Equipment: Difference between revisions
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| '''Ion Charger''' || Ion || Reduce enemy's Ionize threshold by 1 || 120 | | '''Ion Charger''' || Ion || Reduce enemy's Ionize threshold by 1 || 120 | ||
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| '''Module Discharger''' || Ion || Every 6 Ionize also removes 1 Security from the enemy || 140 | |||
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| '''Selective Ionization''' || Ion || Ionize affects enemy weapons first || 160 | | '''Selective Ionization''' || Ion || Ionize affects enemy weapons first || 160 | ||
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| '''Paint Target''' || Laser || Laser Hull Damage applies the Tagged persistent effect (+35% missile damage) for 2 turns || 160 | | '''Paint Target''' || Laser || Laser Hull Damage applies the Tagged persistent effect (+35% missile damage) for 2 turns || 160 | ||
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| '''Flux Conduction''' || Railgun || Cards from this equipment deal +2 Damage and cost +1 Ordnance || 140 | |||
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| '''Ammo Pod''' || Missile || 50% chance to add a Firefly card to the Draw Pile after every Missile card played || 140 | | '''Ammo Pod''' || Missile || 50% chance to add a Firefly card to the Draw Pile after every Missile card played || 140 | ||
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| '''Triangulator''' || Missile || Every third card played from this equipment in a turn increases damage 1 for other cards from this equipment || 180 | | '''Triangulator''' || Missile || Every third card played from this equipment in a turn increases damage 1 for other cards from this equipment || 180 | ||
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| '''Parallel Processing''' || Hacking Module || Gain 1 Security for every 8 Tactical cards played || 140 | |||
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| '''Trace Router''' || Hacking Module || Gain +1 Damage for 1 turn for each enemy Hack card blocked by Security || 120 | |||
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| '''Contingency Module''' || Shield Generator || If shielded and hand is empty at the end of the turn gain 3 Shield Points<br>If unshielded and hand is empty at the end of the turn gain 6 Shield Points || 150 | | '''Contingency Module''' || Shield Generator || If shielded and hand is empty at the end of the turn gain 3 Shield Points<br>If unshielded and hand is empty at the end of the turn gain 6 Shield Points || 150 | ||
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| '''Defense Matrix''' || Shield Generator || Gain 1 Security every time you play 3 cards from this equipment || 120 | |||
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| '''Defense Protocol''' || Shield Generator || If unshielded reduce Energy cost of cards from this equipment by 2<br>If shielded increase Energy cost of cards from this equipment by 1 || 120 | | '''Defense Protocol''' || Shield Generator || If unshielded reduce Energy cost of cards from this equipment by 2<br>If shielded increase Energy cost of cards from this equipment by 1 || 120 | ||
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| '''Diffraction Field''' || Shield Generator || Adds a Diffraction Field card to the deck<br>Laser attacks deal -1 Damage while shielded || 180 | |||
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| '''Force Dissipator''' || Shield Generator || Missile damage that breaks the shield does not damage the hull || 180 | |||
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| '''Repulsor Field''' || Shield Generator || Adds a Repulsor Field card to the deck<br>Enemy minimum Flak damage is 0 while shielded || 180 | |||
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| '''Shield Initiator''' || Shield Generator || Start combat with 4 Shield Points || 120 | | '''Shield Initiator''' || Shield Generator || Start combat with 4 Shield Points || 120 | ||
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| '''Repair Kit''' || Engineering Bay || Repair 3 Hull at the start of each combat encounter || 120 | | '''Repair Kit''' || Engineering Bay || Repair 3 Hull at the start of each combat encounter || 120 | ||
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| '''Waste Reductor''' || Engineering Bay || Repair 1 Hull per 6 Mass spent || 120 | |||
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| '''Whipple Shield''' || Engineering Bay || -1 Enemy Flak Damage and +1 Enemy Shredding when not shielded<br>Expires after taking 20 hull damage || 180 | |||
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| '''Accumulator''' || Resource Bay || Gain 3 random resources if you end the turn with a full hand || 120 | | '''Accumulator''' || Resource Bay || Gain 3 random resources if you end the turn with a full hand || 120 | ||
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| '''Supply Cache''' || Resource Bay || Start combat with +2 of each resource || 120 | | '''Supply Cache''' || Resource Bay || Start combat with +2 of each resource || 120 | ||
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| ''' | | '''Pressure Locks''' || Cooling System || +2 Dissipation while hand is empty || 120 | ||
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| ''' | | '''Radiating Capacitor || Cooling System || +1 Heat Threshold and +1 Dissipation || 160 | ||
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| '''Radiating Panel''' || Cooling System || +1 Dissipation || 100 | | '''Radiating Panel''' || Cooling System || +1 Dissipation || 100 |
Latest revision as of 15:29, 8 October 2024
Hovering over any equipment will show its cards and any installed subsystem. Click on a piece of equipment to keep the card and subsystem window open. Cards and subsystems cannot be removed from equipment. The cargo bay can hold up to 6 equipment.
Equipment comes in two tiers. Mk.I equipment can have 1 subsystem and 4 cards and costs 100 Credits to buy. Mk.II equipment can have 2 subystems and 6 cards and costs 200 Credits to buy. The name and visual appearance of equipment depends on the starting cards.
Equipment | Type |
---|---|
Flak | Weapon Mount |
Ion | Weapon Mount |
Laser | Weapon Mount |
Railgun | Weapon Mount |
Missile | Launch Bay |
Hacking Module | Tactical Hardpoint |
Shield Generator | Tactical Hardpoint |
Engineering Bay | Utility Hardpoint |
Resource Bay | Utility Hardpoint |
Cooling System | Ext. Attachment |
Missile Pods | Ext. Attachment |
Point Defense | Auxiliary Mount |
Subsystems
Subsystems can be obtained after winning a battle and enhances compatible equipment and their cards with various effects. Only 1 Subsystem of the same type can be added to an equipment.