Guide to robotics

Revision as of 01:30, 5 May 2020 by Helpful Herbert (talk | contribs) (Reformatted bot-creation and applied template)

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 one (or more) of the Exosuit Fabricators gets stuck at updating from R&D servers, use a screwdriver on it and then crowbar that fucker! Remove any metal/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

Total Part Cost: 100000  

Requires
1 x each Cyborg part (made with the Exosuit Fabricator)

2 x  (Exosuit Fabricator) Two flashes
1 x   A bunch of wire
1 x   (preferably at least High-Capacity)
1 x    OR positronic brain  OR a B.O.R.I.S. module

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, and may choose one of the AIs in the event that more than one exists.

Assuming you already have the necessary components:

  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. Note that calling a borg xXx_L33t Haxxor_xXx is not good sport. 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 (or throw it down the disposals because ROBOTICS!). 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.
    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, effectivel turnng that borg into an AI Shell

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.

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 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.

  1. Unlock and open the Cyborg's cover.
  2.   Insert a New 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 and get their parts back.

  1. Unlock and open the Cyborg's cover.
  2.   Use an Empty Hand to remove 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)

Upgrades

Roboticists can construct upgrade modules for cyborgs, such as one that increases your movement speed. Should you wish to change models, ask the roboticist to cut and mend your reset wire.

Name Description Materials to produce
(unupgraded fabricator)
Cyborg Reclassification Module Allows you to rename the borg. Use it in hand to set the name, then apply it to the cyborg.  35000 Metal
Cyborg Emergency Restart Module Used to force a restart of a disabled-but-repaired borg, bringing it back online.

An important module! This will allow you to bring a dead, but not blown, Cyborg back to life.

 60000 Metal, 5000 Glass
Cyborg VTEC Module Used to kick in a borgs VTEC systems, increasing their speed.  120000 Metal, 9000 Glass, 7500 Gold
Borg Expander A cyborg resizer, it makes a cyborg huge.  200000 Metal, 5000 Titanium
Cyborg Ion Thrusters Module An ion-powered thruster system that works like a jetpack for movement in no gravity.  80000 Metal, 6000 Glass, 6000 Uranium
Cyborg Self-Repair Module Allows the cyborg to slowly repair iteself over time, increasing power consumption.  15000 Metal, 15000 Glass
Illegal Equipment Modules Enables illegal modules, the same that are enabled when cyborgs are emagged.

Only obtainable through admin shenanigans or through researching illegal tech. (deconstruct Syndicate Items!!)

 10000 Metal, 15000 Glass, 10000 Diamond
Engineering Cyborg RPED A rapid part exchange device for the engineering cyborg.  10000 Metal, 5000 Glass
Cyborg Diamond Drill Upgrades a mining cyborg's drill to be faster.  10000 Metal, 2000 Diamond
Cyborg Ore Satchel of Holding Upgrades a mining cyborg's satchel to hold infinite minerals.  10000 Metal, 250 Gold, 500 Uranium
Cyborg Lava-proof Tracks Allows a mining cyborg to walk over lava undamaged.  8000 Metal, 10000 Plasma
Medical Cyborg Crew Pinpointer A crew pinpointer module for the medical cyborg.  15000 Metal, 500 Glass
Medical Cyborg Expanded Hypospray Adds Oculine, Inacusiate, Mutadone, Mannitol, and Haloperidol to a Medical Cyborg's hypospray chemicals.  15000 Metal, 15000 Glass, 5000 Plasma
Medical Cyborg High-Strength Hypospray Adds Salicyclic Acid, Oxandrolone, Rezadone, and Pentetic Acid to a Medical Cyborg's hypospray chemicals.  15000 Metal, 15000 Glass, 10000 Plasma, 5000 Uranium
Cyborg Piercing Hypospray Allows cyborg hyposprays to pierce through thick clothing and hardsuits.  15000 Metal, 15000 Glass, 10000 Titanium, 5000 Diamond
Medical Cyborg Defibrillator Gives a Medical Cyborg a defibrillator.  15000 Metal, 15000 Glass, 10000 Silver, 10000 Gold, 5000 Titanium, 5000 Diamond
Rapid Disabler Cooling Module Increases the recharge rate of security cyborg disablers.  80000 Metal, 6000 Glass, 2000 Gold, 500 Diamond

Mining Cyborgs can also have their KA upgraded with kinetic accelerator upgrades.

Bots

As a Roboticist, you serve another important purpose: making robots. Robots can benefit the station in many ways, and are really damned easy to create. The current list of robots, and how to make them, is as follows:

Remember: All bots can be made through the crafting menu (T-like hammer hud-icon). This can save a lot of time during construction, especially if Robotics is busy!

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 toxins, repeatedly.

 
Medibot
Required Materials How to build
  • 1x  Borg Arm (right)
  • 1x  Med-kit (empty, any color)
  • 1x  Health Analyzer
  • 1x  Proximity Sensor
  1. Attach the Borg Arm (left or right, doesn't matter) to an empty Med-kit. Color of the Med-kit doesn't matter, although it will affect the colour of the Medbot.
  2. You can pick the assembly up in your hand at this point and name it something clever/funny/stupid by holding your Pen in the other hand and clicking on it, if you wish.
  3. Add a Medical Analyzer.
  4. 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  Borg Arm (left or right)
  1. Grab a bucket from the Janitor or make with Autolathe and insert the Proximity Sensor to it
  2. Use a Pen to name it if you wish.
  3. Attach a Borg 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  Borg Arm (right)
  1. Attach a Floor tile to the Mechanical Toolbox.
  2. Add the Proximity Sensor.
  3. Insert a Borg Right 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  Borg 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  Borg 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 Borg 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.

 
Securitron
Required Materials How to build
  • 1x  Remote Signaling Device
  • 1x  Helmet
  • 1x  Proximity Sensor
  • 1x  Borg Arm (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 Borg Arm.
  5. Toss in a Stun Baton and your Securitron is ready!
Tools
  •  Welding Tool

Note: 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.

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 it's eswords. It's only true weakness is an EMP.

 
General Beepsky
Required Materials How to build
  • 1x  Remote Signaling Device
  • 1x  Helmet
  • 1x  Proximity Sensor
  • 1x  Borg 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 Borg 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.

 
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 Robot Legs
  4.   Add a Body Armor or Laser Tag Armours!   
  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

An emagged ED-209 fires deadly lasers AND attacks anyone on sight.

  Drone

Note that Drones are currently admin spawn only, outside of the three derelict drones.

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.

  1. Drone Shell Build a drone shell from the Drone Shell Fabricator by inserting glass and metal.

That's it! Any ghost can click on the drone shell to take control of it and start repairing the station.

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.


File:Ripley MK-FuckYou.png 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.

Requires
Minerals: 100.000  7.500 

5 x Plasteel sheets  
5 x Metal sheets  
2 x Ripley circuit boards (also available through Cargo)  
1 x Scanning Module.  
Higher tier = less power consumption.
1 x Capacitor.  
Higher tier = better EMP resistance.
1 x  
1 x  


Construction steps:

  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

  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.

Requires
Minerals: 10.000  10.000 

1 x Ripley APLU MK-I  

  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.


  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!

Requires
Minerals: 100.000  7.500 

15 x Plasteel sheets  
5 x Metal sheets  
2 x Ripley circuit boards (also available through Cargo)  
1 x Firesuit  
1 x Scanning Module.  
Higher tier = less power consumption.
1 x Capacitor.  
Higher tier = better EMP resistance.
1 x  
1 x  

Construction steps:

  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

  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.

Requires
Minerals: 74.000  10.000 

5 x Plasteel sheets  
5 x Metal sheets  
2 x Odysseus circuit boards  
1 x Scanning Module.  
Higher tier = less power consumption.
1 x Capacitor.  
Higher tier = better EMP resistance.
1 x  
1 x  


Construction steps:

  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

  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.

Requires
Minerals: 125.000  15.000  20.000  10.000 

5 x Metal sheets  
3 x Gygax circuit boards  
1 x Scanning Module.  
Higher tier = less power consumption.
1 x Capacitor.  
Higher tier = better EMP resistance.
1 x  
1 x  


Construction steps:

  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

  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!

Requires
Minerals: 140.000  25.000  28.000  25.000  20.000 

5 x Metal sheets  
3 x Durand circuit boards  
1 x Scanning Module  
Higher tier = less power consumption.
1 x Capacitor  
Higher tier = better EMP resistance.
1 x  
1 x  


Construction steps:

  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

  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.

Requires
Minerals: 175.000  90.000  20.000 

5 x Plasteel sheets  
1 x Bluespace Crystal  
1 x Neutralized Anomaly Core
3 x Phazon circuit boards  
1 x Scanning Module  
Higher tier = less power consumption.
1 x Capacitor  
Higher tier = better EMP resistance.
1 x  
1 x  


Construction steps:

  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

 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.

Requires
Minerals: 120.000  15.000  35.000 

1 x Clown mask
1 x Clown shoes
1 x Bike horn  
3 x H.O.N.K. circuit boards  
1 x Scanning Module  
Higher tier = less power consumption.
1 x Capacitor  
Higher tier = better EMP resistance.
1 x  
1 x  

Construction steps:

  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 


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.


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 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.   Screwdriver
  6.   Pick the old battery up from the floor
  7.   New Battery
  8.   Screwdriver
  9.   Crowbar
  10.   Wrench
  11.   ID Card and select "Initiate maintenance protocol" again.
  12. Optional: Forbid maintenance protocols inside the mech.

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.
  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
  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.
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
  Cable Layer Pries up floor tiles, lays cables and cuts them; similar to a rapid cable layer. Ripley, Firefighter
  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
File:CH-LC "Solaris" laser cannon.png CH-PS "Immolator" Laser Fires a Laser bolt, identical to laser rifles. Durand, Gygax, Honker, and Phazon
File:CH-LC "Solaris" laser cannon.png CH-LC "Solaris" Laser Cannon Fires a Heavy Laser bolt, identical to the laser cannon. Durand, Gygax, Honker, and Phazon
  mkIV Ion Heavy Cannon Fires a 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
File:PBT "Pacifier" mounted taser.png PBT "Pacifier" Mounted Taser Fires a taser bolt, identical to the security taser. Durand, Gygax, Honker, and Phazon
File:LBX AC 10 "Scattershot".png LBX AC 10 "Scattershot" Fires four bullets in a spread pattern, 20 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 which will explode on impact. Durand, Gygax, Honker, and Phazon
  MKI Tesla Cannon Fires a tesla ball that arcs off anything it hits. 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.