Difference between revisions of "Exoskeleton Power"
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− | {{ | + | {{Tabbed infobox |
− | | | + | | tab1 = Industrial Powered Exoskeleton |
− | | | + | | tab2 = The Compound Exoskeleton |
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− | '''Exoskeleton Power''' is a special ability granted by the [[Industrial Powered Exoskeleton]]. | + | '''Exoskeleton Power''' is a special ability granted by the [[Industrial Powered Exoskeleton]]. Provides aditional movement, Strength, and allows the use of the [[Mounted Drill Attack]]. |
− | + | Another variant of Exoskeleton Power ability is granted by the exoskeletons found in [[The Compound]], namely by [[Combat Exoskeleton]], [[Technomedic Exoskeleton]], [[Intercessor Exoskeleton]] and [[Psychophract Exoskeleton]]. | |
{{Abilities navbox}} | {{Abilities navbox}} | ||
[[Category:Abilities]] | [[Category:Abilities]] |
Latest revision as of 09:14, 3 November 2023
Exoskeleton Power | |
Increases strength by 4 and movement points by 40 and negates the Agility and movement speed penalties of the armor. When activated it will immediately drain 10 energy and a additional 5 energy every turn, as well as additional 1 energy for every tile of movement. | |
Action Points: 5 | |
Cooldown: 2 turns |
Exoskeleton Power | |
Increases strength by 2 and movement points by 25 and negates the Agility and movement speed penalties of the armor. When activated it will immediately drain 10 energy and a additional 3 energy every turn, as well as additional 0,5 energy for every tile of movement. | |
Action Points: 5 | |
Cooldown: 2 turns |
Exoskeleton Power is a special ability granted by the Industrial Powered Exoskeleton. Provides aditional movement, Strength, and allows the use of the Mounted Drill Attack.
Another variant of Exoskeleton Power ability is granted by the exoskeletons found in The Compound, namely by Combat Exoskeleton, Technomedic Exoskeleton, Intercessor Exoskeleton and Psychophract Exoskeleton.