Carriages

Overview
Together, Carriages and the Locomotive make up the train. Carriages automatically add several Cards to the deck that are specific to the abilities of that carriage. Upgrading the carriage allows selecting more cards to add to the deck, and completing a run and Progressing by ranking up a carriage unlocks additional cards—again, specific to the abilities of that carriage.
For example, at the very beginning of the game, before the first run, the train comes with the Artillery carriage. This automatically adds three Artillery Attack cards to the deck. The carriage also comes with three unlocked cards that can be added to the deck when upgrading the carriage during a run, Blow Out, Reload, and Carpet Shot. Finally, finishing a run and ranking up Artillery allows one choice from among the remaining hidden cards to be unlocked and then available to find during upgrades on subsequent runs.
The order of carriages matters significantly during fights.
Some cards directly affect "adjacent" carriages, and the impact range and pushing bandits will consistently affect certain carriages around the carriage with the ability in use. For example, in the train order in the screenshots below, the Artillery can push bandits to the left to go directly behind the train or to the right into the Protector carriage, potentially damaging it.
Attaching carriages to the train

After ANOTHER DAY IN THE FOG, the initial train loadout can be configured, including the Driver, Locomotive, Carriages, and more. The train's loadout can have two carriages behind the locomotive. For example, at the beginning of the game, the train will have the Protector and Artillery carriages.

Once more carriages are unlocked, additional carriages can be purchased with
Scrap from the Central Station during the run. At any safe zone, not just the Central Station, the order of carriages may be swapped.
The moment a carriage is added to the train, the default cards are added into the deck. Similarly, if the carriage is removed or sold, all cards associated with that carriage are immediately removed from the deck.
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Protector carriage is in the middle, behind the locomotive
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Artillery carriage is third
Repairing and upgrading carriages
During the run, most safe zones allows repairing train units. Repairing any damaged train unit costs 30
Scrap and restores one health point.
Central Stations allow upgrading train units. Upgrading costs 100
Scrap.
Each upgrade rewards a choice of one of three options. If the carriages has been upgraded enough times and all unlocked cards have been added to the deck, then the option instead of a deck card is to receive Spikes, the permanent currency (not Scrap). Therefore, the options are:
- one unlocked card belonging to the carriage being upgraded
- a second unlocked card, if available
- an instant bonus that is applied immediately:
- Max Health bonus that increases the current and maximum health of the carriage by one (that is, it does not then require repairing)
- Partial Refund that returns 20
Scrap just spent on the upgrade - Driver Gauge Bonus that gives boosts to the number of points added to the Driver Gauge
- Driver Card Bonus that draws two special cards instead of one the next time the Driver Gauge is activated
- Spikes, if no unlocked cards remain
Carriage panel example
Below is a screenshot of a Chop Shop's options for an Artillery carriage. The leftmost green boxes are the current health of the carriage, in this case it has a max health of 2HP and does not need any repairs.
In this example, two out of a total of seven cards, 1/7, belonging to the Artillery carriage are in the deck. So it would take six more upgrades or Chop Shop purchases to obtain the remaining six cards to have all of the Artillery cards in the deck, assuming an Artillery card was selected every time. Note that this is the number of unique cards, not the total number of cards. (The first unique card for this carriage is Artillery Shot, which comes in a stack of 3, so this 1/7 cannot mean the total number of cards.)
The carriage has not yet been upgraded, 0X. If the next upgrade added a new card to the deck, for example, Carpet Shot or Blow Out,. then this would bring the upgrade to 1X and increase the unique card number from 1/7 to 2/7.
The rest of the panel shows the following three buttons:
- Show the cards in the deck associated with the Artillery carriage
- Repair the carriage for 30
Scrap (disabled because the carriage is at full health already) - Sell the carriage for 100
Scrap (disabled because the train is at a Chop Shop, not the Central Station)
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Artillery Carriage in a Chop Shop, showing buttons for seeing the related cards in the deck and repairing and selling the carriage
List of carriages
| Icon | Name | Max rank | Base health | Cargo space | Initially unlocked cards | Requriement to unlock | Text |
|---|---|---|---|---|---|---|---|
| Artillery | 2 | 2 | 2 | Artillery Attack Blow Out Reload Carpet Shot |
— | A powerful mounted cannon whose shockwaves are strong enough to push enemies away. | |
| Protector | 3 | 3 | 3 | Shield Shield Revenge Emergency Shield Shield Siphon |
— | An underdog blue car put together to keep the train safe, it can take adjacent carriages under its metal wings. | |
| Minigun | 3 | 2 | 2 | Minigun Precision Shot Suppressive Fire Ammo Scavenger |
25 Spikes | A rapid-fire rotary gun, whose hail of bullets destabilizes enemies. | |
| Harpoon | 5 | 2 | 1 | Harpoon Bolas Chainspike Grappling Hook |
100 Spikes | A product of post-apocalyptic scrappiness, there are very few things that can escape the harpoon's reach. | |
| Leeter | 4 | 2 | 3 | Take Over Brake Lock Target Hack Power Load |
Destroy 50 enemy units through environmental hazards. | Outfitted with cutting-edge electronics, there is no firewall this carriage can't breach. | |
| Passenger | 5 | 2 | 4 | ?? | Unlock all Shop Cards. | Transporting people from all walks of life, these passengers are eager to lend their helping hands or sharp tongues. | |
| Crane | 4 | 3 | 2 | Reposition Crane Help Iron Strike Blue Iron |
Push 75 enemy units into canyon or water. | An old and reliable construction crane that utilizes collected iron. What it lacks in firepower, it makes up in utility. | |
| Sword | 4 | 3 | 1 | Slice Riposte Anchor Challenger |
Destroy 1500 enemy units. | A surprisingly sharp heaving hunk of metal, the force of this blade is enough to shove enemies aside. | |
| Tesla Coil | 5 | 2 | 1 | Charge Portable Dynamo Ball Lightning Charged Bolt |
Destroy 200 enemy units by skid damage. | Crackling with tremendous amounts of energy, the lightning emitted by this carriage is capable of jumping to any conductive unit. | |
| Experiment 52 | 4 | 2 | 3 | ?? | 1000 Spikes | A secret project of the old world. Extremely versatile, advanced and difficult. |


