Hovering over any equipment will show its cards and any installed subsystems. Click on a piece of equipment to keep the card and subsystem window open. Cards 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.
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 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