Ships: Difference between revisions

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! width=1% | Requirements
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| '''Magpie'''
| '''Magpie'''

Revision as of 15:10, 28 September 2024

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 are 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.

All ships have a Hear Resistance of 3 and a Heat Dissipation of 1 per turn.

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
1 Ext. Attachment
1 Auxiliary Mount


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


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.



Finish Prologue
Marauder 60 3 Weapon Mount
1 Tactical Hardpoint
2 Utility Hardpoint


Flak Mk.II (1 Light Barrage, 1 Opening Shot, 1 Twin Barrel)
Shield Generator Mk.I (2 Shield Pulse)
Resource Bay Mk.I (1 Ordnance Surge, 1 Rearm)
Finn Morra
Mara Hesson
Sandro
A.I.



Reach the first boss
Lancer 50 2 Weapon Mount
1 Launch Bay
2 Tactical Hardpoint
1 Utility Hardpoint


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.



Enter the second system with Marauder
Firebrand 60 2 Weapon Mount
1 Launch Bay
1 Tactical Hardpoint
2 Utility Hardpoint


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)
Derrick Rashke
Miriam Vess
Remi Solstine
A.I.



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