Difference between revisions of "Guide to Robotics"

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(MASSIVE EDIT AND OVERHAUL. Taken straight out of the Auroa Station Wiki, this page hasn't had a serious update since 2016.)
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For the aspiring [[Roboticist]], this guide will explain the creation and maintenance of [[Cyborg]], Bots, and Mechs.  
For the aspiring [[Roboticist]], this guide will explain the creation and maintenance of [[Cyborg]], Bots, and Exosuits.  


==Cyborgs==
=Robotics Equipment=
'''See also [[Cyborgification Contracts]].'''
 
These contracts are important - without a signed, stamped contract, making a man into a machine is technically murder - no matter how much he wants it!
==Machines==
 
===Exosuit Fabricator===
[[File:Exofab.png|100px|left]]
The Exosuit Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could possibly 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.
 
 
 
In addition, the machine itself will also be upgraded by simply researching two specific techs. These benefits have no cap, and will continue to have a benefit at any increased research level (The levels themselves are capped by the availability of high tech items to research)
*Materials research will increase material efficiency, reducing the quantity of materials you require to build things.
*Data Theory research will increase speed efficiency, reducing the time required to build various parts
 
It can be upgraded
*Upgrading the Laser will increase material efficiency, reducing the quantity 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
 
=Cyborgs=
'''See also [[Guide_to_Paperwork#Robotics:_Cyborgification|Cyborgification Contracts]].'''
These contracts are important - without a signed contract making a man into a machine is technically murder - no matter how much he wants 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 in the event that more than one exists.
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 in the event that more than one exists.


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===Making a Cyborg===
===Making a Cyborg===
<div class="mw-collapsible-content">
# Fill the [[File:Exofab.png]] Exosuit Fabricator with as much [[File:Metal.png]] metal as it will hold.
# Fill the [[File:Exofab.png]] Exosuit Fabricator with as much [[File:Metal.png]] metal as it will hold.
# Click on the Exosuit Fabricator to open its menu. Select '''Add all parts to queue''' beside the '''Cyborg''' option, and then click '''Process Queue''' in the right sidebar.
# 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, Head, Camera and Law Computer, then click on '''Process Queue''' in the right side.
# Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish.  Press Try Again once you have loaded in more metal.
# Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish.
# When putting the parts together, use the [[File:Cyborg endoskeleton.png]] Cyborg Endoskeleton as a base.
# When putting the parts together, use the [[File:Robot_endoskeleton.png]] Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton.  
#* The Cyborg Head will need 2x [[File:Flash.png]] Synthetic Flash or Flash inside it before you mount it. Don't waste the green Flashes on this.
#* Add 2x [[File:sflash.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 [[File:CableCoils.png]] wires and 1x [[File:Powercell.png]] power cell.  Now it can be mounted to the exoskeleton.
#* The Cyborg Torso will need 1x [[File:CableCoils.png]] wires and 1x [[File:Powercell.png]] power cell.
#* The arms and legs can be mounted easily by simply picking them up and placing them on the Cyborg Endoskeleton.
#* The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.
# The last step is installing either an [[File:MMI.png]]MMI or a [[File:Posibrain.png]]posibrain.
</div></div>


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===Extract a brain for the Cyborg===
===Extract a brain for the Cyborg===
'''Note:''' Check with the Chief Medical Officer before agreeing to perform a brain extraction on a living human. Medbay has anesthetics, which are optimal when someone is cutting into your skull with a circular saw.  Additionally, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.
'''Note:''' Check with the Chief Medical Officer before agreeing to perform a brain extraction on a living human. Medbay has anesthetics, which are optimal when someone is cutting into your skull with a circular saw.  Additionally, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.
# [[File:Grab.png]] Grab the human.
<div class="mw-collapsible-content">
# Click on the [[File:OpTable.gif]] operating table with your grabbed human, causing them to lie down on it.
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].
# Click+drag their body on to yours, which will open their inventory window.
# Aim for the organ's location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)
# Remove any head, eyes, or mask gear they are wearing by clicking on the item's link.
# Use a [[File:Scalpel.png]] '''scalpel''' to cut back the flesh.
# Click on the [[File:Damage_zone.png]] Damage Zone in the top-right corner of your your HUD to indicate that you want to target the '''head'''.
# Use the [[File:Hemostat.png]] '''hemostat''' to stop any potential bleeding.
# Use the [[File:Scalpel.png]] '''scalpel''' to select the "Organ Manipulation" Surgery.
# Use your [[File:Retractor.png]] '''retractors''' to lift up the skin.
# Use the [[File:Scalpel.png]] '''scalpel''' again to begin the incision
# Use the [[File:Saw.png]] '''saw''' to cut through the bones.
# Use the [[File:Hemostat.png]] '''hemostat''' to stop any potential bleeding. ''
# Use the [[File:Retractor.png]] '''retractor''' to separate the bones.
# Use the [[File:Retractor.png]] '''retractors''' to lift up the skin.
# Use the [[File:Scalpel.png]] '''scalpel'''. This will open up a window asking you which organ you'd like to cut loose. Select the Brain.
# Use the [[File:Saw.png]] '''saw''' to open the the skull.
# Use the [[File:Hemostat.png]] '''hemostat'''. This will open up a window asking you which loose organ you'd like to remove. Select the Brain again.
# Use the [[File:Retractor.png]] '''retractor''' to pull their skull open.
#  Place the brain in an [[File:MMI empty.png]] MMI.
# Use the [[File:Hemostat.png]] '''hemostat''' to remove the [[File:Brain.png]] '''brain'''.
# (Optional) Before you give the Cyborg a new brain, you can name it anything you or your client wants. Grab a [[File:Pen.png]] pen and use the pen on the Cyborg to rename it. Once you place the brain in the Cyborg, this step will not be completable.
# Pop the [[File:Brain.png]] '''brain''' into the MMI.
# Carry the [[File:MMI.png]] MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.
And now you have a filled MMI, ready to put into your cyborg.


====So You Decapitated Your Patient====
You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.
Or you were handed a head that was missing a body. Awesome, now you only have to do half the steps from above. Use the '''scalpel''' on the head to cut back the skin, then use the '''retractor''' to crack it open like an egg! Last you use the '''hemostat''' to pick the brain out and stick it in an MMI.
</div></div>
====So You Decapitated Your Patient (or someone else did it for you)====
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 [[File:Scalpel.png]] '''scalpel''', then a [[File:Retractor.png]] '''retractor''', then a [[File:Hemostat.png]] '''hemostat'''.


== Cyborg Maintenance ==
== 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.
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.


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=== Repair ===
=== Repair ===
When Cyborgs get dented, they'll come to you for repairs. Luckily, most repairs are simple:
 
# [[File:WeldingHelmet.png]] [[File:Welding_Goggles.png]] Make sure you have welding protection.  
When Cyborgs get dented, they'll come to you for repairs. Luckily, most repairs are simple
<div class="mw-collapsible-content">
# Equip a [[File:WeldingHelmet.png]] welding helmet on your head.  
#* ''Note: Be sure to remember this step or you could go blind!''
#* ''Note: Be sure to remember this step or you could go blind!''
# [[File:Welder.png]] Place a welder in your hand, click on it (or use the use key hotkey, 'Z') while it's in your active hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.
# Place a [[File: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:
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:
# [[File:Id regular.png]] Swipe an ID with Robotics access to unlock the panel.
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.
# [[File:Crowbar.png]] Crowbar open the panel.
# [[File:Crowbar.png]] Crowbar open the panel.
# [[File:Powercell.png]] Remove the cyborg's power cell by clicking on it with an empty hand.
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.
# [[File:CableCoils.png]] Use a cable coil to replace damaged wires.
# [[File:CableCoils.png]] Use a cable coil to replace damaged wires.
# [[File:Screwdriver tool.png]] Screwdriver the the wires back in.
# [[File:Screwdriver tool.png]] Screwdriver the cyborg to unexpose the wires.
# [[File:Crowbar.png]] Crowbar the panel shut.
# [[File:Crowbar.png]] Crowbar the panel shut.
# [[File:Id regular.png]] Swipe an ID with Robotics access to relock the cover.
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.
</div></div>


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=== Cyborg Component Repair ===
=== Cyborg Component Repair ===
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.
# [[File:Id regular.png]] Swipe an ID with Robotics access to unlock the panel.
<div class="mw-collapsible-content">
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.
# [[File:Crowbar.png]] Crowbar open the panel.
# [[File:Crowbar.png]] Crowbar open the panel.
# [[File:Powercell.png]] Use an empty hand on the Cyborg to remove the power cell.
# [[File:Powercell.png]] Remove the cyborg's power cell by clicking on it with an empty hand.
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.
# [[File:Crowbar.png]] Crowbar out the desired component.
# [[File:Crowbar.png]] Crowbar out the desired component.
# [[File:Exofab.png]] Fabricate the replacement part(s) in the fabricator, listed under '''Robot Repairs'''
# Use the replacement part(s) on the Cyborg.
# [[File:Powercell.png]] Re-insert the power cell.
# [[File:Crowbar.png]] Crowbar shut the panel.
# [[File:Id regular.png]] Swipe an ID with Robotics access to lock the panel.
   
   
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.
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.
# [[File:Id regular.png]] Swipe an ID with Robotics access to unlock the panel.
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.
# [[File:Crowbar.png]] Crowbar open the panel.
# [[File:Crowbar.png]] Crowbar open the panel.
# [[File:Powercell.png]] Use an empty hand on the Cyborg to remove the power cell.
# [[File:Powercell.png]] Remove the cyborg's power cell by clicking on it with an empty hand.
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.
# [[File:Wirecutters.png]] Cut all five wires with wirecutters.
# [[File:Wirecutters.png]] Cut all five wires with wirecutters.
# [[File:Crowbar.png]] Use a crowbar to remove the MMI.
# [[File:Crowbar.png]] Use a crowbar to remove the MMI.
</div></div>


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=== Human Prosthetic Repair ===
=== Human Prosthetic Repair ===
You may be asked to repair damage to the artificial limbs of your fellow crew members.
You may be asked to repair damage to the artificial limbs of your fellow crew members.
<div class="mw-collapsible-content">
To fix brute damage:
To fix brute damage:
# [[File:WeldingHelmet.png]] [[File:Welding_Goggles.png]] Make sure you have welding protection.
# Follow the same procedure as outlined above for fixing dents in cyborgs, making sure to target the specific area that requires fixing.
#* ''Note: Be sure to remember this step or you could go blind!''
# [[File:Welder.png]] Place a welder in your hand, click on it while it's in your hand to light it, then click on the Prosthetic repeatedly to repair it.
To fix burn damage:
To fix burn damage:
# [[File:CableCoils.png]] Use a cable coil on the damaged area.
# [[File:CableCoils.png]] Use a cable coil on the damaged area.
</div></div>


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=== Upgrading the Power Cell ===
=== 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):
 
# [[File:Id regular.png]] Swipe an ID with Robotics access to unlock the panel.
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game.
<div class="mw-collapsible-content">
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):
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.
# [[File:Crowbar.png]] Crowbar open the panel.
# [[File:Crowbar.png]] Crowbar open the panel.
# [[File:Powercell.png]] Click on the Cyborg with an empty hand to take out the power cell and replace it with the higher-capacity power cell.
# Click on the Cyborg with an [[File:Empty_hand.png]] empty hand to take out the [[File: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.''
#* ''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.''
# [[File:Crowbar.png]] Crowbar the panel shut.
# [[File:Crowbar.png]] Crowbar the panel shut.
# [[File:Id regular.png]] Swipe an ID with Robotics access to relock the cover.
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.
</div></div>


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=== Resetting Modules ===
=== Resetting Modules ===
Once a player Cyborg chooses a module (Engineer, Janitor, Security, etc) they cannot change the module without your help. You can manually reset its module to allow it the option of choosing a new one by following this order:
 
# [[File:Id regular.png]] Swipe an ID with Robotics access to unlock the panel.
Once a player Cyborg chooses a module (Engineer, Janitor, Security, etc) they cannot change the module without your help.
<div class="mw-collapsible-content">
You can manually reset its module to allow it the option of choosing a new one by following this order:
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.
# [[File:Crowbar.png]] Crowbar open the panel.
# [[File:Crowbar.png]] Crowbar open the panel.
# [[File:Cyborg upgrade1.png]] Print out a reset upgrade in the fabricator, and insert it into the cyborg.
# [[File:Robotics_reset_module_circuit.png]] Print out a reset upgrade in the fabricator, and insert it into the cyborg.
# [[File:Crowbar.png]] Crowbar the panel shut.
# [[File:Crowbar.png]] Crowbar the panel shut.
# [[File:Id regular.png]] Swipe an ID with Robotics access to relock the cover.
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.
</div></div>


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=== Modifications ===
=== 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 other technician should be able to sever the connection to the AI entirely by cutting the correct wire.
 
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring.
<div class="mw-collapsible-content">
In the unlikely event that an AI goes crazy, a trained [[Roboticist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.


There are three lights in the cyborg with three corresponding wires:
There are three lights in the cyborg with three corresponding wires:
Line 122: Line 172:
An emagged cyborg will have no LawSync or AI link and cannot be reset.
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.
'''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.'''
</div></div>
 
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=== Creating a Spiderbot ===


== Bots ==
Spiderbots are temporary bodies for brains.
<div class="mw-collapsible-content">
They can carry around small items, zap things, move through vents and generally act like pests. They are seldom used on the Aurora, but can still be constructed.
Combine the following:
* Robot head.
* Manipulator.
* Occupied MMI or positronic brain.
</div></div>
 
= Bots =
As a Roboticist, you serve another important purpose, making NPC robots. Robots can benefit the station in many ways, and are really easy to create. The current list of robots, and how to make them, is as follows:
As a Roboticist, you serve another important purpose, making NPC robots. Robots can benefit the station in many ways, and are really easy to create. The current list of robots, and how to make them, is as follows:


===[[File:Medibot.png]] Medibot===
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These will only inject chemicals if the chemical helps with the target's damage by default. They can also be [[Syndicate Items#Electromagnetic Card|Emagged]] to repeatedly inject anyone with harmful chemicals. Note that these don't synthesise their own chemicals, except inaprovaline.
===[[File:Medibot.png|50px]] Medibot===
 
These will only inject chemicals if the chemical helps with the target's damage by default.  
<div class="mw-collapsible-content">
They can also be Emagged to repeatedly inject anyone with harmful chemicals. Note that these don't synthesise their own chemicals, except tricordazine.


Combine the following ingredients in order:
Combine the following ingredients in order:
# Cyborg Right or Left Arm.
# Cyborg Right or Left Arm.
# Empty [[File:Firstaidkit.png]] Medkit.
# Empty [[File:SMed.png]] Medkit.
#* ''Note: Differently colored medkits will also change the resulting color of your Medibot.
#* ''Note: Differently colored medkits will also change the resulting color of your Medibot.
# (Optional) Name the bot with a [[File:Pen.png]] pen.
# (Optional) Name the bot with a [[File:Pen.png]] pen.
Line 138: Line 206:
# [[File:Proximitysensor.png]] proximity sensor.
# [[File:Proximitysensor.png]] proximity sensor.
# [[File:Beaker.png]] beaker filled with the medicine of your choice.
# [[File:Beaker.png]] beaker filled with the medicine of your choice.
</div></div>
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===[[File:Cleanbot.png|50px]] Cleanbot===
Cleanbots are great, as they serve the exact same purpose as the Janitor.
<div class="mw-collapsible-content">


===[[File:Cleanbot.png]] Cleanbot===
Even better is that it uses Space Cleaner to mop, so no slipping on everything!
Cleanbots are great, as they serve the exact same purpose as the Janitor, cleaning up messes like dirt, blood and vomit. Quite useful during the station's inevitable decline into violent chaos, as many of these can clean even the biggest mess. Even better is that it uses Space Cleaner to mop, so no slipping on everything!
# [[File:Bucket.png]] bucket (Grab it from the [[Janitor]] or make with [[Autolathe]])
# [[File:Bucket.png]] bucket (Grab it from the [[Janitor]] or make with the [[Autolathe]]. An autolathe can be found in the Science area.)
# [[File:Proximitysensor.png]] proximity sensor.
# [[File:Proximitysensor.png]] proximity sensor.
# (Optional) Name the bot with a [[File:Pen.png]] pen.
# (Optional) Name the bot with a [[File:Pen.png]] pen.
# Cyborg Right or Left Arm.
# Cyborg Right or Left Arm.
</div></div>
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===[[File:Floorbot.gif|50px]] 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.
<div class="mw-collapsible-content">


===[[File:Floorbot.png]] Floorbot===
They zoom around and repair busted floor tiles.
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.
To make:
To make:
# Empty [[File:Blue Toolbox.png]] toolbox (Must be a blue one)
# Empty [[File:btoolbox.png]] toolbox (Must be a blue one)
# [[File:Floor_Tiles.png]] Floor tile (click on a stack of metal while it's in your hand to open a menu for making these)
# [[File:Floor_Tiles.png]] Floor tile (click on a stack of metal while it's in your hand to open a menu for making these)
# [[File:Proximitysensor.png]] proximity sensor.
# [[File:Proximitysensor.png]] proximity sensor.
Line 156: Line 238:


Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.
Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.
</div></div>
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===[[File:Securitron.png|I AM THE LAW|50px]] Securitron===


===[[File:Securitron.png]] Securitron===
Basically, Officer Beepsky without the personality.  
Basically, Officer Beepsky without the personality. You usually won't need to build any of these, but they can be hilariously helpful for traitors whom have invested in a [[Syndicate Items#Electromagnetic Card|Electromagnetic Card]], as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.
<div class="mw-collapsible-content">
You usually won't need to build any of these, but they can be hilariously helpful for traitors whom have invested in a 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 obviously hacked.
To make:
To make:
* Use a [[Screwdriver]] on a [[Remote Signaling Device]]
* [[File:Screwdriver tool.png]] Use a '''Screwdriver''' on a [[File:remote_signaller.png]]Remote Signaling Device
* Combine with a [[Helmet]] (Get these from Security)
* Combine with a [[File:Helmet.png]]Helmet (Get these from Security)
* [[Welding Tool|Hand Welder]] them together
* [[File:Welderon.gif]]Weld them together
* Add a [[Proximity Sensor]] and a Robot Arm
* Add a [[File:Proximitysensor.png]]Proximity Sensor and a Robot Arm.
* Toss in a [[Stun Baton]]
* Toss in a [[File:StunBaton.gif]]Stun Baton
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.
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.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:ED209.png|50px]] ED-209===
Beepsky's bigger brother.
<div class="mw-collapsible-content">


===[[File:ED209.png]] ED-209===
Has all of the abilities of a standard Securitron with the addition of a ranged attack.
Beepsky's bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.
To make:
To make:
* Use a [[metal sheet]] on a Cyborg Endoskeleton to reinforce it.
* Use a [[File:Metal.png]] metal sheet on a Cyborg Endoskeleton to reinforce it.
* Add two Robot Legs and a [[security vest]]
* Add two Robot Legs and a [[File:Armor.png]]security vest.
* [[Welding Tool|Weld]] everything together
* [[File:Welderon.gif]]Weld everything together
* Add in a security [[Helmet]]
* Add in a security [[File:Helmet.png]]Helmet
* Attach a [[Proximity Sensor]] to the assembly
* Attach a [[File:Proximitysensor.png]]Proximity Sensor to the assembly
* Insert wires
* Insert wires
* Add a [[Taser]] and attach it with a [[Screwdriver]]
* Add a [[File:Taser.png]]Taser and attach it with a [[File:Screwdriver tool.png]]Screwdriver.
* Insert a [[Power cell]]. Your own mecha is complete!
* Insert a [[File:Powercell.png]]Power cell. Your own murder-robot is complete!
A emagged ED-209 fires deadly lasers AND attacks anyone on sight.
 
A emagged ED-209 fires deadly lasers AND attacks anyone on sight. Anyone emagging a ED-209 is advised to run like crazy.
</div></div>


===[[File:Spiderbot.png]] Spiderbot ===
= Exosuits =
Construction of exosuits are restricted by ID, so they are typically the product of [[roboticist]]s 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.
Spiderbots are temporary bodies for brains. They can carry around small items, zap things, move through vents and generally act like pests.
Combine the following:
* Robot head.
* Manipulator.
* Occupied MMI or positronic brain.


== Mechs ==
The current list of exosuits is as follows.
Construction of mechs are restricted by ID, so they are typically the product of [[roboticist]]s 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.
==Exosuit Construction==
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:Ripley.png|50px]] Ripley APLU===


The current list of mechs is as follows.
The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected exosuit.
<div class="mw-collapsible-content">


===Ripley APLU===
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 Revs (using it to breach high security areas)
[[File:Ripley.png|50px]]<br>
The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected mech. Generally, it can take down a Gygax because of the sheer power of the drill, but it does not make a good combat mech because it is slow and has no range. Best used against Spess carp invasions, blobs, Changelings, and for Revs (using it to breach high security areas)


To make:
To make:
Line 202: Line 293:
* Build a Hydraulic Clamp and Drill
* Build a Hydraulic Clamp and Drill
* Attach all of the parts to the Ripley chassis (Except the Clamp and Drill)
* Attach all of the parts to the Ripley chassis (Except the Clamp and Drill)
* [[Wrench]]
* Wrench
* [[Screwdriver]]
* Screwdriver
* Cable Coil
* Cable Coil
* [[Wirecutters]]
* Wirecutters
* Ripley central control module (Ordered from the [[Quartermaster]])
* Ripley central control module (Ordered from the [[Quartermaster]] or made by R&D)
* [[Screwdriver]]
* Screwdriver
* Ripley Peripherals control module (Ordered from the [[Quartermaster]])
* Ripley Peripherals control module (Ordered from the [[Quartermaster]] or made by R&D)
* [[Screwdriver]]
* Screwdriver
* 5 pieces of metal
* 5 pieces of metal
* [[Wrench]]
* Wrench
* [[Welding Tool]]
* Weldingtool
* 5 pieces of plasteel
* 5 pieces of plasteel
* [[Wrench]]
* Wrench
* [[Welding Tool]]
* Weldingtool
* Add the Hydraulic Clamp and Drill to the finished Ripley
* Add the Hydraulic Clamp and Drill to the finished Ripley
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 mech. Click finish, then right-click to enter.
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.
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:Firefighter.png|50px]] Firefighter APLU===
 
<div class="mw-collapsible-content">


===Firefighter APLU===
[[File:Firefighter.png|50px]]<br>
* Create a Firefighter APLU chassis using the exosuit fabricator. It is listed under exosuit equipment.
* Create a Firefighter APLU chassis using the exosuit fabricator. It is listed under exosuit equipment.
* Create all parts of the Ripley APLU except for the chassis.
* Create all parts of the Ripley APLU except for the chassis.
* Assemble all of the Ripley parts to the Firefighter chassis.
* Assemble all of the Ripley parts to the Firefighter chassis.
* Add a firesuit
* Add a firesuit
* [[Wrench]]
* Wrench
* [[Screwdriver]]
* Screwdriver
* Cable Coil
* Cable Coil
* [[Wirecutters]]
* Wirecutters
* Ripley central control module  
* Ripley central control module  
* [[Screwdriver]]
* Screwdriver
* Ripley peripherals control module
* Ripley peripherals control module
* [[Screwdriver]]
* Screwdriver
* 5 pieces of plasteel
* 5 pieces of plasteel
* [[Wrench]]
* Wrench
* [[Welding Tool]]
* Weldingtool
* 5 pieces of plasteel
* 5 pieces of plasteel
* 5 pieces of plasteel
* 5 pieces of plasteel
* [[Wrench]]
* Wrench
* [[Welding Tool]]
* Weldingtool
*'''Optimal Loadouts'''
*'''Optimal Loadouts'''
**Hull Repairs: Clamp, RCD, Cable Layer
**Hull Repairs: Clamp, RCD, Cable Layer
**Firefighting: Clamp, Extinguisher, Repair Droid
**Firefighting: Clamp, Extinguisher, Repair Droid
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:Mecha odysseus.png|50px]] Odysseus ===
<div class="mw-collapsible-content">


=== Odysseus ===
[[File:Mecha odysseus.png|50px]] <br>
This is the medical mecha. It's got a sleeper that patients can be placed in.
<br>
* Create all of the Odysseus parts using the exosuit fabricator.
* Create all of the Odysseus parts using the exosuit fabricator.
* Assemble all of the Odysseus parts to the chassis
* Assemble all of the Odysseus parts to the chassis
* [[Wrench]]
* Wrench
* [[Screwdriver]]
* Screwdriver
* Cable coil
* Cable coil
* [[Wirecutters]]
* Wirecutters
* Odysseus main board
* Odysseus main board
* [[Screwdriver]]
* Screwdriver
* Odysseus peripherals board
* Odysseus peripherals board
* [[Screwdriver]]
* Screwdriver
* 5 pieces of metal
* 5 pieces of metal
* [[Wrench]]
* Wrench
* [[Welder]]
* [[Welder]]
* 5 pieces of plasteel
* 5 pieces of plasteel
* [[Wrench]]
* Wrench
* [[Welder]]
* [[Welder]]
* Optimal Loadout: 3 Mounted Sleepers or 2 Mounted Sleepers, 1 Syringe Gun
* Optimal Loadout: 3 Mounted Sleepers or 2 Mounted Sleepers, 1 Syringe Gun
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:Gygax.png|50px]] Gygax===
Rather fast security exosuit with good overall protection.
<div class="mw-collapsible-content">


===Gygax===
Very low battery life, so be sure to watch it. Requires diamond sheets to complete.
[[File:Gygax.png|50px]]<br>
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 small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3)
*Leg Actuators Overload Function (Movement speed doubled and small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3)


Line 274: Line 376:
*Create all of the Gygax parts using the exosuit fabricator.
*Create all of the Gygax parts using the exosuit fabricator.
*Assemble all of the Gygax parts to the chassis (Except the Armor plates)
*Assemble all of the Gygax parts to the chassis (Except the Armor plates)
*[[Wrench]]
*Wrench
*[[Screwdriver]]
*Screwdriver
*Cable Coil
*Cable Coil
*[[Wirecutters]]
*Wirecutters
*Gygax Main circuit board (Bug R&D to research it)
*Gygax Main circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Screwdriver
*Gygax Peripherals circuit board (Bug R&D to research it)
*Gygax Peripherals circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Screwdriver
*Gygax Targeting circuit board (Bug R&D to research it)
*Gygax Targeting circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Screwdriver
*Add an Advanced Scanning Module (Bug R&D)
*Add an Advanced Scanning Module (Bug R&D)
*[[Screwdriver]]
*Screwdriver
*Add an Advanced Capacitor (Bug R&D)
*Add an Advanced Capacitor (Bug R&D)
*[[Screwdriver]]
*Screwdriver
*Add some metal
*Add some metal
*[[Wrench]]
*Wrench
*[[Welding Tool]]
*Weldingtool
*Add Gygax Armor Plates (Made in the exosuit fabricator)
*Add Gygax Armor Plates (Made in the exosuit fabricator)
*[[Wrench]]
*Wrench
*[[Welding tool]]
*Weldingtool
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:Durand.png|50px]] Durand===
 
A Durand is more powerful than Gygax, it has more health and better armored, but slower.
<div class="mw-collapsible-content">


===Durand===
Requires silver sheets to complete.
[[File:Durand.png|50px]]<br>
A Durand is more powerful than Gygax, it has more health and better armored, but slower. Requires silver sheets to complete.
*Defence Mode Function (Boosts Durand armor with the penalty of not being able to move or turn)
*Defence Mode Function (Boosts Durand armor with the penalty of not being able to move or turn)


Line 303: Line 410:
*Create all of the Durand parts using the exosuit fabricator.
*Create all of the Durand parts using the exosuit fabricator.
*Assemble all of the Durand parts to the chassis (Except the Armor plates)
*Assemble all of the Durand parts to the chassis (Except the Armor plates)
*[[Wrench]]
*Wrench
*[[Screwdriver]]
*Screwdriver
*Cable Coil
*Cable Coil
*[[Wirecutters]]
*Wirecutters
*Durand Main circuit board (Bug R&D to research it)
*Durand Main circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Screwdriver
*Durand Peripherals circuit board (Bug R&D to research it)
*Durand Peripherals circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Screwdriver
*Durand Targeting circuit board (Bug R&D to research it)
*Durand Targeting circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Screwdriver
*Add a Phasic Scanning Module (Bug R&D)
*Add an Advanced Sensor Module (Bug R&D)
*[[Screwdriver]]
*Screwdriver
*Add a Super Capacitor (Bug R&D)
*Add an Advanced Capacitor (Bug R&D)
*[[Screwdriver]]
*Screwdriver
*Add some metal
*Add some metal
*[[Wrench]]
*Wrench
*[[Welding Tool]]
*Weldingtool
*Add Durand Armor Plates (Made in the exosuit fabricator)
*Add Durand Armor Plates (Made in the exosuit fabricator)
*[[Wrench]]
*Wrench
*[[Welding Tool]]
*Weldingtool
</div></div>


===Phazon===
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
[[File:Phazon.png|50px]]<br>
===[[File:Mecha marauder.png|50px]] Marauder===
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.
*Phasing Function (Allows the Phason to move through any solid object at high speed)
*Change melee damage type (Allows the Phason to either deal brute, fire or toxic damage)


Instructions
Used by the ERT.  
*Create all of the Phazon parts using the exosuit fabricator.
<div class="mw-collapsible-content">
*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 Sensor Module (Bug R&D)
*[[Screwdriver]]
*Add a Super Capacitor (Bug R&D)
*[[Screwdriver]]
*Add a (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 anomally core.
 
==='''HONK MECH'''===
[[File:HONK MECH.png|50px]]<br>
Requires bananium sheets to complete.
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.


===Recitence===
A Marauder is equipped with:
[[File:Mime_mech.png|50px]]<br>
Requires Tranquilite sheets to complete. The mech is used by the Mime and can not be accessed by anyone else. The Recitence moves perfectly silently and can also form invisible walls.
 
Instructions:
#Create all of the Recitence parts in the Exosuit Fabricator.
#Attach all of the Recitence parts to the Recitence 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.
 
===Marauder===
[[File:Mecha marauder.png|50px]]<br>
Used by the Deathsquad if the Admins want them to. A Marauder is equipped with:
*Heavy Pulse Rifle
*Heavy Pulse Rifle
*Missile launcher (8 missiles)
*Missile launcher (8 missiles)
Line 401: Line 444:
*Thrusters for EVA use
*Thrusters for EVA use
*Internal Airtank
*Internal Airtank
</div></div>
== Exosuit Maintenance==
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
=== Replacing Batteries ===
<div class="mw-collapsible-content">
*Make sure the ID upload panel is closed.
*Hit the exosuit  with your ID card or PDA with one inside.
*Wrench
*Crowbar
*Screwdriver
*Replace cell.
*Screwdriver
*Crowbar
*Wrench
*ID
''Note:'' The default capacity of a power cell in any of the civilian exosuits is 15,000. To have any effectiveness, replace with Super Capacity Cells (20,000) or Hyper Capacity Cells (30,000). The power cells in military exosuits cannot be removed or replaced.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
=== Repair ===
<div class="mw-collapsible-content">
* Equip a [[File:WeldingHelmet.png]] welding helmet on your head.
** ''Note: Be sure to remember this step or you could go blind!''
* Place a [[File: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.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
=== Removal of jammed user ===
<div class="mw-collapsible-content">
If the driver of an exosuit is unconscious in his exosuit ; you are able to remove him/her by following a series of steps.
* Make sure maintenance protocols are enabled.
* Wrench
* Crowbar
* Multitool
</div></div>
==Exosuit Equipment==
Various tools and weapons can be attached to Exosuits, providng them with ability to perform different tasks. Exosuit Equipment is built by Exosuit Fabricator ("Exosuit Equipment" menu). To attach a tool or weapon, simply click with it on an Exosuit. Most Exosuits can hold no more than three equipment pieces.
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 Ripley and Hoverpod
*Military: Can only be attached to Durand, Gygax, Marauder, and Phazon
Some equipments fit in more than one of the latter three categories.  Where this is the case, that equipment can be used on any of the specifically named Exosuits in those categories.


==Mech Equipment==
There are some equipments that are also limited to single specific exosuits, those will be named in the category too where that's the case.
Various tools and weapons can be attached to mechs, providng them with ability to perform different tasks. Mech Equipment is built by Mech Fabricator ("Exosuit Equipment" menu). To attach a tool or weapon, simply click with it on mecha. Most mechs can hold no more than three equipment pieces.  


'''Drill'''<br>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
The drill can completely destroy most objects (with the exception of 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.
===General Equipment===


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.<br>
Passenger compartment - Energy Relay - Phoron Generator - ExoNuclear Reactor
(Can be attached to: '''Any Non-medical(?) mech''')
<div class="mw-collapsible-content">


'''Diamond Drill'''<br>
{{ExosuitEquipmentTemplate
Essentially an upgraded drill. Isn't any stronger, but it is faster (all you need for mining really). Bug R&D to sync their servers and in no time mining can obliterate the asteroid (provided that they bring you diamonds first)<br>
|Equipment = Passenger Compartment
(Can be attached to: '''Any Non-medical(?) mech''')
|Category = General
|Power = 0
|Image = Mecha_abooster_ccw
|Tech =*N/A
|Cost = *Steel: 5000
*Glass: 5000
|Description = An internal sealed and seated compartment for passengers to comfortably sit and ride along, with a sturdy lock on it to prevent people entering if the driver doesn't want them to. Can only be entered willingly by the passenger, and has an emergency release on the inside to allow escape even if locked
|Function =
*Allows the exosuit to carry a passenger, they can climb into a compartment via a rightclick option from outside.
*The passenger recieves oxygen from the internal air tank.
*The passenger is fully conscious, able to speak, use radio etc, and can eject whenever they want.
**Unlike the driver, the passenger can use items while inside the exosuit, but cannot drop them.
**The passenger cannot use items on things outside the exosuit , and cannot fire guns out.
*The passenger compartment can be locked and unlocked from the stats panel in the Exosuit Interface
**It always starts off locked by default
**An unlocked compartment can be entered by anyone.
*A passenger inside the exosuit cannot be ejected by the driver. To get them out, you must Initiate Maintenance Protocols from outside the exosuit , and use the Remove Passenger option in the maintenance panel.
|Notes = *A passenger can eject even if the door is locked
*Each Passenger Compartment holds a single passenger
*There is no way to put someone into the passenger compartment, they must enter willingly and manually
*This equipment uses no power even if a passenger is inside.
}}


'''Hydraulic Clamp'''<br>
Gives it an ability to load objects into cargo compartment, or lets you crush people with it.<br>
(Can be attached to: '''Ripley''')


'''Extinguisher'''<br>
{{ExosuitEquipmentTemplate
Mecha-mounted extinguisher. Can be refilled by clicking on the Water Tank.<br>
|Equipment = Energy Relay
(Can be attached to: '''Any Non-medical(?) mech''')
|Category = General
|Power = N/A
|Image = Tesla
|Tech =*Electromagnetic Spectrum Research: 4
*Illigal research: 2
|Cost = *Steel: 10000
*Gold: 2000
*Silver: 3000
*Glass: 2000
|Description = Wirelessly drains energy from any available power channel in area. The performance index is quite low.
|Function =
*Generates 12w of power per second, to recharge the battery
*Drains 2-3Kw per from the nearest APC


'''Teleporter'''<br>
|Notes =
Mecha-mounted teleporter. Can teleport mecha to any location in view.
*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.
Must be researched first (Requires: 'Blue-space' Research 10, Electromagnetic Spectrum Research 5. Currently only adminspawnable due to the high research level - don't bother, really. Or steal it from the Centcomm mechs. You know you want to just hijack the deathsquad shuttles after taking their IDs off their burnt corpses, charge out the doors with your stolen weapons in hand, hack your way through the multitudinous doors as more security rushes in with murder in mind and pulse cannons and power armour at hand, until you finally get to your prizes, the mech bay - only to steal the teleporters mounted on them and scarper back to the station to use them in the destructive analyser. You know it's what you want to do. Do it. Do it. Do it.)<br>
*Still drains power from an APC even when the cell is fully charged.
(Can be attached to: '''Any mech''')
}}
 
 
{{ExosuitEquipmentTemplate
|Equipment = Phoron Generator
|Category = General
|Power = N/A
|Image = Tesla
|Tech =*Phoron Research: 2
*Power Manipulation Technology: 2
*Engineering Research: 2
|Cost = *Steel: 10000
*Silver: 500
*Glass: 1000
|Description = A Clean-Burning reactor that uses phoron as a fuel source to recharge the power cell. Terribly inefficient.
|Function =
*Burns Phoron Crystals inserted into it to produce power
**To pickup a phoron crystal, activate the generator as the active module, then click a phoron crystal on the ground.
*Consumes 500 cm^3 of phoron per second to charge up the power cell
**Consumes 100 cm^3 of phoron per second instead, when the power cell is full.  Does not auto deactivate.
**Each Phoron crystal contains 2000cm^3 of phoron, and so will run the generator for 4 seconds per sheet.
*While running, produces 20w of power per second.
|Notes =
*This generator consumes phoron rapidly, and is only really useful for mining, where you have access to an abundant supply of phoron sheets.
}}


'''Gravitational Catapult'''<br>
Can be used to throw objects around (S mode) or move them away from target (P mode).
Must be researched first (Requires: 'Blue-space' Research 2; Electromagnetic Spectrum Research 3; Engineering 3).<br>
(Can be attached to: '''Any Non-medical(?) mech''')


'''Wormhole Generator'''<br>
{{ExosuitEquipmentTemplate
As the name implies, Wormhole Generator creates a wormhole (similar to ones spawned at Space-Time Anomalies event) at target location.
|Equipment = ExoNuclear Reactor
Must be researched first (Requires: 'Blue-space' Research 4).<br>
|Category = General
(Can be attached to: '''Any Non-medical(?) mech''')
|Power = N/A
|Image = Tesla
|Tech =
*Power Manipulation Technology: 3
*Engineering Research: 3
|Cost = *Steel: 10000
*Silver: 500
*Glass: 1000
|Description = 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 =
*Steel: 10000
*Silver: 500
*Glass: 1000
Function:
*Burns Uranium Sheets inserted into it to produce power
**To pickup a Uranium sheet, activate the generator as the active module, then click a phoron 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.  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 20w of power per second.
*Irradiates everyone nearby while running, 0.9 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
}}
</div></div>


'''Mounted RCD'''<br>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
An exosuit-mounted Rapid Construction Device.<br>
===Industrial Equipment===
(Can be attached to: '''Any mech''')


'''Armor Booster Module (Close Combat Weaponry)'''<br>
Extinguisher - Hydraulic clamp - Drill - Diamond drill - Jury-rigged Welder Laser - RCD
Boosts exosuit armor against armed melee attacks. Requires energy to operate.<br>
<div class="mw-collapsible-content">
(Can be attached to: '''Any mech except honker''')


'''Armor Booster Module (Ranged Weaponry)'''<br>
{{ExosuitEquipmentTemplate
Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate.<br>
|Equipment = Extinguisher
(Can be attached to: '''Any mech except honker''')
|Category = Industrial
|Power = 0
|Image = Mecha_exting
|Cost = *Steel: 10000
|Description = 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 infront 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 per 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 actually 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 off full, allowing you oddly to turn metal into water.
}}


'''Repair Droid'''<br>
{{ExosuitEquipmentTemplate
Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.<br>
|Equipment = Hydraulic clamp
(Can be attached to: '''Any mech''')
|Category = Industrial
|Power = 10
|Image = Mecha_clamp
|Cost = *Steel: 10000
|Description = 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
}}
{{ExosuitEquipmentTemplate
|Equipment = Drill
|Category = Industrial
|Power = 10
|Image = Mecha_drill
|Cost = *Steel: 10000
|Description = The drill can completely destroy most objects (with the exception of 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 astroid 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 trough walls, making it an antag favorite
**Can drill trough floors, creating breaches
***Cannot drill trough reinforced walls
**Can attack people for 15 brute damage
*Has a cooldown of 3 seconds between actions
}}


'''Energy Relay'''<br>
{{ExosuitEquipmentTemplate
Wirelessly drains energy from any available power channel in area. The performance index is quite low.<br>
|Equipment = Diamond drill
(Can be attached to: '''Any mech''')
|Category = Industrial
|Power = 0
|Image = mecha_diamond_drill
|Tech =*Materiels research: 4
*Engineering Research: 3
|Cost = *Steel: 10000
*Diamond: 6500
|Description = 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
}}
{{ExosuitEquipmentTemplate
|Equipment = Jury-rigged Welder Laser
|Category = Industrial, Military
|Power = 80
|Image = mecha_laser
|Tech =*Combat Systems Research: 2
*Electromagnetic Spectrum Research: 2
|Cost = *Steel: 10000
|Description = While not regulation, this inefficient weapon can be attached to working exo-suits in desperate, or malicious, times.
|Function =
*Fires a laser which deals 40 burn damage
**Has a cooldown of 3 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.
*This is mostly similar to the Immolator laser, except that its able to be attached to industrial exosuits as well as military ones.
**It is also much slower, and consumes much more power
}}
{{ExosuitEquipmentTemplate
|Equipment = Rapid Construction Device
|Category = Industrial
|Power = 250
|Image = mecha_rcd
|Tech =*Materials research: 4
*Bluespace research: 3
*Electromagnetic Spectrum Research: 4
*Power manipulation research: 4
|Cost = *Steel: 30000
*Phoron: 25000
*Silver: 20000
*Gold: 20000
|Description = 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.
}}
</div></div>


'''Plasma Converter'''<br>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
Generates power using solid plasma as fuel. Pollutes the environment.<br>
===Medical Equipment===
(Can be attached to: '''Any mech''')


'''ExoNuclear Reactor'''<br>
Mounted Sleeper
Generates power using uranium. Pollutes the environment.<br>
<div class="mw-collapsible-content">
(Can be attached to: '''Any mech''')
{{ExosuitEquipmentTemplate
|Equipment = Mounted Sleeper
|Category = Medical
|Power = 20
|Image = Sleeper_0
|Tech =*N/A
|Cost = *Steel: 5000
*Glass: 10000
|Description = 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, which does the following:
**Provides them with air from the internal oxygen tank
**Heals 0.5 Suffocation damage per second, if the patient is not critical
**Paralyses, weakens and stuns the occupant, preventing them from waking or speaking, they are kept unconscious.
**Injects Inaprovaline, and keeps the patient with at least 5u of it.
*Deactivates if power runs out.
|Notes = *Only uses power while a patient is inside
*Each Mounted Sleeper holds a single patient
}}
</div></div>


'''Cable Layer'''<br>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
(Can be attached to: '''Any mech''')
===Military Equipment===


'''Syringe Gun'''<br>
CH-PS "Immolator" Laser - CH-LC "Solaris" laser cannon - mkIV Ion Heavy Cannon
Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur.<br>
<div class="mw-collapsible-content">
(Can be attached to: '''Any medical mech (Odysseus)''')
{{ExosuitEquipmentTemplate
|Equipment = CH-PS "Immolator" Laser
|Category = Military
|Power = 30
|Image = mecha_laser
|Tech =*Combat Systems Research: 3
*Electromagnetic Spectrum Research: 3
|Cost = *Steel: 10000
|Description = A powerful mounted laser that runs from the internal power cell. Has similar functionality to an infantry Laser Carbine, but can go for a lot longer before recharging
|Function =
*Fires a laser which deals 40 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.
}}


'''Mounted Sleeper'''<br>
(Can be attached to: '''Any medical mech (Odysseus)''')


==Mech Weapons==
{{ExosuitEquipmentTemplate
|Equipment = CH-LC "Solaris" laser cannon
|Category = Military
|Power = 60
|Image = mecha_laser
|Tech =*Combat Systems Research: 4
*Electromagnetic Spectrum Research: 4
|Cost = *Steel: 10000
|Description = An experimental Exosuit-mounted laser cannon. Designed as a successor to the Immolator, but scrapped due to some technical flaws.
|Function =
*Fires a laser which deals 60 burn damage
**Has a cooldown of 1.5 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.
*Less efficient than the immolator in damage/power ratio, and overall weaker in damage output over time. An inferior choice.
}}


'''CH-PS "Immolator" Laser'''<br>
Fires a Laser bolt, identical to the "laser gun".<br>
(Can be attached to: '''Any combat mech (Durand, Gygax, Honker, Marauder and Phazon)''')


'''CH-LC "Solaris" Laser Cannon'''<br>
{{ExosuitEquipmentTemplate
Fires a Heavy Laser bolt, identical to the "laser cannon".<br>
|Equipment = mkIV Ion Heavy Cannon
(Can be attached to: '''Any combat mech (Durand, Gygax, Honker, Marauder and Phazon)''')
|Category = Military
|Power = 120
|Image = mecha_ion
|Tech =*Combat Systems Research: 4
*Electromagnetic Spectrum Research: 4
|Cost = *Steel: 10000
|Description = 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 vaurca 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.
}}
</div></div>


'''mkIV Ion Heavy Cannon'''<br>
===Todo===
Fires a Ion bolt, identical to the "Ion rifle".<br>
(Can be attached to: '''Any combat mech (Durand, Gygax, Honker, Marauder and Phazon)''')


'''eZ-13 mk2 Heavy pulse rifle'''<br>
'''eZ-13 mk2 Heavy pulse rifle'''<br>
Fires a heavy pulse laser.<br>
Fires a heavy pulse laser.<br>
(Can be attached to: '''Any combat mech (Durand, Gygax, Honker, Marauder and Phazon)''')
(Can be attached to: '''Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)''')


'''PBT "Pacifier" Mounted Taser'''<br>
'''PBT "Pacifier" Mounted Taser'''<br>
Fires a taser bolt, identical to the security taser.<br>
Fires a taser bolt, identical to the security taser.<br>
(Can be attached to: '''Any combat mech (Durand, Gygax, Honker, Marauder and Phazon)''')
(Can be attached to: '''Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)''')


'''LBX AC 10 "Scattershot"'''<br>
'''LBX AC 10 "Scattershot"'''<br>
Fires a medium sized bullet, similar damage as the Mini-UZI.<br>
Fires a medium sized bullet, similar damage as the Mini-UZI.<br>
(Can be attached to: '''Any combat mech (Durand, Gygax, Honker, Marauder and Phazon)''')
(Can be attached to: '''Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)''')


'''Ultra AC 2'''<br>
'''Ultra AC 2'''<br>
Fires a weak bullet, similar damage as the Submachine Gun.<br>
Fires a weak bullet, similar damage as the Submachine Gun.<br>
(Can be attached to: '''Any combat mech (Durand, Gygax, Honker, Marauder and Phazon)''')
(Can be attached to: '''Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)''')


'''SRM-8 Missile Rack'''<br>
'''SRM-8 Missile Rack'''<br>
Fires a missile which will explode on impact.<br>
Fires a missile which will explode on impact.<br>
(Can be attached to: '''Any combat mech (Durand, Gygax, Honker, Marauder and Phazon)''')
(Can be attached to: '''Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)''')


'''SGL-6 Grenade Launcher'''<br>
'''SGL-6 Grenade Launcher'''<br>
Shoots out a flashbang at medium range.<br>
Shoots out a flashbang at medium range.<br>
(Can be attached to: '''Any combat mech (Durand, Gygax, Honker, Marauder and Phazon)''')
(Can be attached to: '''Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)''')


'''Banana Mortar'''<br>
'''Banana Mortar'''<br>
Line 526: Line 860:
(Can be attached to: '''Honker''')
(Can be attached to: '''Honker''')


== Mech Maintenance==


=== Replacing Batteries ===
'''Teleporter'''<br>
*Make sure the ID upload panel is closed.
Exosuit-mounted teleporter. Can teleport exosuit  to any location in view.
*Hit the mech with your ID card or PDA with one inside.
Must be researched first (Requires: 'Blue-space' Research 10, Electromagnetic Spectrum Research 5. Currently only adminspawnable due to the high research level - don't bother, really. Or steal it from the Centcomm exosuits. You know you want to just hijack the deathsquad shuttles after taking their IDs off their burnt corpses, charge out the doors with your stolen weapons in hand, hack your way through the multitudinous doors as more security rushes in with murder in mind and pulse cannons and power armour at hand, until you finally get to your prizes, the exosuit bay - only to steal the teleporters mounted on them and scarper back to the station to use them in the destructive analyser. You know it's what you want to do. Do it. Do it. Do it.)<br>
*[[Wrench]]
(Can be attached to: '''Any exosuit ''')
*[[Crowbar]]
 
*[[Screwdriver]]
'''Gravitational Catapult'''<br>
*Replace cell.
Can be used to throw objects around (S mode) or move them away from target (P mode).
*[[Screwdriver]]
Must be researched first (Requires: 'Blue-space' Research 2; Electromagnetic Spectrum Research 3; Engineering 3).<br>
*[[Crowbar]]
(Can be attached to: '''Any Non-medical(?) exosuit ''')
*[[Wrench]]
 
*ID
'''Wormhole Generator'''<br>
As the name implies, Wormhole Generator creates a wormhole (similar to ones spawned at Space-Time Anomalies event) at target location.
Must be researched first (Requires: 'Blue-space' Research 4).<br>
(Can be attached to: '''Any Non-medical(?) exosuit ''')
 
'''Mounted RCD'''<br>
An exosuit-mounted Rapid Construction Device.<br>
(Can be attached to: '''Any exosuit ''')


''Note:'' The default capacity of a power cell in any of the civilian mechs is 15,000. To have any effectiveness, replace with Super Capacity Cells (20,000) or Hyper Capacity Cells (30,000).
'''Armor Booster Module (Close Combat Weaponry)'''<br>
Boosts exosuitrmor against armed melee attacks. Requires energy to operate.<br>
(Can be attached to: '''Any exosuit except honker''')


=== Repair ===
'''Armor Booster Module (Ranged Weaponry)'''<br>
# Equip a [[File:WeldingHelmet.png]] welding helmet on your head.  
Boosts exosuitrmor against ranged attacks. Completely blocks taser shots. Requires energy to operate.<br>
#* ''Note: Be sure to remember this step or you could go blind!''
(Can be attached to: '''Any exosuit except honker''')
# Place a [[File:Welder.png]] welder in your hand, click on it while it's in your hand to light it, then click on the Mech repeatedly to repair it.


== MMI Mechs ==
'''Repair Droid'''<br>
With all mechs, MMI's can be installed as drivers. But remember, mechs are not bound to the AI or its laws, so don't put any [[Traitor|subversive elements]] inside them.
Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.<br>
(Can be attached to: '''Any exosuit ''')


There are a number of disadvantages too:
'''Cable Layer'''<br>
* They get no remote control like cyborgs.
(Can be attached to: '''Any exosuit ''')
* They have no access except those given to them by swiping an ID.
* They can be easily shut down from an exosuit control console like cyborgs.


If you and the MMI ever think that it was a bad idea to put them in the mech, you can always have them enable maintenance, open up the power compartment, take out the cell, and crowbar them out.
'''Syringe Gun'''<br>
Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur.<br>
(Can be attached to: '''Any medical exosuit (Odysseus)''')

Revision as of 23:55, 3 February 2017

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

Robotics Equipment

Machines

Exosuit Fabricator

Exofab.png

The Exosuit Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could possibly 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.


In addition, the machine itself will also be upgraded by simply researching two specific techs. These benefits have no cap, and will continue to have a benefit at any increased research level (The levels themselves are capped by the availability of high tech items to research)

  • Materials research will increase material efficiency, reducing the quantity of materials you require to build things.
  • Data Theory research will increase speed efficiency, reducing the time required to build various parts

It can be upgraded

  • Upgrading the Laser will increase material efficiency, reducing the quantity 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

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 he wants 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 in the event that more than one exists.

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, Head, Camera and Law Computer, then click on Process Queue in the right side.
  3. Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish.
  4. When putting the parts together, use the File:Robot endoskeleton.png Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton.
    • Add 2x File:Sflash.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 a File:Posibrain.pngposibrain.

Extract a brain for the Cyborg

Note: Check with the Chief Medical Officer before agreeing to perform a brain extraction on a living human. Medbay has anesthetics, which are optimal when someone is cutting into your skull with a circular saw. Additionally, 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 to cut back the flesh.
  4. Use the Hemostat.png hemostat to stop any potential bleeding.
  5. Use your Retractor.png retractors to lift up the skin.
  6. Use the Saw.png saw to cut through the bones.
  7. Use the Retractor.png retractor to separate the bones.
  8. Use the Scalpel.png scalpel. This will open up a window asking you which organ you'd like to cut loose. Select the Brain.
  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 again.
  10. Place the brain in an MMI empty.png MMI.
  11. (Optional) Before you give the Cyborg a new brain, you can name it anything you or your client wants. Grab a Pen.png pen and use the pen on the Cyborg to rename it. Once you place the brain in the Cyborg, this step will not be completable.
  12. 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 (or someone else did it for you)

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.

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 unexpose 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 File:Empty hand.png 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.

Resetting Modules

Once a player Cyborg chooses a module (Engineer, Janitor, Security, etc) they cannot change the module without your help.

You can manually reset its module to allow it the option of choosing a new one by following this order:

  1. Id regular.png Swipe an ID with Robotics access to unlock the panel.
  2. Crowbar.png Crowbar open the panel.
  3. File:Robotics reset module circuit.png Print out a reset 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 other technician should be able to sever the connection to the AI entirely by cutting the correct wire.

There are three lights in the cyborg with three corresponding wires:

  • 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 it's 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 be unslaved from the AI and bound only by it's 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.
  • Module Lock: If this light is on, the module of the cyborg cannot be changed.
    • Pulsing this will reset the module of a cyborg and allow it to pick a new one.
    • Cutting this wire will cause the cyborg to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.
    • Mending this wire will allow the cyborg to change modules.

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.

Creating a Spiderbot

Spiderbots are temporary bodies for brains.

They can carry around small items, zap things, move through vents and generally act like pests. They are seldom used on the Aurora, but can still be constructed.

Combine the following:

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

Bots

As a Roboticist, you serve another important purpose, making NPC robots. Robots can benefit the station in many ways, and are really easy to create. The current list of robots, and how to make them, is as follows:

Medibot.png Medibot

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

They can also be Emagged to repeatedly inject anyone with harmful chemicals. Note that these don't synthesise their own chemicals, except tricordazine.

Combine the following ingredients in order:

  1. Cyborg Right or Left Arm.
  2. Empty File:SMed.png Medkit.
    • Note: Differently colored medkits will also change the resulting color 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.

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!

  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.

File:Floorbot.gif 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. To make:

  1. Empty File:Btoolbox.png toolbox (Must be a blue one)
  2. Floor Tiles.png Floor tile (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.

Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.

I AM THE LAW Securitron

Basically, Officer Beepsky without the personality.

You usually won't need to build any of these, but they can be hilariously helpful for traitors whom have invested in a 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 obviously hacked. To make:

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

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.

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:

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

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

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.

The current list of exosuits is as follows.

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 Revs (using it to breach high security areas)

To make:

  • Build all of the Ripley parts using the exosuit fabricator.
  • Build a Hydraulic Clamp and Drill
  • 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
  • Weldingtool
  • 5 pieces of plasteel
  • Wrench
  • Weldingtool
  • Add the Hydraulic Clamp and Drill to the finished Ripley

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

  • Create a Firefighter APLU chassis using the exosuit fabricator. It is listed under exosuit equipment.
  • Create all parts of the Ripley APLU except for the chassis.
  • Assemble all of the Ripley parts to the Firefighter chassis.
  • Add a firesuit
  • Wrench
  • Screwdriver
  • Cable Coil
  • Wirecutters
  • Ripley central control module
  • Screwdriver
  • Ripley peripherals control module
  • Screwdriver
  • 5 pieces of plasteel
  • Wrench
  • Weldingtool
  • 5 pieces of plasteel
  • 5 pieces of plasteel
  • Wrench
  • Weldingtool
  • Optimal Loadouts
    • Hull Repairs: Clamp, RCD, Cable Layer
    • Firefighting: Clamp, Extinguisher, Repair Droid

Mecha odysseus.png Odysseus

  • 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 main board
  • Screwdriver
  • Odysseus peripherals board
  • Screwdriver
  • 5 pieces of metal
  • Wrench
  • Welder
  • 5 pieces of plasteel
  • Wrench
  • Welder
  • Optimal Loadout: 3 Mounted Sleepers or 2 Mounted Sleepers, 1 Syringe Gun

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 small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3)

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
  • Weldingtool
  • Add Gygax Armor Plates (Made in the exosuit fabricator)
  • Wrench
  • Weldingtool

Durand.png Durand

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

Requires silver sheets to complete.
  • Defence Mode Function (Boosts Durand armor with the penalty of not being able to move or turn)

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 an Advanced Sensor Module (Bug R&D)
  • Screwdriver
  • Add an Advanced Capacitor (Bug R&D)
  • Screwdriver
  • Add some metal
  • Wrench
  • Weldingtool
  • Add Durand Armor Plates (Made in the exosuit fabricator)
  • Wrench
  • Weldingtool

Mecha marauder.png Marauder

Used by the ERT.

A Marauder is equipped with:

  • Heavy Pulse Rifle
  • Missile launcher (8 missiles)
  • Zoom Function (Allows you to see twice as far with the penalty of not being able to move or turn)
  • Thrusters for EVA use
  • Internal Airtank

Exosuit Maintenance

Replacing Batteries

  • Make sure the ID upload panel is closed.
  • Hit the exosuit with your ID card or PDA with one inside.
  • Wrench
  • Crowbar
  • Screwdriver
  • Replace cell.
  • Screwdriver
  • Crowbar
  • Wrench
  • ID

Note: The default capacity of a power cell in any of the civilian exosuits is 15,000. To have any effectiveness, replace with Super Capacity Cells (20,000) or Hyper Capacity Cells (30,000). The power cells in military exosuits cannot be removed or replaced.

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 are able to remove him/her by following a series of steps.

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

Exosuit Equipment

Various tools and weapons can be attached to Exosuits, providng them with ability to perform different tasks. Exosuit Equipment is built by Exosuit Fabricator ("Exosuit Equipment" menu). To attach a tool or weapon, simply click with it on an Exosuit. Most Exosuits can hold no more than three equipment pieces.

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 Ripley and Hoverpod
  • Military: Can only be attached to Durand, Gygax, Marauder, and Phazon

Some equipments fit in more than one of the latter three categories. Where this is the case, that equipment can be used on any of the specifically named Exosuits in those categories.

There are some equipments that are also limited to single specific exosuits, those will be named in the category too where that's the case.

General Equipment

Passenger compartment - Energy Relay - Phoron Generator - ExoNuclear Reactor

Passenger Compartment
Category: General Power Consumption: 0 File:Mecha abooster ccw.png
Tech Requirements:
  • N/A
Construction Costs:
  • Steel: 5000
  • Glass: 5000
An internal sealed and seated compartment for passengers to comfortably sit and ride along, with a sturdy lock on it to prevent people entering if the driver doesn't want them to. Can only be entered willingly by the passenger, and has an emergency release on the inside to allow escape even if locked
Function:
  • Allows the exosuit to carry a passenger, they can climb into a compartment via a rightclick option from outside.
  • The passenger recieves oxygen from the internal air tank.
  • The passenger is fully conscious, able to speak, use radio etc, and can eject whenever they want.
    • Unlike the driver, the passenger can use items while inside the exosuit, but cannot drop them.
    • The passenger cannot use items on things outside the exosuit , and cannot fire guns out.
  • The passenger compartment can be locked and unlocked from the stats panel in the Exosuit Interface
    • It always starts off locked by default
    • An unlocked compartment can be entered by anyone.
  • A passenger inside the exosuit cannot be ejected by the driver. To get them out, you must Initiate Maintenance Protocols from outside the exosuit , and use the Remove Passenger option in the maintenance panel.
Notes:
  • A passenger can eject even if the door is locked
  • Each Passenger Compartment holds a single passenger
  • There is no way to put someone into the passenger compartment, they must enter willingly and manually
  • This equipment uses no power even if a passenger is inside.



Energy Relay
Category: General Power Consumption: N/A Tesla.png
Tech Requirements:
  • Electromagnetic Spectrum Research: 4
  • Illigal research: 2
Construction Costs:
  • Steel: 10000
  • Gold: 2000
  • Silver: 3000
  • Glass: 2000
Wirelessly drains energy from any available power channel in area. The performance index is quite low.
Function:
  • Generates 12w of power per second, to recharge the battery
  • Drains 2-3Kw per 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.



Phoron Generator
Category: General Power Consumption: N/A Tesla.png
Tech Requirements:
  • Phoron Research: 2
  • Power Manipulation Technology: 2
  • Engineering Research: 2
Construction Costs:
  • Steel: 10000
  • Silver: 500
  • Glass: 1000
A Clean-Burning reactor that uses phoron as a fuel source to recharge the power cell. Terribly inefficient.
Function:
  • Burns Phoron Crystals inserted into it to produce power
    • To pickup a phoron crystal, activate the generator as the active module, then click a phoron crystal on the ground.
  • Consumes 500 cm^3 of phoron per second to charge up the power cell
    • Consumes 100 cm^3 of phoron per second instead, when the power cell is full. Does not auto deactivate.
    • Each Phoron crystal contains 2000cm^3 of phoron, and so will run the generator for 4 seconds per sheet.
  • While running, produces 20w of power per second.
Notes:
  • This generator consumes phoron rapidly, and is only really useful for mining, where you have access to an abundant supply of phoron sheets.



ExoNuclear Reactor
Category: General Power Consumption: N/A Tesla.png
Tech Requirements:
  • Power Manipulation Technology: 3
  • Engineering Research: 3
Construction Costs:
  • Steel: 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:
  • Steel: 10000
  • Silver: 500
  • Glass: 1000

Function:

  • Burns Uranium Sheets inserted into it to produce power
    • To pickup a Uranium sheet, activate the generator as the active module, then click a phoron 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. 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 20w of power per second.
  • Irradiates everyone nearby while running, 0.9 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


Industrial Equipment

Extinguisher - Hydraulic clamp - Drill - Diamond drill - Jury-rigged Welder Laser - RCD

Extinguisher
Category: Industrial Power Consumption: 0 Mecha exting.png
Tech Requirements:
  • None
Construction Costs:
  • Steel: 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 infront 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 per 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 actually 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 off full, allowing you oddly to turn metal into water.


Hydraulic clamp
Category: Industrial Power Consumption: 10 Mecha clamp.png
Tech Requirements:
  • None
Construction Costs:
  • Steel: 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:
  • Steel: 10000
The drill can completely destroy most objects (with the exception of 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 astroid 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 trough walls, making it an antag favorite
    • Can drill trough floors, creating breaches
      • Cannot 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: 0 Mecha diamond drill.png
Tech Requirements:
  • Materiels research: 4
  • Engineering Research: 3
Construction Costs:
  • Steel: 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:
  • ----


Jury-rigged Welder Laser
Category: Industrial, Military Power Consumption: 80 Mecha laser.png
Tech Requirements:
  • Combat Systems Research: 2
  • Electromagnetic Spectrum Research: 2
Construction Costs:
  • Steel: 10000
While not regulation, this inefficient weapon can be attached to working exo-suits in desperate, or malicious, times.
Function:
  • Fires a laser which deals 40 burn damage
    • Has a cooldown of 3 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.
  • This is mostly similar to the Immolator laser, except that its able to be attached to industrial exosuits as well as military ones.
    • It is also much slower, and consumes much more power



Rapid Construction Device
Category: Industrial Power Consumption: 250 Mecha rcd.png
Tech Requirements:
  • Materials research: 4
  • Bluespace research: 3
  • Electromagnetic Spectrum Research: 4
  • Power manipulation research: 4
Construction Costs:
  • Steel: 30000
  • Phoron: 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

Mounted Sleeper
Category: Medical Power Consumption: 20 Sleeper 0.png
Tech Requirements:
  • N/A
Construction Costs:
  • Steel: 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, which does the following:
    • Provides them with air from the internal oxygen tank
    • Heals 0.5 Suffocation damage per second, if the patient is not critical
    • Paralyses, weakens and stuns the occupant, preventing them from waking or speaking, they are kept unconscious.
    • Injects Inaprovaline, and keeps the patient with at least 5u of it.
  • Deactivates if power runs out.
Notes:
  • Only uses power while a patient is inside
  • Each Mounted Sleeper holds a single patient


Military Equipment

CH-PS "Immolator" Laser - CH-LC "Solaris" laser cannon - mkIV Ion Heavy Cannon

CH-PS "Immolator" Laser
Category: Military Power Consumption: 30 Mecha laser.png
Tech Requirements:
  • Combat Systems Research: 3
  • Electromagnetic Spectrum Research: 3
Construction Costs:
  • Steel: 10000
A powerful mounted laser that runs from the internal power cell. Has similar functionality to an infantry Laser Carbine, but can go for a lot longer before recharging
Function:
  • Fires a laser which deals 40 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.



CH-LC "Solaris" laser cannon
Category: Military Power Consumption: 60 Mecha laser.png
Tech Requirements:
  • Combat Systems Research: 4
  • Electromagnetic Spectrum Research: 4
Construction Costs:
  • Steel: 10000
An experimental Exosuit-mounted laser cannon. Designed as a successor to the Immolator, but scrapped due to some technical flaws.
Function:
  • Fires a laser which deals 60 burn damage
    • Has a cooldown of 1.5 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.
  • Less efficient than the immolator in damage/power ratio, and overall weaker in damage output over time. An inferior choice.



mkIV Ion Heavy Cannon
Category: Military Power Consumption: 120 Mecha ion.png
Tech Requirements:
  • Combat Systems Research: 4
  • Electromagnetic Spectrum Research: 4
Construction Costs:
  • Steel: 10000
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 vaurca 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.


Todo

eZ-13 mk2 Heavy pulse rifle
Fires a heavy pulse laser.
(Can be attached to: Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon))

PBT "Pacifier" Mounted Taser
Fires a taser bolt, identical to the security taser.
(Can be attached to: Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon))

LBX AC 10 "Scattershot"
Fires a medium sized bullet, similar damage as the Mini-UZI.
(Can be attached to: Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon))

Ultra AC 2
Fires a weak bullet, similar damage as the Submachine Gun.
(Can be attached to: Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon))

SRM-8 Missile Rack
Fires a missile which will explode on impact.
(Can be attached to: Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon))

SGL-6 Grenade Launcher
Shoots out a flashbang at medium range.
(Can be attached to: Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon))

Banana Mortar
Shoots out a banana peel. Very annoying, thus, fun.
(Can be attached to: Honker)

Mousetrap Mortar
Shoots out a armed mousetrap.
(Can be attached to: Honker)

HoNkER BlAsT 5000
Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around.
(Can be attached to: Honker)


Teleporter
Exosuit-mounted teleporter. Can teleport exosuit to any location in view. Must be researched first (Requires: 'Blue-space' Research 10, Electromagnetic Spectrum Research 5. Currently only adminspawnable due to the high research level - don't bother, really. Or steal it from the Centcomm exosuits. You know you want to just hijack the deathsquad shuttles after taking their IDs off their burnt corpses, charge out the doors with your stolen weapons in hand, hack your way through the multitudinous doors as more security rushes in with murder in mind and pulse cannons and power armour at hand, until you finally get to your prizes, the exosuit bay - only to steal the teleporters mounted on them and scarper back to the station to use them in the destructive analyser. You know it's what you want to do. Do it. Do it. Do it.)
(Can be attached to: Any exosuit )

Gravitational Catapult
Can be used to throw objects around (S mode) or move them away from target (P mode). Must be researched first (Requires: 'Blue-space' Research 2; Electromagnetic Spectrum Research 3; Engineering 3).
(Can be attached to: Any Non-medical(?) exosuit )

Wormhole Generator
As the name implies, Wormhole Generator creates a wormhole (similar to ones spawned at Space-Time Anomalies event) at target location. Must be researched first (Requires: 'Blue-space' Research 4).
(Can be attached to: Any Non-medical(?) exosuit )

Mounted RCD
An exosuit-mounted Rapid Construction Device.
(Can be attached to: Any exosuit )

Armor Booster Module (Close Combat Weaponry)
Boosts exosuitrmor against armed melee attacks. Requires energy to operate.
(Can be attached to: Any exosuit except honker)

Armor Booster Module (Ranged Weaponry)
Boosts exosuitrmor against ranged attacks. Completely blocks taser shots. Requires energy to operate.
(Can be attached to: Any exosuit except honker)

Repair Droid
Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.
(Can be attached to: Any exosuit )

Cable Layer
(Can be attached to: Any exosuit )

Syringe Gun
Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur.
(Can be attached to: Any medical exosuit (Odysseus))