Drilldown: Mods
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General (6) (
"General" only (6) ) ·
Weapon (5) (
Thrown Weapon (2) (
"Thrown Weapon" only (1) ·
Grenade (1) ) ·
Missile Weapon (4) (
"Missile Weapon" only (2) ·
Beam Weapon (2) ) ·
Melee Weapon (2) (
"Melee Weapon" only (1) ·
Blade (1) ) ) ·
Armor (12) (
Body (5) ·
Cloak (4) ·
Helmet (1) ·
Headwear (6) ·
Eyewear (1) ·
Shield (4) ·
Boot (3) ·
Glove (5) ·
Gauntlet (6) ·
Tread Accessory (3) ·
Exoskeleton (6) ) ·
Misc (1) (
"Misc" only (1) ) ·
Electronics (5) (
"Electronics" only (3) ·
Energy Cell (1) ·
Tech Wall (1) )
ModBeamsplitter (1) ·
ModCoProcessor (1) ·
ModDisguise (1) ·
ModFeatherweight (1) ·
ModGearbox (1) ·
ModGesticulating (1) ·
ModHardened (1) ·
ModHorrifying (1) ·
ModJacked (1) ·
ModNanon (1) ·
ModNormalizing (1) ·
ModOverloaded (1) ·
ModPhaseHarmonic (1) ·
ModRadioPowered (1) ·
ModRazored (1) ·
ModRecycling (1) ·
ModRefractive (1) ·
ModSerene (1) ·
ModSixFingered (1) ·
ModSnailEncrusted (1) ·
ModSpiked (1) ·
ModSuspensor (1) ·
ModTwoFaced (1)
and disguise (1) ·
fitted with suspensors (1) ·
gesticulating (1) ·
jacked (1) ·
nanon (1) ·
nulling (1) ·
overloaded (1) ·
phase-harmonic (1) ·
radio-powered (1) ·
recycling (1) ·
refractive (1) ·
serene visage (1) ·
serrated (1) ·
six-fingered (1) ·
snail-encrusted (1) ·
spiked (1) ·
terrifying visage (1) ·
two-faced (1) ·
willowy (1) ·
with beamsplitter (1) ·
with co-processor (1) ·
with electromagnetic shielding (1) ·
with gearbox (1)
Furniture (1) ·
Has EMP-sensitive functionality that can be made EMP-insensitive (1) ·
Must have positive weight (1) ·
Must not already be a Floating Nearby item. (1) ·
Must not already fire omniphase projectiles or be [[phase-conjugate]] (1) ·
Must not already have integrated power systems, must use charge while equipped, and must not be designed to be equipped on a non-contact location(i.e. Floating Nearby) or the throwing weapon slot (1) ·
Must not already refract light (1) ·
no restrictions (16)
Showing below up to 23 results in range #1 to #23.
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