User:Liljackrabbit25/Sandbox

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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 up all the parts, put all of the parts together, extend each part of the armor and activate the suit!

To use a MODsuit, place it on your backpack slot, where your satchel/backpack would normally go. You can also place items into the MODsuit as you would place them into a backpack, as long as it has a storage module. Activating the suit no longer requires deploying all of its parts, but certain modules will require certain parts to be deployed, or the entire suit to be deployed to function.

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 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.

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

General Modules

Medical Modules

Engineering Modules

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.


Science Modules

Security Modules

Maintenance Modules

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.