MODsuits

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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