Equipment: Difference between revisions
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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. The cargo bay can hold up to 6 equipment. | [[File:Equipment.png|thumb|200px|The ship equipment]] | ||
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. | 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. | ||
{| class="wikitable" | {| class="wikitable" | ||
! Equipment | ! Equipment | ||
! Type | ! 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 | ||
|} | |} | ||
Line 37: | Line 35: | ||
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. | 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. | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
! Equipment | ! width=1% | Equipment | ||
! Type | ! Type | ||
! Effect | ! Effect | ||
! | ! [[File:ShopIcon.png|25px]] | ||
|- | |||
| '''Combined Assault''' || All || Gain +1 Damage for the rest of the combat when you play Attack cards from 3 different weapon types same turn || 160 | |||
|- | |||
| '''Cycle Feeder''' || All || Always draw 1 card from this equipment from the Draw Pile || 160 | |||
|- | |||
| '''Primer''' || All || Add 1 card slot for the duration of the first turn and draw 1 card from this equipment || 120 | |||
|- | |||
| '''Alpha Strike''' || All Weapon Mount || First attack with this equipment on first turn is free || 140 | |||
|- | |||
| '''Weapon Stabilizer''' || All Weapon Mount || Attacks from this equipment deal +1 Damage || 180 | |||
|- | |||
| '''Command Unit''' || Engineering Bay<br>Resource Bay<br>Hacking Console || Add 1 card slot || 120 | |||
|- | |||
| '''Spectrum''' || Engineering Bay<br>Resource Bay || Gain 2 of each resource once per turn if you play an Attack, Support and Tactical card same turn || 140 | |||
|- | |||
| '''Dynamo''' || Shield Generator<br>Hacking || Cards from this equipment costs 1 Energy less || 120 | |||
|- | |||
| '''Ammo Allocator''' || Flak || Reduce the next Flak card cost by 1 Ordnance each time you deal minimum Flak damage || 140 | |||
|- | |||
| '''Breach Rounds''' || Flak || Lower Shredding requirement by 1 on attacks from this weapon if enemy has no Shred charges || 120 | |||
|- | |||
| '''Static Charge''' || Flak || Reduces Shredding requirements for this weapon by 1 if enemy is Ionized || 140 | |||
|- | |||
| '''Charge Stacker''' || Ion || Every 12 Ionize also disable 1 random enemy equipment for 1 turn but Ion attacks cost +1 Energy || 160 | |||
|- | |||
| '''Ion Charger''' || Ion || Reduce enemy's Ionize threshold by 1 || 120 | |||
|- | |||
| '''Module Discharger''' || Ion || Every 6 Ionize also removes 1 Security from the enemy || 140 | |||
|- | |||
| '''Selective Ionization''' || Ion || Ionize affects enemy weapons first || 160 | |||
|- | |||
| '''Infrared Emitter''' || Laser || Any attack from this weapon that does Hull Damage also adds +1 Heat || 160 | |||
|- | |||
| '''Paint Target''' || Laser || Laser Hull Damage applies the Tagged persistent effect (+35% missile damage) for 2 turns || 160 | |||
|- | |||
| '''Flux Conduction''' || Railgun || Cards from this equipment deal +2 Damage and cost +1 Ordnance || 140 | |||
|- | |||
| '''Ammo Pod''' || Missile || 50% chance to add a Firefly card to the Draw Pile after every Missile card played || 140 | |||
|- | |||
| '''Missile Lock''' || Missile || +1 Missile Damage and add 1 Firefly to Draw Pile for every 12 hull damage dealt by missiles in a single turn || 140 | |||
|- | |||
| '''Triangulator''' || Missile || Every third card played from this equipment in a turn increases damage 1 for other cards from this equipment || 180 | |||
|- | |||
| '''Parallel Processing''' || Hacking Module || Gain 1 Security for every 8 Tactical cards played || 140 | |||
|- | |||
| '''Trace Router''' || Hacking Module || Gain +1 Damage for 1 turn for each enemy Hack card blocked by Security || 120 | |||
|- | |||
| '''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 | |||
|- | |||
| '''Defense Matrix''' || Shield Generator || Gain 1 Security every time you play 3 cards from this equipment || 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 | |||
|- | |||
| '''Diffraction Field''' || Shield Generator || Adds a Diffraction Field card to the deck<br>Laser attacks deal -1 Damage while shielded || 180 | |||
|- | |||
| '''Force Dissipator''' || Shield Generator || Missile damage that breaks the shield does not damage the hull || 180 | |||
|- | |||
| '''Repulsor Field''' || Shield Generator || Adds a Repulsor Field card to the deck<br>Enemy minimum Flak damage is 0 while shielded || 180 | |||
|- | |||
| '''Shield Initiator''' || Shield Generator || Start combat with 4 Shield Points || 120 | |||
|- | |||
| '''Battle Station''' || Engineering Bay || Return an Attack card from the Cooldown pile to the hand if you end the turn without Attack cards in hand || 120 | |||
|- | |||
| '''Eutetic Armor''' || Engineering Bay || -1 Enemy Laser Damage and +1 to enemy Ignite requirements while not shielded<br>Expires after taking 20 hull damage || 180 | |||
|- | |||
| '''Repair Kit''' || Engineering Bay || Repair 3 Hull at the start of each combat encounter || 120 | |||
|- | |||
| '''Waste Reductor''' || Engineering Bay || Repair 1 Hull per 6 Mass spent || 120 | |||
|- | |||
| '''Whipple Shield''' || Engineering Bay || -1 Enemy Flak Damage and +1 Enemy Shredding when not shielded<br>Expires after taking 20 hull damage || 180 | |||
|- | |- | ||
| | | '''Accumulator''' || Resource Bay || Gain 3 random resources if you end the turn with a full hand || 120 | ||
|- | |- | ||
| | | '''Assembler''' || Resource Bay || Gain 2 random resources each time you play a card from this equipment || 150 | ||
|- | |- | ||
| | | '''Production Stabilizer''' || Resource Bay || Gain a random resource each turn you don't take hull damage || 120 | ||
|- | |- | ||
| | | '''Supply Cache''' || Resource Bay || Start combat with +2 of each resource || 120 | ||
|- | |- | ||
| | | '''Pressure Locks''' || Cooling System || +2 Dissipation while hand is empty || 120 | ||
|- | |- | ||
| | | '''Radiating Capacitor || Cooling System || +1 Heat Threshold and +1 Dissipation || 160 | ||
|- | |- | ||
| | | '''Radiating Panel''' || Cooling System || +1 Dissipation || 100 | ||
|- | |- | ||
| | | '''Thermal Mass''' || Cooling System || +2 Resistance || 120 | ||
|} | |} |
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.