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
|
Missile |
Launch Bay
|
Hacking Module |
Tactical Hardpoint
|
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
|
Shield Initiator |
Shield Generator |
Start combat with 4 Shield Points |
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
|
Production Stabilizer |
Resource Bay |
Gain a random resource each turn you don't take hull damage |
120
|
Supply Cache |
Resource Bay |
Start combat with +2 of each resource |
120
|
Parallel Processing |
Hacking Module |
Gain 1 Security for every 8 Tactical cards played |
140
|
Trace Router |
Hacking Module |
Gain +1 Damage for 1 turn for each enemy Hack card blocked by Security |
120
|
Pressure Locks |
Cooling System |
+2 Dissipation while hand is empty |
120
|
Radiating Panels |
Cooling System |
+1 Dissipation |
100
|
Thermal Mass |
Cooling System |
+2 Resistance |
120
|