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
3-6
10% chance to discard an enemy attack card per point of hull damage dealt
3 3 2
Light Barrage
3-7
Shredding 5
2 3
Card Damage Effects Cost Cooldown
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
3 Ordnance
2 Mass
4
Charged Shot (rare) 3-7 Deal 5 Shredding
If enemy has shields deal maximum Damage
3 Ordnance
2 Mass
3

Ion cards

Ion Harpoon
9
If shielded gain 1 for every 3 enemy removed
4 2 2
Ion Javelin
6
Deal double damage if you are unshielded
3 1 2
Shield Switch
If unshielded gain 4
If shielded deal 4 + 1 per
Removes all
3 1 1

Rare Ion cards

Boomerang
8
If shielded gain 1 for every enemy removed
3 2 3
Total Discharge
Lost all and play 2 Ion Dart cards for each duration lost
Requires
4 1 3
Trim Excess
Buff your next Attack by 50% of
Halve
Requires
Deplete
2 3 2




Card Effect Cost Cooldown
Ion Spear Deal 8 Ion Damage
If breaking shields disable targeted equipment for 2 turns
Precision
2 Ordnance
3 Energy
3
Sling Deal 6 Ion Damage
If breaking shields deal 6 Ionize
1 Ordnance
2 Energy
3

Laser cards

Bean Sweep
6 3
3 3 2
Catalyst Pulse
4 4
Pulse cards deal +1 this turn
4 2 2
Infrared Pulse
3 3 3
If enemy is overheated deal double damage
4 3
Quick Pulse
3 3
-1 for the next Attack card played this turn
2 2
Repeater Pulse
4 4
Return a Laser card from the Cooldown pile to your hand (cannot return itself)
4 3 2

Rare laser cards

Blinding Pulse
4 4
Next enemy attack deals -50%
4 3 2
Booster Pulse
4 4
Laser cards cost -1 this turn
4 3 3
Heavy Pulse
8 8
4 5 2
Lacerate
6
Sustain 1 Coolant Loss
4 3 2
Paired Pulse
3 3
Effect applies twice
3 4 1
Scrape
4 3
Apply 1 Coolant Loss for each point of added by the attack
3 3 2
Swift Charge
Add 3 Blink cards to hand
Cards that can't be added are added to the Draw Pile
6 1 3
Turbolaser
Play as many Laser Pulse cards as resources allow (max 10)
Deplete
Exhuastive
4 6 2



Card Damage Effects Cost Cooldown
Laser Pulse 4 Precision 3 Ordnance 3
Disarm (rare) 0 Play 1 Covering Fire card for each attack card the enemy intends to play 4 Ordnance
4 Energy
4

Railgun cards

Kinetic Catapult
2 2
+2 per production
-2 production for 1 turn
4 4
Pyroelectric Round
Sustain equal to ship threshold
Deal 2 per 1 sustained
Requires below the ship threshold
4 2 2
Tungsten Round
4 6
50% bonus damage to equipment
4 2 3

Rare Railgun cards

Cascade Shot
6 6
If attack destroys equipment skip
6 2 1
Reinforced Accelerant
This turn add +1 to Railgun cards for every Support card played
5 3
Seebeck Shot
Reduces to 0
Deal 2 and per removed
Sustain 1 Coolant Loss for every 2 removed
5 3 3




Card Damage Effect Cost Cooldown
Drill Round 4 If destroys equipment deals 4 more Damage
Precision
3 Ordnance
1 Mass
4
Kinetic Shot 6 Precision 3 Ordnance
2 Mass
4
Pinpoint 4 Ignores shields
+1 Equipment Damage for each destroyed or disabled enemy equipment
Precision
2 Ordnance
2 Energy
4

Missile cards

Ion Missile
12
Missile
Deplete
5 2

Rare Missile cards

Heatseeker
12
Missile
Deplete
+6 Damage if enemy is overheated at launch
4 3

Shield Generator cards

Auto-Shield
4
Draw a Shield card from the Draw Pile
If draw succeeds gain 2
3 3
Charged Barrier
6 1
4 3 2
Palisade
Add 3 Shield Pulse cards to hand
Cards that can't be added are added to the Draw Pile
4 2
Rampart
10 1
5 4 2
Repel
Play 1 Shield Pulse card for every attack the enemy intends to play
4 3
Surge
If unshielded gain 4
If shielded gain 1
3 1
Tactical Defense
4
Gain 2 for each Tactical card in hand
4 3

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
5 3
Battlement
6
Gain 2 every time you play a Tactical card
Upkeep: Ship has
5 3 2




Card Shield Points Effects Cost Cooldown
Barrier 6 3 Energy
1 Mass
3
Bolster 4 Gain 2 Shiel Points per Shield Duration 3 Energy 5
Fortify 6 Gain 1 Shield Point for each Fortify card played (max 12) 4 Energy
1 Mass
4
Hasty Defense 12 Gain 1 Shield Diration
Lost 3 HP
2 Mass 4
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
Flash Shields (rare) 12 Lose all shields at the start of next turn 4 Energy 4

Engineering Bay cards

Rare Engineering Bay cards

Armamant
Gain 1 for every 2 Attack cards you hold at the end of the turn
Upgrade
5 3
Harnessed Strike
Gain 1 every time you play a Laser or Ion card
Upgrade
6 4
Steel Resolve
Next attack this turn deals +1 for each Hack on you
Sustain 1
3 2 3



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
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

Hacking Module cards

Card Effect Cost Cooldown
Firewall Gain 1 Security
Cost is increased by Security
Returns to the Draw Pile when played
2 Energy 3
Glitch Disables targeted equipment for 1 turn
If ship has Security removes 1 pip from the targeted equipment per Security
Hack
3 Energy 3

Resource Bay cards

Blueprint
Draw 2 Support cards
Support cards cost -1 this turn
5 2
Conservation
Gain 1 for every 2 you spend this turn
4
Energy Surge
Gain 4
Sustain 1
Lose up to 4 on turn end
5
Equivalence
Gain 1 for every 2 you spend this turn
4
Mass Surge
Gain 4
Sustain 1
Lose up to 4 on turn end
5
Optimization
Gain 1 for every 2 you spend this turn
4
Ordnance Surge
Gain 4
Sustain 1
Lose up to 4 on turn end
5

Rare Resource Bay cards

Ammo Dump
Gain 4
Sustain 2
Deplete
3
Asteroid Ore
Gain 4
Sustain 2
Deplete
3
Build-Up
Gain 1 random resource for each Support card in hand at the end of the turn
Upgrade
4 2 2
Capacitor
Gain 4
Sustain 2
Deplete
3
Fabrication
Gain 1 for every 1 produced
Draw 1 card
5 2
Grid Overload
Gain 2 for every 1 production
Disable production for 2 turns
5
Overclock Reactor
Gain 1 Reactor Power
Sustain 4
Requires 0 to play
Deplete
4 4
Reactor Boost
Gain 1 Reactor Power
Upkeep: Ship is not overheated on turn end
4 1 1
Tactical Gambit
Reshuffle all Tactical cards into the Draw Pile and gain 1 for each card
4
War Effort
Gain 1 for every 1 production
Draw 1 Attack card
Sustain 2
4 2 2




Card Effect Cost Cooldown
Tinker Lose 1 Mass production for 3 turns
Add 1 Reactor Power after 3 turns
Deplete
2 Energy
2 Mass
5

Cooling System cards

Coolant Flow
-2 for all cards in Cooldown Pile
Sustain 1 for every 4 cards affected
5
Force Draw
Draw 1 card
Sustain 1
4
Operations Cool-Off
Reduce by Dissipation amount
4 2 2
Radiate
If ship has remove up to 2
If ship has no gain 2
4
Rush
Return 1 card from Cooldown Pile to Draw Pile
Sustain 1
Repeat until reaching max
4
Weapon Coolant
Return up to 2 Attack cards from Cooldown Pile to Draw Pile
Sustain 2
4

Rare Cooling System cards

Heat Convertor
Gain 1 for every 2 points of overheat
5
Increased Conduction
+2 Dissipation
Duration: 4 turns
5 3 1
Thermal Buffer
+2 Heat Threshold
4 4

Point Defense cards

PDC Burst
If a missile is incoming destroy 1 missile
If a missile is not incoming deal 2
Deplete
2 1 1

Rare Point Defense cards

Gridfire
If a missile is incoming destroy up to 3 missiles
If a missile is not incoming deal 2 3 times
4 3 3
High Alert
Add a PDC Burst card to hand in each empty slot
This turn PDC Burst cards cost -1
Deplete
4 3 4
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
5 1 2

Other cards

Card Type Effect Cost Cooldown
Armory Upgrade Production Increase max Ordnance production capacity by 1
Deplete
1 Energy
4 Mass
6
Target Lock Deal +1 Damage
Upkeep: Play at least one attack card per turn
2 Energy
2 Mass
3