User:Liljackrabbit25/Sandbox
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
- Print out the MODsuit helmet, chestplate, gauntlets, boots, MOD shell, and armor from the Exosuit Fabricator.
Order a MOD core from Cargo OR find a broken MOD core in maintenance and repair it with a screwdriver
OR craft one with an ethereal heart.
Add core to shell.
Screwdriver core to shell.
Add helmet to assembly.
Add chestplate to assembly.
Add gauntlets to assembly.
Add boots to assembly.
Wrench assembly.
Screwdriver assembly.
Add external plating to assembly.
Open MODsuit panel with screwdriver.
Insert cell.
Close MODsuit panel with screwdriver.
Customization
The chosen plating determines the suit's look, and protections. There are currently 9 printable armors in total:
For MODsuits with alternate appearances, use a paint kit
on the completed suit to change between them!
Station MODsuit Themes
![]() Civilian MODsuit |
A light-weight civilian suit that offers unmatched ease of movement but no protection from the vacuum of space.
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.
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.
Cell Drain: 75 Maximum Complexity: 20 Deployed Slowdown: Undefined
|
![]() Engineering MODsuit |
An engineer-fit suit with heat and shock resistance. Nakamura Engineering's classic.
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.
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.
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.
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.
Cell Drain: 50 Maximum Complexity: 10 Deployed Slowdown: Undefined
|
![]() Rescue MODsuit |
An advanced version of DeForest Medical Corporation's medical suit, designed for quick rescue of bodies from the most dangerous environments.
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.
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.
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.
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.
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.
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.
Cell Drain: 50 Maximum Complexity: 20 Deployed Slowdown: Undefined
|
![]() Elite MODsuit |
An elite suit upgraded by Cybersun Industries, offering upgraded armor values.
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.
Cell Drain: 50 Maximum Complexity: 15 Deployed Slowdown: Undefined
|
![]() Enchanted MODsuit |
The Wizard Federation's relatively low-tech MODsuit. Is very protective, though.
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.
Cell Drain: 100 Maximum Complexity: 20 Deployed Slowdown: Undefined
|
CentCom MODsuit Themes
![]() Apocryphal MODsuit |
A high-tech, only technically legal, armored suit created by a collaboration effort between Nanotrasen and Apadyne Technologies.
Cell Drain: 50 Maximum Complexity: 25 Deployed Slowdown: Undefined
|
![]() Corporate MODsuit |
A fancy, high-tech suit for Nanotrasen's high ranking officers.
Cell Drain: 50 Maximum Complexity: 15 Deployed Slowdown: Undefined
|
![]() Debug MODsuit |
Strangely nostalgic.
Cell Drain: 50 Maximum Complexity: 50 Deployed Slowdown: Undefined
|
![]() Administrative MODsuit |
A suit made of adminium. Who comes up with these stupid mineral names?
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 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.
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
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.
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
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.
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.
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.
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.
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.
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).
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
Unobtainable Modules
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.
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.

































