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 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
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

Bean Sweep
Art Lasereq BeamSweep2.png
Damage.png 6 Heat.png 3
Cooldown.png 3 Ordnance.png 3 Energy.png 2
Catalyst Pulse
Art Lasereq CatalystPulse.png
Damage.png 4 Precision.png 4
Pulse cards deal +1 Damage.png this turn
Cooldown.png 4 Ordnance.png 2 Energy.png 2
Infrared Pulse
Art Lasereq IRPulse.png
Damage.png 3 Precision.png 3 Heat.png 3
If enemy is overheated deal double damage
Cooldown.png 4 Ordnance.png 3
Quick Pulse
Art Lasereq QuickPulse.png
Damage.png 3 Precision.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 Precision.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 Precision.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 Precision.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 Precision.png 8
Cooldown.png 4 Ordnance.png 5 Energy.png 2
Lacerate
Art Lasereq GenericAttack01.png
Damage.png 6
Sustain 1 Coolant Loss
Cooldown.png 4 Ordnance.png 3 Energy.png 2
Paired Pulse
Art Lasereq PairedPulse.png
Damage.png 3 Precision.png 3
Effect applies twice
Cooldown.png 3 Ordnance.png 4 Energy.png 1
Scrape
Art Lasereq Scrape.png
Damage.png 4 Heat.png 3
Apply 1 Coolant Loss for each point of Heat.png added by the attack
Cooldown.png 3 Ordnance.png 3 Energy.png 2
Swift Charge
Art Lasereq Overload.png
Add 3 Blink cards to hand
Cards that can't be added are added to the Draw Pile
Cooldown.png 6 Energy.png 1 Mass.png 3
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
Art Lasereq Pulse2.png Laser Pulse 4 Precision Ordnance.png 3 Ordnance 3
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

Railgun cards

Kinetic Catapult
Art Railgun KineticCatapult.png
Damage.png 2 Precision.png 2
+2 Damage.png per Mass.png production
-2 Mass.png production for 1 turn
Cooldown.png 4 Ordnance.png 4
Pyroelectric Round
Art Railgun PyroelectricShot.png
Sustain Heat.png equal to ship threshold
Deal 2 Damage.png per 1 Heat.png sustained
Requires Heat.png below the ship threshold
Cooldown.png 4 Ordnance.png 2 Energy.png 2
Tungsten Round
Art Railgun TungstenSabot.png
Damage.png 4 Precision.png 6
50% bonus damage to equipment
Cooldown.png 4 Ordnance.png 2 Mass.png 3

Rare Railgun cards

Cascade Shot
Art Railgun CascadeShot.png
Damage.png 6 Precision.png 6
If attack destroys equipment skip Cooldown.png
Cooldown.png 6 Ordnance.png 2 Energy.png 1
Reinforced Accelerant
Art Railgun ReinforcedAccelerant.png
This turn add +1 Damage.png to Railgun cards for every Support card played
Cooldown.png 5 Energy.png 3
Seebeck Shot
Art Railgun SeebeckShot.png
Reduces Heat.png to 0
Deal 2 Damage.png and Precision.png per Heat.png removed
Sustain 1 Coolant Loss for every 2 Heat.png removed
Cooldown.png 5 Ordnance.png 3 Energy.png 3




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 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

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
Surge
Art ShieldEq ShieldSurge.png
If unshielded gain 4 Shield.png
If shielded gain 1 Shield Duration.png
Cooldown.png 3 Energy.png 1
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 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
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

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
Overclock Reactor
Art ResEq OverclockReactor.png
Gain 1 Reactor Power
Sustain 4 Heat.png
Requires 0 Heat.png to play
Deplete
Cooldown.png 4 Mass.png 4
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
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

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

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