List of Modules: Difference between revisions

From Fogpiercer Official Wiki
Started with driver innate and base tier. Need scrap prices on these before adding the column.
 
Adding the Ghost and Whiskey entries except for pictures
 
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== List of Modules ==
== List of modules ==


=== Driver Innate Modules ===
=== Driver innate modules ===


{|class="wikitable sortable"
{|class="wikitable sortable"
! Name !!class="unsortable"| Icon !!class="unsortable"| Text !! Driver
!class="unsortable"| Icon !! Name !!class="unsortable"| Text !! Driver
|-
|-
| Ice Pillar || {{Module art|CardTexture_IcePillar.png|Ice Pillar}} || Spawn an Ice Pillar environmental hazard at the start of every fight. || [[Monica]]
| {{Module art|CardTexture_IcePillar.png|Ice Pillar}} || Ice Pillar || Spawn an Ice Pillar environmental hazard at the start of every fight. || [[Monica]]
|-
|-
| Panoptic Eye || {{Module art|CardTexture EyeCheck.png|Panoptic Eye}} || The card at the top of the draw pile can be viewed. || [[Pan]]
| {{Module art|CardTexture EyeCheck.png|Panoptic Eye}} || Card Clock || At the start of each fight, add a {{KeywordBrittle}} [[Alternative Timeline]] to player hand. || [[Pan]]
|-
|  || Call From Beyond || Spawn a friendly specter into the fight after every 5 exhausted cards. || [[Ghost]]
|-
|  || Friendly Face || The first reroll of each reward is free. || [[Whiskey]]
|}
|}


=== Base Tier Modules ===
=== Base tier modules ===


{|class="wikitable sortable"
{|class="wikitable sortable"  
! Name !!class=unsortable| Icon !!class=unsortable| Text
!class="unsortable"| Icon !! Name !! {{Scrap}} Scrap<br />cost !! Text
|-
| {{Module_art| CardTexture_EnergySiphon.png | Energy Siphon }} || Energy Siphon || ??–?? || Gain 1AP for every third enemy destroyed.
|-
|-
| Energy Siphon || {{Module art|CardTexture_EnergySiphon.png|Energy Siphon}} || Gain 1AP for every third enemy destroyed.
| {{Module_art| CardTexture_LowHealthAP.png | Second Wind }} || Second Wind || ??–250 || Gain 2AP if the locomotive has 1HP at the beginning of player turn.
|-
|-
| Second Wind || {{Module art|CardTexture_LowHealthAP.png|Second Wind}} || Gain 2AP if the locomotive has 1HP at the beginning of player turn.
| {{Module_art| CardTexture_Pig.png | Piggy Bank }} || Piggy Bank || ??–224 || Gain 20% scrap reward bonus.
|-
|-
| Piggy Bank || {{Module art|CardTexture_Pig.png|Piggy Bank}} || Gain 20% scrap reward bonus.
| {{Module_art| CardTexture_ProtectedBoiler.png | Protected Boiler }} || Protected Boiler || 154–220 || Give 1 shield to the locomotive every 3 turns, if not already shielded.
|-
|-
| Protected Boiler || {{Module art|CardTexture_ProtectedBoiler.png|Protected Boiler}} || Give 1 shield to the locomotive every 3 turns, if not already shielded.
| {{Module_art| CardTexture_Fortress.png | Fortress }} || Fortress || ??–237 || Give 1 shield to each carriage that adds a blue card into your deck for the first turn of a fight.
|-
|-
| Mirage Mystery || {{Module art|CardTexture_AngelWagon.png|Mirage Mystery}} || Saves a train unit from lethal damage once per fight.
| {{Module_art| ModuleTexture_CardSyringe.png | Card Syringe }} || Card Syringe || 131–197 || Draw an extra card at the beginning of a fight.
|-
|-
| Kinetic Transfer || {{Module art|CardTexture_CowCatcher.png|Kinetic Transfer}} || Units destroyed by train ram decrease movement cost by 1AP.
| {{Module_art| CardTexture_AngelWagon.png | Mirage Mystery }} || Mirage Mystery || ??–?? || Saves a train unit from lethal damage once per fight.
|-
|-
| Card Syringe || {{Module art|ModuleTexture_CardSyringe.png|Card Syringe}} || Draw an extra card at the beginning of a fight.
| {{Module_art| CardTexture_CowCatcher.png | Kinetic Transfer }} || Kinetic Transfer || 211–315 || Units destroyed by train ram decrease movement cost by 1AP.
|-
|-
| Fortress || {{Module art|CardTexture_Fortress.png|Fortress}} || Give 1 shield to every train unit, if a "Protector" carriage is on the train at the beginning of the fight.
| {{Module_art| CardTexture_Piston.png | Piston Overdrive }} || Piston Overdrive || ??–217 || Reduce movement cost by 1AP every 4th train move in fight.
|-
|-
| Intel || {{Module art|CardTexture_Intel.png|Intel}} || Every time you gain driver gauge points gain 1 more.
| {{Module_art| CardTexture_SilverTongue.png | Silver Tongue }} || Silver Tongue || 218–355 || Gain a 30% discount in Chop Shops.
|-
|-
| Fight Back || {{Module art|CardTexture_FistFight.png|Fight Back}} || When a carriage is destroyed, destroy the unit that dealt the final blow.
| {{Module_art| CardTexture_FistFight.png | Fight Back }} || Fight Back || 140–?? || When a carriage is destroyed, destroy the unit that dealt the final blow.
|-
|-
| Vents || {{Module art|CardTexture_Vents.png|Vents}} || Gain 1AP for every 10th unit intent.
| {{Module_art| CardTexture_Vents.png | Vents }} || Vents || ??–?? || Gain 1AP for every 10th unit intent.
|-
|-
| Silver Tongue || {{Module art|CardTexture_SilverTongue.png|Silver Tongue}} || Gain a 30% discount in Chop Shops.
| {{Module_art| ModuleTexture_Boiler.png | Power Boiler }} || Power Boiler || 158–?? || Gain 1AP every 3 turns.
|}
|}

Latest revision as of 11:03, 5 August 2026

List of modules

Driver innate modules

Icon Name Text Driver
Ice Pillar Module
Ice Pillar Spawn an Ice Pillar environmental hazard at the start of every fight. Monica
Panoptic Eye Module
Card Clock At the start of each fight, add a Brittle Alternative Timeline to player hand. Pan
Call From Beyond Spawn a friendly specter into the fight after every 5 exhausted cards. Ghost
Friendly Face The first reroll of each reward is free. Whiskey

Base tier modules

Icon Name Scrap Scrap
cost
Text
Energy Siphon Module
Energy Siphon ??–?? Gain 1AP for every third enemy destroyed.
Second Wind Module
Second Wind ??–250 Gain 2AP if the locomotive has 1HP at the beginning of player turn.
Piggy Bank Module
Piggy Bank ??–224 Gain 20% scrap reward bonus.
Protected Boiler Module
Protected Boiler 154–220 Give 1 shield to the locomotive every 3 turns, if not already shielded.
Fortress Module
Fortress ??–237 Give 1 shield to each carriage that adds a blue card into your deck for the first turn of a fight.
Card Syringe Module
Card Syringe 131–197 Draw an extra card at the beginning of a fight.
Mirage Mystery Module
Mirage Mystery ??–?? Saves a train unit from lethal damage once per fight.
Kinetic Transfer Module
Kinetic Transfer 211–315 Units destroyed by train ram decrease movement cost by 1AP.
Piston Overdrive Module
Piston Overdrive ??–217 Reduce movement cost by 1AP every 4th train move in fight.
Silver Tongue Module
Silver Tongue 218–355 Gain a 30% discount in Chop Shops.
Fight Back Module
Fight Back 140–?? When a carriage is destroyed, destroy the unit that dealt the final blow.
Vents Module
Vents ??–?? Gain 1AP for every 10th unit intent.
Power Boiler Module
Power Boiler 158–?? Gain 1AP every 3 turns.