Power armor MK2: Difference between revisions
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* [[Modular armor]] | * [[Modular armor]] | ||
* [[Power armor]] | * [[Power armor]] | ||
* {{SA}}[[ | * {{SA}}[[Mech armor]] | ||
* [[Resistances]] | * [[Resistances]] | ||
{{CombatNav}} | {{CombatNav}} | ||
{{C|Armor}} | {{C|Armor}} |
Latest revision as of 04:18, 17 November 2024
Power armor MK2 |
Recipe |
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+ + + + + → | |||||||||||||
Total raw |
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+ + + + + + | |||||||||||||
Resistances |
Acid: 0/70% |
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Inventory size bonus |
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Equipment grid size |
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Stack size |
1 |
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Durability |
Infinite |
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Prototype type |
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Internal name |
power-armor-mk2 |
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Accepted equipment |
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Required technologies |
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Produced by |
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Consumed by |
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Power armor MK2 is the strongest power armor in the base game and the second strongest armor in Space Age, surpassed only by mech armor. It has increased resistances over basic power armor and a 10×10 equipment grid, making it larger than the grid of the spidertron. Access the equipment grid by right-clicking on the armor.
Equipping the armor adds 30 slots to the player's inventory (in normal quality). As with all modular armor, taking off the armor will remove the inventory bonus, and any items in the extra inventory slots will prevent the player from unequipping the armor.
Gallery
History
- 2.0.7:
- Excess inventory now prevents removing the armor rather than spilling items onto the ground.
- 0.17.0:
- Recipe changed from 5× level 3 to 25× level 2 modules (to avoid requiring Production science pack) and added electric engine units.
- 0.13.0:
- Inventory size bonus of 30.
- Can be swapped with other power armors.
- 0.12.0:
- Power armors now generate and consume 100 times more power.
- 0.11.12:
- Changed recipe of power armor
- 0.7.0:
- Introduced