Ships

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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 Resources Starting equipment (starting cards) Crew Perk Relations Requirements
Magpie 50 AAAAAA 4
4
4
Laser Cutter (3 Slice)
Basic Shield (3 Block)
Engineering (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
1 Ext. Attachment
1 Auxiliary Mount
4
4
3
Pulse Laser Mk.II (2 Laser Pulse, 1 Catalyst Pulse)
Barrier Shield (2 Barrier)
Res. Bay Mk.I (1 Conservation)
PDC Array MK.I (Target Lock)
Ivan Branco
Lena Starling
Rin Seidel
A.I.
Hot Reload


Finish Prologue
Marauder 60 3 Weapon Mount
1 Tactical Hardpoint
2 Utility Hardpoint
1 Ext. Attachment
1 Auxiliary Mount
4
3
4
Light Flak Mk.II (1 Light Barrage, 1 Opening Shot, 1 Twin Barrel)
Basic Shield (2 Shield Pulse)
Res. Bay Mk.I (1 Ordnance Surge, 1 Rearm)
Sandro
Mara Hesson
Finn Morra
A.I.
Relentless


Reach the first boss
Lancer 50 Enter the second system with Marauder

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