Power Node

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Contents

Introduction

The Power Node is a wireless relay that provides power for the Frontiersmen's structures within a specific location.

Power Node Assembly

Most rooms and corridors on a map contain a Power Socket, which is a map entity that the Marine Commander can interact with to install unbuilt Power Nodes. An unbuilt Power Node is also automatically installed when an unbuilt structure is placed in a room with an empty Power Socket.

A Marine or Mobile Automated Constructor is required to assemble the unbuilt Power Node in order to activate power within a room; once assembled, the Power Node will emit a spherical pulse of blue energy. The pulse will emit periodically, and any built Frontiersmen structure within the active Power Grid will respond with a synchronous blue energy grid around the structures' base.

Power On/Off

An unbuilt or active Power Node cannot be removed from a Power Socket once placed; however, Kharaa can severely damage a Power Node to cause power failure. When the Power Node is being damaged, the lights within the room will flicker. An automated warning beacon atop the Power Socket will alert nearby Marines of low Power Node integrity. Marines with the Welder can repair a damaged Power Node in the same way he repairs a building, and the Commander can assign a MAC for repairs.

If the Kharaa have succeeded in severely damaging a Power Node, the electrical feedback from the node's failure will short circuit the room's Power Grid. All lights will instantly turn off for a short period until auxiliary power activates. Red emergency lighting then encompasses the room, fading to black periodically. All Frontiersmen structures (except the Command Station) will become unpowered, effectively disabling them until a full repair of the Power Node restores light and power to the room.

Stats

  • Power Node
    • Health: 1200
    • Armor: 1400
    • Build Time: 5 seconds
    • Built From: Power Socket (unsocketed)
    • Note: Warning Beacon triggers at 40% health or lower.

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