Ships: Difference between revisions
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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. | 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. | All ships have a Hear Resistance of 3 and a Heat Dissipation of 1 per turn, as well as Ext. Attachment slot and an Auxiliary Mount slot. | ||
{| class="wikitable" | {| class="wikitable" | ||
! Ship | ! Ship | ||
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| '''Magpie''' | | '''Magpie''' | ||
| 50 | | 50 | ||
| 1 Weapon Mount<br>1 Launch Bay<br>1 Tactical Hardpoint<br>1 Utility Hardpoint | | 1 Weapon Mount<br>1 Launch Bay<br>1 Tactical Hardpoint<br>1 Utility Hardpoint | ||
| [[File:Ordnance.png|15px]][[File:Ordnance.png|15px]][[File:Ordnance.png|15px]][[File:Ordnance.png|15px]]<br>[[File:Energy.png|15px]][[File:Energy.png|15px]][[File:Energy.png|15px]][[File:Energy.png|15px]]<br>[[File:Mass.png|15px]][[File:Mass.png|15px]][[File:Mass.png|15px]][[File:Mass.png|15px]] | | [[File:Ordnance.png|15px]][[File:Ordnance.png|15px]][[File:Ordnance.png|15px]][[File:Ordnance.png|15px]]<br>[[File:Energy.png|15px]][[File:Energy.png|15px]][[File:Energy.png|15px]][[File:Energy.png|15px]]<br>[[File:Mass.png|15px]][[File:Mass.png|15px]][[File:Mass.png|15px]][[File:Mass.png|15px]] | ||
| Laser Mk.II (3 Slice)<br>Shield Generator Mk.II (3 Block)<br>Engineering Bay Mk.I (1 Target Lock) | | Laser Mk.II (3 Slice)<br>Shield Generator Mk.II (3 Block)<br>Engineering Bay Mk.I (1 Target Lock) |
Revision as of 15:11, 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, as well as Ext. Attachment slot and an Auxiliary Mount slot.
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.