Difference between revisions of "Device"
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| 9* || [[Exp. Weapon Cycler]] || 1 || 1 || 60 || 8 || 0 || 0 || Reduces collective firing time of all projectile weapons by 30%. <stacks, capped at 50%> | | 9* || [[Exp. Weapon Cycler]] || 1 || 1 || 60 || 8 || 0 || 0 || Reduces collective firing time of all projectile weapons by 30%. <stacks, capped at 50%> | ||
+ | |- | ||
+ | | 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> | | 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 === | === Microactuators === | ||
{|class="wikitable sortable" | {|class="wikitable sortable" |
Revision as of 06:41, 28 April 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 projectile weapons by 15%. <stacks, capped at 50%> |
6 | Imp. Weapon Cycler | 1 | 1 | 40 | 10 | 1 | 0 | Reduces collective firing time of all projectile weapons by 20%. <stacks, capped at 50%> |
8 | Adv. Weapon Cycler | 1 | 1 | 50 | 10 | 1 | 0 | Reduces collective firing time of all projectile weapons by 25%. <stacks, capped at 50%> |
9* | Exp. Weapon Cycler | 1 | 1 | 60 | 8 | 0 | 0 | Reduces collective firing time of all projectile weapons by 30%. <stacks, capped at 50%> |
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
Rating | Name | Size | Mass | Integrity | Coverage | Energy | Heat | Effect |
---|---|---|---|---|---|---|---|---|
5 | Drone Bay | 1 | 6 | 120 | 200 | 0 | 0 | Holds up to 2 Drones. Launched when bay is activated. |
6 | Mni. Drone Bay | 1 | 2 | 150 | 150 | 0 | 0 | Holds up to 3 Mini Drones. Launched when bay is activated. |
6 | Mapping Drone Bay | 1 | 1 | 100 | 120 | 0 | 0 | Holds up to 3 Mapping Drones. Launched when bay is activated. |
6 | Adv. Drone Bay | 2 | 7 | 300 | 400 | 0 | 0 | Holds up to 2 Advanced Drones. Launched when bay is activated. |
6* | Combat Drone Bay | 2 | 7 | 350 | 400 | 0 | 0 | Holds up to 2 Combat Drones. Launched when bay is activated. |
7* | Assault Drone Bay | 2 | 10 | 400 | 500 | 0 | 0 | Holds up to 2 Assault Drones. Launched when bay is activated. |
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. |