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. 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 |
Cooling System | 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 |
Dynamo | Shield Generator Hacking |
Cards from this equipment costs 1 Energy less | 120 |
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 |
120 |
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 |
Assembler | Resource Bay | Gain 2 random resources each time you play a card from this equipment | 150 |
Parallel Processing | Hack | 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 |
Radiating Panels | Radiators | +1 Dissipation | 100 |
Thermal Mass | Radiators | +2 Resistance | 120 |