Jacked
This information is reliable as of patch 2.0.201.114. If this is no longer the current patch, you can help by updating it. |
Category
|
General, Electronics |
---|---|
Restrictions
|
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 |
Native tierLess likely to appear on items
of a lower tier than this. |
0 |
Rarity
|
Rare |
Tinkerable
|
yes |
Tinker skill
|
|
Bit required
|
<4> |
AutotinkerableCan appear spontaneously on an
item you create with tinkering. |
no |
Value multiplier
|
1.3 |
+1 | |
+0 | |
no | |
OverloadableWhether this mod is power-load sensitive, and
can be further enhanced by the overloaded mod? |
no |
Distorts realityWhether this item is susceptible
to normality effects? |
no |
ID
|
ModJacked |
Jacked: When equipped by a robot, cyborg, or mutant with the ability to generate electricity or access to grid power, this item can draw power. |
The jacked mod allows the modded item to utilize the power generated by its wielder, if the wielder is capable of power generation.
Types of power generation that are compatible with jacked include:
- Robots with onboard power systems, such as an anomaly extinguisher
- True Kin with a biodynamic power plant implant
- Mutants with the Electrical Generation mutation
The jacked mod can be applied to any equippable item that requires power while equipped. It does not work on equipment that does not remain in contact with the body, such as equipment that goes in the Floating Nearby slot or the Thrown Weapon slot.
Jacked items can draw power from multiple power sources at once if available, such as both a biodynamic power plant and the Electrical Generation mutation.
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