<div style="padding-left:10px;">4 Materials <br> 4 EM Spectrum <br> 5 Combat</div>
<div style="padding-left:10px;">4 Materials <br> 4 EM Spectrum <br> 5 Combat</div>
| style="width:70%;" | ''Alan please add a description.''
| style="width:70%;" | ''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.''
| style="width:70%;" | ''Alan please add a description.''
| style="width:70%;" | ''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.''
|- style="vertical-align:bottom;"
|- style="vertical-align:bottom;"
| '''Complexity:''' 1
| '''Complexity:''' 1
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Line 482:
'''Required Tech Levels'''
'''Required Tech Levels'''
<div style="padding-left:10px;">4 Materials <br> 5 Engineering <br> 4 EM Spectrum</div>
<div style="padding-left:10px;">4 Materials <br> 5 Engineering <br> 4 EM Spectrum</div>
| style="width:70%;" | ''Alan please add a description.''
| style="width:70%;" | ''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.''
|- style="vertical-align:bottom;"
|- style="vertical-align:bottom;"
| '''Complexity:''' 2
| '''Complexity:''' 2
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'''Required Tech Levels'''
'''Required Tech Levels'''
<div style="padding-left:10px;">4 Materials <br> 5 Engineering <br> 4 EM Spectrum</div>
<div style="padding-left:10px;">4 Materials <br> 5 Engineering <br> 4 EM Spectrum</div>
| style="width:70%;" | ''Alan please add a description.''
| style="width:70%;" | ''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.''
|- style="vertical-align:bottom;"
|- style="vertical-align:bottom;"
| '''Complexity:''' 1
| '''Complexity:''' 1
|}
|-
! Firefighting Tank Module <br> [[File:Mod Firefighter Tank.png]] {{anchor|Firefighter_tank}}
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{| style="width:100%;"
| style="width:30%;" rowspan='2'|
'''Cell Drain'''
<div style="padding-left:10px;">3 Active Cell Drain</div>
| style="width:70%;" | ''A refrigerated and pressurized module tank with an extinguisher nozzle, intended to fight fires. Swaps between extinguisher, nanofrost launcher, and metal foam dispenser for breaches. Nanofrost converts plasma in the air to nitrogen, but only if it is combusting at the time.''
|- style="vertical-align:bottom;"
| '''Complexity:''' 2
|}
|}
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| '''Complexity:''' 3
| '''Complexity:''' 3
|}
|}
| style="width:70%;" | ''Alan please add a description.''
| style="width:70%;" | ''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?''
|}
|}
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| '''Complexity:''' 1
| '''Complexity:''' 1
|}
|}
| style="width:70%;" | ''Alan please add a description.''
| style="width:70%;" | ''A strange module invented years ago by some ingenious mimes. It blows balloons.''
|}
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| '''Complexity:''' 1
| '''Complexity:''' 1
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| style="width:70%;" | ''Alan please add a description.''
| style="width:70%;" | ''A module installed into the wrist of the suit, this functions as a high-power stamp, able to switch between accept and deny modes.''
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
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 a standard core, enter a cyborg charger while wearing the suit to recharge it's cell.
Eventually, you can also change it's cell.
If your MODsuit is operating on a plasma core, which is a standard for mining MODsuits, insert plasma sheets into the control unit.
Exchanging the Power Cell
Use Screwdriver on the MODsuit central controller.
Use Wrench.
Re-insert the MODsuit core.
Insert the Power Cell.
Use Screwdriver.
Building a MODsuit
Print out helmet, chestplate, gauntlets, boots, MOD shell, and armour from the Exosuit Fabricator.
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.
Add core to shell.
Screwdriver core to shell.
Add helmet to assembly.
Add chestplate to assembly.
Add gauntlets to assembly.
Add boots to assembly.
Wrench assembly.
Screwdriver assembly.
Add external plating to assembly.
Open modsuit panel with screwdriver.
Insert a power cell.
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:
Use a Screwdriver to expose the wiring.
Hack using a Multitool or Wirecutters.
Use a Screwdriver to hide the wires again when done.
Do note the wire order in every single MODsuit is different.
Wire
Effects
Pulsing
Cutting
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 Screwdriver on the MODsuit central controller.
Use Screwdriver on the MODsuit central controller.
Use Crowbar to take the modules out.
Use 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.
Module
Description
Storage Module
Cell Drain
None
Required Tech Levels
None
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
Extended Storage Module
Cell Drain
None
Required Tech Levels
6 Materials 5 Power 6 Engineering 2 EM Spectrum 2 Illegal
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
Module
Description
Medical Visor Module
Cell Drain
0.3 Active Cell Drain
Required Tech Levels
5 Materials 4 Biotech 4 Data Theory
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
Diagnostic Visor Module
Cell Drain
0.3 Active Cell Drain
Required Tech Levels
5 Materials 4 Engineering 4 Biotech 4 Data Theory
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
Security Visor Module
Cell Drain
0.3 Active Cell Drain
Required Tech Levels
5 Materials 4 Biotech 4 Data Theory 3 Combat
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
Meson Visor Module
Cell Drain
0.3 Active Cell Drain
Required Tech Levels
4 Materials 4 Biotech 4 Data Theory
Complexity: 1
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
Welding Protection Module
Cell Drain
None
Required Tech Levels
4 Materials 5 Engineering 4 Biotech 4 Plasma
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
Module
Description
Radiation Protection Module
Cell Drain
0.1 Passive Cell Drain
Required Tech Levels
4 Materials 4 EM Spectrum 5 Combat
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
EMP Shield Module
Cell Drain
0.3 Passive Cell Drain
Required Tech Levels
6 EM Spectrum 7 Combat 3 Illegal
Alan please add a description.
Complexity: 1
Waddle Module
Cell Drain
0.2 Passive Cell Drain
Required Tech Levels
3 Materials 3 Data Theory
Alan please add a description.
Complexity: 1
Plasma Stabilizer Module
Cell Drain
0.3 Passive Cell Drain
Required Tech Levels
2 Materials 3 Engineering 2 Power
Alan please add a description.
Complexity: 1
Module
Description
T-Ray Scanner Module
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
Cell Drain
2 Active Cell Drain
Required Tech Levels
7 Combat 6 EM Spectrum 3 Illegal
Alan please add a description.
Complexity: 4
Ion Jetpack Module
Cell Drain
0.5 Active Cell Drain 1 On-Use Cell Drain
Required Tech Levels
7 Materials 7 Engineering 7 EM Spectrum
Alan please add a description.
Complexity: 3
Magnetic Stabilizator Module
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
Cell Drain
0.3 Active Cell Drain
Required Tech Levels
2 Engineering 2 EM Spectrum 2 Plasma
Alan please add a description.
Complexity: 1
Reagent Scanner Module
Cell Drain
0.2 Active Cell Drain
Required Tech Levels
2 Engineering 2 EM Spectrum 2 Plasma
Alan please add a description.
Complexity: 1
Thermal Regulator Module
Cell Drain
0.3 Active Cell Drain
Required Tech Levels
3 Materials 2 EM Spectrum 3 Plasma
Alan please add a description.
Complexity: 1
Injector Module
Cell Drain
0.3 Active Cell Drain
Required Tech Levels
6 Materials 4 Biotech 5 EM Spectrum
Alan please add a description.
Complexity: 1
Module
Description
Emergency Tether Module
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
Firefighting Tank Module
Cell Drain
3 Active Cell Drain
A refrigerated and pressurized module tank with an extinguisher nozzle, intended to fight fires. Swaps between extinguisher, nanofrost launcher, and metal foam dispenser for breaches. Nanofrost converts plasma in the air to nitrogen, but only if it is combusting at the time.
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
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
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.
Lets you see living beings through walls. Also provides night vision.
Telecrystal Cost: 15
Complexity: 1
Night Visor Module
Cell Drain
0.3 Active Cell Drain
Lets you see clearer in the dark.
Telecrystal Cost: 5
Complexity: 1
Plate Compression Module
Cell Drain
None
A module that lets the suit compress into a smaller size. Not compatible with storagemodules, you will have to take that module out first.
Telecrystal Cost: 10
Complexity: 2
Anti-Slip Module
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
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
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.
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.