Cards

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Revision as of 12:17, 2 October 2024 by Aether (talk | contribs)

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.

Card Types

There are 3 Card Types in Breachway distinguished by the colour of the bar at the top of the card.

  • Attack cards have a Red bar at the top.
  • Tactical cards have a Green bar at the top.
  • Support cards have a Blue bar at the top.

Attributes

Cards may have the following attributes:

  • Coolant Loss: Reduces Dissipation.
  • 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.
  • Ongoing: Persistent Effect removed if equipment is disabled.
  • Security: Protects against enemy Hack and increases the effects of Hack cards.
  • 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

Many Flak cards have the Shredding attribute. The Shredding attribute applies 1 stack of Shred if the attack does sufficient hull damage, listed on the card. Each stack of Shred increases minimum Flak damage by 1. Counts down on turns with no Shredding applied unless the ship is overheated.

Covering Fire
3-6
10% chance to discard an enemy attack card per point of hull damage dealt
3 3 2
Light Barrage
2-5 5
2 3
Spread Shot
2-5
Destroy the closest enemy missile
3 3 1
Volatile Barrage
0-8 5
4 2 2

Rare Flak cards

Charged Shot
3-7 5
If enemy has shields deal max damage
3 3 2
Disarm
Play 1 Covering Fire card for each attack card the enemy intends to play
4 4 4
Flak Barrage
3-7 5
3 3 1
Honed Shot
3-8 4
Cost reduced by 1 for each stack of Shred.
Minimum Flak damage of this card is not affected by Shred.
3 4 1
Twin Barrel
2-6 5
Add a Light Barrage card to your hand
4 3 2
Unload
5-10 5
Requires: played 3 Flak cards this turn
4 2 2



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

Ion cards

Most Ion cards deal Ion Damage. Ion Damage only deals damage to shields and on hull inflicts Ionize instead.

  • On enemies, every 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.
Combined Arms
8
Draw an Attack card from the Cooldown Pile
3 2 2
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
Sling
6
3 1 2

Rare Ion cards

Boomerang
8
If shielded gain 1 for every enemy removed
3 2 3
Ion Spear
8
On shield break disables targeted equipment for 2 turns
3 2 3
Quiver
If enemy has shields add an Ion Dart card to hand until the end of turn
Upgrade
5 4
Shatter
When you break the a shield with an Ion card all attacks deal +1 this turn
Upgrade
5 2 4
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

Laser cards

Many Laser cards have the Precision attribute. When the card is selected the cursor has to be dragged to one of the enemy equipment and the attack will target that equipment.

Some Laser cards have the Ignite attribute. Ignite adds 1 to the enemy ship per X hull damage, listed on the card

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

Rare laser cards

Blinding Pulse
4
Next enemy attack deals -50%
4 3 2
Booster Pulse
4
Laser cards cost -1 this turn
4 3 3
Heavy Pulse
8
4 5 2
Lacerate
6
Sustain 1 Coolant Loss
4 3 2
Paired Pulse
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
Searing Salvo
Play 1 Infrared Pulse card for every Dissipation point
Sustain 1 Coolant Loss for every Infrared Pulse card played
6 6 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
Exhaustive
4 6 2



Card Damage Effects Cost Cooldown
Laser Pulse 4 Precision 3 Ordnance 3

Railgun cards

Many Railgun cards have the Precision attribute. When the card is selected the cursor has to be dragged to one of the enemy equipment and the attack will target that equipment.

Drill Round
4
+4 when destroying equipment
4 3 1
Kinetic Catapult
2
+2 per production
-2 production for 1 turn
4 4
Kinetic Shot
6
4 3 2
Pinpoint
4
+1 Equipment Damage for each destroyed or disabled equipment
4 2 2
Pyroelectric Round
Sustain equal to ship threshold
Deal 2 per 1 sustained
Requires below the ship threshold
4 2 2
Tungsten Round
4
50% bonus damage to equipment
4 2 3

Rare Railgun cards

A.P. Round
4
If enemy has Shred damage a random second equipment
3 2 3
Cascade Shot
6
If attack destroys equipment skip
6 2 1
Frag Round
8
If attack destroys equipment increase repair time on all equipment by +1 turn
5 4 3
Reinforced Accelerant
This turn add +1 to Railgun cards for every Support card played
5 3
Seebeck Shot
Reduces to 0
Deal 2 per removed
Sustain 1 Coolant Loss for every 2 removed
5 3 3
Uranium Slug
6
Deal 50% damage to another random equipment
4 3 3

Missile cards

All Missile attack cards have the Missile attribute, meaning that the damage is not done in the same turn. If the attack is a missile, the damage is done after 1 turn. If the attack is a torpedo, the damage is done after 2 turns. Missiles can be intercepted before they do their damage by Point Defense cards.

Firecracker
2
Effect applies 3 times
Missile
Deplete
4 2 1
Ion Missile
12
Missile
Deplete
5 2
Starflare
6
Missile
Deplete
2 2

Rare Missile cards

Heatseeker
12
+6 if enemy is overheated at launch
Missile
Deplete
4 3
Missile Loader
Add 2 Starflare Missile cards to Draw Pile
6 3
Reaper
6
+2 per missile in flight
Missile
Deplete
5 3 1

Hacking Module cards

Neutralize
For 2 turns disable a random weapon at turn start
Consume 1 for +2 duration
4 3
Reset
If any equipment is disabled discard a card from it
If no equipment is disabled disable a random equipment
4 3
Restrain
Remove 1 pip from an enemy weapon
Consume 1 to discard a card from an enemy weapon
4 2

Rare Hacking Module cards

Denial
Disable targeted equipment for 2 turns
Consume 1 to return card to hand
4 3 1
Discharge
Remove 1 pip from all disabled equipment
4 3 1
Glitch
Disable targeted enemy equipment for 1 turn
Consume all to remove pips by the same amount
3 3
Missile Jamming
Delay all incoming missiles by 1 turn
Consume all to further delay them by the same amount
4 2 1
Pacify
Disable all enemy weapons for 1 turn
6 4
Stall
For 2 turns enemy playing a card removes a pip from another card
Consume 1 to increase duration by 2 turns
4 3 2
Wipe
Remove a Hack debuff
Deplete
4 3


Card Effect Cost Cooldown
Firewall Gain 1 Security
Cost is increased by Security
Returns to the Draw Pile when played
2 Energy 3

Shield Generator cards

Auto-Shield
4
Draw a Shield card from the Draw Pile
If draw succeeds gain 2
3 3
Barrier
6
3 3 1
Charged Barrier
6 1
4 3 2
Hasty Defense
12 1
4 2 3
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
Flash Shields
12
Lose all next turn
4 4




Card Shield Points Effects Cost Cooldown
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
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

Engineering Bay cards

Battle Repairs
Repair 3
Remove 2
Deplete
4 2 1
Deterrence
+1 on next Attack card for each Attack card on enemy's equipment
Sustain 1
4 1 1
Precision Tracking
Next attack this turn deals +1 and destroys 1 enemy missile
3 3
Recycle
Repair 1 for every 3 Support cards played
Upgrade
3 1 2

Rare Engineering Bay cards

Armamant
Gain 1 for every 2 Attack cards you hold at the end of the turn
Upgrade
5 3
Attack Mode
Add 1 card slot
Attack cards have -2 this turn
Draw 2 Attack cards
Requires 5 production
5 2 3
Cautious Tactics
+1 for 3 turns
If you take no damage for 3 turns this card becomes an Upgrade
3 2 4
Expand Capacity
+1 Card Slot
6 1 per Card Slot
Harnessed Strike
Gain 1 every time you play a Laser or Ion card
Upgrade
6 4
Micro-Charge
Attacks that cost 2 or less deal +1
Upgrade
4 3 5
Offensive Assurance
+1
Upkeep: Take no hull damage
4 2 2
Shatter Rounds
Equipment damaged with Railgun cards take +1 turns to repair
Upgrade
5 2 3
Steel Resolve
Next attack this turn deals +1 for each Hack on you
Sustain 1
3 2 3
War Effort
Gain 1 for every 1 production
Draw 1 Attack card
Sustain 2
4 2 2



Card Effect Cost Cooldown
Conduction Amplifier Next attack this turn gets bonus damage equal to its Energy cost 2 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
Tactical Recoup If enemy breaks the shield first Shield card next turn gives +35% Shield Points
Upgrade
2 Energy
4 Mass
6

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
Attack Gambit
Reshuffle all Attack cards into the Draw Pile and gain 1 for each card
4
Build-Up
Gain 1 random resource for each Support card in hand at the end of the turn
Upgrade
4 2 2
Cache
Add 2 random resource cards to the Draw Pile
6
Capacitor
Gain 4
Sustain 2
Deplete
3
Fabrication
Gain 1 for every 1 produced
Draw 1 card
5 2
Feedback Loop
Gain 1 for every 2 you lose on the enemy's next turn
5
Flux Conduction
Gain 1 for every 2 production each turn at 0
Upgrade
5 4
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
Production Line
After a Support card is played other Support cards cost -1 this turn
Upgrade
6 3
Reactor Boost
Gain 1 Reactor Power
Upkeep: Ship is not overheated on turn end
4 1 1
Singular Focus
Discard all Support and Tactical cards
Gain 2 for each discarded card
Deplete
5 2 2
Support Gambit
Reshuffle all Support cards into the Draw Pile and gain 1 for each card
4
Tactical Gambit
Reshuffle all Tactical cards into the Draw Pile and gain 1 for each card
4
Tinker
Lose 1 production for 3 turns
Gain 1 Reactor Power after 3 turns
Deplete
5 2 2

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
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
Swift Overhaul
Repair 1 per 3 lost on enemy turns
Sustain 2
Duration: 3 turns
Deplete
5 3 2
Weapon Coolant
Return up to 2 Attack cards from Cooldown Pile to Draw Pile
Sustain 2
4

Rare Cooling System cards

Accelerant
Next card played this turn has no
Sustain 2
5
Heat Convertor
Gain 1 for every 2 points of overheat
5
Increased Conduction
+2 Dissipation
Duration: 4 turns
5 3 1
Operations Cool-Off
Reduce by Dissipation amount
4 2
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