Security cards: Difference between revisions

251 bytes added ,  09:33, 9 August 2021
Norm cores can be turned off by maint cards or higher. Applies to all cores. Tested myself in game.
(added note about "normal" turret tinkers)
(Norm cores can be turned off by maint cards or higher. Applies to all cores. Tested myself in game.)
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|-
| style="text-align:left;" | {{favilink|microturret}}
| style="text-align:left;" | {{favilink|microturret}}
| activate/deactivate
{{#var:empty_row}}
{{#var:green_check_row}}
{{#var:green_check_row}}
{{#var:green_check_row}}
{{#var:green_check_row}}
|-
| style="text-align:left;" | {{favilink|norm core mk I|norm core}}††
| activate/deactivate
| activate/deactivate
{{#var:empty_row}}
{{#var:empty_row}}
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†Chain laser emplacements in {{favilink|Grit Gate}} can only be activated or deactivated by the {{favilink|chrome security card}}.
†Chain laser emplacements in {{favilink|Grit Gate}} can only be activated or deactivated by the {{favilink|chrome security card}}.
†† Applies to all norm cores.


[[:Category:Turrets|Dynamic weapon turrets]] dropped by {{favilink|dynamic turret tinker|plural}} and their single-weapon counterparts can also be activated or deactivated by security cards. The type of card needed depends on the tier of the missile weapon used by the dynamic turret. Missile weapons of tiers 5-8 require a {{favilink|military security card}}. Tiers 4 and below require each of the 4 remaining security cards in descending order of access level.
[[:Category:Turrets|Dynamic weapon turrets]] dropped by {{favilink|dynamic turret tinker|plural}} and their single-weapon counterparts can also be activated or deactivated by security cards. The type of card needed depends on the tier of the missile weapon used by the dynamic turret. Missile weapons of tiers 5-8 require a {{favilink|military security card}}. Tiers 4 and below require each of the 4 remaining security cards in descending order of access level.
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