
Icarus I
Upon activation, increases the armoured car's power by 200% for 6 sec., and also increases the height of the movement part's flight. Cooldown 9 sec. The bonus doesn't depend on the number of "Icarus I" movement parts, but reduces significantly if other movement parts that came into contact with the ground are mounted.
When Trent found himself trapped in the anomaly, his vehicle quickly became useless: the wheels didn't work there. He cut the surviving engines from an old ship, mounted them on the suspension, and the vehicle took off, allowing him to escape. Fragments of his blueprints were later found, and the technology fell into the hands of the Dawn's Children. And so Trent's designs formed the basis of their first hovers.
| Power score | 390 |
| Max speed | 65 |
| Tonnage | 1680 |
| Power | -12 |
| Durability | 404 |
| Mass | 478 |
- Reliability: Durability +10%
- Reliability: Mass -17%
- Reliability: Protection from all damage +10%
- Handling: Tonnage +10%
- Handling: Power penalty reduced by 15%
- Handling: Acceleration efficiency increased by 10%
Add a cabin, modules and a co-driver next to it and every stat shows its base value next to the final value. Reload, overheating, cooling, spread and speed get a side by side visual, and every changed number opens a breakdown of which part changed it.
Every build is a link, so you can share it or keep it. This part's link id is icarus-i. Add more parts with commas: #b=icarus-i:1,<other id>:1.
- This part alone:
https://crossoutsynergy.com/#b=icarus-i:1 - With "Activated (6 s)" switched on:
https://crossoutsynergy.com/#b=icarus-i:1:icarus1
Fusion ids, added as a fourth field and joined with +: reliability-durability-10 reliability-mass-17 reliability-protection-from-all-damage-10 handling-tonnage-10 handling-power-penalty-reduced-by-15 handling-acceleration-efficiency-increased-by-10