Guide to Robotics

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Synthetic Department

Departmental Head
Current Lawset

Synthetic Roles
Synthetic Guides


For the aspiring Roboticist, this guide will explain the creation and maintenance of Bots, Cyborgs, Exosuits and IPCs. For MODsuits and everything related to maintaining them, go here.

Robotics Machines

Exosuit Fabricator

The Exosuit Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could need. It can make prosthetic limbs, cyborg parts and internal components, exosuit parts, exosuit equipment modules, and a variety of useful miscellaneous items like power cells. It has a vast variety of blueprints available to start, but certain advanced things must be unlocked by raising your research levels. These will be explained later.

Robotics and the Mech Bay

It can be upgraded with stock parts.

  • Upgrading the Laser will increase material efficiency, reducing the number of materials you require to build things.
  • Upgrading the Manipulators will increase speed efficiency, reducing the time required to build various parts.
  • Upgrading the Matter Bins will allow it to store more materials.

Circuit Imprinter

The Circuit Imprinter is where you print all the circuits you need for exosuits or Robotics related machinery, you feed sulphuric acid into it, along with glass. It cannot create upgrade boards for cyborgs, it can create all legal boards related to the AI though. Like the Exosuit Fabricator, many of these advanced borgs must first be unlocked.

It can be upgraded with stock parts.

  • Upgrading the Matter Bins will allow it to store more materials.
  • Upgrading the Manipulators will increase material efficiency, reducing the number of materials you require to build things.

Autolathe

You don't start with one of those, but they are very useful both for you and for the scientists in RnD next door. It can make the various parts you need for bots, tools in case you need spares and much more. You have access to tech storage, so it's usually a good idea to go there, get the circuit board and set one up in an area both you and the scientists can reach. To get the stock parts, just deconstruct one of your exosuit fabbers, then use the Autolathe to print more stock parts and rebuild the fabber.

Protolathe

Another very handy machine you don't start with. Once you have an Autolathe, simply print a Protolathe circuit board on the Circuit Imprinter, add stock parts from the Autolathe and you're done. Place it close to your R&D Console, then simply link the devices in the R&D Console's device linkage menu.

Robotics R&D Console

The Robotics R&D Console allows you to operate both your Protolathe and Circuit Printer. Once R&D completes their work, ensure to sync on the console before syncing on the exosuit fabricator so you can enjoy your new fancy tools!

You and your Tools

As a roboticist, you start off the shift with a belt of tools essential to do your job. The tools can range in usefulness but useful nevertheless.

Item Description
Tool Belt
Contains 7 slots and holds all standard tools you will need to assemble, fix, and deconstruct machines.
Cable Coil
Used in construction of Exosuits and Cyborgs, also used to heal burns inflicted on Cyborgs and IPCs.
Welding Tool
A handy tool used for repairs and deconstruction, make sure it's fueled and lit before use. Commonly used to repair damages on Bots, Cyborgs, Exosuits, and IPCs. Contains 20 Fuel and can be refilled at a welding tank.
Wirecutters
Used for hacking, removing cables, and cutting grilles. Wirecutters are used to trim wires in MODsuits and hacking Cyborgs.
Wrench
Wrenches are usually used to take things apart, like wall-girders or tables. Wrenches can be used in the construction of Exosuits and MODsuits.
Screwdriver
Screwdrivers are used to unscrew panels on IPCs and Cyborgs. They can also be used in construction of Exosuits.
Crowbar
The crowbar can pry open things and is used in de-constructing objects like computers and airlocks. Crowbars can be used in opening up cyborgs and surgery on IPCs.
Multitool
The multitool is for hacking. You pulse wires in cyborgs to test their useage. It's also used in IPC surgery.
Machine Analyzer
The machine analyzer can be quite useful in repairing Cyborgs and IPCs allowing easy diagnosing of damages. It even fits in biomechanical engineer labcoats!
Nanopaste
Nanopaste can be printed from a Protolathe and can quickly and easily repair damaged machinery including Cyborgs, exosuits and IPCs. It is also used when repairing robotic internal organs found in the crew such as robotic lungs or positronic brains.

Cyborgs

See also Cyborgification Contracts. These contracts are important - without a signed contract making a man into a machine is technically murder - no matter how much they want it!

The Cyborg is the Roboticist's primary creation and upkeep. They are tasked with helping the station's inhabitants in their daily life and trying to kill everyone when the AI is insane. Each cyborg is required to follow the AI's laws and may choose one of the AIs if more than one exists.

It is generally a good idea to have one or two empty cyborg bodies built and ready for people that want to become cyborgs and to let dead players rejoin the round as borgs. Make sure you have a positronic or robotic brain lying around (robotic brains can be made in the medical section of the exosuit fabricator with sufficient research levels) and keep activating it from time to time. If a player's positronic or robotic brain is "dead" (completely inactive), use it in hand to reboot it.

Making a Cyborg

Extracting a Brain

Note: Remember to label body bags as being cyborgified, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.

Spiderbot

Spiderbots are temporary bodies for brains.

Mechanical Maintenance

You'll often have Cyborgs run up to you with any number of problems. Here's how to deal with them most of the time.

Repair

When Cyborgs get dented, they'll come to you for repairs. Luckily, most repairs are simple

Cyborg Component Repair

Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward. To find which component is the damaged one, you can use a handy tool called the Machine Analyzer. The most common part to be replaced will be the armour, as this is the first part that takes damage before the other, more important parts, start taking damage.

Human Prosthetic Repair

You may be asked to repair damage to the artificial limbs of your fellow crew members.

Upgrading the Power Cell

Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game.

Upgrade Modules

Not only can you build and repair Cyborgs, but they also come to you to get upgrades installed once RnD has them researched. These have their category in the exosuit fabricator.

Modifications and Deconstruction

Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring.

Bots

As a Roboticist, you serve another important purpose, making NPC Bots. Bots can benefit the station in many ways and are easy to create. There are two ways to craft these bots. The first being through using the crafting menu, which requires you to have all of the materials present near you or in your possession. Using this will completely build the bot, but will always create a default version of that bot. The other method is manual assembly, the process to do so is listed below. This method allows you to name the bot with a pen during the assembly process and lets you create bots of different colour depending on the colour of the toolbox/health kit used. The current list of bots, and how to make them, are as follows:

Medibot

These will only inject chemicals if the chemical helps with the target's damage by default.

Cleanbot

Cleanbots are great, as they serve the exact same purpose as the Janitor.

Floorbot

Floorbots are nice to have around when some asshole starts crowbarring up floor tiles, or some traitor has blown apart a section of the station.

I AM THE LAW Securitron

Basically, Officer Beepsky without the personality.

ED-209

Beepsky's bigger brother.

General Griefsky

A Securitron with 4 energy swords.

Honkbot

It's annoying and useless, but the clown might bug you to make one of this in the absence of a H.O.N.K. mech. God forbid if a traitor emags the thing.

pAI-Controlled Bots

The NPC bot not doing it enough for you, not enough personality? You can now place pAIs into bots, excluding the Security designs, to wander around and assist! Take your wanted bot and simply click on it with an active pAI, you now have a pAI Bot.

  • pAI Bots still spout automated messages if they weren't turned off.
  • Emagging a pAI Bot causes the pAI to be ejected out.

To Insert a PAI into a bot you must

  1. Unlock the Bot with an appropriate ID.
  2. Apply the PAI to the Bot.
  3. Lock the Bot with an appropriate ID.

Bot Repair

In the case your bot has some how been injured but not destroyed you can repair it in 5 easy steps.

  1. Unlock the Bot with an appropriate ID.
  2. Screw open the maintenance panel with a Screwdriver.
  3. Weld the bot until it is fixed.
  4. Screw close the maintenance panel with a Screwdriver.
  5. Lock the Bot with an appropriate ID.
  • Roboticists can unlock the Non-Security Designs alone with their ID, but a Medical Doctor can unlock the medical bots and so on.

Maintenance Drones

A drone.

Maintenance Drones are tasked to carry out basic repairs without altering the station's course. They cannot be built by robotics and are in fact created through the "drone fabricator" in engineering. Engineers can control them remotely using the default maintenance drone control console, allowing for remote shutdown if necessary.

Drones operate independently and are not linked or controlled by the AI. They adhere to their own set of laws, which prohibits them from interacting with the crew. For more detailed information, refer to the Maintenance Drone page.

Drone Repair

Sometimes you'll be tasked with fixing a dead drone, as they are still a synthetic worker. Don't worry, it is quite easy and doesn't require an ID, unlike bots, meaning anyone can repair the drone.

  1. Weld the drone until it is fixed. Yes that's it!

Disabling a Drone

In the rare occasion of an aberrant drone displaying unusual behavior, such as engaging in uninitiated station decorations and interacting with the crew, you have the option to disable it.

  1. Swipe your ID on the drone.
  2. Upon doing so, a confirmation prompt will appear. Press "Yes," and voila, the misbehaving drone is deactivated!

The deactivation will deal just enough brute damage to render it non-functional. You can reactivate it afterwards by welding the drone. However, you could decide to inflect enough damages with a weapon to permanantly destroy it.

Integrated Robotic Species

Integrated Robotic Chassis (IRCs)

IRCs, crafted in the Robotics lab, are player-controlled assistants akin to IPCs but with a crucial difference: they're bound to serve their creator, who imprinted on their robotic brain. However, IRCs made with MMIs aren't tied to a master as they lack an imprinted brain.

Building an IRC

  1. Initiate the construction by crafting an Integrated Robotic Chassis on the Misc tab in the Exosuit Fabricator. The torso of the IRC is made first.
  2. Move it to the surgery table.
  3. Assemble the IPC head, Microbattery, Charger, Optical Sensor, and Microphone, along with a cyborg right arm, left arm, right leg, and left leg.
  4. Once all parts are ready, attach them to the torso by targeting the corresponding body part on the and clicking on the torso.
  5. For the IPC head, you need to use a screwdriver on the head and do Synthetic Limb Reattachment, then attach it on.
  6. Perform the IPC Internal Cybernetic Manipulation surgery on the upper body to install the IPC Microbattery and Robotic Brain.
  7. Repeat the surgery on the head and install the IPC Optical Sensor and IPC Microphone.
  8. Perform the surgery on either arm and install the IPC Charger.
  9. A functional IRC assistant is ready once all steps are completed.

IPC Repair

As the Medbay for IPCs, it's commonplace for you to undertake repairs. Healing IPCs, usually done using a welder and cable coil, is simpler than healing organics. Upgraded cyborg chargers can heal minor brute and burn damage. For extensive damage, refer to the detailed cybernetic repair surgery process. Organ damage, mainly caused by EMPs, can be treated with Internal Component Manipulation surgery using Nanopaste or a screwdriver. Brain damage can be healed using Liquid Solder.

An IPC in critical condition takes brute damage over time. This can be halted by extracting its robotic brain. As a bonus, while repairing the body, you and the IPC can conversate. Reviving an IPC requires repairing them past -50 health and the IPC stabilizes above 0 health. If after stabilization damage over time occurs, harmful chemicals like Ultra Lube or Surge might be present and should be removed using Degreaser.

IPC Surgery

IPCs, immune to pain and infections, undergo several surgical procedures. Always remember that an IPC's brain is located in its chest, not its head. If available, Nanopaste can be obtained from RnD for use.

Mechanical Surgeries
[Expand]
Bio-chip Removal (Synthethics)
Removing bio-chips from the body.
[Expand]
Cybernetic Appearance Customization
For when the Unbranded style doesn't look good after all.
[Expand]
Cybernetic Repair
Fixing mechanical arms, legs, hands and feet.
[Expand]
Identity Configuration
Renaming and Re-Gendering.
[Expand]
Internal Component Manipulation
Mending, removal, and insertion of posibrains, microbatteries, optical sensors, and implants.
[Expand]
Robotic Cavity Implant/Removal
Removal of items from robotic body cavities.Not for implants or bio-chips.
[Expand]
Robotic Limb Amputation
The removal of Mechanical limbs.
[Expand]
Robotic Limb Attachment
Application of Mechanical limbs.

Mechanized Exosuits

Constructing exosuits is a privilege mainly limited to Roboticists and the Research Director, requiring specific access rights. Depending on the user, these exosuits can prove to be either exceptionally useful or remarkably troublesome.

Exosuit production demands more effort than robots and necessitates special circuits, sourced from either the Quartermaster or produced in the Circuit Imprinter. Models like the Gygax and Durand require additional stock parts from the Protolathe (post adequate R&D) and a mech core from the Quartermaster. The Phazon model, the most challenging to construct, requires a rare anomaly core, often a point of contention in science.

Per the Roboticist's SOP, utility mechs (Ripleys, Firefighting Ripleys, and Odysseus') can be made irrespective of the code status. However, combat mechs require the Captain or HoS' approval during green code, but can be freely produced during blue and red codes, provided they're delivered to the armoury upon completion. SOP also mandates that all mechs should have tracking beacons and must be DNA-locked until they reach their respective departments.

Before initiating exosuit construction, ensure you have sufficient materials at hand. The table below lists the raw materials required for each mech. For each level of laser part, multiply the total material amounts by a specified factor:

Micro-Laser -> 1
High-Power Micro-Laser -> 0.85
Ultra-High-Power Micro-Laser -> 0.7
Quad-Ultra Micro-Laser -> 0.55

Note: The Micro-Laser is the default laser part in your fabricator.

Exosuit name Metal Glass Silver Titanium Diamond Uranium Plasma Bananium Tranquilite
Ripley/Firefighter APLU 100,000 7,500 0 0 0 0 0 0 0
Odysseus 65,000 10,000 0 0 0 0 0 0 0
Gygax 125,000 15,000 0 10,000 20,000 0 0 0 0
Durand 140,000 25,000 28,000 20,000 0 25,000 0 0 0
Phazon 175,000 15,000 0 20,000 0 0 90,000 0 0
HONK MECH 120,000 15,000 0 0 0 0 0 35,000 0
Reticence 120,000 15,000 0 0 0 0 0 0 35,000
Exosuit name Metal Glass Silver Titanium Diamond Uranium Plasma Bananium Tranquilite
Ripley/Firefighter APLU 85,000 6,375 0 0 0 0 0 0 0
Odysseus 55,250 8,500 0 0 0 0 0 0 0
Gygax 106,250 12,750 0 8,500 17,000 0 0 0 0
Durand 119,000 21,250 23,800 17,000 0 21,250 0 0 0
Phazon 148,750 12,750 0 17,000 0 0 76,500 0 0
HONK MECH 102,000 12,750 0 0 0 0 0 29,750 0
Reticence 102,000 12,750 0 0 0 0 0 0 29,750
Exosuit name Metal Glass Silver Titanium Diamond Uranium Plasma Bananium Tranquilite
Ripley/Firefighter APLU 70,000 5,250 0 0 0 0 0 0 0
Odysseus 45,500 7,000 0 0 0 0 0 0 0
Gygax 87,500 10,500 0 7,000 14,000 0 0 0 0
Durand 98,000 17,500 19,600 14,000 0 17,500 0 0 0
Phazon 122,500 10,500 0 14,000 0 0 63,000 0 0
HONK MECH 84,000 10,500 0 0 0 0 0 24,500 0
Reticence 84,000 10,500 0 0 0 0 0 0 24,500
Exosuit name Metal Glass Silver Titanium Diamond Uranium Plasma Bananium Tranquilite
Ripley/Firefighter APLU 55,000 4,125 0 0 0 0 0 0 0
Odysseus 35,750 5,500 0 0 0 0 0 0 0
Gygax 68,750 8,250 0 5,500 11,000 0 0 0 0
Durand 77,000 13,750 15,400 11,000 0 13,750 0 0 0
Phazon 96,250 8,250 0 11,000 0 0 49,500 0 0
HONK MECH 66,000 8,250 0 0 0 0 0 19,250 0
Reticence 66,000 8,250 0 0 0 0 0 0 19,250

Exosuit Construction

Ripley APLU

The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected exosuit.

Firefighter APLU

The Firefighter APLU (Autonomous Power Loading Unit) is a perfect all-terrain Lavaland venicle due to his ability to freely walk on lava.

Odysseus

This mech can save multiple crewmembers while on the run.

Gygax

Rather fast security exosuit with bad overall protection.

Durand

A Durand is slow, but extremely tanky combat exosuit.

Phazon

Phazons are the most advanced mechs on the market. While it doesn't have as much health as the Gygax or Durand, it allows users to move through solid objects at a very high speed.

HONK MECH

Bring the HONK power of the HONKmother to the crew! HONK! Cry when you are arrested for making this.

Reticence

...

Nkarrdem

The Nkarrdem is a cleaning exosuit.

Exosuit Maintenance

Replacing Batteries

Repair

Removal of MMI

Critical Damage

Exosuit Equipment

Exosuits can be enhanced with various tools and weapons, providing them with the capability to perform diverse tasks.
These augmentations, categorized as Exosuit Equipment, can be built via the Exosuit Fabricator (under the "Exosuit Equipment" menu).
To install a tool or weapon, simply click on an Exosuit with it. Note that Exosuits have equipment space limitations based on their specific type.

Exosuit Equipment is classified into several categories:

  • General: Equipment that can be attached to any exosuit.
  • Industrial: Equipment solely attachable to APLUs.
  • Medical: Equipment that can exclusively be attached to the Odysseus.
  • Combat: Equipment meant for Durand, Gygax, Marauder, Phazon, and other combat mechs.
  • Special: Unique equipment reserved for the H.O.N.K or Reticence mechs.
Icon Name Description Required Tech Levels Required Materials
Exosuit Module (Tesla Energy Relay) A tesla energy relay system that passively recharges a mech using power from nearby APCs. 4 EM Spectrum
3 Power Storage
10000 Metal
2000 Glass
2000 Gold
3000 Silver
Exosuit Equipment (Plasma Generator) An exosuit module that generates power using solid plasma as fuel. Pollutes the environment. None
10000 Metal
1000 Glass
2000 Silver
5000 Plasma
Exosuit Module (ExoNuclear Reactor) A compact nuclear reactor that efficiently turns uranium sheets into electricity. Irradiates everything in an around the mech, including the pilot. 3 Power Storage
3 Engineering
3 Materials
10000 Metal
1000 Glass
500 Silver
Exosuit Module (Repair Droid Module) An automated Repair Droid. Consumes power to repair your mech. 3 EM Spectrum
3 Data Theory
3 Engineering
10000 Metal
5000 Glass
1000 Gold
2000 Silver
Exosuit Module (Reactive Armor Booster Module) An exosuit-mounted armor booster that decreases melee damage taken. 5 Materials
5 Combat
3 Engineering
20000 Metal
5000 Silver
Exosuit Module (Reflective Armor Booster Module) An exosuit-mounted armor booster that decreases damage taken from ranged weapons. 5 Materials
5 Combat
3 Engineering
20000 Metal
5000 Gold
Exosuit Module (Gravitational Catapult Module) An exosuit mounted gravity catapult. Can be used to fling objects and people around. Has two modes, S and P. S mode will select an object, then fling it towards a point. P mode will push all nearby objects away from a point. 2 Bluespace
3 EM Spectrum
3 Engineering
10000 Metal
Exosuit Module (Teleporter Module) An exosuit module that allows exosuits to teleport to any position in view 5 EM Spectrum
8 Bluespace
10000 Metal
10000 Diamond
Exosuit Module (Heavy-duty Ion Thruster) Allows for further control in zero gravity environments 5 EM Spectrum
5 Materials
6 Engineering
15000 Metal
3000 Plasma
Icon Name Description Required Tech Levels Required Materials
Exosuit Engineering Equipment (Extinguisher) Equipment for engineering exosuits. A rapid-firing high capacity fire extinguisher. None
10000 Metal
Exosuit Engineering Equipment (Cable Layer) Equipment for engineering exosuits. Lays cable along the exosuit's path. None
10000 Metal
Exosuit Engineering Equipment (Hydraulic Clamp) Equipment for engineering exosuits. Lifts objects and loads them into cargo. Essential for mining mecha. None
10000 Metal
Exosuit Engineering Equipment (Drill) Equipment for engineering and combat exosuits. This is the drill that'll pierce the heavens! Essential for mining mecha. None
10000 Metal
Exosuit Module (Diamond Mining Drill) An upgraded version of the standard drill. Capable of piercing Reinforced Walls. 4 Materials
3 Engineering
10000 Metal
6500 Diamond
Exosuit Engineering Equipment (Mining Scanner) Equipment for engineering and combat exosuits. It will automatically check surrounding rock for useful minerals. Essential for mining mecha. None
5000 Metal
2500 Glass
Exosuit Module (RCD Module) An exosuit-mounted Rapid Construction Device. 4 Materials
3 Bluespace
4 EM Spectrum
4 Power Storage
4 Engineering
30000 Metal
20000 Gold
25000 Plasma
20000 Silver
Exosuit Module Design (217-D Heavy Plasma Cutter) A device that shoots resonant plasma bursts at extreme velocity. The blasts are capable of crushing rock and demolishing solid obstacles. Useful for mining mecha. 5 Materials
4 Engineering
4 Plasma
10000 Metal
2000 Glass
6000 Plasma
"Little boy" Mining Grenade Launcher A grenade launcher that launches mining grenades in low pressure enviroments. Acquired in the Mining Vendor for 25000 points. Useful for mining mecha. None None
Exosuit Mining Armor Plate This piece of metal can be attached to the mech itself, enhancing its protective characteristics. Unfortunately, only working class exosuits have notches for such armor. Useful for mining mecha. 5 Materials
5 Engineering
3 Combat
20000 Metal
[File:Titanium.png|32px]]5000 Titanium
Icon Name Description Required Tech Levels Required Materials
Exosuit Medical Equipment (Mounted Sleeper) A mounted sleeper that stabilizes patients and can inject reagents in the exosuit's reserves. 3 Engineering
2 Plasma
3 Biotech
5000 Metal
10000 Glass
Exosuit Medical Equipment (Syringe Gun) A chem synthesizer, scanner, and syringe gun all in one! Reagents inside are held in stasis, so no reactions will occur. Must be equipped to scan reagents for the Mounted Sleeper. Has two modes. S will scan reagents from nearby containers. F will "throw" syringes loaded with whatever mixture the internal chemical reserve contains at a target. 4 Materials
4 Biotech
3 Combat
4 EM Spectrum
3000 Metal
2000 Glass
Exosuit Medical Equipment (Rescue Jaw) Emergency rescue jaws, designed to help first responders reach their patients. Opens doors and removes obstacles. 4 Materials
6 Engineering
6 EM Spectrum
5000 Metal
2000 Silver
1500 Titanium
Icon Name Description Required Tech Levels Required Materials
Exosuit Weapon (ZFI Immolation Beam Gun) A weapon for combat exosuits. Fires beams of extreme heat that set targets on fire. 5 Materials
6 Combat
5 EM Spectrum
10000 Metal
8000 Silver
8000 Plasma
Exosuit Weapon (CH-PL "Firedart" laser) A light laser cannon that fires quickly and consumes little power, but does less damage than the Solaris. 3 Engineering
3 Combat
3 EM Spectrum
10000 Metal
Exosuit Weapon (CH-LC "Solaris" Laser Cannon) A heavy laser cannon that deals a large amount of damage at the cost of slow fire rate and high power consumption. Excellent against Blobs. 4 Engineering
4 Combat
4 EM Spectrum
10000 Metal
Exosuit Weapon (MKIV Ion Heavy Cannon) A mech-mounted weapon that fires a projectile identical to the Ion Rifle. Slow fire rate. 6 Combat
5 EM Spectrum
5 Materials
20000 Metal
6000 Silver
2000 Uranium
Exosuit Weapon (P-X Tesla Cannon) A weapon for combat exosuits. Fires bolts of electricity similar to the experimental tesla engine. 5 Materials
6 Combat
5 EM Spectrum
20000 Metal
8000 Silver
Exosuit Weapon (CH-PD Disabler "Peacemaker") A weapon for combat exosuits. Shoots basic disablers. 3 Combat
10000 Metal
Exosuit Weapon (LBX AC 10 "Scattershot") A mech-mounted shotgun. This weapon fires four projectiles in a spread, which also deal stamina damage. Very effective against creatures that take stamina damage, but poor against those that do not. 4 Combat
10000 Metal
Exosuit Weapon ("Ultra AC 2" LMG) A mech mounted light machine gun. Fires in three-shot bursts. 4 Combat
10000 Metal
Exosuit Weapon (FNX-66 "Hades" Carbine) A mech mounted carbine that fires dragonsbreath round. Leaves a trail of burning fire in it's path and burns whoever it hits. Capable of firing 24 rounds before needing to reload. 5 Combat
4 Materials
10000 Metal
Exosuit Weapon (SRM-8 Missile Rack) A mech-mounted missle rack capable of firing eight rockets before reloading. These rockets have a small blast radius, and usually will not penetrate hull. 6 Combat
6 Materials
22000 Metal
6000 Gold
8000 Silver
Exosuit Weapon (SGL-6 Flashbang Launcher) A rotary-cylinder flashbang launcher, capable of firing six flashbangs before reloading. Annoying and debilitating on the scale of a HONK mech if used without discretion. 3 Combat
22000 Metal
6000 Gold
8000 Silver
Exosuit Weapon Design (PCMK-6 Bola Launcher) A mech mounted bola launcher useful for slowing criminals down. Effective at keeping criminals from otherwise easily outrunning your mech. Takes two equipment slots. 3 Combat
10000 Metal
Exosuit Module (SOB-3 Clusterbang Launcher) A weapon that violates the Geneva Convention at 3 rounds per minute. Shots out powerful clusterbang grenades, which turns into multiple regular flashbang grenades. 5 Combat
5 Materials
3 Illegals
20000 Metal
10000 Gold
10000 Silver
Icon Name Description Required Tech Levels Required Materials
H.O.N.K Banana Mortar A specialized exosuit banana mortar used for delivering bananas where needed. None
20000 Metal
5000 Bananium
H.O.N.K Mousetrap Mortar Fairly tame for the H.O.N.K, this weapon fires primed mousetraps. None
20000 Metal
5000 Bananium
HoNkER BlAsT 5000 A massive air horn capable of causing deafness, weakness, and to those nearrby while also knocking them down. None
20000 Metal
10000 Bananium
Exosuit Module (Mime RCD Module) Used for quick and silent construction. None
30000 Metal
10000 Tranquillite
S.H.H "Quietus" Carbine A completely silent carbine that can be fitted onto a mech. Fires silencing rounds that drain the power of H.O.N.K mechs and the stamina of people. None
20000 Metal
10000 Tranquillite