How carriages shape a run
Train length changes the space you occupy and the parts you must protect. Carriage order affects firing arcs, exposure, and collision possibilities. Upgrades can unlock more cards, while a destroyed or removed carriage can take its related options out of the deck.

Documented carriage roster
| Carriage | Verified role or status | Unlock note |
|---|---|---|
| Artillery | Displacement and ranged pressure; shown with push-focused attacks. | Documented starter carriage |
| Protector | Defensive support for keeping the train intact. | Documented starter carriage |
| Minigun | Direct, repeated firepower. | 25 Spikes in the current wiki |
| Harpoon | Positional control built around pulling or moving targets. | 100 Spikes in the current wiki |
| Leeter · Passenger · Crane · Sword · Tesla Coil · Experiment 52 | Listed in the official wiki; detailed launch data is still being completed. | Verify in-game before publishing a full unlock table |
The official community wiki still contains unfinished fields. Fogline labels that gap instead of inventing stats, card counts, or unlock requirements.
Positioning questions before departure
- Which carriage must survive for the deck to function?
- Does a weapon need distance or a clear firing arc?
- Can a defensive carriage cover the component most likely to be focused?
- Does the train have a way to move enemies as well as damage them?
- Will adding length make tight battlefields harder to navigate?
Repairs and upgrades
The official wiki currently documents safe-area repairs at 30 Scrap per HP and central-station upgrades at 100 Scrap. Recheck after patches. A repair protects the current deck engine; an upgrade trades current resources for stronger future options.