Difference between revisions of "User:Imnotthesharpest"

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(→‎Modules: Now with illegal modules!)
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|-style="font-weight: bold;text-align: center;background-color: #A06DA0; color: white;"
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! style="background-color:#A06DA0; width:20%;"     | Module
| style="background-color: #f0e8f0; width: 20%; text-align: center;" | '''Teleporter Module''' <br> [[File:Mod Teleporter.png]] {{anchor|Teleporter}}
! style="background-color:#A06DA0; width:80%;"     | Description
| 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 Cell Drain
|}
{| 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:'''
|-
|-
! Teleporter Module <br> [[File:Mod Teleporter.png]] {{anchor|Teleporter}}
| 5 Engineering <br> 6 Plasma <br> 7 Bluespace <br> 5 Combat
|
{| style="width:100%;"
| style="width:30%;" rowspan='2'|
'''Cell Drain'''
<div style="padding-left:10px;">5 On-Use Cell Drain</div>
'''Required Tech Levels'''
<div style="padding-left:10px;">5 Engineering <br> 6 Plasma <br> 7 Bluespace <br> 5 Combat</div>
| style="width:70%;" | ''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.'''
|- style="vertical-align:bottom;"
| '''Complexity:''' 3
|}
|}
| rowspan='2' style="width: 55%" |
{| style="width:100%; margin: 0px;"
| style="background-color: #A06DA0; text-align: center; color: white;" | '''Description'''
|-
|-
! Kinesis Module <br> [[File:Mod Kinesis.png]] {{anchor|Kinesis}}
| ''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.'''
|
{| style="width:100%;"
| style="width:30%;" rowspan='2'|
'''Cell Drain'''
<div style="padding-left:10px;">3 On-Use Cell Drain</div>
'''Required Tech Levels'''
<div style="padding-left:10px;">5 Engineering <br> 6 Plasma <br> 7 Bluespace <br> 5 Combat</div>
| style="width:70%;" | ''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.'''
|- style="vertical-align:bottom;"
| '''Complexity:''' 3
|}
|}
|-
|-
| '''Complexity:''' 3 <br> '''Cell Drain:''' 3 On-Use Cell Drain
|}
|}
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===Non-Printable Modules===
===Non-Printable Modules===
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<tabs container="width:55%">

Revision as of 07:30, 29 January 2024

Red crowbar.png This user is a Certified
Red Tool Collector
[[File:|45px]]


HELLO WORLD!

The introductory paragraph went here

Hello. It is I, that robotics main that gets IPCs in and out of robotics as fast as it takes for your average Box shift to go red alert.



funny flag Edit from a random vox: This flag is indeed funni

Bubble Wrap

here's some bubble wrap

O = O = O = O = O = O = O = O = O = O =
O = O = O = O = O = O = O = O = O = O =
O = O = O = O = O = O = O = O = O = O =
O = O = O = O = O = O = O = O = O = O =
O = O = O = O = O = O = O = O = O = O =

Wiki Pages I edited

The header says it all

I have totally redone four pages:

Pages I probably plan on working on:

Currently editing this page:


NR Flavor.gif
NR Flavor.gif
This page needs to be reviewed/updated:
REASON:
Too much information and noise on page, kill the spreadsheet tables and focus on teaching players about modsuits, their uses, and various features. (This page is barely readable atm)


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

Mod UI.png

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 Cell Drain
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 Cell Drain
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 Cell Drain
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 Cell Drain
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 Cell Drain
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 Cell Drain
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 Cell Drain
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 Cell Drain
Module Description
T-Ray Scanner Module
Mod T-Ray Scanner.png

Cell Drain

0.5 Active Cell Drain

Required Tech Levels

2 Materials
2 Engineering
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
Cloak Module
Mod Cloak.png

Cell Drain

2 Active Cell Drain

Required Tech Levels

7 Combat
6 EM Spectrum
3 Illegal
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
Ion Jetpack Module
Mod Ion Jetpack.png

Cell Drain

0.5 Active Cell Drain
1 On-Use Cell Drain

Required Tech Levels

7 Materials
7 Engineering
7 EM Spectrum
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
Magnetic Stabilizator Module
Mod Magnetic Stability.png

Cell Drain

0.5 Active Cell Drain

Required Tech Levels

4 Materials
5 Engineering
4 EM Spectrum
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
Flashlight Module
Mod Flashlight.png

Cell Drain

0.3 Active Cell Drain

Required Tech Levels

2 Engineering
2 EM Spectrum
2 Plasma
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
Reagent Scanner Module
Mod Reagent Scanner.png

Cell Drain

0.2 Active Cell Drain

Required Tech Levels

2 Engineering
2 EM Spectrum
2 Plasma
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
Thermal Regulator Module
Mod Thermal Regulator.png

Cell Drain

0.3 Active Cell Drain

Required Tech Levels

3 Materials
2 EM Spectrum
3 Plasma
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
Injector Module
Mod Injector.png

Cell Drain

0.3 Active Cell Drain

Required Tech Levels

6 Materials
4 Biotech
5 EM Spectrum
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
Module Description
Emergency Tether Module
Mod Emergency Tether.png

Cell Drain

1 On-Use Cell Drain

Required Tech Levels

4 Materials
5 Engineering
4 EM Spectrum
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
Internal GPS Module
Mod Internal GPS.png

Cell Drain

0.2 On-Use Cell Drain

Required Tech Levels

2 Materials
2 Bluespace
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
Defibrillator Module
Mod Defibrillator.png

Cell Drain

200 On-Use Cell Drain

Required Tech Levels

7 Materials
7 Biotech
6 Power
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
Bike Horn Module
Mod Bike Horn.png

Cell Drain

1 On-Use Cell Drain

Required Tech Levels

3 Materials
3 Data Theory
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
Crate Clamp Module
Mod Crate Clamp.png

Cell Drain

1 On-Use Cell Drain

Required Tech Levels

3 Materials
3 Data Theory
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
Drill Module
Mod Drill.png

Cell Drain

1 On-Use Cell Drain

Required Tech Levels

6 Materials
5 Engineering
5 Power
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
Ore Bag Module
Mod Ore Bag.png

Cell Drain

0.2 On-Use Cell Drain

Required Tech Levels

2 Materials
3 Engineering
2 Power
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
DNA Lock Module
Mod DNA Lock.png

Cell Drain

3 On-Use Cell Drain

Required Tech Levels

6 Materials
6 Engineering
5 Power
2 Illegal
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
Holster Module
Mod Holster.png

Cell Drain

None

Required Tech Levels

2 Materials
3 Engineering
2 Power
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
Active Sonar Module
Mod Active Sonar.png

Cell Drain

4 On-Use Cell Drain

Required Tech Levels

6 Materials
5 Engineering
5 Power
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
Pathfinder Module
Mod Pathfinder.png

Cell Drain

200 On-Use Cell Drain

Required Tech Levels

6 Materials
5 Engineering
5 Power
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
Status Readout Module
Mod Status Readout.png

Cell Drain

0.1 On-Use Cell Drain

Required Tech Levels

5 Materials
6 Biotech
5 Power
2 Illegal
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
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 Cell Drain
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 Cell Drain
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

Non-Printable Modules

Modules, that can be found in Maintenance.

Module Description
Springlock Module
Mod Springlock.png

Cell Drain

None
Complexity: 3
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?
Balloon Blower Module
Mod Balloon Blower.png

Cell Drain

0.5 On-Use Cell Drain
Complexity: 1
A strange module invented years ago by some ingenious mimes. It blows balloons.
Stamper Module
Mod Stamper.png

Cell Drain

0.3 Active Cell Drain
Complexity: 1
A module installed into the wrist of the suit, this functions as a high-power stamp, able to switch between accept and deny modes.

Modules that can be obtained through Syndicate Uplink.

Module Description
Thermal Visor Module
Mod Thermal Visor.png

Cell Drain

0.3 Active Cell Drain
Lets you see living beings through walls. Also provides night vision.
Telecrystal Cost: 15 Complexity: 1
Night Visor Module
Mod Night Visor.png

Cell Drain

0.3 Active Cell Drain
Lets you see clearer in the dark.
Telecrystal Cost: 5 Complexity: 1
Plate Compression Module
Mod Plate Compression.png

Cell Drain

None
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.
Telecrystal Cost: 10 Complexity: 2
Anti-Slip Module
Mod Anti Slip.png

Cell Drain

0.1 Passive Cell Drain
A module preventing the user from slipping on water. Already installed in the uplink modsuits.
Telecrystal Cost: 10 Complexity: 1
Heavily Modified Springlock Module
Mod DNA Lock.png

Cell Drain

None
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.
Telecrystal Cost: 5 Complexity: 2
Hidden Holster Module
Mod Emergency Tether.png

Cell Drain

None
A holster module disguised to look like a tether module. Gun not included.
Telecrystal Cost: 5 Complexity: 1

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

Module Description
Prototype Kinesis Module
Mod Kinesis.png

Cell Drain

5 On-Use Cell Drain
Pre-Equipped on Prototype MODsuit.
Complexity: 0
Firefighting Tank Module
Mod Firefighter Tank.png

Cell Drain

3 Active Cell Drain
Pre-Equipped on Atmospheric MODsuit
Complexity: 2
Kinesis Module Plus
Mod Kinesis.png

Cell Drain

3 On-Use Cell Drain
ADMIN SPAWN ONLY.
Complexity: 0
Insignia Module
Mod Insignia.gif

Cell Drain

None
Pre-Equipped on Responsory MODsuit.
Complexity: 0
Power Kick Module
Mod Power Kick.png

Cell Drain

None
Pre-Equipped on commander and inquisitory Responsory MODsuits. Pre-Equipped on Apocryphal MODsuit. Inside of Metroid Bundle. Can be bought from Sol Traders.
Complexity: 0
Advanced Cloaking Module
Mod Advanced Cloaking.png

Cell Drain

1 Active Cell Drain
5 On-Use Cell Drain
ADMIN SPAWN ONLY.
Complexity: 4
Camera Module
Mod Camera.gif

Cell Drain

None
Pre-Equipped on Responsory MODsuit.
Complexity: 1
Advanced Magnetic Stability Module
Mod Magnetic Stability.png

Cell Drain

0.5 Active Cell Drain
Pre-Equipped on Advanced, Responsory, Apocryphal, Corporate and Administrative MODsuits.
Complexity: 0
MOD Magnet Module
Mod Magnet.png

Cell Drain

None
Pre-Equipped on Loader MODsuit.
Complexity: 0

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.
Standard MODsuit
Mod Standard.png Mod Standard Plating.png
Resistances
Melee Bullet Laser Fire
15 5 5 33
Bomb Stanima Radiation
0 5 25
Additional Information

Complexity: 15
Cell drain: 5
Slowdown: 0.75

Engineering MODsuit
Mod Engineering.png Mod Engineering Plating.png
Resistances
Melee Bullet Laser Fire
20 5 5 IMMUNE
Bomb Stanima Radiation
30 5 150
Additional Information
  • shock-proof
  • heat resistant

Complexity: 15
Cell drain: 5
Slowdown: 0.75

Atmospheric MODsuit
Mod Atmospheric.png Mod Atmospheric Plating.png
Resistances
Melee Bullet Laser Fire
20 5 5 IMMUNE
Bomb Stanima Radiation
15 5 15
Additional Information
  • extreme heat resistance

Complexity: 12
Cell drain: 10
Slowdown: 0.75

Advanced MODsuit
Mod Advanced.png Mod Advanced Plating.png
Resistances
Melee Bullet Laser Fire
35 10 10 IMMUNE
Bomb Stanima Radiation
50 10 IMMUNE
Additional Information
  • Acid and Fire resistant
  • shock-proof

Complexity: 12
Cell drain: 7.5
Slowdown: 0.45

Loader MODsuit
MOD Loader.png
Resistances
Melee Bullet Laser Fire
20 5 5 25
Bomb Stanima Radiation
10 5 0
Additional Information

Complexity: 10
Cell drain: 5
Slowdown: 0

Mining MODsuit
Mod Mining.png
Resistances
Melee Bullet Laser Fire
30 5 5 50
Bomb Stanima Radiation
50 5 50
Additional Information
  • ash-proof

Complexity: 12
Cell drain: 10
Slowdown: 0.5

Medical MODsuit
Mod Medical.png Mod Medical Plating.png
Resistances
Melee Bullet Laser Fire
10 5 5 75
Bomb Stanima Radiation
10 5 0
Additional Information

Complexity: 15
Cell drain: 10
Slowdown: 0.45

Rescue MODsuit
Mod Rescue.png Mod Rescue Plating.png
Resistances
Melee Bullet Laser Fire
20 20 5 150
Bomb Stanima Radiation
10 5 50
Additional Information

Complexity: 15
Cell drain: 7.5
Slowdown: 0.25

Research MODsuit
Mod Research.png Mod Research Plating.png
Resistances
Melee Bullet Laser Fire
30 30 5 75
Bomb Stanima Radiation
IMMUNE 5 75
Additional Information

Complexity: 20
Cell drain: 5
Slowdown: 1

Security MODsuit
Mod Security.png Mod Security Plating.png
Resistances
Melee Bullet Laser Fire
25 20 20 150
Bomb Stanima Radiation
25 5 0
Additional Information
  • shock-proof

Complexity: 12
Cell drain: 5
Slowdown: 0.45

Safeguard MODsuit
Mod Safeguard.png Mod Safeguard Plating.png
Resistances
Melee Bullet Laser Fire
30 25 25 IMMUNE
Bomb Stanima Radiation
40 15 25
Additional Information
  • shock-proof

Complexity: 15
Cell drain: 5
Slowdown: 0.25

Magnate MODsuit
Mod Magnate.png
Resistances
Melee Bullet Laser Fire
50 50 50 IMMUNE
Bomb Stanima Radiation
15 15 50
Additional Information
  • shock-proof

Complexity: 20
Cell drain: 5
Slowdown: 0.25

Cosmohonk MODsuit
Mod Cosmohonk.png Mod Cosmohonk Plating.png
Resistances
Melee Bullet Laser Fire
5 5 5 75
Bomb Stanima Radiation
5 5 0
Additional Information

Complexity: 15
Cell drain: 1.25
Slowdown: 1.25

Syndicate MODsuit
Mod Syndicate.png
Resistances
Melee Bullet Laser Fire
15 20 5 50
Bomb Stanima Radiation
35 5 50

In EVA Mode

Resistances
Melee Bullet Laser Fire
40 50 20 50
Bomb Stanima Radiation
35 20 50

In Combat Mode

Additional Information
  • Click here to toggle
    The Armour Booster

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

Syndicate Elite MODsuit
Mod Syndicate Elite.png
Resistances
Melee Bullet Laser Fire
50 45 35 IMMUNE
Bomb Stanima Radiation
60 10 150

In EVA Mode

Resistances
Melee Bullet Laser Fire
75 75 50 IMMUNE
Bomb Stanima Radiation
60 25 150

In Combat Mode

Additional Information
  • Click here to toggle
    The Armour Booster

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

Prototype MODsuit
Mod Prototype.png
Resistances
Melee Bullet Laser Fire
20 5 10 150
Bomb Stanima Radiation
50 10 50
Additional Information

Complexity: 20
Cell drain: 10
Slowdown: 0.95

Responsory MODsuit
Mod Responsory.gif
Resistances
Melee Bullet Laser Fire
40 25 25 200
Bomb Stanima Radiation
25 20 IMMUNE
Additional Information

Complexity: 15
Cell drain: 5
Slowdown: 0

Apocryphal MODsuit
Mod Deathsquad.png
Resistances
Melee Bullet Laser Fire
200 200 50 IMMUNE
Bomb Stanima Radiation
IMMUNE 50 IMMUNE
Additional Information

Complexity: 25
Cell drain: 5
Slowdown: 0.75

Corporate MODsuit
Mod Corporate.png
Resistances
Melee Bullet Laser Fire
200 200 50 IMMUNE
Bomb Stanima Radiation
IMMUNE 50 IMMUNE
Additional Information

Complexity: 15
Cell drain: 5
Slowdown: 0

Debug MODsuit
Mod Debug.png
Resistances
Melee Bullet Laser Fire
200 200 50 IMMUNE
Bomb Stanima Radiation
IMMUNE 50 IMMUNE
Additional Information

Complexity: 50
Cell drain: 5
Slowdown: 0

Administrative MODsuit
Mod Debug.png
Resistances
Melee Bullet Laser Fire
200 200 50 IMMUNE
Bomb Stanima Radiation
IMMUNE 50 IMMUNE
Additional Information

Complexity: 1000
Cell drain: 0
Slowdown: 0

Pre-Equipped MODsuits

This is a glossary of the MODsuits, their locations, and their pre-equiped 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 Sol Traders

Modules:

  • Advanced Magnetic Stability
  • Expanded Storage
  • Welding Protection
  • Radiation Detection
  • Flashlight
  • Advanced Ion Jetpack
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, or Chief Medical Officer's Office. Can be bought from Sol Traders

Modules:

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