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 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 intellicard can be mounted on the suit to control the user's movement and modules in case the user becomes incapacitated. To insert the intellicard, open up the MODsuit with a screwdriver and apply the card to the suit.

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

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

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

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

Construction

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


Wires

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

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

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


Customization

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

Standard Plating

Civilian Plating

Portable Plating

Tarkon Plating

Engineering Plating

Atmospheric Plating

Medical Plating

Security Plating

Cosmohonk Plating


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


Station MODsuit Themes

Standard MODsuit

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

Base Armor

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

Cell Drain: 50

Maximum Complexity: 15

Deployed Slowdown: 75%






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: 0%



Inbuilt Modules


  • Case Civillian Storage Module




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: 0%



Inbuilt Modules


  • Perfumer Module




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: 75%



Inbuilt Modules


  • Advanced Magnetic Stability Module




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.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
10 10 30 30 50 100 100 50 10

Cell Drain: 65

Maximum Complexity: 7

Deployed Slowdown: 0%



Inbuilt Modules


  • Joint Torsion Ratchet Module
  • Case Civillian Storage Module




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: 100%






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: 100%






Advanced MODsuit

An advanced version of Nakamura Engineering's classic suit, shining with a white, acid and fire resistant polish.
This is a unique MODsuit that belong to the Chief Engineer.

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: 50%



Inbuilt Modules


  • Advanced Magnetic Stability Module




Mining MODsuit

A Nanotrasen mining suit for on-site operations, fit with accreting ash armor and a sphere form.
This MODsuit design is only available through the Mining Equipment Vendor.

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: 75%

Alternate Skins:
Asteroid

Inbuilt Modules


  • Ash Accretion Module
  • Sphere Transform Module




Loader MODsuit

An unsealed experimental motorized harness manufactured by Scarborough Arms for quick and efficient munition supplies.
This is a unique MODsuit that belongs to Cargo Technicians and the Quartermaster.

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: 0%



Inbuilt Modules


  • Hydraulic Clamp Module
  • Loader Module
  • Magnet Module
  • Case Civillian Storage Module




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: 50%

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: 25%



Inbuilt Modules


  • Advanced Quick-Carry Module




Research MODsuit

A private military EOD suit by Aussec Armory, intended for explosive research. Bulky, but expansive.
This is a unique MODsuit that belongs to the Research Director.

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: 125%



Inbuilt Modules


  • Advanced Reagent Scanner Module




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: 50%

Alternate Skins:
Blue




Voskhood MODsuit

A Heliostatic Coalition standard-issue armored suit, designed for active mobile combat.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
30 40 35 50 40 100 80 85 20

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.
This is a unique MODsuit that belong to the Head of Security.

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: 25%

Alternate Skins:
Blue

Inbuilt Modules


  • Superglued Bulwark Module




Praetorian MODsuit

A prototype of the Magnate-class suit issued to station Blueshields, still boasting exceptional protection worthy of an honor guard.
This is a unique MODsuit that belong to the Blueshield.

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: 20

Deployed Slowdown: 50%

Alternate Skins:
Souless
Artificial




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.
This is a unique MODsuit that belong to the Captain.

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: 25%






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: 125%





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: 0%

Alternate Skins:
Honkerative

Inbuilt Modules


  • Flash-Protected Optical Suite Module
  • Night Vision Module




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: 0%



Inbuilt Modules


  • Flash-Protected Optical Suite Module
  • Night Vision Module




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: 0%



Inbuilt Modules


  • Infiltration Core Programs Module
  • Psi-echo Demoralizer Module
  • Case Storage Module
  • Night Vision Module




Interdyne MODsuit

A corpse-snatching and rapid-retrieval MODsuit, resulting from a lucrative tech exchange between Interdyne Pharmaceutics and Cybersun Industries.

Base Armor

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

Cell Drain: 100

Maximum Complexity: 15

Deployed Slowdown: -50%

Alternate Skins:
Doctor
Guardian
Inbuilt Modules


  • Advanced Quick Carry Module




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: 0%



Inbuilt Modules


  • Magic Neutralizer Module




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.
Newly issued Nanotrasen IDs are not backwards compatible with this suit!

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: 100%



Inbuilt Modules


  • Prototype Kinesis Module




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: 0%

Alternate Skins:
Inquisitor




Marine MODsuit

Developed by Nanotrasen in collaboration with multiple high-profile contractors, this specialized suit is made for high-intensity combat.

Base Armor

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

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.

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: 0%






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: 0%






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: 0%






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: 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

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

General Modules

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

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User:ModsuitModule

User:ModsuitModule

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User:ModsuitModule

User:ModsuitModule

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Medical Modules

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

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User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

Engineering Modules

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

Science Modules

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

Security Modules

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

Service Modules

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

Supply Modules

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

Antagonist Modules

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

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User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

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User:ModsuitModule

Ninja Modules


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

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

Maintenance Modules

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

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

User:ModsuitModule

Unobtainable Modules

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