Equipment modules: Difference between revisions
Calibretto (talk | contribs) (added reference to spidertron and belt immunity equipment) |
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{{Disambiguation}} | {{Disambiguation}} | ||
Equipment modules can be added to [[modular armor]], [[power armor]] | Equipment modules can be added to [[modular armor]], [[power armor]], [[power armor MK2]] and [[mech armor]]{{SA}} and give the player various bonuses. | ||
The only | The only vehicles that can make use of equipment modules are the [[tank]] and the [[spidertron]]. | ||
Bonuses given by equipment modules stack and can be combined with each other to suit the wearer's personal preferences. | Bonuses given by equipment modules stack and can be combined with each other to suit the wearer's personal preferences. | ||
Modules take up a certain amount of space in armor and some consume energy. | Modules take up a certain amount of space in armor and some consume energy. | ||
Modules will remain in the armor even if it is removed, stored or dropped on the ground. Modules will only function when the armor is equipped and will not recharge or deplete otherwise | Modules will remain in the armor even if it is removed, stored or dropped on the ground. Modules will only function when the armor is equipped and will not recharge or deplete otherwise. | ||
Equipment modules can be used by placing them in the grid that opens by right clicking the armor. | Equipment modules can be used by placing them in the grid that opens by right clicking the armor. | ||
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The following modules are available: | The following modules are available: | ||
{|class="wikitable" style="text-align: left;" | |||
! Item !! Equipment slots taken | |||
|- | |||
| {{imagelink|Belt immunity equipment}} || 1x1 | |||
|- | |||
| {{imagelink|Portable solar panel}} || 1x1 | |||
|- | |||
| {{imagelink|Discharge defense}} || 2X2 | |||
|- | |||
| {{imagelink|Energy shield}} || 2x2 | |||
|- | |||
| {{imagelink|Energy shield MK2}} || 2x2 | |||
|- | |||
| {{imagelink|Nightvision}} || 2x2 | |||
|- | |||
| {{imagelink|Personal battery}} || 2x2 | |||
|- | |||
| {{imagelink|Personal battery MK2}} || 2x2 | |||
|- | |||
| {{imagelink|Personal battery MK3|space-age=yes}} || 2x2 | |||
|- | |||
| {{imagelink|Personal laser defense}} || 2x2 | |||
|- | |||
| {{imagelink|Personal roboport}} || 2x2 | |||
|- | |||
| {{imagelink|Personal roboport MK2}} || 2x2 | |||
|- | |||
| {{imagelink|Exoskeleton}} || 2x3 | |||
|- | |||
| {{imagelink|Toolbelt equipment|space-age=yes}} || 3x1 | |||
|- | |||
| {{imagelink|Portable fission reactor}} || 4x4 | |||
|- | |||
| {{imagelink|Portable fusion reactor|space-age=yes}} || 4x4 | |||
|} |
Latest revision as of 10:01, 9 December 2024
Equipment modules can be added to modular armor, power armor, power armor MK2 and mech armor and give the player various bonuses.
The only vehicles that can make use of equipment modules are the tank and the spidertron.
Bonuses given by equipment modules stack and can be combined with each other to suit the wearer's personal preferences. Modules take up a certain amount of space in armor and some consume energy.
Modules will remain in the armor even if it is removed, stored or dropped on the ground. Modules will only function when the armor is equipped and will not recharge or deplete otherwise.
Equipment modules can be used by placing them in the grid that opens by right clicking the armor.
All modules have their own technology that must be researched before they can be crafted. The following modules are available:
Item | Equipment slots taken |
---|---|
Belt immunity equipment | 1x1 |
Portable solar panel | 1x1 |
Discharge defense | 2X2 |
Energy shield | 2x2 |
Energy shield MK2 | 2x2 |
Nightvision | 2x2 |
Personal battery | 2x2 |
Personal battery MK2 | 2x2 |
Personal battery MK3 | 2x2 |
Personal laser defense | 2x2 |
Personal roboport | 2x2 |
Personal roboport MK2 | 2x2 |
Exoskeleton | 2x3 |
Toolbelt equipment | 3x1 |
Portable fission reactor | 4x4 |
Portable fusion reactor | 4x4 |