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The Armory is where the weapons and components that the warframes use are maintained and stored. All weapons and components are well stocked. Come here to view stats on any weapon or component.
Simultaneous. Night: No penalties for Dim/Dark. Thermal: +1 shooting in dark vs heat.
Flood Light
1
Create Bright for 150, Dim for anoter 150.
Shoulders[]
Type
Load
Notes
Backpack
1
Covers torso slot as well. Allows 4 points of additional inventory space. Single item max 2 load.
Overcharger
2
Allows instant recharge of boost. 2 use per deployment.
Grappling Hook
1
Allows climb pace. 1 round set up prior to movement. Must succeed Climb check +1 to finish getting over the top.
Gun Mount
1
Must afford associated weapon LPs. Firing weapon suffers -2 multi-action penalty. With smarts boost, -2 to Gun Mount only. Max 3 LP weapon.
Boost[]
Type
Load
Notes
Jump Jets
3
Allows vertical movement with boost. Uses entire boost.
Solid Fuel J.J.
3
As Jump Jets, 2 uses, no cooldown.
Quick Jets
3
Allows boosting as a free action.
Torso[]
Type
Load
Notes
Armor
4
+1 to Armor.
Active Camo
3
Active/Recharge time of 5 turns. Functions as if the Invisibility power with no raise.
Recon Bots
3
3 bots that will scout an area within 100 the size of a LBT each (must have intersections with each other). Allows player Notice rolls. Bots have active camo.
Displacer Field
2
Active/Recharge time of 5 turns. Generates 1d4+1 illusory copies of the frame. While outside SEA, indistiguishable. Inside SEA allows notice at -2.
Chest Pack
0
Allows 2 LP of utility storage.
Auto Repair
3
Shutdown warframe for 2 rounds, repair armor breach.
Arms[]
Type
Load
Notes
Quickdraw Holster
1
Stores weapons load <=2. Drawing/storing those items is a free action.
Targeting Pin
1
10/20/40 range. With successful hit provides +1 to following shooting rolls for 5 turns. 1 active at a time.
Hydraulic Brace
2
Raises Strength 1 die type for ranged weapon min Str requirements
Nekote
1
+2 Athletics for climbing. When combined with Nekoashi, gives base pace climb speed.
Legs[]
Type
Load
Notes
Jump Boots
2
+2 to athletics checks for Jumping. (Jumping: 1 from dead stop, 2 after moving > 1/2 pace, +1 per success/raise)
Hover Boots
2
Prevents descension while horizontally boosting.
Stabalizers
2
Removes Snapfire Penalty.
Mag Boots
1
Allows rail lockin as free action.
Nekoashi
1
+2 athletics checks for climbing. Combine with Nekote for base pace climb speed.