imported>Fikou |
imported>Fikou |
Строка 1390: |
Строка 1390: |
| =Wires= | | =Wires= |
| MODsuits have a few things controlled by wires, in the case of an EMP or other need you can access them by screwdrivering the panel and then using a multitool or wirecutters. | | MODsuits have a few things controlled by wires, in the case of an EMP or other need you can access them by screwdrivering the panel and then using a multitool or wirecutters. |
| # The orange light controls shocks, shocking the user when they try to use it. Can be set with the multitool and reset with wirecutters.
| | * The orange light controls shocks, shocking the user when they try to use it. Can be set with the multitool and reset with wirecutters. |
| # The red light controls malfunction, causing the active module to randomly shut off, the suit to randomly lose power and buttons to randomly not work. Must be reset by mending with wirecutters.
| | * The red light controls malfunction, causing the active module to randomly shut off, the suit to randomly lose power and buttons to randomly not work. Must be reset by mending with wirecutters. |
| # The green light controls locking the suit, pulsing will change the lock status and cutting will reset the required access.
| | * The green light controls locking the suit, pulsing will change the lock status and cutting will reset the required access. |
| # The yellow light controls status of the interface, it can be pulsed or mended if the interface is broken.
| | * The yellow light controls status of the interface, it can be pulsed or mended if the interface is broken. |
Modular Outerwear Devices, AKA 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, put all of the parts together, extend each part of the armor and activate the suit!
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. Deploy each part of the suit, and then activate it.
Not to be left out, AIs that have been placed in an intellicard can be mounted on the suit to control the user's movement and modules in case the user becomes incapacitated. To insert the intellicard, open up the MODsuit with a screwdriver and apply the card to the suit.
To charge your MODsuit's cell, enter a cyborg charger Файл:CyborgRecharger.png while wearing the suit.
To extract the core and the cell, use a screwdriver on the pack and then use a wrench.
To update your MODsuit's access, use a screwdriver on your suit and swipe your ID on it.
- Print out helmet, chestplate, gauntlets, boots, MOD shell, and armor from the Exosuit Fabricator.
- Order a MOD core from Cargo OR find a broken MOD core in maintenance and repair it with a screwdriver OR craft one with an ethereal heart.
- Add core to shell.
- Screwdriver core to shell.
- Add helmet to assembly.
- Add chestplate to assembly.
- Add gauntlets to assembly.
- Add boots to assembly.
- Wrench assembly.
- Screwdriver assembly.
- Add external plating to assembly.
- Open modsuit panel with screwdriver.
- Insert cell.
- Close modsuit panel with screwdriver.
The chosen plating determines the suit's look, and protections. There are currently 6 printable armors in total:
Standard Plating
Engineering Plating
Atmospheric Plating
Medical Plating
Security Plating
Cosmohonk Plating
For MODsuits with alternate appearances, use a paint kit on the completed suit to change between them!
A civilian class suit by Nakamura Engineering, doesn't offer much other than slightly quicker movement.
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
10
|
5
|
5
|
5
|
0
|
100
|
25
|
25
|
5
|
Cell Drain: 5
Maximum Complexity: 15
Alternate Skins:
Civilian
An engineer-fit suit with heat and shock resistance. Nakamura Engineering's classic.
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
10
|
5
|
20
|
10
|
10
|
100
|
100
|
25
|
10
|
Cell Drain: 5
Maximum Complexity: 15
An atmospheric-resistant suit by Nakamura Engineering, offering extreme heat resistance compared to the engineer suit.
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
10
|
5
|
10
|
15
|
10
|
100
|
100
|
75
|
10
|
Cell Drain: 5
Maximum Complexity: 15
An advanced version of Nakamura Engineering's classic suit, shining with a white, acid and fire resistant polish.
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
15
|
5
|
20
|
15
|
50
|
100
|
100
|
90
|
10
|
Cell Drain: 5
Maximum Complexity: 15
Inbuilt Modules
An unsealed experimental motorized harness manufactured by Scarborough Arms for quick and efficient munition supplies.
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
15
|
5
|
5
|
5
|
10
|
10
|
25
|
25
|
10
|
Cell Drain: 5
Maximum Complexity: 10
Inbuilt Modules
- Hydraulic Clamp
- Loader Module
- Magnet Module
A Nanotrasen mining suit for on-site operations, fit with accreting ash armor and a sphere form.
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
15
|
5
|
5
|
5
|
30
|
100
|
100
|
75
|
15
|
Cell Drain: 10
Maximum Complexity: 10
A lightweight suit by DeForest Medical Corporation, allows for easier movement.
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
5
|
5
|
5
|
5
|
10
|
100
|
60
|
75
|
5
|
Cell Drain: 7
Maximum Complexity: 15
Alternate Skins:
Corpsman
An advanced version of DeForest Medical Corporation's medical suit, designed for quick rescue of bodies from the most dangerous environments.
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
10
|
10
|
5
|
5
|
10
|
100
|
100
|
100
|
5
|
Cell Drain: 7
Maximum Complexity: 15
Inbuilt Modules
A private military EOD suit by Aussec Armory, intended for explosive research. Bulky, but expansive.
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
20
|
15
|
5
|
5
|
100
|
100
|
100
|
100
|
15
|
Cell Drain: 5
Maximum Complexity: 20
Inbuilt Modules
An Apadyne Technologies security suit, offering shock protection and quicker speed, at the cost of carrying capacity.
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
15
|
15
|
15
|
15
|
25
|
100
|
75
|
75
|
15
|
Cell Drain: 5
Maximum Complexity: 10
An Apadyne Technologies advanced security suit, offering greater speed and fire protection than the standard security model.
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
15
|
15
|
15
|
15
|
40
|
100
|
100
|
95
|
15
|
Cell Drain: 5
Maximum Complexity: 10
A fancy, very protective suit for Nanotrasen's captains. Shock, fire and acid-proof while also having a large capacity and high speed.
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
20
|
15
|
15
|
15
|
50
|
100
|
100
|
100
|
15
|
Cell Drain: 5
Maximum Complexity: 20
A suit by Honk Ltd. Protects against low humor environments. Most of the tech went to lower the power cost.
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
5
|
5
|
20
|
20
|
10
|
100
|
60
|
30
|
5
|
Cell Drain: 1.25
Maximum Complexity: 15
A suit designed by Gorlex Marauders, offering armor ruled illegal in most of Spinward Stellar.
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
15 (40)
|
20 (50)
|
15 (30)
|
15 (40)
|
35
|
100
|
50
|
90
|
25
|
Cell Drain: 5
Maximum Complexity: 15
Inbuilt Modules
An elite suit upgraded by Cybersun Industries, offering upgraded armor values.
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
35 (60)
|
30 (60)
|
35 (50)
|
35 (60)
|
55
|
100
|
100
|
100
|
25
|
Cell Drain: 5
Maximum Complexity: 15
Inbuilt Modules
The Wizard Federation's relatively low-tech MODsuit. Is very protective, though.
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
40
|
40
|
40
|
50
|
35
|
100
|
100
|
100
|
30
|
Cell Drain: 5
Maximum Complexity: 10
A prototype modular suit powered by locomotives. While it is comfortable and has a big capacity, it remains very bulky and power-inefficient.
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
20
|
5
|
10
|
10
|
50
|
100
|
100
|
75
|
5
|
Cell Drain: 5
Maximum Complexity: 25
Newly issued Nanotrasen IDs are not backwards compatible with this suit!
A high-speed rescue suit by Nanotrasen, intended for its' emergency response teams.
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
35
|
30
|
30
|
40
|
50
|
100
|
100
|
90
|
15
|
Cell Drain: 5
Maximum Complexity: 15
Alternate Skins:
Inquisitor
A high-tech, only technically legal, armored suit created by a collaboration effort between Nanotrasen and Apadyne Technologies.
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
80
|
80
|
50
|
60
|
50
|
100
|
100
|
100
|
25
|
Cell Drain: 5
Maximum Complexity: 25
A fancy, high-tech suit for Nanotrasen's high ranking officers.
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
35
|
40
|
40
|
50
|
50
|
100
|
100
|
100
|
15
|
Cell Drain: 5
Maximum Complexity: 15
Strangely nostalgic.
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
50
|
50
|
50
|
50
|
100
|
100
|
100
|
100
|
0
|
Cell Drain: 5
Maximum Complexity: 50
A suit made of adminium. Who comes up with these stupid mineral names?
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
Cell Drain: 0
Maximum Complexity: 1000
Customize your modsuit with MODULES! To attach a module to the suit, you must first open the panel with a screwdriver, then apply the module.
MOD Storage Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 0
Complexity: 3
|
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.
|
|
MOD Expanded Storage Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 0
Complexity: 3
|
Description
|
Reverse engineered by Nakamura Engineering 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.
|
|
MOD Medical Visor Module
|
Cell Drain
- Idle: 0
- Active: 1.5
- On Use: 0
Complexity: 2
|
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.
|
|
MOD Diagnostic Visor Module
|
Cell Drain
- Idle: 0
- Active: 1.5
- On Use: 0
Complexity: 2
|
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.
|
|
MOD Security Visor Module
|
Cell Drain
- Idle: 0
- Active: 1.5
- On Use: 0
Complexity: 2
|
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.
|
|
MOD Meson Visor Module
|
Cell Drain
- Idle: 0
- Active: 1.5
- On Use: 0
Complexity: 2
|
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.
|
|
MOD Thermal Visor Module
|
Cell Drain
- Idle: 0
- Active: 1.5
- On Use: 0
Complexity: 2
|
Description
|
A heads-up display installed into the visor of the suit. This uses a small IR scanner to detect and identify the thermal radiation output of objects near the user. While it can detect the heat output of even something as small as a rodent, it still produces irritating red overlay. They say these also let you see behind you.
|
|
MOD Night Visor Module
|
Cell Drain
- Idle: 0
- Active: 1.5
- On Use: 0
Complexity: 2
|
Description
|
A heads-up display installed into the visor of the suit. Typical for both civilian and military applications, this allows the user to perceive their surroundings while in complete darkness, enhancing the view by tenfold; yet brightening everything into a spooky green glow. They say these also let you see behind you.
|
|
Modules that are locked and don't function without an anomaly core.
MOD Anti-Gravity Module
|
Cell Drain
- Idle: 0
- Active: 3.5
- On Use: 0
Complexity: 3
|
Description
|
A module that uses a gravitational core to make the user completely weightless.
|
|
MOD Teleporter Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 25
Complexity: 3
|
Description
|
A module that uses a bluespace core to let the user transport their particles elsewhere.
|
|
MOD Welding Protection Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 0
Complexity: 1
|
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.
|
|
MOD T-Ray Scan Module
|
Cell Drain
- Idle: 0
- Active: 1
- On Use: 0
Complexity: 2
|
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.
|
|
MOD Health Analyzer Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 5
Complexity: 2
|
Description
|
A module installed into the glove of the suit. This is a high-tech biological scanning suite, allowing the user indepth information on the vitals and injuries of others even at a distance, all with the flick of the wrist. Data is displayed in a convenient package on HUD in the helmet, but it's up to you to do something with it.
|
|
MOD Prototype Cloaking Module
|
Cell Drain
- Idle: 0
- Active: 10
- On Use: 50
Complexity: 4
|
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.
|
|
MOD Ion Jetpack Module
|
Cell Drain
- Idle: 0
- Active: 2.5
- On Use: 5
Complexity: 3
|
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 cell. Some say this isn't Nakamura Engineering's first foray into jet-enabled suits.
|
|
MOD Magnetic Stability Module
|
Cell Drain
- Idle: 0
- Active: 2.5
- On Use: 0
Complexity: 2
|
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.
|
|
MOD Holster Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 2.5
Complexity: 2
|
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.
|
|
MOD Emergency Tether Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 5
Complexity: 3
|
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.
|
|
MOD Eating Apparatus Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 0
Complexity: 1
|
Description
|
A favorite by Miners, this modification to the helmet utilizes a nanotechnology barrier in front of the mouth to allow eating and drinking while retaining protection and atmosphere. However, it will do nothing to improve the taste of a goliath steak.
|
|
MOD Radiation Protection Module
|
Cell Drain
- Idle: 1.5
- Active: 0
- On Use: 0
Complexity: 2
|
Description
|
A module utilizing polymers and reflective shielding to protect the user against ionizing radiation; a common danger in space. This comes with software to notify the wearer that they're even in a radioactive area, giving a voice to an otherwise silent killer.
|
|
MOD EMP Shield Module
|
Cell Drain
- Idle: 1.5
- Active: 0
- On Use: 0
Complexity: 1
|
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 devices on the wearer. However, it will take from the suit's power to do so. Luckily, your PDA already has one of these.
|
|
MOD Flashlight Module
|
Cell Drain
- Idle: 0
- Active: 1.5
- On Use: 0
Complexity: 1
|
Description
|
A simple pair of 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.
|
|
MOD Reagent Scanner Module
|
Cell Drain
- Idle: 0
- Active: 1
- On Use: 0
Complexity: 1
|
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.
|
|
MOD Internal GPS Module
|
Cell Drain
- Idle: 0
- Active: 1.5
- On Use: 0
Complexity: 1
|
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.
|
|
MOD Constructor Module
|
Cell Drain
- Idle: 1
- Active: 0
- On Use: 10
Complexity: 2
|
Description
|
This module entirely occupies the wearer's forearm, notably causing conflict with advanced arm servos meant to carry crewmembers. However, it functions as an extremely advanced construction hologram scanner, as well as containing the latest engineering schematics combined with inbuilt memory to help the user build walls.
Incompatible with: Quick-Carry
|
|
MOD Quick Carry Module
|
Cell Drain
- Idle: 1.5
- Active: 0
- On Use: 0
Complexity: 1
|
Description
|
A suite of advanced servos, redirecting power from the suit's arms to help carry the wounded; or simply for fun. However, Nanotrasen has locked the module's ability to assist in hand-to-hand combat.
Incompatible with: Constructor
|
|
MOD Longfall Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 25
Complexity: 1
|
Description
|
Useful for protecting both the suit and the wearer, utilizing commonplace systems to convert the possible damage from a fall into kinetic charge, as well as internal gyroscopes to ensure the user's safe falling. Useful for mining, monorail tracks, or even skydiving!
|
|
MOD Thermal Regulator Module
|
Cell Drain
- Idle: 0
- Active: 1.5
- On Use: 0
Complexity: 2
|
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.
|
|
MOD Injector Module
|
Cell Drain
- Idle: 0
- Active: 1.5
- On Use: 0
Complexity: 1
|
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.
|
|
MOD Circuit Adapter Module
|
Cell Drain
- Idle: 2.5
- Active: 0
- On Use: 0
Complexity: 3
|
Description
|
A popular aftermarket module, seen in wide varieties with wide applications by those across the galaxy. This is able to fit any sort of integrated circuit, hooking it into controls in the suit and displaying information to the HUD. Useful for universal translation, or perhaps as a calculator.
|
|
MOD Hydraulic Clamp Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 5
Complexity: 3
|
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.
|
|
MOD Bike Horn Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 5
Complexity: 1
|
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.
|
|
MOD Drill Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 5
Complexity: 2
|
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.
|
|
MOD Ore Bag Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 1
Complexity: 2
|
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 Nakamura Engineering to actually deposit that ore at local refineries.
|
|
MOD Microwave Beam Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 50
Complexity: 2
|
Description
|
An oddly domestic device, this module is installed into the user's palm, hooking up with culinary scanners located in the helmet to blast food with precise microwave radiation, allowing them to cook food from a distance, with the greatest of ease. Not recommended for use against grapes.
|
|
MOD Waddle Module
|
Cell Drain
- Idle: 1
- Active: 0
- On Use: 0
Complexity: 2
|
Description
|
Some of the most primitive technology in use by HonkCo. 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.
|
|
MOD Organ Thrower Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 5
Complexity: 2
|
Description
|
A device recovered from a crashed Interdyne Pharmaceuticals vessel, this module has been unearthed for better or for worse. It's an arm-mounted device utilizing technology similar to modern-day part replacers, capable of storing and inserting organs into open patients. It's recommended by the DeForest Medical Corporation to not inform patients it has been used.
|
|
MOD Pathfinder Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 50
Complexity: 2
|
Description
|
This module, brought to you by Nakamura Engineering, 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, 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 back at any time. Nakamura Engineering swears up and down there's airbrakes.
|
|
MOD DNA Lock Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 15
Complexity: 2
|
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, cloning has been outlawed.
|
|
MOD Plasma Stabilizer Module
|
Cell Drain
- Idle: 1.5
- Active: 0
- On Use: 0
Complexity: 1
|
Description
|
This system essentially forms an atmosphere of its' own inside the suit, safely ejecting oxygen from the inside and allowing the wearer, a plasmaman, to have their internal plasma circulate around them somewhat like a sauna. This prevents them from self-igniting, and leads to greater comfort overall. The purple glass of the visor seems to be constructed for nostalgic purposes.
|
|
MOD Kinesis Module
|
Cell Drain
- Idle: 0
- Active: 3.75
- On Use: 0
Complexity: 0
|
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. Oddly enough, it doesn't seem to work on living creatures.
|
|
These modules cannot be printed, and must be unearthed from the bowels of maintenance.
MOD Springlock Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 0
Complexity: 3
|
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?
|
|
MOD Rave Visor Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 0
Complexity: 2
|
Description
|
A Super Cool Awesome Visor (SCAV), intended for modular suits.
|
|
MOD Tanning Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 25
Complexity: 1
|
Description
|
A tanning module for modular suits. Skin cancer functionality has not been ever proven, although who knows with the rumors...
|
|
MOD Balloon Blower Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 2.5
Complexity: 1
|
Description
|
A strange module invented years ago by some ingenious mimes. It blows balloons.
|
|
MOD Atrocinator Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 5
Complexity: 2
|
Description
|
A mysterious orb that has mysterious effects when inserted in a MODsuit. Watch your step, or you'll be sent sky high!
|
|
These modules cannot be printed from the exosuit fabricator, and instead either come with prebuilt MODsuits (or may be purchasable from a Syndicate uplink).
MOD Syndicate Storage Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 0
Complexity: 3
|
Description
|
A storage system using nanotechnology developed by Cybersun Industries, 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.
|
|
MOD Bluespace Storage Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 0
Complexity: 3
|
Description
|
A storage system developed by Nanotrasen, these compartments employ miniaturized bluespace pockets for the ultimate in storage technology; regardless of the weight of objects put inside.
|
|
MOD Armor Booster Module
|
Cell Drain
- Idle: 0
- Active: 1.5
- On Use: 0
Complexity: 0
|
Description
|
A retrofitted series of retractable armor plates, allowing the suit to function as essentially power armor, giving the user incredible protection against conventional firearms, or everyday attacks in close-quarters. However, the additional plating cannot deploy alongside parts of the suit used for vacuum sealing, so this extra armor provides zero ability for extravehicular activity while deployed.
|
|
MOD Energy Shield Module
|
Cell Drain
- Idle: 2.5
- Active: 0
- On Use: 10
Complexity: 3
|
Description
|
A personal, protective forcefield typically seen in military applications. This advanced deflector shield is essentially a scaled down version of those seen on starships, and the power cost can be an easy indicator of this. However, it is capable of blocking nearly any incoming attack, though with its' low amount of separate charges, the user remains mortal.
|
|
MOD Advanced Cloaking Module
|
Cell Drain
- Idle: 0
- Active: 5
- On Use: 25
Complexity: 4
|
Description
|
The latest in stealth technology, this module is a definite upgrade over previous versions. The field has been tuned to be even more responsive and fast-acting, with enough stability to continue operation of the field even if the user bumps into others. The draw on the power cell has been reduced drastically, making this perfect for activities like standing near sentry turrets for extended periods of time.
|
|
MOD Battlemage Shield Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 0
Complexity: 3
|
Description
|
The caster wielding this spell gains a visible barrier around them, channeling arcane power through specialized runes engraved onto the surface of the suit to generate a wall of force. This shield can perfectly nullify attacks ranging from high-caliber rifles to magic missiles, though can also be drained by more mundane attacks. It will not protect the caster from social ridicule.
|
|
MOD Magic Nullifier Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 0
Complexity: 0
|
Description
|
A series of obsidian rods installed into critical points around the suit, vibrated at a certain low frequency to enable them to resonate. This creates a low-range, yet strong, magic nullification field around the user, aided by a full replacement of the suit's normal coolant with holy water. Spells will spall right off this field, though it'll do nothing to help others believe you about all this.
|
|
MOD Magic Neutralizer Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 0
Complexity: 0
|
Description
|
The caster wielding this spell gains an invisible barrier around them, channeling arcane power through specialized runes engraved onto the surface of the suit to generate anti-magic field. The field will neutralize all magic that comes into contact with the user. It will not protect the caster from social ridicule.
|
|
MOD Insignia Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 0
Complexity: 0
|
Description
|
Despite the existence of IFF systems, radio communique, and modern methods of deductive reasoning involving the wearer's own eyes, colorful paint jobs remain a popular way for different factions in the galaxy to display who they are. This system utilizes a series of tiny moving paint sprayers to both apply and remove different color patterns to and from the suit.
|
|
MOD Anti-Slip Module
|
Cell Drain
- Idle: 0.5
- Active: 0
- On Use: 0
Complexity: 1
|
Description
|
These are a modified variant of standard magnetic boots, utilizing piezoelectric crystals on the soles. The two plates on the bottom of the boots automatically extend and magnetize as the user steps; a pull that's too weak to offer them the ability to affix to a hull, but just strong enough to protect against the fact that you didn't read the wet floor sign. Honk Co. has come out numerous times in protest of these modules being legal.
|
|
MOD Burger Dispenser Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 10
Complexity: 3
|
Description
|
A rare piece of technology reverse-engineered from a prototype found in a Donk Corporation vessel. This can draw incredible amounts of power from the suit's cell to create edible organic matter in the palm of the wearer's glove; however, research seemed to have entirely stopped at burgers. Notably, all attempts to get it to dispense Earl Grey tea have failed.
|
|
MODsuits have a few things controlled by wires, in the case of an EMP or other need you can access them by screwdrivering the panel and then using a multitool or wirecutters.
- The orange light controls shocks, shocking the user when they try to use it. Can be set with the multitool and reset with wirecutters.
- The red light controls malfunction, causing the active module to randomly shut off, the suit to randomly lose power and buttons to randomly not work. Must be reset by mending with wirecutters.
- The green light controls locking the suit, pulsing will change the lock status and cutting will reset the required access.
- The yellow light controls status of the interface, it can be pulsed or mended if the interface is broken.