Equipment
From Breachway Official Wiki
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 A | Weapon Mount | I |
Light Laser Mk.I | Weapon Mount | I |
Ion Cannon Mk.I | Weapon Mount | I |
Ion Convertor Mk.I A | Weapon Mount | I |
Quad Flak Mk.I C | 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 |
Supply Cache | Adds 2 of each resource at the start of the combat | 120 |