Cards: Difference between revisions
From Breachway Official Wiki
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| [[File:Cooldown.png|25px]] 2 [[File:Ordnance.png|25px]] 1 [[File:Energy.png|25px]] 1 | | [[File:Cooldown.png|25px]] 2 [[File:Ordnance.png|25px]] 1 [[File:Energy.png|25px]] 1 | ||
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=== Rare Point Defense cards == | |||
{| class="wikitable" style="text-align: center;" | |||
| '''Gridfire''' | |||
|- | |||
| [[File:Art PDCBurst.png|512px]] | |||
|- | |||
| If a missile is incoming destroy up to 3 missiles<br>If a missile is not incoming deal 2 [[File:Damage.png|25px]] 3 times | |||
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| [[File:Cooldown.png|25px]] 4 [[File:Ordnance.png|25px]] 3 [[File:Energy.png|25px]] 3 | |||
|} | |} | ||
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! Cost | ! Cost | ||
! Cooldown | ! Cooldown | ||
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| [[File:Art PDCBurst.png|50px]] PDC Repeater (rare) || If a missile is incoming destroy the closest enemy missile<br>If a missile is not incoming deal 2 Damage<br>Return the card to the hand and increase its cost by 1 Energy || [[File:Ordnance.png|25px]] 1 Ordnance<br>[[File:Energy.png|25px]] 2 Energy || 5 | | [[File:Art PDCBurst.png|50px]] PDC Repeater (rare) || If a missile is incoming destroy the closest enemy missile<br>If a missile is not incoming deal 2 Damage<br>Return the card to the hand and increase its cost by 1 Energy || [[File:Ordnance.png|25px]] 1 Ordnance<br>[[File:Energy.png|25px]] 2 Energy || 5 | ||
Revision as of 20:02, 30 September 2024
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 |
| 10% chance to discard an enemy attack card per point of hull damage dealt |
| Light Barrage |
| Shredding 5 |
Ion cards
Laser cards
| Catalyst Pulse |
| Pulse cards deal +1 |
Rare laser cards
| Blinding Pulse |
|
| Next enemy attack deals -50% |
| Booster Pulse |
|
| Laser cards cost -1 |
| Heavy Pulse |
Railgun cards
Missile cards
| Ion Missile |
|
| Missile Deplete |
Shield Generator cards
| Auto-Shield |
|
| Draw a Shield card from the Draw Pile If draw succeeds gain 2 |
| Charged Barrier |
|
| Rampart |
|
Engineering Bay cards
Hacking Module cards
Resource Bay cards
| Conservation |
|
| Gain 1 |
| Energy Surge |
| Gain 4 Sustain 1 Lose up to 4 |
| Optimization |
|
| Gain 1 |
| Ordnance Surge |
| Gain 4 Sustain 1 Lose up to 4 |
Cooling System cards
Point Defense cards
| PDC Burst |
|
| If a missile is incoming destroy 1 missile If a missile is not incoming deal 2 Deplete |
= Rare Point Defense cards
| Gridfire |
|
| If a missile is incoming destroy up to 3 missiles If a missile is not incoming deal 2 |











