Difference between revisions of "Device"
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The broadest subcategory of utilities, '''devices''' provide a wide range of unique functions. | The broadest subcategory of utilities, '''devices''' provide a wide range of unique functions. | ||
− | {| class="wikitable sortable" | + | == Lists of Device Parts == |
+ | === Fusion Compressors === | ||
+ | {|class="wikitable sortable" | ||
|- | |- | ||
− | ! Rating !! Name !! Effect | + | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
|- | |- | ||
− | + | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
|- | |- | ||
− | + | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
|- | |- | ||
− | + | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
|- | |- | ||
− | + | ! 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> |
|- | |- | ||
− | | 5 || [[Cloaking Device]] || Reduces enemy targeting accuracy by 5% | + | |} |
+ | === Cryofiber Webs === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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. | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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 === | ||
+ | {|class="wikitable sortable" | ||
+ | |- | ||
+ | ! 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. | ||
|- | |- | ||
|} | |} |
Latest revision as of 23:51, 21 October 2020
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. |