====== FlickerFortress Mesh ====== ^ FlickerFortress Mesh ^^^^^^ ^ [Sourcery Solutions] - //Your wish, our command. Terms may apply.// |||||| ^[Archetype]| [Armour], [Clothing] \\ & [Robes] |^[Subtype]| [Heavy], [Industrial], \\ [Light] & [Medium] || ^ [Mk] ^ [Requirement] ^ [Barrier] ^ [Hardpoint Tax] ^ [Value] ^ [Upkeep] ^ | Mk.1 | [Brawn]: 2 | 20 | 1 | 5,000c | 250c | | Mk.2 | [Brawn]: 2 | 40 | 1 | 40,000c | 200c | | Mk.3 | [Brawn]: 2 | 60 | 2 | 135,000c | 150c | | Mk.4 | [Brawn]: 2 | 80 | 2 | 320,000c | 100c | | Mk.5 | [Brawn]: 2 | 100 | 3 | 625,000c | 50c | ^ [Traits] |||||| | [Electronic] |||||| ^ Effects |||||| |While the [Modded] [Apparel] is [Equipped], replace your [Barrier] with the value of the respective Mk. \\ \\ In addition, while the [Modded] [Apparel] is [Equipped], at the start of each [Period], restore [Barrier] equal to 20/40/60/80/100 at Mk. 1/2/3/4/5, respectively. \\ \\ **Please Note**: When replacing your [Barrier] effects that increase [Barrier], such as [D'jinn's] [Electromagnetic Form], will [Stack] and add to your [Barrier].||||||