Equipment modules: Difference between revisions
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====[[ | == Quick summary == | ||
Once the player has any modular armor they gain access to various general purpose enhancements, which can be free added or removed from any armor which supports modules. While all of them are capable of fitting in even the [[Basic modular armor]] their usefulness greatly depends on player choice, there are no specific ''best'' modules. Additionally, multiple modules of the same type will stack their effects. | |||
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''Armor Modules'' may include: | |||
*[[Basic exoskeleton equipment]] | |||
*[[Battery MK1]] | |||
*[[Battery MK2]] | |||
*[[Portable solar panel]] | |||
*[[Portable fusion reactor]] | |||
*[[Energy shield]] | |||
*[[Energy shield MK2]] | |||
*[[Night vision]] | |||
*[[Personal laser defense]] | |||
*[[Discharge defense]] | |||
Revision as of 16:16, 6 August 2016
Quick summary
Once the player has any modular armor they gain access to various general purpose enhancements, which can be free added or removed from any armor which supports modules. While all of them are capable of fitting in even the Basic modular armor their usefulness greatly depends on player choice, there are no specific best modules. Additionally, multiple modules of the same type will stack their effects.
Armor Modules may include: