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
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
Concussive Shells 4 +2 Max Damage per stack of Shred
+1 Min Damage per stack of Shred
Ordnance.png 3 Ordnance
Mass.png 3 Mass
3
Flak Barrage 3-7 Deal 5 Shredding Ordnance.png 3 Ordnance
Mass.png 1 Mass
3
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
Volatile Barrage 0-8 Deal 5 Shredding Ordnance.png 2 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
Honed Shot (rare) 3-8 Deal 4 Shredding
Cost reduced by 1 Ordnance for each Shred stack
Ordnance.png 4 Ordnance
Mass.png 1 Mass
3

Ion cards

Shield Switch
Art Ioneq ShieldSwitch.png
If unshielded gain 4 Shield.png
If shielded deal 4 Ion Damage.png + 1 per Shield Point
Removes all Shield.png
Cooldown.png 3 Ordnance.png 1 Energy.png 1

Rare Ion cards

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
De[;ete
Cooldown.png 2 Energy.png 3 Mass.png 2




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
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
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
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



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
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



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



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
Art Lasereq HarnessedStrike.png Harnessed Strike (rare) Gain 1 Shield Point for every played Laser or Ion card
Upgrade
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

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
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

Asteroid Ore
Art ResEq AsteroidOre.png
Gain 4 Mass.png
Sustain 2 Heat.png
Deplete
Cooldown.png 3
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




Card Effect Cost Cooldown
Ammo Replicator Double the current Ordnance
Sustain 4 Heat
Deplete
Exhaustive
5
Art ResEq Blueprint.png Blueprint Draw 2 Support cards
All Support cards cost 1 Mass less this turn
Deplete
Energy.png 2 Energy 5
Cache Add 2 random resource cards to the deck 6
Art ResEq ReactorBoost.png Reactor Boost +1 Reactor Power
Upkeep: Ship is not overheated on turn end
Energy.png 1 Energy
Mass.png 1 Mass
4
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
Equivalence Gain 1 Mass for every 2 Energy you spent this turn 4
Art ResEq Fabrication.png Fabrication Gain 1 Mass for every Mass production
Draw 1 card
Energy.png 2 Energy 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

Card Effect Cost Cooldown
Art RadiatorEq RadiatorImage03.png Radiate If ship has Heat it loses up to 2 Heat
If ship has no Heat gain 2 Energy
4
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
Art Heatsinks.png Weapon Coolant Return up to 2 Attack cards from the Cooldown Pile to the Draw Pile
Sustain 2 Heat
4

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
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