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.
  • 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: 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

Card Damage Effects Cost Cooldown
Covering Fire 3-6 10% chance to discard an enemy attack card per point of Hull Damage dealt 3 Ordnance
2 Mass
3
Flak Barrage 3-7 Deal 5 Shredding 3 Ordnance
1 Mass
3
Light Barrage 2-5 Deal 5 Shredding 3 Ordnance 2
Opening Shot 2-4 Deal 1 Shredding if enemy has none 2 Ordnance
1 Mass
3
Spread Shot 2-5 Destroy the closest enemy missile 3 Ordnance
1 Mass
3
Twin Barrel 2-6 Deal 5 Shredding
Add a Light Barrage card to hand
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2 Mass
4
Volatile Barrage 0-8 Deal 5 Shredding 2 Ordnance
2 Mass
4
Charged Shot (rare) 3-7 Deal 5 Shredding
If enemy has shields deal maximum Damage
3 Ordnance
2 Mass
3
Honed Shot (rare) 3-8 Deal 4 Shredding
Cost reduced by 1 Ordnance for each Shred stack
4 Ordnance
1 Mass
3

Ion cards

Card Effect Cost Cooldown
Combined Arms Deal 8 Ion Damage
Draw an attack card from the Cooldown Pile
2 Ordnance
2 Energy
3
Ion Javelin If shielded deal 6 Ion Damage
If unshielded deal 12 Ion Damage
1 Ordnance
2 Energy
3
Ion Spear Deal 8 Ion Damage
If breaking shields disable targeted equipment for 2 turns
Precision
2 Ordnance
3 Energy
3
Shield Switch If unshielded gain 4 Shield Points
If shielded deal 4 Ion Damage and +1 for each Shield Point but removes all Shield Points
1 Ordnance
1 Energy
3
Sling Deal 6 Ion Damage
If breaking shields deal 6 Ionize
1 Ordnance
2 Energy
3

Laser cards

Card Damage Effects Cost Cooldown
Beam Sweep 6 Ignite 3 Ordnance
2 Energy
3
Catalyst Pulse 4 Precision
All Pulse cards played this turn deal +1 Damage
2 Ordnance
2 Energy
3
Cutting Beam 3 Deal Damage again each turn
Ignite
Sustain 1 Heat per turn
Duration: 3 turns
3 Ordnance
1 Energy
3
Infrared Pulse 3 Ignite
Precision
If enemy is overheating deal 6 Damage
3 Ordnance 4
Laser Pulse 4 Precision 3 Ordnance 3
Quick Pulse 3 Precision
-1 Cooldown on next attack this turn
2 Ordnance 2
Repeater Pulse 4 Precision
Return a Laser card from the Cooldown Pile to hand (cannot return itself)
3 Ordnance
2 Energy
4
Streamline 0 Each Laser card played this turn reduces the cost of other Laser cards by 1 Ordnance 4 Mass 6
Swift Charge 0 Adds 3 Blink cards to the hand (if hand is full they're added to the Draw Pile instead) 1 Energy
3 Mass
6
Blinding Pulse (rare) 4 Precision
Next enemy attack does half damage
3 Ordnance
2 Energy
4
Booster Pulse (rare) 4 Precision
Laser cards cost 1 less Ordnance this turn
3 Ordnance
3 Energy
4
Disarm (rare) 0 Play 1 Covering Fire card for each attack card the enemy intends to play 4 Ordnance
4 Energy
4
Heavy Pulse (rare) 8 Precision 5 Ordnance
2 Energy
4
Paired Pulse (rare) 3 Deal the Damage twice
Precision
4 Ordnance
1 Energy
3
Scrape (rare) 4 Ignite
Apply -1 Dissipation for each Heat added by the attack
3 Ordnance
2 Energy
3

Shield Generator cards

Card Shield Points Effects Cost Cooldown
Auto-Shield 4 Draw 1 Shield card from the Draw Pile
If the draw succeeds gain 2 Shield Points
3 Energy 3
Barrier 6 3 Energy
1 Mass
3
Bolster 4 Gain 2 Shiel Points per Shield Duration 3 Energy 5
Charged Barrier 6 Gain 1 Shield Duration 3 Energy
2 Mass
4
Fortify 6 Gain 1 Shield Point for each Fortify card played (max 12) 4 Energy
1 Mass
4
Rampart 10 Gain 1 Shield Duration 4 Energy
2 Mass
5
Shield Pulse 4 Deplete 1 Energy 3
Shield Stream 4 Gain 4 Shield Points per turn
Gain 1 Shield Duration per turn
Reduces Energy Generation by 1
Duration: 3 turns
4 Energy
3 Mass
5
Surge 0 If unshielded gain 4 Shield Points
If shielded gain 1 Shield Duration
1 Energy 3
Flash Shields (rare) 12 Lose all shields at the start of next turn 4 Energy 4

Engineering Bay cards

Card Effect Cost Cooldown
Attack Mode Gain 1 card slot
Reduce Attack cooldown by 2 this turn
Draw 2 Attack Cards
Requires 5 Ordnance production
2 Energy
3 Mass
4
Battle Repairs Repair 3 HP
Remove 2 Shred charges
2 Energy
1 Mass
4
Conduction Amplifier Next attack this turn gets bonus damage equal to its Energy cost 2 Mass 4
Defensive Stance Gain 2 Energy
Draw or return a Shield card
2 Mass 5
Deterrence Next attack this turn deals +1 Damage for each attack card in enemy hand
Sustain 1 Heat
1 Energy
1 Mass
4
Maintenance Cycle Repair 1 HP each turn the enemy doesn't do Hull Damage
Upkeep: 1 Energy
Duration: 5 turns
3 Energy
2 Mass
5
Offensive Assurance Deal +1 Damage
Upkeep: Don't take Hull Damage
2 Energy
2 Mass
4
Tactical Recoup If enemy breaks the shield first Shield card next turn gives +35% Shield Points
Upgrade
2 Energy
4 Mass
6
Harnessed Strike (rare) Gain 1 Shield Point for every played Laser or Ion card
Upgrade
4 Mass 6

Resource Bay cards

Card Effect Cost Cooldown
Blueprint Draw 2 Support cards
All Support cards cost 1 Mass less this turn
Deplete
2 Energy 5
Conservation Gain 1 Energy for every 2 Ordnance you spent this turn 4
Equivalence Gain 1 Mass for every 2 Energy you spent this turn 4
Optimization Gain 1 Ordnance for every 2 Mass you spent this turn 4
Energy Surge Gain 4 Energy until the end of the turn
Sustain 1 Heat
5
Mass Surge Gain 4 Mass until the end of the turn
Sustain 1 Heat
5
Ordnance Surge Gain 4 Ordnance until the end of the turn
Sustain 1 Heat
5
Fabrication Gain 1 Mass for every Mass production
Draw 1 card
2 Energy 5
Rearm Gain 2 Ordnance if you end the turn with 3 or less
Upgrade
1 Energy
3 Mass
4

Radiators cards

Card Effect Cost Cooldown
Radiate If ship has Heat it loses up to 2 Heat
If ship has no Heat gain 2 Energy
4
Swift Overhaul Repair 1 HP for every 3 Shield Points lost during enemy turn
Sustain 2 Heat
Duration: 3 turns
Deplete
3 Energy
2 Mass
5
Weapon Coolant Return up to 2 Attack cards from the Cooldown Pile to the Draw Pile
Sustain 2 Heat
4

Point Defense cards

Card Effect Cost Cooldown
PDC Burst If a missile is incoming destroy 1 enemy missile
If a missile is not incoming deal 2 Damage
Deplete
1 Ordnance
1 Energy
2
Gridfire (rare) If a missile is incoming destroy up to 3 enemy missiles
If a missile is not incoming deal 2 Damage 3 times
3 Ordnance
3 Energy
4
PDC Repeater (rare) If a missile is incoming destroy the closest enemy missile
If a missile is not incoming deal 2 Damage
Return the card to the hand and increase its cost by 1 Energy
1 Ordnance
2 Energy
5

Other cards

Card Type Effect Cost Cooldown
Kinetic Catapult Railgun Deal 2 Damage
Deal 2 Damage per Mass production
Reduces Mass production by 2 for 1 turn
Precision
4 Ordnance 4
Tugsten Round Railgun Deal 4 Damage
50% bonus Precision damage
2 Ordnance
3 Mass
4
Ion Missile Missile Deal 12 Ion Damage in 1 turn
Deplete
1 Energy 2
Hack Heatsinks Hack Next turn enemy loses 2 Dissipation
Consumes all Security
Hack
2 Energy 3
Thermal Tick Hack This turn every card deals deals 1 Ignite
If ship has Security it reduced is by 1 and doubles the Ignite effect
Hack
2 Energy 3
Target Lock Deal +1 Damage
Upkeep: Play at least one attack card per turn
2 Energy
2 Mass
3