Cards: Difference between revisions
From Breachway Official Wiki
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Revision as of 21:27, 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
| Ion Javelin |
|
| Deal double damage if you are unshielded |
| Shield Switch |
|
| If unshielded gain 4 If shielded deal 4 Removes all |
Rare Ion cards
| Total Discharge |
|
| Lost all Requires |
| Trim Excess |
|
| Buff your next Attack by 50% of Halve Requires Deplete |
Laser cards
| Catalyst Pulse |
| Pulse cards deal +1 |
| 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 |
| Paired Pulse |
|
| Effect applies twice |
Railgun cards
Missile cards
| Ion Missile |
|
| Missile Deplete |
Rare Missile cards
| Heatseeker |
| Missile Deplete +6 Damage if enemy is overheated at launch |
Shield Generator cards
| Auto-Shield |
|
| Draw a Shield card from the Draw Pile If draw succeeds gain 2 |
| Charged Barrier |
|
| 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 |
| 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 |
Engineering Bay cards
Rare Engineering Bay cards
| Armamant |
|
| Gain 1 Upgrade |
| Harnessed Strike |
| Gain 1 Upgrade |
Hacking Module cards
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
| Asteroid Ore |
|
| Gain 4 Sustain 2 Deplete |
| Fabrication |
| Gain 1 Draw 1 card |
| Grid Overload |
| Gain 2 Disable |
| Reactor Boost |
| Gain 1 Reactor Power Upkeep: Ship is not overheated on turn end |
| Tactical Gambit |
| Reshuffle all Tactical cards into the Draw Pile and gain 1 |
Cooling System cards
| Coolant Flow |
|
| -2 Sustain 1 |
| Force Draw |
| Draw 1 card Sustain 1 |
| Operations Cool-Off |
|
| Reduce |
| 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 |
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 |


























