Guide to robotics

Revision as of 21:07, 23 September 2022 by Skrem 7 (talk | contribs) (→‎Bots: adds spiderbot)

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

Total Part Cost: 100,000  

 
Cyborg
Required Materials How to build
  1.   Insert a charged power cell into the cyborg's chest.
  2.   Insert a coil of wire into the cyborg's chest.
  3.   Insert two flashes in the cyborg's head (one for each eye socket).
  4. For final assembly, take each component and apply it to the cyborg endoskeleton.
  5.   Multitools can be used to give cyborgs names and fiddling with the default configuration. Simply apply the multitool before the brain is installed. Make sure the given name follows the server Rules. If you skip the naming process the name of the borg will be whatever the user configured in his character and if he never did, a Default-### name.
  6.   Once it's complete, it's time for the brain. See here how to remove your willing volunteer's brain.
  7.   Now put the brain into your MMI, and then the MMI into the cyborg suit. Congratulations, your cyborg is complete. Put the brainless corpse into a body bag and deliver it to the Morgue. If when you insert the MMI into the cyborg it says "This MMI does not seem to fit." it means the user is job banned from cyborg. If the brain is damaged, try applying mannitol.
    1. Alternatively to the MMI, you can print a Positronic Brain which will be presented for ghosts to occupy after you activate it.
    2. Another alternative is printing a B.O.R.I.S module after the adequate research, turning that borg into an AI Shell.
Tools
No tools

Cyborg Maintenance

In the beginning of a maintenance process, you need to open the Cyborg's maintenance cover. To open it:

  1.   Use an ID Card,   Emag it or just ask the Cyborg to unlock its panel.
  2.   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:

  1.   Use a crowbar to close the cover.
  2.   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:

  1.  Weld them to fix the dents.

For burn damage:

  1. Unlock and open the Cyborg's cover.
  2.   Use an empty hand to remove the battery.
  3.   Screwdriver to expose wiring.
  4.   Rewire the damaged circuits. You may have to do this step more than once.
  5.   Screwdriver to hide wiring.
  6. Re-insert the old battery or insert a new one.
  7. 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.

  1. Unlock and open the Cyborg's cover.
  2.   With an empty hand, remove the old battery.
  3.   Insert a new battery.
  4. 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.

  1. Unlock and open the Cyborg's cover.
  2.   Insert an encryption key (or screwdriver to remove the current key).
  3. 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.

  1.   Create an Emergency Restart Module at the Exosuit Fabricator (under Cyborg Upgrade Modules).
  2.   Repair the Cyborg with a welder and/or replace wires.
  3. Unlock and open the Cyborg's cover.
  4.   Insert the Emergency Restart Module.
  5. Close the cover and lock the Cyborg.

Upgrading Cyborgs

  1. Unlock and open the Cyborg's cover.
  2.   Insert the Upgrade Module (or emag to subvert).
  3. 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.

  1. Unlock and open the Cyborg's cover.
  2.   Use an empty hand to remove the battery.
  3.   Screwdriver to open wiring.
  4.   Cut every wire until the lockdown light turns on.
  5.   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

Mining cyborgs  

Name Description Materials to produce
Ore Satchel of Holding Upgrades a mining cyborg's satchel to hold infinite minerals.  10000 Metal, 2000 Gold, 1000 Uranium
Lavaproof Tracks Allows a mining cyborg to walk over lava undamaged.  10000 Metal, 4000 Plasma, 5000 Titanium
Diamond Drill Upgrades a mining cyborg's drill to be faster.  10000 Metal, 6000 Glass, 2000 Diamond
Kinetic Accelerator Damage Mod Upgrades a mining cyborg's kinetic accelerator.  2000 Metal, 1500 Glass, 1500 Gold, 1000 Uranium
Kinetic Accelerator Cooldown Mod Upgrades a mining cyborg's kinetic accelerator.  2000 Metal, 1500 Glass, 1500 Gold, 1000 Uranium
Kinetic Accelerator Range Mod Upgrades a mining cyborg's kinetic accelerator.  2000 Metal, 1500 Glass, 1500 Gold, 1000 Uranium
Kinetic Accelerator Mining AoE Mod Upgrades a mining cyborg's kinetic accelerator.  8000 Metal, 1500 Glass, 2000 Silver, 2000 Gold, 2000 Diamond
Plasma Cutter A plasma cutter module for the mining cyborg.  3000 Metal, 1000 Glass, 2000 Plasma, 500 Gold

Engineering cyborgs 

Name Description Materials to produce
RPED A rapid part exchange device for the engineering cyborg.  10000 Metal, 5000 Glass

Janitor cyborgs 

Name Description Materials to produce
Trash Bag of Holding A trash bag of holding replacement for the janiborg's standard trash bag.  2000 Gold, 1000 Uranium
Advanced Mop An advanced mop replacement for the janiborg's standard mop.  2000 Metal, 2000 Glass

Medical cyborgs 

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
  • 1x  Cyborg Arm (left or right)
  • 1x  Med-kit (empty, any color)
  • 1x  Health Analyzer
  • 1x  Proximity Sensor
  1. Attach the cyborg arm to an empty Med-kit. The color of the Med-kit will affect the color of the Medibot.
  2. Add a Medical Analyzer.
  3. Insert the Proximity Sensor and your Medibot is ready!
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
  • 1x  Bucket
  • 1x  Proximity Sensor
  • 1x  Cyborg Arm (left or right)
  1. Attach the Proximity Sensor to a bucket (printable from the Autolathe).
  2. Attach a cyborg arm and your Cleanbot is ready!
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
  • 1x  Any toolbox
  • 10x  Floor Tile
  • 1x  Proximity Sensor
  • 1x  Cyborg Arm (left or right)
  1. Attach the Floor tiles to the Mechanical Toolbox.
  2. Add the Proximity Sensor.
  3. Insert a cyborg arm and your Floorbot is ready!
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
  • 1x  Fire Extinguisher
  • 1x  Proximity Sensor
  • 1x  Fire Helmet
  • 1x  Cyborg Arm (left or right)
  1.   Attach a Borg Arm (left or right) to the  Fire Extinguisher.
  2.   Add a Fire Helmet.
  3.   Add a Proximity Sensor and your Firebot is ready.
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
  • 1x  Cardboard
  • 1x  Clown Stamp
  • 1x  Bike Horn
  • 1x  Proximity Sensor
  • 1x  Cyborg Arm (left or right)
  1.  Stamp a piece of cardboard with the clown stamp (you may need a clown for this step).
  2.  Insert a Cyborg arm.
  3.  Add a Proximity Sensor.
  4.  Add a Bike Horn.
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
  • 1x  Remote Signaling Device
  • 1x  Helmet
  • 1x  Proximity Sensor
  • 1x  Cyborg Arm (left or right)
  • 1x  Stun Baton
  1. Use a Remote Signaling Device on a Helmet.
  2. Weld them together.
  3. Add a Proximity Sensor.
  4. Insert a Cyborg arm.
  5. Toss in a Stun Baton and your Securitron is ready!
Tools
  •  Welding Tool

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
  • 1x  Analyzer
  • 1x  Smart Metal Foam Grenade
  • 1x  Proximity Sensor
  • 1x  Cyborg Arm (left or right)
  1. Use a Cyborg arm on an analyzer.
  2. Add a smart metal foam grenade.
  3. Add a Proximity Sensor.
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
  • 1x  Remote Signaling Device
  • 1x  Helmet
  • 1x  Proximity Sensor
  • 1x  Cyborg Arm (left or right)
  • 4x  Energy Sword
  1. Use a Remote Signaling Device on a Helmet.
  2. Weld them together.
  3. Add a Proximity Sensor.
  4. Insert a Cyborg arm.
  5. Use a Wrench to adjust the arm slots for extra weapons.
  6. Attach 4 Energy Swords and your death machine is ready to maim.
Tools
  •  Welding Tool
  •  Wrench

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
  • 1x  Cyborg Endoskeleton
  • 1x  Metal
  • 2x  Cyborg Leg
  • 1x  Security Vest or   Tag armour
  • 1x  Helmet or   Tag helm
  • 1x Proximity Sensor
  • 1x  Cable
  • 1x  DRAGnet or   Tag Laser
  • 1x  Power Cell
  1.   Build a Cyborg Endoskeleton from the Exosuit Fabricator.
  2.   Use a Metal Sheet on a Cyborg Endoskeleton to reinforce it.
  3.   Add two Cyborg legs.
  4.   Add a Body Armor or    Laser Tag Armors.
  5.   Weld everything together.
  6.   Add in a security Helmet or    Laser Tag Helmets.
  7.   Attach a Proximity Sensor to the assembly.
  8.   Insert wires.
  9.   Add a DRAGnet or    Laser Tag Lasers.
  10.   Secure it with a Screwdriver.
  11.   Insert any Power Cell. Your 100% safe robot officer is complete!
Tools
  •  Welding Tool
  •  Screwdriver

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.

 
Drone
Required Materials How to build
  • 1x  Power Cell
  • 1x  Flash
  • 1x  Crowbar
  • 1x  Wrench
  • 1x  Cable Coil
  • 1x  Screwdriver
  • 1x  Multitool
  • 1x  Welding Tool
  • 1x  Wirecutters
  • 1x  Backpack or Dufflebag or Satchel
  • 5x  Plasteel sheets
  1. Go to the Robot tab in the Crafting Menu.
  2. Craft the Drone.
  3. That's it! Any ghost can click on the drone shell to take control of it and start repairing the station.
Tools
No tools

Spiderbot

A disposable drone that can only hold (but not use) one item. Speaks all languages and is able to ventcrawl.

 
Spiderbot
Required Materials How to build
  • 1x  Cyborg Head
  • 1x  Micro Manipulator
  • 1x    or positronic brain 
  1. Attach the manipulator to the cyborg head.
  2. Attach an  MMI or a  posibrain to the chassis.
  3. Congratulations, you now have a little spiderbot!
Tools
No tools

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. 25.000°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
  • 20x  Cable Coil
  • 2x  Toolbox
  • 10x  Metal sheets
  • 1x  Oxygen Tank
  • 1x   Airlock Electronics
  • 1x   Fire Extinguisher
  • 5x   Paper Sheets
  • 1x File:Flashlight-on.png Flashlight
  • 4x   Metal Rods
  • 2x   Chair
  1. Gather all necessary materials, parts, and tools.
  2. Tip over the two chairs (drag the sprite onto yours).
  3. Place down all materials and parts onto one tile.
  4. Open the crafting menu.
  5. Click the Robots tab.
  6. Click the craft button on Locker Mech.
  7. Wait until it is finished.
Tools
  •  Welding Tool
  •  Wirecutters
  •  Screwdriver

  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 rad. 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
  • 100.000 Metal 
  • 7.500 Glass 
  • 5x  Plasteel sheets
  • 5x  Metal sheets
  • 2x  Ripley circuit boards (also available through Cargo)
  • 1x  Scanning Module (Higher tier = less power consumption)
  • 1x  Capacitor (Higher tier = better EMP resistance)
  • 1x  Cable Coil
  • 1x  Power Cell
  1. Build all of the Ripley parts using the Exosuit Fabricator.
  2. Attach all of the parts to the Ripley chassis
  3.   Wrench
  4.   Screwdriver
  5.   Cable Coil
  6.   Wirecutters
  7.   Ripley Central Control Module
  8.   Screwdriver
  9.   Ripley Peripherals Control Module
  10.   Screwdriver
  11.   Add a Scanning Module
  12.   Screwdriver
  13.   Add a Capacitor
  14.   Screwdriver
  15.   Power Cell
  16.   Screwdriver
  17.   5 pieces of Metal
  18.   Wrench
  19.   Welding Tool
  20.   10 metal Rods
  21.   Welding Tool
Tools
  •  Welding Tool
  •  Wrench
  •  Wirecutters
  •  Screwdriver

  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, 55 rad. 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.

 
Ripley APLU MK-II
Required Materials How to build
  • 10.000 Metal 
  • 10.000 Plasma 
  • 1x  Ripley APLU MK-I
  • 1x  MK-I to MK-II Conversion Kit
  1.   The Ripley MK-II is created by using a conversion kit on a Ripley MK-I exosuit. This kit is available from the Exosuit Fabricator. The conversion process requires the MK-I to have an empty cargo bay, no pilot sitting inside, and the Maintenance Procedures function permitted.
    Once converted to the MK-II design, the exosuit cannot be restored to MK-I.
Tools
No tools

  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, 70 rad. 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
  • 100.000 Metal 
  • 7.500 Glass 
  • 15x  Plasteel sheets
  • 5x  Metal sheets
  • 2x  Ripley circuit boards (also available through Cargo)
  • 1x  Firesuit
  • 1x  Scanning Module (Higher tier = less power consumption)
  • 1x  Capacitor (Higher tier = better EMP resistance)
  • 1x  Cable Coil
  • 1x  Power Cell
  1. Create a Firefighter APLU chassis using the Exosuit Fabricator.
  2. Create all parts of the Ripley APLU except for the chassis.
  3. Assemble all of the Ripley parts to the Firefighter chassis.
  4.   Add a Firesuit
  5.   Wrench
  6.   Screwdriver
  7.   Cable Coil
  8.   Wirecutters
  9.   Ripley Central Control Module (from R&D or QM)
  10.   Screwdriver
  11.   Ripley Peripherals Control Module (from R&D or QM)
  12.   Screwdriver
  13.   Add a Scanning Module
  14.   Screwdriver
  15.   Add a Capacitor
  16.   Screwdriver
  17.   Power Cell
  18.   Screwdriver
  19.   5 pieces of Plasteel
  20.   Wrench
  21.   Welding Tool
  22.   5 pieces of Plasteel
  23.   5 pieces of Plasteel (This is not an error, you do this twice.)
  24.   Wrench
  25.   Welding Tool
Tools
  •  Welding Tool
  •  Wrench
  •  Wirecutters
  •  Screwdriver

  Clarke

Equipment slots: 7 (only 6 available)

Movement speed: Fast.

Special abilities: Even faster movement speed in low pressure environments (Lavaland, space, etc.) Unable to strafe but can shoot behind itself. Displays a diagnostic HUD to the pilot.

Armor: 20 melee, 10 bullet, 20 laser, 10 energy, 60 bomb, 70 rad. 65.000°K max temperature.

Integrity: 200

Description: A quick but clunky to operate mining mech, possesses an inbuilt ore box that will automatically pick up any ores on the ground. Completely heat- and lavaproof.

 
Clarke
Required Materials How to build
  • 76.000 Metal 
  • 17.500 Glass 
  • 5x  Plasteel sheets
  • 5x   Gold sheets
  • 4X Conveyor Belt conveyor belts
  • 2x  Clarke circuit boards
  • 1x  Scanning Module (Higher tier = less power consumption)
  • 1x  Capacitor (Higher tier = better EMP resistance)
  • 1x  Cable Coil
  • 1x  Power Cell
  1. Create all of the Clarke parts using the Exosuit Fabricator.
  2. Assemble all of the Clarke parts to the chassis.
  3. Conveyor Belt Add 4 conveyor belts
  4.   Wrench
  5.   Screwdriver
  6.   Cable Coil
  7.   Wirecutters
  8.   Clarke Central Control Module
  9.   Screwdriver
  10.   Clarke Peripherals Control Module
  11.   Screwdriver
  12.   Add a Scanning Module
  13.   Screwdriver
  14.   Add a Capacitor
  15.   Screwdriver
  16.   Power Cell
  17.   Screwdriver
  18.   5 pieces of Plasteel
  19.   Wrench
  20.   Welding Tool
  21.   5 pieces of Gold
  22.   Wrench
  23.   Welding Tool
Tools
  •  Welding Tool
  •  Wrench
  •  Wirecutters
  •  Screwdriver

  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. 15.000°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
  • 74.000 Metal 
  • 10.000 Glass 
  • 5x  Plasteel sheets
  • 5x  Metal sheets
  • 2x  Odysseus circuit boards
  • 1x  Scanning Module (Higher tier = less power consumption)
  • 1x  Capacitor (Higher tier = better EMP resistance)
  • 1x  Cable Coil
  • 1x  Power Cell
  1. Create all of the Odysseus parts using the Exosuit Fabricator.
  2. Assemble all of the Odysseus parts to the chassis (excluding Carapace)
  3.   Wrench
  4.   Screwdriver
  5.   Cable Coil
  6.   Wirecutters
  7.   Odysseus Main Board (from R&D or QM)
  8.   Screwdriver
  9.   Odysseus Peripherals Board (from R&D or QM)
  10.   Screwdriver
  11.   Add a Scanning Module
  12.   Screwdriver
  13.   Add a Capacitor
  14.   Screwdriver
  15.   Power Cell
  16.   Screwdriver
  17.   5 pieces of Metal
  18.   Wrench
  19.   Welding Tool
  20.   5 pieces of Plasteel
  21.   Wrench
  22.   Welding Tool
Tools
  •  Welding Tool
  •  Wrench
  •  Wirecutters
  •  Screwdriver

  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, 40 rad. 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.

 
Gygax
Required Materials How to build
  • 125.000 Metal 
  • 15.000 Glass 
  • 20.000 Diamonds 
  • 10.000 Titanium 
  • 5x  Metal sheets
  • 3x  Gygax circuit boards
  • 1x  Scanning Module (Higher tier = less power consumption)
  • 1x  Capacitor (Higher tier = better EMP resistance)
  • 1x  Cable Coil
  • 1x  Power Cell
  1. Create all of the Gygax parts using the Exosuit Fabricator.
  2. Assemble all of the Gygax parts to the chassis (except the Armor plates)
  3.   Wrench
  4.   Screwdriver
  5.   Cable Coil
  6.   Wirecutters
  7.   Gygax Central Control module
  8.   Screwdriver
  9.   Gygax Peripherals Control module
  10.   Screwdriver
  11.   Gygax Weapon Control and Targeting module
  12.   Screwdriver
  13.   Add a Scanning Module
  14.   Screwdriver
  15.   Add a Capacitor
  16.   Screwdriver
  17.   Power Cell
  18.   Screwdriver
  19.   5 pieces of Metal
  20.   Wrench
  21.   Welding Tool
  22.  Add Gygax Armor Plates (Made in the Exosuit Fabricator)
  23.   Wrench
  24.   Welding Tool
Tools
  •  Welding Tool
  •  Wrench
  •  Wirecutters
  •  Screwdriver



  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, 50 rad. 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!

 
Durand
Required Materials How to build
  • 140.000 Metal 
  • 25.000 Glass 
  • 28.000 Silver 
  • 25.000 Uranium 
  • 20.000 Titanium 
  • 5x  Metal sheets
  • 3x  Durand circuit boards
  • 1x  Phasic Scanning Module (Higher tier = less power consumption)
  • 1x  Capacitor (Higher tier = better EMP resistance)
  • 1x  
  • 1x  Power Cell
  1. Create all of the Durand parts using the exosuit fabricator.
  2. Assemble all of the Durand parts to the chassis (except the Armor plates)
  3.   Wrench
  4.   Screwdriver
  5.   Cable Coil
  6.   Wirecutters
  7.   Durand Main Circuitboard
  8.   Screwdriver
  9.   Durand Peripherals Circuitboard
  10.   Screwdriver
  11.   Durand Targeting Circuitboard
  12.   Screwdriver
  13.   Add a Scanning Module
  14.   Screwdriver
  15.   Add a Capacitor
  16.   Screwdriver
  17.   Power Cell
  18.   Screwdriver
  19.   5 pieces of Metal
  20.   Wrench
  21.   Welding Tool
  22.   Add Durand Armor Plates (Made in the Exosuit Fabricator)
  23.   Wrench
  24.   Welding Tool
Tools
  •  Welding Tool
  •  Wrench
  •  Wirecutters
  •  Screwdriver

  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, 50 rad. 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.

 
Phazon
Required Materials How to build
  • 175.000 Metal 
  • 90.000 Plasma 
  • 20.000 Titanium 
  • 5x  Plasteel sheets
  • 1x  Bluespace Crystal
  • 1x Neutralized Anomaly Core
  • 3x  Phazon circuit boards
  • 1x  Phasic Scanning Module (Higher tier = less power consumption)
  • 1x  Super Capacitor (Higher tier = better EMP resistance)
  • 1x  Cable Coil
  • 1x  Power Cell
  1. Create all of the Phazon parts using the exosuit fabricator.
  2. Assemble all of the Phazon parts to the chassis (except the Armor plates)
  3.   Wrench
  4.   Screwdriver
  5.   Cable Coil
  6.   Wirecutters
  7.   Phazon Main Circuitboard
  8.   Screwdriver
  9.   Phazon Peripherals Circuitboard
  10.   Screwdriver
  11.   Phazon Targeting Circuitboard
  12.   Screwdriver
  13.   Add a Scanning Module
  14.   Screwdriver
  15.   Add a Capacitor
  16.   Screwdriver
  17.   Add a Bluespace Crystal
  18.   Cable Coil
  19.   Screwdriver
  20.   Power Cell
  21.   Screwdriver
  22.   5 pieces of Plasteel
  23.   Wrench
  24.   Welding Tool
  25. Add Phazon Armor Plates (Made in the Exosuit Fabricator)
  26.   Wrench
  27.   Welding Tool
  28. Add the Anomaly Core
Tools
  •  Welding Tool
  •  Wrench
  •  Wirecutters
  •  Screwdriver



 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, 20 rad. 25.000°K max temperature. Incredible deflect chance.

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.

 
H.O.N.K.
Required Materials How to build
  • 120.000 Metal 
  • 15.000 Glass 
  • 35.000 Bananium 
  • 1x Clown mask
  • 1x Clown shoes
  • 1x Bike horn  
    • Alternative: 1x Air Horn
  • 3x H.O.N.K. circuit boards  
  • 1x  Phasic Scanning Module (Higher tier = less power consumption)
  • 1x  Super Capacitor (Higher tier = better EMP resistance)
  • 1x  Cable Coil
  • 1x  Power Cell
  1. Create all of the H.O.N.K. exosuit parts in the Exosuit Fabricator.
  2. Attach all of the H.O.N.K. exosuit parts to the H.O.N.K. exosuit chassis.
  3.  HONK at the exosuit with a bike horn.
  4.   Add the main circuit board.
  5.  HONK at the exosuit again.
  6.   Add the peripherals circuit board.
  7.  HONK
  8.   Add the targeting circuit board.
  9.  HONK
  10.   Add a Scanning Module
  11.  HONK
  12.   Add a Capacitor
  13.  HONK
  14.   Power Cell
  15.  HONK
  16. Add a clown's mask to the exosuit.
  17.  HENK
  18. Add clown shoes to it.
  19.  I WILL GRAB ONE OF MY SIX BIKE HORNS, AND I WILL HONK THE SONG THAT ENDS THE EARTH 
Tools
  •  Bike horn
    • Alternative: 1x Air Horn

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, 100 rad. 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: 50 melee, 55 bullet, 40 laser, 30 energy, 30 bomb, 100 rad. 60.000°K max temperature. Has a chance to deflect attacks.

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, 100 rad. 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: 50 melee, 55 bullet, 40 laser, 30 energy, 30 bomb, 100 rad. 60.000°K max temperature. Has a chance to deflect attacks.

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

  1. Make sure maintenance protocols are permitted (Permissions&Logging inside the mech).
  2.   Hit the exosuit with your ID card or PDA with ID inside and select "Initiate maintenance protocol".
  3.   Wrench
  4.   Crowbar
  5.   Swipe your ID again and choose to empty the cell or either part.
  6.     New part
  7.   Crowbar
  8.   Wrench
  9.   ID Card and select "Initiate maintenance protocol" again.
  10. 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:

  1.   Weld together the broken parts (costs 5 welding fuel)
  2.   Weld out the dents in the chassis (costs 5 welding fuel)
  3.   Tighten the bolts
  4.   Repair the wiring (costs 5 cable coil)

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

Image Equipment Description
  Drill The drill can completely destroy most objects (with the exception of reinforced walls) and kill people who stand still within a few seconds.

When used for mining, the targeted and two adjacent mineral deposits will be drilled. Drills are rarely used for mining once Plasma Cutters become available.
Can't be attached to the Odysseus.

  Diamond Drill Essentially an upgraded drill that's faster and much stronger - you can go right through minerals and reinforced walls.

Can't be attached to the Odysseus.

  Exosuit Mining Scanner A mech-mounted version of an advanced mining scanner with the same range, but less than half the cooldown. Is always active once attached.
  Mounted Teleporter A mounted teleporter that can teleport the exosuit to any location in view.
  Mounted Gravitational Catapult Can be used to throw objects around (Sling mode) or blast anything away from a targeted area (Push mode).
  Exosuit Wormhole Generator As the name implies, the wormhole generator creates a wormhole (similar to ones spawned by Space-Time Anomaly events) at a targeted location.
  Mounted RCD An exosuit-mounted Rapid Construction Device. Rapidly drains battery charge, but can deconstruct reinforced walls.
  217-D Heavy Plasma Cutter Cuts through solid rock and can dismember unlucky targets. More effective in low pressure environments.
Longer range and higher damage than portable cutters.
  Exosuit Proto-kinetic Accelerator Breaks rocks and severely harms anything hit by it. More effective in low pressure environments.
Longer range and lower cooldown than portable proto-kinetic accelerators.
  Armor Booster Module (Close Combat Weaponry) Boosts exosuit armor against armed melee attacks. Requires energy to operate.
  Armor Booster Module (Ranged Weaponry) Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate.
  Repair Droid Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.
  Exosuit Energy Relay Wirelessly drains energy from any APC's available power channel in the area. Not very effective.
  Exosuit Plasma Converter Generates power using solid plasma sheets as fuel. Occasionally releases clouds of plasma that may catch on fire.
  ExoNuclear Reactor Generates power using uranium sheets as fuel. Irradiates the environment.

Specialized Exosuit Equipment

Image Equipment Description Can be attached to
  Hydraulic Clamp Gives it an ability to load objects into a cargo compartment, or lets you crush people with it.
Great in combination with an ore box - nearby minerals will be loaded straight into the box.
Ripley, Firefighter
  Exosuit Extinguisher Exosuit-mounted extinguisher. Holds up to 1.000 units and can be refilled by clicking on a water tank. Ripley, Firefighter, Clarke
  Cable Layer Pries up floor tiles, lays cables and cuts them; similar to a rapid cable layer. Ripley, Firefighter, Clarke
  Exosuit Syringe Gun Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur until the syringe injects someone.
Can scan and produce most reagents - these will be available for syringes and the mounted sleeper. To load syringes, click on syringe boxes or individual syringes with the gun selected.
Reagent synthesis has to be manually started by opening the equipment tab of the mech's status menu.
Odysseus
  Mounted Sleeper Exo-suit mounted sleeper that stabilizes patients inside and lets you inject chemicals that were produced by the mounted syringe gun.
Can also be used to abduct people and keep them sedated.
Odysseus
  Medigun Exo-suit mounted medigun which gradually heals people it's used on. Don't cross the streams! Odysseus

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.