Modules

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All modules has Weight 1. Modules can be equipped in addition to Helmets.png Head, Body armors.png Body and Leg armors.png Legs Armors. Each operative has 3 slots for Modules - Helmet, Vest, and Boot.

If a soldier has Bionics.png Bionics or Mutations.png Mutations on some body parts then he cannot use modules on these body parts.

Name Description Research needed Ability Manufacturing cost in Tech Manufacturing cost in Materials Time in hours with one Fabrication Plant
Helmet modules
Multivisual.jpg Multivisual Sensor Module Synedrion Multivisual Sensor Helmet Module Nightvision.png Night Vision

No penalty incurred for dark environments

8 15 7
Motiondet.jpg Motion Detection Module Synedrion Motion Detection Helmet Unit 30pxlink= Motion Detection
Locate all nearby enemies, even behind obstructions
10 20 8
1clarity.jpg Clarity Helmet Module Phoenix Psychic-neutralising Helmet Module 30pxlink= Psychic resistance
Psychic damage values are halved
13 25 9
Repellermod.jpg Repeller Module Synedrion Mist-repellant Helmet Module 30pxlink= Breathe Mist
Consume all mist within a 3 tile radius. Each 2 mist tiles consumed restores 1 WP
8 15 9
Vest modules
Fireres.jpg Fire-Res Vest Module New Jericho Fire-resistant Undersuite Module 30pxlink= Fire Resistant
Reduces effects of Fire Damage by half
4 12 5
Poisonres.jpg Poison-Res Vest Module Synedrion Poison-resistant Undersuit Module 30pxlink= Poison Resistant
Poison Damage is reduced by half
5 21 7
Boot modules
Goomodule.jpg Goo Repeller Module - Mark C Phoenix Goo-repellant Boot Module 30pxlink= Immune to Goo
Goo does not trap or restrict
8 15 7