Equipment

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The ship equipment

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 ShopIcon.png
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