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 |
| 10% chance to discard an enemy attack card per point of hull damage dealt |
| Light Barrage |
| Shredding 5 |
Ion cards
| 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 |
Rare Ion cards
| Boomerang |
|
| If shielded gain 1 |
| 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 |
| 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 |
| Scrape |
|
| Apply 1 Coolant Loss for each point of |
| Turbolaser |
|
| Play as many Laser Pulse cards as resources allow (max 10) Deplete Exhuastive |
| Card | Damage | Effects | Cost | Cooldown |
|---|---|---|---|---|
| 4 | Precision | 3 | ||
| 0 | Play 1 Covering Fire card for each attack card the enemy intends to play | 4 |
Railgun cards
| Kinetic Catapult |
|
| +2 -2 |
| Pyroelectric Round |
|
| Sustain Deal 2 Requires |
| Tungsten Round |
|
| 50% bonus damage to equipment |
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 |
| 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 |
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
| Ammo Dump |
|
| Gain 4 Sustain 2 Deplete |
| Asteroid Ore |
|
| Gain 4 Sustain 2 Deplete |
| Capacitor |
|
| 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 |
| War Effort |
|
| Gain 1 Draw 1 Attack card Sustain 2 |
| Card | Effect | Cost | Cooldown |
|---|---|---|---|
| Lose 1 Mass production for 3 turns Add 1 Reactor Power after 3 turns Deplete |
5 |
Cooling System cards
| Coolant Flow |
|
| -2 Sustain 1 |
| Force Draw |
| Draw 1 card Sustain 1 |
| Operations Cool-Off |
|
| Reduce |
| 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
| Heat Convertor |
|
| Gain 1 |
| Increased Conduction |
|
| +2 Dissipation Duration: 4 turns |
| 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 |






































