Equipment: Difference between revisions
From Breachway Official Wiki
No edit summary |
|||
Line 51: | Line 51: | ||
| '''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 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 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 | |||
|- | |||
| '''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 | |||
|- | |- | ||
| '''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 | ||
Line 57: | Line 61: | ||
| '''Supply Cache''' || Start combat with +2 of each resource || 120 | | '''Supply Cache''' || Start combat with +2 of each resource || 120 | ||
|- | |- | ||
| '''Trace Router''' || | | '''Parallel Processing''' || Gain 1 Security for every 8 Tactical cards played || 140 | ||
|- | |||
| '''Trace Router''' || Hack || Gain +1 Damage for 1 turn for each enemy Hack card blocked by Security || 120 | |||
|- | |- | ||
| '''Pressure Locks''' || | | '''Pressure Locks''' || Radiators || +2 Dissipation while hand is empty || 120 | ||
|} | |} |
Revision as of 12:29, 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. 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 will change based on the added cards.
Equipment | Type |
---|---|
Flak | Weapon Mount |
Ion | Weapon Mount |
Laser | Weapon Mount |
Railgun | Weapon Mount |
Shield Generator | Tactical Hardpoint |
Engineering Bay | Utility Hardpoint |
Resource Bay | Utility Hardpoint |
Radiators | 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.
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 | Engineering Bay Resource Bay Hacking Console |
Add 1 card slot | 120 |
Spectrum | Engineering Bay Resource Bay |
Gain 2 of each resource once per turn if you play an Attack, Support and Tactical card same turn | 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 |
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 Generator | 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 |
Defense Protocol | Shield Generator | If unshielded reduce Energy cost of cards from this equipment by 2 If shielded increase Energy cost of cards from this equipment by 1 | |
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 |
Accumulator | Resource Bay | Gain 3 random resources if you end the turn with a full hand | 120 |
Supply Cache | Start combat with +2 of each resource | 120 | |
Parallel Processing | Gain 1 Security for every 8 Tactical cards played | 140 | |
Trace Router | Hack | Gain +1 Damage for 1 turn for each enemy Hack card blocked by Security | 120 |
Pressure Locks | Radiators | +2 Dissipation while hand is empty | 120 |