Difference between revisions of "MODsuits"

From Paradise Station Wiki
Jump to navigation Jump to search
(Updates modsuit names)
 
(55 intermediate revisions by 13 users not shown)
Line 1: Line 1:
{{Needsrevision|reason='''THIS IS VERY MUCH WORK IN PROGRESS. FOR INFORMATION ABOUT MODSUITS, PLEASE REFER TO: [https://tgstation13.org/wiki/MODsuits TG STATION WIKI]'''}}
{{Awaiting PR
| PRlink=https://github.com/ParadiseSS13/Paradise/pull/21147
| PRname=Modsuits
| DraftPage=
}}
{{Wip}}


[[File:Mod UI.png|right|thumb]]
<div style="display: grid; float: right;">{{Glossarytable}}</div>
==What are modsuits?==
Modular Outerwear Devices, '''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, and [[MODsuits#Building a MODsuit|assemble]] them!


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!
==Using a MODsuit==
[[File:Mod UI.png|right|MODsuit Interface|275px|thumb]]


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. Deploy each part of the suit, and then activate it.  
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 if it's equipped with a [[#Storage|Storage Module]]. Once on your back, deploy each part of the suit, and then activate it, which you can do by pressing the buttons on the top left.


To charge your MODsuit's cell, enter a cyborg charger [[File:borgrecharge.png|32px]] while wearing the suit.
===Charging a MODsuit===
If your MODsuit is operating on a[[File:Mod Core.gif|32px]] standard core, enter a cyborg charger [[File:borgrecharge.png|32px]] while wearing the suit to recharge it's cell.
Eventually, you can also change it's cell.


==Pre-Equipped MODsuits==
If your MODsuit is operating on a [[File:Mod Plasma Core.gif|32px]] plasma core, which is a standard for mining MODsuits, insert [[File:Plasma.png|32px]] plasma sheets into the [[File:Mod Control.png|32px]]control unit.
 
===Exchanging the Power Cell===
 
# Use [[File:Screwdriver tool.png|32px]] '''Screwdriver''' on the [[File:Mod Control.png|32px]] '''MODsuit central controller'''.
# Use [[File:Wrench.png|32px]] '''Wrench'''.
# Re-insert the [[File:Mod Core.gif|32px]] '''MODsuit core'''.
# Insert the [[File:Powercell.png|32px]] '''Power Cell'''.
# Use [[File:Screwdriver tool.png|32px]] '''Screwdriver'''.
 
==Building a MODsuit==
 
# Print out helmet, chestplate, gauntlets, boots, MOD shell, and armour from the Exosuit Fabricator.
# [[File:Mod Core.gif|32px]] Order a '''MOD core''' from Cargo '''OR''' find a broken MOD core in maintenance and repair it with a screwdriver. Keep in mind, [[Robotics Lab]] also starts with one.
# [[File:Mod Shell.png|32px]] Add core to shell.
# [[File:Screwdriver tool.png|32px]] '''Screwdriver''' core to shell.
# [[File:Mod Helmet.png|32px]] Add '''helmet''' to assembly.
# [[File:Mod Chestplate.png|32px]] Add '''chestplate''' to assembly.
# [[File:Mod Gauntlets.png|32px]] Add '''gauntlets''' to assembly.
# [[File:Mod Boots.png|32px]] Add '''boots''' to assembly.
# [[File:Wrench.png|32px]] '''Wrench''' assembly.
# [[File:Screwdriver tool.png|32px]] '''Screwdriver''' assembly.
# [[File:Mod Standard Plating.png|32px]] Add '''external plating''' to assembly.
# [[File:Screwdriver tool.png|32px]] Open modsuit panel with '''screwdriver'''.
# [[File:Powercell.png|32px]] Insert a '''power cell'''.
# [[File:Screwdriver tool.png|32px]] Close modsuit panel with '''screwdriver'''.
 
 
==Modsuit Maintenance==
 
===Fixing Wiring===
MODsuits wiring can malfunction after MODsuit is damaged by ''EMPs''. <br>
'''Possible Malfunctions include:'''
* Lack of response from the MODsuits functions.
* The User Interface becoming Dysfunctional until fixed.
 
In order to fix the wiring:
<!-- copied from hacking, basically template this could use -->
# Use a [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to expose the wiring.
# Hack using a [[File:Multitool.png|32px]] '''Multitool''' or [[File:Wirecutters.png|32px]] '''Wirecutters'''.
# Use a [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to hide the wires again when done.
* Do note the wire order in every single MODsuit is different.


{|class="wikitable sortable mw-collapsible" width="50%" style="text-align: center; background-color: #f0e8f0;"
{| class="wikitable" width="65%" style="background-color: #f0e8f0;"
|-style="font-weight: bold; background-color: #A06DA0; color: white;"
|-style="font-weight: bold; background-color: #A06DA0; color: white;"
! style='background-color: #A06DA0' width: 20%;                            | Item
! style='background-color: #A06DA0' width: 20%;                            | Wire
! class="unsortable" style='background-color: #A06DA0' width: 40%;        | location
! class="unsortable" style='background-color: #A06DA0' width: 40%;        | Effects
! class="unsortable" style='background-color: #A06DA0' width: 40%;        | Default Modules
! class="unsortable" style='background-color: #A06DA0' width: 40%;        | [[File:Multitool.png|32px]] Pulsing
! class="unsortable" style='background-color: #A06DA0' width: 40%;        | [[File:Wirecutters.png|32px]] Cutting
! class="unsortable" style='background-color: #A06DA0' width: 40%;        | [[File:Wirecutters.png|32px]] Mending
|-
| Shock / Electrify
'''(Orange Light)'''
| Delivers an electrical shock to the person hacking the MODsuit.
| Toggles shock mode for up to 30 seconds. Toggles the Orange Light.
| Will shock anyone hacking the MODsuit until repaired.
| Returns normal operation.
|-
| Disable
'''(Red Light)'''
| Malfunctions the MODsuit, making it sometimes unresponsive to button presses.
| Malfunctions the MODsuit until the wire is cut and mended. Toggles the Red Light.
| Malfunctions the MODsuit until the wires mended.
| Returns the MODsuit to normal functionality.
|-
| ID Lock
'''(Green Light)'''
| Toggles the ID Lock on a MODsuit.
| Toggles the ID Lock. Toggles the Green Light.
| None
| None
|-
| Interface Functionality
'''(Yellow Light)'''
| Toggles the MODsuits User Interface functionality on a MODsuit.
| Toggles the User Interfaces Functionality. Toggles the Yellow Light.
| Breaks the User Interfaces Functionality until the wire is mended.
| Restores the User Interface Functionality.
|-
| Dud Wires
| The remaining two wires in the MODsuit are duds and have no effect.
| None
| None
| None
|}
 
===Upgrading the MODsuit===
 
'''Module Addition:'''
# Use [[File:Screwdriver tool.png|32px]] '''Screwdriver''' on the [[File:Mod Control.png|32px]] '''MODsuit central controller'''.
# Insert [[#Modules|modules of your choosing]].
# Use [[File:Screwdriver tool.png|32px]] '''Screwdriver'''.
 
'''Module Removal:'''
# Use [[File:Screwdriver tool.png|32px]] '''Screwdriver''' on the [[File:Mod Control.png|32px]] '''MODsuit central controller'''.
# Use [[File:Red_crowbar.png|32px]] '''Crowbar''' to take the modules out.
# Use [[File:Screwdriver tool.png|32px]] '''Screwdriver'''.
 
==Modules==
Module power drain is based on MODsuit's power drain. <br>
For example, standard MODsuit drain value is 5. Keeping a visor on drains at a rate of <code>5•0.3</code>.
===Printable Modules=== <!-- someone may need to fix the anchors to the items, THEY DO NOT WORK because they are in a tab. A possible solution could be to move the anchors outside the tabs. -->
<tabs container="width:55%">
<tab name='Storage Modules' inline>
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Storage Module''' <br> [[File:Mod Storage.png]] {{anchor|Storage}}
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| None
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''What amounts to a series of integrated storage compartments and specialized pockets installed across the surface of the suit, useful for storing various bits, and or bobs.''
|}
|-
| '''Complexity:''' 3 <br> '''Cell Drain:''' None
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Extended Storage Module''' <br> [[File:Mod Extended Storage.png]] {{anchor|Extended Storage}}
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 6 Materials <br> 5 Power <br> 6 Engineering <br> 2 EM Spectrum <br> 2 Illegal
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''Reverse engineered by Cybersun Industries from Donk Corporation designs, this system of hidden compartments is entirely within the suit, distributing items and weight evenly to ensure a comfortable experience for the user; whether smuggling, or simply hauling.''
|}
|-
| '''Complexity:''' 3 <br> '''Cell Drain:''' None
|}
</tab>
<tab name='Visor Modules' inline>
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Medical Visor Module''' <br> [[File:Mod Medical Visor.png]] {{anchor|Medical Visor}}
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 5 Materials <br> 4 Biotech <br> 4 Data Theory
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''A heads-up display installed into the visor of the suit. This cross-references suit sensor data with a modern biological scanning suite, allowing the user to visualize the current health of organic lifeforms, as well as access data such as patient files in a convenient readout. They say these also let you see behind you.''
|}
|-
| '''Complexity:''' 1 <br> '''Cell Drain:''' 0.3 Active
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Diagnostic Visor Module''' <br> [[File:Mod Diagnostic Visor.png]] {{anchor|Diagnostic Visor}}
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 5 Materials <br> 4 Engineering <br> 4 Biotech <br> 4 Data Theory
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''A heads-up display installed into the visor of the suit. This uses a series of advanced sensors to access data from advanced machinery, exosuits, and other devices, allowing the user to visualize current power levels and integrity of such. They say these also let you see behind you.''
|}
|-
| '''Complexity:''' 1 <br> '''Cell Drain:''' 0.3 Active
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Security Visor Module''' <br> [[File:Mod Security Visor.png]] {{anchor|Security Visor}}
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 5 Materials <br> 4 Biotech <br> 4 Data Theory <br> 3 Combat
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''A heads-up display installed into the visor of the suit. This module is a heavily-retrofitted targeting system, plugged into various criminal databases to be able to view arrest records, command simple security-oriented robots, and generally know who to shoot. They say these also let you see behind you.''
|}
|-
| '''Complexity:''' 1 <br> '''Cell Drain:''' 0.3 Active
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Meson Visor Module''' <br> [[File:Mod Meson Visor.png]] {{anchor|Meson Visor}}
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 4 Materials <br> 4 Biotech <br> 4 Data Theory
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''A heads-up display installed into the visor of the suit. This module is based off well-loved meson scanner technology, used by construction workers and miners across the galaxy to see basic structural and terrain layouts through walls, regardless of lighting conditions. They say these also let you see behind you.''
|}
|-
| '''Complexity:''' 1 <br> '''Cell Drain:''' 0.3 Active
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Welding Protection Module''' <br> [[File:Mod Welding Protection.png]] {{anchor|Welding Protection}}
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 4 Materials <br> 5 Engineering <br> 4 Biotech <br> 4 Plasma
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''A module installed into the visor of the suit, this projects a polarized, holographic overlay in front of the user's eyes. It's rated high enough for immunity against extremities such as spot and arc welding, solar eclipses, and handheld flashlights.''
|}
|-
| '''Complexity:''' 1 <br> '''Cell Drain:''' None
|}
</tab>
<tab name='Passive Modules' inline>
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Radiation Protection Module''' <br> [[File:Mod Radiation Protection.png]] {{anchor|Radiation Protection}}
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 4 Materials <br> 4 EM Spectrum <br> 5 Combat
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''A protoype module that improves the sensors on the modsuit to detect radiation on the user. Currently due to time restraints and a lack of lead on lavaland, it does not have a built in geiger counter or radiation protection.''
|}
|-
| '''Complexity:''' 0 <br> '''Cell Drain:''' 0.1 Passive
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''EMP Shield Module''' <br> [[File:Mod EMP Shield.png]] {{anchor|EMP Shield}}
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 6 EM Spectrum <br> 7 Combat <br> 3 Illegal
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''A field inhibitor installed into the suit, protecting it against feedback such as electromagnetic pulses that would otherwise damage the electronic systems of the suit or it's modules. However, it will take from the suit's power to do so.''
|}
|-
| '''Complexity:''' 1 <br> '''Cell Drain:''' 0.3 Passive
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Waddle Module''' <br> [[File:Mod Waddle.png]] {{anchor|Waddle}}
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 3 Materials <br> 3 Data Theory
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''Some of the most primitive technology in use by Honk Co. 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.''
|}
|-
| '''Complexity:''' 1 <br> '''Cell Drain:''' 0.2 Passive
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Plasma Stabilizer Module''' <br> [[File:Mod Plasma Stabilizer.png]] {{anchor|Plasma Stabilizer}}
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 2 Materials <br> 3 Engineering <br> 2 Power
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''This system essentially forms an atmosphere of its own, within the suit, efficiently and quickly preventing oxygen from causing the user's head to burst into flame. This allows plasmamen to safely remove their helmet, allowing for easier equipping of any MODsuit-related equipment, or otherwise. The purple glass of the visor seems to be constructed for nostalgic purposes.''
|}
|-
| '''Complexity:''' 1 <br> '''Cell Drain:''' 0.3 Passive
|}
</tab>
<tab name='Active Modules' inline>
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''T-Ray Scanner Module''' <br> [[File:Mod T-Ray Scanner.png]] {{anchor|T-Ray Scanner}}
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 2 Materials <br> 2 Engineering
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''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.''
|}
|-
| '''Complexity:''' 1 <br> '''Cell Drain:''' 0.5 Active
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Cloak Module''' <br> [[File:Mod Cloak.png]] {{anchor|Cloak}}
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 7 Combat <br> 6 EM Spectrum <br> 3 Illegal
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''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.''
|}
|-
| '''Complexity:''' 4 <br> '''Cell Drain:''' 2 Active
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Ion Jetpack Module''' <br> [[File:Mod Ion Jetpack.png]] {{anchor|Ion Jetpack}}
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 7 Materials <br> 7 Engineering <br> 7 EM Spectrum
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''A series of electric thrusters installed across the suit, this is a module highly anticipated by trainee Engineers. Rather than using gasses for combustion thrust, these jets are capable of accelerating ions using charge from the suit's charge. Some say this isn't Cybersun Industries's first foray into jet-enabled suits.''
|}
|-
| '''Complexity:''' 3 <br> '''Cell Drain:'''
*0.5 Active
*1 On-Use
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Magnetic Stabilizator Module''' <br> [[File:Mod Magnetic Stability.png]] {{anchor|Magnetic Stability}}
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 4 Materials <br> 5 Engineering <br> 4 EM Spectrum
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''These are powerful electromagnets fitted into the suit's boots, allowing users both excellent traction no matter the condition indoors, and to essentially hitch a ride on the exterior of a hull. However, these basic models do not feature computerized systems to automatically toggle them on and off, so numerous users report a certain stickiness to their steps.''
|}
|-
| '''Complexity:''' 2 <br> '''Cell Drain:''' 0.5 Active
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Flashlight Module''' <br> [[File:Mod Flashlight.png]] {{anchor|Flashlight}}
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 2 Engineering <br> 2 EM Spectrum <br> 2 Plasma
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''A simple pair of configurable flashlights installed on the left and right sides of the helmet, useful for providing light in a variety of ranges and colors. Some survivalists prefer the color green for their illumination, for reasons unknown.''
|}
|-
| '''Complexity:''' 1 <br> '''Cell Drain:''' 0.3 Active
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Reagent Scanner Module''' <br> [[File:Mod Reagent Scanner.png]] {{anchor|Reagent Scanner}}
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 2 Engineering <br> 2 EM Spectrum <br> 2 Plasma
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''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.''
|}
|-
| '''Complexity:''' 1 <br> '''Cell Drain:''' 0.2 Active
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Thermal Regulator Module''' <br> [[File:Mod Thermal Regulator.png]] {{anchor|Thermal Regulator}}
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 3 Materials <br> 2 EM Spectrum <br> 3 Plasma
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
|-
! Standard MODsuit <br> [[File:Mod Standard.png]]
| ''Advanced climate control, using an inner body glove interwoven with thousands of tiny, flexible cooling lines. This circulates coolant at various user-controlled temperatures, ensuring they're comfortable; even if they're some that like it hot.''
| Can be built by robotics
|}
| N/A
|-
| '''Complexity:''' 1 <br> '''Cell Drain:''' 0.3 Active
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Injector Module''' <br> [[File:Mod Injector.png]] {{anchor|Injector}}
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 6 Materials <br> 4 Biotech <br> 5 EM Spectrum
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''A module installed into the wrist of the suit, this functions as a high-capacity syringe, with a tip fine enough to locate the emergency injection ports on any suit of armor, penetrating it with ease. Even yours.''
|}
|-
| '''Complexity:''' 1 <br> '''Cell Drain:''' 0.3 Active
|}
</tab>
<tab name='Ability Modules' inline>
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Emergency Tether Module''' <br> [[File:Mod Emergency Tether.png]] {{anchor|Emergency Tether}}
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 4 Materials <br> 5 Engineering <br> 4 EM Spectrum
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''A custom-built grappling-hook powered by a winch capable of hauling the user. While some older models of cargo-oriented grapples have capacities of a few tons, these are only capable of working in zero-gravity environments, a blessing to some Engineers.''
|}
|-
| '''Complexity:''' 1 <br> '''Cell Drain:''' 1 On-Use
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Internal GPS Module''' <br> [[File:Mod Internal GPS.png]] {{anchor|Internal GPS}}
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 2 Materials <br> 2 Bluespace
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''This module uses common Nanotrasen technology to calculate the user's position anywhere in space, down to the exact coordinates. This information is fed to a central database viewable from the device itself, though using it to help people is up to you.''
|}
|-
| '''Complexity:''' 1 <br> '''Cell Drain:''' 0.2 On-Use
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Defibrillator Module''' <br> [[File:Mod Defibrillator.png]] {{anchor|Defibrillator}}
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 7 Materials <br> 7 Biotech <br> 6 Power
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''A module built into the gauntlets of the suit; commonly known as the 'Healing Hands' by medical professionals. The user places their palms above the patient. Onboard computers in the suit calculate the necessary voltage, and a modded targeting computer determines the best position for the user to push. Twenty five pounds of force are applied to the patient's skin. Shocks travel from the suit's gloves and counter-shock the heart, and the wearer returns to Medical a hero. Don't you even think about using it as a weapon; regulations on manufacture and software locks expressly forbid it.''
|}
|-
| '''Complexity:''' 2 <br> '''Cell Drain:''' 200 On-Use
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Bike Horn Module''' <br> [[File:Mod Bike Horn.png]] {{anchor|Bike Horn}}
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 3 Materials <br> 3 Data Theory
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''A shoulder-mounted piece of heavy sonic artillery, this module uses the finest femto-manipulator technology to precisely deliver an almost lethal squeeze to... a bike horn, producing a significantly memorable sound.''
|}
|-
| '''Complexity:''' 1 <br> '''Cell Drain:''' 1 On-Use
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Crate Clamp Module''' <br> [[File:Mod Crate Clamp.png]] {{anchor|Crate Clamp}}
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 3 Materials <br> 3 Data Theory
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''A series of actuators installed into both arms of the suit, boasting a lifting capacity of almost a ton. However, this design has been locked by Nanotrasen to be primarily utilized for lifting various crates. A lot of people would say that loading cargo is a dull job, but you could not disagree more.''
|}
|-
| '''Complexity:''' 3 <br> '''Cell Drain:''' 1 On-Use
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Drill Module''' <br> [[File:Mod Drill.png]] {{anchor|Drill}}
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 6 Materials <br> 5 Engineering <br> 5 Power
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''An integrated drill, typically extending over the user's hand. While useful for drilling through rock, your drill is surely the one that both pierces and creates the heavens.''
|}
|-
| '''Complexity:''' 2 <br> '''Cell Drain:''' 1 On-Use Cell Drain
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Ore Bag Module''' <br> [[File:Mod Ore Bag.png]] {{anchor|Ore Bag}}
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 2 Materials <br> 3 Engineering <br> 2 Power
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''An integrated ore storage system installed into the suit, this utilizes precise electromagnets and storage compartments to automatically collect and deposit ore. It's recommended by Cybersun Industries to actually deposit that ore at local refineries.''
|}
|-
| '''Complexity:''' 1 <br> '''Cell Drain:''' 0.2 On-Use
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''DNA Lock Module''' <br> [[File:Mod DNA Lock.png]] {{anchor|DNA Lock}}
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 6 Materials <br> 6 Engineering <br> 5 Power <br> 2 Illegal
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''A module which engages with the various locks and seals tied to the suit's systems, enabling it to only be worn by someone corresponding with the user's exact DNA profile; however, this incredibly sensitive module is shorted out by EMPs. Luckily, stable mutagen has been outlawed.''
|}
|-
| '''Complexity:''' 2 <br> '''Cell Drain:''' 3 On-Use
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Holster Module''' <br> [[File:Mod Holster.png]] {{anchor|Holster}}
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 2 Materials <br> 3 Engineering <br> 2 Power
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''Based off typical storage compartments, this system allows the suit to holster a standard firearm across its surface and allow for extremely quick retrieval. While some users prefer the chest, others the forearm for quick deployment, some law enforcement prefer the holster to extend from the thigh.''
|}
|-
| '''Complexity:''' 2 <br> '''Cell Drain:''' None
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Active Sonar Module''' <br> [[File:Mod Active Sonar.png]] {{anchor|Active Sonar}}
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 6 Materials <br> 5 Engineering <br> 5 Power
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''Ancient tech from the 20th century, this module uses sonic waves to detect living creatures within the user's radius. Its loud ping is much harder to hide in an indoor station than in the outdoor operations it was designed for.''
|}
|-
| '''Complexity:''' 2 <br> '''Cell Drain:''' 4 On-Use
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Pathfinder Module''' <br> [[File:Mod Pathfinder.png]] {{anchor|Pathfinder}}
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 6 Materials <br> 5 Engineering <br> 5 Power
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''This module, brought to you by Paizo Productions, has two components. The first component is a series of thrusters and a computerized location subroutine installed into the very control unit of the suit, allowing it flight at highway speeds using the suit's access locks to navigate through the station, and to be able to locate the second part of the system; a pathfinding implant installed into the base of the user's spine, broadcasting their location to the suit and allowing them to recall it to their person at any time. The implant is stored in the module and needs to be injected in a human to function. Paizo Productions swears up and down there's airbrakes.''
|}
|-
| '''Complexity:''' 2 <br> '''Cell Drain:''' 200 On-Use
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Status Readout Module''' <br> [[File:Mod Status Readout.png]] {{anchor|Status Readout}}
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 5 Materials <br> 6 Biotech <br> 5 Power <br> 2 Illegal
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''A once-common module, this technology went unfortunately out of fashion; and right into the arachnid grip of the Spider Clan. This hooks into the suit's spine, capable of capturing and displaying all possible biometric data of the wearer; sleep, nutrition, fitness, fingerprints, and even useful information such as their overall health and wellness. The syndicate has been seen using this module of late, with NT as well getting into the technology on their elitest of suits.''
|}
|-
| '''Complexity:''' 1 <br> '''Cell Drain:''' 0.1 On-Use
|}
 
</tab>
<tab name='Anomaly-Powered Modules' inline>
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Teleporter Module''' <br> [[File:Mod Teleporter.png]] {{anchor|Teleporter}}
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 5 Engineering <br> 6 Plasma <br> 7 Bluespace <br> 5 Combat
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''A module that uses a bluespace core to let the user transport their particles elsewhere.'' <br> <br> '''Requires <u>bluespace</u> anomaly core to function.'''
|}
|-
| '''Complexity:''' 3 <br> '''Cell Drain:''' 5 On-Use
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Kinesis Module''' <br> [[File:Mod Kinesis.png]] {{anchor|Kinesis}}
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 5 Engineering <br> 6 Plasma <br> 7 Bluespace <br> 5 Combat
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''A modular plug-in to the forearm, this module was presumed lost for many years, despite the suits it used to be mounted on still seeing some circulation. This piece of technology allows the user to generate precise anti-gravity fields, letting them move objects as small as a titanium rod to as large as industrial machinery. It does seem to work on living creatures, but not well.'' <br> <br> '''Requires <u>gravitational</u> anomaly core to function.'''
|}
|-
| '''Complexity:''' 3 <br> '''Cell Drain:''' 3 On-Use
|}
</tab>
<tab name='Illegal Modules' inline>  <!-- only for illegal modules that can be printed, should only contain links and levels required-->
{| class="wikitable" style="width: 100%; background-color: #ffdddd;" <!-- emphasizing illegality with use of shades of red -->
|- style="vertical-align: top;"
| style="background-color: #ff9999; width: 20%; text-align: center;" | '''Syndicate Storage Module''' <br> [[File:Mod Syndicate Storage.png]]
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: darkred; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 7 Materials <br> 7 Power <br> 7 Engineering <br> 4 Illegal
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: darkred; text-align: center; color: white;" | '''Description'''
|-
| ''A storage system using nanotechnology developed by Donk Corporation, these compartments use esoteric technology to compress the physical matter of items put inside of them, essentially shrinking items for much easier and more portable storage.''
|}
|- style="background-color: #ffeeee;"
| '''Complexity:''' 3 <br> '''Cell Drain:''' None
|}
{| class="wikitable" style="width: 100%; background-color: #ffdddd;"
|- style="vertical-align: top;"
| style="background-color: #ff9999; width: 20%; text-align: center;" | '''Plate Compression Module''' <br> [[File:Mod Plate Compression.png]]
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: darkred; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 6 Materials <br> 6 Engineering <br> 5 Power <br> 2 Illegal
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: darkred; text-align: center; color: white;" | '''Description'''
|-
| ''A module that keeps the suit in a very tightly fit state, lowering the overall size. Due to the pressure on all the parts, typical storage modules do not fit.''
|}
|- style="background-color: #ffeeee;"
| '''Complexity:''' 2 <br> '''Cell Drain:''' None
|}
{| class="wikitable" style="width: 100%; background-color: #ffdddd;"
|- style="vertical-align: top;"
| style="background-color: #ff9999; width: 20%; text-align: center;" | '''Smoke Grenade Module''' <br> [[File:Mod Smoke Grenade.png]]
| rowspan='2' style="width: 25%" |
{| style="width:100%; margin: 0px;"
| style="background-color: darkred; text-align: center; color: white;" | '''Required Tech Levels:'''
|-
| 5 Materials <br> 6 Engineering <br> 2 Illegal
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: darkred; text-align: center; color: white;" | '''Description'''
|-
| ''A module that dispenses smoke grenades for hasty getaways. Ninja outfit not included.''
|}
|- style="background-color: #ffeeee;"
| '''Complexity:''' 1 <br> '''Cell Drain:''' None
|}
</tab>
</tabs>
 
===Non-Printable Modules===
<tabs container="width:55%">
<tab name='Maintenance Modules' inline>
Modules, that can be found in [[Maintenance]].
 
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #E5E5E5; width: 20%; text-align: center;" | '''Springlock Module''' <br> [[File:Mod Springlock.png]] {{anchor|Springlock}}
| rowspan='2' style="width: 80%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #777777; text-align: center; color: white;" | '''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?''
|}
|-
| '''Complexity:''' 3 <br> '''Cell Drain:''' None
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #E5E5E5; width: 20%; text-align: center;" | '''Balloon Blower Module''' <br> [[File:Mod Balloon Blower.png]] {{anchor|Balloon Blower}}
| rowspan='2' style="width: 80%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #777777; text-align: center; color: white;" | '''Description'''
|-
| ''A strange module invented years ago by some ingenious mimes. It blows balloons.''
|}
|-
| '''Complexity:''' 1 <br> '''Cell Drain:''' 0.5 On-Use
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #E5E5E5; width: 20%; text-align: center;" | '''Stamper Module''' <br> [[File:Mod Stamper.png]] {{anchor|Stamper}}
| rowspan='2' style="width: 80%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #777777; text-align: center; color: white;" | '''Description'''
|-
| ''A module installed into the wrist of the suit, this functions as a high-power stamp, able to switch between accept and deny modes.''
|}
|-
| '''Complexity:''' 1 <br> '''Cell Drain:''' 0.3 Active
|}
</tab>
<tab name='Uplink Modules' inline>
Modules that can be obtained through [[Syndicate Items|Syndicate Uplink]].
{| class="wikitable" style="width: 100%; background-color: #ffdddd;"
|- style="vertical-align: top;"
| style="background-color: #ff9999; width: 20%; text-align: center;" | '''Thermal Visor Module''' <br> [[File:Mod Thermal Visor.png]] {{anchor|Thermal Visor}}
| rowspan='3' style="width: 80%" |
{| style="width:100%; margin: 0px;"
| style="background-color: darkred; text-align: center; color: white;" | '''Description'''
|-
| ''Lets you see living beings through walls. Also provides night vision.''
|}
|- style="background-color: #ffeeee;"
| '''Complexity:''' 1  <br> '''Cell Drain:''' 0.3 Active
|- style="background-color: #ffeeee;"
| '''Telecrystal Cost:''' 15
|}
{| class="wikitable" style="width: 100%; background-color: #ffdddd;"
|- style="vertical-align: top;"
| style="background-color: #ff9999; width: 20%; text-align: center;" | '''Night Visor Module''' <br> [[File:Mod Night Visor.png]] {{anchor|Night Visor}}
| rowspan='3' style="width: 80%" |
{| style="width:100%; margin: 0px;"
| style="background-color: darkred; text-align: center; color: white;" | '''Description'''
|-
| ''Lets you see clearer in the dark.''
|}
|- style="background-color: #ffeeee;"
| '''Complexity:''' 1  <br> '''Cell Drain:''' 0.3 Active
|- style="background-color: #ffeeee;"
| '''Telecrystal Cost:''' 5
|}
{| class="wikitable" style="width: 100%; background-color: #ffdddd;"
|- style="vertical-align: top;"
| style="background-color: #ff9999; width: 20%; text-align: center;" | '''Plate Compression Module''' <br> [[File:Mod Plate Compression.png]] {{anchor|Plate Compression}}
| rowspan='3' style="width: 80%" |
{| style="width:100%; margin: 0px;"
| style="background-color: darkred; text-align: center; color: white;" | '''Description'''
|-
| ''A module that lets the suit compress into a smaller size. Not compatible with [[#Storage|storage]] [[#Extended Storage|modules]], you will have to take that module out first.''
|}
|- style="background-color: #ffeeee;"
| '''Complexity:''' 2  <br> '''Cell Drain:''' None
|- style="background-color: #ffeeee;"
| '''Telecrystal Cost:''' 10
|}
{| class="wikitable" style="width: 100%; background-color: #ffdddd;"
|- style="vertical-align: top;"
| style="background-color: #ff9999; width: 20%; text-align: center;" | '''Anti-Slip Module''' <br> [[File:Mod Anti Slip.png]] {{anchor|Anti Slip}}
| rowspan='3' style="width: 80%" |
{| style="width:100%; margin: 0px;"
| style="background-color: darkred; text-align: center; color: white;" | '''Description'''
|-
| ''A module preventing the user from slipping on water. Already installed in the uplink modsuits.''
|}
|- style="background-color: #ffeeee;"
| '''Complexity:''' 1  <br> '''Cell Drain:''' 0.1 Passive
|- style="background-color: #ffeeee;"
| '''Telecrystal Cost:''' 10
|}
{| class="wikitable" style="width: 100%; background-color: #ffdddd;"
|- style="vertical-align: top;"
| style="background-color: #ff9999; width: 20%; text-align: center;" | '''Heavily Modified Springlock Module''' <br> [[File:Mod DNA Lock.png]] {{anchor|Syndicate Springlock}}
| rowspan='3' style="width: 80%" |
{| style="width:100%; margin: 0px;"
| style="background-color: darkred; text-align: center; color: white;" | '''Description'''
|-
| ''This version of the module has been modified to allow for near instant activation of the MODsuit. Useful for quickly getting your MODsuit on/off, or for taking care of a target via a tragic accident. It is hidden as a DNA lock module. It will block retraction for 10 seconds by default to allow you to follow up with smoke, but you can multitool the module to disable that.''
|}
|- style="background-color: #ffeeee;"
| '''Complexity:''' 2  <br> '''Cell Drain:''' None
|- style="background-color: #ffeeee;"
| '''Telecrystal Cost:''' 5
|}
{| class="wikitable" style="width: 100%; background-color: #ffdddd;"
|- style="vertical-align: top;"
| style="background-color: #ff9999; width: 20%; text-align: center;" | '''Hidden Holster Module''' <br> [[File:Mod Emergency Tether.png]] {{anchor|Hidden Holster}}
| rowspan='3' style="width: 80%" |
{| style="width:100%; margin: 0px;"
| style="background-color: darkred; text-align: center; color: white;" | '''Description'''
|-
| ''A holster module disguised to look like a tether module. Gun not included.''
|}
|- style="background-color: #ffeeee;"
| '''Complexity:''' 1  <br> '''Cell Drain:''' None
|- style="background-color: #ffeeee;"
| '''Telecrystal Cost:''' 5
|}
{| class="wikitable" style="width: 100%; background-color: #ffdddd;"
|- style="vertical-align: top;"
| style="background-color: #ff9999; width: 20%; text-align: center;" | '''Chameleon''' <br> [[File:Chameleon_Module.png]] {{anchor|Chameleon}}
| rowspan='3' style="width: 80%" |
{| style="width:100%; margin: 0px;"
| style="background-color: darkred; text-align: center; color: white;" | '''Description'''
|-
| ''A module that allows you to change an inactive MOD into a disguised bag.
|}
|- style="background-color: #ffeeee;"
| '''Complexity:''' 2  <br> '''Cell Drain:''' None
|- style="background-color: #ffeeee;"
| '''Telecrystal Cost:''' 10
|}
</tab>
<tab name='Other Modules' inline>
Modules obtainable via other means, as well as ones you cannot obtain.
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Prototype Kinesis Module''' <br> [[File:Mod Kinesis.png]] {{anchor|Prototype Kinesis}}
| rowspan='2' style="width: 80%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''Pre-Equipped on [[#Prototype MODsuit|Prototype MODsuit]].''
|}
|-
| '''Complexity:''' 0 <br> '''Cell Drain:''' 5 On-Use
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Firefighting Tank Module''' <br> [[File:Mod Firefighter Tank.png]] {{anchor|Firefighter_tank}}
| rowspan='2' style="width: 80%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''Pre-Equipped on Atmospheric MODsuit''
|}
|-
| '''Complexity:''' 2 <br> '''Cell Drain:''' 3 Active
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Kinesis Module Plus''' <br> [[File:Mod Kinesis.png]] {{anchor|Kinesis Plus}}
| rowspan='2' style="width: 80%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| '''ADMIN SPAWN ONLY.'''
|}
|-
| '''Complexity:''' 0 <br> '''Cell Drain:''' 3 On-Use
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Insignia Module''' <br> [[File:Mod Insignia.gif]] {{anchor|Insignia}}
| rowspan='2' style="width: 80%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''Pre-Equipped on [[#Responsory MODsuit|Responsory MODsuit]].''
|}
|-
| '''Complexity:''' 0 <br> '''Cell Drain:''' None
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Power Kick Module''' <br> [[File:Mod Power Kick.png]] {{anchor|Power Kick}}
| rowspan='2' style="width: 80%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''Pre-Equipped on commander and inquisitory [[#Responsory MODsuit|Responsory MODsuits]]. Pre-Equipped on [[#Apocryphal|Apocryphal MODsuit]]. Inside of Metroid [[Syndicate Items#Syndicate Bundle Equipment|Bundle]]. Can be bought from [[Traders]].''
|}
|-
| '''Complexity:''' 0 <br> '''Cell Drain:''' None
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Advanced Cloaking Module''' <br> [[File:Mod Advanced Cloaking.png]] {{anchor|Advanced Cloaking}}
| rowspan='2' style="width: 80%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| '''ADMIN SPAWN ONLY.'''
|}
|-
| '''Complexity:''' 4 <br> '''Cell Drain:''' 5 On-Use
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Camera Module''' <br> [[File:Mod Camera.gif]] {{anchor|Camera}}
| rowspan='2' style="width: 80%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''Pre-Equipped on [[#Responsory MODsuit|Responsory MODsuit]].''
|}
|-
| '''Complexity:''' 1 <br> '''Cell Drain:''' None
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Advanced Magnetic Stability Module''' <br> [[File:Mod Magnetic Stability.png]] {{anchor|Advanced Magboots}}
| rowspan='2' style="width: 80%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''Pre-Equipped on [[#Advanced MODsuit|Advanced]], [[#Responsory MODsuit|Responsory]], [[#Apocryphal MODsuit|Apocryphal]], [[#Corporate MODsuit|Corporate]] and [[#Admin MODsuit|Administrative]] MODsuits.''
|}
|-
| '''Complexity:''' 0 <br> '''Cell Drain:''' 0.5 Active
|}
{| class="wikitable" style="width: 100%;"
|- style="vertical-align: top;"
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''MOD Magnet Module''' <br> [[File:Mod Magnet.png]]
| rowspan='2' style="width: 80%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
| ''Pre-Equipped on Loader MODsuit.''
|}
|-
| '''Complexity:''' 0 <br> '''Cell Drain:''' None
|}
</tab></tabs>
 
==Plating Types==
<div><!-- contains the sticky text! --><div class="wikitable" style="position: sticky; top: 2em; float: right; width: 15%; padding: 1em;">'''NOTE''': The stats can be plugged into this  [https://www.desmos.com/calculator/nleu3rbzq5/ formula]  to get the percentage of damage blocked. For instance, a score of 200 on melee means 80% of damage blocked for melee.</div>
<!-- * The projectiles from the Proto-kinetic accelerator are affected by bomb armour. <- this information lacks relevance to MODsuits, apply it to the firearms/armour page please. -->
{| class="wikitable" style="width: 80%;"
|- style="vertical-align: top;"
| style="background-color: #D0B1EC; width: 15%; text-align: center;" | ''' ‘Wanderer’ Standard MODsuit''' <br> [[file:Mod Standard.png]] [[File:Mod Standard Plating.png]] {{anchor|Standard MODsuit}}
| rowspan='2' style="width: 35%" |
{| class="wikitable" style="width: 100%; margin: 0px; text-align: center;"
| colspan='8' style="background-color: #B17FE0; color: white;" | '''Resistances'''
|-
! style="width: 25%" |Melee
! style="width: 25%" |Bullet
! style="width: 25%" |Laser
! style="width: 25%" |Fire
|-
| 15
| 5
| 5
| 33
|-
! Bomb
! Bio
! Energy
! Radiation
|-
| 0
| IMMUNE
| 5
| 25
|}
| rowspan='2' style="width: 50%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #B17FE0; text-align: center; color: white;" | '''Additional Information'''
|-
|
* plating does not require special access to obtain.
|}
|-
|
'''Complexity''': 15
<br>'''Cell drain''': 5
<br>'''Slowdown''': 0.75
|}
{| class="wikitable" style="width: 80%;"
|- style="vertical-align: top;"
| style="background-color: #FFC364; width: 15%; text-align: center;" | ''' ‘Spark’ Engineering MODsuit''' <br> [[File:Mod Engineering.png]] [[File:Mod Engineering Plating.png]] {{anchor|Engineering MODsuit}}
| rowspan='2' style="width: 35%" |
{| class="wikitable" style="width: 100%; text-align: center; margin: 0px;"
| colspan='8' style="background-color: #FF9D00; color: white;" | '''Resistances'''
|-
! style="width: 25%" |Melee
! style="width: 25%" |Bullet
! style="width: 25%" |Laser
! style="width: 25%" |Fire
|-
| 20
| 5
| 5
| IMMUNE
|-
! Bomb
! Bio
! Energy
! Radiation
|-
| 30
| IMMUNE
| 5
| 150
|}
| rowspan='2' style="width: 50%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #FF9D00; text-align: center; color: white;" | '''Additional Information'''
|-
|
* shock-proof
* can hold RCDs and Fireaxes in suit storage
|}
|-
|
'''Complexity''': 15
<br>'''Cell drain''': 5
<br>'''Slowdown''': 0.75
|}
{| class="wikitable" style="width: 80%;"
|- style="vertical-align: top;"
| style="background-color: #FFC364; width: 15%; text-align: center;" | ''' ‘Canary’ Atmospheric MODsuit''' <br> [[File:Mod Atmospheric.png]] [[File:Mod Atmospheric Plating.png]] {{anchor|Atmospheric MODsuit}}
| rowspan='2'style="width: 35%" |
{| class="wikitable" style="width: 100%; text-align: center; margin: 0px;"
| colspan='8' style="background-color: #FF9D00; color: white;" | '''Resistances'''
|-
! style="width: 25%" |Melee
! style="width: 25%" |Bullet
! style="width: 25%" |Laser
! style="width: 25%" |Fire
|-
| 20
| 5
| 5
| IMMUNE
|-
! Bomb
! Bio
! Energy
! Radiation
|-
| 15
| IMMUNE
| 5
| 15
|}
| rowspan='2' style="width: 50%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #FF9D00; text-align: center; color: white;" | '''Additional Information'''
|-
|-
! Engineering MODsuit <br> [[File:Mod Engineering.png]]
| Engineering Suit Storage, can be built by robotics
|
|
* extreme heat resistance
* can hold RCDs, Fireaxes, RPDs, T-Ray Scanners, and Analyzers in suit storage
* ash-proof <!--I had been told over #coding chat in the discord that anything that can survive plasma fires can survive ash storms-->
|}
|-
|
'''Complexity''': 12
<br>'''Cell drain''': 10
<br>'''Slowdown''': 0.75
|}
{| class="wikitable" style="width: 80%;"
|- style="vertical-align: top;"
| style="background-color: #FFC364; width: 15%; text-align: center;" | ''' ‘Daedalus’ Advanced MODsuit''' <br> [[File:Mod Advanced.png]] [[File:Mod Advanced Plating.png]] {{anchor|Advanced MODsuit}}
| rowspan='2' style="width: 35%" |
{| class="wikitable" style="width: 100%; text-align: center; margin: 0px;"
| colspan='8' style="background-color: #FF9D00; color: white;" | '''Resistances'''
|-
! style="width: 25%" |Melee
! style="width: 25%" |Bullet
! style="width: 25%" |Laser
! style="width: 25%" |Fire
|-
| 35
| 10
| 10
| IMMUNE
|-
! Bomb
! Bio
! Energy
! Radiation
|-
| 50
| IMMUNE
| 10
| IMMUNE
|}
| rowspan='2' style="width: 50%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #FF9D00; text-align: center; color: white;" | '''Additional Information'''
|-
|
* extreme heat resistance
* shock-proof
* can hold Analyzers, RCDs, Fireaxes, Telescopic Batons, RPDs, T-Ray Scanners, Analyzers, and Guns in suit storage
* ash-proof
|}
|-
|
'''Complexity''': 12
<br>'''Cell drain''': 7.5
<br>'''Slowdown''': 0.45
|}
{| class="wikitable" style="width: 80%;"
|- style="vertical-align: top;"
| style="background-color: #C5AB8A; width: 15%; text-align: center;" | ''' ‘Pioneer’ Mining MODsuit''' <br> [[File:Mod Mining.png]] {{anchor|Mining MODsuit}}
| rowspan='2' style="width: 35%" |
{| class="wikitable" style="width: 100%; text-align: center; margin: 0px;"
| colspan='8' style="background-color: #A0743E; color: white;" | '''Resistances'''
|-
! style="width: 25%" |Melee
! style="width: 25%" |Bullet
! style="width: 25%" |Laser
! style="width: 25%" |Fire
|-
| 30
| 5
| 5
| 50
|-
! Bomb
! Bio
! Energy
! Radiation
|-
| 50
| IMMUNE
| 5
| 50
|}
| rowspan='2' style="width: 50%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A0743E; text-align: center; color: white;" | '''Additional Information'''
|-
|
* can hold Resonators, Mining Scanners, Advanced Mining Scanners, Pickaxes, Kenetic Crushers, Plasma Ore, Ore Bags, Kinetic Accelerators in suit storage
* ash-proof
* recharged by inserting plasma into modsuit
* can be made space-proof with Astroid Skin
|}
|-
|
'''Complexity''': 12
<br>'''Cell drain''': 10
<br>'''Slowdown''': 0.5
|}
{| class="wikitable" style="width: 80%;"
|- style="vertical-align: top;"
| style="background-color: #C5AB8A; width: 15%; text-align: center;" | ''' ‘Heracles’ Loader MODsuit''' <br> [[File:MOD Loader.png]] {{anchor|Loader MODsuit}}
| rowspan='2' style="width: 35%" |
{| class="wikitable" style="width: 100%; text-align: center; margin: 0px;"
| colspan='8' style="background-color: #A0743E; color: white;" | '''Resistances'''
|-
! style="width: 25%" |Melee
! style="width: 25%" |Bullet
! style="width: 25%" |Laser
! style="width: 25%" |Fire
|-
| 20
| 5
| 5
| 25
|-
! Bomb
! Bio
! Energy
! Radiation
|-
| 10
| IMMUNE
| 5
| 0
|}
| rowspan='2' style="width: 50%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A0743E; text-align: center; color: white;" | '''Additional Information'''
|-
|
* does not provide pressure protection
|}
|-
|
'''Complexity''': 10
<br>'''Cell drain''': 5
<br>'''Slowdown''': 0
|}
{| class="wikitable" style="width: 80%;"
|- style="vertical-align: top;"
| style="background-color: #98C7E0; width: 15%; text-align: center;" | ''' ‘Apollo’ Medical MODsuit''' <br> [[File:Mod Medical.png]] [[File:Mod Medical Plating.png]] {{anchor|Medical MODsuit}}
| rowspan='2' style="width: 35%" |
{| class="wikitable" style="width: 100%; text-align: center; margin: 0px;"
| colspan='8' style="background-color: #57A3CC; color: white;" | '''Resistances'''
|-
! style="width: 25%" |Melee
! style="width: 25%" |Bullet
! style="width: 25%" |Laser
! style="width: 25%" |Fire
|-
| 10
| 5
| 5
| 75
|-
! Bomb
! Bio
! Energy
! Radiation
|-
| 10
| IMMUNE
| 5
| 0
|}
| rowspan='2' style="width: 50%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #57A3CC; text-align: center; color: white;" | '''Additional Information'''
|-
|
* can hold Health Analyzers, Droppers, Beakers, Bottles, Hyposprays, Syringes, {{tooltip|Stackable Medical| Gauzes <br> Ointments <br> Brute Trauma Kits <br> Burn Trauma Kits <br> Botanical Medications}} Supplies, Sensor Devices, Pill Bottles, Chemistry Bags, and Biological Bags in suit storage
|}
|-
|
'''Complexity''': 15
<br>'''Cell drain''': 10
<br>'''Slowdown''': 0.45
|}
{| class="wikitable" style="width: 80%;"
|- style="vertical-align: top;"
| style="background-color: #98C7E0; width: 15%; text-align: center;" | ''' ‘Valkyrie’ Rescue MODsuit''' <br> [[File:Mod Rescue.png]] [[File:Mod Rescue Plating.png]] {{anchor|Rescue MODsuit}}
| rowspan='2' style="width: 35%" |
{| class="wikitable" style="width: 100%; text-align: center; margin: 0px;"
| colspan='8' style="background-color: #57A3CC; color: white;" | '''Resistances'''
|-
! style="width: 25%" |Melee
! style="width: 25%" |Bullet
! style="width: 25%" |Laser
! style="width: 25%" |Fire
|-
| 20
| 20
| 5
| 150
|-
! Bomb
! Bio
! Energy
! Radiation
|-
| 10
| IMMUNE
| 5
| 50
|}
| rowspan='2' style="width: 50%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #57A3CC; text-align: center; color: white;" | '''Additional Information'''
|-
|
* can hold Health Analyzers, Droppers, Beakers, Bottles, Hyposprays, Syringes, {{tooltip|Stackable Medical| Gauzes <br> Ointments <br> Brute Trauma Kits <br> Burn Trauma Kits <br> Botanical Medications}} Supplies, Sensor Devices, Pill Bottles, Chemistry Bags, Biological Bags, and Telescopic Batons in suit storage
|}
|-
|
'''Complexity''': 15
<br>'''Cell drain''': 7.5
<br>'''Slowdown''': 0.25
|}
{| class="wikitable" style="width: 80%;"
|- style="vertical-align: top;"
| style="background-color: #D0B1EC; width: 15%; text-align: center;" | ''' ‘Minerva’ Research MODsuit''' <br> [[File:Mod Research.png]] [[File:Mod Research Plating.png]] {{anchor|Research MODsuit}}
| rowspan='2' style="width: 35%" |
{| class="wikitable" style="width: 100%; margin: 0px; text-align: center;"
| colspan='8' style="background-color: #B17FE0; color: white;" | '''Resistances'''
|-
! style="width: 25%" |Melee
! style="width: 25%" |Bullet
! style="width: 25%" |Laser
! style="width: 25%" |Fire
|-
| 30
| 30
| 5
| 75
|-
! Bomb
! Bio
! Energy
! Radiation
|-
| IMMUNE
| IMMUNE
| 5
| 75
|}
| rowspan='2' style="width: 50%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #B17FE0; text-align: center; color: white;" | '''Additional Information'''
|-
|
* can hold Analyzers, DNA Injectors, Handheld Teleporters, Biological Bags, Telescopic Batons, and Guns in suit storage
|}
|-
|
'''Complexity''': 20
<br>'''Cell drain''': 5
<br>'''Slowdown''': 1
|}
{| class="wikitable" style="width: 80%;"
|- style="vertical-align: top;"
| style="background-color: #CD7272; width: 15%; text-align: center;" | ''' ‘Takabara’ Security MODsuit''' <br> [[File:Mod Security.png]] [[File:Mod Security Plating.png]] {{anchor|Security MODsuit}}
| rowspan='2' style="width: 35%" |
{| class="wikitable" style="width: 100%; margin: 0px; text-align: center;"
| colspan='8' style="background-color: #AD1818; color: white;" | '''Resistances'''
|-
! style="width: 25%" |Melee
! style="width: 25%" |Bullet
! style="width: 25%" |Laser
! style="width: 25%" |Fire
|-
| 25
| 20
| 20
| 150
|-
! Bomb
! Bio
! Energy
! Radiation
|-
| 25
| IMMUNE
| 5
| 0
|}
| rowspan='2' style="width: 50%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #AD1818; text-align: center; color: white;" | '''Additional Information'''
|-
|
* can hold Ammo Boxes, Ammo Casings, Pepper Sprays, Handcuffs, Flashes, Batons, and Guns in suit storage
|}
|-
|
'''Complexity''': 12
<br>'''Cell drain''': 5
<br>'''Slowdown''': 0.45
|}
{| class="wikitable" style="width: 80%;"
|- style="vertical-align: top;"
| style="background-color: #CD7272; width: 15%; text-align: center;" | ''' ‘Safeguard’ Bulwark MODsuit''' <br> [[File:Mod Safeguard.png]]  [[File:Mod Safeguard Plating.png]] {{anchor|Safeguard MODsuit}}
| rowspan='2' style="width: 35%" |
{| class="wikitable" style="width: 100%; margin: 0px; text-align: center;"
| colspan='8' style="background-color: #AD1818; color: white;" | '''Resistances'''
|-
! style="width: 25%" |Melee
! style="width: 25%" |Bullet
! style="width: 25%" |Laser
! style="width: 25%" |Fire
|-
| 30
| 25
| 25
| IMMUNE
|-
! Bomb
! Bio
! Energy
! Radiation
|-
| 40
| IMMUNE
| 15
| 25
|}
| rowspan='2' style="width: 50%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #AD1818; text-align: center; color: white;" | '''Additional Information'''
|-
|
* can hold Ammo Boxes, Ammo Casings, Pepper Sprays, Handcuffs, Flashes, Batons, and Guns in suit storage
|}
|-
|
'''Complexity''': 15
<br>'''Cell drain''': 5
<br>'''Slowdown''': 0.25
|}
{| class="wikitable" style="width: 80%;"
|- style="vertical-align: top;"
| style="background-color: #6FAED3; width: 15%; text-align: center;" | ''' ‘Magnate’ Command MODsuit''' <br> [[File:Mod Magnate.png]] {{anchor|Magnate MODsuit}}
| rowspan='2' style="width: 35%" |
{| class="wikitable" style="width: 100%; margin: 0px; text-align: center;"
| colspan='8' style="background-color: #127BB7; color: white;" | '''Resistances'''
|-
! style="width: 25%" |Melee
! style="width: 25%" |Bullet
! style="width: 25%" |Laser
! style="width: 25%" |Fire
|-
| 50
| 50
| 50
| IMMUNE
|-
! Bomb
! Bio
! Energy
! Radiation
|-
| 15
| IMMUNE
| 15
| 50
|}
| rowspan='2' style="width: 50%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #127BB7; text-align: center; color: white;" | '''Additional Information'''
|-
|
* extreme heat resistance
* shock-proof
* can hold Ammo Boxes, Ammo Casings, Handcuffs, Flashes, and any Weapon in suit storage
* ash-proof
* indestructable
|}
|-
|
'''Complexity''': 20
<br>'''Cell drain''': 5
<br>'''Slowdown''': 0.25
|}
{| class="wikitable" style="width: 80%;"
|- style="vertical-align: top;"
| style="background-color: #6FAED3; width: 15%; text-align: center;" | ''' ‘Praetorian’ Escort MODsuit''' <br> [[File:Mod Praetorian.png]] {{anchor|Praetorian MODsuit}}
| rowspan='2' style="width: 35%" |
{| class="wikitable" style="width: 100%; margin: 0px; text-align: center;"
| colspan='8' style="background-color: #127BB7; color: white;" | '''Resistances'''
|-
! style="width: 25%" |Melee
! style="width: 25%" |Bullet
! style="width: 25%" |Laser
! style="width: 25%" |Fire
|-
| 25
| 20
| 20
| 150
|-
! Bomb
! Bio
! Energy
! Radiation
|-
| 25
| IMMUNE
| 5
| 0
|}
| rowspan='2' style="width: 50%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #127BB7; text-align: center; color: white;" | '''Additional Information'''
|-
|
* extreme heat resistance
* can hold Guns, Pepper Spray, Ammo Boxes, Ammo Casings, Batons, Handcuffs, Flashlights, Telescopic Batons, and Combat Knifes in suit storage
* ash-proof
|}
|-
|
'''Complexity''': 12
<br>'''Cell drain''': 5
<br>'''Slowdown''': 0.45
|}
{| class="wikitable" style="width: 80%;"
|- style="vertical-align: top;"
| style="background-color: #81C597; width: 15%; text-align: center;" | '''Cosmohonk MODsuit''' <br> [[File:Mod Cosmohonk.png]] [[File:Mod Cosmohonk Plating.png]] {{anchor|Cosmohonk MODsuit}}
| rowspan='2' style="width: 35%" |
{| class="wikitable" style="width: 100%; margin: 0px; text-align: center;"
| colspan='8' style="background-color: #30A055; color: white;" | '''Resistances'''
|-
! style="width: 25%" |Melee
! style="width: 25%" |Bullet
! style="width: 25%" |Laser
! style="width: 25%" |Fire
|-
| 5
| 5
| 5
| 75
|-
! Bomb
! Bio
! Energy
! Radiation
|-
| 5
| IMMUNE
| 5
| 0
|}
| rowspan='2' style="width: 50%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #30A055; text-align: center; color: white;" | '''Additional Information'''
|-
|
* can hold Bike Horns, Banana Peels, Water Flowers, and Instruments in suit storage
* extremely power efficient
|}
|-
|
'''Complexity''': 15
<br>'''Cell drain''': 1.25
<br>'''Slowdown''': 1.25
|}
{| class="wikitable" style="width: 80%;"
|- style="vertical-align: top;"
| style="background-color: #8D8291; width: 15%; text-align: center;" | ''' ‘Raider’ Blood-Red  Syndicate MODsuit''' <br> [[File:Mod Syndicate.png]] {{anchor|Syndicate MODsuit}}
| rowspan='2' style="width: 35%" |
<div class="mw-collapsible" id="mw-customcollapsible-syndicate_modsuit_amour_boosted">
{| class="wikitable" style="width: 100%; margin: 0px; text-align: center;"
| colspan='8' style="background-color: #453249; color: white;" | '''Resistances'''
|-
! style="width: 25%" |Melee
! style="width: 25%" |Bullet
! style="width: 25%" |Laser
! style="width: 25%" |Fire
|-
| 15
| 20
| 5
| 50
|-
! Bomb
! Bio
! Energy
! Radiation
|-
| 35
| IMMUNE
| 5
| IMMUNE
|}
'''In EVA Mode'''
</div>
<div class="mw-collapsed mw-collapsible" id="mw-customcollapsible-syndicate_modsuit_amour_boosted">
{| class="wikitable" style="width: 100%; margin: 0px; text-align: center;"
| colspan='8' style="background-color: #453249; color: white;" | '''Resistances'''
|-
! style="width: 25%" |Melee
! style="width: 25%" |Bullet
! style="width: 25%" |Laser
! style="width: 25%" |Fire
|-
| 40
| 50
| 20
| 50
|-
! Bomb
! Bio
! Energy
! Radiation
|-
| 35
| IMMUNE
| 20
| IMMUNE
|}
'''In Combat Mode'''
</div>
| rowspan='2' style="width: 50%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #453249; text-align: center; color: white;" | '''Additional Information'''
|-
|
<div class="mw-customtoggle-syndicate_modsuit_amour_boosted"> <!-- collapses the table above and uncollapses a second table -->
* click here to toggle The Armour Booster
</div>
* can hold Ammo Boxes, Ammo Casings, Pepper Sprays, Handcuffs, Flashes, Batons, Energy Swords, Energy Shields, and Guns in suit storage
|}
|-
|
'''Complexity''': 15
<br>'''Cell drain''': 5
<br> <span class="mw-collapsible" id="mw-customcollapsible-syndicate_modsuit_amour_boosted">'''Slowdown''': 0.5</span>
<span class="mw-collapsed mw-collapsible" id="mw-customcollapsible-syndicate_modsuit_amour_boosted">'''Slowdown''': 0</span>
|}
{| class="wikitable" style="width: 80%;"
|- style="vertical-align: top;"
| style="background-color: #8D8291; width: 15%; text-align: center;" | ''' ‘Jaeger’ Syndicate Elite MODsuit''' <br> [[File:Mod Syndicate Elite.png]] {{anchor|Syndicate Elite MODsuit}}
| rowspan='2' style="width: 35%" |
<div class="mw-collapsible" id="mw-customcollapsible-syndicate_elite_modsuit_amour_boosted">
{| class="wikitable" style="width: 100%; margin: 0px; text-align: center;"
| colspan='8' style="background-color: #453249; color: white;" | '''Resistances'''
|-
! style="width: 25%" |Melee
! style="width: 25%" |Bullet
! style="width: 25%" |Laser
! style="width: 25%" |Fire
|-
| 50
| 45
| 35
| IMMUNE
|-
! Bomb
! Bio
! Energy
! Radiation
|-
| 60
| IMMUNE
| 10
| IMMUNE
|}
'''In EVA Mode'''
</div>
<div class="mw-collapsed mw-collapsible" id="mw-customcollapsible-syndicate_elite_modsuit_amour_boosted">
{| class="wikitable" style="width: 100%; margin: 0px; text-align: center;"
| colspan='8' style="background-color: #453249; color: white;" | '''Resistances'''
|-
! style="width: 25%" |Melee
! style="width: 25%" |Bullet
! style="width: 25%" |Laser
! style="width: 25%" |Fire
|-
| 75
| 75
| 50
| IMMUNE
|-
! Bomb
! Bio
! Energy
! Radiation
|-
| 60
| IMMUNE
| 25
| IMMUNE
|}
'''In Combat Mode'''
</div>
| rowspan='2' style="width: 50%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #453249; text-align: center; color: white;" | '''Additional Information'''
|-
|
<div class="mw-customtoggle-syndicate_elite_modsuit_amour_boosted"> <!-- collapses the table above and uncollapses a second table -->
* click here to toggle The Armour Booster
</div>
* extreme heat resistance
* can hold Ammo Boxes, Ammo Casings, Pepper Sprays, Handcuffs, Flashes, Batons, Energy Swords, Energy Shields, and Guns in suit storage
* ash-proof
|}
|-
|
'''Complexity''': 15
<br>'''Cell drain''': 5
<br> <span class="mw-collapsible" id="mw-customcollapsible-syndicate_elite_modsuit_amour_boosted">'''Slowdown''': 0.5</span>
<span class="mw-collapsed mw-collapsible" id="mw-customcollapsible-syndicate_elite_modsuit_amour_boosted">'''Slowdown''': 0</span>
|}
{| class="wikitable" style="width: 80%;"
|- style="vertical-align: top;"
| style="background-color: #ACACAC; width: 15%; text-align: center;" | ''' ‘Ogre’ Prototype MODsuit''' <br> [[File:Mod Prototype.png]] {{anchor|Prototype MODsuit}}
| rowspan='2' style="width: 35%" |
{| class="wikitable" style="width: 100%; margin: 0px; text-align: center;"
| colspan='8' style="background-color: #777777; color: white;" | '''Resistances'''
|-
! style="width: 25%" |Melee
! style="width: 25%" |Bullet
! style="width: 25%" |Laser
! style="width: 25%" |Fire
|-
| 20
| 5
| 10
| 150
|-
! Bomb
! Bio
! Energy
! Radiation
|-
| 50
| IMMUNE
| 10
| 50
|}
| rowspan='2' style="width: 50%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #777777; text-align: center; color: white;" | '''Additional Information'''
|-
|
* can hold Analyzers, T-Ray Scanners, RPDs, and RCDs in suit storage
* the modsuit resides in [[Derelict_Researcher|a long lost station, lost to time]]
|}
|-
|
'''Complexity''': 20
<br>'''Cell drain''': 10
<br>'''Slowdown''': 0.95
|}
{| class="wikitable" style="width: 80%;"
|- style="vertical-align: top;"
| style="background-color: #8E8DB7; width: 15%; text-align: center;" | ''' ‘Ward’ Responsory MODsuit''' <br> [[File:Mod Responsory.gif]] {{anchor|Responsory MODsuit}}
| rowspan='2' style="width: 35%" |
{| class="wikitable" style="width: 100%; margin: 0px; text-align: center;"
| colspan='8' style="background-color: #464489; color: white;" | '''Resistances'''
|-
! style="width: 25%" |Melee
! style="width: 25%" |Bullet
! style="width: 25%" |Laser
! style="width: 25%" |Fire
|-
| 40
| 25
| 25
| 200
|-
! Bomb
! Bio
! Energy
! Radiation
|-
| 25
| IMMUNE
| 20
| IMMUNE
|}
| rowspan='2' style="width: 50%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #464489; text-align: center; color: white;" | '''Additional Information'''
|-
|
* extreme heat resistance
* can hold Ammo Boxes, Ammo Casings, Pepper Sprays, Handcuffs, Flashes, Batons, and Guns in suit storage
* ash-proof
|}
|-
|
'''Complexity''': 15
<br>'''Cell drain''': 5
<br>'''Slowdown''': 0
|}
{| class="wikitable" style="width: 80%;"
|- style="vertical-align: top;"
| style="background-color: #8E8DB7; width: 15%; text-align: center;" | ''' ‘Charon’ Absolver MODsuit''' <br> [[File:Mod Deathsquad.png]] {{anchor|Apocryphal MODsuit}}
| rowspan='2' style="width: 35%" |
{| class="wikitable" style="width: 100%; margin: 0px; text-align: center;"
| colspan='8' style="background-color: #464489; color: white;" | '''Resistances'''
|-
! style="width: 25%" |Melee
! style="width: 25%" |Bullet
! style="width: 25%" |Laser
! style="width: 25%" |Fire
|-
| 200
| 200
| 50
| IMMUNE
|-
! Bomb
! Bio
! Energy
! Radiation
|-
| IMMUNE
| IMMUNE
| 50
| IMMUNE
|}
| rowspan='2' style="width: 50%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #464489; text-align: center; color: white;" | '''Additional Information'''
|-
|
* extreme heat resistance
* can hold Ammo Boxes, Ammo Casings, Pepper Sprays, Handcuffs, Flashes, Batons, Energy Swords, Energy Shields, and Guns in suit storage
* ash-proof
* only legal by technicality <!-- IAA mains eat this up -->
|}
|-
|
'''Complexity''': 25
<br>'''Cell drain''': 5
<br>'''Slowdown''': 0.75
|}
{| class="wikitable" style="width: 80%;"
|- style="vertical-align: top;"
| style="background-color: #8E8DB7; width: 15%; text-align: center;" | '''Corporate MODsuit''' <br> [[File:Mod Corporate.png]] {{anchor|Corporate MODsuit}}
| rowspan='2' style="width: 35%" |
{| class="wikitable" style="width: 100%; margin: 0px; text-align: center;"
| colspan='8' style="background-color: #464489; color: white;" | '''Resistances'''
|-
! style="width: 25%" |Melee
! style="width: 25%" |Bullet
! style="width: 25%" |Laser
! style="width: 25%" |Fire
|-
| 200
| 200
| 50
| IMMUNE
|-
! Bomb
! Bio
! Energy
! Radiation
|-
| IMMUNE
| IMMUNE
| 50
| IMMUNE
|}
| rowspan='2' style="width: 50%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #464489; text-align: center; color: white;" | '''Additional Information'''
|-
|
* extreme heat resistance
* can hold Ammo Boxes, Ammo Casings, Pepper Sprays, Handcuffs, Flashes, Batons, and Guns in suit storage
* ash-proof
* scraping the paint of the modsuit is a warcrime
|}
|-
|
'''Complexity''': 15
<br>'''Cell drain''': 5
<br>'''Slowdown''': 0
|}
{| class="wikitable" style="width: 80%;"
|- style="vertical-align: top;"
| style="background-color: #8E8DB7; width: 15%; text-align: center;" | '''Debug MODsuit''' <br> [[File:Mod Debug.png]] {{anchor|Debug MODsuit}}
| rowspan='2' style="width: 35%" |
{| class="wikitable" style="width: 100%; margin: 0px; text-align: center;"
| colspan='8' style="background-color: #464489; color: white;" | '''Resistances'''
|-
! style="width: 25%" |Melee
! style="width: 25%" |Bullet
! style="width: 25%" |Laser
! style="width: 25%" |Fire
|-
| 200
| 200
| 50
| IMMUNE
|-
! Bomb
! Bio
! Energy
! Radiation
|-
| IMMUNE
| IMMUNE
| 50
| IMMUNE
|}
| rowspan='2' style="width: 50%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #464489; text-align: center; color: white;" | '''Additional Information'''
|-
|
* can hold Guns in suit storage
* does not contain flight
|}
|-
|
'''Complexity''': 50
<br>'''Cell drain''': 5
<br>'''Slowdown''': 0
|}
{| class="wikitable" style="width: 80%;"
|- style="vertical-align: top;"
| style="background-color: #8E8DB7; width: 15%; text-align: center;" | '''Administrative MODsuit''' <br> [[File:Mod Debug.png]] {{anchor|Admin MODsuit}}
| rowspan='2' style="width: 35%" |
{| class="wikitable" style="width: 100%; margin: 0px; text-align: center;"
| colspan='8' style="background-color: #464489; color: white;" | '''Resistances'''
|-
! style="width: 25%" |Melee
! style="width: 25%" |Bullet
! style="width: 25%" |Laser
! style="width: 25%" |Fire
|-
| 200
| 200
| 50
| IMMUNE
|-
! Bomb
! Bio
! Energy
! Radiation
|-
| IMMUNE
| IMMUNE
| 50
| IMMUNE
|}
| rowspan='2' style="width: 50%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #464489; text-align: center; color: white;" | '''Additional Information'''
|-
|
* extreme heat resistance
* can hold Guns in suit storage
* ash-proof
* made of adminium, almost certainly not IC friendly
* indestructable
|}
|-
|
'''Complexity''': 1000
<br>'''Cell drain''': 0
<br>'''Slowdown''': 0
|}
</div>
==Pre-Equipped MODsuits==
This is a glossary of the MODsuits, their locations, and their pre-equipped modules.
{|class="wikitable" style="background-color: #f0e8f0; width:90%;"
|- style="font-weight: bold; background-color: #A06DA0; color: white; text-align:center"
| colspan='9' | Modsuits
|-
! style="width: 10%;"            | Standard MODsuit <br> [[File:Mod Standard.png]]
| colspan='2' style="width: 20%;" | Can be built by robotics
! style="width: 10%;"            | Engineering MODsuit <br> [[File:Mod Engineering.png]]
| colspan='2' style="width: 20%;" | In the Engineering Suit Storage. Can be built by robotics
'''Modules:'''
* Storage
* Storage
* Welding Protection
* Welding Protection
Line 36: Line 2,038:
* Flashlight
* Flashlight
* Magnetic Stability
* Magnetic Stability
|-
* Emergency Tether
! Atmospheric MODsuit <br> [[File:Mod Atmospheric.png]]
! style="width: 10%;"            | Atmospheric MODsuit <br> [[File:Mod Atmospheric.png]]
| Atmospherics Suit Storage, can be built by robotics
| colspan='2' style="width: 20%;" | In the Atmospherics Suit Storage. Can be built by robotics
|
'''Modules:'''
* Storage
* Storage
* Welding Protection
* Welding Protection
Line 45: Line 2,047:
* Flashlight
* Flashlight
* T-Ray
* T-Ray
* Firefighting Tank
|-
|-
! Advanced MODsuit <br> [[File:Mod Advanced.png]]
! Advanced MODsuit <br> [[File:Mod Advanced.png]]
| Chief Enginner's Office, can be bought from [[Sol Traders]]
| colspan='2' | In the Chief Engineer's Office. Can be bought from [[Traders]]
|
'''Modules:'''
* Advanced Magnetic Stability
* Advanced Magnetic Stability
* Expanded Storage
* Expanded Storage
Line 55: Line 2,058:
* Flashlight
* Flashlight
* Advanced Ion Jetpack
* Advanced Ion Jetpack
|-
* Firefighting Tank
! Loader MODsuit <br> [[File:MOD Loader.png]]
! Loader MODsuit <br> [[File:MOD Loader.png]]
| [[Supply Crates|Can be ordered from cargo]]
| colspan='2' | [[Supply Crates|Can be ordered from cargo]]
|
'''Modules:'''
* Loader Clamp
* Loader Clamp
* Loader Arms
* Loader Arms
Line 65: Line 2,068:
* Flashlight
* Flashlight
* Stamper
* Stamper
|-
! Mining MODsuit <br> [[File:Mod Mining.png]]
! Mining MODsuit <br> [[File:Mod Mining.png]]
| [[Vendors#Supply|Mining Equipment Vendor]]
| colspan='2' | [[Vendors#Supply| In the Mining Equipment Vendor]]
|
'''Modules:'''
* Ash Armor
* Ash Armour
* Sphere Transform
* Sphere Transform
* Storage
* Storage
Line 75: Line 2,077:
* Ore Bag
* Ore Bag
* Hydraullic Clamp
* Hydraullic Clamp
* Drill
|-
|-
! Medical MODsuit <br> [[File:Mod Medical.png]]
! Medical MODsuit <br> [[File:Mod Medical.png]]
| Medbay Suit Storage, can be built by robotics
| colspan='2' | In the Medbay Suit Storage, can be built by robotics
|
'''Modules:'''
* Storage
* Storage
* Flashlight
* Flashlight
* Injector
* Injector
|-
! Rescue MODsuit <br> [[File:Mod Rescue.png]]
! Rescue MODsuit <br> [[File:Mod Rescue.png]]
| Paramedic's office, Chief Medical Officer's Office, can be bought from Sol Traders
| colspan='2' | In the Paramedic's office. Can be bought from Traders
|
'''Modules:'''
* Expanded Storage
* Expanded Storage
* Flashlight
* Flashlight
* Injector
* Injector
* Defibrillator
* Defibrillator
|-
* Crew Monitor
! Research MODsuit <br> [[File:Mod Research.png]]
! Research MODsuit <br> [[File:Mod Research.png]]
| Research Director's Office, can be bought from Sol Traders
| colspan='2' | In the Research Director's Office. Can be bought from Traders
|
'''Modules:'''
* Reagent Scanner
* Reagent Scanner
* Expanded Storage
* Expanded Storage
Line 102: Line 2,102:
|-
|-
! Security MODsuit <br> [[File:Mod Security.png]]
! Security MODsuit <br> [[File:Mod Security.png]]
| Armory, can be built by robotics
| colspan='2' | In the Armoury. Can be built by robotics
|
'''Modules:'''
* Storage
* Storage
* Flashlight
* Flashlight
* Mirage Grenade
* Mirage Grenade
* Ion Jetpack
* Ion Jetpack
|-
! Safeguard MODsuit <br> [[File:Mod Safeguard.png]]
! Safeguard MODsuit <br> [[File:Mod Safeguard.png]]
| Head of Security's Office, can be bought from Sol Traders
| colspan='2' | In the Head of Security's Office. Can be bought from Traders
|
'''Modules:'''
* Expanded Storage
* Expanded Storage
* Flashlight
* Flashlight
Line 117: Line 2,116:
* Advanced Ion Jetpack
* Advanced Ion Jetpack
* Holster
* Holster
|-
! Magnate MODsuit <br> [[File:Mod Magnate.png]]
! Magnate MODsuit <br> [[File:Mod Magnate.png]]
| Captain's Office
| colspan='2' | In the Captain's Office
|
'''Modules:'''
* Expanded Storage
* Expanded Storage
* Advanced Ion Jetpack
* Advanced Ion Jetpack
|-
|-
! Praetorian MODsuit <br> [[File:Mod Praetorian.png]]
| colspan='2' | In the Blueshield's Office
'''Modules:'''
* Expanded Storage
* Ion Jetpack
* Crew Monitor
! Cosmohonk MODsuit <br> [[File:Mod Cosmohonk.png]]
! Cosmohonk MODsuit <br> [[File:Mod Cosmohonk.png]]
| Can be built by robotics
| colspan='2' | Can be built by robotics
| N/A
'''Modules:'''
|-
* Storage
* Waddle
* Bike Horn
! Syndicate MODsuit <br> [[File:Mod Syndicate.png]]
! Syndicate MODsuit <br> [[File:Mod Syndicate.png]]
| Syndicate Uplink, Nuclear Operative Uplink
| colspan='2' | In the Syndicate Uplink, and Nuclear Operative Uplink
|
'''Modules:'''
* Armor Booster
* Armour Booster
* Syndicate Storage
* Syndicate Storage
* EMP Shield
* EMP Shield
* Ion Jetpack for Traitors '''OR''' Advanced Ion Jetpack for Nuclear Operatives
* Ion Jetpack for Traitors
**'''OR''' Advanced Ion Jetpack for Nuclear Operatives
* Flashlight
* Flashlight
* No-Slip
* No-Slip
|-
|-  
! Syndicate Elite MODsuit <br> [[File:Mod Syndicate Elite.png]]
! Syndicate Elite MODsuit <br> [[File:Mod Syndicate Elite.png]]
| Syndicate Uplink, Nuclear Operative Uplink
| colspan='2' | In the Syndicate Uplink, and Nuclear Operative Uplink
|
'''Modules:'''
* Armor Booster
* Armour Booster
* Syndicate Storage
* Syndicate Storage
* EMP Shield
* EMP Shield
Line 148: Line 2,155:
* Flashlight
* Flashlight
* No-Slip
* No-Slip
|-
! Prototype MODsuit <br> [[File:Mod Prototype.png]]
! Prototype MODsuit <br> [[File:Mod Prototype.png]]
| Space Ruins
| colspan='2' | In Space Ruins
|
'''Modules:'''
* Prototype Kinesis
* Prototype Kinesis
* Storage
* Storage
Line 158: Line 2,164:
* Flashlight
* Flashlight
* Emergency Tether
* Emergency Tether
! Responsory MODsuit <br> [[File:Mod Responsory.gif]]
| colspan='2' | On [[Emergency Response Team]]
'''Modules:'''
{| style="float:right"
| '''Role-Specific Modules:'''
|-
|-
! ERT MODsuit <br> [[File:Mod ERT.gif]]
| [[Emergency Response Team]]
|
|
* Commander - Power Kick
* Security - Mirage Grenade
* Engineering - Kinesis
* Medical - Defibrillator
* Janitor - Hydraulic Clamp
* Inquisitor - Power Kick
|}
* Insignia
* Insignia
* Syndicate Storage
* Syndicate Storage
Line 170: Line 2,186:
* Advanced Magnetic Stability
* Advanced Magnetic Stability
* Advanced Ion Jetpack
* Advanced Ion Jetpack
* '''Role-Specific Module:'''
</div>
<span class="mw-collapsible mw-collapsed">
<br> Commander - Power Kick
<br> Security - Mirage Grenade
<br> Engineering - Kinesis
<br> Medical - Defibrillator
<br> Janitor - Hydraulic Clamp
<br> Inquisitor - Power Kick
|-
|-
! Apocryphal MODsuit <br> [[File:Mod Deathsquad.png]]
! Apocryphal MODsuit <br> [[File:Mod Deathsquad.png]]
| [[Death Squad]]
| colspan='2' | On [[Death Squad]]
|
'''Modules:'''
* Bluespace Storage
* Bluespace Storage
* Welding Protection
* Welding Protection
Line 189: Line 2,198:
'''Apocryphal Officer MODsuit Only:'''
'''Apocryphal Officer MODsuit Only:'''
* Power Kick
* Power Kick
|-
! Corporate MODsuit <br> [[File:Mod Corporate.png]]
! Corporate MODsuit <br> [[File:Mod Corporate.png]]
| [[Nanotrasen Central Command|Central Command]]
| colspan='2' | On [[Nanotrasen Central Command|Central Command]] Officers
|
'''Modules:'''
* Bluespace Storage
* Bluespace Storage
* EMP Shield
* EMP Shield
* Status Readout
* Status Readout
* Kinesis Plus
* Kinesis Plus
! Debug MODsuit <br> [[File:Mod Debug.png]]
| colspan='2' |
'''Modules:'''
* Bluespace Storage
* Welding Protection
* Flashlight
* Radiation Detection
* Bike Horn
* Injector
|-
|-
! Debug and Administrative MODsuits <br> [[File:Mod Debug.png]]
! Administrative MODsuit <br> [[File:Mod Debug.png]]
| N/A
| colspan='2' |
|
'''Modules:'''
* Bluespace Storage
* Bluespace Storage
* Welding Protection
* Welding Protection
Line 209: Line 2,226:
|}
|}


==Building a MODsuit==
[[Category:Guides]]
 
# Print out helmet, chestplate, gauntlets, boots, MOD shell, and armor from the Exosuit Fabricator.
# [[File:Mod Core.gif|32px]] Order a '''MOD core''' from Cargo '''OR''' find a broken MOD core in maintenance and repair it with a screwdriver. Keep in mind, [[Robotics Lab]] also starts with one.
# [[File:Mod Shell.png|32px]] Add core to shell.
# [[File:Screwdriver tool.png|32px]] '''Screwdriver''' core to shell.
# [[File:Mod Helmet.png|32px]] Add '''helmet''' to assembly.
# [[File:Mod Chestplate.png|32px]] Add '''chestplate''' to assembly.
# [[File:Mod Gauntlets.png|32px]] Add '''gauntlets''' to assembly.
# [[File:Mod Boots.png|32px]] Add '''boots''' to assembly.
# [[File:Wrench.png|32px]] '''Wrench''' assembly.
# [[File:Screwdriver tool.png|32px]] '''Screwdriver''' assembly.
# [[File:Mod Standard Plating.png|32px]] Add '''external plating''' to assembly.
# [[File:Screwdriver tool.png|32px]] Open modsuit panel with '''screwdriver'''.
# [[File:Powercell.png|32px]] Insert a '''power cell'''.
# [[File:Screwdriver tool.png|32px]] Close modsuit panel with '''screwdriver'''.
 
==Plating Types==
{|class="wikitable mw-collapsible sortable" width="100%" style="text-align: center; background-color: #f0e8f0;"
|-style="font-weight: bold;text-align: center;background-color: #A06DA0; color: white;"
! style='background-color:#A06DA0' width:10%;                          | Item
! style='background-color:#A06DA0' width:5%;                            | Complexity
! style='background-color:#A06DA0';                                    | Brute
! style='background-color:#A06DA0';                                    | Bullet
! style='background-color:#A06DA0';                                    | Laser
! style='background-color:#A06DA0';                                    | Energy
! style='background-color:#A06DA0';                                    | Bomb
! style='background-color:#A06DA0';                                    | Bio
! style='background-color:#A06DA0';                                    | Rad
! style='background-color:#A06DA0' width:5%;                            | Cell Drain
! class="unsortable" style='background-color:#A06DA0' width:20%;        | Other Traits
! class="unsortable" style='background-color:#A06DA0' width:10%;        | In-Built Modules
! class="unsortable" style='background-color:#A06DA0' width:10%;        | Alternate Skins
|-
! Standard MODsuit <br> [[file:Mod Standard.png]] <br> [[File:Mod Standard Plating.png]]
| 15
| || || || || || ||
| 5
| Slightly faster than other MODsuits.
| N/A
| civilian <br> [[file:Mod Civilian.png]] <br> [[File:Mod Civilian Skin.png]]
|-
! Engineering MODsuit <br> [[File:Mod Engineering.png]] <br> [[File:Mod Engineering Plating.png]]
| 15
| || || || || || ||
| 5
| shock-proof and heat resistant
| N/A
| N/A
|-
! Atmospheric MODsuit <br> [[File:Mod Atmospheric.png]] <br> [[File:Mod Atmospheric Plating.png]]
| 15
| || || || || || ||
| 5
| extreme heat resistance
| N/A
| N/A
|-
! Advanced MODsuit <br> [[File:Mod Advanced.png]]
| 15
| || || || || || ||
| 5
| Acid and Fire resistant, insulated (?).
|
* Advanced Magboots
| N/A
|-
! Loader MODsuit <br> [[File:MOD Loader.png]]
| 10
| || || || || || ||
| 5
|
|
* Loader Clamp
* Loader Modules
* Loader Magnet
| N/A
|-
|}
 
==Modsuit Maintenance==
 
===Exchanging the Power Cell===
 
# Use [[File:Screwdriver tool.png|32px]] '''Screwdriver''' on the [[File:Mod Control.png|32px]] '''MODsuit central controller'''.
# Use [[File:Wrench.png|32px]] '''Wrench'''.
# Re-insert the [[File:Mod Core.gif|32px]] '''MODsuit core'''.
# Insert the [[File:Powercell.png|32px]] '''Power Cell'''.
# Use [[File:Screwdriver tool.png|32px]] '''Screwdriver'''.
 
===Fixing Wiring===
MODsuits wiring can malfunction after MODsuit is damaged by ''stuff''. <br>
'''Possible Malfunctions include:'''
* stuff
* stuff
 
In order to fix the wiring:
<!-- copied from hacking, basically template this could use -->
# Use a [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to expose the wiring.
# Hack using a [[File:Multitool.png|32px]] '''Multitool''' or [[File:Wirecutters.png|32px]] '''Wirecutters'''.
# Use a [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to hide the wires again when done.
 
{| class="wikitable"
|-
! Wire
! Effects
! [[File:Multitool.png|32px]] Pulsing
! [[File:Wirecutters.png|32px]] Cutting
! [[File:Wirecutters.png|32px]] Mending
! Finding the Wire
|-
| Hacked Production '''(Blue Light)'''
| Enables more items to be built at the autolathe.
| Toggles hacked production for up to 5 seconds. Toggles the Blue Light.
| Enables hacked production.
| Disables hacked production.
| Pulse / Cut wires until the Blue light changes.
|-
| Shock / Electrify '''(Green Light)'''
| Delivers an electrical shock to anyone trying to build.
| Toggles shock mode for up to 5 seconds. Toggles the Green Light.
| Will shock anyone using the lathe until repaired.
| Returns normal operation.
| Pulse / Cut wires until the Green light changes.
|-
| Disable '''(Red Light)'''
| Disables the Autolathe, preventing anyone from building anything.
| Toggles Disabled mode for up to 5 seconds. Toggles the Red Light.
| Disables the autolathe until repaired.
| Returns the autolathe to normal function.
| Pulse / Cut wires until the Red light changes.
|-
| Dud Wires
| The remaining wires on the board are duds and have no effect.
| None
| None
| None
| Any wire that does not change the status lights
|}
 
===Upgrading the MODsuit===
 
'''Module Addition:'''
# Use [[File:Screwdriver tool.png|32px]] '''Screwdriver''' on the [[File:Mod Control.png|32px]] '''MODsuit central controller'''.
# Insert [[#Modules|modules of your choosing]].
# Use [[File:Screwdriver tool.png|32px]] '''Screwdriver'''.
 
'''Module Removal:'''
# Use [[File:Screwdriver tool.png|32px]] '''Screwdriver''' on the [[File:Mod Control.png|32px]] '''MODsuit central controller'''.
# Use [[File:Crowbar.png|32px]] '''Crowbar''' to take the modules out.
# Use [[File:Screwdriver tool.png|32px]] '''Screwdriver'''.
 
==Modules==
===Printable Modules===
{|class="wikitable mw-collapsible sortable" width="80%" style="text-align: center; background-color: #f0e8f0;"
|-style="font-weight: bold;text-align: center;background-color: #A06DA0; color: white;"
! style='background-color:#A06DA0' width:15%;                        | Module
! style='background-color:#A06DA0' width:5%;                          | Complexity
! style='background-color:#A06DA0';                                  | Passive Cell Drain
! style='background-color:#A06DA0';                                  | Active Cell Drain
! style='background-color:#A06DA0';                                  | On-Use Cell Drain
! style='background-color:#A06DA0' width:10%;                        | Required Tech Levels
! class="unsortable" style='background-color:#A06DA0' width:70%;      | Description
|-
! MOD Storage Module <br> [[File:Mod Storage.png]]
| 3
| 0 || 0 || 0
| N/A
|
|-
! MOD Extended Storage Module <br> [[File:Mod Extended Storage.png]]
| 3
| 0 || 0 || 0
| 6 Materials <br> 5 Power <br> 6 Engineering <br> 2 EM Spectrum <br> 2 Syndicate
|
|-
! MOD Medical Visor Module <br> [[File:Mod Medical Visor.png]]
| 2
| 0 || 1.5 || 0
| 5 Materials <br> 4 Biotech <br> 4 Data Theory
|
|-
|}
===Maintenance Modules===
Modules, that can be found in [[Maintenance]].
{|class="wikitable mw-collapsible sortable" width="70%" style="text-align: center; background-color: #E5E5E5;"
|-style="font-weight: bold;text-align: center;background-color: #777777; color: white;"
! style='background-color:#777777' width:15%;                        | Module
! style='background-color:#777777' width:5%;                          | Complexity
! style='background-color:#777777';                                  | Passive Cell Drain
! style='background-color:#777777';                                  | Active Cell Drain
! style='background-color:#777777';                                  | On-Use Cell Drain
! class="unsortable" style='background-color:#777777' width:70%;      | Description
|-
! MOD Springlock Module <br> [[File:Mod Springlock.png]]
| 3
| 0 || 0 || 0
|
|}
===Syndicate Modules===
Modules that can be obtained through [[Syndicate Items|Syndicate Uplink]].
{|class="wikitable mw-collapsible sortable" width="80%" style="text-align: center; background-color: #ff9999;" <!-- color borrowed from [[Syndicate Items]] -->
|-style="font-weight: bold;text-align: center;background-color: #000000; color: white;"
! style='background-color:darkred' width:15%;                        | Module
! style='background-color:darkred' width:5%;                          | Complexity
! style='background-color:darkred';                                  | Passive Cell Drain
! style='background-color:darkred';                                  | Active Cell Drain
! style='background-color:darkred';                                  | On-Use Cell Drain
! style='background-color:darkred' width:5%;                          | Telecrystal Cost
! class="unsortable" style='background-color:darkred' width:70%;      | Description
|-
!
|
| || ||
|
|
|}
 
===Other Modules===
Modules obtainable via other means, as well as ones you cannot obtain.
{|class="wikitable mw-collapsible sortable" width="80%" style="text-align: center; background-color: #CED2DB;"
|-style="font-weight: bold;text-align: center;background-color: #000000; color: white;"
! style='background-color:#606D89' width:15%;                        | Module
! style='background-color:#606D89' width:5%;                          | Complexity
! style='background-color:#606D89';                                  | Passive Cell Drain
! style='background-color:#606D89';                                  | Active Cell Drain
! style='background-color:#606D89';                                  | On-Use Cell Drain
! class="unsortable" style='background-color:#606D89' width:15%;      | Location
! class="unsortable" style='background-color:#606D89' width:70%;      | Description
|-
! MOD Magnet Module
| 0
| || ||
| Pre-Equipped on Loader MODsuit.
|
|-
|}

Latest revision as of 16:28, 19 November 2024

Modular Outerwear Devices, 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, and assemble them!

Using a MODsuit

MODsuit Interface

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 if it's equipped with a Storage Module. Once on your back, deploy each part of the suit, and then activate it, which you can do by pressing the buttons on the top left.

Charging a MODsuit

If your MODsuit is operating on aMod Core.gif standard core, enter a cyborg charger Borgrecharge.png while wearing the suit to recharge it's cell. Eventually, you can also change it's cell.

If your MODsuit is operating on a Mod Plasma Core.gif plasma core, which is a standard for mining MODsuits, insert Plasma.png plasma sheets into the Mod Control.pngcontrol unit.

Exchanging the Power Cell

  1. Use Screwdriver tool.png Screwdriver on the Mod Control.png MODsuit central controller.
  2. Use Wrench.png Wrench.
  3. Re-insert the Mod Core.gif MODsuit core.
  4. Insert the Powercell.png Power Cell.
  5. Use Screwdriver tool.png Screwdriver.

Building a MODsuit

  1. Print out helmet, chestplate, gauntlets, boots, MOD shell, and armour from the Exosuit Fabricator.
  2. Mod Core.gif Order a MOD core from Cargo OR find a broken MOD core in maintenance and repair it with a screwdriver. Keep in mind, Robotics Lab also starts with one.
  3. Mod Shell.png Add core to shell.
  4. Screwdriver tool.png Screwdriver core to shell.
  5. Mod Helmet.png Add helmet to assembly.
  6. Mod Chestplate.png Add chestplate to assembly.
  7. Mod Gauntlets.png Add gauntlets to assembly.
  8. Mod Boots.png Add boots to assembly.
  9. Wrench.png Wrench assembly.
  10. Screwdriver tool.png Screwdriver assembly.
  11. Mod Standard Plating.png Add external plating to assembly.
  12. Screwdriver tool.png Open modsuit panel with screwdriver.
  13. Powercell.png Insert a power cell.
  14. Screwdriver tool.png Close modsuit panel with screwdriver.


Modsuit Maintenance

Fixing Wiring

MODsuits wiring can malfunction after MODsuit is damaged by EMPs.
Possible Malfunctions include:

  • Lack of response from the MODsuits functions.
  • The User Interface becoming Dysfunctional until fixed.

In order to fix the wiring:

  1. Use a Screwdriver tool.png Screwdriver to expose the wiring.
  2. Hack using a Multitool.png Multitool or Wirecutters.png Wirecutters.
  3. Use a Screwdriver tool.png Screwdriver to hide the wires again when done.
  • Do note the wire order in every single MODsuit is different.
Wire Effects Multitool.png Pulsing Wirecutters.png Cutting Wirecutters.png Mending
Shock / Electrify

(Orange Light)

Delivers an electrical shock to the person hacking the MODsuit. Toggles shock mode for up to 30 seconds. Toggles the Orange Light. Will shock anyone hacking the MODsuit until repaired. Returns normal operation.
Disable

(Red Light)

Malfunctions the MODsuit, making it sometimes unresponsive to button presses. Malfunctions the MODsuit until the wire is cut and mended. Toggles the Red Light. Malfunctions the MODsuit until the wires mended. Returns the MODsuit to normal functionality.
ID Lock

(Green Light)

Toggles the ID Lock on a MODsuit. Toggles the ID Lock. Toggles the Green Light. None None
Interface Functionality

(Yellow Light)

Toggles the MODsuits User Interface functionality on a MODsuit. Toggles the User Interfaces Functionality. Toggles the Yellow Light. Breaks the User Interfaces Functionality until the wire is mended. Restores the User Interface Functionality.
Dud Wires The remaining two wires in the MODsuit are duds and have no effect. None None None

Upgrading the MODsuit

Module Addition:

  1. Use Screwdriver tool.png Screwdriver on the Mod Control.png MODsuit central controller.
  2. Insert modules of your choosing.
  3. Use Screwdriver tool.png Screwdriver.

Module Removal:

  1. Use Screwdriver tool.png Screwdriver on the Mod Control.png MODsuit central controller.
  2. Use Red crowbar.png Crowbar to take the modules out.
  3. Use Screwdriver tool.png Screwdriver.

Modules

Module power drain is based on MODsuit's power drain.
For example, standard MODsuit drain value is 5. Keeping a visor on drains at a rate of 5•0.3.

Printable Modules

Storage Module
Mod Storage.png
Required Tech Levels:
None
Description
What amounts to a series of integrated storage compartments and specialized pockets installed across the surface of the suit, useful for storing various bits, and or bobs.
Complexity: 3
Cell Drain: None
Extended Storage Module
Mod Extended Storage.png
Required Tech Levels:
6 Materials
5 Power
6 Engineering
2 EM Spectrum
2 Illegal
Description
Reverse engineered by Cybersun Industries from Donk Corporation designs, this system of hidden compartments is entirely within the suit, distributing items and weight evenly to ensure a comfortable experience for the user; whether smuggling, or simply hauling.
Complexity: 3
Cell Drain: None
Medical Visor Module
Mod Medical Visor.png
Required Tech Levels:
5 Materials
4 Biotech
4 Data Theory
Description
A heads-up display installed into the visor of the suit. This cross-references suit sensor data with a modern biological scanning suite, allowing the user to visualize the current health of organic lifeforms, as well as access data such as patient files in a convenient readout. They say these also let you see behind you.
Complexity: 1
Cell Drain: 0.3 Active
Diagnostic Visor Module
Mod Diagnostic Visor.png
Required Tech Levels:
5 Materials
4 Engineering
4 Biotech
4 Data Theory
Description
A heads-up display installed into the visor of the suit. This uses a series of advanced sensors to access data from advanced machinery, exosuits, and other devices, allowing the user to visualize current power levels and integrity of such. They say these also let you see behind you.
Complexity: 1
Cell Drain: 0.3 Active
Security Visor Module
Mod Security Visor.png
Required Tech Levels:
5 Materials
4 Biotech
4 Data Theory
3 Combat
Description
A heads-up display installed into the visor of the suit. This module is a heavily-retrofitted targeting system, plugged into various criminal databases to be able to view arrest records, command simple security-oriented robots, and generally know who to shoot. They say these also let you see behind you.
Complexity: 1
Cell Drain: 0.3 Active
Meson Visor Module
Mod Meson Visor.png
Required Tech Levels:
4 Materials
4 Biotech
4 Data Theory
Description
A heads-up display installed into the visor of the suit. This module is based off well-loved meson scanner technology, used by construction workers and miners across the galaxy to see basic structural and terrain layouts through walls, regardless of lighting conditions. They say these also let you see behind you.
Complexity: 1
Cell Drain: 0.3 Active
Welding Protection Module
Mod Welding Protection.png
Required Tech Levels:
4 Materials
5 Engineering
4 Biotech
4 Plasma
Description
A module installed into the visor of the suit, this projects a polarized, holographic overlay in front of the user's eyes. It's rated high enough for immunity against extremities such as spot and arc welding, solar eclipses, and handheld flashlights.
Complexity: 1
Cell Drain: None
Radiation Protection Module
Mod Radiation Protection.png
Required Tech Levels:
4 Materials
4 EM Spectrum
5 Combat
Description
A protoype module that improves the sensors on the modsuit to detect radiation on the user. Currently due to time restraints and a lack of lead on lavaland, it does not have a built in geiger counter or radiation protection.
Complexity: 0
Cell Drain: 0.1 Passive
EMP Shield Module
Mod EMP Shield.png
Required Tech Levels:
6 EM Spectrum
7 Combat
3 Illegal
Description
A field inhibitor installed into the suit, protecting it against feedback such as electromagnetic pulses that would otherwise damage the electronic systems of the suit or it's modules. However, it will take from the suit's power to do so.
Complexity: 1
Cell Drain: 0.3 Passive
Waddle Module
Mod Waddle.png
Required Tech Levels:
3 Materials
3 Data Theory
Description
Some of the most primitive technology in use by Honk Co. 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.
Complexity: 1
Cell Drain: 0.2 Passive
Plasma Stabilizer Module
Mod Plasma Stabilizer.png
Required Tech Levels:
2 Materials
3 Engineering
2 Power
Description
This system essentially forms an atmosphere of its own, within the suit, efficiently and quickly preventing oxygen from causing the user's head to burst into flame. This allows plasmamen to safely remove their helmet, allowing for easier equipping of any MODsuit-related equipment, or otherwise. The purple glass of the visor seems to be constructed for nostalgic purposes.
Complexity: 1
Cell Drain: 0.3 Passive
T-Ray Scanner Module
Mod T-Ray Scanner.png
Required Tech Levels:
2 Materials
2 Engineering
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.
Complexity: 1
Cell Drain: 0.5 Active
Cloak Module
Mod Cloak.png
Required Tech Levels:
7 Combat
6 EM Spectrum
3 Illegal
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.
Complexity: 4
Cell Drain: 2 Active
Ion Jetpack Module
Mod Ion Jetpack.png
Required Tech Levels:
7 Materials
7 Engineering
7 EM Spectrum
Description
A series of electric thrusters installed across the suit, this is a module highly anticipated by trainee Engineers. Rather than using gasses for combustion thrust, these jets are capable of accelerating ions using charge from the suit's charge. Some say this isn't Cybersun Industries's first foray into jet-enabled suits.
Complexity: 3
Cell Drain:
  • 0.5 Active
  • 1 On-Use
Magnetic Stabilizator Module
Mod Magnetic Stability.png
Required Tech Levels:
4 Materials
5 Engineering
4 EM Spectrum
Description
These are powerful electromagnets fitted into the suit's boots, allowing users both excellent traction no matter the condition indoors, and to essentially hitch a ride on the exterior of a hull. However, these basic models do not feature computerized systems to automatically toggle them on and off, so numerous users report a certain stickiness to their steps.
Complexity: 2
Cell Drain: 0.5 Active
Flashlight Module
Mod Flashlight.png
Required Tech Levels:
2 Engineering
2 EM Spectrum
2 Plasma
Description
A simple pair of configurable flashlights installed on the left and right sides of the helmet, useful for providing light in a variety of ranges and colors. Some survivalists prefer the color green for their illumination, for reasons unknown.
Complexity: 1
Cell Drain: 0.3 Active
Reagent Scanner Module
Mod Reagent Scanner.png
Required Tech Levels:
2 Engineering
2 EM Spectrum
2 Plasma
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.
Complexity: 1
Cell Drain: 0.2 Active
Thermal Regulator Module
Mod Thermal Regulator.png
Required Tech Levels:
3 Materials
2 EM Spectrum
3 Plasma
Description
Advanced climate control, using an inner body glove interwoven with thousands of tiny, flexible cooling lines. This circulates coolant at various user-controlled temperatures, ensuring they're comfortable; even if they're some that like it hot.
Complexity: 1
Cell Drain: 0.3 Active
Injector Module
Mod Injector.png
Required Tech Levels:
6 Materials
4 Biotech
5 EM Spectrum
Description
A module installed into the wrist of the suit, this functions as a high-capacity syringe, with a tip fine enough to locate the emergency injection ports on any suit of armor, penetrating it with ease. Even yours.
Complexity: 1
Cell Drain: 0.3 Active
Emergency Tether Module
Mod Emergency Tether.png
Required Tech Levels:
4 Materials
5 Engineering
4 EM Spectrum
Description
A custom-built grappling-hook powered by a winch capable of hauling the user. While some older models of cargo-oriented grapples have capacities of a few tons, these are only capable of working in zero-gravity environments, a blessing to some Engineers.
Complexity: 1
Cell Drain: 1 On-Use
Internal GPS Module
Mod Internal GPS.png
Required Tech Levels:
2 Materials
2 Bluespace
Description
This module uses common Nanotrasen technology to calculate the user's position anywhere in space, down to the exact coordinates. This information is fed to a central database viewable from the device itself, though using it to help people is up to you.
Complexity: 1
Cell Drain: 0.2 On-Use
Defibrillator Module
Mod Defibrillator.png
Required Tech Levels:
7 Materials
7 Biotech
6 Power
Description
A module built into the gauntlets of the suit; commonly known as the 'Healing Hands' by medical professionals. The user places their palms above the patient. Onboard computers in the suit calculate the necessary voltage, and a modded targeting computer determines the best position for the user to push. Twenty five pounds of force are applied to the patient's skin. Shocks travel from the suit's gloves and counter-shock the heart, and the wearer returns to Medical a hero. Don't you even think about using it as a weapon; regulations on manufacture and software locks expressly forbid it.
Complexity: 2
Cell Drain: 200 On-Use
Bike Horn Module
Mod Bike Horn.png
Required Tech Levels:
3 Materials
3 Data Theory
Description
A shoulder-mounted piece of heavy sonic artillery, this module uses the finest femto-manipulator technology to precisely deliver an almost lethal squeeze to... a bike horn, producing a significantly memorable sound.
Complexity: 1
Cell Drain: 1 On-Use
Crate Clamp Module
Mod Crate Clamp.png
Required Tech Levels:
3 Materials
3 Data Theory
Description
A series of actuators installed into both arms of the suit, boasting a lifting capacity of almost a ton. However, this design has been locked by Nanotrasen to be primarily utilized for lifting various crates. A lot of people would say that loading cargo is a dull job, but you could not disagree more.
Complexity: 3
Cell Drain: 1 On-Use
Drill Module
Mod Drill.png
Required Tech Levels:
6 Materials
5 Engineering
5 Power
Description
An integrated drill, typically extending over the user's hand. While useful for drilling through rock, your drill is surely the one that both pierces and creates the heavens.
Complexity: 2
Cell Drain: 1 On-Use Cell Drain
Ore Bag Module
Mod Ore Bag.png
Required Tech Levels:
2 Materials
3 Engineering
2 Power
Description
An integrated ore storage system installed into the suit, this utilizes precise electromagnets and storage compartments to automatically collect and deposit ore. It's recommended by Cybersun Industries to actually deposit that ore at local refineries.
Complexity: 1
Cell Drain: 0.2 On-Use
DNA Lock Module
Mod DNA Lock.png
Required Tech Levels:
6 Materials
6 Engineering
5 Power
2 Illegal
Description
A module which engages with the various locks and seals tied to the suit's systems, enabling it to only be worn by someone corresponding with the user's exact DNA profile; however, this incredibly sensitive module is shorted out by EMPs. Luckily, stable mutagen has been outlawed.
Complexity: 2
Cell Drain: 3 On-Use
Holster Module
Mod Holster.png
Required Tech Levels:
2 Materials
3 Engineering
2 Power
Description
Based off typical storage compartments, this system allows the suit to holster a standard firearm across its surface and allow for extremely quick retrieval. While some users prefer the chest, others the forearm for quick deployment, some law enforcement prefer the holster to extend from the thigh.
Complexity: 2
Cell Drain: None
Active Sonar Module
Mod Active Sonar.png
Required Tech Levels:
6 Materials
5 Engineering
5 Power
Description
Ancient tech from the 20th century, this module uses sonic waves to detect living creatures within the user's radius. Its loud ping is much harder to hide in an indoor station than in the outdoor operations it was designed for.
Complexity: 2
Cell Drain: 4 On-Use
Pathfinder Module
Mod Pathfinder.png
Required Tech Levels:
6 Materials
5 Engineering
5 Power
Description
This module, brought to you by Paizo Productions, has two components. The first component is a series of thrusters and a computerized location subroutine installed into the very control unit of the suit, allowing it flight at highway speeds using the suit's access locks to navigate through the station, and to be able to locate the second part of the system; a pathfinding implant installed into the base of the user's spine, broadcasting their location to the suit and allowing them to recall it to their person at any time. The implant is stored in the module and needs to be injected in a human to function. Paizo Productions swears up and down there's airbrakes.
Complexity: 2
Cell Drain: 200 On-Use
Status Readout Module
Mod Status Readout.png
Required Tech Levels:
5 Materials
6 Biotech
5 Power
2 Illegal
Description
A once-common module, this technology went unfortunately out of fashion; and right into the arachnid grip of the Spider Clan. This hooks into the suit's spine, capable of capturing and displaying all possible biometric data of the wearer; sleep, nutrition, fitness, fingerprints, and even useful information such as their overall health and wellness. The syndicate has been seen using this module of late, with NT as well getting into the technology on their elitest of suits.
Complexity: 1
Cell Drain: 0.1 On-Use
Teleporter Module
Mod Teleporter.png
Required Tech Levels:
5 Engineering
6 Plasma
7 Bluespace
5 Combat
Description
A module that uses a bluespace core to let the user transport their particles elsewhere.

Requires bluespace anomaly core to function.
Complexity: 3
Cell Drain: 5 On-Use
Kinesis Module
Mod Kinesis.png
Required Tech Levels:
5 Engineering
6 Plasma
7 Bluespace
5 Combat
Description
A modular plug-in to the forearm, this module was presumed lost for many years, despite the suits it used to be mounted on still seeing some circulation. This piece of technology allows the user to generate precise anti-gravity fields, letting them move objects as small as a titanium rod to as large as industrial machinery. It does seem to work on living creatures, but not well.

Requires gravitational anomaly core to function.
Complexity: 3
Cell Drain: 3 On-Use
Syndicate Storage Module
Mod Syndicate Storage.png
Required Tech Levels:
7 Materials
7 Power
7 Engineering
4 Illegal
Description
A storage system using nanotechnology developed by Donk Corporation, these compartments use esoteric technology to compress the physical matter of items put inside of them, essentially shrinking items for much easier and more portable storage.
Complexity: 3
Cell Drain: None
Plate Compression Module
Mod Plate Compression.png
Required Tech Levels:
6 Materials
6 Engineering
5 Power
2 Illegal
Description
A module that keeps the suit in a very tightly fit state, lowering the overall size. Due to the pressure on all the parts, typical storage modules do not fit.
Complexity: 2
Cell Drain: None
Smoke Grenade Module
Mod Smoke Grenade.png
Required Tech Levels:
5 Materials
6 Engineering
2 Illegal
Description
A module that dispenses smoke grenades for hasty getaways. Ninja outfit not included.
Complexity: 1
Cell Drain: None

Non-Printable Modules

Modules, that can be found in Maintenance.

Springlock Module
Mod Springlock.png
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?
Complexity: 3
Cell Drain: None
Balloon Blower Module
Mod Balloon Blower.png
Description
A strange module invented years ago by some ingenious mimes. It blows balloons.
Complexity: 1
Cell Drain: 0.5 On-Use
Stamper Module
Mod Stamper.png
Description
A module installed into the wrist of the suit, this functions as a high-power stamp, able to switch between accept and deny modes.
Complexity: 1
Cell Drain: 0.3 Active

Modules that can be obtained through Syndicate Uplink.

Thermal Visor Module
Mod Thermal Visor.png
Description
Lets you see living beings through walls. Also provides night vision.
Complexity: 1
Cell Drain: 0.3 Active
Telecrystal Cost: 15
Night Visor Module
Mod Night Visor.png
Description
Lets you see clearer in the dark.
Complexity: 1
Cell Drain: 0.3 Active
Telecrystal Cost: 5
Plate Compression Module
Mod Plate Compression.png
Description
A module that lets the suit compress into a smaller size. Not compatible with storage modules, you will have to take that module out first.
Complexity: 2
Cell Drain: None
Telecrystal Cost: 10
Anti-Slip Module
Mod Anti Slip.png
Description
A module preventing the user from slipping on water. Already installed in the uplink modsuits.
Complexity: 1
Cell Drain: 0.1 Passive
Telecrystal Cost: 10
Heavily Modified Springlock Module
Mod DNA Lock.png
Description
This version of the module has been modified to allow for near instant activation of the MODsuit. Useful for quickly getting your MODsuit on/off, or for taking care of a target via a tragic accident. It is hidden as a DNA lock module. It will block retraction for 10 seconds by default to allow you to follow up with smoke, but you can multitool the module to disable that.
Complexity: 2
Cell Drain: None
Telecrystal Cost: 5
Hidden Holster Module
Mod Emergency Tether.png
Description
A holster module disguised to look like a tether module. Gun not included.
Complexity: 1
Cell Drain: None
Telecrystal Cost: 5
Chameleon
Chameleon Module.png
Description
A module that allows you to change an inactive MOD into a disguised bag.
Complexity: 2
Cell Drain: None
Telecrystal Cost: 10

Modules obtainable via other means, as well as ones you cannot obtain.

Prototype Kinesis Module
Mod Kinesis.png
Description
Pre-Equipped on Prototype MODsuit.
Complexity: 0
Cell Drain: 5 On-Use
Firefighting Tank Module
Mod Firefighter Tank.png
Description
Pre-Equipped on Atmospheric MODsuit
Complexity: 2
Cell Drain: 3 Active
Kinesis Module Plus
Mod Kinesis.png
Description
ADMIN SPAWN ONLY.
Complexity: 0
Cell Drain: 3 On-Use
Insignia Module
Mod Insignia.gif
Description
Pre-Equipped on Responsory MODsuit.
Complexity: 0
Cell Drain: None
Power Kick Module
Mod Power Kick.png
Description
Pre-Equipped on commander and inquisitory Responsory MODsuits. Pre-Equipped on Apocryphal MODsuit. Inside of Metroid Bundle. Can be bought from Traders.
Complexity: 0
Cell Drain: None
Advanced Cloaking Module
Mod Advanced Cloaking.png
Description
ADMIN SPAWN ONLY.
Complexity: 4
Cell Drain: 5 On-Use
Camera Module
Mod Camera.gif
Description
Pre-Equipped on Responsory MODsuit.
Complexity: 1
Cell Drain: None
Advanced Magnetic Stability Module
Mod Magnetic Stability.png
Description
Pre-Equipped on Advanced, Responsory, Apocryphal, Corporate and Administrative MODsuits.
Complexity: 0
Cell Drain: 0.5 Active
MOD Magnet Module
Mod Magnet.png
Description
Pre-Equipped on Loader MODsuit.
Complexity: 0
Cell Drain: None

Plating Types

NOTE: The stats can be plugged into this formula to get the percentage of damage blocked. For instance, a score of 200 on melee means 80% of damage blocked for melee.
‘Wanderer’ Standard MODsuit
Mod Standard.png Mod Standard Plating.png
Resistances
Melee Bullet Laser Fire
15 5 5 33
Bomb Bio Energy Radiation
0 IMMUNE 5 25
Additional Information
  • plating does not require special access to obtain.

Complexity: 15
Cell drain: 5
Slowdown: 0.75

‘Spark’ Engineering MODsuit
Mod Engineering.png Mod Engineering Plating.png
Resistances
Melee Bullet Laser Fire
20 5 5 IMMUNE
Bomb Bio Energy Radiation
30 IMMUNE 5 150
Additional Information
  • shock-proof
  • can hold RCDs and Fireaxes in suit storage

Complexity: 15
Cell drain: 5
Slowdown: 0.75

‘Canary’ Atmospheric MODsuit
Mod Atmospheric.png Mod Atmospheric Plating.png
Resistances
Melee Bullet Laser Fire
20 5 5 IMMUNE
Bomb Bio Energy Radiation
15 IMMUNE 5 15
Additional Information
  • extreme heat resistance
  • can hold RCDs, Fireaxes, RPDs, T-Ray Scanners, and Analyzers in suit storage
  • ash-proof

Complexity: 12
Cell drain: 10
Slowdown: 0.75

‘Daedalus’ Advanced MODsuit
Mod Advanced.png Mod Advanced Plating.png
Resistances
Melee Bullet Laser Fire
35 10 10 IMMUNE
Bomb Bio Energy Radiation
50 IMMUNE 10 IMMUNE
Additional Information
  • extreme heat resistance
  • shock-proof
  • can hold Analyzers, RCDs, Fireaxes, Telescopic Batons, RPDs, T-Ray Scanners, Analyzers, and Guns in suit storage
  • ash-proof

Complexity: 12
Cell drain: 7.5
Slowdown: 0.45

‘Pioneer’ Mining MODsuit
Mod Mining.png
Resistances
Melee Bullet Laser Fire
30 5 5 50
Bomb Bio Energy Radiation
50 IMMUNE 5 50
Additional Information
  • can hold Resonators, Mining Scanners, Advanced Mining Scanners, Pickaxes, Kenetic Crushers, Plasma Ore, Ore Bags, Kinetic Accelerators in suit storage
  • ash-proof
  • recharged by inserting plasma into modsuit
  • can be made space-proof with Astroid Skin

Complexity: 12
Cell drain: 10
Slowdown: 0.5

‘Heracles’ Loader MODsuit
MOD Loader.png
Resistances
Melee Bullet Laser Fire
20 5 5 25
Bomb Bio Energy Radiation
10 IMMUNE 5 0
Additional Information
  • does not provide pressure protection

Complexity: 10
Cell drain: 5
Slowdown: 0

‘Apollo’ Medical MODsuit
Mod Medical.png Mod Medical Plating.png
Resistances
Melee Bullet Laser Fire
10 5 5 75
Bomb Bio Energy Radiation
10 IMMUNE 5 0
Additional Information
  • can hold Health Analyzers, Droppers, Beakers, Bottles, Hyposprays, Syringes,
    Stackable Medical
    Gauzes
    Ointments
    Brute Trauma Kits
    Burn Trauma Kits
    Botanical Medications
    Supplies, Sensor Devices, Pill Bottles, Chemistry Bags, and Biological Bags in suit storage

Complexity: 15
Cell drain: 10
Slowdown: 0.45

‘Valkyrie’ Rescue MODsuit
Mod Rescue.png Mod Rescue Plating.png
Resistances
Melee Bullet Laser Fire
20 20 5 150
Bomb Bio Energy Radiation
10 IMMUNE 5 50
Additional Information
  • can hold Health Analyzers, Droppers, Beakers, Bottles, Hyposprays, Syringes,
    Stackable Medical
    Gauzes
    Ointments
    Brute Trauma Kits
    Burn Trauma Kits
    Botanical Medications
    Supplies, Sensor Devices, Pill Bottles, Chemistry Bags, Biological Bags, and Telescopic Batons in suit storage

Complexity: 15
Cell drain: 7.5
Slowdown: 0.25

‘Minerva’ Research MODsuit
Mod Research.png Mod Research Plating.png
Resistances
Melee Bullet Laser Fire
30 30 5 75
Bomb Bio Energy Radiation
IMMUNE IMMUNE 5 75
Additional Information
  • can hold Analyzers, DNA Injectors, Handheld Teleporters, Biological Bags, Telescopic Batons, and Guns in suit storage

Complexity: 20
Cell drain: 5
Slowdown: 1

‘Takabara’ Security MODsuit
Mod Security.png Mod Security Plating.png
Resistances
Melee Bullet Laser Fire
25 20 20 150
Bomb Bio Energy Radiation
25 IMMUNE 5 0
Additional Information
  • can hold Ammo Boxes, Ammo Casings, Pepper Sprays, Handcuffs, Flashes, Batons, and Guns in suit storage

Complexity: 12
Cell drain: 5
Slowdown: 0.45

‘Safeguard’ Bulwark MODsuit
Mod Safeguard.png Mod Safeguard Plating.png
Resistances
Melee Bullet Laser Fire
30 25 25 IMMUNE
Bomb Bio Energy Radiation
40 IMMUNE 15 25
Additional Information
  • can hold Ammo Boxes, Ammo Casings, Pepper Sprays, Handcuffs, Flashes, Batons, and Guns in suit storage

Complexity: 15
Cell drain: 5
Slowdown: 0.25

‘Magnate’ Command MODsuit
Mod Magnate.png
Resistances
Melee Bullet Laser Fire
50 50 50 IMMUNE
Bomb Bio Energy Radiation
15 IMMUNE 15 50
Additional Information
  • extreme heat resistance
  • shock-proof
  • can hold Ammo Boxes, Ammo Casings, Handcuffs, Flashes, and any Weapon in suit storage
  • ash-proof
  • indestructable

Complexity: 20
Cell drain: 5
Slowdown: 0.25

‘Praetorian’ Escort MODsuit
Mod Praetorian.png
Resistances
Melee Bullet Laser Fire
25 20 20 150
Bomb Bio Energy Radiation
25 IMMUNE 5 0
Additional Information
  • extreme heat resistance
  • can hold Guns, Pepper Spray, Ammo Boxes, Ammo Casings, Batons, Handcuffs, Flashlights, Telescopic Batons, and Combat Knifes in suit storage
  • ash-proof

Complexity: 12
Cell drain: 5
Slowdown: 0.45

Cosmohonk MODsuit
Mod Cosmohonk.png Mod Cosmohonk Plating.png
Resistances
Melee Bullet Laser Fire
5 5 5 75
Bomb Bio Energy Radiation
5 IMMUNE 5 0
Additional Information
  • can hold Bike Horns, Banana Peels, Water Flowers, and Instruments in suit storage
  • extremely power efficient

Complexity: 15
Cell drain: 1.25
Slowdown: 1.25

‘Raider’ Blood-Red Syndicate MODsuit
Mod Syndicate.png
Resistances
Melee Bullet Laser Fire
15 20 5 50
Bomb Bio Energy Radiation
35 IMMUNE 5 IMMUNE

In EVA Mode

Resistances
Melee Bullet Laser Fire
40 50 20 50
Bomb Bio Energy Radiation
35 IMMUNE 20 IMMUNE

In Combat Mode

Additional Information
  • click here to toggle The Armour Booster
  • can hold Ammo Boxes, Ammo Casings, Pepper Sprays, Handcuffs, Flashes, Batons, Energy Swords, Energy Shields, and Guns in suit storage

Complexity: 15
Cell drain: 5
Slowdown: 0.5 Slowdown: 0

‘Jaeger’ Syndicate Elite MODsuit
Mod Syndicate Elite.png
Resistances
Melee Bullet Laser Fire
50 45 35 IMMUNE
Bomb Bio Energy Radiation
60 IMMUNE 10 IMMUNE

In EVA Mode

Resistances
Melee Bullet Laser Fire
75 75 50 IMMUNE
Bomb Bio Energy Radiation
60 IMMUNE 25 IMMUNE

In Combat Mode

Additional Information
  • click here to toggle The Armour Booster
  • extreme heat resistance
  • can hold Ammo Boxes, Ammo Casings, Pepper Sprays, Handcuffs, Flashes, Batons, Energy Swords, Energy Shields, and Guns in suit storage
  • ash-proof

Complexity: 15
Cell drain: 5
Slowdown: 0.5 Slowdown: 0

‘Ogre’ Prototype MODsuit
Mod Prototype.png
Resistances
Melee Bullet Laser Fire
20 5 10 150
Bomb Bio Energy Radiation
50 IMMUNE 10 50
Additional Information

Complexity: 20
Cell drain: 10
Slowdown: 0.95

‘Ward’ Responsory MODsuit
Mod Responsory.gif
Resistances
Melee Bullet Laser Fire
40 25 25 200
Bomb Bio Energy Radiation
25 IMMUNE 20 IMMUNE
Additional Information
  • extreme heat resistance
  • can hold Ammo Boxes, Ammo Casings, Pepper Sprays, Handcuffs, Flashes, Batons, and Guns in suit storage
  • ash-proof

Complexity: 15
Cell drain: 5
Slowdown: 0

‘Charon’ Absolver MODsuit
Mod Deathsquad.png
Resistances
Melee Bullet Laser Fire
200 200 50 IMMUNE
Bomb Bio Energy Radiation
IMMUNE IMMUNE 50 IMMUNE
Additional Information
  • extreme heat resistance
  • can hold Ammo Boxes, Ammo Casings, Pepper Sprays, Handcuffs, Flashes, Batons, Energy Swords, Energy Shields, and Guns in suit storage
  • ash-proof
  • only legal by technicality

Complexity: 25
Cell drain: 5
Slowdown: 0.75

Corporate MODsuit
Mod Corporate.png
Resistances
Melee Bullet Laser Fire
200 200 50 IMMUNE
Bomb Bio Energy Radiation
IMMUNE IMMUNE 50 IMMUNE
Additional Information
  • extreme heat resistance
  • can hold Ammo Boxes, Ammo Casings, Pepper Sprays, Handcuffs, Flashes, Batons, and Guns in suit storage
  • ash-proof
  • scraping the paint of the modsuit is a warcrime

Complexity: 15
Cell drain: 5
Slowdown: 0

Debug MODsuit
Mod Debug.png
Resistances
Melee Bullet Laser Fire
200 200 50 IMMUNE
Bomb Bio Energy Radiation
IMMUNE IMMUNE 50 IMMUNE
Additional Information
  • can hold Guns in suit storage
  • does not contain flight

Complexity: 50
Cell drain: 5
Slowdown: 0

Administrative MODsuit
Mod Debug.png
Resistances
Melee Bullet Laser Fire
200 200 50 IMMUNE
Bomb Bio Energy Radiation
IMMUNE IMMUNE 50 IMMUNE
Additional Information
  • extreme heat resistance
  • can hold Guns in suit storage
  • ash-proof
  • made of adminium, almost certainly not IC friendly
  • indestructable

Complexity: 1000
Cell drain: 0
Slowdown: 0

Pre-Equipped MODsuits

This is a glossary of the MODsuits, their locations, and their pre-equipped modules.

Modsuits
Standard MODsuit
Mod Standard.png
Can be built by robotics Engineering MODsuit
Mod Engineering.png
In the Engineering Suit Storage. Can be built by robotics

Modules:

  • Storage
  • Welding Protection
  • Radiation Detection
  • Flashlight
  • Magnetic Stability
  • Emergency Tether
Atmospheric MODsuit
Mod Atmospheric.png
In the Atmospherics Suit Storage. Can be built by robotics

Modules:

  • Storage
  • Welding Protection
  • Radiation Detection
  • Flashlight
  • T-Ray
  • Firefighting Tank
Advanced MODsuit
Mod Advanced.png
In the Chief Engineer's Office. Can be bought from Traders

Modules:

  • Advanced Magnetic Stability
  • Expanded Storage
  • Welding Protection
  • Radiation Detection
  • Flashlight
  • Advanced Ion Jetpack
  • Firefighting Tank
Loader MODsuit
MOD Loader.png
Can be ordered from cargo

Modules:

  • Loader Clamp
  • Loader Arms
  • Loader Magner
  • Expanded Storage
  • Flashlight
  • Stamper
Mining MODsuit
Mod Mining.png
In the Mining Equipment Vendor

Modules:

  • Ash Armour
  • Sphere Transform
  • Storage
  • Internal GPS
  • Ore Bag
  • Hydraullic Clamp
Medical MODsuit
Mod Medical.png
In the Medbay Suit Storage, can be built by robotics

Modules:

  • Storage
  • Flashlight
  • Injector
Rescue MODsuit
Mod Rescue.png
In the Paramedic's office. Can be bought from Traders

Modules:

  • Expanded Storage
  • Flashlight
  • Injector
  • Defibrillator
  • Crew Monitor
Research MODsuit
Mod Research.png
In the Research Director's Office. Can be bought from Traders

Modules:

  • Reagent Scanner
  • Expanded Storage
  • Welding Protection
  • Flashlight
  • T-Ray
Security MODsuit
Mod Security.png
In the Armoury. Can be built by robotics

Modules:

  • Storage
  • Flashlight
  • Mirage Grenade
  • Ion Jetpack
Safeguard MODsuit
Mod Safeguard.png
In the Head of Security's Office. Can be bought from Traders

Modules:

  • Expanded Storage
  • Flashlight
  • Mirage Grenade
  • Advanced Ion Jetpack
  • Holster
Magnate MODsuit
Mod Magnate.png
In the Captain's Office

Modules:

  • Expanded Storage
  • Advanced Ion Jetpack
Praetorian MODsuit
Mod Praetorian.png
In the Blueshield's Office

Modules:

  • Expanded Storage
  • Ion Jetpack
  • Crew Monitor
Cosmohonk MODsuit
Mod Cosmohonk.png
Can be built by robotics

Modules:

  • Storage
  • Waddle
  • Bike Horn
Syndicate MODsuit
Mod Syndicate.png
In the Syndicate Uplink, and Nuclear Operative Uplink

Modules:

  • Armour Booster
  • Syndicate Storage
  • EMP Shield
  • Ion Jetpack for Traitors
    • OR Advanced Ion Jetpack for Nuclear Operatives
  • Flashlight
  • No-Slip
Syndicate Elite MODsuit
Mod Syndicate Elite.png
In the Syndicate Uplink, and Nuclear Operative Uplink

Modules:

  • Armour Booster
  • Syndicate Storage
  • EMP Shield
  • Status Readout
  • Advanced Ion Jetpack
  • Flashlight
  • No-Slip
Prototype MODsuit
Mod Prototype.png
In Space Ruins

Modules:

  • Prototype Kinesis
  • Storage
  • Welding Protection
  • Radiation Detection
  • Flashlight
  • Emergency Tether
Responsory MODsuit
Mod Responsory.gif
On Emergency Response Team

Modules:

Role-Specific Modules:
  • Commander - Power Kick
  • Security - Mirage Grenade
  • Engineering - Kinesis
  • Medical - Defibrillator
  • Janitor - Hydraulic Clamp
  • Inquisitor - Power Kick
  • Insignia
  • Syndicate Storage
  • Welding Protection
  • EMP Shield
  • Status Readout
  • Flashlight
  • Advanced Magnetic Stability
  • Advanced Ion Jetpack
Apocryphal MODsuit
Mod Deathsquad.png
On Death Squad

Modules:

  • Bluespace Storage
  • Welding Protection
  • EMP Shield
  • Advanced Ion Jetpack
  • Status Readout

Apocryphal Officer MODsuit Only:

  • Power Kick
Corporate MODsuit
Mod Corporate.png
On Central Command Officers

Modules:

  • Bluespace Storage
  • EMP Shield
  • Status Readout
  • Kinesis Plus
Debug MODsuit
Mod Debug.png

Modules:

  • Bluespace Storage
  • Welding Protection
  • Flashlight
  • Radiation Detection
  • Bike Horn
  • Injector
Administrative MODsuit
Mod Debug.png

Modules:

  • Bluespace Storage
  • Welding Protection
  • Flashlight
  • Radiation Detection
  • Bike Horn
  • Injector