
Sleipnir
As the armoured car is driving, increases its power by 250%. Maximum bonus is achieved after travelling 1800 m. The bonus does not depend on the amount of "Sleipnir" movement parts mounted, but reduces significantly if there are other movement parts installed, except for rotors.
In permafrost zones, it is especially difficult to extract resources. They are not only difficult to find, but it's also not that easy to reach them. The old all-terrain vehicles that remained from the scientists quickly fell into disrepair. Good thing that the true wealth of the north lies in its people. Hyperborea engineers studied the movement parts of the vehicles they inherited and soon presented their own prototypes of tracks with increased cross-country ability to their tribesmen.
| Power score | 280 |
| Max speed | 90 |
| Tonnage | 1860 |
| Power | -14 |
| Durability | 500 |
| Mass | 340 |
Resists: Bullet 25%, Ramming 50%, Thermal 65%, Cryogenic 65%, Melee 50%
- Reliability: Durability +10%
- Reliability: Mass -17%
- Reliability: Protection from all damage +10%
- Handling: Tonnage +10%
- Handling: Power penalty reduced by 15%
- Handling: Surface traction +25%
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 sleipnir. Add more parts with commas: #b=sleipnir:1,<other id>:1.
- This part alone:
https://crossoutsynergy.com/#b=sleipnir:1 - With "After 1800 m travelled" switched on:
https://crossoutsynergy.com/#b=sleipnir:1:sleipnir
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-surface-traction-25