Equipment modules: Difference between revisions
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Equipment modules can be added to [[modular armor]] and [[power armor]] and give the player various bonuses. Bonuses stack and can be combined with each other to suit the wearer's personal preferences. Modules take up a certain amount of space in armor and some consume energy. | Equipment modules can be added to [[modular armor]], [[power armor]] and [[power armor MK2]] and give the player various bonuses. Bonuses stack and can be combined with each other to suit the wearer's personal preferences. Modules take up a certain amount of space in armor and some consume energy. | ||
All modules have their own technology that must be [[research|researched]] before they can be crafted. The following modules are available: | All modules have their own [[technologies|technology]] that must be [[research|researched]] before they can be crafted. The following modules are available: | ||
* [[Basic exoskeleton equipment]] | * [[Basic exoskeleton equipment]] |
Revision as of 20:52, 18 January 2017
Equipment modules can be added to modular armor, power armor and power armor MK2 and give the player various bonuses. Bonuses stack and can be combined with each other to suit the wearer's personal preferences. Modules take up a certain amount of space in armor and some consume energy.
All modules have their own technology that must be researched before they can be crafted. The following modules are available: