MODsuits: Difference between revisions
imported>Dragomagol →Modules: Adds anchors |
imported>JackEnoff modsuits no longer require all parts to be deployed to activate them |
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(36 intermediate revisions by 8 users not shown) | |||
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=MODsuits= | =MODsuits= | ||
Modular Outerwear Devices, AKA MODsuits, are customizable hardsuits that support a variety of modules to assist the wearer. To manufacture and use one of these, you'll need to visit both [[Cargo]] and [[Robotics]] to gather up all the parts, put all of the parts together, extend each part of the armor and activate the suit! | Modular Outerwear Devices, AKA MODsuits, are customizable hardsuits that support a variety of modules to assist the wearer. To manufacture and use one of these, you'll need to visit both [[Cargo]] and [[Robotics]] to gather up all the parts, put all of the parts together, extend each part of the armor and activate the suit! | ||
To use a MODsuit, place it on your backpack slot, where your satchel/backpack would normally go. You can also place items into the MODsuit as you would place them into a backpack, as long as it has a storage module. Activating the suit no longer requires deploying all of its parts, but certain modules will require certain parts to be deployed, or the entire suit to be deployed to function. | |||
Not to be left out, [[AI]]s that have been placed in an [[intellicard]] can be mounted on the suit to control the user's movement and modules in case the user becomes incapacitated. To insert the intellicard, open up the MODsuit with a screwdriver and apply the card to the suit. | Not to be left out, [[AI]]s that have been placed in an [[intellicard]] can be mounted on the suit to control the user's movement and modules in case the user becomes incapacitated. To insert the intellicard, open up the MODsuit with a screwdriver and apply the card to the suit. | ||
To charge your MODsuit's cell, enter a [[Machines#Cyborg_Recharging_Station|cyborg charger]] [[File:CyborgRecharger.png]] while wearing the suit. | |||
To extract the core and the cell, use a screwdriver on the pack and then use a wrench. | |||
To update your MODsuit's access, use a screwdriver on your suit and swipe your ID on it. | |||
=Construction= | =Construction= | ||
# Print out helmet, chestplate, gauntlets, boots, MOD shell, and armor from the Exosuit Fabricator. | # Print out helmet, chestplate, gauntlets, boots, MOD shell, and armor from the Exosuit Fabricator. | ||
# [[File:Modcore.gif]] Order MOD core from [[Cargo]] '''OR''' find a broken MOD core in maintenance and repair it with a screwdriver. | # [[File:Modcore.gif]] Order a MOD core from [[Cargo]] '''OR''' find a broken MOD core in maintenance and repair it with a screwdriver '''OR''' craft one with an ethereal heart. | ||
# [[File:Modconstruction.png]] Add core to shell. | # [[File:Modconstruction.png]] Add core to shell. | ||
# [[File:Screwdriver_tool.png]] Screwdriver core to shell. | # [[File:Screwdriver_tool.png]] Screwdriver core to shell. | ||
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# [[File:Wrench.png]] Wrench assembly. | # [[File:Wrench.png]] Wrench assembly. | ||
# [[File:Screwdriver_tool.png]] Screwdriver assembly. | # [[File:Screwdriver_tool.png]] Screwdriver assembly. | ||
# [[File:Standard armor.png]] Add | # [[File:Standard armor.png]] Add external plating to assembly. | ||
# [[File:Screwdriver_tool.png]] Open modsuit panel with screwdriver. | # [[File:Screwdriver_tool.png]] Open modsuit panel with screwdriver. | ||
# [[File:Power_cell.png]] Insert cell. | # [[File:Power_cell.png]] Insert cell. | ||
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==Customization== | ==Customization== | ||
The chosen | The chosen plating determines the suit's look, and protections. There are currently 6 printable armors in total: | ||
[[File:Standard armor.png|64px]] [[#Standard | [[File:Standard armor.png|64px]] [[#Standard MODsuit|'''Standard Plating''']] | ||
[[File:Engineering armor.png|64px]] [[#Engineering MODsuit|'''Engineering | [[File:Engineering armor.png|64px]] [[#Engineering MODsuit|'''Engineering Plating''']] | ||
[[File:Atmos armor.png|64px]] [[#Atmospherics MODsuit|'''Atmospheric | [[File:Atmos armor.png|64px]] [[#Atmospherics MODsuit|'''Atmospheric Plating''']] | ||
[[File:Medical armro.png|64px]] [[#Medical MODsuit|'''Medical | [[File:Medical armro.png|64px]] [[#Medical MODsuit|'''Medical Plating''']] | ||
[[File: | [[File:Securityarmor.png|64px]] [[#Security MODsuit|'''Security Plating''']] | ||
[[File:Cosmohonk theme.png|64px]] [[#Cosmohonk MODsuit|'''Cosmohonk Plating''']] | |||
[[File:Cosmohonk theme.png|64px]] [[#Cosmohonk MODsuit|'''Cosmohonk | |||
For MODsuits with alternate appearances, use a paint kit [[File:Paintkit.png]] on the completed suit to change between them! | For MODsuits with alternate appearances, use a paint kit [[File:Paintkit.png]] on the completed suit to change between them! | ||
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---- | ---- | ||
{{Tablemodsuit | {{Tablemodsuit | ||
|melee = | |melee = 10 | ||
|bullet = | |bullet = 5 | ||
|laser = | |laser = 5 | ||
|energy = | |energy = 5 | ||
|bomb = 0 | |bomb = 0 | ||
|bio = 100 | |bio = 100 | ||
|fire = 25 | |fire = 25 | ||
|acid = 25 | |acid = 25 | ||
|wound = | |wound = 5 | ||
}} | }} | ||
'''Cell Drain:''' 5 | '''Cell Drain:''' 5 | ||
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---- | ---- | ||
{{Tablemodsuit | {{Tablemodsuit | ||
|melee = | |melee = 10 | ||
|bullet = | |bullet = 5 | ||
|laser = | |laser = 20 | ||
|energy = | |energy = 10 | ||
|bomb = 10 | |bomb = 10 | ||
|bio = 100 | |bio = 100 | ||
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---- | ---- | ||
{{Tablemodsuit | {{Tablemodsuit | ||
|melee = | |melee = 10 | ||
|bullet = | |bullet = 5 | ||
|laser = | |laser = 10 | ||
|energy = | |energy = 15 | ||
|bomb = 10 | |bomb = 10 | ||
|bio = 100 | |bio = 100 | ||
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''An advanced version of Nakamura Engineering's classic suit, shining with a white, acid and fire resistant polish.'' | ''An advanced version of Nakamura Engineering's classic suit, shining with a white, acid and fire resistant polish.'' | ||
<div style= | This is a unique MODsuit that belong to the [[Chief Engineer]]. | ||
<div style="background-color:#FFF7E6; padding:10px;" ;> | |||
'''Base Armor''' | '''Base Armor''' | ||
---- | ---- | ||
{{Tablemodsuit | {{Tablemodsuit | ||
|melee = | |melee = 15 | ||
|bullet = | |bullet = 5 | ||
|laser = | |laser = 20 | ||
|energy = | |energy = 15 | ||
|bomb = 50 | |bomb = 50 | ||
|bio = 100 | |bio = 100 | ||
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---- | ---- | ||
*Advanced Magboots | *Advanced Magboots | ||
</div> | |||
==[[File:Cargo modsuit.png|64px]]Loader MODsuit== | |||
''An unsealed experimental motorized harness manufactured by Scarborough Arms for quick and efficient munition supplies.'' | |||
This is a unique MODsuit that belong to [[Cargo Technician|Cargo Technicians]] and the [[Quartermaster]]. | |||
<div style="background-color:#FFF2E6; padding:10px;" ;> | |||
'''Base Armor''' | |||
---- | |||
{{Tablemodsuit | |||
|melee = 15 | |||
|bullet = 5 | |||
|laser = 5 | |||
|energy = 5 | |||
|bomb = 10 | |||
|bio = 10 | |||
|fire = 25 | |||
|acid = 25 | |||
|wound = 10 | |||
}} | |||
'''Cell Drain:''' 5 | |||
'''Maximum Complexity:''' 10 | |||
'''Inbuilt Modules''' | |||
---- | |||
*Hydraulic Clamp | |||
*Loader Module | |||
*Magnet Module | |||
</div> | </div> | ||
==[[File:Mining modsuit.png|64px]]Mining MODsuit== | ==[[File:Mining modsuit.png|64px]]Mining MODsuit== | ||
''A | ''A Nanotrasen mining suit for on-site operations, fit with accreting ash armor and a sphere form.'' | ||
This MODsuit design is only available throught the Mining Equipment Vendor. | |||
<div style= | Comes with a unique Ash Accretion module that grant increased armor when stepping on non station turf. | ||
<div style="background-color:#FFF2E6; padding:10px;" ;> | |||
'''Base Armor''' | '''Base Armor''' | ||
---- | ---- | ||
{{Tablemodsuit | {{Tablemodsuit | ||
|melee = | |melee = 15 (55) | ||
|bullet = | |bullet = 5 (15) | ||
|laser = | |laser = 5 (25) | ||
|energy = | |energy = 5 (25) | ||
|bomb = | |bomb = 30 (70) | ||
|bio = 100 | |bio = 100 | ||
|fire = 100 | |fire = 100 | ||
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|wound = 15 | |wound = 15 | ||
}} | }} | ||
'''Cell Drain:''' 10 | '''Cell Drain:''' 10 | ||
'''Maximum Complexity:''' | '''Maximum Complexity:''' 10 | ||
</div> | </div> | ||
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---- | ---- | ||
{{Tablemodsuit | {{Tablemodsuit | ||
|melee = | |melee = 5 | ||
|bullet = | |bullet = 5 | ||
|laser = | |laser = 5 | ||
|energy = | |energy = 5 | ||
|bomb = 10 | |bomb = 10 | ||
|bio = 100 | |bio = 100 | ||
|fire = 60 | |fire = 60 | ||
|acid = 75 | |acid = 75 | ||
|wound = | |wound = 5 | ||
}} | }} | ||
'''Cell Drain:''' 7 | '''Cell Drain:''' 7 | ||
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---- | ---- | ||
{{Tablemodsuit | {{Tablemodsuit | ||
|melee = | |melee = 10 | ||
|bullet = | |bullet = 10 | ||
|laser = | |laser = 5 | ||
|energy = | |energy = 5 | ||
|bomb = 10 | |bomb = 10 | ||
|bio = 100 | |bio = 100 | ||
|fire = 100 | |fire = 100 | ||
|acid = 100 | |acid = 100 | ||
|wound = | |wound = 5 | ||
}} | }} | ||
'''Cell Drain:''' 7 | '''Cell Drain:''' 7 | ||
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'''Inbuilt Modules''' | '''Inbuilt Modules''' | ||
---- | ---- | ||
*Quick-Carry | *[[#Quick Carry|Quick-Carry]] | ||
</div> | </div> | ||
==[[File:Prototype modsuit.png|64px]] | ==[[File:Prototype modsuit.png|64px]]Research MODsuit== | ||
''A private military EOD suit by Aussec Armory, intended for explosive research. Bulky, but expansive.'' | ''A private military EOD suit by Aussec Armory, intended for explosive research. Bulky, but expansive.'' | ||
<div style= | |||
This is a unique MODsuit that belongs to the [[Research Director]]. | |||
<div style="background-color:#F8F5FF; padding:10px;" ;> | |||
'''Base Armor''' | '''Base Armor''' | ||
---- | ---- | ||
{{Tablemodsuit | {{Tablemodsuit | ||
|melee = | |melee = 10 | ||
|bullet = | |bullet = 10 | ||
|laser = | |laser = 5 | ||
|energy = | |energy = 5 | ||
|bomb = 100 | |bomb = 100 | ||
|bio = 100 | |bio = 100 | ||
|fire = 100 | |fire = 100 | ||
|acid = 100 | |acid = 100 | ||
|wound = | |wound = 5 | ||
}} | }} | ||
'''Cell Drain:''' 5 | '''Cell Drain:''' 5 | ||
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'''Inbuilt Modules''' | '''Inbuilt Modules''' | ||
---- | ---- | ||
*Reagent Scanner | *[[#Reagent Scanner|Reagent Scanner]] | ||
</div> | </div> | ||
==[[File:Securitysuit.png|64px]]Security MODsuit== | ==[[File:Securitysuit.png|64px]]Security MODsuit== | ||
''An Apadyne Technologies security suit, offering | ''An Apadyne Technologies security suit, offering quicker speed at the cost of carrying capacity.'' | ||
<div style='background-color:#FFEAE6; padding:10px;';> | <div style='background-color:#FFEAE6; padding:10px;';> | ||
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---- | ---- | ||
{{Tablemodsuit | {{Tablemodsuit | ||
|melee = | |melee = 15 | ||
|bullet = | |bullet = 15 | ||
|laser = | |laser = 15 | ||
|energy = | |energy = 15 | ||
|bomb = | |bomb = 25 | ||
|bio = 100 | |bio = 100 | ||
|fire = 75 | |fire = 75 | ||
|acid = 75 | |acid = 75 | ||
|wound = | |wound = 15 | ||
}} | }} | ||
'''Cell Drain:''' 5 | '''Cell Drain:''' 5 | ||
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''An Apadyne Technologies advanced security suit, offering greater speed and fire protection than the standard security model.'' | ''An Apadyne Technologies advanced security suit, offering greater speed and fire protection than the standard security model.'' | ||
<div style= | This is a unique MODsuit that belong to the [[Head of Security]]. | ||
<div style="background-color:#FFEAE6; padding:10px;" ;> | |||
'''Base Armor''' | '''Base Armor''' | ||
---- | ---- | ||
{{Tablemodsuit | {{Tablemodsuit | ||
|melee = | |melee = 15 | ||
|bullet = | |bullet = 15 | ||
|laser = | |laser = 15 | ||
|energy = | |energy = 15 | ||
|bomb = | |bomb = 40 | ||
|bio = 100 | |bio = 100 | ||
|fire = 100 | |fire = 100 | ||
|acid = 95 | |acid = 95 | ||
|wound = | |wound = 15 | ||
}} | }} | ||
'''Cell Drain:''' 5 | '''Cell Drain:''' 5 | ||
'''Maximum Complexity:''' | '''Maximum Complexity:''' 10 | ||
</div> | </div> | ||
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''A fancy, very protective suit for Nanotrasen's captains. Shock, fire and acid-proof while also having a large capacity and high speed.'' | ''A fancy, very protective suit for Nanotrasen's captains. Shock, fire and acid-proof while also having a large capacity and high speed.'' | ||
<div style= | This is a unique MODsuit that belong to the [[Captain]]. | ||
<div style="background-color:#ebebfa; padding:10px;" ;> | |||
'''Base Armor''' | '''Base Armor''' | ||
---- | ---- | ||
{{Tablemodsuit | {{Tablemodsuit | ||
|melee = | |melee = 20 | ||
|bullet = | |bullet = 15 | ||
|laser = | |laser = 15 | ||
|energy = | |energy = 15 | ||
|bomb = 50 | |bomb = 50 | ||
|bio = 100 | |bio = 100 | ||
|fire = 100 | |fire = 100 | ||
|acid = 100 | |acid = 100 | ||
|wound = | |wound = 15 | ||
}} | }} | ||
'''Cell Drain:''' 5 | '''Cell Drain:''' 5 | ||
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---- | ---- | ||
{{Tablemodsuit | {{Tablemodsuit | ||
|melee = | |melee = 5 | ||
|bullet = | |bullet = 5 | ||
|laser = | |laser = 20 | ||
|energy = | |energy = 20 | ||
|bomb = 10 | |bomb = 10 | ||
|bio = 100 | |bio = 100 | ||
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---- | ---- | ||
{{Tablemodsuit | {{Tablemodsuit | ||
|melee = | |melee = 15 (40) | ||
|bullet = | |bullet = 20 (50) | ||
|laser = | |laser = 15 (30) | ||
|energy = | |energy = 15 (40) | ||
|bomb = 35 | |bomb = 35 | ||
|bio = 100 | |bio = 100 | ||
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'''Inbuilt Modules''' | '''Inbuilt Modules''' | ||
---- | ---- | ||
*Armor Booster | *[[#Armor Booster|Armor Booster]] | ||
</div> | </div> | ||
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---- | ---- | ||
{{Tablemodsuit | {{Tablemodsuit | ||
|melee = | |melee = 35 (60) | ||
|bullet = | |bullet = 30 (60) | ||
|laser = | |laser = 35 (50) | ||
|energy = | |energy = 35 (60) | ||
|bomb = 55 | |bomb = 55 | ||
|bio = 100 | |bio = 100 | ||
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---- | ---- | ||
{{Tablemodsuit | {{Tablemodsuit | ||
|melee = | |melee = 20 | ||
|bullet = | |bullet = 5 | ||
|laser = | |laser = 10 | ||
|energy = | |energy = 10 | ||
|bomb = 50 | |bomb = 50 | ||
|bio = 100 | |bio = 100 | ||
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'''Maximum Complexity:''' 25 | '''Maximum Complexity:''' 25 | ||
</div> | </div> | ||
<i>Newly issued Nanotrasen IDs are not backwards compatible with this suit!</i> | |||
=CentCom MODsuit Themes= | =CentCom MODsuit Themes= | ||
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---- | ---- | ||
{{Tablemodsuit | {{Tablemodsuit | ||
|melee = | |melee = 50 | ||
|bullet = | |bullet = 40 | ||
|laser = | |laser = 50 | ||
|energy = | |energy = 50 | ||
|bomb = 50 | |bomb = 50 | ||
|bio = 100 | |bio = 100 | ||
|fire = 100 | |fire = 100 | ||
|acid = 90 | |acid = 90 | ||
|wound = | |wound = 10 | ||
}} | }} | ||
'''Cell Drain:''' 5 | '''Cell Drain:''' 5 | ||
'''Maximum Complexity:''' 15 | '''Maximum Complexity:''' 15 | ||
'''Alternate Skins:''' | |||
[[File:Inquisitorsuit.png]] Inquisitor | |||
</div> | </div> | ||
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|laser = 50 | |laser = 50 | ||
|energy = 60 | |energy = 60 | ||
|bomb = | |bomb = 100 | ||
|bio = 100 | |bio = 100 | ||
|fire = 100 | |fire = 100 | ||
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'''Maximum Complexity:''' 25 | '''Maximum Complexity:''' 25 | ||
</div> | </div> | ||
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=Modules= | =Modules= | ||
Customize your modsuit with MODULES! To attach a module to the suit, you must first open the panel with a screwdriver. | Customize your modsuit with MODULES! To attach a module to the suit, you must first open the panel with a screwdriver, then apply the module. | ||
==Storage Modules== | ==Storage Modules== | ||
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|complexity = 2 | |complexity = 2 | ||
|description = ''A heads-up display installed into the visor of the suit. Typical for both civilian and military applications, this allows the user to perceive their surroundings while in complete darkness, enhancing the view by tenfold; yet brightening everything into a spooky green glow. They say these also let you see behind you.'' | |description = ''A heads-up display installed into the visor of the suit. Typical for both civilian and military applications, this allows the user to perceive their surroundings while in complete darkness, enhancing the view by tenfold; yet brightening everything into a spooky green glow. They say these also let you see behind you.'' | ||
}} | |||
==Anomaly-Locked Modules== | |||
Modules that are locked and don't function without an [[Guide_to_toxins#Implosion_Compressor_and_Anomaly_Refining|anomaly core]]. | |||
{{anchor|Anti-Gravity}} | |||
{{ModsuitModule | |||
|name = MOD Anti-Gravity Module | |||
|bgcolor1 = #cce6ff | |||
|bgcolor2 = #99ccff | |||
|image = Antigravmod.png | |||
|idle = 0 | |||
|active = 3.5 | |||
|use = 0 | |||
|complexity = 3 | |||
|description = ''A module that uses a gravitational core to make the user completely weightless.'' | |||
}} | |||
{{anchor|Teleporter}} | |||
{{ModsuitModule | |||
|name = MOD Teleporter Module | |||
|bgcolor1 = #cce6ff | |||
|bgcolor2 = #99ccff | |||
|image = TeleportMod.png | |||
|idle = 0 | |||
|active = 0 | |||
|use = 25 | |||
|complexity = 3 | |||
|description = ''A module that uses a bluespace core to let the user transport their particles elsewhere.'' | |||
}} | }} | ||
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|use = 0 | |use = 0 | ||
|complexity = 2 | |complexity = 2 | ||
|description = '' | |description = ''A module installed into the visor of the suit, allowing the user to use a pulse of terahertz radiation to essentially echolocate things beneath the floor, mostly cables and pipes. A staple of atmospherics work, and counter-smuggling work.'' | ||
}} | }} | ||
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|use = 50 | |use = 50 | ||
|complexity = 4 | |complexity = 4 | ||
|description = '' | |description = ''A complete retrofitting of the suit, this is a form of visual concealment tech employing esoteric technology to bend light around the user, as well as mimetic materials to make the surface of the suit match the surroundings based off sensor data. For some reason, this tech is rarely seen.'' | ||
}} | }} | ||
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|complexity = 1 | |complexity = 1 | ||
|description = ''A module based off research-oriented Nanotrasen HUDs, this is capable of scanning the contents of containers and projecting the information in an easy-to-read format on the wearer's display. It cannot detect flavors, so that's up to you.'' | |description = ''A module based off research-oriented Nanotrasen HUDs, this is capable of scanning the contents of containers and projecting the information in an easy-to-read format on the wearer's display. It cannot detect flavors, so that's up to you.'' | ||
}} | }} | ||
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|active = 0 | |active = 0 | ||
|use = 50 | |use = 50 | ||
|complexity = | |complexity = 2 | ||
|description = ''An oddly domestic device, this module is installed into the user's palm, hooking up with culinary scanners located in the helmet to blast food with precise microwave radiation, allowing them to cook food from a distance, with the greatest of ease. Not recommended for use against grapes.'' | |description = ''An oddly domestic device, this module is installed into the user's palm, hooking up with culinary scanners located in the helmet to blast food with precise microwave radiation, allowing them to cook food from a distance, with the greatest of ease. Not recommended for use against grapes.'' | ||
}} | |||
{{anchor|Waddle}} | |||
{{ModsuitModule | |||
|name = MOD Waddle Module | |||
|bgcolor1 = #cce6ff | |||
|bgcolor2 = #99ccff | |||
|image = Waddleboots.png | |||
|idle = 1 | |||
|active = 0 | |||
|use = 0 | |||
|complexity = 2 | |||
|description = ''Some of the most primitive technology in use by HonkCo. This module works off an automatic intention system, utilizing its' sensitivity to the pilot's often-limited brainwaves to directly read their next step, affecting the boots they're installed in. Employing a twin-linked gravitonic drive to create miniaturized etheric blasts of space-time beneath the user's feet, this enables them to... to waddle around, bouncing to and fro with a pep in their step.'' | |||
}} | }} | ||
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}} | }} | ||
==Maintenance Modules== | |||
These modules cannot be printed, and must be unearthed from the bowels of [[Maintenance|maintenance]]. | |||
{{anchor|Springlock}} | |||
{{ModsuitModule | |||
|name = MOD Springlock Module | |||
|bgcolor1 = #cce6ff | |||
|bgcolor2 = #99ccff | |||
|image = Springlock.png | |||
|idle = 0 | |||
|active = 0 | |||
|use = 0 | |||
|complexity = 3 | |||
|description = ''A module that spans the entire size of the MOD unit, sitting under the outer shell. This mechanical exoskeleton pushes out of the way when the user enters and it helps in booting up, but was taken out of modern suits because of the springlock's tendency to "snap" back into place when exposed to humidity. You know what it's like to have an entire exoskeleton enter you?'' | |||
}} | |||
{{anchor|Rave Visor}} | |||
{{ModsuitModule | |||
|name = MOD Rave Visor Module | |||
|bgcolor1 = #cce6ff | |||
|bgcolor2 = #99ccff | |||
|image = Ravevisor.gif | |||
|idle = 0 | |||
|active = 0 | |||
|use = 0 | |||
|complexity = 2 | |||
|description = ''A Super Cool Awesome Visor (SCAV), intended for modular suits.'' | |||
}} | |||
{{anchor|Tanning}} | |||
{{ModsuitModule | |||
|name = MOD Tanning Module | |||
|bgcolor1 = #cce6ff | |||
|bgcolor2 = #99ccff | |||
|image = Tanning.png | |||
|idle = 0 | |||
|active = 0 | |||
|use = 25 | |||
|complexity = 1 | |||
|description = ''A tanning module for modular suits. Skin cancer functionality has not been ever proven, although who knows with the rumors...'' | |||
}} | |||
{{anchor|Balloon Blower}} | |||
{{ModsuitModule | |||
|name = MOD Balloon Blower Module | |||
|bgcolor1 = #cce6ff | |||
|bgcolor2 = #99ccff | |||
|image = Bloon.png | |||
|idle = 0 | |||
|active = 0 | |||
|use = 2.5 | |||
|complexity = 1 | |||
|description = ''A strange module invented years ago by some ingenious mimes. It blows balloons.'' | |||
}} | |||
{{anchor|Atrocinator}} | |||
{{ModsuitModule | |||
|name = MOD Atrocinator Module | |||
|bgcolor1 = #cce6ff | |||
|bgcolor2 = #99ccff | |||
|image = Atrocinator.png | |||
|idle = 0 | |||
|active = 0 | |||
|use = 5 | |||
|complexity = 2 | |||
|description = ''A mysterious orb that has mysterious effects when inserted in a MODsuit. Watch your step, or you'll be sent sky high!'' | |||
}} | |||
==Unprintable Modules== | ==Unprintable Modules== | ||
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|use = 25 | |use = 25 | ||
|complexity = 4 | |complexity = 4 | ||
|description = '' | |description = ''The latest in stealth technology, this module is a definite upgrade over previous versions. The field has been tuned to be even more responsive and fast-acting, with enough stability to continue operation of the field even if the user bumps into others. The draw on the power cell has been reduced drastically, making this perfect for activities like standing near sentry turrets for extended periods of time.'' | ||
}} | }} | ||
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|description = ''Despite the existence of IFF systems, radio communique, and modern methods of deductive reasoning involving the wearer's own eyes, colorful paint jobs remain a popular way for different factions in the galaxy to display who they are. This system utilizes a series of tiny moving paint sprayers to both apply and remove different color patterns to and from the suit.'' | |description = ''Despite the existence of IFF systems, radio communique, and modern methods of deductive reasoning involving the wearer's own eyes, colorful paint jobs remain a popular way for different factions in the galaxy to display who they are. This system utilizes a series of tiny moving paint sprayers to both apply and remove different color patterns to and from the suit.'' | ||
}} | }} | ||
{{anchor|Anti-Slip}} | |||
{{ModsuitModule | |||
|name = MOD Anti-Slip Module | |||
|bgcolor1 = #cce6ff | |||
|bgcolor2 = #99ccff | |||
|image = Noslip.png | |||
|idle = 0.5 | |||
|active = 0 | |||
|use = 0 | |||
|complexity = 1 | |||
|description = ''These are a modified variant of standard magnetic boots, utilizing piezoelectric crystals on the soles. The two plates on the bottom of the boots automatically extend and magnetize as the user steps; a pull that's too weak to offer them the ability to affix to a hull, but just strong enough to protect against the fact that you didn't read the wet floor sign. Honk Co. has come out numerous times in protest of these modules being legal.'' | |||
}} | |||
{{anchor|Burger Dispenser}} | |||
{{ModsuitModule | |||
|name = MOD Burger Dispenser Module | |||
|bgcolor1 = #cce6ff | |||
|bgcolor2 = #99ccff | |||
|image = Burgdispenser.png | |||
|idle = 0 | |||
|active = 0 | |||
|use = 10 | |||
|complexity = 3 | |||
|description = ''A rare piece of technology reverse-engineered from a prototype found in a Donk Corporation vessel. This can draw incredible amounts of power from the suit's cell to create edible organic matter in the palm of the wearer's glove; however, research seemed to have entirely stopped at burgers. Notably, all attempts to get it to dispense Earl Grey tea have failed.'' | |||
}} | |||
=Wires= | |||
MODsuits have a few things controlled by wires, in the case of an EMP or other need you can access them by screwdrivering the panel and then using a multitool or wirecutters. | |||
* The orange light controls shocks, shocking the user when they try to use it. Can be set with the multitool and reset with wirecutters. | |||
* The red light controls malfunction, causing the active module to randomly shut off, the suit to randomly lose power and buttons to randomly not work. Must be reset by mending with wirecutters. | |||
* The green light controls locking the suit, pulsing will change the lock status and cutting will reset the required access. | |||
* The yellow light controls status of the interface, it can be pulsed or mended if the interface is broken. |
Latest revision as of 22:34, 31 October 2024
MODsuits
Modular Outerwear Devices, AKA MODsuits, are customizable hardsuits that support a variety of modules to assist the wearer. To manufacture and use one of these, you'll need to visit both Cargo and Robotics to gather up all the parts, put all of the parts together, extend each part of the armor and activate the suit!
To use a MODsuit, place it on your backpack slot, where your satchel/backpack would normally go. You can also place items into the MODsuit as you would place them into a backpack, as long as it has a storage module. Activating the suit no longer requires deploying all of its parts, but certain modules will require certain parts to be deployed, or the entire suit to be deployed to function.
Not to be left out, AIs that have been placed in an intellicard can be mounted on the suit to control the user's movement and modules in case the user becomes incapacitated. To insert the intellicard, open up the MODsuit with a screwdriver and apply the card to the suit.
To charge your MODsuit's cell, enter a cyborg charger while wearing the suit.
To extract the core and the cell, use a screwdriver on the pack and then use a wrench.
To update your MODsuit's access, use a screwdriver on your suit and swipe your ID on it.
Construction
- Print out helmet, chestplate, gauntlets, boots, MOD shell, and armor from the Exosuit Fabricator.
- Order a MOD core from Cargo OR find a broken MOD core in maintenance and repair it with a screwdriver OR craft one with an ethereal heart.
- Add core to shell.
- Screwdriver core to shell.
- Add helmet to assembly.
- Add chestplate to assembly.
- Add gauntlets to assembly.
- Add boots to assembly.
- Wrench assembly.
- Screwdriver assembly.
- Add external plating to assembly.
- Open modsuit panel with screwdriver.
- Insert cell.
- Close modsuit panel with screwdriver.
Customization
The chosen plating determines the suit's look, and protections. There are currently 6 printable armors in total:
For MODsuits with alternate appearances, use a paint kit on the completed suit to change between them!
Station MODsuit Themes
Standard MODsuit
A civilian class suit by Nakamura Engineering, doesn't offer much other than slightly quicker movement.
Base Armor
Melee | Ballistic | Laser | Energy | Bomb | Biological | Fire | Acid | Wounds |
---|---|---|---|---|---|---|---|---|
10 | 5 | 5 | 5 | 0 | 100 | 25 | 25 | 5 |
Cell Drain: 5
Maximum Complexity: 15
Alternate Skins:
Engineering MODsuit
An engineer-fit suit with heat and shock resistance. Nakamura Engineering's classic.
Base Armor
Melee | Ballistic | Laser | Energy | Bomb | Biological | Fire | Acid | Wounds |
---|---|---|---|---|---|---|---|---|
10 | 5 | 20 | 10 | 10 | 100 | 100 | 25 | 10 |
Cell Drain: 5
Maximum Complexity: 15
Atmospheric MODsuit
An atmospheric-resistant suit by Nakamura Engineering, offering extreme heat resistance compared to the engineer suit.
Base Armor
Melee | Ballistic | Laser | Energy | Bomb | Biological | Fire | Acid | Wounds |
---|---|---|---|---|---|---|---|---|
10 | 5 | 10 | 15 | 10 | 100 | 100 | 75 | 10 |
Cell Drain: 5
Maximum Complexity: 15
Advanced MODsuit
An advanced version of Nakamura Engineering's classic suit, shining with a white, acid and fire resistant polish.
This is a unique MODsuit that belong to the Chief Engineer.
Base Armor
Melee | Ballistic | Laser | Energy | Bomb | Biological | Fire | Acid | Wounds |
---|---|---|---|---|---|---|---|---|
15 | 5 | 20 | 15 | 50 | 100 | 100 | 90 | 10 |
Cell Drain: 5
Maximum Complexity: 15
Inbuilt Modules
- Advanced Magboots
Loader MODsuit
An unsealed experimental motorized harness manufactured by Scarborough Arms for quick and efficient munition supplies.
This is a unique MODsuit that belong to Cargo Technicians and the Quartermaster.
Base Armor
Melee | Ballistic | Laser | Energy | Bomb | Biological | Fire | Acid | Wounds |
---|---|---|---|---|---|---|---|---|
15 | 5 | 5 | 5 | 10 | 10 | 25 | 25 | 10 |
Cell Drain: 5
Maximum Complexity: 10
Inbuilt Modules
- Hydraulic Clamp
- Loader Module
- Magnet Module
Mining MODsuit
A Nanotrasen mining suit for on-site operations, fit with accreting ash armor and a sphere form.
This MODsuit design is only available throught the Mining Equipment Vendor.
Comes with a unique Ash Accretion module that grant increased armor when stepping on non station turf.
Base Armor
Melee | Ballistic | Laser | Energy | Bomb | Biological | Fire | Acid | Wounds |
---|---|---|---|---|---|---|---|---|
15 (55) | 5 (15) | 5 (25) | 5 (25) | 30 (70) | 100 | 100 | 75 | 15 |
Cell Drain: 10
Maximum Complexity: 10
Medical MODsuit
A lightweight suit by DeForest Medical Corporation, allows for easier movement.
Base Armor
Melee | Ballistic | Laser | Energy | Bomb | Biological | Fire | Acid | Wounds |
---|---|---|---|---|---|---|---|---|
5 | 5 | 5 | 5 | 10 | 100 | 60 | 75 | 5 |
Cell Drain: 7
Maximum Complexity: 15
Alternate Skins:
Rescue MODsuit
An advanced version of DeForest Medical Corporation's medical suit, designed for quick rescue of bodies from the most dangerous environments.
Base Armor
Melee | Ballistic | Laser | Energy | Bomb | Biological | Fire | Acid | Wounds |
---|---|---|---|---|---|---|---|---|
10 | 10 | 5 | 5 | 10 | 100 | 100 | 100 | 5 |
Cell Drain: 7
Maximum Complexity: 15
Inbuilt Modules
Research MODsuit
A private military EOD suit by Aussec Armory, intended for explosive research. Bulky, but expansive.
This is a unique MODsuit that belongs to the Research Director.
Base Armor
Melee | Ballistic | Laser | Energy | Bomb | Biological | Fire | Acid | Wounds |
---|---|---|---|---|---|---|---|---|
10 | 10 | 5 | 5 | 100 | 100 | 100 | 100 | 5 |
Cell Drain: 5
Maximum Complexity: 20
Inbuilt Modules
Security MODsuit
An Apadyne Technologies security suit, offering quicker speed at the cost of carrying capacity.
Base Armor
Melee | Ballistic | Laser | Energy | Bomb | Biological | Fire | Acid | Wounds |
---|---|---|---|---|---|---|---|---|
15 | 15 | 15 | 15 | 25 | 100 | 75 | 75 | 15 |
Cell Drain: 5
Maximum Complexity: 10
Safeguard MODsuit
An Apadyne Technologies advanced security suit, offering greater speed and fire protection than the standard security model.
This is a unique MODsuit that belong to the Head of Security.
Base Armor
Melee | Ballistic | Laser | Energy | Bomb | Biological | Fire | Acid | Wounds |
---|---|---|---|---|---|---|---|---|
15 | 15 | 15 | 15 | 40 | 100 | 100 | 95 | 15 |
Cell Drain: 5
Maximum Complexity: 10
Magnate MODsuit
A fancy, very protective suit for Nanotrasen's captains. Shock, fire and acid-proof while also having a large capacity and high speed.
This is a unique MODsuit that belong to the Captain.
Base Armor
Melee | Ballistic | Laser | Energy | Bomb | Biological | Fire | Acid | Wounds |
---|---|---|---|---|---|---|---|---|
20 | 15 | 15 | 15 | 50 | 100 | 100 | 100 | 15 |
Cell Drain: 5
Maximum Complexity: 20
Cosmohonk MODsuit
A suit by Honk Ltd. Protects against low humor environments. Most of the tech went to lower the power cost.
Base Armor
Melee | Ballistic | Laser | Energy | Bomb | Biological | Fire | Acid | Wounds |
---|---|---|---|---|---|---|---|---|
5 | 5 | 20 | 20 | 10 | 100 | 60 | 30 | 5 |
Cell Drain: 1.25
Maximum Complexity: 15
Offstation MODsuit Themes
Syndicate MODsuit
A suit designed by Gorlex Marauders, offering armor ruled illegal in most of Spinward Stellar.
Base Armor
Melee | Ballistic | Laser | Energy | Bomb | Biological | Fire | Acid | Wounds |
---|---|---|---|---|---|---|---|---|
15 (40) | 20 (50) | 15 (30) | 15 (40) | 35 | 100 | 50 | 90 | 25 |
Cell Drain: 5
Maximum Complexity: 15
Inbuilt Modules
Elite Syndicate MODsuit
An elite suit upgraded by Cybersun Industries, offering upgraded armor values.
Base Armor
Melee | Ballistic | Laser | Energy | Bomb | Biological | Fire | Acid | Wounds |
---|---|---|---|---|---|---|---|---|
35 (60) | 30 (60) | 35 (50) | 35 (60) | 55 | 100 | 100 | 100 | 25 |
Cell Drain: 5
Maximum Complexity: 15
Inbuilt Modules
- Elite Armor Booster
Enchanted MODsuit
The Wizard Federation's relatively low-tech MODsuit. Is very protective, though.
Base Armor
Melee | Ballistic | Laser | Energy | Bomb | Biological | Fire | Acid | Wounds |
---|---|---|---|---|---|---|---|---|
40 | 40 | 40 | 50 | 35 | 100 | 100 | 100 | 30 |
Cell Drain: 5
Maximum Complexity: 10
Prototype MODsuit
A prototype modular suit powered by locomotives. While it is comfortable and has a big capacity, it remains very bulky and power-inefficient.
Base Armor
Melee | Ballistic | Laser | Energy | Bomb | Biological | Fire | Acid | Wounds |
---|---|---|---|---|---|---|---|---|
20 | 5 | 10 | 10 | 50 | 100 | 100 | 75 | 5 |
Cell Drain: 5
Maximum Complexity: 25
Newly issued Nanotrasen IDs are not backwards compatible with this suit!
CentCom MODsuit Themes
Responsory MODsuit
A high-speed rescue suit by Nanotrasen, intended for its' emergency response teams.
Base Armor
Melee | Ballistic | Laser | Energy | Bomb | Biological | Fire | Acid | Wounds |
---|---|---|---|---|---|---|---|---|
50 | 40 | 50 | 50 | 50 | 100 | 100 | 90 | 10 |
Cell Drain: 5
Maximum Complexity: 15
Alternate Skins:
Apocryphal MODsuit
A high-tech, only technically legal, armored suit created by a collaboration effort between Nanotrasen and Apadyne Technologies.
Base Armor
Melee | Ballistic | Laser | Energy | Bomb | Biological | Fire | Acid | Wounds |
---|---|---|---|---|---|---|---|---|
80 | 80 | 50 | 60 | 100 | 100 | 100 | 100 | 25 |
Cell Drain: 5
Maximum Complexity: 25
Corporate MODsuit
A fancy, high-tech suit for Nanotrasen's high ranking officers.
Base Armor
Melee | Ballistic | Laser | Energy | Bomb | Biological | Fire | Acid | Wounds |
---|---|---|---|---|---|---|---|---|
35 | 40 | 40 | 50 | 50 | 100 | 100 | 100 | 15 |
Cell Drain: 5
Maximum Complexity: 15
Debug MODsuit
Strangely nostalgic.
Base Armor
Melee | Ballistic | Laser | Energy | Bomb | Biological | Fire | Acid | Wounds |
---|---|---|---|---|---|---|---|---|
50 | 50 | 50 | 50 | 100 | 100 | 100 | 100 | 0 |
Cell Drain: 5
Maximum Complexity: 50
Administrative MODsuit
A suit made of adminium. Who comes up with these stupid mineral names?
Base Armor
Melee | Ballistic | Laser | Energy | Bomb | Biological | Fire | Acid | Wounds |
---|---|---|---|---|---|---|---|---|
100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 |
Cell Drain: 0
Maximum Complexity: 1000
Modules
Customize your modsuit with MODULES! To attach a module to the suit, you must first open the panel with a screwdriver, then apply the module.
Storage Modules
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Visor Modules
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Anomaly-Locked Modules
Modules that are locked and don't function without an anomaly core.
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Other Printable Modules
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Maintenance Modules
These modules cannot be printed, and must be unearthed from the bowels of maintenance.
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Unprintable Modules
These modules cannot be printed from the exosuit fabricator, and instead either come with prebuilt MODsuits (or may be purchasable from a Syndicate uplink).
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Wires
MODsuits have a few things controlled by wires, in the case of an EMP or other need you can access them by screwdrivering the panel and then using a multitool or wirecutters.
- The orange light controls shocks, shocking the user when they try to use it. Can be set with the multitool and reset with wirecutters.
- The red light controls malfunction, causing the active module to randomly shut off, the suit to randomly lose power and buttons to randomly not work. Must be reset by mending with wirecutters.
- The green light controls locking the suit, pulsing will change the lock status and cutting will reset the required access.
- The yellow light controls status of the interface, it can be pulsed or mended if the interface is broken.