User:Liljackrabbit25/Sandbox: Difference between revisions

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(Added more stuff to wires section)
(move some things around, finished every module in the game (Every mentionable module in the code!! Hooray!))
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# [[File:Screwdriver_tool.png|32px]] Close MODsuit panel with screwdriver.
# [[File:Screwdriver_tool.png|32px]] Close MODsuit panel with screwdriver.


==Customization==
 
=Wires=
MODsuits have a few things controlled by wires, in the case of an EMP or other need, you can access them by screwdrivering [[File:screwdriver tool.png|32px]] the panel and then using a multitool [[File:multitool.png|32px]] or wirecutters [[File:wirecutters.png|32px]].<br>
[[Roboticist]]s have a skillchip allowing them to see which wire controls which light.
* The orange light controls shocks, shocking the user when they try to use it. The light will activate when pulsed with a multitool [[File:multitool.png|32px]] and can be reset by cutting and mending the wire using wirecutters [[File:wirecutters.png|32px]].
* The red light controls malfunction, causing the active module to randomly shut off, the suit to randomly lose power and buttons to randomly not work. Must be reset by cutting and mending with wirecutters [[File:wirecutters.png|32px]].
* The green light controls locking the suit, pulsing [[File:multitool.png|32px]] will change the lock status and cutting [[File:wirecutters.png|32px]] will reset the required access.
* The yellow light controls status of the interface, it can be pulsed [[File:multitool.png|32px]] or mended [[File:wirecutters.png|32px]] if the interface is broken to repair it.
 
When in doubt, cut all the wires then mend them! It'll fix any damages done by EMPs or other sources.
 
 
=Customization=
The chosen plating determines the suit's look, and protections. There are currently 9 printable armors in total:
The chosen plating determines the suit's look, and protections. There are currently 9 printable armors in total:


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For MODsuits with alternate appearances, use a paint kit [[File:Paintkit.png]] on the completed suit to change between them!


For MODsuits with alternate appearances, use a paint kit [[File:Paintkit.png]] on the completed suit to change between them!


=Station MODsuit Themes=
=Station MODsuit Themes=
Line 716: Line 728:
|ModuleImage=Flashlight module.png
|ModuleImage=Flashlight module.png
|Idle=0
|Idle=0
|Active=15 (+5 for each tile of range)
|Active=15 (+5 for each configured tile of range)
|OnUse=0
|OnUse=0
|Complexity=1
|Complexity=1
Line 740: Line 752:
|Complexity=3
|Complexity=3
|Description=A  series of electric thrusters installed across the suit, this is a module highly anticipated by trainee Engineers. Rather than using gasses for combustion thrust, these jets are capable of accelerating ions using charge from the suit's charge. Some say this isn't Nakamura Engineering's first foray into jet-enabled suits.
|Description=A  series of electric thrusters installed across the suit, this is a module highly anticipated by trainee Engineers. Rather than using gasses for combustion thrust, these jets are capable of accelerating ions using charge from the suit's charge. Some say this isn't Nakamura Engineering's first foray into jet-enabled suits.
}}
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Ionic Jump Jet Module
|ModuleImage=Mod_modules_jump_jet.png
|Idle=0
|Active=0
|OnUse=250
|Complexity=3
|CooldownTime=30 Seconds
|Description=A specialised ionic thruster which provides a short but powerful boost capable of pushing against gravity, after which time it needs to recharge.<br>''When activated, removes gravity for 5 seconds and will move the user up 1 Z-Level if possible''
}}
}}


Line 812: Line 835:
|Description=Advanced climate control, using an inner body glove interwoven with thousands of tiny, flexible cooling lines. This circulates coolant at various user-controlled temperatures, ensuring they're comfortable; even if they're some that like it hot.
|Description=Advanced climate control, using an inner body glove interwoven with thousands of tiny, flexible cooling lines. This circulates coolant at various user-controlled temperatures, ensuring they're comfortable; even if they're some that like it hot.
}}
}}
==Medical Modules==


{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Defibrillator Module
|Module=Night Visor Module
|ModuleImage=Mod_modules_defibrillator.png
|ModuleImage=Night visor.png
|BackgroundColor=SteelBlue
|Idle=0
|TextboxColor=#CDDDEA
|Active=15
|OnUse=0
|Complexity=1
|Description=A heads-up display installed into the visor of the suit. Typical for both civilian and military applications, this allows the user to perceive their surroundings while in complete darkness, enhancing the view by tenfold; yet brightening everything into a spooky green glow. They say these also let you see behind you.
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Join Torsion Ratchet Module
|ModuleImage=Mod_modules_joint_torsion.png
|Idle=0
|Active=0
|OnUse=0
|Complexity=1
|Description=A compact, weak AC generator that charges the suit's internal cell through the power of deambulation. It doesn't work in zero G. More than one can be installed.<br>''Provies 22.5 charge per step taken.''
}}
 
==Medical Modules==
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Defibrillator Module
|ModuleImage=Mod_modules_defibrillator.png
|BackgroundColor=SteelBlue
|TextboxColor=#CDDDEA
|Idle=0
|Idle=0
|Active=0
|Active=0
Line 997: Line 1,040:
|Complexity=2
|Complexity=2
|IncompatibleModules=Atrocinator module
|IncompatibleModules=Atrocinator module
|Description=These are powerful electromagnets fitted into the suit's boots, allowing users both \excellent traction no matter the condition indoors, and to essentially hitch a ride on the exterior of a hull. \However, these basic models do not feature computerized systems to automatically toggle them on and off, \so numerous users report a certain stickiness to their steps.
|Description=These are powerful electromagnets fitted into the suit's boots, allowing users both excellent traction no matter the condition indoors, and to essentially hitch a ride on the exterior of a hull. However, these basic models do not feature computerized systems to automatically toggle them on and off, so numerous users report a certain stickiness to their steps.
}}
}}


Line 1,104: Line 1,147:


{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Teleporter Module
|Module=Advanced Reagent Scanner Module
|ModuleImage=TeleportMod.png
|ModuleImage=Scanner module.png
|BackgroundColor=#B44DDD
|BackgroundColor=#B44DDD
|TextboxColor=#E4BFF3
|TextboxColor=#E4BFF3
|Idle=0
|Idle=0
|Active=0
|Active=10
|OnUse=1250
|OnUse=0
|Complexity=1
|Description=An advanced module with all the features of research-oriented Nanotrasen HUDs, this is capable of scanning the contents of containers and projecting the information in an easy-to-read format on the wearer's display. It also contains a research scanner and an explosion sensor that gives details on nearby explosions. No improvements have been made to allow it to detect flavors so that's still up to you.<br>''This module is exclusive to the [[Research Director]]'s [[User:Liljackrabbit25/Sandbox#Research MODsuit|modsuit]].''
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Teleporter Module
|ModuleImage=TeleportMod.png
|BackgroundColor=#B44DDD
|TextboxColor=#E4BFF3
|Idle=0
|Active=0
|OnUse=1250
|Complexity=3
|Complexity=3
|CooldownTime=4 Seconds
|CooldownTime=4 Seconds
|Description=A module that uses a bluespace core to let the user transport their particles elsewhere.
|Description=A module that uses a bluespace core to let the user transport their particles elsewhere.
}}
}}
==Security Modules==
==Security Modules==


Line 1,155: Line 1,211:
|IncompatibleModules=Patient Transport Module
|IncompatibleModules=Patient Transport Module
|Description=The private security that had orders to take in people dead were quite happy with their space-proofed suit, but for those who wanted to bring back whomever their targets were still breathing needed a way to "''share''" the space-proofing. And thus: criminal capture! Creates a hardlight prisoner transport bag around the apprehended that has breathable atmospheric conditions.
|Description=The private security that had orders to take in people dead were quite happy with their space-proofed suit, but for those who wanted to bring back whomever their targets were still breathing needed a way to "''share''" the space-proofing. And thus: criminal capture! Creates a hardlight prisoner transport bag around the apprehended that has breathable atmospheric conditions.
}}
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Pepper Shoulders Module
|ModuleImage=Mod_modules_pepper_shoulder.png
|BackgroundColor=#BB4242
|TextboxColor=#EBC7C7
|Idle=0
|Active=0
|OnUse=50
|Complexity=1
|CooldownTime=5 Seconds
|IncompatibleModules=Patient Transport Module
|Description=A module that attaches two pepper sprayers on shoulders of a MODsuit, reacting to touch with a spray around the user.<br>''This module is inbuilt to Security MODsuits and the Safeguard MODsuit.''
}}
}}


Line 1,171: Line 1,241:


{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Holster Module
|Module=Megaphone Module
|ModuleImage=Holster_module.png
|ModuleImage=Mod_modules_megaphone.png
|BackgroundColor=#BB4242
|BackgroundColor=#BB4242
|TextboxColor=#EBC7C7
|TextboxColor=#EBC7C7
|Idle=0
|Idle=0
|Active=0
|Active=0
|OnUse=0
|OnUse=25
|Complexity=2
|Complexity=1
|CooldownTime=0.5 Seconds
|Description=A microchip megaphone linked to a MODsuit, for very important purposes, like: loudness.<br>''This module is inbuilt to the Safeguard MODsuit.''
|Description=Based off typical storage compartments, this system allows the suit to holster a standard firearm across its surface and allow for extremely quick retrieval. While some users prefer the chest, others the forearm for quick deployment, some law enforcement prefer the holster to extend from the thigh.
}}
}}


{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Magnetic Harness Module
|Module=Holster Module
|ModuleImage=Mod_modules_mag_harness.png
|ModuleImage=Holster_module.png
|BackgroundColor=#BB4242
|BackgroundColor=#BB4242
|TextboxColor=#EBC7C7
|TextboxColor=#EBC7C7
|Idle=0
|Idle=0
|Active=0
|Active=0
|OnUse=50
|OnUse=0
|Complexity=2
|Complexity=2
|Description=Based off old TerraGov harness kits, this magnetic harness automatically attaches dropped guns back to the wearer.
|CooldownTime=0.5 Seconds
|Description=Based off typical storage compartments, this system allows the suit to holster a standard firearm across its surface and allow for extremely quick retrieval. While some users prefer the chest, others the forearm for quick deployment, some law enforcement prefer the holster to extend from the thigh.
}}
}}


{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Mirage Grenade Dispenser Module
|Module=Bulwark Module
|ModuleImage=Mod_modules_mirage_grenade.png
|ModuleImage=Mod_modules_bulwark.png
|BackgroundColor=#BB4242
|BackgroundColor=#BB4242
|TextboxColor=#EBC7C7
|TextboxColor=#EBC7C7
|Idle=0
|Idle=0
|Active=0
|Active=0
|OnUse=100
|OnUse=0
|Complexity=3
|Complexity=3
|CooldownTime=20 Seconds
|Description=Layers upon layers of shock dampening plates, just to stop you from getting shoved into a wall by an angry mob. ''This module is inbuilt to the Safeguard MODsuit.''
|Description=This module can create mirage grenades at the user's liking. These grenades create holographic copies of the user.
}}
}}


{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Projectile Dampner Module
|Module=Restraint Assist Module
|ModuleImage=Mod_modules_projectile_dampener.png
|ModuleImage=Mod_modules_module.png
|BackgroundColor=#BB4242
|BackgroundColor=#BB4242
|TextboxColor=#EBC7C7
|TextboxColor=#EBC7C7
|Idle=0
|Idle=0
|Active=50
|Active=0
|OnUse=0
|OnUse=0
|Complexity=3
|Complexity=0
|CooldownTime=1.5 Seconds
|Description=Enhanced gauntlet grip pads that help with placing individuals in restraints more quickly. Doesn't look like they'll come off. ''This module is inbuilt to the Safeguard MODsuit, Security MODsuits, Syndicate MODsuits, and the Enchanted Modsuit.''
|Description=Using technology from peaceborgs, this module weakens all projectiles in nearby range.
}}
}}


{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Security Visor Module
|Module=Magnetic Harness Module
|ModuleImage=Sechud visor.png
|ModuleImage=Mod_modules_mag_harness.png
|BackgroundColor=#BB4242
|BackgroundColor=#BB4242
|TextboxColor=#EBC7C7
|TextboxColor=#EBC7C7
|Idle=0
|Idle=0
|Active=15
|Active=0
|OnUse=0
|OnUse=50
|Complexity=1
|Complexity=2
|CooldownTime=1.5 Seconds
|Description=Based off old TerraGov harness kits, this magnetic harness automatically attaches dropped guns back to the wearer.
|Description=A heads-up display installed into the visor of the suit. This module is a heavily-retrofitted targeting system, plugged into various criminal databases to be able to view arrest records, command simple security-oriented robots, and generally know who to shoot. They say these also let you see behind you.
}}
}}


{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Shooting Assistant Module
|Module=Mirage Grenade Dispenser Module
|ModuleImage=Mod_modules_shooting_assistant.png
|ModuleImage=Mod_modules_mirage_grenade.png
|BackgroundColor=#BB4242
|BackgroundColor=#BB4242
|TextboxColor=#EBC7C7
|TextboxColor=#EBC7C7
|Idle=<abbr title="Stormtrooper Mode">20</abbr> / <abbr title="Sharpshooter Mode">30</abbr>
|Idle=0
|Active=0
|Active=0
|OnUse=0
|OnUse=100
|Complexity=3
|Complexity=3
|Description=A botched prototype meant to boost the TGMC crayon eaters' ability with firearms. It has only two modes available in its configurations: 'Quick Fire Stormtrooper' and 'Slow Ricochet Sharpshooter', both incompatible with dual wielding firearms."<br>''The mode can be changed from inside the MODsuit interface panel. Quick Fire Stormtrooper mode double firing speed while giving the user terrible aim. Slow Ricochet Sharpshooter makes the user's bullets/lasers ricochet off of walls''
|CooldownTime=20 Seconds
|Description=This module can create mirage grenades at the user's liking. These grenades create holographic copies of the user.
}}
}}
==Service Modules==


{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Bike Horn Module
|Module=Projectile Dampner Module
|ModuleImage=Honk module.png
|ModuleImage=Mod_modules_projectile_dampener.png
|BackgroundColor=#BB4242
|TextboxColor=#EBC7C7
|Idle=0
|Idle=0
|Active=0
|Active=50
|OnUse=50
|OnUse=0
|Complexity=1
|Complexity=3
|Description=A shoulder-mounted piece of heavy sonic artillery, this module uses the finest femto-manipulator technology to precisely deliver an almost lethal squeeze to... a bike horn, producing a significantly memorable sound.
|CooldownTime=1.5 Seconds
|Description=Using technology from peaceborgs, this module weakens all projectiles in nearby range.
}}
}}


{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Janitorial Mister Module
|Module=Security Visor Module
|ModuleImage=mod modules mister.png
|ModuleImage=Sechud visor.png
|BackgroundColor=#BB4242
|TextboxColor=#EBC7C7
|Idle=0
|Idle=0
|Active=50
|Active=15
|OnUse=0
|OnUse=0
|Complexity=2
|Complexity=1
|Description=A space cleaner mister, able to clean up messes quickly. Synthesizes its own supply over time (if active).
|CooldownTime=1.5 Seconds
|Description=A heads-up display installed into the visor of the suit. This module is a heavily-retrofitted targeting system, plugged into various criminal databases to be able to view arrest records, command simple security-oriented robots, and generally know who to shoot. They say these also let you see behind you.
}}
}}


{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Microwave Beam Module
|Module=Shooting Assistant Module
|ModuleImage=microwavebeam.png
|ModuleImage=Mod_modules_shooting_assistant.png
|BackgroundColor=#BB4242
|TextboxColor=#EBC7C7
|Idle=<abbr title="Stormtrooper Mode">20</abbr> / <abbr title="Sharpshooter Mode">30</abbr>
|Active=0
|OnUse=0
|Complexity=3
|Description=A botched prototype meant to boost the TGMC crayon eaters' ability with firearms. It has only two modes available in its configurations: 'Quick Fire Stormtrooper' and 'Slow Ricochet Sharpshooter', both incompatible with dual wielding firearms."<br>''The mode can be changed from inside the MODsuit interface panel. Quick Fire Stormtrooper mode double firing speed while giving the user terrible aim. Slow Ricochet Sharpshooter makes the user's bullets/lasers ricochet off of walls''
}}
 
==Service Modules==
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Bike Horn Module
|ModuleImage=Honk module.png
|Idle=0
|Idle=0
|Active=0
|Active=0
|OnUse=250
|OnUse=50
|Complexity=1
|Complexity=1
|CooldownTime=4 Seconds
|Description=A shoulder-mounted piece of heavy sonic artillery, this module uses the finest femto-manipulator technology to precisely deliver an almost lethal squeeze to... a bike horn, producing a significantly memorable sound.
|IncompatibleModules=Organizer Module
|Description=An oddly domestic device, this module is installed into the user's palm, hooking up with culinary scanners located in the helmet to blast food with precise microwave radiation, allowing them to cook food from a distance, with the greatest of ease. Not recommended for use against grapes.
}}
}}


{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Recycler Module
|Module=Advanced Balloon Blower Module
|ModuleImage=Mod_modules_recycler.png
|ModuleImage=Bloon.png
|Idle=0
|Idle=0
|Active=25
|Active=0
|OnUse=25
|Complexity=1
|CooldownTime=20 Seconds
|Description=A relatively new piece of technology developed by finest clown engineers to make long balloons and balloon animals at party-appropriate rate.<br>''This module, unlike its un-advanced counterpart, isn't found in maintenance and is usually found in the Cosmohonk MODsuit!''
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Janitorial Mister Module
|ModuleImage=mod modules mister.png
|Idle=0
|Active=50
|OnUse=0
|OnUse=0
|Complexity=2
|Complexity=2
|CooldownTime=4 Seconds
|Description=A space cleaner mister, able to clean up messes quickly. Synthesizes its own supply over time (if active).
|Description=An innovative garbage collection module that recycles gathered trash into usable material. Doesn't work on debris and some items. May recycle live ammunition. Activate on a nearby turf or storage to unload stored material.
}}
}}


{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Waddle Module
|Module=Perfumer Module
|ModuleImage=waddleboots.png
|ModuleImage=Mod_modules_cleaner.png
|Idle=10
|Idle=0
|Active=0
|Active=0
|OnUse=0
|OnUse=250
|Complexity=1
|Complexity=1
|Description=Some of the most primitive technology in use by Honk Co. This module works off an automatic intention system, utilizing its sensitivity to the pilot's often-limited brainwaves to directly read their next step, affecting the boots they're installed in. Employing a twin-linked gravitonic drive to create miniaturized etheric blasts of space-time beneath the user's feet, this enables them to... to waddle around, bouncing to and fro with a pep in their step.
|CooldownTime=10 Seconds
|Description=A small spray to clean oneself up. Has a pleasant scent.<br>''This module is inbuilt to the Portable MODsuit!''
}}
}}
==Supply Modules==


{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Hydraulic Clamp Module
|Module=Microwave Beam Module
|ModuleImage=Clampmodule.png
|ModuleImage=microwavebeam.png
|BackgroundColor=#CCAB5E
|Idle=0
|TextboxColor=#EDE1C5
|Idle=0
|Active=0
|Active=0
|OnUse=50
|OnUse=250
|Complexity=3
|Complexity=1
|CooldownTime=0.5 Seconds
|CooldownTime=4 Seconds
|Description=A series of actuators installed into both arms of the suit, boasting a lifting capacity of almost a ton. However, this design has been locked by Nanotrasen to be primarily utilized for lifting various crates. A lot of people would say that loading cargo is a dull job, but you could not disagree more.
|IncompatibleModules=Organizer Module
|Description=An oddly domestic device, this module is installed into the user's palm, hooking up with culinary scanners located in the helmet to blast food with precise microwave radiation, allowing them to cook food from a distance, with the greatest of ease. Not recommended for use against grapes.
}}
}}


{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Disposal Connector Module
|Module=Recycler Module
|ModuleImage=Mod_modules_disposal.png
|ModuleImage=Mod_modules_recycler.png
|BackgroundColor=#CCAB5E
|Idle=0
|TextboxColor=#EDE1C5
|Active=25
|Idle=15
|Active=0
|OnUse=0
|OnUse=0
|Complexity=3
|Complexity=2
|CooldownTime=0.5 Seconds
|CooldownTime=4 Seconds
|Description=A module that connects to the disposal pipeline, causing the user to go into their config selected disposal. Only seems to work when the suit is on.<br>''This module allows you to go into your MODsuit Interface Panel and choose your destination disposals bin, similar to that of a Destination Tagger''
|Description=An innovative garbage collection module that recycles gathered trash into usable material. Doesn't work on debris and some items. May recycle live ammunition. Activate on a nearby turf or storage to unload stored material.
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Waddle Module
|ModuleImage=waddleboots.png
|Idle=10
|Active=0
|OnUse=0
|Complexity=1
|Description=Some of the most primitive technology in use by Honk Co. This module works off an automatic intention system, utilizing its sensitivity to the pilot's often-limited brainwaves to directly read their next step, affecting the boots they're installed in. Employing a twin-linked gravitonic drive to create miniaturized etheric blasts of space-time beneath the user's feet, this enables them to... to waddle around, bouncing to and fro with a pep in their step.
}}
==Supply Modules==
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Hydraulic Clamp Module
|ModuleImage=Clampmodule.png
|BackgroundColor=#CCAB5E
|TextboxColor=#EDE1C5
|Idle=0
|Active=0
|OnUse=50
|Complexity=3
|CooldownTime=0.5 Seconds
|Description=A series of actuators installed into both arms of the suit, boasting a lifting capacity of almost a ton. However, this design has been locked by Nanotrasen to be primarily utilized for lifting various crates. A lot of people would say that loading cargo is a dull job, but you could not disagree more.
}}
}}


Line 1,415: Line 1,530:
|Description=A module able to move the suit's parts around, turning it and the user into a sphere. If the modsuit is insulated with bileworm skin, the user will be protected from lava while active. The sphere can move quickly, even through lava, and launch mining micromissiles to decimate terrain and fauna alike. <br> ''This module is inbuilt to the [[Mining MODsuit]]. Middle-Clicking while in sphere form and in low pressure will fire missiles. When in sphere form, it grants an additional 20 melee armor and 20 bomb armor. This module is not removeable.''
|Description=A module able to move the suit's parts around, turning it and the user into a sphere. If the modsuit is insulated with bileworm skin, the user will be protected from lava while active. The sphere can move quickly, even through lava, and launch mining micromissiles to decimate terrain and fauna alike. <br> ''This module is inbuilt to the [[Mining MODsuit]]. Middle-Clicking while in sphere form and in low pressure will fire missiles. When in sphere form, it grants an additional 20 melee armor and 20 bomb armor. This module is not removeable.''
}}
}}
==Unobtainable Modules==
 
==Antagonist Modules==


{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Bluespace Storage Module
|Module=Flash-protected Optical Suite Module
|ModuleImage=Large storage.png
|ModuleImage=weldingprot.png
|BackgroundColor=#8B0000
|TextboxColor=#FFB8B8
|Idle=0
|Active=0
|OnUse=0
|Complexity=0
|IncompatibleModules=<br>
*Welding Protection Module
*Wraith Cloaking Module
|Description=A module installed into the visor of the suit, this projects a polarized, holographic overlay in front of the user's eyes. It's rated high enough for immunity against extremities such as spot and arc welding, solar eclipses, and handheld flashlights.
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Infiltration Core Programs Module
|ModuleImage=Mod_modules_infiltrator.png
|BackgroundColor=#8B0000
|TextboxColor=#FFB8B8
|Idle=0
|Idle=0
|Active=0
|Active=0
|OnUse=0
|OnUse=0
|Complexity=0
|IncompatibleModules=<br>
*Flash-protected Optical Suite Module
*Safety-first Head Protection Module
|Description=The primary stealth systems operating within the suit. Utilizing electromagnetic signals, the wearer simply cannot be observed closely, or heard clearly by those around them.It also contains some dampening systems to help protect a user from blows to the head.
}}
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Energy Shield Module
|ModuleImage=Energyshield.png
|BackgroundColor=#8B0000
|TextboxColor=#FFB8B8
|Idle=25
|Active=0
|OnUse=100
|Complexity=3
|Complexity=3
|Description=A storage system developed by Nanotrasen, these compartments employ miniaturized bluespace pockets for the ultimate in storage technology; regardless of the weight of objects put inside.
|Description=A personal, protective forcefield typically seen in military applications. This advanced deflector shield is essentially a scaled down version of those seen on starships, and the power cost can be an easy indicator of this. However, it is capable of blocking nearly any incoming attack, but only once every few seconds; a grim reminder of the users mortality.
}}
}}


{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Magic Nullifier Module
|ModuleImage=Mod_modules_magic_nullifier.png
|BackgroundColor=#8B0000
|TextboxColor=#FFB8B8
|Idle=25
|Active=0
|OnUse=100
|Complexity=3
|Description=A personal, protective forcefield typically seen in military applications. This advanced deflector shield is essentially a scaled down version of those seen on starships, and the power cost can be an easy indicator of this. However, it is capable of blocking nearly any incoming attack, but only once every few seconds; a grim reminder of the users mortality.<br> ''While in the antagonist modules catageory, it is commonly seen with Inquisitor [[Emergency Response Team]] agents!''
}}


=Wires=
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
MODsuits have a few things controlled by wires, in the case of an EMP or other need, you can access them by screwdrivering [[File:screwdriver tool.png|32px]] the panel and then using a multitool [[File:multitool.png|32px]] or wirecutters [[File:wirecutters.png|32px]].<br>
|Module=Anti Slip Module
[[Roboticist]]s have a skillchip allowing them to see which wire controls which light.
|ModuleImage=Noslip.png
* The orange light controls shocks, shocking the user when they try to use it. The light will activate when pulsed with a multitool [[File:multitool.png|32px]] and can be reset by cutting and mending the wire using wirecutters [[File:wirecutters.png|32px]].
|BackgroundColor=#8B0000
* The red light controls malfunction, causing the active module to randomly shut off, the suit to randomly lose power and buttons to randomly not work. Must be reset by cutting and mending with wirecutters [[File:wirecutters.png|32px]].
|TextboxColor=#FFB8B8
* The green light controls locking the suit, pulsing [[File:multitool.png|32px]] will change the lock status and cutting [[File:wirecutters.png|32px]] will reset the required access.
|Idle=5
* The yellow light controls status of the interface, it can be pulsed [[File:multitool.png|32px]] or mended [[File:wirecutters.png|32px]] if the interface is broken to repair it.
|Active=0
|OnUse=0
|Complexity=1
|Description=These are a modified variant of standard magnetic boots, utilizing piezoelectric crystals on the soles. The two plates on the bottom of the boots automatically extend and magnetize as the user steps; a pull that's too weak to offer them the ability to affix to a hull, but just strong enough to protect against the fact that you didn't read the wet floor sign. Honk Co. has come out numerous times in protest of these modules being legal.
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Flamethrower Module
|ModuleImage=Mod_modules_flamethrower.png
|BackgroundColor=#8B0000
|TextboxColor=#FFB8B8
|Idle=0
|Active=0
|OnUse=150
|Complexity=3
|CooldownTime=2.5 Seconds
|Description=A custom-manufactured flamethrower, used to burn through your path. Burn well.
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Insignia Module
|ModuleImage=Insigniamodule.gif
|BackgroundColor=#8B0000
|TextboxColor=#FFB8B8
|Idle=0
|Active=0
|OnUse=0
|Complexity=0
|Description=Despite the existence of IFF systems, radio communique, and modern methods of deductive reasoning involving the wearer's own eyes, colorful paint jobs remain a popular way for different factions in the galaxy to display who they are. This system utilizes a series of tiny moving paint sprayers to both apply and remove different color patterns to and from the suit.
}}


When in doubt, cut all the wires then mend them! It'll fix any damages done by EMPs or other sources.
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Power Kick Module
|ModuleImage=Mod_modules_power_kick.png
|BackgroundColor=#8B0000
|TextboxColor=#FFB8B8
|Idle=0
|Active=0
|OnUse=250
|Complexity=0
|CooldownTime=5 Seconds
|Description=This module uses high-power myomer to generate an incredible amount of energy, transferred into the power of a kick.
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Night Vision Module
|ModuleImage=Night visor.png
|BackgroundColor=#8B0000
|TextboxColor=#FFB8B8
|Idle=0
|Active=5
|OnUse=0
|Complexity=0
|Description=A heads-up display installed into the visor of the suit. Typical for both civilian and military applications, this allows the user to perceive their surroundings while in complete darkness, enhancing the view by tenfold; yet brightening everything into a spooky green glow. They say these also let you see behind you. These ones are a special version which remain compatible with the other visor modules.
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Chameleon Module
|ModuleImage=Mod_modules_chameleon.png
|BackgroundColor=#8B0000
|TextboxColor=#FFB8B8
|Idle=0
|Active=0
|OnUse=0
|Complexity=2
|CooldownTime=0.5 Seconds
|Description=A module using chameleon technology to disguise the suit as another object.
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Psi-echo Demoralizer Module
|ModuleImage=Mod_modules_demoralizer.gif
|BackgroundColor=#8B0000
|TextboxColor=#FFB8B8
|Idle=5
|Active=0
|OnUse=0
|Complexity=0
|Description=One incredibly morbid member of the RND team at Roseus Galactic posed a question to her colleagues. 'I desire the power to scar my enemies mentally as I murder them. Who will stop me implementing this in our next project?' And thus the Psi-Echo Demoralizer Device was reluctantly invented. The future of psychological warfare, today!
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Medical Beamgun Module
|ModuleImage=Mod_modules_chronogun.png
|BackgroundColor=#8B0000
|TextboxColor=#FFB8B8
|Idle=0
|Active=50
|OnUse=0
|Complexity=1
|CooldownTime=0.05 Seconds
|Description=A wrist mounted variant of the medbeam gun, allowing the user to heal their allies without the risk of dropping it.
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Wraith Cloaking Module
|ModuleImage=Mod_modules_cloak_traitor.gif
|BackgroundColor=#8B0000
|TextboxColor=#FFB8B8
|Idle=0
|Active=100
|OnUse=500
|Complexity=4
|CooldownTime=2 Seconds
|IncompatibleModules=Flash-protected Optical Suite Module
|Description=A more destructive adaptation of the stealth module. Incompatible with armor modules
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Shock Absorption Module
|ModuleImage=Mod_modules_shock_absorption.png
|BackgroundColor=#8B0000
|TextboxColor=#FFB8B8
|Idle=0
|Active=0
|OnUse=50
|Complexity=1
|Description=A module that makes the user resistant to the knockdown and CNS disruption inflicted by Stun Batons.
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Donk Recycler Module
|ModuleImage=Mod_modules_donk_recycler.png
|BackgroundColor=#8B0000
|TextboxColor=#FFB8B8
|Idle=0
|Active=25
|OnUse=0
|Complexity=2
|Description=An innovative garbage collection module that recycles gathered trash into usable material. Doesn't work on debris and some items. May recycle live ammunition. Activate on a nearby turf or storage to unload stored material.<br>''This module is only bought from cargo or a traitor uplink''
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Flashdark Module
|ModuleImage=flashlight_module.png
|BackgroundColor=#8B0000
|TextboxColor=#FFB8B8
|Idle=0
|Active=15 (+5 for each configured tile of range)
|OnUse=0
|Complexity=1
|Description=A quirky pair of configurable flashdarks installed on the sides of the helmet, useful for providing darkness at a configurable range.
}}
===Ninja Modules===
----
They have enough modules to be seperate from the Antagonist Modules section! Wow!
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Advanced Cloaking Module
|ModuleImage=Mod_modules_cloak_ninja.png
|BackgroundColor=#8B0000
|TextboxColor=#FFB8B8
|Idle=0
|Active=50
|OnUse=250
|Complexity=4
|CooldownTime=3 Seconds
|Description=The latest in stealth technology, this module is a definite upgrade over previous versions. The field has been tuned to be even more responsive and fast-acting, with enough stability to continue operation of the field even if the user bumps into others. The power draw has been reduced drastically, making this perfect for activities like standing near sentry turrets for extended periods of time.
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Camera Vision Module
|ModuleImage=Mod_modules_welding_camera.png
|BackgroundColor=#8B0000
|TextboxColor=#FFB8B8
|Idle=0
|Active=0
|OnUse=0
|Complexity=0
|Description=A module installed into the suit's helmet. This specialized piece of technology is built for subterfuge, replacing the standard visor with a nanotech display; capable of displaying specialized imagery at just the right frequency to jam all known forms of camera tracking and facial recognition, as well as automatically dimming incoming flashes of light to protect the user's eyes. Become the unseen.
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Ninja Star Dispenser Module
|ModuleImage=Burgdispenser.png
|BackgroundColor=#8B0000
|TextboxColor=#FFB8B8
|Idle=0
|Active=0
|OnUse=100
|Complexity=3
|CooldownTime= 0.5 Seconds
|Description=This piece of Spider Clan technology can exploit known energy-matter equivalence principles, using the nanites already hosted in the wearer's suit to transmute into monomolecular shuriken. While these lack the intense bleeding edge of conventional throwing stars, they have been set to electrify fleeing targets; and branded with the Spider Clan symbol.
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Hacker Module
|ModuleImage=Mod_modules_hacker.png
|BackgroundColor=#8B0000
|TextboxColor=#FFB8B8
|Idle=0
|Active=0
|OnUse=0
|Complexity=0
|Description=Built for one purpose, electronic warfare, this module is built into the hands. Using near-field communication alongside precise electro-stimulation of the wires in machines, this decker's dream is normally used to pass through doors like a phantom. It's also capable of non-precise electro-stimulation of an assassin-saboteur's opponents on disarming attacks.
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Weapon Recall Module
|ModuleImage=Mod_modules_recall.png
|BackgroundColor=#8B0000
|TextboxColor=#FFB8B8
|Idle=0
|Active=0
|OnUse=100
|Complexity=0
|CooldownTime=0.5 Seconds
|Description=The cornerstone of a clanmember's life as a blademaster, and a module symbolizing their eternal bond with their weapon. This hooks to the micro bluespace drive inside an energy katana's handle, capable of recalling it to the user's skilled hands wherever they are. However, those that make such a bond with their weapon are cursed to fusing their existence with acts of combat, with a singular purpose; Cutting Down Their Opponent. Their hand a hand that is cutting, their body a body that is cutting, their mind, a mind that is cutting. Ranged weapons are forbidden.
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Reinforced DNA Module
|ModuleImage=Mod_modules_dnalock_ninja.png
|BackgroundColor=#8B0000
|TextboxColor=#FFB8B8
|Idle=0
|Active=0
|OnUse=25
|Complexity=0
|Description=A module which engages with the various locks and seals tied to the suit's systems, enabling it to only be worn by someone corresponding with the user's exact DNA profile. Due to utilizing a skintight dampening shield, this one is entirely sealed against electromagnetic interference; it also dutifully protects the secrets of the Spider Clan from unknowing outsiders. <br> ''This will '''GIB''' anyone with the wrong DNA who tries to put the suit on. I wouldn't try it if I were you.''
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=EMP Pulse Module
|ModuleImage=Mod_modules_emp_pulse.png
|BackgroundColor=#8B0000
|TextboxColor=#FFB8B8
|Idle=0
|Active=0
|OnUse=500
|Complexity=0
|CooldownTime=8 Seconds
|Description=This module is normally set to activate on dramatic gestures, inverting and expanding the suit's EMP dampening shield to cause an electromagnetic pulse of its own. While this won't interfere with the wearer, it will piss off everyone around them.
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Spider Clan Status Readout Module
|ModuleImage=Mod_modules_status.png
|BackgroundColor=#8B0000
|TextboxColor=#FFB8B8
|Idle=0
|Active=0
|OnUse=5
|Complexity=1
|Description=A once-common module, this technology unfortunately went out of fashion in the safer regions of space; and, according to the extra markings on this particular unit's casing, right into the arachnid grip of the Spider Clan. Like other similar units, this one hooks into the suit's spine, and is capable of capturing and displaying all possible biometric data of the wearer; sleep, nutrition, fitness, fingerprints, and even useful information such as their overall health and wellness. This one comes with a clock that calibrates to the local system time, and an operational ID number display. The vital monitor's speaker has been removed.
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Energy Net Module
|ModuleImage=Mod_modules_energy_net.png
|BackgroundColor=#8B0000
|TextboxColor=#FFB8B8
|Idle=0
|Active=0
|OnUse=300
|Complexity=0
|CooldownTime=5 Seconds
|Description=A custom-built net-thrower. While conventional implementations of this capturing device utilize monomolecular fibers or cutting razorwire, this uses hardlight technology to deploy a trapping field capable of immobilizing even the strongest opponents.
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Adrenaline Boost Module
|ModuleImage=Mod_modules_adrenaline_boost.png
|BackgroundColor=#8B0000
|TextboxColor=#FFB8B8
|Idle=0
|Active=0
|OnUse=0
|Complexity=0
|CooldownTime=12 Seconds
|Description=The secrets of the Spider Clan are many. The exact specifications of their suits, the techniques they use to make every singular cut make their enemies weep with admiration, but one of their greatest mysteries is the chemical compound their assassin-saboteurs use in times of need. It's capable of clearing any fatigue whatsoever from the user, any immobilizing effect, and can even cure total paralysis. All that's known is that the fluid requires radiation to properly 'cook,' so this module demands radium to be refilled with.<br> ''After use, will dump some radium into the user's blood stream. Careful of the toxin damage, it builds up.''
}}
 
==Maintenance Modules==
Modules that are generally found in maintenance. (Some of these can be ordered from [[cargo]], check there if you're looking for them!)
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Springlock Module
|ModuleImage=Springlock.png
|Idle=0
|Active=0
|OnUse=0
|Complexity=3
|Description=A module that spans the entire size of the MOD unit, sitting under the outer shell. This mechanical exoskeleton pushes out of the way when the user enters and it helps in booting up, but was taken out of modern suits because of the springlock's tendency to "''snap''" back into place when exposed to humidity. You know what it's like to have an entire exoskeleton enter you?
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Rave Visor Module
|ModuleImage=Ravevisor.gif
|Idle=0
|Active=0
|OnUse=0
|Complexity=1
|Description=A Super Cool Awesome Visor (SCAV), intended for modular suits.
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Tanning Module
|ModuleImage=Ravevisor.gif
|Idle=0
|Active=0
|OnUse=0
|Complexity=1
|Description=A Super Cool Awesome Visor (SCAV), intended for modular suits.
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Foam Dart Recycler Module
|ModuleImage=Mod_modules_donk_safe_recycler.png
|Idle=0
|Active=25
|OnUse=0
|Complexity=1
|Description=A mod module that collects and repackages fired foam darts into half-sized ammo boxes. Activate on a nearby turf or storage to unload stored ammo boxes.
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Balloon Blower Module
|ModuleImage=Bloon.png
|Idle=0
|Active=0
|OnUse=25
|Complexity=1
|CooldownTime=15 Seconds
|Description=A strange module invented years ago by some ingenious mimes. It blows balloons.
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Paper Dispenser Module
|ModuleImage=Mod_modules_paper_maker.png
|Idle=0
|Active=0
|OnUse=25
|Complexity=1
|CooldownTime=5 Seconds
|Description=A simple module designed by the bureaucrats of Torch Bay. It dispenses 'warm, clean, and crisp sheets of paper' onto a nearby table. Usually.
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Stamper Module
|ModuleImage=Mod_modules_stamp.png
|Idle=0
|Active=15
|OnUse=0
|Complexity=1
|CooldownTime=0.5 Seconds
|Description=A module installed into the wrist of the suit, this functions as a high-power stamp, able to switch between accept, deny, and void modes.
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Atrocinator Module
|ModuleImage=Atrocinator.png
|Idle=0
|Active=50
|OnUse=0
|Complexity=2
|Description=A mysterious orb that has mysterious effects when inserted in a MODsuit.
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Hat Stabilizer Module
|ModuleImage=Mod_modules_hat_holder.png
|Idle=0
|Active=0
|OnUse=0
|Complexity=0
|Description=A simple set of deployable stands, directly atop one's head; these will deploy under a hat to keep it from falling off, allowing them to be worn atop the sealed helmet. You still need to take the hat off your head while the helmet deploys, though. This is a must-have for Nanotrasen Captains, enabling them to show off their authoritative hat even while in their MODsuit.
}}
 
==Unobtainable Modules==
These modules are ''usually'' unobtainable in normal gameplay, and you ''probably'' won't be worrying about them.
<div class="mw-collapsible buttonOnLeft mw-collapsed"><br>
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Bluespace Storage Module
|ModuleImage=Large storage.png
|Idle=0
|Active=0
|OnUse=0
|Complexity=3
|Description=A storage system developed by Nanotrasen, these compartments employ miniaturized bluespace pockets for the ultimate in storage technology; regardless of the weight of objects put inside.
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Burger Dispenser Module
|ModuleImage=Burgdispenser.png
|Idle=0
|Active=0
|OnUse=100
|Complexity=3
|CooldownTime=5 Seconds
|Description=A rare piece of technology reverse-engineered from a prototype found in a Donk Company vessel. This can draw incredible amounts of power from the suit's charge to create edible organic matter in the palm of the wearer's glove; however, research seemed to have entirely stopped at burgers. Notably, all attempts to get it to dispense Earl Grey tea have failed.
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Eradication Lock Module
|ModuleImage=Mod_modules_eradicationlock.png
|Idle=0
|Active=0
|OnUse=150
|Complexity=0
|CooldownTime=0.5 Seconds
|Description=A module which remembers the original owner of the suit, even alternate universe versions. When a non-owner enters, the eradication lock will begin eradicating the suit from the timeline... with the intruder inside. Not the way you want to go, so it turns out to be a good deterrent.
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Rewinder Module
|ModuleImage=Mod_modules_rewinder.gif
|Idle=0
|Active=0
|OnUse=250
|Complexity=0
|CooldownTime=20 Seconds
|Description=A module that can pull the user back through time given an anchor point to pull to. Very useful tool to get the job done, but keep in mind the suit locks for safety reasons while preparing a rewind.
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Timestopper Module
|ModuleImage=Mod_modules_timestop.gif
|Idle=0
|Active=0
|OnUse=250
|Complexity=0
|CooldownTime=60 Seconds
|Description=A module that can halt time in a small radius around the user... for as long as they want! Great for monologues or lunch breaks. Keep in mind moving will end the stop, and the module has a hefty cooldown period to avoid reality errors.
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Timeline Jumper Module
|ModuleImage=Mod_modules_timeline_jumper.png
|Idle=0
|Active=0
|OnUse=250
|Complexity=0
|CooldownTime=5 Seconds
|Description=A module used to traverse timelines, phasing the user in and out of the stream of events. <br> ''Essentialy an instant, infinite, stun healing jaunt.''
}}
 
{{User:Liljackrabbit25/Sandbox/Template:ModsuitModule
|Module=Timestream Eradication Module
|ModuleImage=Mod_modules_chronogun.png
|Idle=0
|Active=0
|OnUse=250
|Complexity=0
|CooldownTime=0.5 Seconds
|Description=The correction device of a fourth dimensional group outside time itself used to change the destination of a timeline. this device is capable of wiping a being from the timestream. They never are, they never were, they never will be.
}}
</div>

Revision as of 03:21, 9 July 2026

MODsuits

Modular Outerwear Devices, AKA MODsuits, are customizable hardsuits that support a variety of modules to assist the wearer. To manufacture and use one of these, you'll need to visit both Cargo and Robotics to gather the parts required for the suit, construct the suit, customize it with modules, and activate it!

To use a MODsuit, place it on your backpack slot, where your satchel/backpack would normally go. You can also place items into the MODsuit as you would place them into a backpack, as long as it has a storage module .

MODsuits have a Interface Panel containing important information such as cell charge, installed modules, and user status. This panel also allows the user to customize their modules settings if the module is customizeable, such as extending the range of the light on a flashlight module at the cost of higher power usage. To access this panel, press the "MODsuit Panel" at the top of your screen

To deploy/retract the different body parts of the MODsuit, left click the "Deploy MODsuit" at the top of your screen. You can alternatively right click it to deploy/retract all parts at once. Some modules may require specific parts of the MODsuit to be deployed, however the suit itself doesn't have to be fully deployed to activate. Modules are covered in more detail in the modules section of this page.

To activate the MODsuit, press the "Activate MODsuit" button at the top of your screen. You can right click the button to skip the "Are you sure?" prompt aswell.

After your MODsuit is activated, you can use whatever modules are installed in the MODsuit by pressing "Toggle Module" .

Not to be left out, AIs that have been placed in an intelicard can be mounted on the suit to control the user's movement and modules in case the user becomes incapacitated. To insert the intellicard, open up the MODsuit with a screwdriver and apply the card to the suit.

To charge your MODsuit's cell, enter a cyborg charger while wearing the suit.

To extract the cell, use a screwdriver on the pack and then use an empty hand and left click to remove the cell.

Similarly, to extract the core use a screwdriver followed by a wrench .

To update your MODsuit's access, use a screwdriver on your suit and swipe your ID on it.

Construction

  1. Print out the MODsuit helmet, chestplate, gauntlets, boots, MOD shell, and armor from the Exosuit Fabricator.
  2. Order a MOD core from Cargo OR find a broken MOD core in maintenance and repair it with a screwdriver OR craft one with an ethereal heart.
  3. Add core to shell.
  4. Screwdriver core to shell.
  5. Add helmet to assembly.
  6. Add chestplate to assembly.
  7. Add gauntlets to assembly.
  8. Add boots to assembly.
  9. Wrench assembly.
  10. Screwdriver assembly.
  11. Add external plating to assembly.
  12. Open MODsuit panel with screwdriver.
  13. Insert cell.
  14. Close MODsuit panel with screwdriver.


Wires

MODsuits have a few things controlled by wires, in the case of an EMP or other need, you can access them by screwdrivering the panel and then using a multitool or wirecutters .
Roboticists have a skillchip allowing them to see which wire controls which light.

  • The orange light controls shocks, shocking the user when they try to use it. The light will activate when pulsed with a multitool and can be reset by cutting and mending the wire using wirecutters .
  • The red light controls malfunction, causing the active module to randomly shut off, the suit to randomly lose power and buttons to randomly not work. Must be reset by cutting and mending with wirecutters .
  • The green light controls locking the suit, pulsing will change the lock status and cutting will reset the required access.
  • The yellow light controls status of the interface, it can be pulsed or mended if the interface is broken to repair it.

When in doubt, cut all the wires then mend them! It'll fix any damages done by EMPs or other sources.


Customization

The chosen plating determines the suit's look, and protections. There are currently 9 printable armors in total:

Standard Plating

Civilian Plating

Portable Plating

Tarkon Plating

Engineering Plating

Atmospheric Plating

Medical Plating

Security Plating

Cosmohonk Plating


For MODsuits with alternate appearances, use a paint kit on the completed suit to change between them!


Station MODsuit Themes

Standard MODsuit

A civilian class suit by Nakamura Engineering, doesn't offer much other than slightly quicker movement.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
10 5 5 5 0 100 25 25 5

Cell Drain: 50

Maximum Complexity: 15

Deployed Slowdown: Undefined






Civilian MODsuit

A light-weight civilian suit that offers unmatched ease of movement but no protection from the vacuum of space.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
5 5 5 5 0 50 25 25 5

Cell Drain: 50

Maximum Complexity: 12

Deployed Slowdown: Undefined






Portable MODsuit

A one-piece three-piece suit designed for maximum negotiating power. Provides no meaningful protection.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
0 0 0 0 0 25 0 0 0

Cell Drain: 25

Maximum Complexity: 10

Deployed Slowdown: Undefined






Tarkon MODsuit

A Tarkon Industries general protection suit, designed for port security and general EVA situations.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
25 15 20 15 10 100 100 25 10

Cell Drain: 75

Maximum Complexity: 20

Deployed Slowdown: Undefined






Engineering MODsuit

An engineer-fit suit with heat and shock resistance. Nakamura Engineering's classic.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
10 5 10 15 10 100 100 75 10

Cell Drain: 50

Maximum Complexity: 15

Deployed Slowdown: Undefined






Atmospheric MODsuit

An atmospheric-resistant suit by Nakamura Engineering, offering extreme heat resistance compared to the engineer suit.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
10 5 10 15 10 100 100 75 10

Cell Drain: 50

Maximum Complexity: 15

Deployed Slowdown: Undefined






Advanced MODsuit

An advanced version of Nakamura Engineering's classic suit, shining with a white, acid and fire resistant polish.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
15 5 20 15 50 100 100 90 10

Cell Drain: 50

Maximum Complexity: 15

Deployed Slowdown: Undefined






Mining MODsuit

A Nanotrasen mining suit for on-site operations, fit with accreting ash armor and a sphere form.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
20 (50) (70) 5 (15) 5 (25) 5 (25) 30 (60) (80) 100 100 75 15

Cell Drain: 100

Maximum Complexity: 13

Deployed Slowdown: Undefined






Loader MODsuit

An unsealed experimental motorized harness manufactured by Scarborough Arms for quick and efficient munition supplies.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
15 5 5 5 10 10 25 25 10

Cell Drain: 50

Maximum Complexity: 10

Deployed Slowdown: Undefined






Medical MODsuit

A lightweight suit by DeForest Medical Corporation, allows for easier movement.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
5 5 5 5 10 100 60 75 5

Cell Drain: 75

Maximum Complexity: 15

Deployed Slowdown: Undefined

Alternate Skins:
Corpsman




Rescue MODsuit

An advanced version of DeForest Medical Corporation's medical suit, designed for quick rescue of bodies from the most dangerous environments.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
10 10 5 5 10 100 100 100 5

Cell Drain: 75

Maximum Complexity: 15

Deployed Slowdown: Undefined






Research MODsuit

A private military EOD suit by Aussec Armory, intended for explosive research. Bulky, but expansive.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
20 15 5 5 100 100 100 100 15

Cell Drain: 50

Maximum Complexity: 20

Deployed Slowdown: Undefined






Security MODsuit

An Apadyne Technologies security suit, offering quicker speed at the cost of carrying capacity.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
35 15 30 40 25 100 100 75 20

Cell Drain: 50

Maximum Complexity: 13

Deployed Slowdown: Undefined






Safeguard MODsuit

An Apadyne Technologies advanced security suit, offering greater speed and fire protection than the standard security model.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
45 25 30 40 40 100 100 100 25

Cell Drain: 50

Maximum Complexity: 10

Deployed Slowdown: Undefined






Magnate MODsuit

A fancy, very protective suit for Nanotrasen's captains. Shock, fire and acid-proof while also having a large capacity and high speed.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
40 50 50 60 50 100 100 100 15

Cell Drain: 50

Maximum Complexity: 20

Deployed Slowdown: Undefined






Cosmohonk MODsuit

A suit by Honk Ltd. Protects against low humor environments. Most of the tech went to lower the power cost.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
5 5 20 20 10 100 60 30 5

Cell Drain: 12.5

Maximum Complexity: 15

Deployed Slowdown: Undefined





Offstation MODsuit Themes

Syndicate MODsuit

A suit designed by Gorlex Marauders, offering armor ruled illegal in most of Spinward Stellar.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
50 50 40 60 40 100 50 90 25

Cell Drain: 50

Maximum Complexity: 20

Deployed Slowdown: Undefined






Elite MODsuit

An elite suit upgraded by Cybersun Industries, offering upgraded armor values.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
60 60 50 50 55 100 100 100 25

Cell Drain: 50

Maximum Complexity: 19

Deployed Slowdown: Undefined






Infiltrator MODsuit

A specialized infiltration suit, developed by the Roseus Galactic Actors Guild to strike fear and awe into the hearts of the public.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
40 60 30 30 35 0 100 100 25

Cell Drain: 50

Maximum Complexity: 15

Deployed Slowdown: Undefined






Enchanted MODsuit

The Wizard Federation's relatively low-tech MODsuit. Is very protective, though.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
40 40 50 50 35 100 100 100 30

Cell Drain: 50

Maximum Complexity: 15

Deployed Slowdown: Undefined






Prototype MODsuit

A prototype modular suit powered by locomotives. While it is comfortable and has a big capacity, it remains very bulky and power-inefficient.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
20 5 10 10 50 100 100 75 5

Cell Drain: 100

Maximum Complexity: 20

Deployed Slowdown: Undefined






CentCom MODsuit Themes

Responsory MODsuit

A high-speed rescue suit by Nanotrasen, intended for its' emergency response teams.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
50 40 50 50 50 100 100 90 10

Cell Drain: 100

Maximum Complexity: 20

Deployed Slowdown: Undefined

Alternate Skins:
Inquisitor




Apocryphal MODsuit

A high-tech, only technically legal, armored suit created by a collaboration effort between Nanotrasen and Apadyne Technologies.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
80 80 50 60 100 100 100 100 25

Cell Drain: 50

Maximum Complexity: 25

Deployed Slowdown: Undefined






Corporate MODsuit

A fancy, high-tech suit for Nanotrasen's high ranking officers.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
65 65 55 50 60 100 100 100 15

Cell Drain: 50

Maximum Complexity: 15

Deployed Slowdown: Undefined






Debug MODsuit

Strangely nostalgic.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
50 50 50 50 100 100 100 100 0

Cell Drain: 50

Maximum Complexity: 50

Deployed Slowdown: Undefined






Administrative MODsuit

A suit made of adminium. Who comes up with these stupid mineral names?

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
100 100 100 100 100 100 100 100 100

Cell Drain: 0

Maximum Complexity: 1000

Deployed Slowdown: Undefined





Modules

MODsuits can be customized to fit specific purposes by adding MODULES!
To insert modules into a MODsuit, first open the panel of the MODsuit using a screwdriver , followed by insertion of the module .

Modules can drain the cell of your MODsuit based off of 3 different scenarios:

  • Idle (Drain just by existing in the suit)
  • Active (Drain by physically toggling the module on)
  • On-Use (Drain from using the module once, for modules which don't toggle on/off)

Modules also take up complexity in the suit, different suit types having different amounts of max complexity.

Some modules may be incompatible with specific other modules, meaning they can't be inserted into the same MODsuit. All modules are incompatible with themself (Only one per suit) unless stated otherwise!

Storage Modules

Compact Storage Module

Cell Drain

Idle: 0
Active: 0
On-Use: 0

Additional Information

Complexity: 1


Description:

What amounts to a series of integrated storage compartments and specialized pockets installed across the surface of the suit, useful for storing various bits, and or bobs.



Storage Module

Cell Drain

Idle: 0
Active: 0
On-Use: 0

Additional Information

Complexity: 3


Description:

Reverse engineered by Nakamura Engineering from Donk Corporation designs, this system of hidden compartments is entirely within the suit, distributing items and weight evenly to ensure a comfortable experience for the user; whether smuggling, or simply hauling.



Storage Module of Holding

Cell Drain

Idle: 0
Active: 0
On-Use: 0

Additional Information

Complexity: 4


Description:

A prototype storage module utilizing the power of anomalous bluespace phenomena to store copious amounts of matter. Unfortunately, it suffers from the same drawbacks as its standalone counterpart, including tearing catastrophic rifts in reality when nested inside bluespace pockets produced through similar means.


General Modules

DNA Lock Module

Cell Drain

Idle: 0
Active: 0
On-Use: 150

Additional Information

Complexity: 1
Cooldown Time: 0.5 Seconds
Incompatible Modules: Eradication Lock Module

Description:

A module which engages with the various locks and seals tied to the suit's systems, enabling it to only be worn by someone corresponding with the user's exact DNA profile; however, this incredibly sensitive module is shorted out by EMPs. Luckily, cloning has been outlawed.



EMP Shield Module

Cell Drain

Idle: 15
Active: 0
On-Use: 0

Additional Information

Complexity: 1


Description:

A field inhibitor installed into the suit, protecting it against feedback such as electromagnetic pulses that would otherwise damage the electronic systems of the suit or it's modules. However, it will take from the suit's power to do so.



Eating Apparatus Module

Cell Drain

Idle: 0
Active: 0
On-Use: 0

Additional Information

Complexity: 1


Description:

A favorite by Miners, this modification to the helmet utilizes a nanotechnology barrier infront of the mouth to allow eating and drinking while retaining protection and atmosphere. However, it won't free you from masks, lets pepper spray pass through and it will do nothing to improve the taste of a goliath steak.



Flashlight Module

Cell Drain

Idle: 0
Active: 15 (+5 for each configured tile of range)
On-Use: 0

Additional Information

Complexity: 1


Description:

A simple pair of configurable flashlights installed on the left and right sides of the helmet, useful for providing light in a variety of ranges and colors. Some survivalists prefer the color green for their illumination, for reasons unknown.



Glove Translator Module

Cell Drain

Idle: 15
Active: 0
On-Use: 0

Additional Information

Complexity: 1


Description:

A module that adds motion sensors into the suit's gloves, which works in tandem with a short-range subspace transmitter, letting the audibly impaired use sign language over comms.



Ion Jetpack Module

Cell Drain

Idle: 0
Active: 2.5
On-Use: 50

Additional Information

Complexity: 3


Description:

A series of electric thrusters installed across the suit, this is a module highly anticipated by trainee Engineers. Rather than using gasses for combustion thrust, these jets are capable of accelerating ions using charge from the suit's charge. Some say this isn't Nakamura Engineering's first foray into jet-enabled suits.



Ionic Jump Jet Module

Cell Drain

Idle: 0
Active: 0
On-Use: 250

Additional Information

Complexity: 3
Cooldown Time: 30 Seconds

Description:

A specialised ionic thruster which provides a short but powerful boost capable of pushing against gravity, after which time it needs to recharge.
When activated, removes gravity for 5 seconds and will move the user up 1 Z-Level if possible



Longfall Module

Cell Drain

Idle: 0
Active: 0
On-Use: 250

Additional Information

Complexity: 1


Description:

Useful for protecting both the suit and the wearer, utilizing commonplace systems to convert the possible damage from a fall into kinetic charge, as well as internal gyroscopes to ensure the user's safe falling. Useful for mining, monorail tracks, or even skydiving!



Fishing Glove Module

Cell Drain

Idle: 0
Active: 0
On-Use: 0

Additional Information

Complexity: 1


Description:

A MOD module that takes in an external fishing rod to enable the user to fish without having to hold one, while also making it slightly easier.



Magnetic Deployment Module

Cell Drain

Idle: 0
Active: 0
On-Use: 0

Additional Information

Complexity: 3


Description:

A much more modern version of a springlock system, utilizing magnets to speed up the deployment and retraction time of a MODsuit with a distinct lack of ability to snap into place when exposed to moisture.



Pathfinder Module

Cell Drain

Idle: 0
Active: 0
On-Use: 500

Additional Information

Complexity: 1


Description:

This module, brought to you by Nakamura Engineering, has two components.
The first component is a series of thrusters and a computerized location subroutine installed into the very control unit of the suit, allowing it flight at highway speeds using the suit's access locks to navigate through the station, and to be able to locate the second part of the system; a pathfinding implant installed into the base of the user's spine, broadcasting their location to the suit and allowing them to recall it to their person at any time. The implant is stored in the module and needs to be injected in a human to function. Nakamura Engineering swears up and down there's airbrakes.



Plasma Stabilizer Module

Cell Drain

Idle: 15
Active: 0
On-Use: 0

Additional Information

Complexity: 1


Description:

This system essentially forms an atmosphere of its own, within the suit, efficiently and quickly preventing oxygen from causing the user's head to burst into flame. This allows plasmamen to safely remove their helmet, allowing for easier equipping of any MODsuit-related equipment, or otherwise. The purple glass of the visor seems to be constructed for nostalgic purposes.



Plate Compression Module

Cell Drain

Idle: 0
Active: 0
On-Use: 0

Additional Information

Complexity: 2
Incompatible Modules: Storage Modules

Description:

A module that keeps the suit in a very tightly fit state, lowering the overall size. Due to the pressure on all the parts, typical storage modules do not fit.



Thermal Regulator Module

Cell Drain

Idle: 0
Active: 15
On-Use: 0

Additional Information

Complexity: 1


Description:

Advanced climate control, using an inner body glove interwoven with thousands of tiny, flexible cooling lines. This circulates coolant at various user-controlled temperatures, ensuring they're comfortable; even if they're some that like it hot.



Night Visor Module

Cell Drain

Idle: 0
Active: 15
On-Use: 0

Additional Information

Complexity: 1


Description:

A heads-up display installed into the visor of the suit. Typical for both civilian and military applications, this allows the user to perceive their surroundings while in complete darkness, enhancing the view by tenfold; yet brightening everything into a spooky green glow. They say these also let you see behind you.



Join Torsion Ratchet Module

Cell Drain

Idle: 0
Active: 0
On-Use: 0

Additional Information

Complexity: 1


Description:

A compact, weak AC generator that charges the suit's internal cell through the power of deambulation. It doesn't work in zero G. More than one can be installed.
Provies 22.5 charge per step taken.


Medical Modules

Defibrillator Module

Cell Drain

Idle: 0
Active: 0
On-Use: 1250

Additional Information

Complexity: 2
Cooldown Time: 5 seconds

Description:

A module built into the gauntlets of the suit; commonly known as the 'Healing Hands' by medical professionals. The user places their palms above the patient. Onboard computers in the suit calculate the necessary voltage, and a modded targeting computer determines the best position for the user to push. Twenty five pounds of force are applied to the patient's skin. Shocks travel from the suit's gloves and counter-shock the heart, and the wearer returns to Medical a hero. Don't you even think about using it as a weapon; regulations on manufacture and software locks expressly forbid it.



Health Analyzer Module

Cell Drain

Idle: 0
Active: 0
On-Use: 50

Additional Information

Complexity: 1
Cooldown Time: 0.5 Seconds

Description:

A module installed into the glove of the suit. This is a high-tech biological scanning suite, allowing the user indepth information on the vitals and injuries of others even at a distance, all with the flick of the wrist. Data is displayed in a convenient package, but it's up to you to do something with it.



Injector Module

Cell Drain

Idle: 0
Active: 15
On-Use: 0

Additional Information

Complexity: 1
Cooldown Time: 0.5 Seconds

Description:

A module installed into the wrist of the suit, this functions as a high-capacity syringe, with a tip fine enough to locate the emergency injection ports on any suit of armor, penetrating it with ease. Even yours.



Medical Visor Module

Cell Drain

Idle: 0
Active: 15
On-Use: 0

Additional Information

Complexity: 1


Description:

A heads-up display installed into the visor of the suit. This cross-references suit sensor data with a modern biological scanning suite, allowing the user to visualize the current health of organic lifeforms, as well as access data such as patient files in a convenient readout. They say these also let you see behind you.



Organizer Module

Cell Drain

Idle: 0
Active: 0
On-Use: 50

Additional Information

Complexity: 2
Cooldown Time: 0.5 Seconds
Incompatible Modules: Microwave Beam Module

Description:

A device recovered from a crashed Interdyne Pharmaceuticals vessel, this module has been unearthed for better or for worse. It's an arm-mounted device utilizing technology similar to modern rapid part exchange devices, capable of instantly replacing up to 5 organs at once in surgery without the need to remove them first, even from range. It's recommended by the DeForest Medical Corporation to not inform patients it has been used.



Patient Transport Module

Cell Drain

Idle: 0
Active: 0
On-Use: 25

Additional Information

Complexity: 2
Cooldown Time: 0.5 Seconds
Incompatible Modules: Criminal Capture Module

Description:

A module built into the forearm of the suit. Countless waves of mostly-lost mining teams being sent to Indecipheries and other hazardous locations have taught the DeForest Medical Company many lessons. Physical bodybags are difficult to store, hard to deploy, and even worse to keep intact in tough scenarios. Enter the hardlight transport bag. Summonable with merely a gesture, weightless, and immunized against any extreme scenario the wearer could think of, this bag is perfectly designed for transport of any body in any environment, any time.



Quick Carry Module

Cell Drain

Idle: 15
Active: 0
On-Use: 0

Additional Information

Complexity: 1
Incompatible Modules: Constructor Module

Description:

A suite of advanced servos, redirecting power from the suit's arms to help carry the wounded; or simply for fun. However, Nanotrasen has locked the module's ability to assist in hand-to-hand combat.



Status Readout Module

Cell Drain

Idle: 0
Active: 0
On-Use: 5

Additional Information

Complexity: 1


Description:

A once-common module, this technology unfortunately went out of fashion in the safer regions of space; and found new life in the research networks of the Periphery. This particular unit hooks into the suit's spine, capable of capturing and displaying all possible biometric data of the wearer; sleep, nutrition, fitness, fingerprints, and even useful information such as their overall health and wellness. The vitals monitor also comes with a speaker, loud enough to alert anyone nearby that someone has, in fact, died.



Surgical Processor Module

Cell Drain

Idle: 0
Active: 50
On-Use: 0

Additional Information

Complexity: 2
Cooldown Time: 0.5 Seconds

Description:

A module using an onboard surgical computer which can be connected to other computers to download and perform advanced surgeries on the go.



Thread Ripper Module

Cell Drain

Idle: 0
Active: 0
On-Use: 50

Additional Information

Complexity: 2
Cooldown Time: 1.5 Seconds

Description:

A custom-built module integrated with the suit's wrist. The thread ripper is built from recent technology dating back to the start of 2562, after an attempt by a well-known Nanotrasen researcher to expand on the rapid-tailoring technology found in Autodrobes. Rather than being capable of creating any fabric pattern under the suns, the thread ripper is capable of rapid disassembly of them. Anything from kevlar-weave, to leather, to durathread can be quickly pulled open to the wearer's specification and sewn back together, a development commonly utilized by Medical workers to obtain easy access for surgery, defibrillation, or injection of chemicals to ease patients into not worrying about their brand-name fashion being marred.


Engineering Modules

Emergency Tether Module

Cell Drain

Idle: 0
Active: 0
On-Use: 50

Additional Information

Complexity: 2
Cooldown Time: 1.5 Seconds

Description:

A custom-built grappling-hook powered by a winch capable of hauling the user. While some older models of cargo-oriented grapples have capacities of a few tons, these are only capable of working in zero-gravity environments, a blessing to some Engineers.



Constructor Module

Cell Drain

Idle: 10
Active: 0
On-Use: 100

Additional Information

Complexity: 2
Cooldown Time: 11 Seconds
Incompatible Modules: Quick Carry Module

Description:

This module entirely occupies the wearer's forearm, notably causing conflict with advanced arm servos meant to carry crewmembers. However, it functions as an extremely advanced construction hologram scanner, as well as containing the latest engineering schematics combined with inbuilt memory to help the user build walls.



Kinesis Module

Cell Drain

Idle: 0
Active: 0
On-Use: 150

Additional Information

Complexity: 3
Cooldown Time: 1.5 Seconds

Description:

A modular plug-in to the forearm, this module was presumed lost for many years, despite the suits it used to be mounted on still seeing some circulation. This piece of technology allows the user to generate precise anti-gravity fields, letting them move objects as small as a titanium rod to as large as industrial machinery. Oddly enough, it doesn't seem to work on living creatures.
This Module requires a Gravitational Anomaly core to function.



Magnetic Stabilizer Module

Cell Drain

Idle: 0
Active: 25
On-Use: 0

Additional Information

Complexity: 2
Incompatible Modules: Atrocinator module

Description:

These are powerful electromagnets fitted into the suit's boots, allowing users both excellent traction no matter the condition indoors, and to essentially hitch a ride on the exterior of a hull. However, these basic models do not feature computerized systems to automatically toggle them on and off, so numerous users report a certain stickiness to their steps.



Radiation Protection Module

Cell Drain

Idle: 15
Active: 0
On-Use: 0

Additional Information

Complexity: 2


Description:

A module utilizing polymers and reflective shielding to protect the user against ionizing radiation; a common danger in space. This comes with software to notify the wearer that they're even in a radioactive area, giving a voice to an otherwise silent killer.



Resin Mister Module

Cell Drain

Idle: 0
Active: 15
On-Use: 0

Additional Information

Complexity: 2
Cooldown Time: 0.5 seconds

Description:

An atmospheric resin mister, able to fix up areas quickly.



Safety-first Head Protection Module

Cell Drain

Idle: 0
Active: 0
On-Use: 0

Additional Information

Complexity: 1
Incompatible Modules:
  • Infiltration Core Programs Module
  • Flash-protected Optical Suite

Description:

A series of dampening plates are installed along the back and upper areas of the helmet. These plates absorb abrupt kinetic shocks delivered to the skull. The bulk of this module prevents it from being installed in any suit that is capable of combat armor adjustments. However, the rudimentry nature of the module makes it relatively easy to install into most other suits.



T-ray Scanner Module

Cell Drain

Idle: 0
Active: 25
On-Use: 0

Additional Information

Complexity: 1


Description:

A module installed into the visor of the suit, allowing the user to use a pulse of terahertz radiation to essentially echolocate things beneath the floor, mostly cables and pipes. A staple of atmospherics work, and counter-smuggling work.



Welding Protection Module

Cell Drain

Idle: 0
Active: 0
On-Use: 0

Additional Information

Complexity: 1


Description:

A module installed into the visor of the suit, this projects a polarized, holographic overlay in front of the user's eyes. It's rated high enough for immunity against extremities such as spot and arc welding, solar eclipses, and handheld flashlights.


Science Modules

Anti Gravity Module

Cell Drain

Idle: 0
Active: 35
On-Use: 0

Additional Information

Complexity: 2
Incompatible Modules: Atrocinator module

Description:

A module that uses a gravitational core to make the user completely weightless.



Diagnostic Visor Module

Cell Drain

Idle: 0
Active: 15
On-Use: 0

Additional Information

Complexity: 1


Description:

A heads-up display installed into the visor of the suit. This uses a series of advanced sensors to access data from advanced machinery, exosuits, and other devices, allowing the user to visualize current power levels and integrity of such. They say these also let you see behind you.



Reagent Scanner Module

Cell Drain

Idle: 0
Active: 10
On-Use: 0

Additional Information

Complexity: 1


Description:

A module based off research-oriented Nanotrasen HUDs, this is capable of scanning the contents of containers and projecting the information in an easy-to-read format on the wearer's display. It cannot detect flavors, so that's up to you.



Advanced Reagent Scanner Module

Cell Drain

Idle: 0
Active: 10
On-Use: 0

Additional Information

Complexity: 1


Description:

An advanced module with all the features of research-oriented Nanotrasen HUDs, this is capable of scanning the contents of containers and projecting the information in an easy-to-read format on the wearer's display. It also contains a research scanner and an explosion sensor that gives details on nearby explosions. No improvements have been made to allow it to detect flavors so that's still up to you.
This module is exclusive to the Research Director's modsuit.



Teleporter Module

Cell Drain

Idle: 0
Active: 0
On-Use: 1250

Additional Information

Complexity: 3
Cooldown Time: 4 Seconds

Description:

A module that uses a bluespace core to let the user transport their particles elsewhere.


Security Modules

Active Sonar Module

Cell Drain

Idle: 25
Active: 0
On-Use: 150

Additional Information

Complexity: 2
Cooldown Time: 15 Seconds

Description:

Ancient tech from the 20th century, this module uses sonic waves to detect living creatures within the user's radius. Its basic function slowly scans around the user for any bio-signatures, however it can be overclocked to scan everywhere at once.Its loud ping is much harder to hide in an indoor station than in the outdoor operations it was designed for.



Prototype Cloaking Module

Cell Drain

Idle: 0
Active: 100
On-Use: 500

Additional Information

Complexity: 4
Cooldown Time: 5 Seconds

Description:

A complete retrofitting of the suit, this is a form of visual concealment tech employing esoteric technology to bend light around the user, as well as mimetic materials to make the surface of the suit match the surroundings based off sensor data. For some reason, this tech is rarely seen.



Criminal Capture Module

Cell Drain

Idle: 0
Active: 0
On-Use: 25

Additional Information

Complexity: 2
Cooldown Time: 0.5 Seconds
Incompatible Modules: Patient Transport Module

Description:

The private security that had orders to take in people dead were quite happy with their space-proofed suit, but for those who wanted to bring back whomever their targets were still breathing needed a way to "share" the space-proofing. And thus: criminal capture! Creates a hardlight prisoner transport bag around the apprehended that has breathable atmospheric conditions.



Pepper Shoulders Module

Cell Drain

Idle: 0
Active: 0
On-Use: 50

Additional Information

Complexity: 1
Cooldown Time: 5 Seconds
Incompatible Modules: Patient Transport Module

Description:

A module that attaches two pepper sprayers on shoulders of a MODsuit, reacting to touch with a spray around the user.
This module is inbuilt to Security MODsuits and the Safeguard MODsuit.



Grounding Apprehension Module

Cell Drain

Idle: 0
Active: 0
On-Use: 250

Additional Information

Complexity: 2
Cooldown Time: 1.5 Seconds

Description:

A custom-built grappling-hook powered by a winch capable of hauling the user. The serrated edges on this variant's anchors, and the flashforged bluespace grounding circuit, mean that each tether drains much more charge when fired. It remains functional as a tether, though.
While the tether is attached to someone, it prevents most forms of teleportation. Ctrl-Clicking the tether will cut it.



Megaphone Module

Cell Drain

Idle: 0
Active: 0
On-Use: 25

Additional Information

Complexity: 1


Description:

A microchip megaphone linked to a MODsuit, for very important purposes, like: loudness.
This module is inbuilt to the Safeguard MODsuit.



Holster Module

Cell Drain

Idle: 0
Active: 0
On-Use: 0

Additional Information

Complexity: 2
Cooldown Time: 0.5 Seconds

Description:

Based off typical storage compartments, this system allows the suit to holster a standard firearm across its surface and allow for extremely quick retrieval. While some users prefer the chest, others the forearm for quick deployment, some law enforcement prefer the holster to extend from the thigh.



Bulwark Module

Cell Drain

Idle: 0
Active: 0
On-Use: 0

Additional Information

Complexity: 3


Description:

Layers upon layers of shock dampening plates, just to stop you from getting shoved into a wall by an angry mob. This module is inbuilt to the Safeguard MODsuit.



Restraint Assist Module

Cell Drain

Idle: 0
Active: 0
On-Use: 0

Additional Information

Complexity: 0


Description:

Enhanced gauntlet grip pads that help with placing individuals in restraints more quickly. Doesn't look like they'll come off. This module is inbuilt to the Safeguard MODsuit, Security MODsuits, Syndicate MODsuits, and the Enchanted Modsuit.



Magnetic Harness Module

Cell Drain

Idle: 0
Active: 0
On-Use: 50

Additional Information

Complexity: 2


Description:

Based off old TerraGov harness kits, this magnetic harness automatically attaches dropped guns back to the wearer.



Mirage Grenade Dispenser Module

Cell Drain

Idle: 0
Active: 0
On-Use: 100

Additional Information

Complexity: 3
Cooldown Time: 20 Seconds

Description:

This module can create mirage grenades at the user's liking. These grenades create holographic copies of the user.



Projectile Dampner Module

Cell Drain

Idle: 0
Active: 50
On-Use: 0

Additional Information

Complexity: 3
Cooldown Time: 1.5 Seconds

Description:

Using technology from peaceborgs, this module weakens all projectiles in nearby range.



Security Visor Module

Cell Drain

Idle: 0
Active: 15
On-Use: 0

Additional Information

Complexity: 1
Cooldown Time: 1.5 Seconds

Description:

A heads-up display installed into the visor of the suit. This module is a heavily-retrofitted targeting system, plugged into various criminal databases to be able to view arrest records, command simple security-oriented robots, and generally know who to shoot. They say these also let you see behind you.



Shooting Assistant Module

Cell Drain

Idle: 20 / 30
Active: 0
On-Use: 0

Additional Information

Complexity: 3


Description:

A botched prototype meant to boost the TGMC crayon eaters' ability with firearms. It has only two modes available in its configurations: 'Quick Fire Stormtrooper' and 'Slow Ricochet Sharpshooter', both incompatible with dual wielding firearms."
The mode can be changed from inside the MODsuit interface panel. Quick Fire Stormtrooper mode double firing speed while giving the user terrible aim. Slow Ricochet Sharpshooter makes the user's bullets/lasers ricochet off of walls


Service Modules

Bike Horn Module

Cell Drain

Idle: 0
Active: 0
On-Use: 50

Additional Information

Complexity: 1


Description:

A shoulder-mounted piece of heavy sonic artillery, this module uses the finest femto-manipulator technology to precisely deliver an almost lethal squeeze to... a bike horn, producing a significantly memorable sound.



Advanced Balloon Blower Module

Cell Drain

Idle: 0
Active: 0
On-Use: 25

Additional Information

Complexity: 1
Cooldown Time: 20 Seconds

Description:

A relatively new piece of technology developed by finest clown engineers to make long balloons and balloon animals at party-appropriate rate.
This module, unlike its un-advanced counterpart, isn't found in maintenance and is usually found in the Cosmohonk MODsuit!



Janitorial Mister Module

Cell Drain

Idle: 0
Active: 50
On-Use: 0

Additional Information

Complexity: 2


Description:

A space cleaner mister, able to clean up messes quickly. Synthesizes its own supply over time (if active).



Perfumer Module

Cell Drain

Idle: 0
Active: 0
On-Use: 250

Additional Information

Complexity: 1
Cooldown Time: 10 Seconds

Description:

A small spray to clean oneself up. Has a pleasant scent.
This module is inbuilt to the Portable MODsuit!



Microwave Beam Module

Cell Drain

Idle: 0
Active: 0
On-Use: 250

Additional Information

Complexity: 1
Cooldown Time: 4 Seconds
Incompatible Modules: Organizer Module

Description:

An oddly domestic device, this module is installed into the user's palm, hooking up with culinary scanners located in the helmet to blast food with precise microwave radiation, allowing them to cook food from a distance, with the greatest of ease. Not recommended for use against grapes.



Recycler Module

Cell Drain

Idle: 0
Active: 25
On-Use: 0

Additional Information

Complexity: 2
Cooldown Time: 4 Seconds

Description:

An innovative garbage collection module that recycles gathered trash into usable material. Doesn't work on debris and some items. May recycle live ammunition. Activate on a nearby turf or storage to unload stored material.



Waddle Module

Cell Drain

Idle: 10
Active: 0
On-Use: 0

Additional Information

Complexity: 1


Description:

Some of the most primitive technology in use by Honk Co. This module works off an automatic intention system, utilizing its sensitivity to the pilot's often-limited brainwaves to directly read their next step, affecting the boots they're installed in. Employing a twin-linked gravitonic drive to create miniaturized etheric blasts of space-time beneath the user's feet, this enables them to... to waddle around, bouncing to and fro with a pep in their step.


Supply Modules

Hydraulic Clamp Module

Cell Drain

Idle: 0
Active: 0
On-Use: 50

Additional Information

Complexity: 3
Cooldown Time: 0.5 Seconds

Description:

A series of actuators installed into both arms of the suit, boasting a lifting capacity of almost a ton. However, this design has been locked by Nanotrasen to be primarily utilized for lifting various crates. A lot of people would say that loading cargo is a dull job, but you could not disagree more.



Disposal Connector Module

Cell Drain

Idle: 15
Active: 0
On-Use: 0

Additional Information

Complexity: 3
Cooldown Time: 0.5 Seconds

Description:

A module that connects to the disposal pipeline, causing the user to go into their config selected disposal. Only seems to work when the suit is on.
This module allows you to go into your MODsuit Interface Panel and choose your destination disposals bin, similar to that of a Destination Tagger



Drill Module

Cell Drain

Idle: 0
Active: 0
On-Use: 50

Additional Information

Complexity: 1
Cooldown Time: 0.2 Seconds

Description:

An arm-mounted drill, typically extending over the user's hand. While useful for drilling through rock, your drill is surely the one that both pierces and creates the heavens. Integrates with mining MODs' sphere transformation module, changing it from a mere traversal tool to high-powered excavation unit.



Internal GPS Module

Cell Drain

Idle: 0
Active: 0
On-Use: 10

Additional Information

Complexity: 1
Cooldown Time: 0.5 Seconds

Description:

This module uses common Nanotrasen technology to calculate the user's position anywhere in space, down to the exact coordinates. This information is fed to a central database viewable from the device itself, though using it to help people is up to you.



Meson Visor Module

Cell Drain

Idle: 0
Active: 15
On-Use: 0

Additional Information

Complexity: 1


Description:

A heads-up display installed into the visor of the suit. This module is based off well-loved meson scanner technology, used by construction workers and miners across the galaxy to see basic structural and terrain layouts through walls, regardless of lighting conditions. They say these also let you see behind you.



Ore Bag Module

Cell Drain

Idle: 0
Active: 0
On-Use: 10

Additional Information

Complexity: 1


Description:

An integrated ore storage system installed into the suit, this utilizes precise electromagnets and storage compartments to automatically collect and deposit ore. It's recommended by Nakamura Engineering to actually deposit that ore at local refineries.



Ash Accretion Module

Cell Drain

Idle: 0
Active: 0
On-Use: 0

Additional Information

Complexity: 0


Description:

A module that collects ash from the terrain, covering the suit in a protective layer, this layer is lost when moving across standard terrain.
This module is inbuilt to the Mining MODsuit. When covered in ash, it gives the player an additional 30 melee armor, 10 bullet armor, 20 laser armor, 20 energy armor, and 30 bomb armor along with giving the user a 50% speed boost. This module is not removeable.



Sphere Transform Module

Cell Drain

Idle: 0
Active: 25
On-Use: 150

Additional Information

Complexity: 0
Cooldown Time: 1 Second

Description:

A module able to move the suit's parts around, turning it and the user into a sphere. If the modsuit is insulated with bileworm skin, the user will be protected from lava while active. The sphere can move quickly, even through lava, and launch mining micromissiles to decimate terrain and fauna alike.
This module is inbuilt to the Mining MODsuit. Middle-Clicking while in sphere form and in low pressure will fire missiles. When in sphere form, it grants an additional 20 melee armor and 20 bomb armor. This module is not removeable.


Antagonist Modules

Flash-protected Optical Suite Module

Cell Drain

Idle: 0
Active: 0
On-Use: 0

Additional Information

Complexity: 0
Incompatible Modules:
  • Welding Protection Module
  • Wraith Cloaking Module

Description:

A module installed into the visor of the suit, this projects a polarized, holographic overlay in front of the user's eyes. It's rated high enough for immunity against extremities such as spot and arc welding, solar eclipses, and handheld flashlights.



Infiltration Core Programs Module

Cell Drain

Idle: 0
Active: 0
On-Use: 0

Additional Information

Complexity: 0
Incompatible Modules:
  • Flash-protected Optical Suite Module
  • Safety-first Head Protection Module

Description:

The primary stealth systems operating within the suit. Utilizing electromagnetic signals, the wearer simply cannot be observed closely, or heard clearly by those around them.It also contains some dampening systems to help protect a user from blows to the head.



Energy Shield Module

Cell Drain

Idle: 25
Active: 0
On-Use: 100

Additional Information

Complexity: 3


Description:

A personal, protective forcefield typically seen in military applications. This advanced deflector shield is essentially a scaled down version of those seen on starships, and the power cost can be an easy indicator of this. However, it is capable of blocking nearly any incoming attack, but only once every few seconds; a grim reminder of the users mortality.



Magic Nullifier Module

Cell Drain

Idle: 25
Active: 0
On-Use: 100

Additional Information

Complexity: 3


Description:

A personal, protective forcefield typically seen in military applications. This advanced deflector shield is essentially a scaled down version of those seen on starships, and the power cost can be an easy indicator of this. However, it is capable of blocking nearly any incoming attack, but only once every few seconds; a grim reminder of the users mortality.
While in the antagonist modules catageory, it is commonly seen with Inquisitor Emergency Response Team agents!



Anti Slip Module

Cell Drain

Idle: 5
Active: 0
On-Use: 0

Additional Information

Complexity: 1


Description:

These are a modified variant of standard magnetic boots, utilizing piezoelectric crystals on the soles. The two plates on the bottom of the boots automatically extend and magnetize as the user steps; a pull that's too weak to offer them the ability to affix to a hull, but just strong enough to protect against the fact that you didn't read the wet floor sign. Honk Co. has come out numerous times in protest of these modules being legal.



Flamethrower Module

Cell Drain

Idle: 0
Active: 0
On-Use: 150

Additional Information

Complexity: 3
Cooldown Time: 2.5 Seconds

Description:

A custom-manufactured flamethrower, used to burn through your path. Burn well.



Insignia Module

Cell Drain

Idle: 0
Active: 0
On-Use: 0

Additional Information

Complexity: 0


Description:

Despite the existence of IFF systems, radio communique, and modern methods of deductive reasoning involving the wearer's own eyes, colorful paint jobs remain a popular way for different factions in the galaxy to display who they are. This system utilizes a series of tiny moving paint sprayers to both apply and remove different color patterns to and from the suit.



Power Kick Module

Cell Drain

Idle: 0
Active: 0
On-Use: 250

Additional Information

Complexity: 0
Cooldown Time: 5 Seconds

Description:

This module uses high-power myomer to generate an incredible amount of energy, transferred into the power of a kick.



Night Vision Module

Cell Drain

Idle: 0
Active: 5
On-Use: 0

Additional Information

Complexity: 0


Description:

A heads-up display installed into the visor of the suit. Typical for both civilian and military applications, this allows the user to perceive their surroundings while in complete darkness, enhancing the view by tenfold; yet brightening everything into a spooky green glow. They say these also let you see behind you. These ones are a special version which remain compatible with the other visor modules.



Chameleon Module

Cell Drain

Idle: 0
Active: 0
On-Use: 0

Additional Information

Complexity: 2
Cooldown Time: 0.5 Seconds

Description:

A module using chameleon technology to disguise the suit as another object.



Psi-echo Demoralizer Module

Cell Drain

Idle: 5
Active: 0
On-Use: 0

Additional Information

Complexity: 0


Description:

One incredibly morbid member of the RND team at Roseus Galactic posed a question to her colleagues. 'I desire the power to scar my enemies mentally as I murder them. Who will stop me implementing this in our next project?' And thus the Psi-Echo Demoralizer Device was reluctantly invented. The future of psychological warfare, today!



Medical Beamgun Module

Cell Drain

Idle: 0
Active: 50
On-Use: 0

Additional Information

Complexity: 1
Cooldown Time: 0.05 Seconds

Description:

A wrist mounted variant of the medbeam gun, allowing the user to heal their allies without the risk of dropping it.



Wraith Cloaking Module

Cell Drain

Idle: 0
Active: 100
On-Use: 500

Additional Information

Complexity: 4
Cooldown Time: 2 Seconds
Incompatible Modules: Flash-protected Optical Suite Module

Description:

A more destructive adaptation of the stealth module. Incompatible with armor modules



Shock Absorption Module

Cell Drain

Idle: 0
Active: 0
On-Use: 50

Additional Information

Complexity: 1


Description:

A module that makes the user resistant to the knockdown and CNS disruption inflicted by Stun Batons.



Donk Recycler Module

Cell Drain

Idle: 0
Active: 25
On-Use: 0

Additional Information

Complexity: 2


Description:

An innovative garbage collection module that recycles gathered trash into usable material. Doesn't work on debris and some items. May recycle live ammunition. Activate on a nearby turf or storage to unload stored material.
This module is only bought from cargo or a traitor uplink



Flashdark Module

Cell Drain

Idle: 0
Active: 15 (+5 for each configured tile of range)
On-Use: 0

Additional Information

Complexity: 1


Description:

A quirky pair of configurable flashdarks installed on the sides of the helmet, useful for providing darkness at a configurable range.


Ninja Modules


They have enough modules to be seperate from the Antagonist Modules section! Wow!


Advanced Cloaking Module

Cell Drain

Idle: 0
Active: 50
On-Use: 250

Additional Information

Complexity: 4
Cooldown Time: 3 Seconds

Description:

The latest in stealth technology, this module is a definite upgrade over previous versions. The field has been tuned to be even more responsive and fast-acting, with enough stability to continue operation of the field even if the user bumps into others. The power draw has been reduced drastically, making this perfect for activities like standing near sentry turrets for extended periods of time.



Camera Vision Module

Cell Drain

Idle: 0
Active: 0
On-Use: 0

Additional Information

Complexity: 0


Description:

A module installed into the suit's helmet. This specialized piece of technology is built for subterfuge, replacing the standard visor with a nanotech display; capable of displaying specialized imagery at just the right frequency to jam all known forms of camera tracking and facial recognition, as well as automatically dimming incoming flashes of light to protect the user's eyes. Become the unseen.



Ninja Star Dispenser Module

Cell Drain

Idle: 0
Active: 0
On-Use: 100

Additional Information

Complexity: 3
Cooldown Time: 0.5 Seconds

Description:

This piece of Spider Clan technology can exploit known energy-matter equivalence principles, using the nanites already hosted in the wearer's suit to transmute into monomolecular shuriken. While these lack the intense bleeding edge of conventional throwing stars, they have been set to electrify fleeing targets; and branded with the Spider Clan symbol.



Hacker Module

Cell Drain

Idle: 0
Active: 0
On-Use: 0

Additional Information

Complexity: 0


Description:

Built for one purpose, electronic warfare, this module is built into the hands. Using near-field communication alongside precise electro-stimulation of the wires in machines, this decker's dream is normally used to pass through doors like a phantom. It's also capable of non-precise electro-stimulation of an assassin-saboteur's opponents on disarming attacks.



Weapon Recall Module

Cell Drain

Idle: 0
Active: 0
On-Use: 100

Additional Information

Complexity: 0
Cooldown Time: 0.5 Seconds

Description:

The cornerstone of a clanmember's life as a blademaster, and a module symbolizing their eternal bond with their weapon. This hooks to the micro bluespace drive inside an energy katana's handle, capable of recalling it to the user's skilled hands wherever they are. However, those that make such a bond with their weapon are cursed to fusing their existence with acts of combat, with a singular purpose; Cutting Down Their Opponent. Their hand a hand that is cutting, their body a body that is cutting, their mind, a mind that is cutting. Ranged weapons are forbidden.



Reinforced DNA Module

Cell Drain

Idle: 0
Active: 0
On-Use: 25

Additional Information

Complexity: 0


Description:

A module which engages with the various locks and seals tied to the suit's systems, enabling it to only be worn by someone corresponding with the user's exact DNA profile. Due to utilizing a skintight dampening shield, this one is entirely sealed against electromagnetic interference; it also dutifully protects the secrets of the Spider Clan from unknowing outsiders.
This will GIB anyone with the wrong DNA who tries to put the suit on. I wouldn't try it if I were you.



EMP Pulse Module

Cell Drain

Idle: 0
Active: 0
On-Use: 500

Additional Information

Complexity: 0
Cooldown Time: 8 Seconds

Description:

This module is normally set to activate on dramatic gestures, inverting and expanding the suit's EMP dampening shield to cause an electromagnetic pulse of its own. While this won't interfere with the wearer, it will piss off everyone around them.



Spider Clan Status Readout Module

Cell Drain

Idle: 0
Active: 0
On-Use: 5

Additional Information

Complexity: 1


Description:

A once-common module, this technology unfortunately went out of fashion in the safer regions of space; and, according to the extra markings on this particular unit's casing, right into the arachnid grip of the Spider Clan. Like other similar units, this one hooks into the suit's spine, and is capable of capturing and displaying all possible biometric data of the wearer; sleep, nutrition, fitness, fingerprints, and even useful information such as their overall health and wellness. This one comes with a clock that calibrates to the local system time, and an operational ID number display. The vital monitor's speaker has been removed.



Energy Net Module

Cell Drain

Idle: 0
Active: 0
On-Use: 300

Additional Information

Complexity: 0
Cooldown Time: 5 Seconds

Description:

A custom-built net-thrower. While conventional implementations of this capturing device utilize monomolecular fibers or cutting razorwire, this uses hardlight technology to deploy a trapping field capable of immobilizing even the strongest opponents.



Adrenaline Boost Module

Cell Drain

Idle: 0
Active: 0
On-Use: 0

Additional Information

Complexity: 0
Cooldown Time: 12 Seconds

Description:

The secrets of the Spider Clan are many. The exact specifications of their suits, the techniques they use to make every singular cut make their enemies weep with admiration, but one of their greatest mysteries is the chemical compound their assassin-saboteurs use in times of need. It's capable of clearing any fatigue whatsoever from the user, any immobilizing effect, and can even cure total paralysis. All that's known is that the fluid requires radiation to properly 'cook,' so this module demands radium to be refilled with.
After use, will dump some radium into the user's blood stream. Careful of the toxin damage, it builds up.


Maintenance Modules

Modules that are generally found in maintenance. (Some of these can be ordered from cargo, check there if you're looking for them!)


Springlock Module

Cell Drain

Idle: 0
Active: 0
On-Use: 0

Additional Information

Complexity: 3


Description:

A module that spans the entire size of the MOD unit, sitting under the outer shell. This mechanical exoskeleton pushes out of the way when the user enters and it helps in booting up, but was taken out of modern suits because of the springlock's tendency to "snap" back into place when exposed to humidity. You know what it's like to have an entire exoskeleton enter you?



Rave Visor Module

Cell Drain

Idle: 0
Active: 0
On-Use: 0

Additional Information

Complexity: 1


Description:

A Super Cool Awesome Visor (SCAV), intended for modular suits.



Tanning Module

Cell Drain

Idle: 0
Active: 0
On-Use: 0

Additional Information

Complexity: 1


Description:

A Super Cool Awesome Visor (SCAV), intended for modular suits.



Foam Dart Recycler Module

Cell Drain

Idle: 0
Active: 25
On-Use: 0

Additional Information

Complexity: 1


Description:

A mod module that collects and repackages fired foam darts into half-sized ammo boxes. Activate on a nearby turf or storage to unload stored ammo boxes.



Balloon Blower Module

Cell Drain

Idle: 0
Active: 0
On-Use: 25

Additional Information

Complexity: 1
Cooldown Time: 15 Seconds

Description:

A strange module invented years ago by some ingenious mimes. It blows balloons.



Paper Dispenser Module

Cell Drain

Idle: 0
Active: 0
On-Use: 25

Additional Information

Complexity: 1
Cooldown Time: 5 Seconds

Description:

A simple module designed by the bureaucrats of Torch Bay. It dispenses 'warm, clean, and crisp sheets of paper' onto a nearby table. Usually.



Stamper Module

Cell Drain

Idle: 0
Active: 15
On-Use: 0

Additional Information

Complexity: 1
Cooldown Time: 0.5 Seconds

Description:

A module installed into the wrist of the suit, this functions as a high-power stamp, able to switch between accept, deny, and void modes.



Atrocinator Module

Cell Drain

Idle: 0
Active: 50
On-Use: 0

Additional Information

Complexity: 2


Description:

A mysterious orb that has mysterious effects when inserted in a MODsuit.



Hat Stabilizer Module

Cell Drain

Idle: 0
Active: 0
On-Use: 0

Additional Information

Complexity: 0


Description:

A simple set of deployable stands, directly atop one's head; these will deploy under a hat to keep it from falling off, allowing them to be worn atop the sealed helmet. You still need to take the hat off your head while the helmet deploys, though. This is a must-have for Nanotrasen Captains, enabling them to show off their authoritative hat even while in their MODsuit.


Unobtainable Modules

These modules are usually unobtainable in normal gameplay, and you probably won't be worrying about them.



Bluespace Storage Module

Cell Drain

Idle: 0
Active: 0
On-Use: 0

Additional Information

Complexity: 3


Description:

A storage system developed by Nanotrasen, these compartments employ miniaturized bluespace pockets for the ultimate in storage technology; regardless of the weight of objects put inside.



Burger Dispenser Module

Cell Drain

Idle: 0
Active: 0
On-Use: 100

Additional Information

Complexity: 3
Cooldown Time: 5 Seconds

Description:

A rare piece of technology reverse-engineered from a prototype found in a Donk Company vessel. This can draw incredible amounts of power from the suit's charge to create edible organic matter in the palm of the wearer's glove; however, research seemed to have entirely stopped at burgers. Notably, all attempts to get it to dispense Earl Grey tea have failed.



Eradication Lock Module

Cell Drain

Idle: 0
Active: 0
On-Use: 150

Additional Information

Complexity: 0
Cooldown Time: 0.5 Seconds

Description:

A module which remembers the original owner of the suit, even alternate universe versions. When a non-owner enters, the eradication lock will begin eradicating the suit from the timeline... with the intruder inside. Not the way you want to go, so it turns out to be a good deterrent.



Rewinder Module

Cell Drain

Idle: 0
Active: 0
On-Use: 250

Additional Information

Complexity: 0
Cooldown Time: 20 Seconds

Description:

A module that can pull the user back through time given an anchor point to pull to. Very useful tool to get the job done, but keep in mind the suit locks for safety reasons while preparing a rewind.



Timestopper Module

Cell Drain

Idle: 0
Active: 0
On-Use: 250

Additional Information

Complexity: 0
Cooldown Time: 60 Seconds

Description:

A module that can halt time in a small radius around the user... for as long as they want! Great for monologues or lunch breaks. Keep in mind moving will end the stop, and the module has a hefty cooldown period to avoid reality errors.



Timeline Jumper Module

Cell Drain

Idle: 0
Active: 0
On-Use: 250

Additional Information

Complexity: 0
Cooldown Time: 5 Seconds

Description:

A module used to traverse timelines, phasing the user in and out of the stream of events.
Essentialy an instant, infinite, stun healing jaunt.



Timestream Eradication Module

Cell Drain

Idle: 0
Active: 0
On-Use: 250

Additional Information

Complexity: 0
Cooldown Time: 0.5 Seconds

Description:

The correction device of a fourth dimensional group outside time itself used to change the destination of a timeline. this device is capable of wiping a being from the timestream. They never are, they never were, they never will be.