turn
Cooldown.png 2 Ordnance.png 2
Repeater Pulse
Art Lasereq GenericAttack02.png
Damage.png 4 File:Penetration.png 4
Return a Laser card from the Cooldown pile to your hand (cannot return itself)
Cooldown.png 4 Ordnance.png 3 Energy.png 2

Rare laser cards

Blinding Pulse
Art Lasereq BlindingPulse.png
Damage.png 4 File:Penetration.png 4
Next enemy attack deals -50% Damage.png
Cooldown.png 4 Ordnance.png 3 Energy.png 2
Booster Pulse
Art Lasereq GenericAttack03.png
Damage.png 4 File:Penetration.png 4
Laser cards cost -1 Ordnance.png this turn
Cooldown.png 4 Ordnance.png 3 Energy.png 3
Heavy Pulse
Art Lasereq HeavyPulse2.png
Damage.png 8 File:Penetration.png 8
Cooldown.png 4 Ordnance.png 5 Energy.png 2
Paired Pulse
Art Lasereq PairedPulse.png
Damage.png 3 File:Penetration.png 3
Effect applies twice
Cooldown.png 3 Ordnance.png 4 Energy.png 1
Turbolaser
Art Turbolaser.png
Play as many Laser Pulse cards as resources allow (max 10)
Deplete
Exhuastive
Cooldown.png 4 Energy.png 6 Mass.png 2



Card Damage Effects Cost Cooldown
Beam Sweep 6 Ignite Ordnance.png 3 Ordnance
Energy.png 2 Energy
3
Cutting Beam 3 Deal Damage again each turn
Ignite
Sustain 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
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
Booster Pulse (rare) 4 Precision
Laser cards cost 1 less Ordnance this turn
Ordnance.png 3 Ordnance
Energy.png 3 Energy
4
Art FlakEq Disarm2.png Disarm (rare) 0 Play 1 Covering Fire card for each attack card the enemy intends to play Ordnance.png 4 Ordnance
Energy.png 4 Energy
4
Scrape (rare) 4 Ignite
Apply -1 Dissipation for each Heat added by the attack
Ordnance.png 3 Ordnance
Energy.png 2 Energy
3

Railgun cards

Card Damage Effect Cost Cooldown
Art Railgun DrillRound.png Drill Round 4 If destroys equipment deals 4 more Damage
Precision
Ordnance.png 3 Ordnance
Mass.png 1 Mass
4
Art Railgun KineticCatapult.png Kinetic Catapult 2 Deal 2 Damage per Mass production
Reduces Mass production by 2 for 1 turn
Precision
Ordnance.png 4 Ordnance 4
Art KineticSabot.png Kinetic Shot 6 Precision Ordnance.png 3 Ordnance
Mass.png 2 Mass
4
Art Railgun Pinpoint.png Pinpoint 4 Ignores shields
+1 Equipment Damage for each destroyed or disabled enemy equipment
Precision
Ordnance.png 2 Ordnance
Energy.png 2 Energy
4
Art Railgun TungstenSabot.png Tugsten Round 4 50% bonus Precision damage Ordnance.png 2 Ordnance
Mass.png 3 Mass
4

Missile cards

Ion Missile
Art MissileEq IonMissile.png
Ion Damage.png 12
Missile
Deplete
Cooldown.png 5 Energy.png 2

Rare Missile cards

Heatseeker
Art MissileEq Heatseeker.png
Damage.png 12
Missile
Deplete
+6 Damage if enemy is overheated at launch
Cooldown.png 4 Ordnance.png 3

Shield Generator cards

Auto-Shield
Art ShieldEq AutoShield.png
Shield.png 4
Draw a Shield card from the Draw Pile
If draw succeeds gain 2 Shield.png
Cooldown.png 3 Energy.png 3
Charged Barrier
Art ShieldBarrier.png
Shield.png 6 Shield Duration.png 1
Cooldown.png 4 Energy.png 3 Mass.png 2
Palisade
Art AutoShield.png
Add 3 Shield Pulse cards to hand
Cards that can't be added are added to the Draw Pile
Cooldown.png 4 Mass.png 2
Rampart
Art ShieldEq Rampart.png
Shield.png 10 Shield Duration.png 1
Cooldown.png 5 Energy.png 4 Mass.png 2
Repel
Art ShieldEq Repel.png
Play 1 Shield Pulse card for every attack the enemy intends to play
Cooldown.png 4 Energy.png 3
Tactical Defense
Art ShieldEq TacticalDefense.png
Shield.png 4
Gain 2 Shield.png for each Tactical card in hand
Cooldown.png 4 Energy.png 3

Rare Shield Generator cards

Backup Shields
Art ShieldEq BackupShields.png
Gain 1 Provisional Slot
Add 1 Shield Pulse card to hand when ending the turn without Tactical cards
Duration: 4 Turns
Cooldown.png 5 Mass.png 3
Battlement
Art ShieldEq Battlement.png
Shield.png 6
Gain 2 Shield.png every time you play a Tactical card
Upkeep: Ship has Shield.png
Cooldown.png 5 Energy.png 3 Mass.png 2




Card Shield Points Effects Cost Cooldown
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 AutoShield.png Fortify 6 Gain 1 Shield Point for each Fortify card played (max 12) Energy.png 4 Energy
Mass.png 1 Mass
4
Art ShieldAegis.png Hasty Defense 12 Gain 1 Shield Diration
Lost 3 HP
Mass.png 2 Mass 4
Art ShieldEq ShieldPulse.png Shield Pulse 4 Deplete Energy.png 1 Energy 3
Art ShieldEq ShieldStream.png 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
Art ShieldEq ShieldSurge.png Surge 0 If unshielded gain 4 Shield Points
If shielded gain 1 Shield Duration
Energy.png 1 Energy 3
Art ShieldEq FlashShields.png Flash Shields (rare) 12 Lose all shields at the start of next turn Energy.png 4 Energy 4

Engineering Bay cards

Rare Engineering Bay cards

Armamant
Art ResEq Armament.png
Gain 1 Ordnance.png for every 2 Attack cards you hold at the end of the turn
Upgrade
Cooldown.png 5 Mass.png 3
Harnessed Strike
Art Lasereq HarnessedStrike.png
Gain 1 Shield.png every time you play a Laser or Ion card
Upgrade
Cooldown.png 6 Mass.png 4



Card Effect Cost Cooldown
Art EngEq AttackMode.png Attack Mode Gain 1 card slot
Reduce Attack cooldown by 2 this turn
Draw 2 Attack Cards
Requires 5 Ordnance production
Energy.png 2 Energy
Mass.png 3 Mass
4
Art EngEq ReinforcedHull.png Battle Repairs Repair 3 HP
Remove 2 Shred charges
Energy.png 2 Energy
Mass.png 1 Mass
4
Art Railgun ConductionAmplifier.png Conduction Amplifier Next attack this turn gets bonus damage equal to its Energy cost Mass.png 2 Mass 4
Defensive Stance Gain 2 Energy
Draw or return a Shield card
Mass.png 2 Mass 5
Art EngEq Deterrence.png Deterrence Next attack this turn deals +1 Damage for each attack card in enemy hand
Sustain 1 Heat
Energy.png 1 Energy
Mass.png 1 Mass
4
Art EngEq Maintenance.png Maintenance Cycle Repair 1 HP each turn the enemy doesn't do Hull Damage
Upkeep: 1 Energy
Duration: 5 turns
Energy.png 3 Energy
Mass.png 2 Mass
5
Art EngEq OffensiveAssurance.png Offensive Assurance Deal +1 Damage
Upkeep: Don't take Hull Damage
Energy.png 2 Energy
Mass.png 2 Mass
4
Art ShieldEq Battlement.png Tactical Recoup If enemy breaks the shield first Shield card next turn gives +35% Shield Points
Upgrade
Energy.png 2 Energy
Mass.png 4 Mass
6

Hacking Module cards

Card Effect Cost Cooldown
CardArt Security.png Firewall Gain 1 Security
Cost is increased by Security
Returns to the Draw Pile when played
Energy.png 2 Energy 3
Art HackingEq Glitch.png Glitch Disables targeted equipment for 1 turn
If ship has Security removes 1 pip from the targeted equipment per Security
Hack
Energy.png 3 Energy 3
Hack Heatsinks Next turn enemy loses 2 Dissipation
Consumes all Security
Hack
Energy.png 2 Energy 3
Thermal Tick 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

Resource Bay cards

Blueprint
Art ResEq Blueprint.png
Draw 2 Support cards
Support cards cost -1 Mass.png this turn
Cooldown.png 5 Energy.png 2
Conservation
Art DeployReactor.png
Gain 1 Energy.png for every 2 Ordnance.png you spend this turn
Cooldown.png 4
Energy Surge
Art ResEq EnergySurge.png
Gain 4 Energy.png
Sustain 1 Heat.png
Lose up to 4 Energy.png on turn end
Cooldown.png 5
Equivalence
Art ResEq AsteroidOre.png
Gain 1 Mass.png for every 2 Energy.png you spend this turn
Cooldown.png 4
Mass Surge
Art ResEq MassSurge.png
Gain 4 Mass.png
Sustain 1 Heat.png
Lose up to 4 Mass.png on turn end
Cooldown.png 5
Optimization
Art ResEq Armament.png
Gain 1 Ordnance.png for every 2 Mass.png you spend this turn
Cooldown.png 4
Ordnance Surge
Art ResEq OrdnanceSurge.png
Gain 4 Ordnance.png
Sustain 1 Heat.png
Lose up to 4 Ordnance.png on turn end
Cooldown.png 5

Rare Resource Bay cards

Ammo Dump
Art ResEq AmmoDump.png
Gain 4 Ordnance.png
Sustain 2 Heat.png
Deplete
Cooldown.png 3
Asteroid Ore
Art ResEq AsteroidOre.png
Gain 4 Mass.png
Sustain 2 Heat.png
Deplete
Cooldown.png 3
Capacitor
Art ResEq Capacitor.png
Gain 4 Energy.png
Sustain 2 Heat.png
Deplete
Cooldown.png 3
Fabrication
Art ResEq Fabrication.png
Gain 1 Mass.png for every 1 Mass.png produced
Draw 1 card
Cooldown.png 5 Energy.png 2
Grid Overload
Art ResEq GridOverload.png
Gain 2 Energy.png for every 1 Energy.png production
Disable Energy.png production for 2 turns
Cooldown.png 5
Reactor Boost
Art ResEq ReactorBoost.png
Gain 1 Reactor Power
Upkeep: Ship is not overheated on turn end
Cooldown.png 4 Energy.png 1 Mass.png 1
Tactical Gambit
Art ResEq TacticalGambit.png
Reshuffle all Tactical cards into the Draw Pile and gain 1 Mass.png for each card
Cooldown.png 4
War Effort
Art ResEq Wareffort.png
Gain 1 Ordnance.png for every 1 Ordnance.png production
Draw 1 Attack card
Sustain 2 Heat.png
Cooldown.png 4 Energy.png 2 Mass.png 2




Card Effect Cost Cooldown
Ammo Replicator Double the current Ordnance
Sustain 4 Heat
Deplete
Exhaustive
5
Cache Add 2 random resource cards to the deck 6
Art AdaptiveModule.png Tinker Lose 1 Mass production for 3 turns
Add 1 Reactor Power after 3 turns
Deplete
Energy.png 2 Energy
Mass.png 2 Mass
5
Rearm Gain 2 Ordnance if you end the turn with 3 or less
Upgrade
Energy.png 1 Energy
Mass.png 3 Mass
4

Cooling System cards

Coolant Flow
Art Heatsinks.png
-2 Cooldown.png for all cards in Cooldown Pile
Sustain 1 Heat.png for every 4 cards affected
Cooldown.png 5
Force Draw
Art RadiatorEq ForceDraw.png
Draw 1 card
Sustain 1 Heat.png
Cooldown.png 4
Operations Cool-Off
Art Hack.png
Reduce Heat.png by Dissipation amount
Cooldown.png 4 Energy.png 2 Heat.png 2
Radiate
Art RadiatorEq RadiatorImage03.png
If ship has Heat.png remove up to 2 Heat.png
If ship has no Heat.png gain 2 Energy.png
Cooldown.png 4
Rush
Art RadiatorEq Rush.png
Return 1 card from Cooldown Pile to Draw Pile
Sustain 1 Heat.png
Repeat until reaching max Heat.png
Cooldown.png 4
Weapon Coolant
Art Heatsinks.png
Return up to 2 Attack cards from Cooldown Pile to Draw Pile
Sustain 2 Heat.png
Cooldown.png 4

Rare Cooling System cards

Heat Convertor
Art RadiatorEq RadiatorImage01.png
Gain 1 Ordnance.png for every 2 points of overheat
Cooldown.png 5
Increased Conduction
Art Hack.png
+2 Dissipation
Duration: 4 turns
Cooldown.png 5 Energy.png 3 Mass.png 1
Thermal Buffer
Art Hack.png
+2 Heat Threshold
Cooldown.png 4 Mass.png 4



Card Effect Cost Cooldown
Art Hack.png Swift Overhaul Repair 1 HP for every 3 Shield Points lost during enemy turn
Sustain 2 Heat
Duration: 3 turns
Deplete
Energy.png 3 Energy
Mass.png 2 Mass
5

Point Defense cards

PDC Burst
Art PDCBurst.png
If a missile is incoming destroy 1 missile
If a missile is not incoming deal 2 Damage.png
Deplete
Cooldown.png 2 Ordnance.png 1 Energy.png 1

Rare Point Defense cards

Gridfire
Art PDCBurst.png
If a missile is incoming destroy up to 3 missiles
If a missile is not incoming deal 2 Damage.png 3 times
Cooldown.png 4 Ordnance.png 3 Energy.png 3
High Alert
Art HighAlert.png
Add a PDC Burst card to hand in each empty slot
This turn PDC Burst cards cost -1 Energy.png
Deplete
Cooldown.png 4 Energy.png 3 Mass.png 4
PDC Repeater
Art PDCBurst.png
If a missile is incoming destroy the closest missile
If a missile is not incoming deal 2 Damage.png
Return this card to hand where it costs +1 Energy.png
3 Charges
Cooldown.png 5 Ordnance.png 1 Energy.png 2

Other cards

Card Type Effect Cost Cooldown
Art DeployArmory.png Armory Upgrade Production Increase max Ordnance production capacity by 1
Deplete
Energy.png 1 Energy
Mass.png 4 Mass
6
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