Ships: Difference between revisions
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! Ship | ! Ship | ||
! Hull | ! Hull | ||
! Equipment slots | |||
! Resources | ! Resources | ||
! Starting equipment (starting cards) | ! Starting equipment (starting cards) | ||
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| '''Magpie''' | | '''Magpie''' | ||
| 50 | | 50 | ||
| AAAAAA | |||
| [[File:Ordnance.png|25px]] 4<br>[[File:Energy.png|25px]] 4<br>[[File:Mass.png|25px]] 4 | | [[File:Ordnance.png|25px]] 4<br>[[File:Energy.png|25px]] 4<br>[[File:Mass.png|25px]] 4 | ||
| Laser Cutter (3 Slice)<br>Basic Shield (3 Block)<br>Engineering (1 Target Lock) | | Laser Cutter (3 Slice)<br>Basic Shield (3 Block)<br>Engineering (1 Target Lock) | ||
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| '''Arbalest''' | | '''Arbalest''' | ||
| 50 | | 50 | ||
| 2 Weapon Mount<br>1 Launch Bay<br>1 Tactical Hardpoint<br>2 Utility Hardpoint<br>1 Ext. Attachment<br>1 Auxiliary Mount | |||
| [[File:Ordnance.png|25px]] 4<br>[[File:Energy.png|25px]] 4<br>[[File:Mass.png|25px]] 3 | | [[File:Ordnance.png|25px]] 4<br>[[File:Energy.png|25px]] 4<br>[[File:Mass.png|25px]] 3 | ||
| Pulse Laser Mk.II (2 Laser Pulse, 1 Catalyst Pulse)<br>Barrier Shield (2 Barrier)<br>Res. Bay Mk.I (1 Conservation)<br>PDC Array MK.I (Target Lock) | | Pulse Laser Mk.II (2 Laser Pulse, 1 Catalyst Pulse)<br>Barrier Shield (2 Barrier)<br>Res. Bay Mk.I (1 Conservation)<br>PDC Array MK.I (Target Lock) | ||
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| '''Marauder''' | | '''Marauder''' | ||
| 60 | | 60 | ||
| 3 Weapon Mount<br>1 Tactical Hardpoint<br>2 Utility Hardpoint<br>1 Ext. Attachment<br>1 Auxiliary Mount | |||
| [[File:Ordnance.png|25px]] 4<br>[[File:Energy.png|25px]] 3<br>[[File:Mass.png|25px]] 4 | | [[File:Ordnance.png|25px]] 4<br>[[File:Energy.png|25px]] 3<br>[[File:Mass.png|25px]] 4 | ||
| Light Flak Mk.II (1 Light Barrage, 1 Opening Shot, 1 Twin Barrel)<br>Basic Shield (2 Shield Pulse)<br>Res. Bay Mk.I (1 Ordnance Surge, 1 Rearm) | | Light Flak Mk.II (1 Light Barrage, 1 Opening Shot, 1 Twin Barrel)<br>Basic Shield (2 Shield Pulse)<br>Res. Bay Mk.I (1 Ordnance Surge, 1 Rearm) |
Revision as of 14:22, 28 September 2024
Each ship has a Reactor Power, which can be allocated to either Energy, Ordnance or Mass. Each resource can only be allocated a certain amount of Reactor Power. Reactor Power can be reallocated both before and during combat but reallocating it during combat will generate 1 Heat. Credits are used to upgrade either the ship's reactor or the resource capacity. Upgrading the reactor increases Reactor Power by 1 and costs 125 Credits the first time and 25 more with each subsequent upgrade. Upgrading the resource capacity increases the maximum amount of Reactor Power that can be allocated to it and costs 100 Credits the first time and 50 more with each subsequent upgrade.
All ships have a Hear Resistance of 3 and a Heat Dissipation of 1 per turn.
Perks
Perks can be selected at startup and give a permanent bonus to the ship. Each ship can have up to 4 perks. The first perk comes included with the ship. Unlocking the second perk slot requires unlocking 1 perk, unlocking the third perk slot requires unlocking 5 perks and unlocking the fourth perk slot requires unlocking 10 perks. Progress towards unlocking perks is saved between runs.