Cards: Difference between revisions
From Breachway Official Wiki
VisionofFire (talk | contribs) m Updated missile description to be more accurate. |
VisionofFire (talk | contribs) m Updated Shredding Description |
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* '''Exhaustive''': Makes other cards unplayable this turn. | * '''Exhaustive''': Makes other cards unplayable this turn. | ||
* '''Hack''': Effect applies if target has 0 Security, otherwise removes 1 Security. | * '''Hack''': Effect applies if target has 0 Security, otherwise removes 1 Security. | ||
* '''Ignite''': | * '''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. | * '''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. | * '''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. | ||
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* '''Precision''': Able to target enemy equipment. | * '''Precision''': Able to target enemy equipment. | ||
* '''Security''': Protects against enemy Hack and increases the effects of Hack cards. | * '''Security''': Protects against enemy Hack and increases the effects of Hack cards. | ||
* '''Shredding''': | * '''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. | * '''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. | * '''Upgrade''': Grants a permanent Persistent Effect to the user and is removed from battle while its Persistent Effect is active. | ||
Revision as of 05:58, 2 October 2024
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 |
| 10% chance to discard an enemy attack card per point of hull damage dealt |
| Light Barrage |
| Spread Shot |
| Destroy the closest enemy missile |
| Volatile Barrage |
Rare Flak cards
| Charged Shot |
| If enemy has shields deal max damage |
| Disarm |
| Play 1 Covering Fire card for each attack card the enemy intends to play |
| Flak Barrage |
|
| Honed Shot |
|
| Cost reduced by 1 |
| Unload |
| Requires: played 3 Flak cards this turn |
Ion cards
| Combined Arms |
|
| Draw an Attack card from the Cooldown Pile |
| Ion Harpoon |
|
| If shielded gain 1 |
| Ion Javelin |
|
| Deal double damage if you are unshielded |
| Shield Switch |
|
| If unshielded gain 4 If shielded deal 4 Removes all |
| Sling |
|
Rare Ion cards
| Boomerang |
|
| If shielded gain 1 |
| Ion Spear |
|
| On shield break disables targeted equipment for 2 turns |
| Quiver |
|
| If enemy has shields add an Ion Dart card to hand until the end of turn Upgrade |
| Shatter |
|
| When you break the a shield with an Ion card all attacks deal +1 Upgrade |
| Total Discharge |
|
| Lost all Requires |
| Trim Excess |
|
| Buff your next Attack by 50% of Halve Requires Deplete |
Laser cards
| Bean Sweep |
| Catalyst Pulse |
| Pulse cards deal +1 |
| Infrared Pulse |
|
| If enemy is overheated deal double damage |
| Quick Pulse |
|
| -1 |
| Repeater Pulse |
|
| Return a Laser card from the Cooldown pile to your hand (cannot return itself) |
Rare laser cards
| Blinding Pulse |
|
| Next enemy attack deals -50% |
| Booster Pulse |
|
| Laser cards cost -1 |
| Heavy Pulse |
| Lacerate |
|
| Sustain 1 Coolant Loss |
| Paired Pulse |
|
| Effect applies twice |
| Scrape |
|
| Apply 1 Coolant Loss for each point of |
| Searing Salvo |
|
| Play 1 Infrared Pulse card for every Dissipation point Sustain 1 Coolant Loss for every Infrared Pulse card played |
| Swift Charge |
|
| Add 3 Blink cards to hand Cards that can't be added are added to the Draw Pile |
| Turbolaser |
|
| Play as many Laser Pulse cards as resources allow (max 10) Deplete Exhaustive |
| Card | Damage | Effects | Cost | Cooldown |
|---|---|---|---|---|
| 4 | Precision | 3 |
Railgun cards
| Drill Round |
|
| +4 |
| Kinetic Catapult |
|
| +2 -2 |
| Kinetic Shot |
|
| Pinpoint |
|
| +1 Equipment Damage for each destroyed or disabled equipment |
| Pyroelectric Round |
|
| Sustain Deal 2 Requires |
| Tungsten Round |
|
| 50% bonus damage to equipment |
Rare Railgun cards
| A.P. Round |
|
| If enemy has Shred damage a random second equipment |
| Cascade Shot |
|
| If attack destroys equipment skip |
| Frag Round |
|
| If attack destroys equipment increase repair time on all equipment by +1 turn |
| Reinforced Accelerant |
|
| This turn add +1 |
| Seebeck Shot |
|
| Reduces Deal 2 Sustain 1 Coolant Loss for every 2 |
| Uranium Slug |
|
| Deal 50% damage to another random equipment |
Missile cards
| Firecracker |
|
| Effect applies 3 times Missile Deplete |
| Ion Missile |
|
| Missile Deplete |
| Starflare |
| Missile Deplete |
Rare Missile cards
| Heatseeker |
| +6 Missile Deplete |
| Missile Loader |
|
| Add 2 Starflare Missile cards to Draw Pile |
| Reaper |
| +2 Missile Deplete |
Hacking Module cards
| Neutralize |
|
| For 2 turns disable a random weapon at turn start Consume 1 |
| Reset |
| If any equipment is disabled discard a card from it If no equipment is disabled disable a random equipment |
| Restrain |
| Remove 1 pip from an enemy weapon Consume 1 |
Rare Hacking Module cards
| Denial |
| Disable targeted equipment for 2 turns Consume 1 |
| Discharge |
| Remove 1 pip from all disabled equipment |
| Glitch |
| Disable targeted enemy equipment for 1 turn Consume all |
| Missile Jamming |
|
| Delay all incoming missiles by 1 turn Consume all |
| Pacify |
| Disable all enemy weapons for 1 turn |
| Stall |
| For 2 turns enemy playing a card removes a pip from another card Consume 1 |
| Wipe |
| Remove a Hack debuff Deplete |
| Card | Effect | Cost | Cooldown |
|---|---|---|---|
| Gain 1 Security Cost is increased by Security Returns to the Draw Pile when played |
3 |
Shield Generator cards
| Auto-Shield |
|
| Draw a Shield card from the Draw Pile If draw succeeds gain 2 |
| Barrier |
|
| Charged Barrier |
|
| Hasty Defense |
|
| Palisade |
|
| Add 3 Shield Pulse cards to hand Cards that can't be added are added to the Draw Pile |
| Rampart |
|
| Repel |
|
| Play 1 Shield Pulse card for every attack the enemy intends to play |
| Surge |
|
| If unshielded gain 4 If shielded gain 1 |
| Tactical Defense |
|
| Gain 2 |
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 |
| Battlement |
|
| Gain 2 Upkeep: Ship has |
| Flash Shields |
|
| Lose all |
Engineering Bay cards
| Deterrence |
| +1 Sustain 1 |
| Precision Tracking |
| Next attack this turn deals +1 |
Rare Engineering Bay cards
| Armamant |
|
| Gain 1 Upgrade |
| Attack Mode |
| Add 1 card slot Attack cards have -2 Draw 2 Attack cards Requires 5 |
| Cautious Tactics |
| +1 If you take no damage for 3 turns this card becomes an Upgrade |
| Expand Capacity |
| +1 Card Slot |
| Harnessed Strike |
| Gain 1 Upgrade |
| Micro-Charge |
| Attacks that cost 2 or less Upgrade |
| Offensive Assurance |
| +1 Upkeep: Take no hull damage |
| Shatter Rounds |
|
| Equipment damaged with Railgun cards take +1 turns to repair Upgrade |
| Steel Resolve |
|
| Next attack this turn deals +1 Sustain 1 |
| War Effort |
|
| Gain 1 Draw 1 Attack card Sustain 2 |
Resource Bay cards
| Blueprint |
| Draw 2 Support cards Support cards cost -1 |
| Conservation |
|
| Gain 1 |
| Energy Surge |
| Gain 4 Sustain 1 Lose up to 4 |
| Equivalence |
|
| Gain 1 |
| Mass Surge |
| Gain 4 Sustain 1 Lose up to 4 |
| Optimization |
|
| Gain 1 |
| Ordnance Surge |
| Gain 4 Sustain 1 Lose up to 4 |
Rare Resource Bay cards
| Ammo Dump |
|
| Gain 4 Sustain 2 Deplete |
| Asteroid Ore |
|
| Gain 4 Sustain 2 Deplete |
| Attack Gambit |
| Reshuffle all Attack cards into the Draw Pile and gain 1 |
| Build-Up |
| Gain 1 random resource for each Support card in hand at the end of the turn Upgrade |
| Cache |
|
| Add 2 random resource cards to the Draw Pile |
| Capacitor |
|
| Gain 4 Sustain 2 Deplete |
| Fabrication |
| Gain 1 Draw 1 card |
| Feedback Loop |
|
| Gain 1 |
| Flux Conduction |
|
| Gain 1 Upgrade |
| Grid Overload |
| Gain 2 Disable |
| Overclock Reactor |
|
| Gain 1 Reactor Power Sustain 4 Requires 0 Deplete |
| Production Line |
|
| After a Support card is played other Support cards cost -1 Upgrade |
| Reactor Boost |
| Gain 1 Reactor Power Upkeep: Ship is not overheated on turn end |
| Singular Focus |
| Discard all Support and Tactical cards Gain 2 Deplete |
| Support Gambit |
| Reshuffle all Support cards into the Draw Pile and gain 1 |
| Tactical Gambit |
| Reshuffle all Tactical cards into the Draw Pile and gain 1 |
| Tinker |
|
| Lose 1 Gain 1 Reactor Power after 3 turns Deplete |
Cooling System cards
| Coolant Flow |
|
| -2 Sustain 1 |
| Force Draw |
| Draw 1 card Sustain 1 |
| Radiate |
| If ship has If ship has no |
| Rush |
| Return 1 card from Cooldown Pile to Draw Pile Sustain 1 Repeat until reaching max |
| Weapon Coolant |
|
| Return up to 2 Attack cards from Cooldown Pile to Draw Pile Sustain 2 |
Rare Cooling System cards
| Accelerant |
|
| Next card played this turn has no Sustain 2 |
| Heat Convertor |
|
| Gain 1 |
| Increased Conduction |
|
| +2 Dissipation Duration: 4 turns |
| Operations Cool-Off |
|
| Reduce |
| Thermal Buffer |
|
| +2 Heat Threshold |
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 |
| High Alert |
| Add a PDC Burst card to hand in each empty slot This turn PDC Burst cards cost -1 Deplete |
| 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 |







































































