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 will change based on the added 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 weapon on first turn is free
140
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
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
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
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
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 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
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
Repair Kit
Engineering Bay
Repair 3 Hull at the start of each combat encounter
120
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
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