Technomedic Exoskeleton
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A medium-armored full-body powered exoskeleton. Besides having numerous medical instruments, some designed for fast medication delivery and resuscitation, it's also equipped with electromechanical tools for repairing, recharging and otherwise maintaining exoskeletons and related equipment.
As with the combat exoskeleton, its original stimulation delivery system has been redesigned and connected to a brain-machine interface that replaces the default tactical communication module. | |||
Resistances:
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Minimal strength: 6 | |||
Armor penalty: 55% | |||
Equip: Biology increased by 15 Equip: Biology increased by 10% of base value Equip: Electronics increased by 10 Equip: Electronics increased by 5% of base value Equip: Total health increased by 10% Equip: All healing effects increased by 20% Equip: Strength decreased by 1 Equip: Dexterity decreased by 2 Equip: Agility decreased by 2 Equip: Movement speed reduced by 30% Equip: Immune to caltrops | |||
Requirements:
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Special abilities:
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. | |||
Energy: 250 | |||
Durability: 2040 / 2040 (electronic)
Cannot be recharged in combat | |||
Weight: 20.00 | |||
Value: 15000
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Technomedic Exoskeleton is a unique armor suit.
NOTE: this item can be equipped without meeting its base skill requirement, but it won't provide any on equip effects.
Crafting
This item is not craftable.
Location
Can be obtained in The Compound in the exoskeleton assembler room.
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