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.
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:
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: 0%
|
![]() 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: 0%
|
![]() Tarkon MODsuit |
A Tarkon Industries general protection suit, designed for port security and general EVA situations.
Cell Drain: 75 Maximum Complexity: 20 Deployed Slowdown: 75%
|
![]() Frontier Hazard Protective MODsuit |
An unusual design of suit, in reality being no more than a slim underlayer with a built-in coat and sealed helmet.
Cell Drain: 65 Maximum Complexity: 7 Deployed Slowdown: 0%
|
![]() Engineering MODsuit |
An engineer-fit suit with heat and shock resistance. Nakamura Engineering's classic.
Cell Drain: 50 Maximum Complexity: 15 Deployed Slowdown: 100%
|
![]() 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: 100%
|
![]() 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: 50%
|
![]() 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: 75% |
![]() 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: 0%
|
![]() 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: 25%
|
![]() 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: 125%
|
![]() Voskhood MODsuit |
A Heliostatic Coalition standard-issue armored suit, designed for active mobile combat.
Cell Drain: 62.5 Maximum Complexity: 13 Deployed Slowdown: 45%
|
![]() 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: 25% |
![]() Praetorian MODsuit |
A prototype of the Magnate-class suit issued to station Blueshields, still boasting exceptional protection worthy of an honor guard.
Cell Drain: 50 Maximum Complexity: 20 Deployed Slowdown: 50% |
![]() 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: 25%
|
![]() 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: 125%
|
Offstation MODsuit Themes
![]() Elite MODsuit |
An elite suit upgraded by Cybersun Industries, offering upgraded armor values.
Cell Drain: 50 Maximum Complexity: 19 Deployed Slowdown: 0%
|
![]() 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: 0%
|
![]() Interdyne MODsuit |
A corpse-snatching and rapid-retrieval modsuit, resulting from a lucrative tech exchange between Interdyne Pharmaceutics and Cybersun Industries.
Cell Drain: 100 Maximum Complexity: 15 Deployed Slowdown: -50% |
![]() Enchanted MODsuit |
The Wizard Federation's relatively low-tech MODsuit. Is very protective, though.
Cell Drain: 50 Maximum Complexity: 15 Deployed Slowdown: 0%
|
![]() 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: 100%
|
CentCom MODsuit Themes
![]() Marine MODsuit |
Developed by Nanotrasen in collaboration with multiple high-profile contractors, this specialized suit is made for high-intensity combat.
Cell Drain: 50 Maximum Complexity: 25 Deployed Slowdown: 0%
|
![]() 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: 0%
|
![]() Corporate MODsuit |
A fancy, high-tech suit for Nanotrasen's high ranking officers.
Cell Drain: 50 Maximum Complexity: 15 Deployed Slowdown: 0%
|
![]() Debug MODsuit |
Strangely nostalgic.
Cell Drain: 50 Maximum Complexity: 50 Deployed Slowdown: 0%
|
![]() Administrative MODsuit |
A suit made of adminium. Who comes up with these stupid mineral names?
Cell Drain: 0 Maximum Complexity: 1000 Deployed Slowdown: 0%
|
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
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
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.










































