This page needs to be reviewed/updated: REASON: Needs Additional Information written up in Plating Types. This should contain special features of the MODsuit that separates it from others.
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!
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.
Printable Modules
Storage Module
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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.
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
Description
A strange module invented years ago by some ingenious mimes. It blows balloons.
Complexity: 1 Cell Drain: 0.5 On-Use
Stamper Module
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.
Lets you see living beings through walls. Also provides night vision.
Complexity: 1 Cell Drain: 0.3 Active
Telecrystal Cost: 15
Night Visor Module
Description
Lets you see clearer in the dark.
Complexity: 1 Cell Drain: 0.3 Active
Telecrystal Cost: 5
Plate Compression Module
Description
A module that lets the suit compress into a smaller size. Not compatible with storagemodules, you will have to take that module out first.
Complexity: 2 Cell Drain: None
Telecrystal Cost: 10
Anti-Slip Module
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
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
Description
A holster module disguised to look like a tether module. Gun not included.
Complexity: 1 Cell Drain: None
Telecrystal Cost: 5
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.