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 |
| 10% chance to discard an enemy attack card per point of hull damage dealt |
| Light Barrage |
| Shredding 5 |
Ion cards
| Shield Switch |
|
| If unshielded gain 4 If shielded deal 4 Removes all |
Rare Ion cards
| Total Discharge |
|
| Lost all Requires |
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 |
|
| Rampart |
|
| Tactical Defense |
|
| Gain 2 |
Engineering Bay cards
Rare Engineering Bay cards
| Armamant |
|
| Gain 1 Upgrade |
Hacking Module cards
Resource Bay cards
| Conservation |
|
| Gain 1 |
| Energy Surge |
| Gain 4 Sustain 1 Lose up to 4 |
| 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 |
| Tactical Gambit |
| Reshuffle all Tactical cards into the Draw Pile and gain 1 |
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 |
| 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 |


















