Type |
Image |
Name |
Tech Value |
Effect
|
Power Generation |
|
Light Reactor |
100 |
Increases energy generation by 16 GJ/s.
|
|
Core Reactor |
200 |
Increases energy generation by 33 GJ/s.
|
|
Dual Reactor |
350 |
Increases energy generation by 50 GJ/s.
|
|
Heavy Reactor |
600 |
Increases energy generation by 66 GJ/s.
|
|
Fusion Reactor |
1000 |
Increases energy generation by 83 GJ/s.
|
|
Experimental Reactor |
2000 |
Increases energy generation by 167 GJ/s. When a sentinel using this is killed, the Experimental Reactor will explode, creating a massive nuclear explosion, similar to a nuke, that severely damages or destroys nearby sentinels. Once this happens, the reactor will not generate energy or explode for the remainder of the game. If multiple reactors are equipped, one will explode each time the sentinel is destroyed until you run out.
|
Energy Storage |
|
Light Capacitor |
100 |
Increases energy storage by 1 TJ.
|
|
Base Capacitor |
200 |
Increases energy storage by 2 TJ.
|
|
Heavy Capacitor |
350 |
Increases energy storage by 3 TJ.
|
|
Ring Capacitor |
600 |
Increases energy storage by 4 TJ.
|
|
Magnon Capacitor |
1000 |
Increases energy storage by 5 TJ.
|
Energy Shielding |
|
Haze Energy Shield |
50 |
Provides a 100 GJ shield that absorbs energy attacks and explosions.
|
|
Electron Energy Shield |
100 |
Provides a 200 GJ shield that absorbs energy attacks and explosions.
|
|
Plasma Energy Shield |
250 |
Provides a 500 GJ shield that absorbs energy attacks and explosions.
|
|
Dragon Energy Shield |
400 |
Provides a 1000 GJ shield that absorbs energy attacks and explosions.
|
|
Solar Energy Shield |
750 |
Provides a 2000 GJ shield that absorbs energy attacks and explosions.
|
Armour |
|
Energised Armour |
100 |
Recharges your energy shield when your sentinel takes damage to health, not shields. Has no effect if your sentinel doesn't have any energy shields equipped. Recharges your shield by the same amount of damage you take (i.e. 100GJ for every 100kPm).
|
|
EMP Hardening |
100 |
Removes the energy-sapping effects of EMP attacks.
|
|
Reinforced Armour |
500 |
Reduces kinetic damage taken by half (i.e. railguns, gauss guns, close-range assault guns and flak).
|
|
Reactive Armour |
500 |
Reduces explosive damage taken by half (i.e. cannons, artillery, rockets, missiles and firebombs).
|
Targeting |
|
Targeter |
250 |
Gain a target lock on any sentinel, using 1 TJ of energy. Locking on directs all missile, gun, and laser fire onto the target for 20 seconds. This can easily be frustrated if the opponent has the Missile Scrambler module, which reduces the targeted time to 5 seconds.
|
|
AMARDS |
250 |
Automatically targets incoming missiles and rockets with any light weapons capable of shooting them down.
(Contrary to popular belief, AMARDS will work if you are moving or jumping, as long as you are facing the direction of the missile/rocket)
It should also be noted that AMARDS will only work in the direction you're facing if you walked/jumped/thrusted in that direction. If you moved in the opposite direction and then fired behind yourself to turn around, AMARDS will only lock on to things coming from the way you were originally facing.
|
|
Missile Scrambler |
250 |
Scrambles target locks on your sentinel (Reduces the target lock time from 20 seconds to 5 seconds).
|
|
Scanner |
100 |
Shows more information on opponents, such as their installed systems and target lock status. Also extends the range of firing arc projections.
|
|
Walton Mirage Device |
1000 |
Provides a cloaking system on your sentinel. The cloak will deactivate when taking damage or firing (Small, barely visible off-white circles may be seen where your sentinel lies. Also, even if you are able to attempt a target lock on a sentinel whose exact position is known, unless they are visible on the mini-map you will be unable to target them. However, if a miraged sentinel is energised, has the MGFN, or is in the lunar energy shield, they will become targetable, and the double rings around them will be visible.). In addition to that, when you jump, thrust and land, you will be able to see dust, smoke and thrusting flame. Note: The Walton Mirage Device blends in perfectly in a dark background.
|
Weapon Enhancement |
|
Speed Loader |
500 |
Reduces the reload time of rockets, missiles, and the DEATH nuke by half.
|
|
High-Energy Amplifier |
500 |
Doubles the damage of laser and super laser weapons, but also doubles their energy use.
|
|
Siege Stabilisation System |
1000 |
Allows any weapon to be used while in the air.
|
|
Coolant Array |
1000 |
Halves the energy requirement of plasma weapons.
|
Transportation |
|
Gravity Pods |
200 |
Increases jumping ability and reduces skidding.
|
|
Aeruak Stabilisers |
400 |
Increases thrusting efficiency, and allows you to continue thrusting after being hit in the air.
|
|
Emergency Displacement Deployment |
1000 |
Allows you to teleport across the map to a safe location. Requires at least 5 TJ of energy, and uses up your energy when activated.
|
Other |
|
Repair System |
1000 |
Repairs your sentinel slowly over time, as long as it is not taking damage (inhibits your reactor's ability to gain energy).
|
|
EMP Bomb |
500 |
Using all your stored energy, detonates a massive EMP explosion that will drain the energy of any sentinel in the vicinity, the more energy you have, the bigger the blast.
|