Equipment modules: Difference between revisions
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Equipment modules can be added to [[modular armor]], [[power armor]] and [[power armor MK2]] and give the player various bonuses. | Equipment modules can be added to [[modular armor]], [[power armor]] and [[power armor MK2]] and give the player various bonuses. | ||
The only | The only vehicle that can make use of equipment modules is 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. |
Revision as of 23:45, 25 September 2020
Equipment modules can be added to modular armor, power armor and power armor MK2 and give the player various bonuses.
The only vehicle that can make use of equipment modules is 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. Modules will be lost if the armor's durability reaches 0 and is destroyed.
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: