Equipment: Difference between revisions

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! Value
! Value
|-
|-
| Cycle Feeder || All || Always draw 1 card from this equipment from the Draw Pile || 160
| '''Cycle Feeder''' || All || Always draw 1 card from this equipment from the Draw Pile || 160
|-
|-
| Alpha Strike || All Weapon Mount || First attack with this weapon on first turn is free || 140
| '''Alpha Strike''' || All Weapon Mount || First attack with this weapon on first turn is free || 140
|-
|-
| Command Unit || Resource Bay<br>Engineering Bay<br>Hacking Console || Add 1 card slot || 120
| '''Command Unit''' || Resource Bay<br>Engineering Bay<br>Hacking Console || Add 1 card slot || 120
|-
|-
| Breach Rounds || Flak || Lower Shredding requirement by 1 on attacks from this weapon if enemy has no Shred charges || 120
| '''Breach Rounds''' || Flak || Lower Shredding requirement by 1 on attacks from this weapon if enemy has no Shred charges || 120
|-
|-
| Infrared Emitter || Laser || Any attack from this weapon that does Hull Damage also adds +1 Heat || 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
| '''Paint Target''' || Laser || Laser Hull Damage applies the Tagged persistent effect (+35% missile damage) for 2 turns || 160
|-
|-
| Contingency Module || Shield || 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 || 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
|-
| Supply Cache || Adds 2 of each resource at the start of the combat || 120
|}
|}

Revision as of 06:50, 28 September 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. The cargo bay can hold up to 6 equipment.

Equipment comes in two tiers. Tier I equipment can have 1 subsystem and 4 cards and costs 100 Credits to buy. Tier II equipment can have 2 subystems and 6 cards and costs 200 Credits to buy.

Equipment Type Tier
Beam Laser Mk.I Weapon Mount I
Light Flak Mk.I Weapon Mount I
Light Laser Mk.I Weapon Mount I
Ion Cannon Mk.I Weapon Mount I
Ion Convertor Mk.I Weapon Mount I
Quad Flak Mk.I Weapon Mount I
Pulse Laser Mk.II Weapon Mount II
Barrier Shield Tactical Hardpoint I
Radiator Detractor Tactical Hardpoint I
Shield Charge Tactical Hardpoint II
Shield Fortifier Tactical Hardpoint II
Res. Bay Mk.I Utility Hardpoint I
PDC Array Mk.I Auxiliary Mount I

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.

Equipment Type Effect Value
Cycle Feeder All Always draw 1 card from this equipment from the Draw Pile 160
Alpha Strike All Weapon Mount First attack with this weapon on first turn is free 140
Command Unit Resource Bay
Engineering Bay
Hacking Console
Add 1 card slot 120
Breach Rounds Flak Lower Shredding requirement by 1 on attacks from this weapon if enemy has no Shred charges 120
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
Contingency Module Shield If shielded and hand is empty at the end of the turn gain 3 Shield Points
If unshielded and hand is empty at the end of the turn gain 6 Shield Points
150