Ships

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Revision as of 07:51, 4 October 2024 by Aether (talk | contribs) (→‎Playable ships)
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The ship selection

Each ship has a Reactor Power, which can be allocated to either Energy, Ordnance or Mass. Each resource can only be allocated a certain amount of Reactor Power. Reactor Power can be reallocated both before and during combat but reallocating it during combat will generate 1 Heat. Credits can be used to upgrade either the ship's reactor or the resource capacity. Upgrading the reactor increases Reactor Power by 1 and costs 125 Credits the first time and 25 more with each subsequent upgrade. Upgrading the resource capacity increases the maximum amount of Reactor Power that can be allocated to it and costs 100 Credits the first time and 50 more with each subsequent upgrade. Reactor Power can be upgraded up to 9 times. Resource capacity can be upgraded up to 3 times for each resource.

Playable ships

All ships have a Heat Resistance of 3 and a Heat Dissipation of 1 per turn, as well as an Ext. Attachment slot and an Auxiliary Mount slot.

Ship Hull Equipment slots Res. cap Starting equipment (starting cards) Crew Perk Relations Requirement
Magpie 50 1 Weapon Mount
1 Launch Bay
1 Tactical Hardpoint
1 Utility Hardpoint
Ordnance.pngOrdnance.pngOrdnance.pngOrdnance.png
Energy.pngEnergy.pngEnergy.pngEnergy.png
Mass.pngMass.pngMass.pngMass.png
Laser Mk.II (3 Slice)
Shield Generator Mk.II (3 Block)
Engineering Bay Mk.I (1 Target Lock)
Ivan Branco
Lena Starling
Tristan Singh
A.I.
Prologue only
Arbalest 50 2 Weapon Mount
1 Launch Bay
1 Tactical Hardpoint
2 Utility Hardpoint
Ordnance.pngOrdnance.pngOrdnance.pngOrdnance.png
Energy.pngEnergy.pngEnergy.pngEnergy.png
Mass.pngMass.pngMass.png
Laser Mk.II (2 Laser Pulse, 1 Catalyst Pulse)
Shield Generator Mk.I (2 Barrier)
Resource Bay Mk.I (1 Conservation)
Point Defense MK.I (1 Target Lock)
Ivan Branco
Lena Starling
Rin Seidel
A.I.
Art Lasereq PreHeater c.png UI Icon Solarii.pngUI Icon Solarii.png
UI Icon Starkin.pngUI Icon Starkin.pngUI Icon Starkin.pngUI Icon Starkin.png
UI Icon FreeRoamers.pngUI Icon FreeRoamers.pngUI Icon FreeRoamers.pngUI Icon FreeRoamers.pngUI Icon FreeRoamers.pngUI Icon FreeRoamers.png
UI Icon Deadweights.pngUI Icon Deadweights.pngUI Icon Deadweights.png
Finish Prologue
Marauder 60 3 Weapon Mount
1 Tactical Hardpoint
2 Utility Hardpoint
Ordnance.pngOrdnance.pngOrdnance.pngOrdnance.png
Energy.pngEnergy.pngEnergy.png
Mass.pngMass.pngMass.pngMass.png
Flak Mk.II (1 Light Barrage, 1 Opening Shot, 1 Twin Barrel)
Shield Generator Mk.I (2 Shield Pulse)
Resource Bay Mk.I (1 Asteroid Ore, 1 Rearm)
Finn Morra
Mara Hesson
Sandro
A.I.
Art FlakEq HeatedClip c.png UI Icon Solarii.pngUI Icon Solarii.png
UI Icon Starkin.pngUI Icon Starkin.png
UI Icon FreeRoamers.pngUI Icon FreeRoamers.pngUI Icon FreeRoamers.pngUI Icon FreeRoamers.png
UI Icon Deadweights.pngUI Icon Deadweights.pngUI Icon Deadweights.pngUI Icon Deadweights.pngUI Icon Deadweights.pngUI Icon Deadweights.png
Reach the first boss
Lancer 50 2 Weapon Mount
1 Launch Bay
2 Tactical Hardpoint
1 Utility Hardpoint
Ordnance.pngOrdnance.pngOrdnance.pngOrdnance.png
Energy.pngEnergy.pngEnergy.pngEnergy.png
Mass.pngMass.pngMass.pngMass.png
Railgun Mk.II (1 Drill Round, 1 Kinetic Shot, 1 Pinpoint)
Hacking Module Mk.II (1 Firewall, 1 Glitch)
Resource Bay Mk.I (1 Reactor Boost)
Cooling System Mk.I (1 Radiate, 1 Weapon Cooland)
Lina Forova
Solan Thule
Zal Vargas
A.I.
Art Railgun Overflow c.png UI Icon Solarii.pngUI Icon Solarii.pngUI Icon Solarii.png
UI Icon Starkin.pngUI Icon Starkin.pngUI Icon Starkin.pngUI Icon Starkin.pngUI Icon Starkin.png
UI Icon FreeRoamers.pngUI Icon FreeRoamers.pngUI Icon FreeRoamers.png
UI Icon Deadweights.pngUI Icon Deadweights.png
Enter the second system with Marauder
Firebrand 60 2 Weapon Mount
1 Launch Bay
1 Tactical Hardpoint
2 Utility Hardpoint
Ordnance.pngOrdnance.pngOrdnance.pngOrdnance.png
Energy.pngEnergy.pngEnergy.png
Mass.pngMass.pngMass.pngMass.png
Flak Mk.II (2 Blazing Barrage, 1 Melting Up)
Shield Generator Mk.I (1 Barrier, 1 Shield Pulse)
Resource Bay Mk.I (1 Asteroid Ore)
Cooling System Mk.I (1 Radiate, 1 Weapon Cooland)
Radiating Panel subsystem
Derrick Rashke
Miriam Vess
Remi Solstine
A.I.
Art Quirk RadiantCore.png UI Icon Solarii.pngUI Icon Solarii.png
UI Icon Starkin.pngUI Icon Starkin.png
UI Icon FreeRoamers.pngUI Icon FreeRoamers.pngUI Icon FreeRoamers.pngUI Icon FreeRoamers.png
UI Icon Deadweights.pngUI Icon Deadweights.pngUI Icon Deadweights.pngUI Icon Deadweights.png
Reach the second boss

Perks

Perks can be selected at startup and give a permanent bonus to the ship. Each ship can have up to 4 perks. The first perk comes included with the ship. Unlocking the second perk slot requires unlocking 1 perk, unlocking the third perk slot requires unlocking 5 perks and unlocking the fourth perk slot requires unlocking 10 perks. Progress towards unlocking perks is saved between runs.

Perk Effects Requirement
Art Lasereq PreHeater c.png Hot Reload Every 6th attack card costs no Ordnance Included in the Arbalest ship
Art FlakEq HeatedClip c.png Relentless 20% chance to return an attack card from Cooldown Pile to hand when attacking Included in the Marauder ship
Art Railgun Overflow c.png Overflow Add 1 Battery Surge card to hand for every 12 Energy spent Included in the Lancer ship
Art Quirk RadiantCore.png Radiant Core Gain 1 resource when dispersing heat points equal to Reactor Power +3 Included in the Firebrand ship
Art Perk Savings.png Savings Start with +40 Credits Finish the Prologue
Art EngEq ServiceSupport c.png Bonus Fuel Start with +2 Fuel Visit 30 secondary nodes
Art EngEq MicroCharge c.png Overstock +1 Subsystems on sale in shops Purchase 5 subsystems
Art AdaptiveModule c.png Upgraded Reactor Start with +1 Reactor Power Upgrade the reactor 20 times
Art ResEq Rearm c.png Arsenal Start with +1 Ordnance Capacity Have 7 Ordnance Capacity
Art ResEq FeedbackLoop c.png Capacity Start with +1 Energy Capacity Have 7 Energy Capacity
Art ResEq Accountability c.png Mass Production Start with +1 Mass Capacity Upgrade Mass Capacity 15 times
Art HackingEq MirroringDefenses c.png Lock and Load Gain a compatible subsystem for every 3 combat encounters Entered combat with at least 8 subsystems