- type: entity
  name: syndicate power cell
  description: A rechargeable standardized power cell. This one looks like a rare and powerful Syndicate combat variant.
  id: PowerCellSyndicate
  suffix: Full
  parent: BasePowerCell
  components:
  - type: Sprite
    layers:
    - map: [ "enum.PowerCellVisualLayers.Base" ]
      state: syndicate
    - map: [ "enum.PowerCellVisualLayers.Unshaded" ]
      state: o2
      shader: unshaded
  - type: Battery
    maxCharge: 1800
    startingCharge: 1800
  - type: EmpImmune

- type: entity
  name: ERT power cell
  description: A rechargeable standardized power cell. This one looks like a rare and powerful NanoTrasen combat variant.
  id: PowerCellNanoTrasen
  suffix: Full
  parent: BasePowerCell
  components:
  - type: Sprite
    layers:
    - map: [ "enum.PowerCellVisualLayers.Base" ]
      state: nanotrasen
    - map: [ "enum.PowerCellVisualLayers.Unshaded" ]
      state: o2
      shader: unshaded
  - type: Battery
    maxCharge: 1800
    startingCharge: 1800
  - type: EmpImmune

- type: entity #makeshift, by Noychik
  name: makeshift power cage
  description: A makeshift power cage. It's not very good, but it's better than nothing.
  id: MakeshiftPowerCage
  suffix: Full
  parent: BasePowerCage
  components:
  - type: Sprite
    sprite: _Sunrise/Objects/Power/power_cages.rsi
    layers:
    - map: [ "enum.PowerCellVisualLayers.Base" ]
      state: makeshift
    - map: [ "enum.PowerCellVisualLayers.Unshaded" ]
      state: o2
      shader: unshaded
  - type: Battery
    maxCharge: 1000
    startingCharge: 1000
  - type: EmpImmune
  - type: Construction
    graph: MakeshiftPowerCage
    node: makeshiftcage

