Guide to robotics
Are you a Roboticist? This guide will explain the creation and maintenance of Cyborgs, bots, and stocky exosuits.
Exosuit Fabricators
These are the main machines used in Robotics, with them you can create various exosuit and cyborg parts and their upgrade modules. Remember to sync these with the R&D servers frequently for new equipment designs and increased production speeds.
If an Exosuit Fabricator gets stuck at updating from the R&D servers, use a screwdriver on it and then a crowbar. Remove any metal and glass sheets and then put all the components back into the machine frame. Use a screwdriver at the end to reassemble the Exosuit Fabricator.
Cyborgs
The Cyborg is the Roboticist's primary creation. They are tasked with helping the station's inhabitants in their daily life and trying to kill everyone when the AI is insane. Each cyborg is required to follow the AI's laws, unless they aren't synced, and will only be synced to one AI in the event that more than one exists.
Cyborg Creation
Cyborg |
Required Materials | How to build |
---|---|---|
|
| |
Tools | ||
No tools |
Cyborg Maintenance
In the beginning of a maintenance process, you need to open the Cyborg's maintenance cover. To open it:
- Use an ID Card, Emag it or just ask the Cyborg to unlock its panel.
- Use a crowbar to open the cover.
After the maintenance process, use the same tools in reverse order so the Cyborg doesn't run around with its cover open, like so:
- Use a crowbar to close the cover.
- Use your ID Card to lock the Cyborg. Borgs can't lock their panel. An emagged cover can't be locked.
Cyborg Repairs
Cyborgs will often come to you for repairs if damaged.
For brute damage:
- Weld them to fix the dents.
For burn damage:
- Unlock and open the Cyborg's cover.
- Use an empty hand to remove the battery.
- Screwdriver to expose wiring.
- Rewire the damaged circuits. You may have to do this step more than once.
- Screwdriver to hide wiring.
- Re-insert the old battery or insert a new one.
- Close the cover and lock the Cyborg.
Engineering cyborgs can repair dents on themselves (if not critically damaged) and on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.
Cyborg Batteries
You will often see at least one Cyborg come to your assembly line to ask for an upgrade.
- Unlock and open the Cyborg's cover.
- With an empty hand, remove the old battery.
- Insert a new battery.
- Close the cover and lock the Cyborg.
Cyborg Radios
Cyborgs can be installed with radio encryption keys, allowing them to communicate on secure department channels. Using a screwdriver on a headset will remove the encryption keys.
- Unlock and open the Cyborg's cover.
- Insert an encryption key (or screwdriver to remove the current key).
- Close the cover and lock the Cyborg.
Reviving Cyborgs
A cyborg that has failed but not been turned into scrap can be repaired back to working order.
- Create an Emergency Restart Module at the Exosuit Fabricator (under Cyborg Upgrade Modules).
- Repair the Cyborg with a welder and/or replace wires.
- Unlock and open the Cyborg's cover.
- Insert the Emergency Restart Module.
- Close the cover and lock the Cyborg.
Upgrading Cyborgs
- Unlock and open the Cyborg's cover.
- Insert the Upgrade Module (or emag to subvert).
- Close the cover and lock the Cyborg.
Resetting Cyborg Models
For info on how to reset a cyborg's model, check out the Guide to Hacking.
Deconstructing Cyborgs
Cyborgs can be deconstructed to remove their MMI/Posibrain and get their parts back.
- Unlock and open the Cyborg's cover.
- Use an empty hand to remove the battery.
- Screwdriver to open wiring.
- Cut every wire until the lockdown light turns on.
- Wrench to disassemble.
Alternatively, for steps 4 and 5, you can use a Robotics console.
Cyborg Upgrades
Roboticists can construct upgrade modules for cyborgs. Most modules must be researched before they can be printed. Material costs can be lowered by upgrading the Exosuit Fabricator.
In order to change a Cyborg's model, cut and mend their reset wire.
All cyborgs
Name | Description | Materials to produce |
---|---|---|
Rename Board | Used to rename a cyborg. Use it in-hand to set the name, then apply it to the cyborg. | 5000 Metal |
Emergency Reboot Board | Used to force a reboot of a disabled-but-repaired cyborg, bringing it back online. An important module! This will allow you to bring a dead, but not blown, Cyborg back to life. |
20000 Metal, 5000 Glass |
Ion Thrusters | An energy-operated thruster system that works like a jetpack for movement in no gravity. | 10000 Metal, 6000 Glass, 5000 Plasma, 6000 Uranium |
Translation Matrix Upgrade | Increases the translation matrix to include all xeno languages. Allows the cyborg to speak Bonespeak, Draconic, English, Etherean, Felinid, Mothian, Polysmorph and Sylvan. | 10000 Metal, 6000 Glass, 5000 Plasma |
Self-repair | Allows the cyborg to slowly repair itself over time, increasing power consumption. | 15000 Metal, 15000 Glass |
Expand | A cyborg resizer, it makes a cyborg huge. | 155000 Metal, 5000 Titanium |
Piercing Hypospray | Allows cyborg hyposprays to pierce through thick clothing and hardsuits. | 15000 Metal, 15000 Glass, 5000 Titanium, 3000 Diamond |
Clown Module | Allows you to turn a cyborg into a clown, honk. | 15000 Metal, 15000 Glass, 1000 Bananium |
Security Module | Allows you to turn a cyborg into a hunter, HALT! | 15000 Metal, 15000 Glass, 3000 Uranium |
Illegal Modules | Enables illegal modules, the same that are enabled when cyborgs are emagged. Only obtainable through researching illegal tech (deconstruct Syndicate Items). |
15000 Metal, 15000 Glass, 10000 Diamond |
Name | Description | Materials to produce |
---|---|---|
RPED | A rapid part exchange device for the engineering cyborg. | 10000 Metal, 5000 Glass |
Name | Description | Materials to produce |
---|---|---|
Defibrillator | Gives a Medical Cyborg a defibrillator. | 8000 Metal, 5000 Glass, 4000 Silver, 3000 Gold |
Hypospray Expanded Synthesiser | Adds Oculine, Inacusiate, Mutadone, Mannitol, Salicyclic Acid, Oxandrolone, Rezadone, Pentetic Acid, and Haloperidol to a Medical Cyborg's hypospray chemicals. | 15000 Metal, 15000 Glass, 8000 Plasma, 8000 Uranium |
Crew Pinpointer | A crew pinpointer module for the medical cyborg. | 1000 Metal, 500 Glass |
Advanced Analyzer | An upgrade to the Medical module, loading a more advanced health analyzer into the holder's module, replacing the old one. | 5000 Metal, 2500 Glass, 2000 Silver, 1500 Gold, 1000 Plastic |
Advanced Surgical Kit | An upgrade to the Medical module, loading a more advanced array of surgical tools into the holder's module, replacing the old ones. | 22000 Metal, 75000 Glass, 2000 Plasma, 3000 Uranium, 6000 Silver, 1500 Gold, 200 Diamond, 12000 Titanium |
Bots
As a Roboticist, you serve another important purpose: making robots. Robots can benefit the station in many ways, and are really easy to create.
All bots can also be made through the crafting menu . This can save a lot of time during construction, especially if Robotics is busy!
You can rename incomplete bots by using a pen on them!
Medibot
Heals anyone nearby. Can be equipped with a beaker to stick people with instead of the default medicine, and when emagged it will inject people with toxin, repeatedly.
Medibot |
Required Materials | How to build |
---|---|---|
| ||
Tools | ||
No tools |
Cleanbot
Cleanbots are great, as they serve the exact same purpose as the Janitor. What makes it even better is that it uses Space Cleaner to mop, so no slipping on everything! When Emagged (or hacked) it will spew slippery foam and melt people with acid.
Cleanbot |
Required Materials | How to build |
---|---|---|
| ||
Tools | ||
No tools |
Floorbot
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station. They zoom around and repair busted floor tiles. Honestly, they're niche to the point of uselessness. But they make nice pets. Also, if emagged, they will deconstruct the floors into space.
Floorbot |
Required Materials | How to build |
---|---|---|
| ||
Tools | ||
No tools |
Firebot
This lil guy will scoot around and try his best to extinguish burning people and gases around him. If emagged he will spray Chlorine Trifluoride at anyone who isn't on fire.
Firebot |
Required Materials | How to build |
---|---|---|
| ||
Tools | ||
No tools |
Honkbot
It's annoying and useless, but the clown might bug you to make one of this in absentia of a H.O.N.K. mech. God forbid if a traitor emags the thing.
Honkbot |
Required Materials | How to build |
---|---|---|
| ||
Tools | ||
No tools |
Securitron
Basically, Officer Beepsky without the personality. You usually won't need to build any of these, but they can be hilariously helpful for traitors who have invested in a Cryptographic Sequencer, as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.
Destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.
Securitron |
Required Materials | How to build |
---|---|---|
| ||
Tools | ||
AtmosBot
This bot looks just like a grenade with legs! It will use foamed metal to secure any breaches it sees. If emagged it will explode instead of using foam, creating even more damage to the station.
Also known as the Automatic Station Stabilizer Bot, or A.S.S. Bot for short.
AtmosBot |
Required Materials | How to build |
---|---|---|
| ||
Tools | ||
No tools |
General Beepsky
This is General Beepsky (or General Grieffous, your pick). A terrifying 4 esword wielding nightmare-bot created by a mad roboticist with the help of some leftover eswords, this thing is a traitor's worst nightmare. It takes down criminals by delivering deadly spin attacks, instantly downing a target with it's rapidly rotating eswords. It gets even worse when a Cryptographic Sequencer gets involved, as General Beepskey will begin to mercilessly track, kill, maim and subsequently disembowel any target he comes across.
Unlike normal Securitrons, General Beepsky can deflect projectiles with its eswords. Its only true weakness is an EMP.
General Beepsky |
Required Materials | How to build |
---|---|---|
| ||
Tools | ||
ED-209
PUT DOWN YOUR WEAPON. YOU HAVE 15 SECONDS TO COMPLY.
Beepsky's bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.
An emagged ED-209 fires deadly lasers AND attacks anyone on sight.
ED-209 |
Required Materials | How to build |
---|---|---|
| ||
Tools | ||
Drone
A disposable little drone that runs around and repairs things. Controlled by players, and can't interact with any other beings at all (besides other drones). Usually good to make lots of these to let ghosts get back into the round.
Exosuits
These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the Quartermaster or the Research and Development console.
With all Exosuits, MMIs can be installed as drivers. But remember, MMIs are not bound to the AI or its laws, so don't put any deranged maniacs inside them. Remember to grant MMI controlled mechs access keys, because they don't have a keycard on them!
List of Exosuits
The current list of exosuits is as follows.
Locker Mech
Equipment slots: 2
Movement speed: Fast.
Special abilities: Is fully spaceproof and can function as a ghetto hardsuit for EVA, if a bit slow and unmaneuverable. Can equip the ghetto mech equipment that you can also craft, specifically the ghetto clamp and drill.
Armor: 20 melee, 10 bullet, 10 laser, 10 bomb. 20.000°K max temperature*.
Integrity: 100
Description: A locker with stolen wires, struts, electronics and airlock servos crudely assembled into something that resembles the functions of a mech.
Locker Mech |
Required Materials | How to build |
---|---|---|
|
| |
Tools | ||
Ripley APLU
Equipment slots: 6
Movement speed: Fast.
Special abilities: Even faster movespeed in low pressure environments (Lavaland, space, etc.). Armor can be upgraded with Goliath plates.
Armor: 40 melee, 20 bullet, 10 laser, 20 energy, 40 bomb. 20.000°K max temperature*.
Integrity: 200
Description: The Ripley APLU (Autonomous Power Loading Unit) is a fast moving exosuit with no atmospheric protection. Don't expect the wire screen to do much against ranged weapons. Useful for carrying boxes and as a lightweight platform for various exosuit tools.
While it lacks the Firefigher's lavaproofing and improved armor, the Ripley APLU can still go toe to toe with Lavaland mobs thanks to its good melee protection.
*The exosuit itself can withstand decently high temperatures without taking damage. It does not, however, offer protection to the pilot from fire or temperature hazards.
Ripley APLU |
Required Materials | How to build |
---|---|---|
|
| |
Tools | ||
Ripley APLU MK-II
Equipment slots: 6
Movement speed: Slow.
Special abilities: Fast movespeed in low pressure environments (Lavaland, space, etc.). Armor can be upgraded with Goliath plates.
Armor: 40 melee, 20 bullet, 10 laser, 20 energy, 40 bomb. 20.000°K max temperature.
Integrity: 200
Description: The Ripley APLU (Autonomous Power Loading Unit) Mark II is a slow moving, decently protected exosuit that's often used for construction, break&entry or fighting Blobs.
The MK-II has a pressurized cabin for space operations, but the added weight has slowed it down. Whether the trade is fair or not depends solely on your purpose for the exosuit.
Firefighter APLU
Equipment slots: 5
Movement speed: Slow.
Special properties: Fast movespeed in low pressure environments. Armor can be upgraded with Goliath plates. Completely heat- and lavaproof.
Armor: 40 melee, 30 bullet, 30 laser, 30 energy, 60 bomb. 65.000°K max temperature.
Integrity: 250
Description: The Firefighter APLU (Autonomous Power Loading Unit) is the Ripley's big brother that has significantly improved armor and can walk on lava unscathed.
Once you outfit it with a plasma cutter and hydraulic clamp, it becomes great for mining and slaying Megafauna - miners love it!
Firefighter APLU |
Required Materials | How to build |
---|---|---|
|
| |
Tools | ||
Odysseus
Equipment slots: 3
Movement speed: Fast.
Special abilities: Can use unique medical equipment. Displays an advanced medical HUD to the pilot.
Armor: 20 melee, 10 bullet. 25.000°K max temperature.
Integrity: 120
Description: A fast, lightly armored exosuit that can use unique medical equipment.
Examples are a mounted sleeper that can carry and stabilize patients, as well as a syringe gun that can scan and replicate most reagents.
Odysseus |
Required Materials | How to build |
---|---|---|
| ||
Tools | ||
Gygax
Equipment slots: 3
Movement speed: Average.
Special abilities: Can overload leg actuators to move at very high speeds and smash through walls, at the cost of extreme energy consumption.
Armor: 25 melee, 20 bullet, 30 laser, 15 energy. 25.000°K max temperature.
Integrity: 250
Description: While lightly armored, the Gygax has incredible mobility thanks to its ability that lets it smash through walls at high speeds.
Durand
Equipment slots: 3
Movement speed: Slow.
Special abilities: Has devastating punches that can knock people out. Can enable defense mode, which increases its armor's deflect chance, but leaves the mech unable to move or turn.
Armor: 40 melee, 35 bullet, 15 laser, 10 energy, 20 bomb. 30.000°K max temperature. Additional deflect chance.
Integrity: 400
Description: A slow but beefy combat exosuit that is extra scary in confined spaces due to its punches and defense mode. Xenos hate it!
Phazon
Equipment slots: 3
Movement speed: Fast.
Special abilities: Can phase through solid objects at reduced movespeed. Fist attacks can be reconfigured to deal brute, burn or toxin damage.
Armor: 30 melee, 30 bullet, 30 laser, 30 energy, 30 bomb. 25.000°K max temperature.
Integrity: 200
Description: Phazons are the culmination of RnD - they have the highest base movespeed, good armor and can phase through anything thanks to bluespace technology.
Unless you manage to neutralize an anomaly, you won't be able to build one of these.
H.O.N.K.
Equipment slots: 3
Movement speed: Average.
Special abilities: Can equip Clown weapons of mass pranking. Makes squeaking noises while walking and has a special menu to play even more annoying sounds.
Armor: -20 melee, 25.000°K max temperature. Yikes.
Integrity: 140
Description: What's worse than a Clown? A Clown inside a custom exosuit. This monstrosity can equip weapons of mass pranking and WILL annoy the hell out of people.
Much like Epimetheus and Oppenheimer, you have unleashed unspeakable evil - a weapon that has lain dormant since the Honk Ages. I hope you're happy with yourself.
CentCom Exosuits
If you see these, you know that things have really gone to shit. These exosuits are typically only found in the repositories of the elite Emergency Response Team and Death Squad.
Marauder
Equipment slots: 4
Movement speed: Very slow.
Special abilities: Smoke grenades, thrusters (for space navigation), optical zoom. Destroys walls by running into them. Punches harder than a Durand. Lava- and fireproof.
Armor: 50 melee, 55 bullet, 40 laser, 30 energy, 30 bomb. 60.000°K max temperature. Has a chance to deflect attacks.
Integrity: 500
Description: Standard issue exosuit for the Death Squad when the going gets tough.
It starts off with the eZ-13 MK2 heavy pulse rifle, the SRM-8 missile rack, a Tesla Energy Relay and an antiprojectile armor booster.
Seraph
Equipment slots: 5
Movement speed: Average.
Special abilities: Same as the Marauder's, but punches even harder.
Armor: Same as the Marauder's.
Integrity: 550
Description: An advanced Death Squad exosuit for when the going gets seriously tough. Usually reserved for CentCom high command.
It starts off with the LBX AC 10 "Scattershot", the SRM-8 missile rack, a teleporter, a Tesla Energy Relay, and an antiprojectile armor booster.
Syndicate Exosuits
For dealing with particularly resilient obstacles. Typically only found in the arsenals of the famed Nuclear Operatives.
Dark Gygax
Equipment slots: 4
Movement speed: Average.
Special abilities: Same as the Gygax', but with additional thrusters for space navigation.
Armor: 40 melee, 40 bullet, 50 laser, 35 energy, 20 bomb. 35.000°K max temperature. Has a low chance to deflect attacks.
Integrity: 300
Description: A modified Gygax used for nefarious purposes.
It starts off with the FNX-99 "Hades" Carbine, the SGL-6 grenade launcher, a Teleporter, and a Tesla Energy Relay.
Mauler
Equipment slots: 5
Movement speed: Very slow.
Special abilities: Same as the Marauder's.
Armor: Same as the Marauder's.
Integrity: 500
Description: A modified Marauder used by the Syndicate that's not as maneuverable as the Dark Gygax, but it makes up for that in armor and sheer firepower.
Starts off with the Ultra AC 2 LMG, the LBX AC 10 "Scattershot", the SRM-8 missile rack, a Tesla Energy Relay, and an antiprojectile armor booster.
...
Reticence
Equipment slots: 2
Movement speed: Fast.
Armor: 25 melee, 20 bullet, 30 laser, 15 energy. 15.000°K max temperature.
Integrity: 100
Description: A nigh invisible, silent, fast assassination mech popular among mimes, equipped with a suppressed S.H.H. "Quietus" Carbine that injects you with mute toxin and a mounted RCD.
It distinguishes itself in being incredibly weak, but very hard to see and making no noise when walking or turning. It also packs a punch, knocking back people similarly to the Durand.
Exosuit operation and maintenance
To climb into an exosuit, just drag and drop your character onto it.
Exosuit beacons
Adding a tracking beacon (exofab "Misc" category) to a mech allows the RD's exosuit control console to track the mech, view detailed stats, message the pilot and even EMP it when neccessary.
Research can also unlock an AI control beacon that lets the AI - you guessed it - control the exosuit.
Locking/unlocking Exosuits
There are two ways to lock exosuit: A) ID ("keycode") lock or B) DNA lock.
A) ID lock (keycode):
Adding a keycode to a mech will grant it access to that area, but will also prevent anyone without that access from entering the mech.
For example: A mech with "bridge" and "robotics" keycodes has access to both areas, but requires an ID card with at least bridge and robotics access to enter.
- Enter the exosuit and unlock the ID upload panel.
- Exit the exosuit.
- Use an ID card/PDA on exosuit and select "Edit operation keycodes".
B) DNA lock:
DNA locking only allows the person matching the recorded Unique Enzymes (UE) to enter the mech.
This can be abused by Changelings and crafty Geneticists! Another downside is that you will be locked out if you swap bodies.
- Enter the exosuit and open the stats menu.
- Unter Permissions&Logging, click "DNA-lock".
- To remove the lock, hit "[ Reset ]" next to your DNA string under "DNA-locked:".
Exosuit Damage and Repairs
For external damage to the exosuit, simply use a welder on it. When a mech takes damage while its integrity is below a certain threshold, it has a chance to break internally. The reports for internal damage can be seen in the stats window.
Internal Fire: An internal fire will heat the air in the cabin and in the air tank, potentially causing a breach. It has a chance to fix itself if the life support system is functional.
Life Support System Malfunction: A malfunction in the life support system will prevent the mech from regulating the temperature brought into the cabin from the internal air tank. It can be fixed by using a screwdriver on it or with a repair droid.
Gas Tank Breach: A gas tank breach will cause the contents of the internal tank to be leaked into the environment. It can be fixed by using a welder on the mech if it also has external damage or with a repair droid.
Coordination System Calibration Failure: A failure in the coordination system will cause the mech to move randomly and can cause the mech to miss its targets. It can be fixed by clicking "Recalibrate" in the damage report.
Short Circuit: A short circuit failure will cause the installed power cell to lose charge and damages it so that its maximum charge decreases. It also prevents repair droids and tesla relays from working. It can be repaired by using wires on the mech while its power unit hatch is open (see battery replacement steps).
Exosuit Battery and Parts Replacement
- Make sure maintenance protocols are permitted (Permissions&Logging inside the mech).
- Hit the exosuit with your ID card or PDA with ID inside and select "Initiate maintenance protocol".
- Wrench
- Crowbar
- Swipe your ID again and choose to empty the cell or either part.
- New part
- Crowbar
- Wrench
- ID Card and select "Initiate maintenance protocol" again.
- Forbid maintenance protocols inside the mech.
Exosuit Wreckage Repair
Depending on the mech's capacitor tier when it was destroyed, it will be easier/harder to repair. The higher the tier, the faster it will be to repair.
A tier 3 capacitor will retain the scanning module, while a tier 4 capacitor will retain the power cell, but it will be drained a random amount.
If you expect your mech to be destroyed, it is a good idea to carry a spare cell in case you have to repair it and cannot get it back to robotics. If the capacitor is below T3, you should also carry a spare scanning module.
To repair a mech wreckage, perform the following steps:
Exosuit Equipment
Various tools and weapons can be attached to exosuits, providng them with ability to perform different tasks. Exosuit equipment is built by Exosuit Fabricator ("Exosuit Equipment" menu).
To attach a tool or weapon, simply click with it on the exosuit.
Generic Exosuit Equipment
Specialized Exosuit Equipment
Exosuit Weapons
Image | Weapon | Description | Can be attached to |
---|---|---|---|
CH-DS "Peacemaker" Disabler | Fires a disabler beam, identical to disablers. | Durand, Gygax, Honker, and Phazon | |
CH-PS "Immolator" Laser | Fires a Laser bolt, identical to laser rifles. | Durand, Gygax, Honker, and Phazon | |
CH-LC "Solaris" Laser Cannon | Fires a Heavy Laser bolt, identical to the laser cannon. | Durand, Gygax, Honker, and Phazon | |
CH-XC "Transitum" X-Ray Laser | Fires an xray beam, identical to the xray gun. | Durand, Gygax, Honker, and Phazon | |
mkIV Ion Heavy Cannon | Fires an Ion bolt, identical to ion rifles. Don't hit yourself! | Durand, Gygax, Honker, and Phazon | |
eZ-13 mk2 Heavy pulse rifle | Fires a heavy pulse laser. Death Squad only. | Durand, Gygax, Honker, and Phazon | |
LBX AC 10 "Scattershot" | Fires six bullets in a spread pattern, 16 damage each. | Durand, Gygax, Honker, and Phazon | |
Ultra AC 2 | Fires a three-shot burst of 20 damage bullets. | Durand, Gygax, Honker, and Phazon | |
SRM-8 Missile Rack | Fires a missile that will explode on impact. Deals 30 damage. Despite having 9 slots on the sprite it has 8 shots. Hitting a non-living target makes a 1/2/4 explosion, hitting a living target makes a 0/0/2 one. | Durand, Gygax, Honker, and Phazon | |
BRM-6 Missile Rack | Fires a missile that will 0/1/1 explode on the impact of another mech, any closed turf, or any door, and otherwise breaks. Deals 30 damage. | Durand, Gygax, Honker, and Phazon | |
MKI Tesla Cannon | Fires a tesla ball that arcs off anything it hits. It causes EMP as well. | Durand, Gygax, Honker, and Phazon | |
SGL-6 Grenade Launcher | Launches a flashbang at medium range. | Durand, Gygax, Honker, and Phazon | |
SOB-3 Grenade Launcher | Launches a cluster of flashbangs at medium range. High cooldown. | Durand, Gygax, Honker, and Phazon | |
FNX-99 "Hades" Carbine | Shoots incendiary bullets that leave a burning trail. | Durand, Gygax, Honker, and Phazon | |
Banana Mortar | Launches a banana peel. Very annoying, thus, fun. | H.O.N.K. | |
Mousetrap Mortar | Launches an armed mousetrap. | H.O.N.K. | |
HoNkER BlAsT 5000 | Creates a loud honk sound which will deafen, stun, and paralyze your target and everybody around. | H.O.N.K. | |
Oingo Boingo Punch-face | Launches a boxing glove that can punch airlocks right out of their frames. | H.O.N.K. |