Device

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The broadest subcategory of utilities, devices provide a wide range of unique functions.

Lists of Device Parts

Fusion Compressors

Rating Name Size Mass Integrity Coverage Energy Heat Effect
5 Fusion Compressor 1 5 80 50 0 10 Converts matter to energy at a ratio of 1:20 every turn. <parallel_ok>
7* Imp. Fusion Compressor 1 5 100 50 0 15 Converts matter to energy at a ratio of 1:40 every turn. <parallel_ok>

Power Amplifiers

Rating Name Size Mass Integrity Coverage Energy Heat Effect
5 Power Amplifier 1 1 24 20 0 0 Increases generation of power sources by 20%. <stacks>
6* Adv. Power Amplifier 1 3 31 20 0 0 Increases generation of power sources by 30%. <stacks>
8* Exp. Power Amplifier 1 5 80 20 0 0 Increases generation of power sources by 40%. <stacks>

Thermal Converters

Rating Name Size Mass Integrity Coverage Energy Heat Effect
3 Thermal Converter 1 1 25 30 0 0 Produce energy equivalent to 30% of all thermal damage sustained. <stacks>
5 Imp. Thermal Converter 1 1 40 30 0 0 Produce energy equivalent to 60% of all thermal damage sustained. <stacks>
7* Exp. Thermal Converter 1 1 60 50 0 0 Produce energy equivalent to 90% of all thermal damage sustained. <stacks>

Thermal Generators

Rating Name Size Mass Integrity Coverage Energy Heat Effect
3 Thermal Generator 1 7 25 50 0 0 Generates energy from surplus heat at a ratio of 10:1 every turn. <parallel_ok>
5 Imp. Thermal Generator 1 9 40 50 0 0 Generates energy from surplus heat at a ratio of 8:1 every turn. <parallel_ok>
7 Adv. Thermal Generator 1 11 40 50 0 0 Generates energy from surplus heat at a ratio of 6:1 every turn. <parallel_ok>
8* Exp. Thermal Generator 1 12 60 50 0 0 Generates energy from surplus heat at a ratio of 3:1 every turn. <parallel_ok>

Heat Shielding

Rating Name Size Mass Integrity Coverage Energy Heat Effect
2 Heat Shielding 1 1 10 30 0 0 Prevent 75% of heat caused by thermal damage. <stacks>
4 Imp. Heat Shielding 1 1 20 30 0 0 Prevent 100% of heat caused by thermal damage. <stacks>

Cryofiber Webs

Rating Name Size Mass Integrity Coverage Energy Heat Effect
3 Cryofiber Web 1 1 30 8 2 0 Lowers base temperature to -100. Also protects power sources from forced shutdown while overheating, and has a 25% chance to prevent other types of overheating side effects. <no_stack>
5 Imp. Cryofiber Web 1 1 32 8 4 0 Lowers base temperature to -150. Also protects power sources from forced shutdown while overheating, and has a 30% chance to prevent other types of overheating side effects. <no_stack>
7 Adv. Cryofiber Web 1 1 34 8 6 0 Lowers base temperature to -200. Also protects power sources from forced shutdown while overheating, and has a 35% chance to prevent other types of overheating side effects. <no_stack>

Heat Sinks

Rating Name Size Mass Integrity Coverage Energy Heat Effect
1 Heat Sink 1 1 30 20 1 0 Dissipates 10 heat per turn. <stacks>
3 Imp. Heat Sink 1 1 40 20 1 0 Dissipates 14 heat per turn. <stacks>
5 Adv. Heat Sink 1 1 50 20 1 0 Dissipates 19 heat per turn. <stacks>
6* Exp. Heat Sink 1 80 20 1 0 Dissipates 26 heat per turn. <stacks>

Cooling Systems

Rating Name Size Mass Integrity Coverage Energy Heat Effect
2 Cooling System 1 2 50 30 3 0 Dissipates 22 heat per turn. <stacks>
4 Imp. Cooling System 1 2 70 30 3 0 Dissipates 27 heat per turn. <stacks>
6 Adv. Cooling System 1 2 90 30 3 0 Dissipates 31 heat per turn. <stacks>
7* Exp. Cooling System 1 1 150 50 3 0 Dissipates 38 heat per turn. <stacks>
8* Coolant Network 2 2 300 100 4 0 Dissipates 90 heat per turn. <stacks>
8* Asb. Nanovents 1 1 5 6 0 0 Dissipates 15 heat per turn. <stacks>

Coolant Injectors

Rating Name Size Mass Integrity Coverage Energy Heat Effect
2 Disposable Heat Sink 1 1 50 10 0 0 Dissipates 50 heat per turn, losing 1 integrity in the process, but is applied after all standard heat dissipation, and only when heat levels rise above 200. <stacks>
4 Coolant Injector 1 1 75 10 0 0 Dissipates 65 heat per turn, losing 1 integrity in the process, but is applied after all standard heat dissipation, and only when heat levels rise above 200. <stacks>
6 Imp. Coolant Injector 1 1 100 10 0 0 Dissipates 80 heat per turn, losing 1 integrity in the process, but is applied after all standard heat dissipation, and only when heat levels rise above 200. <stacks>
7 Adv. Coolant Injector 1 1 125 10 0 0 Dissipates 100 heat per turn, losing 1 integrity in the process, but is applied after all standard heat dissipation, and only when heat levels rise above 200. <stacks>
8* Exp. Coolant Injector 1 150 10 0 0 Dissipates 120 heat per turn, losing 1 integrity in the process, but is applied after all standard heat dissipation, and only when heat levels rise above 200. <stacks>

Weight Redistribution Systems

Rating Name Size Mass Integrity Coverage Energy Heat Effect
2 Weight Redist. System 1 22 8 4 0 Increases mass support by 6. <stacks>
3 Adv. Weight Redist. System 1 24 8 6 0 Increases mass support by 9. <stacks>
5* Gravity Neutralizing Apparatus 1 29 8 8 0 Increases mass support by 12. <stacks>
7* Inertial Stasis Machine 1 35 8 10 0 Increases mass support by 16. <stacks>
8* Quantum Shading Machine 1 36 8 12 0 Increases mass support by 20. <stacks>
8* Asb. Suspension Frame 1 55 8 2 0 Increases mass support by 10. <stacks>
9* Dimensional Manipulator 1 38 8 15 0 Increases mass support by 25. <stacks>

Sensor Arrays

Rating Name Size Mass Integrity Coverage Energy Heat Effect
2 Imp. Sensor Array 1 1 22 15 2 0 Enables robot scanning up to a distance of 12, once per turn.
3 Adv. Sensor Array 1 1 24 15 3 0 Enables robot scanning up to a distance of 16, once per turn.
4 Lrn. Sensor Array 1 2 27 15 4 0 Enables robot scanning up to a distance of 20, once per turn.
4 Mak. Sensor Array 1 5 25 15 3 0 Enables robot scanning up to a distance of 22, once per turn.
5* Exp. Sensor Array 1 1 29 15 2 0 Enables robot scanning up to a distance of 30, once per turn.

Terrain Scanners

Rating Name Size Mass Integrity Coverage Energy Heat Effect
1 Terrain Scanner 1 1 20 15 1 0 Enables terrain scanning up to a distance of 12, once per turn.
2 Imp. Terrain Scanner 1 1 22 15 2 0 Enables terrain scanning up to a distance of 16, once per turn.
3 Adv. Terrain Scanner 1 1 24 15 3 0 Enables terrain scanning up to a distance of 18, once per turn.
4 Mak. Terrain Scanner 1 1 25 15 1 0 Enables terrain scanning up to a distance of 14, once per turn.
4 Lrn. Terrain Scanner 1 2 27 15 4 0 Enables terrain scanning up to a distance of 24, once per turn.
5* Exp. Terrain Scanner 1 1 29 15 2 0 Enables terrain scanning up to a distance of 30, once per turn.
5 Surveybot 24 Scanner 1 5 5 30 10 0 Enables terrain scanning up to a distance of 24, once per turn.

Recoil Stabilizers

Rating Name Size Mass Integrity Coverage Energy Heat Effect
3 Recoil Stabilizer 1 1 25 30 1 0 Reduces recoil from each weapon in a volley by 2. <stacks>
6 Recoil Nullifier 1 1 40 30 1 0 Reduces recoil from each weapon in a volley by 6. <stacks>

Matter Filters

Rating Name Size Mass Integrity Coverage Energy Heat Effect
4 Matter Filter 1 3 40 50 5 3 Reduces matter cost of firing any weapon by 30%. <no_stack>
6* Prc. Matter Filter 1 5 60 50 10 3 Reduces matter cost of firing any weapon by 50%. <no_stack>

Energy Filters

Rating Name Size Mass Integrity Coverage Energy Heat Effect
4 Energy Filter 1 3 40 50 0 6 Reduces energy cost of firing any weapon by 30%. <no_stack>
6* Prc. Energy Filter 1 5 60 50 0 10 Reduces energy cost of firing any weapon by 50%. <no_stack>

Particle Chargers

Rating Name Size Mass Integrity Coverage Energy Heat Effect
3 Particle Charger 1 3 25 50 5 2 Increases energy gun/cannon damage by 15%. <no_stack>
5 Imp. Particle Charger 1 4 35 50 7 4 Increases energy gun/cannon damage by 20%. <no_stack>
7 Adv. Particle Charger 1 5 45 50 9 6 Increases energy gun/cannon damage by 25%. <no_stack>
7* Particle Accelerator 1 3 50 50 10 2 Increases energy gun/cannon damage by 30%. <no_stack>
8* Imp. Particle Accelerator 1 4 60 50 15 2 Increases energy gun/cannon damage by 40%. <no_stack>
9* Adv. Particle Accelerator 1 5 70 50 20 2 Increases energy gun/cannon damage by 50%. <no_stack>

Weapon Cyclers

Rating Name Size Mass Integrity Coverage Energy Heat Effect
4 Weapon Cycler 1 1 40 10 1 0 Reduces collective firing time of all guns, cannons, and launchers by 15%. Incompatible with Quantum Capacitor and autonomous weapons. <stacks, capped at 30%>
6 Imp. Weapon Cycler 1 1 40 10 1 0 Reduces collective firing time of all guns, cannons, and launchers by 20%. Incompatible with Quantum Capacitor and autonomous weapons. <stacks, capped at 30%>
8 Adv. Weapon Cycler 1 1 50 10 1 0 Reduces collective firing time of all guns, cannons, and launchers by 25%. Incompatible with Quantum Capacitor and autonomous weapons. <stacks, capped at 30%>
9* Exp. Weapon Cycler 1 1 60 8 0 0 Reduces collective firing time of all guns, cannons, and launchers by 30%. Incompatible with Quantum Capacitor and autonomous weapons. <stacks, capped at 30%>
5 Launcher Loader 2 12 100 50 10 0 Reduces firing time for any launcher by 50%, if fired alone. Incompatible with Weapon Cyclers and autonomous or overloaded weapons. <no_stack>
7 Quantum Capacitor 1 5 40 10 5 2 Reduces firing time for energy-based projectile weapons by 50%, if only firing one weapon at a time. Incompatible with overloaded weapons. <no_stack>

Microactuators

Rating Name Size Mass Integrity Coverage Energy Heat Effect
4 Microactuators 1 2 40 15 2 0 Reduces melee attack time by 20%. <stacks, capped at 50%>
7 Nanoactuators 1 1 40 12 3 0 Reduces melee attack time by 30%. <stacks, capped at 50%>
9* Femtoactuators 1 1 40 8 1 0 Reduces melee attack time by 50%. <stacks, capped at 50%>

Actuator Arrays

Rating Name Size Mass Integrity Coverage Energy Heat Effect
3 Actuator Array 1 5 100 25 4 0 Increases per-weapon chance of follow-up melee attacks by 10%. <no_stack>
5 Imp. Actuator Array 1 6 120 25 5 0 Increases per-weapon chance of follow-up melee attacks by 12%. <no_stack>
7 Adv. Actuator Array 1 7 140 25 6 0 Increases per-weapon chance of follow-up melee attacks by 16%. <no_stack>
9* Exp. Actuator Array 1 5 160 25 3 0 Increases per-weapon chance of follow-up melee attacks by 20%. <no_stack>

Force Boosters

Rating Name Size Mass Integrity Coverage Energy Heat Effect
4 Force Booster 1 2 80 12 10 20 Increases effective momentum by 3 for melee attacks and ramming. <stacks>
7 Imp. Force Booster 1 2 90 16 12 30 Increases effective momentum by 4 for melee attacks and ramming. <stacks>
9 Adv. Force Booster 1 2 100 20 14 35 Increases effective momentum by 5 for melee attacks and ramming. <stacks>

Overload Amplifiers

Rating Name Size Mass Integrity Coverage Energy Heat Effect
6 Overload Amplifier 1 2 25 50 3 4 Increases overloaded energy weapon damage by 50%. <no_stack>
8 Imp. Overload Amplifier 1 3 35 50 5 5 Increases overloaded energy weapon damage by 75%. <no_stack>
9* Adv. Overload Amplifier 1 3 40 50 5 6 Increases overloaded energy weapon damage by 100%. <no_stack>

Overload Regulators

Rating Name Size Mass Integrity Coverage Energy Heat Effect
6 Overload Regulator 1 1 25 50 3 0 Decreases overloaded energy weapon heat by 40%. <no_stack>
8 Imp. Overload Regulator 1 2 35 50 5 0 Decreases overloaded energy weapon heat by 60%. <no_stack>
9* Adv. Overload Regulator 1 2 40 50 5 0 Decreases overloaded energy weapon heat by 80%. <no_stack>

Stasis Cancellers

Rating Name Size Mass Integrity Coverage Energy Heat Effect
8 Stasis Canceller 1 4 30 50 6 0 Reduces strength of stasis beams targeting self by 1, and for fliers/hoverers ignores the beam's negation of the 10%/5% dodge bonus. Also attempts to escape a stasis trap are 2x as effective (fliers/hoverers also ignore the dodge reduction in stasis traps). <stacks>
9 Imp. Stasis Canceller 1 5 40 50 8 0 Reduces strength of stasis beams targeting self by 2, and for fliers/hoverers ignores the beam's negation of the 10%/5% dodge bonus. Also attempts to escape a stasis trap are 3x as effective (fliers/hoverers also ignore the dodge reduction in stasis traps). <stacks>

Transmission Jammers

Rating Name Size Mass Integrity Coverage Energy Heat Effect
3 Transmission Jammer 1 1 20 8 3 0 Blocks local transmissions from visible hostiles within a range of 8, making it impossible for them to share information about your current position. Also prevents calls for reinforcements, and suppresses alarm traps.
4 Mak. Transmission Jammer 1 5 25 8 4 0 Blocks local transmissions from visible hostiles within a range of 14, making it impossible for them to share information about your current position. Also prevents calls for reinforcements, and suppresses alarm traps.
5 Imp. Transmission Jammer 1 1 25 8 6 0 Blocks local transmissions from visible hostiles within a range of 12, making it impossible for them to share information about your current position. Also prevents calls for reinforcements, and suppresses alarm traps.
7 Adv. Transmission Jammer 1 1 30 8 9 0 Blocks local transmissions from visible hostiles within a range of 16, making it impossible for them to share information about your current position. Also prevents calls for reinforcements, and suppresses alarm traps.
8* Exp. Transmission Jammer 1 1 35 8 8 0 Blocks local transmissions from visible hostiles within a range of 22, making it impossible for them to share information about your current position. Also prevents calls for reinforcements, and suppresses alarm traps.

ECM Suites

Rating Name Size Mass Integrity Coverage Energy Heat Effect
1 ECM Suite 1 1 20 8 5 0 Increases difficulty of long-distance tracking by hostile robots, causing them to lose your position 2x as quickly outside line of sight. <stacks>
3 Imp. ECM Suite 1 2 25 8 10 0 Increases difficulty of long-distance tracking by hostile robots, causing them to lose your position 3x as quickly outside line of sight. <stacks>
5 Adv. ECM Suite 1 3 30 8 20 0 Increases difficulty of long-distance tracking by hostile robots, causing them to lose your position 4x as quickly outside line of sight. <stacks>
7* Exp. ECM Suite 1 2 35 8 30 0 Increases difficulty of long-distance tracking by hostile robots, causing them to lose your position 6x as quickly outside line of sight. <stacks>

Manuvering Thrusters

Rating Name Size Mass Integrity Coverage Energy Heat Effect
3 Maneuvering Thrusters 1 1 30 60 1 0 Enables responsive movement to avoid direct attacks, 3% to dodge while on legs, or 6% while hovering or flying (no effect on tracked or wheeled movement). Same chance to evade triggered traps, and a +1 to effective momentum for melee attacks and ramming. No effects while overweight. <no_stack>
5 Imp. Maneuvering Thrusters 1 2 40 60 2 0 Enables responsive movement to avoid direct attacks, 5% to dodge while on legs, or 10% while hovering or flying (no effect on tracked or wheeled movement). Same chance to evade triggered traps, and a +1 to effective momentum for melee attacks and ramming. No effects while overweight. <no_stack>
7 Reaction Control System 1 3 50 60 3 0 Enables responsive movement to avoid direct attacks, 6% to dodge while on legs, or 12% while hovering or flying (no effect on tracked or wheeled movement). Same chance to evade triggered traps, and a +1 to effective momentum for melee attacks and ramming. No effects while overweight. <no_stack>
9 Adv. Reaction Control System 1 2 70 60 5 0 Enables responsive movement to avoid direct attacks, 7% to dodge while on legs, or 14% while hovering or flying (no effect on tracked or wheeled movement). Same chance to evade triggered traps, and a +1 to effective momentum for melee attacks and ramming. No effects while overweight. <no_stack>

Phase Shifters

Rating Name Size Mass Integrity Coverage Energy Heat Effect
5 Phase Shifter 1 1 35 80 5 0 Reduces enemy targeting accuracy by 5%. <no_stack>
7 Imp. Phase Shifter 1 2 45 80 10 0 Reduces enemy targeting accuracy by 10%. <no_stack>
9 Adv. Phase Shifter 1 3 50 80 15 0 Reduces enemy targeting accuracy by 20%. <no_stack>
9* Exp. Phase Shifter 1 2 60 80 20 0 Reduces enemy targeting accuracy by 30%. <no_stack>

Cloaking Devices

Rating Name Size Mass Integrity Coverage Energy Heat Effect
5 Cloaking Device 1 1 35 30 5 0 Effective sight range of robots attempting to spot you reduced by 2. Also -8% chance of being noticed by hostiles if passing through their field of view when not their turn. <no_stack>
5 Mak. Cloaking Device 1 1 25 60 8 0 Effective sight range of robots attempting to spot you reduced by 3. Also -12% chance of being noticed by hostiles if passing through their field of view when not their turn. <no_stack>
7 Imp. Cloaking Device 1 1 45 30 10 0 Effective sight range of robots attempting to spot you reduced by 3. Also -12% chance of being noticed by hostiles if passing through their field of view when not their turn. <no_stack>
9 Adv. Cloaking Device 1 1 50 30 15 0 Effective sight range of robots attempting to spot you reduced by 4. Also -16% chance of being noticed by hostiles if passing through their field of view when not their turn. <no_stack>
9* Exp. Cloaking Device 1 1 50 8 15 0 Effective sight range of robots attempting to spot you reduced by 4. Also -16% chance of being noticed by hostiles if passing through their field of view when not their turn. <no_stack>
8* 5H-AD0's Cloak 1 10 100 300 20 0 Effective sight range of robots attempting to spot you reduced by 6. Also -24% chance of being noticed by hostiles if passing through their field of view when not their turn. <no_stack>

Focal Shields

Rating Name Size Mass Integrity Coverage Energy Heat Effect
5 Focal Shield 1 1 29 15 2 0 Enables kinetic damage resistance: 20%. <no_stack>
6 Imp. Focal Shield 1 2 31 15 4 0 Enables kinetic damage resistance: 25%. <no_stack>
7 Adv. Focal Shield 1 3 35 15 6 0 Enables kinetic damage resistance: 30%. <no_stack>
8* Exp. Focal Shield 1 2 36 15 2 0 Enables kinetic damage resistance: 30%. <no_stack>

Thermal Shields

Rating Name Size Mass Integrity Coverage Energy Heat Effect
5 Thermal Shield 1 1 29 15 2 0 Enables thermal damage resistance: 20%. <no_stack>
6 Imp. Thermal Shield 1 2 31 15 4 0 Enables thermal damage resistance: 25%. <no_stack>
7 Adv. Thermal Shield 1 3 35 15 6 0 Enables thermal damage resistance: 30%. <no_stack>
8* Exp. Thermal Shield 1 2 36 15 2 0 Enables thermal damage resistance: 30%. <no_stack>
9* Thermal Barrier 1 1 50 20 10 0 Enables thermal damage resistance: 50%. <no_stack>
9* Beam Splitter 1 2 50 20 20 0 Enables thermal damage resistance: 75%. <no_stack>

Thermal Defense Suites

Rating Name Size Mass Integrity Coverage Energy Heat Effect
5* Thermal Defense Suite 1 4 100 30 10 0 Enables thermal damage resistance: 20%, applying benefit to both self and any allies within a range of 10. <no_stack>
6* Imp. Thermal Defense Suite 1 6 110 30 12 0 Enables thermal damage resistance: 25%, applying benefit to both self and any allies within a range of 10. <no_stack>
7* Adv. Thermal Defense Suite 1 8 120 30 14 0 Enables thermal damage resistance: 30%, applying benefit to both self and any allies within a range of 10. <no_stack>
8* Exp. Thermal Defense Suite 1 5 130 30 10 0 Enables thermal damage resistance: 30%, applying benefit to both self and any allies within a range of 10. <no_stack>

Shock Absorbtion Systems

Rating Name Size Mass Integrity Coverage Energy Heat Effect
4 Shock Absorption System 1 3 27 70 6 0 Enables explosive damage resistance: 25%. <no_stack>
6 Imp. Shock Absorption System 1 5 31 80 8 0 Enables explosive damage resistance: 50%. <no_stack>
9* Exp. Shock Absorption System 1 3 60 90 6 0 Enables explosive damage resistance: 75%. <no_stack>

EM Shields

Rating Name Size Mass Integrity Coverage Energy Heat Effect
5 EM Shield 1 1 27 15 2 0 Enables electromagnetic damage resistance: 25%. <no_stack>
7* EM Disruption Field 1 1 29 15 10 0 Enables electromagnetic damage resistance: 50%. <no_stack>
8* EM Dispersion Field 1 2 31 15 20 0 Enables electromagnetic damage resistance: 75%. <no_stack>

Hardlight Generators

Rating Name Size Mass Integrity Coverage Energy Heat Effect
3 Hardlight Generator 1 5 30 50 10 0 Reduces damage of each incoming kinetic projectile by 3, and each thermal projectile by 2 (only usable if no shields active). <no_stack>
5 Imp. Hardlight Generator 1 8 40 50 12 0 Reduces damage of each incoming kinetic projectile by 4, and each thermal projectile by 3 (only usable if no shields active). <no_stack>
7 Adv. Hardlight Generator 1 10 50 50 15 0 Reduces damage of each incoming kinetic projectile by 6, and each thermal projectile by 4 (only usable if no shields active). <no_stack>
9* Exp. Hardlight Generator 1 10 80 50 20 0 Reduces damage of each incoming kinetic projectile by 8, and each thermal projectile by 5 (only usable if no shields active). <no_stack>

Shield Generators

Rating Name Size Mass Integrity Coverage Energy Heat Effect
2 Shield Generator 1 2 30 50 1 0 Blocks 25% of damage in exchange for energy loss at a 1:6 ratio (no effect if insufficient energy). <no_stack>
4 Imp. Shield Generator 1 4 40 50 2 0 Blocks 25% of damage in exchange for energy loss at a 1:5 ratio (no effect if insufficient energy). <no_stack>
6 Adv. Shield Generator 1 5 50 50 3 0 Blocks 25% of damage in exchange for energy loss at a 1:4 ratio (no effect if insufficient energy). <no_stack>
8* Exp. Shield Generator 1 4 80 50 5 0 Blocks 25% of damage in exchange for energy loss at a 1:2 ratio (no effect if insufficient energy). <no_stack>

Force Fields

Rating Name Size Mass Integrity Coverage Energy Heat Effect
5 Force Field 1 7 50 50 1 0 Blocks 50% of damage in exchange for energy loss at a 1:7 ratio (no effect if insufficient energy). <no_stack>
7 Imp. Force Field 1 12 60 50 5 0 Blocks 50% of damage in exchange for energy loss at a 1:6 ratio (no effect if insufficient energy). <no_stack>
8 Adv. Force Field 1 15 70 50 5 0 Blocks 50% of damage in exchange for energy loss at a 1:5 ratio (no effect if insufficient energy). <no_stack>
9* Exp. Force Field 1 12 90 50 10 0 Blocks 50% of damage in exchange for energy loss at a 1:3 ratio (no effect if insufficient energy). <no_stack>
8* Vortex Field Projector 4 200 480 600 60 40 Blocks 75% of damage in exchange for energy loss at a 1:1 ratio (no effect if insufficient energy). <no_stack>

Remote Shields

Rating Name Size Mass Integrity Coverage Energy Heat Effect
5 Remote Shield 1 5 50 70 5 0 Blocks 25% of damage to self and any allies within a range of 10 in exchange for energy loss at a 1:6 ratio. <no_stack>
7 Imp. Remote Shield 1 8 70 70 7 0 Blocks 25% of damage to self and any allies within a range of 10 in exchange for energy loss at a 1:5 ratio. <no_stack>
8* Adv. Remote Shield 1 10 80 70 10 0 Blocks 25% of damage to self and any allies within a range of 10 in exchange for energy loss at a 1:4 ratio. <no_stack>

Remote Force Fields

Rating Name Size Mass Integrity Coverage Energy Heat Effect
6 Remote Force Field 1 8 70 70 4 0 Blocks 50% of damage to self and any allies within a range of 10 in exchange for energy loss at a 1:8 ratio. <no_stack>
8 Imp. Remote Force Field 1 15 90 70 8 0 Blocks 50% of damage to self and any allies within a range of 10 in exchange for energy loss at a 1:7 ratio. <no_stack>

Energy Mantles

Rating Name Size Mass Integrity Coverage Energy Heat Effect
7* Energy Mantle 1 18 90 70 8 0 Blocks 50% of damage to self and any allies within a range of 10 in exchange for energy loss at a 1:6 ratio. <no_stack>
8* Imp. Energy Mantle 1 15 100 70 10 0 Blocks 50% of damage to self and any allies within a range of 10 in exchange for energy loss at a 1:5 ratio. <no_stack>
9* AEGIS Remote Shield 1 15 120 30 20 0 Blocks 50% of damage to self and any allies within a range of 10 in exchange for energy loss at a 1:2 ratio. <no_stack>

Point Defense Systems

Rating Name Size Mass Integrity Coverage Energy Heat Effect
6 Point Defense System 1 2 60 30 5 0 8.0% chance to shoot down grenades, rockets, or missiles that pass within a range of 3, checked every time the projectile moves. <parallel_ok>
7 Point Defense Array 1 3 70 30 7 0 16.0% chance to shoot down grenades, rockets, or missiles that pass within a range of 3, checked every time the projectile moves. <parallel_ok>
8 Antimissile System 1 4 80 30 9 0 24.0% chance to shoot down grenades, rockets, or missiles that pass within a range of 3, checked every time the projectile moves. <parallel_ok>

Component Analysis Suites

Rating Name Size Mass Integrity Coverage Energy Heat Effect
4 Component Analysis Suite 1 1 10 2 2 0 3% chance to identify a random unidentified prototype in inventory each turn. <parallel_ok>
6 Imp. Component Analysis Suite 1 1 10 2 4 0 4% chance to identify a random unidentified prototype in inventory each turn. <parallel_ok>
8 Adv. Component Analysis Suite 1 1 10 2 5 0 10% chance to identify a random unidentified prototype in inventory each turn. <parallel_ok>

Dynamic Insulation Systems

Rating Name Size Mass Integrity Coverage Energy Heat Effect
4 Dynamic Insulation System 1 2 27 8 2 2 Cuts chance of system corruption from electromagnetic damage by 50%. Also a 20% chance to prevent the effects of a shock or surge trap. <stacks>
6 Imp. Dynamic Insulation System 1 3 31 8 3 3 Cuts chance of system corruption from electromagnetic damage by 67%. Also a 30% chance to prevent the effects of a shock or surge trap. <stacks>
7* Adv. Dynamic Insulation System 1 4 35 8 6 4 Cuts chance of system corruption from electromagnetic damage by 75%. Also a 40% chance to prevent the effects of a shock or surge trap. <stacks>

System Guards

Rating Name Size Mass Integrity Coverage Energy Heat Effect
5 System Guard 1 2 10 30 2 0 Blocks 12% of negative effects caused by corruption. <stacks>
7 Corruption Screen 1 3 15 30 3 0 Blocks 20% of negative effects caused by corruption. <stacks>

System Backup Modules

Rating Name Size Mass Integrity Coverage Energy Heat Effect
4 System Backup Module 1 1 27 15 1 0 0.5% chance to purge 1% of system corruption each turn. <parallel_ok>
5 Imp. System Backup Module 1 2 29 15 3 0 0.7% chance to purge 1% of system corruption each turn. <parallel_ok>
4 Mak. System Restoration Module 1 5 50 20 1 0 0.8% chance to purge 1% of system corruption each turn. <parallel_ok>
6 System Restoration Module 1 3 31 15 5 0 1.0% chance to purge 1% of system corruption each turn. <parallel_ok>
7 Imp. System Restoration Module 1 4 35 15 8 0 1.3% chance to purge 1% of system corruption each turn. <parallel_ok>
8* System Purifier 1 4 36 15 10 0 2.0% chance to purge 1% of system corruption each turn. <parallel_ok>

Tractor Beams

Rating Name Size Mass Integrity Coverage Energy Heat Effect
1 Tractor Beam 1 1 25 60 0 0 Automatically collects matter within a range of 4.
2 Hpw. Tractor Beam 1 1 30 60 1 0 Automatically collects matter within a range of 8.
3 Lrn. Tractor Beam 1 1 35 60 2 0 Automatically collects matter within a range of 16.

Trap Extractors

Rating Name Size Mass Integrity Coverage Energy Heat Effect
2 Trap Extractor 1 2 70 15 4 0 Enables 60% chance to extract a non-hostile trap at current location.
4 Imp. Trap Extractor 1 3 85 15 6 0 Enables 80% chance to extract a non-hostile trap at current location.
6 Adv. Trap Extractor 1 4 100 15 8 0 Enables 100% chance to extract a non-hostile trap at current location.

Recalibrators

Rating Name Size Mass Integrity Coverage Energy Heat Effect
4 Recalibrator 1 1 25 15 10 0 0.7% chance each turn to restore a non-functional part, attached or in inventory, to functionality. <parallel_ok>
6 Imp. Recalibrator 1 1 30 15 14 0 1.0% chance each turn to restore a non-functional part, attached or in inventory, to functionality. <parallel_ok>
8 Adv. Recalibrator 1 1 35 15 18 0 2.0% chance each turn to restore a non-functional part, attached or in inventory, to functionality. <parallel_ok>

Field Recycling Units

Rating Name Size Mass Integrity Coverage Energy Heat Effect
2 Field Recycling Unit 1 8 60 15 4 6 Automatically collects parts at current location (wait 2 turns) to recycle them into matter (25% efficiency) at a rate of 2 per turn. Can hold no more than 100 scrap at a time. <parallel_ok, resume_ok>
4 Imp. Field Recycling Unit 1 12 70 15 6 8 Automatically collects parts at current location (wait 2 turns) to recycle them into matter (45% efficiency) at a rate of 4 per turn. Can hold no more than 200 scrap at a time. <parallel_ok, resume_ok>
6 Adv. Field Recycling Unit 1 16 80 15 8 10 Automatically collects parts at current location (wait 2 turns) to recycle them into matter (60% efficiency) at a rate of 6 per turn. Can hold no more than 300 scrap at a time. <parallel_ok, resume_ok>
7* Exp. Field Recycling Unit 1 10 120 15 2 2 Automatically collects parts at current location (wait 2 turns) to recycle them into matter (75% efficiency) at a rate of 7 per turn. Can hold no more than 350 scrap at a time. <parallel_ok, resume_ok>

Integration Mediators

Rating Name Size Mass Integrity Coverage Energy Heat Effect
2 Integration Mediator 1 2 22 15 0 0 Energy and matter required for part attachment reduced by 33%. Also increases chance (+20%) to avoid negative effects of attaching a faulty prototype, but this feature requires 20 matter to take effect. <no_stack>
5 Imp. Integration Mediator 1 3 29 15 0 0 Energy and matter required for part attachment reduced by 66%. Also increases chance (+50%) to avoid negative effects of attaching a faulty prototype, but this feature requires 20 matter to take effect. <no_stack>
8 Adv. Integration Mediator 1 5 36 15 0 0 Energy and matter required for part attachment reduced by 90%. Also increases chance (+80%) to avoid negative effects of attaching a faulty prototype, but this feature requires 20 matter to take effect. <no_stack>

Reclamation Units

Rating Name Size Mass Integrity Coverage Energy Heat Effect
2 Reclamation Unit 1 1 22 20 0 0 Reclaims 10 matter from each attached part destroyed. <no_stack>
4 Imp. Reclamation Unit 1 1 27 20 0 0 Reclaims 15 matter from each attached part destroyed. <no_stack>
6 Adv. Reclamation Unit 1 1 31 20 0 0 Reclaims 20 matter from each attached part destroyed. <no_stack>
7* Exp. Reclamation Unit 1 1 35 20 0 0 Reclaims 25 matter from each attached part destroyed. <no_stack>

Drone Bays

All drones are launched when the bay is activated. Matching drones operate as long as a matching bay is functional and attached, though it does not have to remain active. Additional available bays in inventory can also receive returning drones as long as one already attached. Drones can be released using the '>' key or right-clicking on yourself when standing on top of a bay. You must already have a matching drone bay attached to do this.

Rating Name Size Mass Integrity Coverage Energy Heat Effect
5 Drone Bay 1 6 120 200 0 0 Holds up to 2 Drones.
6 Adv. Drone Bay 2 7 300 400 0 0 Holds up to 2 Advanced Drones.
6 Mapping Drone Bay 1 1 100 100 0 0 Holds up to 3 Mapping Drones.
6 Mni. Drone Bay 1 2 150 100 0 0 Holds up to 3 Mini Drones.
6 Z-Drone Bay 1 3 120 200 0 0 Holds up to 2 Z-Drones.
6* Bomb Drone Bay 2 8 320 400 0 0 Holds up to 16 Bomb Drones.
6* Combat Drone Bay 2 7 350 400 0 0 Holds up to 2 Combat Drones.
6* Decoy Drone Bay 2 14 270 400 0 0 Holds up to 16 Decoy Drones.
6* Thief Drone Bay 1 4 200 100 0 0 Holds up to 3 Thief Drones.
7* Assault Drone Bay 2 10 400 500 0 0 Holds up to 2 Assault Drones.
7* Stealth Drone Bay 2 8 250 200 0 0 Holds up to 2 Stealth Drones.
7* Supersonic Drone Bay 1 1 120 50 0 0 Holds to 1 Trailblazer.
8* Hacking Drone Bay 1 1 150 60 0 0 Holds 1 Hacking Drone.
8* Minesniffer Drone Bay 1 10 300 100 0 0 Holds 10 Minesniffer Drones.
10* Wardrone Bay 10 50 2750 2000 0 0 Holds 1 Wardrone.

Misc. Devices

Rating Name Size Mass Integrity Coverage Energy Heat Effect
1 Structural Scanner 1 1 20 8 1 0 Scans all visible walls for signs of hidden doorways, determines whether an explosive machine has been destabilized and how long until detonation, and provides a +2% chance to detect each hidden trap within field of view (the latter is checked each turn on a per-trap basis, and stacks). Also highlights areas that will soon cave in due to instability even without further stimulation. <stacks>
4 Mobile Assembly Unit 4 40 200 400 10 10 Fabricates a random Assembled at a rate of 1 per 50 turns. <parallel_ok, resume_ok>
5 Triangulator 1 1 40 8 1 0 Reasons likely distance at which each visible hostile can spot you, enables predictions of robot travel paths, and analyzes ambient signals to determine how many hostiles are currently tracking you.
5 Tactical Coordination Suite 1 5 30 8 12 0 Increases non-melee weapon accuracy by 10%, applying benefit to both self and any allies within a range of 10. <stacks>
5* Bomb Factory No. 2 2 30 400 200 10 10 Fabricates a Dirty Bomb Trap at a rate of 1 per 25 turns. <parallel_ok, resume_ok>
5* Mobile Refinery Mk. CCLXVII 1 5 120 40 40 0 Attracts any visible debris within a range of 16, converting it to matter on arrival.
8 GOLEM Unit 2 1 200 30 0 0 Autonomous self-powered unit capable of building and maintaining a complete Golem. Construction requires approximately 900 turns.
8* Asb. Metafiber Network 1 1 50 8 5 0 Increases active leg speed by 20%. <no_stack>
8* Zio. Metafield Generator 1 3 100 8 20 0 Doubles core/hover/flight speed, applied before considering any overweight penalties. <no_stack>
8* Asb. Combat Suite 1 2 60 8 5 0 Increases non-melee weapon accuracy by 8% (stacks). Enables 8% chance to automatically transfer half of attack damage directly to target core (applies only to gun, cannon, and melee attacks). Reduces enemy targeting accuracy by 8%. <no_stack>
9* ST Field Compressor 1 5 120 30 8 0 Doubles core/hover/flight speed, applied before considering any overweight penalties. <no_stack>
10 Desublimator 2 10 160 100 0 0 Converts energy to matter at a ratio of 20:1 every turn. <parallel_ok>
10* Phasing AFG 1 20 240 50 30 0 Attracts any loose items within a range of 16, even if they have to be drawn through solid materials to arrive. Each turn the process damages each item it affects by 1% of max integrity or 1, whichever is greater.