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 depends on the starting 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
|
|
Combined Assault |
All |
Gain +1 Damage for the rest of the combat when you play Attack cards from 3 different weapon types same turn |
160
|
Cycle Feeder |
All |
Always draw 1 card from this equipment from the Draw Pile |
160
|
Primer |
All |
Add 1 card slot for the duration of the first turn and draw 1 card from this equipment |
120
|
Alpha Strike |
All Weapon Mount |
First attack with this equipment on first turn is free |
140
|
Weapon Stabilizer |
All Weapon Mount |
Attacks from this equipment deal +1 Damage |
180
|
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
|
Ammo Allocator |
Flak |
Reduce the next Flak card cost by 1 Ordnance each time you deal minimum Flak damage |
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
|
Charge Stacker |
Ion |
Every 12 Ionize also disable 1 random enemy equipment for 1 turn but Ion attacks cost +1 Energy |
160
|
Ion Charger |
Ion |
Reduce enemy's Ionize threshold by 1 |
120
|
Module Discharger |
Ion |
Every 6 Ionize also removes 1 Security from the enemy |
140
|
Selective Ionization |
Ion |
Ionize affects enemy weapons first |
160
|
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
|
Flux Conduction |
Railgun |
Cards from this equipment deal +2 Damage and cost +1 Ordnance |
140
|
Ammo Pod |
Missile |
50% chance to add a Firefly card to the Draw Pile after every Missile card played |
140
|
Missile Lock |
Missile |
+1 Missile Damage and add 1 Firefly to Draw Pile for every 12 hull damage dealt by missiles in a single turn |
140
|
Triangulator |
Missile |
Every third card played from this equipment in a turn increases damage 1 for other cards from this equipment |
180
|
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
|
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 Matrix |
Shield Generator |
Gain 1 Security every time you play 3 cards from this equipment |
120
|
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
|
Diffraction Field |
Shield Generator |
Adds a Diffraction Field card to the deck Laser attacks deal -1 Damage while shielded |
180
|
Force Dissipator |
Shield Generator |
Missile damage that breaks the shield does not damage the hull |
180
|
Repulsor Field |
Shield Generator |
Adds a Repulsor Field card to the deck Enemy minimum Flak damage is 0 while shielded |
180
|
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
|
Eutetic Armor |
Engineering Bay |
-1 Enemy Laser Damage and +1 to enemy Ignite requirements while not shielded Expires after taking 20 hull damage |
180
|
Repair Kit |
Engineering Bay |
Repair 3 Hull at the start of each combat encounter |
120
|
Waste Reductor |
Engineering Bay |
Repair 1 Hull per 6 Mass spent |
120
|
Whipple Shield |
Engineering Bay |
-1 Enemy Flak Damage and +1 Enemy Shredding when not shielded Expires after taking 20 hull damage |
180
|
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
|
Pressure Locks |
Cooling System |
+2 Dissipation while hand is empty |
120
|
Radiating Capacitor |
Cooling System |
+1 Heat Threshold and +1 Dissipation |
160
|
Radiating Panel |
Cooling System |
+1 Dissipation |
100
|
Thermal Mass |
Cooling System |
+2 Resistance |
120
|