Difference between revisions of "Guide to Robotics"

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Revision as of 06:42, 15 October 2020

Robotics and the Mech Bay

For the aspiring Roboticist, this guide will explain the creation and maintenance of Cyborg, Bots, and Exosuits.

Robotics Equipment

Machines

Exofab.png 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.

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.png 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.png 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.png 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.

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 posibrain lying around and keep activating it from time to time. If a player's positronic brain is "dead" (completely inactive), use it in hand to reboot it.

Cyborg.png Making a Cyborg

  1. Fill the Exofab.png Exosuit Fabricator with as much Metal.png metal as it will hold.
  2. Click on the Exosuit Fabricator to open its menu. Select Add To Queue for Robot Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, and Head, then click on Process Queue in the right side.
  3. Wait for a short time for the pieces to be built. You may need to add additional metal to the Fabricator for it to finish.
  4. When putting the parts together, use the Cyborg endoskeleton.png Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton.
    • Add 2x Flash.png Synthetic Flash to the Head before attaching it. You do this by picking up the flashes and then clicking on the head.
    • The Cyborg Torso will need 1x CableCoils.png wires and 1x Powercell.png power cell.
    • The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.
  5. The last step is installing either an MMI.pngMMI or aPositronicbrain.gifposibrain, or robotic brain. Posibrains and robotic brains need to be active. If you got it from a destroyed Cyborg or removed it from an IPC or IRC, that shouldn't be an issue, but a freshly printed one must first be activated, which gives ghosts a chance to enter the brain and rejoin the round. If the activation failed, then no ghost wanted to enter the brain, try again later.

MMI.png 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.

  1. (Optional) Complete Prepping for Surgery.
  2. Aim for the organ's location in the Damage zone.png Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)
  3. Use a Scalpel.png scalpel on the patient, and choose Organ Manipulation.
  4. Use a Scalpel.png scalpel to cut back the flesh.
  5. Use the Hemostat.png hemostat to stop any potential bleeding.
  6. Use your Retractor.png retractors to lift up the skin.
  7. Use the Saw.png saw to cut through the bones.
  8. Use the Retractor.png retractor to separate the bones.
  9. Use the Hemostat.png hemostat. This will open up a window asking you which loose organ you'd like to remove. Select the Brain.
  10. Place the brain in an MMI empty.png MMI.
  11. Carry the MMI.png MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.

You can also use a normal table instead of an operating table, but this has a chance of missing one-third of the time.

So You Decapitated Your Patient? Don't panic just yet! You can still complete the brain extraction. It's actually easier then extracting the brain from an attached head. Use a Scalpel.png scalpel, then a Retractor.png retractor, then a Hemostat.png hemostat.

Spiderbot.png Spiderbot

Spiderbots are temporary bodies for brains.

They can zap things, move through vents, and generally act like pests.

Combine the following:

  • Robot head.
  • Manipulator.
  • Occupied MMI or positronic brain.

An emagged spiderbot gains a more powerful shock and increased health, while also binding it to the command of who emagged it. If the spiderbot is to die, it will detonate, destroying the occupant and maiming those around it.

Cyborg 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

  1. Equip a WeldingHelmet.png welding helmet on your head.
    • Note: Be sure to remember this step or you could go blind!
  2. Place a Welderon.gif welder in your hand, click on it while it's in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.

Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:

  1. Id regular.png Swipe an ID with Robotics access to unlock the panel.
  2. Crowbar.png Crowbar open the panel.
  3. Powercell.png Remove the cyborg's power cell by clicking on it with an empty hand.
  4. Screwdriver tool.png Use a screwdriver to expose the wires.
  5. CableCoils.png Use a cable coil to replace damaged wires.
  6. Screwdriver tool.png Screwdriver the cyborg to hide the wires.
  7. Crowbar.png Crowbar the panel shut.
  8. Id regular.png Swipe an ID with Robotics access to relock the cover.

Cyborg Component Repair

Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.

  1. Id regular.png Swipe an ID with Robotics access to unlock the panel.
  2. Crowbar.png Crowbar open the panel.
  3. Powercell.png Remove the cyborg's power cell by clicking on it with an empty hand.
  4. Screwdriver tool.png Use a screwdriver to expose the wires.
  5. Crowbar.png Crowbar out the desired component.

Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it's volunteering for an AI core. You can remove the brain by following these steps.

  1. Id regular.png Swipe an ID with Robotics access to unlock the panel.
  2. Crowbar.png Crowbar open the panel.
  3. Powercell.png Remove the cyborg's power cell by clicking on it with an empty hand.
  4. Screwdriver tool.png Use a screwdriver to expose the wires.
  5. Wirecutters.png Cut all five wires with wirecutters.
  6. Crowbar.png Use a crowbar to remove the MMI.

Human Prosthetic Repair

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

To fix brute damage:

  1. Follow the same procedure as outlined above for fixing dents in cyborgs, making sure to target the specific area that requires fixing.

To fix burn damage:

  1. CableCoils.png Use a cable coil on the damaged area.

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.

Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):

  1. Id regular.png Swipe an ID with Robotics access to unlock the panel.
  2. Crowbar.png Crowbar open the panel.
  3. Click on the Cyborg with an empty hand to take out the Powercell.png power cell and replace it with the higher-capacity power cell.
    • Note: The default power cell capacity in Cyborgs is 7,500. All of the power cells you find in your office should be at least 15,000, and the Science Department can research power cells that exceed 30,000.
  4. Crowbar.png Crowbar the panel shut.
  5. Id regular.png Swipe an ID with Robotics access to relock the cover.

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.

The available upgrade modules are:

  • Reset Module: Not an upgrade at all, this simply resets a borg's module, letting it change from one specialization to another.
  • Rename Module: Allows for the names of borgs to be changed.
  • Restart Module: Use this module to restart a borg that was destroyed and has since been repaired.
  • VTEC Module: Increases the speed of a borg, rather useful.
  • Disabler Cooler: Increases the cooling of a cyborg's disabler, enabling it to shoot faster. Only useful on cyborgs with a disabler, which means security models.
  • Ion Thrusters: A jetpack for cyborgs. Allows a cyborg to move in zero-g, allowing space travel.
  • Diamond Mining Drill: Upgrades the built-in mining drill, letting it drill faster. Only works on mining cyborgs.
  • Mining Satchel of Holding: Upgrades the cyborg's mining storage, allowing it to hold more minerals. Only works on mining cyborgs.
  • Illegal Equipment Upgrade: Unlocks a cyborg's illegal and more dangerous equipment, the same equipment that's unlocked by emagging.
  • Self Repair Module: Allows a cyborg to slowly repair damage to itself.

To apply any of these modules:

  1. Id regular.png Swipe an ID with Robotics access to unlock the panel.
  2. Crowbar.png Crowbar open the panel.
  3. File:Cyborg upgrade1.png Print out the upgrade in the fabricator and insert it into the cyborg.
  4. Crowbar.png Crowbar the panel shut.
  5. Id regular.png Swipe an ID with Robotics access to relock the cover.

Modifications

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

In the unlikely event that an AI goes crazy, a trained Roboticist or another technician should be able to sever the connection to the AI entirely by cutting the correct wire.

There are four lights in the cyborg with four corresponding wires, as well as a dud wire without a light:

  • LawSync: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.
    • Pulsing does nothing.
    • Cutting will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with its laws.
    • Mending this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI's laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.
  • AI Link: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI's orders.
    • Pulsing this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.
    • Cutting this wire will cause the Cyborg to no longer be enslaved under the AI and bound only by its laws. This also turns off LawSync, as the cyborg has no AI to sync to.
    • Mending this wire does nothing. You need to pulse it to reconnect it to an AI.
  • Camera: If this light is on, the cyborg's vision is linked to the AI's cameras.
    • Pulsing this wire will loudly focus the cyborg's cameras, displaying a message in the chat, kicking anyone watching from the cyborg's cameras out, and disable the camera link to the AI. It will not enable the cameras once disabled.
    • Cutting this wire will disable the cyborg's cameras.
    • Mending this wire will reconnect the cyborg's cameras to the AI if they are disabled.
  • Lockdown: If this light is on, the cyborg is unable to move. They are still able to remotely activate devices.
    • Pulsing this wire will toggle lockdown function on the cyborg, similar to using the Robotics Control Console.
    • Cutting this wire will lock the cyborg down, similar to pulsing.
    • Mending this wire will activate the cyborg's movement once again.

An emagged cyborg will have no LawSync or AI link and cannot be reset.

Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn't work.

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.png Medibot

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

Note that these don't synthesize their chemicals, except Saline-Glucose Solution, Charcoal, and Spaceacillin.

To make:

  1. Cyborg Right or Left Arm.
  2. Empty File:Firstaidkit.png Medkit.
    • Note: Differently coloured medkits will also change the resulting colour of your Medibot.
  3. (Optional) Name the bot with a Pen.png pen.
  4. Healthanalyzer.png health analyzer.
  5. Proximitysensor.png proximity sensor.
  6. Beaker.png beaker filled with the medicine of your choice.

They can also be Emagged to repeatedly inject anyone with harmful chemicals.

Cleanbot.png Cleanbot

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

Even better is that it uses Space Cleaner to mop, so no slipping on everything!

To make:

  1. Bucket.png bucket (Grab it from the Janitor or make with Autolathe)
  2. Proximitysensor.png proximity sensor.
  3. (Optional) Name the bot with a Pen.png pen.
  4. Cyborg Right or Left Arm.

An emagged cleanbot will spray slippery foam around it, while still responding to any mess in visual range, or continuing its patrol.

Floorbot.png 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.

They zoom around and repair busted floor tiles. Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.

To make:

  1. Empty File:Btoolbox.png toolbox
  2. Floor Tiles.png 10 floor tiles (click on a stack of metal while it's in your hand to open a menu for making these)
  3. Proximitysensor.png proximity sensor.
  4. (Optional) Name the bot with a Pen.png pen.
  5. Cyborg Right or Left Arm.

Emagged Floorbots will tear apart floor panels and plating, usually exposing the area to space. Great if don't need to worry about being in a vacuum.

I AM THE LAW Securitron

Basically, Officer Beepsky without the personality.

Note that 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.

To make:

  1. Screwdriver tool.png Use a Screwdriver on a Remote Signaling Device
  2. Combine with a Helmet.pngHelmet (Get these from Security)
  3. Welderon.gifWeld them together
  4. Add a Proximitysensor.pngProximity Sensor and a Robot Arm.
  5. Toss in a File:StunBaton.gifStun Baton

You usually won't need to build any of these, but they can be hilariously helpful for traitors who have invested in an Electromagnetic Card (E-mag), 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 hacked.

ED209.png ED-209

Beepsky's bigger brother.

Has all of the abilities of a standard Securitron, with the addition of a ranged attack.

To make:

  1. Use a Metal.png metal sheet on a Cyborg Endoskeleton to reinforce it.
  2. Add two Robot Legs and a Normalarmor.pngsecurity vest.
  3. Welderon.gifWeld everything together
  4. Add in a security Helmet.pngHelmet
  5. Attach a Proximitysensor.pngProximity Sensor to the assembly
  6. Insert wires
  7. Add a File:Taser.pngTaser and attach it with a Screwdriver tool.pngScrewdriver.
  8. Insert a Powercell.pngPower cell. Your own murder-robot is complete!

An emagged ED-209 fires deadly lasers AND attacks anyone on sight. Anyone emagging an ED-209 is advised to run like crazy.

Griefsky.png General Griefsky

A Securitron with 4 energy swords.

To make:

  1. Screwdriver tool.png Use a Screwdriver on a Remote Signaling Device
  2. Combine with a Helmet.pngHelmet (Get these from Security)
  3. Welderon.gifWeld them together
  4. Add a Proximitysensor.pngProximity Sensor and a Robot Arm.
  5. Use a Wrench.png wrench
  6. Add four Sword.gifEnergy Swords or Toy Energy Swords.

Extremely lethal.

Honkbot.png 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.

To make:

  1. Construct a Clownbox.png Clown Box (Get the Clown to stamp a piece of cardboard with the clown stamp).
  2. Add a robotic right arm.
  3. Add a HonkHorn.png Clown bikehorn.
  4. Add a Proximitysensor.png Proximity sensor.
  5. Add a Trombone (you'll probably need to order a Musical Instruments crate from Cargo).

Emagged Honkbots make random noises, will airhorn unsuspecting crew and lets out a very evil laugh.

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.

IPC Surgery

There are are also several procedures that can be performed on IPCs. IPCs don't feel pain and can't get infections, so don't worry about administering anaesthetics or washing your hands. If RnD has the tech for it, bug them for a Nanopaste.png Nanopaste, or if you have a Protolathe yourself, make one. Remember that IPC brains are in their chest, not their head.

Internal Cybernetic Manipulation

Mending, removal, and insertion of posibrains, microbatteries, optical sensors, and implants.

  1. Aim for the patient's correct Damage zone.png Damage Zone.
  2. Use the Screwdriver tool.png screwdriver to select the "Internal Cybernetic Manipulation" Surgery.
  3. Use a Screwdriver tool.png screwdriver to unlock the hatch on the limb;
  4. Use a Crowbar.png crowbar to open the hatch on the limb;
  5. [REMOVAL Option] Use a Multitool.png multitool to Remove the organ.
  6. [REMOVAL] Dispose of the organ. For Borgification simply place the File:Posibrain.png Posibrain in an empty cyborg exoskeleton, or give the posibrain to a Roboticist.
  7. [TRANSPLANTATION Option] Use the organ you intend to transplant on the patient.
  8. [HEALING Option] Repair the affected organ with Nanopaste.png Nanopaste.
  9. Use a Crowbar.png crowbar to close the hatch on the limb

Shadowling Dethrall (Synthethics)

Turning a thralled IPC back into a normal crewmember

  1. Aim for the upper body in the Damage zone.png Damage Zone.
  2. Use the Screwdriver tool.png screwdriver to select the "Cleanse Contaminants" Surgery.
  3. Use a Screwdriver tool.png screwdriver to unlock the hatch on the limb;
  4. Use a Crowbar.png crowbar to open the hatch on the upper body;
  5. Use a Flashlight.png flashlight or nearby handheld light-source to remove the shadowling tumor.
  6. Use a Crowbar.png crowbar to close the hatch on the upper body

Implant Removal (Synthethics)

Removing implants from the body. Also removal of things from body cavities.

  1. Aim for the implant location on the Damage zone.png Damage Zone.
  2. Use the Screwdriver tool.png screwdriver to select the "Implant Removal" Surgery.
  3. Use a Screwdriver tool.png screwdriver to unlock the hatch on the limb;
  4. Use a Crowbar.png crowbar to open the hatch on the limb;
  5. Use your Multitool.png Multi Tool to extract the implant. This may take several goes.
  6. Use a Crowbar.png crowbar to close the hatch on the limb

Robotic Limb Repair

Fixing mechanical arms, legs, hands and feet. Also performs facial reconstruction if aiming for head.

  1. Use the Screwdriver tool.png screwdriver to select the "Cybernetic Repair" Surgery.
  2. Use a Screwdriver tool.png screwdriver to unlock the hatch on the limb;
  3. Use a Crowbar.png crowbar to open the hatch on the limb;
  4. Use a Welder.png welding tool to repair Brute damage then CableCoils.png cable coil to repair burn damage;
  5. Use a Crowbar.png crowbar to close the hatch on the limb

Robotic Limb Amputation

"173. IPC interns are not to be punished for incompetence by having their "limb privileges" revoked." - Things Comms Officer Jenkins is Not Allowed To Do in CentCom

  1. Use the Screwdriver tool.png screwdriver to select the "Robotic Limb Amputation" Surgery.
  2. Use a Multitool.png multitool to remove the targeted limb.

IRCs

Robotics can make player-controlled assistants called Integrated Robotic Chassis or IRCs. IRCs are functionally the same as an IPC but with one key difference in that IRCs are bound to serve the one who imprinted onto their Robotic brain and is expected to follow whatever orders they are given.

IRC Construction

  1. First make the "Integrated Robotic Chassis" on the "Misc" screen in the Exosuit Fabricator. It will then make the torso of the IRC. Drag the torso over to the surgery table and lay it down there.
  2. Build the IPC Head, Microbattery, Charger, Optical Sensor, and Microphone as well as a cyborg right arm, left arm, right leg, and left leg.
  3. Once all of these pieces are done, attach the head and limbs to the torso by picking it up and then clicking on the torso with the corresponding body part targeted. (So if cyborg right arm, target the right arm on the Damage zone.png).
  4. Do IPC Internal Cybernetic Manipulation surgery on the upper body and install the IPC Microbattery and Robotic Brain there.
  5. Do IPC Internal Cybernetic Manipulation surgery on the head and install the IPC Optical Sensor and IPC Microphone there.
  6. Do IPC Internal Cybernetic Manipulation surgery on either arm and install the IPC Charger there.

Once all of these steps have been completed you will have a fully functional IRC assistant ready to go.

Exosuits

Construction of exosuits are restricted by ID, so they are typically the product of roboticists and the Research Director. 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.

Make sure you have the required materials to finish an exosuit before you begin construction. The amount of raw material required for each mech can be found in the following table, assuming an unupgraded exosuit fabricator. For each level of laser part (micro-laser -> high-power micro-laser -> ultra-high-power micro-laser -> quad-ultra micro-laser) multiply the total material amounts by (1 -> 0.85 -> 0.7 -> 0.55).

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 Construction

Ripley.png Ripley APLU

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

Generally, it can take down a Gygax because of the sheer power of the drill, but it does not make a good combat exosuit because it is slow and has no range. Best used against Spess carp invasions, blobs, Changelings, and for gaining clout with the miners. It's also immune to lava in Lavaland.

Instructions

  • Build all of the Ripley parts using the exosuit fabricator.
  • Build a Hydraulic Clamp and Drill
  • Build an Exosuit Tracking Beacon
  • Attach all of the parts to the Ripley chassis (Except the Clamp and Drill)
  • Wrench
  • Screwdriver
  • Cable Coil
  • Wirecutters
  • Ripley central control module (Ordered from the Quartermaster or made by R&D)
  • Screwdriver
  • Ripley Peripherals control module (Ordered from the Quartermaster or made by R&D)
  • Screwdriver
  • 5 pieces of metal
  • Wrench
  • Welding tool
  • 5 pieces of plasteel
  • Wrench
  • Welding tool

The Ripley should be complete, to access it use your ID card on it. The codes on the system mean that you have to have access to those places on your ID to use the exosuit. Click finish, then right-click to enter.

Firefighter.png Firefighter APLU

The Firefighter APLU (Autonomous Power Loading Unit) is a slow-moving, decently protected exosuit with extra fire resistance.

The unique part is the Firefighter chassis and firesuit, otherwise, it uses the same Ripley APLU parts and materials.

Instructions

  • Build all Firefighter parts using the exosuit fabricator.
  • Assemble all of the Ripley parts to the Firefighter chassis.
  • Add a firesuit
  • Wrench
  • Screwdriver
  • Cable Coil
  • Wirecutters
  • Ripley central control module (Ordered from the Quartermaster, made by R&D, or Robotics Circuit Fabricator)
  • Screwdriver
  • Ripley Peripherals control module (Ordered from the Quartermaster, made by R&D, or Robotics Circuit Fabricator)
  • Screwdriver
  • 5 pieces of plasteel
  • Wrench
  • Welding tool
  • 5 pieces of plasteel
  • 5 pieces of plasteel
  • Wrench
  • Welding tool

Mecha odysseus.png Odysseus

This mech can save multiple crewmembers while on the run.

Is the only medical mech available unlike the dozens of variations of the APLU and Combat series, maybe coders just consider BIG GUNZ better than syringes?

Instructions

  • Create all of the Odysseus parts using the exosuit fabricator.
  • Assemble all of the Odysseus parts to the chassis
  • Wrench
  • Screwdriver
  • Cable coil
  • Wirecutters
  • Odysseus mainboard
  • Screwdriver
  • Odysseus peripherals board
  • Screwdriver
  • 5 pieces of metal
  • Wrench
  • Welding tool
  • 5 pieces of plasteel
  • Wrench
  • Welding tool

Gygax.png Gygax

Rather fast security exosuit with good overall protection.

Very low battery life, so be sure to watch it. Requires diamond sheets to complete.

Leg Actuators Overload Function (Movement speed doubled and a small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3)
Melee capable (this mech can use its mecha arms to punch and smash)

Instructions

  • Create all of the Gygax parts using the exosuit fabricator.
  • Assemble all of the Gygax parts to the chassis (Except the Armor plates)
  • Wrench
  • Screwdriver
  • Cable Coil
  • Wirecutters
  • Gygax Main circuit board (Bug R&D to research it)
  • Screwdriver
  • Gygax Peripherals circuit board (Bug R&D to research it)
  • Screwdriver
  • Gygax Targeting circuit board (Bug R&D to research it)
  • Screwdriver
  • Add an Advanced Scanning Module (Bug R&D)
  • Screwdriver
  • Add an Advanced Capacitor (Bug R&D)
  • Screwdriver
  • Add some metal
  • Wrench
  • Welding tool
  • Add Gygax Armor Plates (Made in the exosuit fabricator)
  • Wrench
  • Welding tool

Durand.png Durand

A Durand is more powerful than Gygax, it has more health and better armoured, but slower.

Requires silver sheets to complete.

Defence Mode Function (Boosts Durand armour with the penalty of not being able to move or turn)
Melee capable (this mech can use its mecha arms to punch and smash)

Instructions

  • Create all of the Durand parts using the exosuit fabricator.
  • Assemble all of the Durand parts to the chassis (Except the Armor plates)
  • Wrench
  • Screwdriver
  • Cable Coil
  • Wirecutters
  • Durand Main circuit board (Bug R&D to research it)
  • Screwdriver
  • Durand Peripherals circuit board (Bug R&D to research it)
  • Screwdriver
  • Durand Targeting circuit board (Bug R&D to research it)
  • Screwdriver
  • Add a Phasic Scanning Module (Bug R&D)
  • Screwdriver
  • Add a Super Capacitor (Bug R&D)
  • Screwdriver
  • Add some metal
  • Wrench
  • Welding tool
  • Add Durand Armor Plates (Made in the exosuit fabricator)
  • Wrench
  • Welding tool

Phazon.png 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.

Requires an anomaly core to build which comes from a random event.

Phasing Function (Allows the Phazon to move through any solid object at high speed)
Change melee damage type (Allows the Phazon to either deal brute, fire or toxic damage)

Instructions

  • Create all of the Phazon parts using the exosuit fabricator.
  • Assemble all of the Phazon parts to the chassis (Except the Armor plates)
  • Wrench
  • Screwdriver
  • Cable Coil
  • Wirecutters
  • Phazon Main circuit board (Bug R&D to research it)
  • Screwdriver
  • Phazon Peripherals circuit board (Bug R&D to research it)
  • Screwdriver
  • Phazon Targeting circuit board (Bug R&D to research it)
  • Screwdriver
  • Add a Phasic Scanning Module (Bug R&D)
  • Screwdriver
  • Add a Super Capacitor (Bug R&D)
  • Screwdriver
  • Add 5 (Artificial) Bluespace Crystal (Bug R&D)
  • Cable Coil
  • Screwdriver
  • Add some plasteel
  • Wrench
  • Welding Tool
  • Add Phazon Armor Plates (Made in the exosuit fabricator)
  • Wrench
  • Welding Tool
  • Add an anomaly core.

HONK MECH.png HONK MECH

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

Requires bananium sheets to complete. The mech has a Clown Office ID lock by default.

Instructions

  • Create all of the H.O.N.K. mech parts in the Exosuit Fabricator.
  • Attach all of the H.O.N.K. mech parts to the H.O.N.K. mech chassis.
  • HONK at the mech with a bike horn.
  • Add the main circuit board.
  • HONK at the mech again.
  • Add the peripherals circuit board.
  • HONK at the mech again.
  • Add the targeting circuit board.
  • HONK at the mech again.
  • Add the clown's mask to the mech.
  • HONK at the mech again.
  • Add clown shoes to it.
  • HONK at the mech again.

Mime mech.png Reticence

...

Requires Tranquilite sheets to complete. The mech has a Mime Office ID lock by default. The Reticence moves silently.

Instructions

  • Create all of the Reticence parts in the Exosuit Fabricator.
  • Attach all of the Reticence parts to the Reticence chassis.
  • Add the main circuit board.
  • Add the peripherals circuit board.
  • Add the targeting circuit board.
  • Add the mime's beret to the mech.
  • Emote at the mech.
  • Add the mime's mask to the mech.
  • Emote at the mech again.
  • Add the mime's suspenders to it.
  • Emote at the mech again.

Exosuit Maintenance

Replacing Batteries

  • Make sure the ID upload panel is closed and ensure Maintenance Mode is not forbidden in the Exosuit's internal settings.
  • Hit the exosuit with your ID card or PDA with one inside and enable Maintenance Mode.
  • Wrench
  • Crowbar
  • Screwdriver
  • Replace cell.
  • Screwdriver
  • Crowbar
  • Wrench
  • ID

Note: The default capacity of a power cell in any of the civilian exosuits is a High-Capacity Power Cell+ (15,000)

Repair

  • Equip a WeldingHelmet.png welding helmet on your head.
    • Note: Be sure to remember this step or you could go blind!
  • Place a Welderon.gif welder in your hand, click on it while it's in your hand to light it, then click on the Exosuit repeatedly to repair it.

Removal of Jammed User

If the driver of an exosuit is unconscious in his exosuit; you can remove him/her by following a series of steps. This also works upon MMIs and Positronic Brains which you wish to remove.

  • Make sure maintenance protocols are enabled.
  • Wrench
  • Crowbar
  • Screwdriver
  • Crowbar

Critical Damage

When the mech takes approx. 50% damage, there is a chance for the mech to take 'Critical Damage.' This usually is the failure of a system within the mech itself. Each failure has a different way to repair it.

Calibration Failure - Causes your mech to move around, usually in a large circle, rather than move in the direction of your input. The mech can and will move diagonals while this is in effect. To repair, open 'View Stats', and at the top of the page is a button labelled something along the lines of 'Recalibrate.' Click it, and wait for the recalibration to complete, and your mech will move as normal.

Internal Fire - Causes your mech to take damage over time. This lasts for about 15-30 seconds and will go away on its own. It will cause the cabin air to heat up, burning the pilot. The internal air tank may also rupture from heat.

Life Support Failure - Renders your internal life support useless. This won't matter much in a pressurized environment, but if you're fighting a fire in a Firefighting Ripley, you're going to die. To fix this, enable your maintenance protocols, and perform the same steps to replace a battery. This will fix the error.

Air Tank Rupture - Your mech will no longer pump air into the cabin of your mech. This does not matter if you are not running on internal air. To fix this, simply repair the mech with a welder.

Exosuit Equipment

Various tools and weapons can be attached to Exosuits, providing them with the 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 an Exosuit. Exosuits have limited equipment space depending on their type.

Exosuit Equipment comes in several categories:

  • General: Can be attached to any exosuit.
  • Medical: Can only be attached to the Odysseus.
  • Industrial: Can only be attached to APLUs.
  • Combat: Can only be attached to Durand, Gygax, Marauder, Phazon, and other combat mechs.
  • Special: Special equipment reserved for the H.O.N.K or Reticence mechs.

General Equipment

Energy Relay - Plasma Generator - ExoNuclear Reactor - Repair Droid - Reactive Armor (Melee) - Reactive Armor (Ranged) - Teleporter - Wormhole Generator - Gravitational Catapult

Tesla Energy Relay
Category: General Power Consumption: N/A Tesla.png
Tech Requirements:
  • Electromagnetic Spectrum Research: 4
  • Power Manipulation Technology: 5
  • Engineering Research: 4
Construction Costs:
  • Metal: 10000
  • Gold: 2000
  • Silver: 3000
  • Glass: 2000
Wirelessly drains energy from any available power channel in the area. The performance index is quite low.
Function:
  • Generates 20W of power to recharge the battery.
  • Drains from the nearest APC.
Notes:
  • This will usually not be enough to stop power loss when moving around, but will greatly slow it. And the exosuit will usually recharge when standing still.
  • Still drains power from an APC even when the cell is fully charged.


Plasma Generator
Category: General Power Consumption: N/A Tesla.png
Tech Requirements:
  • None
Construction Costs:
  • Metal: 10000
  • Silver: 2000
  • Plasma: 5000
  • Glass: 1000
An exosuit module that generates power using solid plasma as fuel. Pollutes the environment.
Function:
  • Burns Plasma Sheets to produce power.
    • To pick up a plasma, activate the generator as the active module, then click a plasma sheet on the ground.
  • Consumes 100 cm^3 of plasma per second to charge up the power cell
    • Consumes 10 cm^3 of plasma per second instead, when the power cell is full. It does not auto deactivate.
    • Each plasma sheet contains 2000cm^3 of plasma, and so will run the generator for 20 seconds per sheet.
  • While running, produces 30W of power per second.
Notes:
  • This generator consumes plasma rapidly.


ExoNuclear Reactor
Category: General Power Consumption: N/A Tesla.png
Tech Requirements:
  • Power Manipulation Technology: 5
  • Engineering Research: 4
  • Materials Research: 3
Construction Costs:
  • Metal: 10000
  • Silver: 500
  • Glass: 1000
A high-pollution reactor that uses uranium as a fuel source to recharge the power cell. Pretty efficient, but irradiates everyone in and near the exosuit, making it dangerous to use.
Function:
  • Burns Uranium Sheets inserted into it to produce power.
    • To pick up a uranium sheet, activate the generator as the active module, then click a uranium sheet on the ground.
  • Consumes 30 cm^3 of Uranium per second to charge up the power cell.
    • Consumes 10 cm^3 of Uranium per second instead, when the power cell is full. It does not auto deactivate.
    • Each Uranium sheet contains 2000cm^3 of Uranium, and so will run the generator for 66 seconds per sheet.
  • While running, produces 50W of power per second.
  • Irradiates everyone nearby while running, 0.3 radiation per second.
    • This affects people inside the exosuit too, making it extremely dangerous to use.
Notes:
  • Wear radiation-proof gear when piloting an exosuit with this module.
  • It can be useful as a weapon to irradiate people around you that you don't like.


Repair Droid
Category: General Power Consumption: 50 Repair droid.png
Tech Requirements:
  • Electromagnetic Spectrum Research: 3
  • Data Theory Research: 3
  • Engineering Research: 5
Construction Costs:
  • Metal: 10000
  • Silver: 2000
  • Gold: 1000
  • Glass: 5000
Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.
Function:
  • Automatically fixes damage to the exosuit, both internal and external.
  • Remember to turn it on after taking damage.
Notes:
  • The repair droid is visible, being added to the sprite of the mech.
  • Uses quite a bit of power when turned on.
  • Remember to retreat when damaged to give it time to work.
  • It turns off automatically once all damage has been fixed.


Reactive Armor Booster Module (Close Combat Weaponry)
Category: General Power Consumption: 50 Mecha aboost ccw.png
Tech Requirements:
  • Materials Research: 5
  • Combat Systems Research: 4
Construction Costs:
  • Metal: 20000
  • Silver: 5000
Boosts exosuit armor against armed melee attacks. Requires energy to operate.
Function:
  • Does not need to be toggled on or off to work. Just install it and it will work, if you have enough power.
Notes:
  • Reduces taken damage by roughly 20%.


Reactive Armor Booster Module (Ranged Weaponry)
Category: General Power Consumption: 50 Mecha aboost rng.png
Tech Requirements:
  • Materials Research: 5
  • Combat Systems Research: 5
  • Engineering Research: 3
Construction Costs:
  • Metal: 20000
  • Silver: 5000
Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate.
Function:
  • Does not need to be toggled on or off to work. Just install it and it will work, if you have enough power.
Notes:
  • Reduces taken damage by roughly 20%.


Teleporter
Category: General Power Consumption: 8000 Mecha teleport.png
Tech Requirements:
  • Bluespace Research: 8
  • Electromagnetic Spectrum Research: 5
Construction Costs:
  • Metal: 10000
  • Diamond: 10000
An exosuit-mounted teleportation device.
Function:
  • Simply click where you want to go to teleport.
  • Has a large cooldown.
Notes:
  • Requires very high research level in Bluespace Research.
  • Uses a LOT of energy. A standard-issue powercell has only enough power for one teleport.
  • Teleport is fairly imprecise, expect to land a few tiles away from your intended target.


Wormhole Generator
Category: General Power Consumption: 300 File:Mecha wormhole.png
Tech Requirements:
  • Bluespace Research: 4
  • Electromagnetic Spectrum Research: 4
  • Plasma Research: 3
Construction Costs:
  • Metal: 10000
A device that creates quasi-stable wormholes.
Function:
  • Simply click where you want the wormholes to go.
    • You don't control their destination, though.
Notes:
  • Work very similar to the wormholes spawned as an event.
  • Can potentially get you into dangerous situations, or out of them.


Gravitational Catapult
Category: General Power Consumption: 100 Mecha teleport.png
Tech Requirements:
  • Bluespace Research: 4
  • Engineering Research: 4
  • Electromagnetic Spectrum Research: 3
Construction Costs:
  • Metal: 10000
An exosuit mounted Gravitational Catapult.
Function:
  • Has two modes, sling and push.
    • In sling mode, lets you lock onto an object and then throw said object around.
    • In push mode, pushes everything away from a target location.
Notes:
  • Though not technically a weapon, this can still cause quite a lot of chaos and havoc.


Industrial Equipment

Extinguisher - Cable Layer - Hydraulic clamp - Drill - Diamond drill - Mining Scanner - RCD

Extinguisher
Category: Industrial Power Consumption: 0 Mecha exting.png
Tech Requirements:
  • None
Construction Costs:
  • Metal: 10000
Exosuit-mounted fire extinguisher, an effective anti-slime weapon. Fires in rapid, controlled bursts. Can be refilled by clicking on a Water Tank.
Function:
  • Sprays 3 tiles in an arc in front of the exosuit.
    • Sprays 5u of water onto each of those tiles.
    • Then, twice, sprays an additional 5u onto one of those tiles at random.
      • This can pick the same tile both times.
  • Consumes 25u of water every use.
    • Has a cooldown of 0.5 seconds between sprays.
  • Holds 1000u of water.
  • When used on a water tank:
    • Transfers 200u of water from the water tank, to refill the Exosuit's extinguisher
Notes:
  • This sprays a lot less than a normal fire extinguisher per usage, about half. But it can fire 6x as fast. use it repeatedly to deal with larger fires
  • This equipment uses no power.
  • Starts full, allowing you oddly to turn metal into water.


Cable Layer
Category: Industrial Power Consumption: 0 Mecha wire.png
Tech Requirements:
  • None
Construction Costs:
  • Metal: 10000
A cable layer, can be used to lay down cables.
Function:
  • Needs to be filled with cables first by picking it as the active equipment and clicking on cables on the floor.
Notes:
  • Can eject cable again by clicking on 'cut'.


Hydraulic clamp
Category: Industrial Power Consumption: 10 Mecha clamp.png
Tech Requirements:
  • None
Construction Costs:
  • Metal: 10000
Gives it an ability to load objects into cargo compartment, or lets you crush people with it.
Function:
  • Can pick up certain objects
    • Can store crates into it's cargo hold
    • Cannot pick up living organisms
  • Has a cooldown of 1.5 seconds between actions
  • Can be used to push people out of the way
    • Alternativly, can be used to crush people, causing 20 brute damage
Notes:
  • ----



Drill
Category: Industrial Power Consumption: 10 Mecha drill.png
Tech Requirements:
  • None
Construction Costs:
  • Metal: 10000
The drill can destroy most objects (except for reinforced walls) in a few seconds. Using the drill on someone will gib them in a few seconds. So don't do that unless you're a traitor. When used for mining, targeted and two adjacent mineral deposits will be drilled. If Ripley exosuit is equipped with Hydraulic Clamp and has an Ore Box in cargo, all mined ore will be moved to Ore Box.
Function:
  • Can be attached to the Ripley and combat mechs
  • Can drill various items
    • Drilling a sand floor on the asteroid produces a heap of sand
    • Naturally designed for drilling rock walls. Drops resources in piles
      • Can also drill right trough anomalies, destroying them
    • Can drill through walls, making it an antag favourite
    • Can drill trough floors, creating breaches
      • Can not drill trough reinforced walls
    • Can attack people for 15 brute damage
  • Has a cooldown of 3 seconds between actions
Notes:
  • ----



Diamond drill
Category: Industrial Power Consumption: 10 Mecha diamond drill.png
Tech Requirements:
  • Materiels research: 5
  • Engineering Research: 4
Construction Costs:
  • Metal: 10000
  • Diamond: 6500
A diamond version of the exosuit drill. It's harder, better, faster, stronger.
Function:
  • It is almost identical to the normal drill, but drills faster.
  • Can drill trough reinforced walls.
  • Has a cooldown of 2 seconds.
Notes:
  • ----


Mining Scanner
Category: Industrial Power Consumption: 0 Mecha analyzer.png
Tech Requirements:
  • None
Construction Costs:
  • Metal: 5000
  • Glass: 2500
Equipment for engineering and combat exosuits. It will automatically check surrounding rock for useful minerals.
Function:
  • A combination of optical meson scanners and mining scanners.
  • Allows you to see structures through walls, though it doesn't show people and the like.
  • Automatically scans for minerals periodically.
Notes:
  • ----



Rapid Construction Device
Category: Industrial Power Consumption: 250 Mecha rcd.png
Tech Requirements:
  • Materials Research: 5
  • Bluespace Research: 3
  • Electromagnetic Spectrum Research: 4
  • Power Manipulation Research: 4
  • Engineering Research: 5
Construction Costs:
  • Metal: 30000
  • Plasma: 25000
  • Silver: 20000
  • Gold: 20000
An exosuit-mounted Rapid Construction Device.
Function:
  • Can build walls, floors and airlocks
    • Can also remove walls, floors and airlocks
    • Each usage consumes power
    • Created airlocks are standard all-access airlocks
Notes:
  • It can fire endlessly as long as the suit's power cell lasts.


Medical Equipment

Mounted Sleeper - Syringe Gun - Rescue Jaws

Mounted Sleeper
Category: Medical Power Consumption: 20 Sleeper 0.png
Tech Requirements:
  • Biological Technology: 3
  • Plasma Research: 2
  • Engineering Research: 3
Construction Costs:
  • Metal: 5000
  • Glass: 10000
An internal sleeper bed equipped with a life support system, designed to collect patients from dangerous situations and carry them to safety back at medical. This causes the Odysseus to often be nicknamed 'Ambulance'.
Function:
  • Used to scoop up patients, while facing them.
  • Patients inside the sleeper are kept on life support, providing a minor buffer against Suffocation damage.
  • Can also to be used to inject 10u increments of chemicals known to the Odyyseus. By default, Epinephrine. Use the Scanner mode on the Mounted Syringe Gun to learn more.
  • Deactivates if the power runs out.
Notes:
  • Only uses power while a patient is inside
  • Each Mounted Sleeper holds a single patient.
  • The Sleeper is not space-proof, so you will need to inject your patient with chemicals if going EVA.


Syringe Gun
Category: Medical Power Consumption: 10 Syringegun.png
Tech Requirements:
  • Electromagnetic Spectrum Research: 4
  • Biological Technology: 4
  • Combat Systems Research: 3
  • Materials Research: 4
Construction Costs:
  • Metal: 3000
  • Glass: 2000
A Syringe gun with integrated Synthesizer that can produce chemicals once a sample has been analyzed
Function:
  • Click on syringes to load them into the gun, can hold up to 10.
  • Set to analyze, then simply click on a container with chemicals to analyze them and save them to the internal database.
  • Click reagent list to see a list of saved reagents and pick which ones to synthesize for the syringes. Remember to clear the internal storage when you want to switch to a new, better reagent.
  • Set to launch the syringes to quickly inject patients with life-saving (or deadly) chemicals.
    • Each syringe injects 15u of reagents.
Notes:
  • Up to 5 different reagents can be added to a syringe at once.
  • Even hard or normally impossible to produce reagents can be quickly produced once a sample has been scanned.
    • Convince the CMO to let you scan his hypospray for easy Omnizine production.
    • If you're a traitor, use it to create large amounts of poisons you ordered from your uplink.


Rescue Jaw
Category: Medical Power Consumption: 10 Mecha clamp.png
Tech Requirements:
  • Electromagnetic Spectrum Research: 6
  • Engineering Research: 6
  • Materials Research: 4
Construction Costs:
  • Metal: 5000
  • Silver: 2000
  • Titanium: 1500
A mech-mounted powertool designed to let first responders reach their patients.
Function:
  • Click on a door or firelock to open it.
    • Unpowered doors or firelocks open immediately.
    • Powered doors will be forced on a short timer, producing a sound
    • Bolted doors can't be opened.
  • Clicking a mob with the jaw active will gently push them out of the way unless you're in harm intent.
Notes:
  • A decent way to break into places if you have to, though not the most subtle.


Combat Equipment

ZFI Immolation Beam Gun - CH-PS "Firedart" Laser - CH-LC "Solaris" laser cannon - mkIV Ion Heavy Cannon - P-X Tesla Cannon - CH-PD Disabler - PBT "Pacifier" Mounted Taser - LBX AC 10 "Scattershot" - Ultra AC 2 - FNX-99 "Hades" Carbine - SRM-8 Light Missile Rack - SGL-6 Flashbang Launcher

ZFI Immolation Beam Gun
Category: Combat Power Consumption: 80 Mecha laser.png
Tech Requirements:
  • Combat Systems Research: 6
  • Electromagnetic Spectrum Research: 6
  • Materials Research: 4
  • Engineering Research: 4
Construction Costs:
  • Metal: 4000
  • Glass: 1000
  • Silver: 3000
  • Plasma: 2000
A weapon for combat exosuits. Fires beams of extreme heat that set targets on fire.
Function:
  • Sets targets on fire.
  • Consumes the listed power cost with each shot.
Notes:
  • It can fire endlessly as long as the suit's power cell lasts.


CH-PS "Firedart" Laser
Category: Combat Power Consumption: 30 Mecha laser.png
Tech Requirements:
  • Combat Systems Research: 3
  • Electromagnetic Spectrum Research: 3
  • Engineering Research: 3
Construction Costs:
  • Metal: 10000
A standard-issue laser for use on Exosuits.
Function:
  • Fires a laser which deals 20 burn damage
    • Has a cooldown of 0.8 seconds per shot.
    • Consumes the listed power cost with each shot
Notes:
  • It can fire endlessly as long as the suit's power cell lasts.
  • Is identical in damage to a handheld laser.


CH-LC "Solaris" laser cannon
Category: Combat Power Consumption: 60 Mecha laser.png
Tech Requirements:
  • Combat Systems Research: 4
  • Electromagnetic Spectrum Research: 4
  • Engineering Research: 4
Construction Costs:
  • Metal: 10000
An experimental Exosuit-mounted laser cannon. A heavy laser that deals more damage but has a longer cooldown and uses more energy per shot.
Function:
  • Fires a laser which deals 40 burn damage
    • Has a cooldown of 1 second per shot
    • Consumes the listed power cost with each shot
Notes:
  • It can fire endlessly as long as the suit's power cell lasts.
  • Less efficient than the immolator in damage/power ratio, but interestingly has higher DPS.


mkIV Ion Heavy Cannon
Category: Combat Power Consumption: 120 Mecha ion.png
Tech Requirements:
  • Combat Systems Research: 6
  • Electromagnetic Spectrum Research: 5
  • Materials Research: 5
Construction Costs:
  • Metal: 20000
  • Silver: 6000
  • Uranium: 2000
An exosuit-mounted ion weapon which functions similarly to an infantry Ion Rifle. Exceptionally effective against synthetics, machines, and other exosuits.
Function:
  • Fires an Ion Bolt, creating a single-tile EM Pulse on impact
    • Instantly kills IPCs
    • Damages and stuns Cyborgs
    • Cripples all mechanical organs, resulting in rapid death for vox and people with artificial hearts
    • Cripples prosthetic limbs
    • Disables radios, energy weapons, stun batons, HUDs, etc
    • Opens secure lockers and crates
    • Shuts down cameras, computers, APCs, alarms and almost any kind of machine
  • Has a 4-second cooldown between shots
    • Consumes the listed power cost with each shot
Notes:
  • It can fire endlessly as long as the suit's power cell lasts.


P-X Tesla Cannon
Category: Combat Power Consumption: 500 Mecha laser.png
Tech Requirements:
  • Combat Systems Research: 6
  • Electromagnetic Spectrum Research: 5
  • Materials Research: 5
Construction Costs:
  • Metal: 10000
  • Glass: 10000
  • Silver: 10000
A weapon for combat exosuits. Fires bolts of electricity similar to the experimental tesla engine
Function:
  • Fires deadly balls of electricity. Once they hit a target, they will arc from that target to other nearby objects and people.
    • Beware of friendly fire.
Notes:
  • Needs a lot of power and has a relatively high cooldown. Make each shot count.


CH-PD Disabler
Category: Combat Power Consumption: 30 Mecha laser.png
Tech Requirements:
  • Combat Systems Research: 3
  • Electromagnetic Spectrum Research: 3
Construction Costs:
  • Metal: 10000
An exosuit-mounted disabler, allowing you to non-lethally subdue criminals from the safety and comfort of your exosuit.
Function:
  • Fires two disabler shots each time it is used.
  • Each shot does 36 stamina damage.
Notes:
  • It can fire endlessly as long as the suit's power cell lasts.


PBT "Pacifier" Mounted Taser
Category: Combat Power Consumption: 20 Mecha taser.png
Tech Requirements:
  • Combat Systems Research: 3
Construction Costs:
  • Metal: 10000
An exosuit-mounted taser, allowing you to non-lethally subdue criminals from the safety and comfort of your exosuit.
Function:
  • Functions like a handheld taser.
  • Has a cooldown of 0.8 seconds.
Notes:
  • It can fire endlessly as long as the suit's power cell lasts.


LBX AC 10 "Scattershot"
Category: Combat Power Consumption: 100 Mecha scatter.png
Tech Requirements:
  • Combat Systems Research: 4
Construction Costs:
  • Metal: 10000
A ballistic weapon firing four bullets in a spread.
Function:
  • Fires in a spread before you.
  • Uses some energy for each shot, doesn't need reloading.
    • Can thus fire as long as the suit's powercell lasts.
Notes:
  • Has the usual properties of ballistic weapons.
  • Beware of friendly fire.


Ultra AC 2
Category: Combat Power Consumption: 60 Mecha uac2.png
Tech Requirements:
  • Combat Systems Research: 4
Construction Costs:
  • Metal: 10000
An exosuit-mounted LMG.
Function:
  • Fires bursts of 3 bullets.
  • Uses some energy for each burst, doesn't need reloading.
    • Can thus fire as long as the suit's powercell lasts.
Notes:
  • Has the usual properties of ballistic weapons.


FNX-99 "Hades" Carbine
Category: Combat Power Consumption: 15 Mecha carbine.png
Tech Requirements:
  • Combat Systems Research: 5
  • Materials Research: 4
Construction Costs:
  • Metal: 10000
An exosuit-mounted carbine firing incendiary bullets.
Function:
  • Fires the same projectiles as dragonsbreath rounds for shotguns
  • Sets targets on fire and leaves behind a trail of fire
Notes:
  • Does very little brute damage


SRM-8 Light Missile Rack
Category: Combat Power Consumption: 1000 Mecha missile.png
Tech Requirements:
  • Combat Systems Research: 6
  • Materials Research: 5
  • Engineering Research: 5
Construction Costs:
  • Metal: 22000
  • Gold: 6000
  • Silver: 8000
An exosuit-mounted missile launcher.
Function:
  • Fires missiles, which explode at the target or when they hit something.
  • Explosions are rather small, with limited damage to the station.
  • Holds 8 missiles before needing to rearm.
    • To rearm, simply click the rearm button next to the weapon in the exosuit status window.
Notes:
  • Needs 1000 power per missile to be replaced when rearming.


SGL-6 Flashbang Launcher
Category: Combat Power Consumption: 0 Mecha sgl.png
Tech Requirements:
  • Combat Systems Research: 4
  • Materials Research: 5
  • Engineering Research: 4
Construction Costs:
  • Metal: 22000
  • Gold: 6000
  • Silver: 8000
An exosuit-mounted flashbang launcher.
Function:
  • Fires flashbangs, which detonate after a short delay
  • You are immune to flashbangs inside a mech
  • Holds 6 flashbangs before needing to rearm.
    • To rearm, simply click the rearm button next to the weapon in the exosuit status window.
Notes:
  • Needs 800 power per flashbang to be replaced when rearming.


Special Equipment

Banana Mortar - Mousetrap Mortar - HoNkER BlAsT 5000 - Mime Rapid Construction Device - S.H.H. "Quietus" Carbine

Banana Mortar
Category: Special Power Consumption: 0 Mecha bananam.png
Tech Requirements:
  • None
Construction Costs:
  • Metal: 20000
  • Bananium: 5000
An exosuit-mounted banana peel mortar
Function:
  • Shoots banana peels, not whole bananas as the name might suggest.
  • Peels are very slippery.
  • Can only be mounted on HONK mechs
    • To rearm, simply click the rearm button next to the weapon in the exosuit status window.
Notes:
  • Needs 100 power per banana to be replaced when rearming.


Mousetrap Mortar
Category: Special Power Consumption: 0 Mecha mousetrapm.png
Tech Requirements:
  • None
Construction Costs:
  • Metal: 20000
  • Bananium: 5000
An exosuit-mounted mousetrap mortar
Function:
  • Shoots armed mousetraps.
  • Mousetraps are mostly harmless to people. (but deadly to mice)
    • Will have slight effect if people step on them without shoes.
  • Probably the least annoying (and most useless) HONK equipment.
  • Could serve as an infinite source of mousetraps for manual placing or trap making.
  • Can only be mounted on a HONK mech.
    • To rearm, simply click the rearm button next to the weapon in the exosuit status window.
Notes:
  • Needs 100 power per mousetrap to be replaced when rearming.


HoNkER BlAsT 5000
Category: Special Power Consumption: 200 Mecha honker.png
Tech Requirements:
  • None
Construction Costs:
  • Metal: 20000
  • Bananium: 10000
An incredibly loud, mech-mounted noisemaking machine
Function:
  • Creates a very loud honk sound.
  • Stuns, deafens and weakens anyone nearby.
    • Unequips affected people's shoes and makes them move away from your mech.
      • Combo with mousetrap mortar.
    • Only hearing protection or the dreaded Mime Mech can protect from this.
  • Careless use of this weapon has a good chance of getting your mech destroyed by security.
  • Can only be mounted on a HONK mech.
Notes:
  • ----



Mime Rapid Construction Device
Category: Special Power Consumption: 250 Mecha rcd.png
Tech Requirements:
  • None
Construction Costs:
  • Metal: 30000
  • Tranquillite: 10000
An exosuit-mounted Rapid Construction Device for mimes.
Function:
  • Creates invisible walls
  • Has a small range
  • Can keep creating walls while the exosuit's powercell lasts.
  • Can only be installed in a Reticence mech.
Notes:
  • ----



S.H.H. "Quietus" Carbine
Category: Special Power Consumption: 0 Mecha mimecarb.png
Tech Requirements:
  • None
Construction Costs:
  • Metal: 20000
  • Tranquillite: 10000
An exosuit-mounted silenced carbine shooting nonlethal bullets.
Function:
  • Shoots invisible bullets, identical to fingergun bullets.
    • Bullets do not deal damage but stun, weaken and silence.
    • Bullets drain charge from any HONK mech hit and disable honk blasters.
  • Is silenced.
  • Can only be installed in a Reticence mech.
  • To rearm, simply click the rearm button next to the weapon in the exosuit status window.
Notes:
  • Needs 15 power per bullet to be replaced when rearming.