These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Quartermaster]] or the Research and Development console.
<big>[[Exosuits|Click here for the Exosuits page]]</big>
With all Exosuits, [[MMI]]s can be installed as drivers. But remember, MMIs are not bound to the AI or its laws, so don't put any [[Traitor|deranged]] [[Clown|maniacs]] inside them. Remember to grant MMI controlled mechs access keys, because they don't have a keycard on them!
===List of Exosuits===
====[[File:Ripley_MK-I.png|64px]] Ripley APLU====
'''Equipment slots''': 6
'''Movement speed''': Fast.
'''Special abilities''': Even faster movespeed in low pressure environments (Lavaland, space, etc.). Armor can be upgraded with Goliath plates.
'''Description:''' The Ripley APLU (Autonomous Power Loading Unit) is a fast moving exosuit with no atmospheric protection. Don't expect the wire screen to do much against ranged weapons. Useful for carrying boxes and as a lightweight platform for various exosuit tools.
While it lacks the Firefigher's lavaproofing and improved armor, the Ripley APLU can still go toe to toe with Lavaland mobs thanks to its good melee protection.
<nowiki>*</nowiki>The exosuit itself can withstand decently high temperatures without taking damage. It does not, however, offer protection to the pilot from fire or temperature hazards.
'''Description:''' The Ripley APLU (Autonomous Power Loading Unit) Mark II is a slow moving, decently protected exosuit that's often used for construction, break&entry or fighting Blobs.
The MK-II has a pressurized cabin for space operations, but the added weight has slowed it down. Whether the trade is fair or not depends solely on your purpose for the exosuit.
1 x Ripley APLU MK-I [[File:Ripley_MK-I.png|Ripley MK-I]]
|}
[[File:Ripley_conversionkit.png|MK-I to MK-II Conversion Kit]] The Ripley MK-II is created by using a conversion kit on a Ripley MK-I exosuit. This kit is available from the Exosuit Fabricator. The conversion process requires the MK-I to have an empty cargo bay, no pilot sitting inside, and the Maintenance Procedures function permitted.<br>'''Once converted to the MK-II design, the exosuit cannot be restored to MK-I.'''
----
====[[File:Clarke_front.png|64px]] Clarke ====
'''Equipment slots''': 7
'''Movement speed''': Fast.
'''Special abilities''': Completely storm, fire and lavaproof. Has an unremovable internal ore box (empty the ore box with the "view stats" menu). Can search for Lavaland ruins on a 1-minute cooldown and pinpoint to the nearest one. Can attack on all directions, instead of only the one it's facing.
'''Description:''' A fast moving, fireproof exosuit with lavaproof treads and ash storm protection. Suitable for exploring [[Lavaland]]. Cannot strafe. Like with most exosuits it needs some research to unlock. Replaced the [[#Firefighter_APLU|Firefighter APLU]].
'''Description:''' The Firefighter APLU (Autonomous Power Loading Unit) is the Ripley's big brother that has significantly improved armor and can walk on lava unscathed.
Once you outfit it with a plasma cutter and hydraulic clamp, it becomes great for mining and slaying [[Megafauna]] - miners love it!
# [[File:Metal_r.png|Plasteel]] 5 pieces of Plasteel
# [[File:Wrench.png|Wrench]] Wrench
# [[File:Welder.png|Welding Tool]] Welding Tool
</div></div>
====[[File:Gygax.png|64px]] Gygax====
'''Equipment slots''': 3
'''Movement speed''': Average or extremely fast
'''Special abilities''': Its punches can smash through walls, [[Status_Effects#Knockdown|knock people down]] for 4 seconds and deal 25 damage. Can overload leg actuators to move at very high speeds at the cost of extreme energy consumption.
# [[File:Gygax armor plates.png|Gygax Armor Plates]]Add Gygax Armor Plates (Made in the Exosuit Fabricator)
# [[File:Wrench.png|Wrench]] Wrench
# [[File:Welder.png|Welding Tool]] Welding Tool
</div></div>
====[[File:Durand.png|64px]] Durand====
'''Equipment slots''': 3
'''Movement speed''': Slow.
'''Special abilities''': Has devastating punches that can knock people out. Can enable a shield, which rapidly drains energy and completely blocks attacks from the faced direction, except explosions and EMPs.
# [[File:Durand_armor_plates.png|Durand Armor Plates]] Add Durand Armor Plates (Made in the Exosuit Fabricator)
# [[File:Wrench.png|Wrench]] Wrench
# [[File:Welder.png|Welding Tool]] Welding Tool
</div></div>
=====Durand Shield=====
The shield can be enabled and disabled with a hud button. It drains energy very fast, and drains even more energy when blocking attacks. This is what the Durand shield looks like. The red area is not visible in-game, but shows which directions the shield will block attacks from. <br>
[[File:Durand_ability_block_directions.png]]<br>
This is what the shield looks like in the dark: <br>
[[File:Durand_ability_dark.gif]]
----
====[[File:Phazon.png|64px]] Phazon====
'''Equipment slots''': 3
'''Movement speed''': Fast.
'''Special abilities''': Can phase through solid objects at reduced movespeed. Fist attacks can be reconfigured to deal brute, burn or toxin damage.
'''Description:''' Phazons are the culmination of RnD - they have the highest base movespeed, good armor and can phase through anything thanks to bluespace technology.
Unless you manage to neutralize a bluespace anomaly, you won't be able to build one of these.
'''Special abilities''': Seats not one, but TWO pilots! Rise up into the air and crash down on kaiju with skyfall, or shoot from the gunner's seat with an Ivanov strike.
# [[File:Metal_r.png|Plasteel]] 10 pieces of Plasteel
# [[File:Wrench.png|Wrench]] Wrench
# [[File:Welder.png|Welding Tool]] Welding Tool
# [[File:Savannah-ivanov_armor.png|Savannah-Ivanov Armor Plates]] Add Savannah-Ivanov Armor Plates (Made in the Exosuit Fabricator)
# [[File:Wrench.png|Wrench]] Wrench
# [[File:Welder.png|Welding Tool]] Welding Tool
</div></div>
====[[File:honk.png|64px]] H.O.N.K.====
'''Equipment slots''': 3
'''Movement speed''': Average.
'''Special abilities''': Can equip Clown weapons of mass pranking. Makes squeaking noises while walking and has a special menu to play even more annoying sounds.
'''Armor''': -20 melee, 25.000°K max temperature. Yikes.
'''Integrity:''' 140
'''Description:''' What's worse than a Clown? A Clown inside a custom exosuit. This monstrosity can equip weapons of mass pranking and WILL annoy the hell out of people.
3 x H.O.N.K. circuit boards [[File:Circuitboard.png]]<br>
1 x Scanning Module [[File:Scanning_Module.gif|Phasic Scanning Module]]<br>
Higher tier = less power consumption.<br>
1 x Capacitor [[File:Capacitor.png|Super Capacitor]]<br>
Higher tier = better EMP resistance.<br>
1 x [[File:CableCoils.png|Cable Coil]]<br>
1 x [[File:Power_cell.png|Power Cell]]
|}
'''Construction steps'''::
#Create all of the H.O.N.K. exosuit parts in the Exosuit Fabricator.
#Attach all of the H.O.N.K. exosuit parts to the H.O.N.K. exosuit chassis.
#[[File:Bike horn.png|60px]] HONK at the exosuit with a bike horn.
#[[File:Circuitboard.png]] Add the main circuit board.
#[[File:Bike horn.png|60px]] HONK at the exosuit again.
#[[File:Circuitboard.png]] Add the peripherals circuit board.
#[[File:Bike horn.png|60px]] HONK
#[[File:Circuitboard.png]] Add the targeting circuit board.
#[[File:Bike horn.png|60px]] HONK
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module
#[[File:Bike horn.png|60px]] HONK
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor
#[[File:Bike horn.png|60px]] HONK
# [[File:Power_cell.png|Power Cell]] Power Cell
#[[File:Bike horn.png|60px]] '''HONK'''
#Add the clown's mask to the exosuit.
#[[File:Bike horn.png|60px]] '''HENK'''
#Add clown shoes to it.
#[[File:Bike horn.png|60px]] '''I WILL GRAB ONE OF MY SIX BIKE HORNS, AND I WILL HONK THE SONG THAT ENDS THE EARTH''' [[File:Bike horn.png|60px]]
Much like Epimetheus and Oppenheimer, you have unleashed unspeakable evil - a weapon that has lain dormant since the Honk Ages. I hope you're happy with yourself.
</div></div>
===CentCom Exosuits===
If you see these, you know that things have '''really''' gone to shit. These exosuits are typically only found in the repositories of the elite [[Emergency Response Team]] and [[Death Squad]].
====[[File:Marauder.png|64px]] Marauder====
'''Equipment slots''': 4
'''Movement speed''': Very slow.
'''Special abilities''': Smoke grenades, thrusters (for space navigation), optical zoom. Destroys walls by running into them. Punches harder than a Durand. Lava- and fireproof.
'''Armor''': 50 melee, 55 bullet, 40 laser, 30 energy, 30 bomb. 60.000°K max temperature. Has a chance to deflect attacks.
'''Integrity:''' 500
'''Description:''' Standard issue exosuit for the [[Death Squad]] when the going gets tough.<br> It starts off with the eZ-13 MK2 heavy pulse rifle, the SRM-8 missile rack, a Tesla Energy Relay and an antiprojectile armor booster.
====[[File:Seraph.png|64px]] Seraph====
'''Equipment slots''': 5
'''Movement speed''': Average.
'''Special abilities''': Same as the Marauder's, but punches even harder.
'''Armor''': Same as the Marauder's.
'''Integrity:''' 550
'''Description:''' An advanced [[Death Squad]] exosuit for when the going gets seriously tough. Usually reserved for CentCom high command.<br> It starts off with the LBX AC 10 "Scattershot", the SRM-8 missile rack, a teleporter, a Tesla Energy Relay, and an antiprojectile armor booster.
----
===Syndicate Exosuits===
For dealing with particularly resilient obstacles. Typically only found in the arsenals of the famed [[Nuclear Operative]]s.
====[[File:DarkGygax.png|64px]] Dark Gygax====
'''Equipment slots''': 4
'''Movement speed''': Average.
'''Special abilities''': Same as the Gygax', but with additional thrusters for space navigation.
'''Armor''': 40 melee, 40 bullet, 50 laser, 35 energy, 20 bomb. 35.000°K max temperature. Has a low chance to deflect attacks.
'''Integrity:''' 300
'''Description:''' A modified Gygax used for nefarious purposes.<br> It starts off with the LBX AC 10 "Scattershot", an antiprojectile and antimelee armor booster, and a Tesla Energy Relay.
====[[File:DarkMarauder.png|64px]] Mauler====
'''Equipment slots''': 5
'''Movement speed''': Very slow.
'''Special abilities''': Same as the Marauder's.
'''Armor''': Same as the Marauder's.
'''Integrity:''' 500
'''Description:''' A modified Marauder used by the Syndicate that's not as maneuverable as the Dark Gygax, but it makes up for that in armor and sheer firepower.<br> Starts off with the Ultra AC 2 LMG, the LBX AC 10 "Scattershot", the SRM-8 missile rack, a Tesla Energy Relay, and an antiprojectile armor booster.
----
==Exosuit operation and maintenance==
To climb into an exosuit, just drag and drop your character onto it.
====Exosuit beacons====
Adding a tracking beacon (exofab "Misc" category) to a mech allows the RD's exosuit control console to track the mech, view detailed stats, message the pilot and even EMP it when neccessary. The EMP is reusable after a cooldown of 10 seconds.
Research can also unlock an AI control beacon that lets the AI - you guessed it - control the exosuit. Be warned that being inside a mech while it is destroyed as AI will lead to death! An AI with "[[Guide_to_malfunction|Alternative Programming]]" can forcefully hijack a mech with a purchasable upgrade
====EMP====
When an exosuit is hit by an EMP-effect it will take burn damage, lose some battery charge and have all its equipment disabled for 3 seconds.
====Locking/unlocking Exosuits====
There are two ways to lock exosuit: A) ID ("keycode") lock or B) DNA lock.
A) '''ID lock (keycode)''':
Adding a keycode to a mech will grant it access to that area, but will also prevent anyone without that access from entering the mech.
For example: A mech with "bridge" and "robotics" keycodes has access to both areas, but requires an ID card with at least bridge and robotics access to enter.
* Enter the exosuit and unlock the ID upload panel.
* Exit the exosuit.
* Use an ID card/PDA on exosuit and select "Edit operation keycodes".
B) '''DNA lock''':
DNA locking only allows the person matching the recorded Unique Enzymes (UE) to enter the mech.
This can be abused by Changelings and crafty Geneticists! Another downside is that you will be locked out if you swap bodies.
* Enter the exosuit and open the stats menu.
* Under Permissions&Logging, click "DNA-lock".
* To remove the lock, hit "[ Reset ]" next to your DNA string under "DNA-locked:".
====Exosuit Damage and Repairs====
For external damage to the exosuit, simply use a welder on it. When a mech takes damage while its integrity is below a certain threshold, it has a chance to break internally. The reports for internal damage can be seen in the stats window.
'''Internal Fire:''' An internal fire will heat the air in the cabin and in the air tank, potentially causing a breach. It has a chance to fix itself if the life support system is functional.
'''Life Support System Malfunction:''' A malfunction in the life support system will prevent the mech from regulating the temperature brought into the cabin from the internal air tank. It can be fixed by using a screwdriver on it or with a repair droid.
'''Gas Tank Breach:''' A gas tank breach will cause the contents of the internal tank to be leaked into the environment. It can be fixed by using a welder on the mech if it also has external damage or with a repair droid.
'''Coordination System Calibration Failure:''' A failure in the coordination system will cause the mech to move randomly and can cause the mech to miss its targets. It can be fixed by clicking "Recalibrate" in the damage report.
'''Short Circuit:''' A short circuit failure will cause the installed power cell to lose charge and damages it so that its maximum charge decreases. It also prevents repair droids and tesla relays from working. It can be repaired by using wires on the mech while its power unit hatch is open (see battery replacement steps).
====Exosuit Battery, Capacitor and Scanning Module Replacement====
{{Anchor|Exosuit Battery Replacement}}
[[File:Exosuit_maintenance_menu.png|thumb|400px|right|This is the menu that pops up after using the following on the mech: 1. A valid robotics access ID, 2. wrench, 3. crowbar, 4. a valid ID again.]]
# Make sure maintenance protocols are permitted (Permissions&Logging inside the mech).
# [[File:Id_regular.png]] Hit the exosuit with your ID card or PDA with ID inside and select "Initiate maintenance protocol".
# [[File:Wrench.png|Wrench]] Wrench
# [[File:Crowbar.png|Crowbar]] Crowbar
# Click "Drop power cell", "Drop capacitor" or "Drop scanning module" in the menu, depending on which part you want to replace.
# [[File:Hud-hands.gif]] Pick up the old part from the floor and discard it.
# [[File:Power_cell.png]] New Battery, capacitor or scanning module
# [[File:Crowbar.png|Crowbar]] Crowbar
# [[File:Wrench.png|Wrench]] Wrench
# [[File:Id_regular.png]] ID Card and select "Terminate maintenance protocol".
# Optional: Forbid maintenance protocol from inside the mech.
==Exosuit Equipment==
Various tools and weapons can be attached to exosuits, providng them with ability to perform different tasks. Exosuit equipment is built by Exosuit Fabricator ("Exosuit Equipment" menu).
To attach a tool or weapon, simply click with it on the exosuit.
|The drill can completely destroy most objects (with the exception of reinforced walls) and kill people who stand still within a few seconds.<br>
When used for mining, the targeted and two adjacent mineral deposits will be drilled. Drills are rarely used for mining once Plasma Cutters become available.<br>
Can't be attached to the Odysseus.
|-
![[File:Mecha diamond drill.png]] Diamond Drill
|Essentially an upgraded drill that's faster and much stronger - you can go right through minerals and reinforced walls.<br>
|Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate.
|-
![[File:Repair droid.png]] Repair Droid
|Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.
|-
![[File:Mecha_plasmacutter.png]] 217-D Heavy Plasma Cutter
|Cuts through solid rock and can dismember unlucky targets. More effective in low pressure environments.<br> Longer range and higher damage than portable cutters.
|-
![[File:Energy relay.png]] Exosuit Energy Relay
|Wirelessly drains energy from any APC's available power channel in the area. Not very effective.
!style="background-color:#EEEEEF;" width=200|Can be attached to
|-
![[File:Hydraulic clamp.png]] Hydraulic Clamp
|Gives it an ability to load objects into a cargo compartment, or lets you crush people with it.<br> Great in combination with an ore box - nearby minerals will be loaded straight into the box.
|Exosuit-mounted extinguisher. Holds up to 1.000 units and can be refilled by clicking on a water tank.
!Ripley, Clarke, Firefighter
|-
!Exosuit Proto-kinetic Accelerator
|An exosuit-mounted mining tool that does increased damage in low pressure. Drawing from an onboard power source allows it to project further than the handheld version.
!All (except combat mechs?)
|-
![[File:Sgun.png]] Exosuit Syringe Gun
|Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur until the syringe injects someone.<br> Can scan and produce most reagents - these will be available for syringes and the mounted sleeper. To load syringes, click on syringe boxes or individual syringes with the gun selected.<br> Reagent synthesis has to be manually started by opening the equipment tab of the mech's status menu.
!Odysseus
|-
![[File:Sleeper.gif]] Mounted Sleeper
|Exo-suit mounted sleeper that stabilizes patients inside and lets you inject chemicals that were produced by the mounted syringe gun.<br> Can also be used to abduct people and keep them sedated.
!Odysseus
|-
![[File:Mecha_medigun.png]] Medigun
|Exo-suit mounted medigun which gradually heals people it's used on. Don't cross the streams!
!Odysseus
|-
!RCS thruster package
|A set of thrusters that allow for exosuit movement in zero-gravity environments, by expelling gas from the internal life support tank.
!All with internal tank
|}
====Exosuit Weapons====
Install a weapon by printing it from an exosuit fabricator and then hitting the finished mech with it. Some weapons require you to refill their ammo manually. To do this, print corresponding ammo boxes from an exosuit fabricator or from the security [[Guide_to_Research_and_Development#Techfab|techfab]], and then use them on the fininished mech. Each ammo box will fill the weapon with the same amount as the "starting ammo".
|Launches low-explosive breaching missiles designed to explode only when striking a sturdy target. Does not explode unless hitting a wall, door, shutter, or another mech. Does 30 damage to soft targets. Tubes must be reloaded from the outside.
|6 / 6
|6
!Durand, Gygax, Honker, and Phazon
|-
![[File:MKIV ion heavy cannon.png]] MKI Tesla Cannon
|Fires a tesla ball that arcs off anything it hits. Causes EMP as well.
These are the main machines used in Robotics, with them you can create various exosuit and cyborg parts and their upgrade modules.
Remember to sync these with the R&D servers frequently for new equipment designs and increased production speeds.
If one (or more) of the Exosuit Fabricators gets stuck at updating from R&D servers, use a screwdriver on it and then crowbar that fucker!
Remove any metal/glass sheets and then put all the components back into the machine frame, use a screwdriver at the end to reassemble the Exosuit Fabricator.
2 x (Exosuit Fabricator)
1 x
1 x (preferably at least High-Capacity)
1 x → MMI OR positronic brain OR B.O.R.I.S. module
The Cyborg is the Roboticist's primary creation. 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 in the event that more than one exists.
Assuming you already have the necessary components:
Insert a charged power cell into the cyborg's chest
Insert a coil of wire into the cyborg's chest
Insert two flashes in the cyborg's head (one for each eye socket)
For final assembly, take each component and apply it to the cyborg endoskeleton
Multitools can be used to give cyborgs names. Simply apply the multitool before the brain is installed. Note that calling a borg 'PenisShitter 5000' will not net you any new friends, however.
MMI Now put the brain into your MMI, and then the MMI into the cyborg suit. Congratulations, your cyborg is complete. Put the brainless corpse into a body bag and deliver it to the Morgue (or throw it down the disposals because ROBOTICS!). If when you insert the MMI into the cyborg it says "This MMI does not seem to fit." it means the user is job banned from cyborg.
Instead of a brain, you can insert a positronic brain (controlled by a ghost) or B.O.R.I.S. module (controlled by the AI) into the cyborg as well.
Cyborg Maintenance
In the beginning of a maintenance process, you need to open the Cyborg's maintenance cover. To open it:
Use an ID Card, Emag it or just ask the Cyborg to unlock its panel
Use a Crowbar to open the cover.
After the maintenance process use the same tools in reverse order so the Cyborg doesn't run around with its cover open, like so:
Use a Crowbar to close the cover.
Use your ID Card to lock the Cyborg. Borgs can't lock their panel.
Cyborg Repairs
Cyborgs will often come to you for repairs if damaged.
Rewire the damaged circuits. You may have to do this step more than once.
Screwdriver to hide wiring.
Re-insert the old battery or insert a new one.
Close the cover and lock the Cyborg.
Engineering cyborgs can repair dents on themselves and on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.
Cyborg Batteries
You will often see at least one Cyborg come to your assembly line to ask for an upgrade.
Unlock and open the Cyborg's cover.
With an Empty Hand, remove the old battery.
Insert a New Battery.
Close the cover and lock the Cyborg.
Cyborg Radios
Cyborgs can be installed with radio encryption keys, allowing them to communicate on secure department channels.
Unlock and open the Cyborg's cover.
Файл:Encryption key.png Insert a New Encryption Key (or Screwdriver to remove the current Key).
Close the cover and lock the Cyborg.
Reviving Cyborgs
A cyborg that has failed but not been turned into scrap can be repaired back to working order.
Create an Emergency Restart Module at the Exosuit Fabricator (under Cyborg Upgrade Modules).
Repair the Cyborg with a welder and/or replace wires.
For info on how to reset a cyborg's model, check out the Guide to Hacking.
Deconstructing Cyborgs
Cyborgs can be deconstructed to remove their MMI and get their parts back.
Unlock and open the Cyborg's cover.
Use an Empty Hand to remove battery.
Screwdriver to open wiring.
Cut every wire until the lockdown light turns on.
Wrench to disassemble.
(Alternatively, for steps 4 and 5, you can use a Robotics console)
Upgrades
Roboticists can construct upgrade modules for cyborgs, such as one that increases your movement speed. Should you wish to change models, ask the roboticist to cut and mend your reset wire.
Name
Description
Materials to produce (unupgraded fabricator)
Cyborg Reclassification Board
Allows you to rename the borg. Use it in hand to set the name, then apply it to the cyborg.
5000 Iron
Cyborg Emergency Reboot Module
Used to force a restart of a disabled-but-repaired borg, bringing it back online.
An important module! This will allow you to bring a dead, but not blown, Cyborg back to life.
20000 Iron, 5000 Glass
Borg Expander
A cyborg resizer, it makes a cyborg huge.
200000 Iron, 5000 titanium
Ion Thruster Upgrade
An ion-powered thruster system that works like a jetpack for movement in no gravity.
10000 Iron, 6000 Glass, 5000 Plasma, 6000 Uranium
Cyborg Self-Repair Module
Allows the cyborg to slowly repair iteself over time, increasing power consumption.
15000 Iron, 15000 Glass
Illegal Equipment Module
Enables illegal modules, the same that are enabled when cyborgs are emagged.
Only obtainable through admin shenanigans or through researching illegal tech. (deconstruct Syndicate Items!!)
15000 Iron, 15000 Glass, 10000 Diamond
Circuit Manipulation Apparatus
An engineering cyborg upgrade allowing for manipulation of circuit boards.
2000 Iron, 500 Titanium
Engineering Cyborg RPED
A rapid part exchange device for the engineering cyborg.
10000 Iron, 5000 Glass
Mining Cyborg Diamond Drill
Upgrades a mining cyborg's drill to be faster.
10000 Iron, 6000 Glass, 2000 Diamond
Mining Cyborg Satchel of Holding
Upgrades a mining cyborg's satchel to hold infinite minerals.
10000 Iron, 2000 Gold, 1000 Uranium
Mining Cyborg Lavaproof Chassis
Allows a mining cyborg to walk over lava undamaged.
10000 Iron, 4000 Plasma, 5000 Titanium
Medical Cyborg Crew Pinpointer
A crew pinpointer module for the medical cyborg. Also permits remote access to the crew monitor.
1000 Iron, 500 Glass
Cyborg Piercing Hypospray
Allows cyborg hyposprays to pierce through thick clothing and MODsuits.
Gives a Medical Cyborg a defibrillator. You can also insert an ordinary defibrillator instead, for the same upgrade.
8000 Iron, 5000 Glass, 4000 Silver, 3000 Gold
Beaker Storage Apparatus
A supplementary beaker storage apparatus for medical cyborgs.
2000 Iron, 2250 Glass
Medical Cyborg Surgical Processor
Gives a Medical Cyborg a Surgical Processor, which can be used on an operating computer to permanently learn any advanced surgeries that were synced on it. These surgeries can then be performed by the cyborg anywhere.
Despite what some old-timer Roboticists may tell you, DO NOT JUST TAKE THE BONESAW AND CUT THEIR HEAD OFF WITHOUT SURGERY. Removing a brain without surgery will damage it and may result in the immediate death of the brain.
In case this happens, you will need to ask the Chemist to make some Mannitol to fix it. Once you have a beaker of it, just splash it on the brain and it should be good to go. You can always examine the brain to see if it is still damaged.
If a head is not attached to a body, you can simply use a scalpel or some other slicing/cutting item on it to cut the brain out. No need for drapes or table.
Limb Augmentation
Replace a limb with a robot part. The head, torso, arms, and legs can all be augmented. Augmenting torso makes you immune to appendicitis and xeno larva. Robot limbs are tougher. They need welding to "heal" brute damage and wires for burn damage, and cannot be otherwise healed. EMP pulses will hurt augmented humans.
We can rebuild him. We have the technology.
Target: Head, chest, legs or arms
Procedure
Ghetto Analogues
Step 0: Create the cyborg limb(s) using an Exosuit Fabricator.
Step 1: Scalpel: make an incision.
(65%) (45%) (75%) Any other sharp item (30%)
Step 2: Retractor: retract the skin.
(45%) (35%)
Step 3: Hemostat: clamp bleeders.
(60%) (35%) (15%)
Step 4: Cyborg limb: augment the limb.
Bots
As a Roboticist, you serve another important purpose: making robots. Robots can benefit the station in many ways, and are really damned easy to create. The current list of robots, and how to make them, is as follows:
Remember: All bots can be made through the crafting menu (T-like hammer hud-icon). This can save a lot of time during construction, especially if Robotics is busy!
Medibot
Performs a baby version of tend wounds. The surgery works through clothes and without the patient having to lie down. Amount healed scales with tend wounds surgeries researched. Each researched upgrade of tend wounds increases health healed. Requires a "refresh" similarly to operating computers to benefit from research.
When emagged it will inject 5u chloral hydrate and damage you based on what they would have healed (brute if you don't need treatment) per step.
What damage types the medibot can heal depends on medkit used. If they can heal multiple types the damage type healed will be random per treatment:
Attach the Borg Arm (left or right, doesn't matter) to an empty Med-kit. The color of the Med-kit determines what damage it will heal, as well as its future color (white and pink kits are both for brute dmg).
You can pick the assembly up in your hand at this point and name it something clever/funny/stupid by holding your Pen in the other hand and clicking on it, if you wish.
Cleanbots are great, as they serve the exact same purpose as the Janitor. What makes it even better is that it uses Space Cleaner to mop, so no slipping on everything! When Emagged (or hacked) it will spew slippery foam and melt people with acid.
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. They zoom around and repair busted floor tiles. Honestly, they're niche to the point of uselessness. But they make nice pets. Also, if emagged, they will deconstruct the floors into space.
Insert a Borg Right Arm and your Floorbot is ready!
Firebot
This lil' guy will scoot around and try his best to extinguish burning people and gases around him.
If emagged he will spray Chlorine Trifluoride at anyone who isn't on fire.
Annoying and useless, now with cuffing abilities. The clown might bug you to make one of these in absence of a H.O.N.K. mech. Can be of use to Security if there's no supplies for a Securitron. God forbid if a traitor emags the thing or if anyone puts a PAI into one.
Basically, Officer Beepsky without the personality. You usually won't need to build any of these, but they can be hilariously helpful for traitors who have invested in a Cryptographic Sequencer, as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.
Toss in a Stun Baton and your Securitron is ready!
Note: Destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.
This is General Beepsky (or General Grieffous, your pick). A terrifying 4 esword wielding nightmare-bot created by a mad roboticist with the help of some leftover eswords, this thing is a traitor's worst nightmare. It takes down criminals by delivering deadly spin attacks, instantly downing a target with it's rapidly rotating eswords. It gets even worse when a Cryptographic Sequencer gets involved, as General Beepskey will begin to mercilessly track, kill, maim and subsequently disembowel any target he comes across.
Unlike normal Securitrons, General Beepsky can deflect projectiles with it's eswords. It's only true weakness is an EMP.
A disposable little drone that runs around and repairs things. Controlled by players, and can't interact with any other beings at all (besides other drones). Usually good to make lots of these to let ghosts get back into the round.
Drone Shell Build a drone shell from the Exosuit Fabricator.
That's it! Any ghost can click on the drone shell to take control of it and start repairing the station.
Vim
Minature little mecha for sentient small animals, such as pets, to ride around in. Comes with headlights, and the ability to chime or buzz (in case you can't speak galactic common).