Equipment
From Breachway Official Wiki
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 |
| Shield Generator | Tactical Hardpoint |
| Resource Bay | Utility Hardpoint |
| Cooling System | Ext. Attachment |
| Missile | 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 | Value |
|---|---|---|---|
| Cycle Feeder | All | Always draw 1 card from this equipment from the Draw Pile | 160 |
| 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 |
| 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 |
| 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 |
| Contingency Module | Shield | 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 |
| Accumulator | Resource Bay | Gain 3 random resources if you end the turn with a full hand | 120 |
| Supply Cache | Start combat with +2 of each resource | 120 | |
| Trace Router | Hacking Module | Gain +1 Damage for 1 turn for each enemy Hack card blocked by Security | 120 |
| Pressure Locks | Cooling | +2 Dissipation while hand is empty | 120 |


