Breacher Charge
What it is
A unique artifact that weaponises loot crates. Breaking a crate releases a damaging shockwave centred on the crate’s position. The pulse hits everything in a radius, with a strong close-range damage zone and a weaker far-range falloff zone. Higher tiers grow the radius, raise both damage zones, can fire a second or third pulse, and at the top two tiers add a pull effect that drags enemies toward the blast.
Identity
| Field | Value |
|---|---|
| Display name | Breacher Charge |
| Category | Unique |
| Icon | 💣 |
| Primary color | ffcc00 |
| Secondary color | cc8800 |
| Bright/highlight color | ffee66 |
| Damage tag | Bomb |
Per-tier values
Tiers are indexed by rarity. The four authored tiers cover uncommon through legendary; the runtime prepends a fifth “common” tier that reuses the uncommon row’s values and only adds a smaller flat passive bonus.
Damage is expressed as a percentage of the ship’s weapon damage. Close-range damage applies within the inner blast zone; far-range damage applies in the outer falloff zone. Radius is the full pulse extent in world units.
| Rarity | Close-range damage (% of weapon damage) | Far-range damage (% of weapon damage) | Pulse radius (units) | Extra pulses | Vortex pull strength |
|---|---|---|---|---|---|
| Common | 250% | 70% | 550 | None | None |
| Uncommon | 250% | 70% | 550 | None | None |
| Rare | 350% | 90% | 700 | One additional pulse | None |
| Epic | 450% | 110% | 850 | One additional pulse | 80 |
| Legendary | 600% | 180% | 1050 | Two additional pulses | 120 |
Effect
Trigger: the crate_break signal, fired whenever a loot crate is destroyed.
When the signal fires, the artifact runs the following actions in order:
| Action | Effect |
|---|---|
| Crate-buster pulse | Spawns a damaging shockwave at the crate’s location. Inner zone applies the close-range damage percent; outer falloff zone applies the far-range damage percent. At rare and above, an additional pulse is queued; at legendary, two additional pulses are queued. At epic and above, a vortex effect pulls nearby enemies toward the blast at the tiered strength. |
| Artifact flash | Flashes the artifact’s HUD icon to signal the proc. |
| Banner | Shows the artifact’s banner the first time it procs in a run. |
The pulse anchors to where the crate was, not to the ship — the player can position a crate break so the explosion lands on a dense cluster.
Stacking rules
| Rule | Behavior |
|---|---|
| Trigger gating | One proc per crate_break signal. The signal fires once per destroyed crate, so the rate is bounded by how often crates spawn and break in the run. |
| Multi-pulse stacking | At rare and above, the artifact emits more than one pulse from the same trigger. Extra pulses share the same damage and radius values as the first pulse. |
| Vortex stacking | Vortex pull is a per-proc effect tied to the pulse, not a persistent modifier — each new pulse spawns its own pull. |
| Tier scaling | All five fields (close damage, far damage, radius, extra pulses, vortex pull) advance independently per tier rather than being grouped into a single multiplier. |
Summary: Breacher Charge is a unique bomb-tagged artifact that turns destroyed loot crates into damaging shockwaves. Close-range damage scales 250% → 600% and far-range damage scales 70% → 180% of weapon damage; radius grows 550 → 1050 units across common/uncommon → legendary. Rare and epic add one extra pulse, legendary adds two. Epic and legendary also add a vortex pull (80 → 120) that drags enemies into the blast. Common reuses uncommon’s values per the shared-tier convention.
EXTRACT-CANDIDATE flags:
- The “5th common tier reuses uncommon values and differentiates via flat passive bonus” rule is shared across all artifacts and belongs on the
artifactsroll-up page, not duplicated per entity. - The
FLAT_BONUS_PCT_BY_TIERtable (10 → 50 across common → legendary) referenced in_types.tsis engine-wide and should live on theartifactsoverview / authoring guide. - The
crate_breaksignal definition (when it fires, what payload it carries, where it is emitted) is a cross-system concept shared by props/loot and combat; the canonical reference belongs on thepropspage or a signals/events page, not duplicated per artifact that listens to it. - The
flash_artifactaction and HUD-banner-on-first-proc behavior are shared primitives across many artifacts — canonical reference belongs on the artifact authoring guide. - The bomb damage tag and its damage-type pill display rule are shared with other bomb-tagged artifacts — canonical reference belongs on the artifact authoring guide or the combat/damage-types page.
- The custom-handler indirection (
type: 'custom'with a handler name and$-prefixed value tokens) is an engine pattern shared by many artifacts that wrap bespoke runtime logic — canonical reference belongs on the effect-engine / authoring-guide page. - Color-palette schema (primary / secondary / bright) is shared across all artifacts and belongs on the roll-up, with per-entity pages only listing the values.