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.
Card Types
There are 3 Card Types in Breachway distinguished by the colour of the bar at the top of the card.
- Attack cards have a Red bar at the top.
- Tactical cards have a Green bar at the top.
- Support cards have a Blue bar at the top.
Attributes
Cards may have the following attributes:
- Coolant Loss: Reduces Dissipation.
- 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 (X): Adds 1 Heat to the opposing ship per X Hull damage dealt.
- 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 after the missile has been inflight for X turns, listed on card.
- 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 (X): Applies 1 stack of Shred per X hull damage dealt by this attack. Each stack of Shred increases minimum Flak damage by 1. Counts down on turns with no Shredding applied unless the ship is overheated.
- 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 5 |
2 3 |
Spread Shot |
2-5 |
Destroy the closest enemy missile |
3 3 1 |
Volatile Barrage |
0-8 5 |
4 2 2 |
Rare Flak cards
Charged Shot |
3-7 5 |
If enemy has shields deal max damage |
3 3 2 |
Disarm |
Play 1 Covering Fire card for each attack card the enemy intends to play |
4 4 4 |
Flak Barrage |
3-7 5 |
3 3 1 |
Honed Shot |
3-8 4 |
Cost reduced by 1 for each stack of Shred |
3 4 1 |
Unload |
5-10 5 |
Requires: played 3 Flak cards this turn |
4 2 2 |
Ion cards
Combined Arms |
8 |
Draw an Attack card from the Cooldown Pile |
3 2 2 |
Ion Harpoon |
9 |
If shielded gain 1 for every 3 enemy removed |
4 2 2 |
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 Removes all |
3 1 1 |
Sling |
6 |
3 1 2 |
Rare Ion cards
Boomerang |
8 |
If shielded gain 1 for every enemy removed |
3 2 3 |
Ion Spear |
8 |
On shield break disables targeted equipment for 2 turns |
3 2 3 |
Quiver |
If enemy has shields add an Ion Dart card to hand until the end of turn Upgrade |
5 4 |
Shatter |
When you break the a shield with an Ion card all attacks deal +1 this turn Upgrade |
5 2 4 |
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
Bean Sweep |
6 3 |
3 3 2 |
Catalyst Pulse |
4 |
Pulse cards deal +1 this turn |
4 2 2 |
Infrared Pulse |
3 3 |
If enemy is overheated deal double damage |
4 3 |
Quick Pulse |
3 |
-1 for the next Attack card played this turn |
2 2 |
Repeater Pulse |
4 |
Return a Laser card from the Cooldown pile to your hand (cannot return itself) |
4 3 2 |
Rare laser cards
Blinding Pulse |
4 |
Next enemy attack deals -50% |
4 3 2 |
Booster Pulse |
4 |
Laser cards cost -1 this turn |
4 3 3 |
Heavy Pulse |
8 |
4 5 2 |
Lacerate |
6 |
Sustain 1 Coolant Loss |
4 3 2 |
Paired Pulse |
3 |
Effect applies twice |
3 4 1 |
Scrape |
4 3 |
Apply 1 Coolant Loss for each point of added by the attack |
3 3 2 |
Searing Salvo |
Play 1 Infrared Pulse card for every Dissipation point Sustain 1 Coolant Loss for every Infrared Pulse card played |
6 6 2 |
Swift Charge |
Add 3 Blink cards to hand Cards that can't be added are added to the Draw Pile |
6 1 3 |
Turbolaser |
Play as many Laser Pulse cards as resources allow (max 10) Deplete Exhaustive |
4 6 2 |
Card | Damage | Effects | Cost | Cooldown |
---|---|---|---|---|
Laser Pulse | 4 | Precision | 3 Ordnance | 3 |
Railgun cards
Drill Round |
4 |
+4 when destroying equipment |
4 3 1 |
Kinetic Catapult |
2 |
+2 per production -2 production for 1 turn |
4 4 |
Kinetic Shot |
6 |
4 3 2 |
Pinpoint |
4 |
+1 Equipment Damage for each destroyed or disabled equipment |
4 2 2 |
Pyroelectric Round |
Sustain equal to ship threshold Deal 2 per 1 sustained Requires below the ship threshold |
4 2 2 |
Tungsten Round |
4 |
50% bonus damage to equipment |
4 2 3 |
Rare Railgun cards
A.P. Round |
4 |
If enemy has Shred damage a random second equipment |
3 2 3 |
Cascade Shot |
6 |
If attack destroys equipment skip |
6 2 1 |
Frag Round |
8 |
If attack destroys equipment increase repair time on all equipment by +1 turn |
5 4 3 |
Reinforced Accelerant |
This turn add +1 to Railgun cards for every Support card played |
5 3 |
Seebeck Shot |
Reduces to 0 Deal 2 per removed Sustain 1 Coolant Loss for every 2 removed |
5 3 3 |
Uranium Slug |
6 |
Deal 50% damage to another random equipment |
4 3 3 |
Missile cards
Firecracker |
2 |
Effect applies 3 times Missile Deplete |
4 2 1 |
Ion Missile |
12 |
Missile Deplete |
5 2 |
Starflare |
6 |
Missile Deplete |
2 2 |
Rare Missile cards
Heatseeker |
12 |
+6 if enemy is overheated at launch Missile Deplete |
4 3 |
Missile Loader |
Add 2 Starflare Missile cards to Draw Pile |
6 3 |
Reaper |
6 |
+2 per missile in flight Missile Deplete |
5 3 1 |
Hacking Module cards
Neutralize |
For 2 turns disable a random weapon at turn start Consume 1 for +2 duration |
4 3 |
Reset |
If any equipment is disabled discard a card from it If no equipment is disabled disable a random equipment |
4 3 |
Restrain |
Remove 1 pip from an enemy weapon Consume 1 to discard a card from an enemy weapon |
4 2 |
Rare Hacking Module cards
Denial |
Disable targeted equipment for 2 turns Consume 1 to return card to hand |
4 3 1 |
Discharge |
Remove 1 pip from all disabled equipment |
4 3 1 |
Glitch |
Disable targeted enemy equipment for 1 turn Consume all to remove pips by the same amount |
3 3 |
Missile Jamming |
Delay all incoming missiles by 1 turn Consume all to further delay them by the same amount |
4 2 1 |
Pacify |
Disable all enemy weapons for 1 turn |
6 4 |
Stall |
For 2 turns enemy playing a card removes a pip from another card Consume 1 to increase duration by 2 turns |
4 3 2 |
Wipe |
Remove a Hack debuff Deplete |
4 3 |
Card | Effect | Cost | Cooldown |
---|---|---|---|
Firewall | Gain 1 Security Cost is increased by Security Returns to the Draw Pile when played |
2 Energy | 3 |
Shield Generator cards
Auto-Shield |
4 |
Draw a Shield card from the Draw Pile If draw succeeds gain 2 |
3 3 |
Barrier |
6 |
3 3 1 |
Charged Barrier |
6 1 |
4 3 2 |
Hasty Defense |
12 1 |
4 2 3 |
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 |
Surge |
If unshielded gain 4 If shielded gain 1 |
3 1 |
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 |
Flash Shields |
12 |
Lose all next turn |
4 4 |
Engineering Bay cards
Deterrence |
+1 on next Attack card for each Attack card on enemy's equipment Sustain 1 |
4 1 1 |
Precision Tracking |
Next attack this turn deals +1 and destroys 1 enemy missile |
3 3 |
Rare Engineering Bay cards
Armamant |
Gain 1 for every 2 Attack cards you hold at the end of the turn Upgrade |
5 3 |
Attack Mode |
Add 1 card slot Attack cards have -2 this turn Draw 2 Attack cards Requires 5 production |
5 2 3 |
Cautious Tactics |
+1 for 3 turns If you take no damage for 3 turns this card becomes an Upgrade |
3 2 4 |
Expand Capacity |
+1 Card Slot |
6 1 per Card Slot |
Harnessed Strike |
Gain 1 every time you play a Laser or Ion card Upgrade |
6 4 |
Micro-Charge |
Attacks that cost 2 or less deal +1 Upgrade |
4 3 5 |
Offensive Assurance |
+1 Upkeep: Take no hull damage |
4 2 2 |
Shatter Rounds |
Equipment damaged with Railgun cards take +1 turns to repair Upgrade |
5 2 3 |
Steel Resolve |
Next attack this turn deals +1 for each Hack on you Sustain 1 |
3 2 3 |
War Effort |
Gain 1 for every 1 production Draw 1 Attack card Sustain 2 |
4 2 2 |
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 |
Equivalence |
Gain 1 for every 2 you spend this turn |
4 |
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
Ammo Dump |
Gain 4 Sustain 2 Deplete |
3 |
Asteroid Ore |
Gain 4 Sustain 2 Deplete |
3 |
Attack Gambit |
Reshuffle all Attack cards into the Draw Pile and gain 1 for each card |
4 |
Build-Up |
Gain 1 random resource for each Support card in hand at the end of the turn Upgrade |
4 2 2 |
Cache |
Add 2 random resource cards to the Draw Pile |
6 |
Capacitor |
Gain 4 Sustain 2 Deplete |
3 |
Fabrication |
Gain 1 for every 1 produced Draw 1 card |
5 2 |
Feedback Loop |
Gain 1 for every 2 you lose on the enemy's next turn |
5 |
Flux Conduction |
Gain 1 for every 2 production each turn at 0 Upgrade |
5 4 |
Grid Overload |
Gain 2 for every 1 production Disable production for 2 turns |
5 |
Overclock Reactor |
Gain 1 Reactor Power Sustain 4 Requires 0 to play Deplete |
4 4 |
Production Line |
After a Support card is played other Support cards cost -1 this turn Upgrade |
6 3 |
Reactor Boost |
Gain 1 Reactor Power Upkeep: Ship is not overheated on turn end |
4 1 1 |
Singular Focus |
Discard all Support and Tactical cards Gain 2 for each discarded card Deplete |
5 2 2 |
Support Gambit |
Reshuffle all Support cards into the Draw Pile and gain 1 for each card |
4 |
Tactical Gambit |
Reshuffle all Tactical cards into the Draw Pile and gain 1 for each card |
4 |
Tinker |
Lose 1 production for 3 turns Gain 1 Reactor Power after 3 turns Deplete |
5 2 2 |
Cooling System cards
Coolant Flow |
-2 for all cards in Cooldown Pile Sustain 1 for every 4 cards affected |
5 |
Force Draw |
Draw 1 card Sustain 1 |
4 |
Radiate |
If ship has remove up to 2 If ship has no gain 2 |
4 |
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 |
Rare Cooling System cards
Accelerant |
Next card played this turn has no Sustain 2 |
5 |
Heat Convertor |
Gain 1 for every 2 points of overheat |
5 |
Increased Conduction |
+2 Dissipation Duration: 4 turns |
5 3 1 |
Operations Cool-Off |
Reduce by Dissipation amount |
4 2 |
Thermal Buffer |
+2 Heat Threshold |
4 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 |