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MODsuits

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Версия от 03:35, 4 декабря 2025; imported>Fghj240 (armor updates)
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MODsuits

Modular Outerwear Devices, AKA MODsuits, are customizable hardsuits that support a variety of modules to assist the wearer. To manufacture and use one of these, you'll need to visit both Cargo and Robotics to gather up all the parts, put all of the parts together, extend each part of the armor and activate the suit!

To use a MODsuit, place it on your backpack slot, where your satchel/backpack would normally go. You can also place items into the MODsuit as you would place them into a backpack, as long as it has a storage module. Activating the suit no longer requires deploying all of its parts, but certain modules will require certain parts to be deployed, or the entire suit to be deployed to function.

Not to be left out, AIs that have been placed in an intellicard can be mounted on the suit to control the user's movement and modules in case the user becomes incapacitated. To insert the intellicard, open up the MODsuit with a screwdriver and apply the card to the suit.

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

To extract the core and the cell, use a screwdriver on the pack and then use a wrench.

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

Construction

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

Customization

The chosen plating determines the suit's look, and protections. There are currently 6 printable armors in total:

Standard Plating

Civilian Plating

Engineering Plating

Atmospheric Plating

Medical Plating

Security Plating

Cosmohonk Plating

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

Station MODsuit Themes

Standard MODsuit

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

Base Armor


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

Cell Drain: 5

Maximum Complexity: 15

Slowdown: 0.75

Civilian MODsuit

A light-weight civilian suit that offers unmatched ease of movement but no protection from the vacuum of space.

Base Armor


Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
5 5 5 5 0 50 25 25 5

Cell Drain: 5

Maximum Complexity: 12

Slowdown: 0

Engineering MODsuit

An engineer-fit suit with heat and shock resistance. Nakamura Engineering's classic.

Base Armor


Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
10 5 20 10 10 100 100 25 10

Cell Drain: 5

Maximum Complexity: 15

Slowdown: 1

Atmospheric MODsuit

An atmospheric-resistant suit by Nakamura Engineering, offering extreme heat resistance compared to the engineer suit.

Base Armor


Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
10 5 10 15 10 100 100 75 10

Cell Drain: 5

Maximum Complexity: 15

Slowdown: 1

Advanced MODsuit

An advanced version of Nakamura Engineering's classic suit, shining with a white, acid and fire resistant polish.

This is a unique MODsuit that belong to the Chief Engineer.

Base Armor


Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
15 5 20 15 50 100 100 90 10

Cell Drain: 5

Maximum Complexity: 15

Slowdown: 0.5

Inbuilt Modules


  • Advanced Magboots

Файл:Cargo modsuit.pngLoader MODsuit

An unsealed experimental motorized harness manufactured by Scarborough Arms for quick and efficient munition supplies.

This is a unique MODsuit that belong to Cargo Technicians and the Quartermaster.

Base Armor


Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
15 5 5 5 10 10 25 25 10

Cell Drain: 5

Maximum Complexity: 10

Slowdown: 0

Inbuilt Modules


  • Hydraulic Clamp
  • Loader Module
  • Magnet Module

Mining MODsuit

A Nanotrasen mining suit for on-site operations, fit with accreting ash armor and a sphere form.

This MODsuit design is only available throught the Mining Equipment Vendor.

Comes with a unique Ash Accretion module that grant increased armor when stepping on non station turf.

Base Armor


Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
20 (60) 5 (15) 5 (25) 5 (25) 30 (70) 100 100 75 15


Cell Drain: 10

Maximum Complexity: 13

Slowdown: 0 (-0.5)

Inbuilt Modules


  • Ash Accretion
  • Sphere Transform

Medical MODsuit

A lightweight suit by DeForest Medical Corporation, allows for easier movement.

Base Armor


Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
5 5 5 5 10 100 60 75 5

Cell Drain: 7

Maximum Complexity: 15

Slowdown: 0.5

Alternate Skins:

Corpsman

Rescue MODsuit

An advanced version of DeForest Medical Corporation's medical suit, designed for quick rescue of bodies from the most dangerous environments.

Base Armor


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

Cell Drain: 7

Maximum Complexity: 15

Rescue: 0.25

Inbuilt Modules


Research MODsuit

A private military EOD suit by Aussec Armory, intended for explosive research. Bulky, but expansive.

This is a unique MODsuit that belongs to the Research Director.

Base Armor


Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
20 15 5 5 100 100 100 100 15

Cell Drain: 5

Maximum Complexity: 20

Slowdown: 1.25

Inbuilt Modules


Security MODsuit

An Apadyne Technologies security suit, offering quicker speed at the cost of carrying capacity.

Base Armor


Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
35 15 30 40 25 100 100 75 20

Cell Drain: 5

Maximum Complexity: 13

Slowdown: 0.5

Safeguard MODsuit

An Apadyne Technologies advanced security suit, offering greater speed and fire protection than the standard security model.

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

Base Armor


Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
45 25 30 40 40 100 100 100 25

Cell Drain: 5

Maximum Complexity: 10

Slowdown: 0.25

Inbuilt Modules


  • Shove Blocker

Magnate MODsuit

A fancy, very protective suit for Nanotrasen's captains. Shock, fire and acid-proof while also having a large capacity and high speed.

This is a unique MODsuit that belong to the Captain.

Base Armor


Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
40 50 50 60 50 100 100 100 15

Cell Drain: 5

Maximum Complexity: 20

Slowdown: 0.25

Cosmohonk MODsuit

A suit by Honk Ltd. Protects against low humor environments. Most of the tech went to lower the power cost.

Base Armor


Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
5 5 20 20 10 100 60 30 5

Cell Drain: 1.25

Maximum Complexity: 15

Slowdown: 1.25

Offstation MODsuit Themes

Syndicate MODsuit

A suit designed by Gorlex Marauders, offering armor ruled illegal in most of Spinward Stellar.

This MODsuit design can be purchased by Traitors and is available to Nuclear Operatives in their Infiltrator ship.

Base Armor


Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
40 50 30 30 35 100 50 90 25

Cell Drain: 5

Maximum Complexity: 15

Slowdown: 0

Inbuilt Modules


Elite Syndicate MODsuit

An elite suit upgraded by Cybersun Industries, offering upgraded armor values.

This MODsuit design can be purchased by Traitors and Nuclear Operatives.

Base Armor


Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
60 60 50 60 55 100 100 100 25

Cell Drain: 5

Maximum Complexity: 15

Slowdown: 0

Inbuilt Modules


Infiltrator MODsuit

A specialized infiltration suit, developed by the Roseus Galactic Actors Guild to strike fear and awe into the hearts of the public.

This MODsuit design can be purchased by Traitors and Nuclear Operatives.

Base Armor


Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
50 50 40 50 40 0 100 100 25

Cell Drain: 5

Maximum Complexity: 15

Slowdown: 0

Inbuilt Modules


  • Belt Storage Module
  • Demoralizer Module

Enchanted MODsuit

The Wizard Federation's relatively low-tech MODsuit. Is very protective, though.

This MODsuit design can be purchased by Wizards.

Count as a full set of wizard robe, allowing the usage of robed spells.

Base Armor


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

Cell Drain: 5

Maximum Complexity: 10

Slowdown: 0.25

Inbuilt Modules


  • Antimagic Module

Prototype MODsuit

A prototype modular suit powered by locomotives. While it is comfortable and has a big capacity, it remains very bulky and power-inefficient.

Base Armor


Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
20 5 10 10 50 100 100 75 5

Cell Drain: 5

Maximum Complexity: 25

Slowdown: 1

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

Glitch MODsuit

A modsuit outfitted for elite Cyber Authority units to track, capture, and eliminate organic intruders.

Base Armor


Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
40 30 20 30 30 100 100 100 10

Cell Drain: 2.5

Maximum Complexity: 18

Slowdown: 0

Inbuilt Modules


CentCom MODsuit Themes

Responsory MODsuit

A high-speed rescue suit by Nanotrasen, intended for its' emergency response teams.

Base Armor


Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
50 40 50 50 50 100 100 90 10

Cell Drain: 5

Maximum Complexity: 15

Slowdown: 0

Alternate Skins:

Inquisitor

Apocryphal MODsuit

A high-tech, only technically legal, armored suit created by a collaboration effort between Nanotrasen and Apadyne Technologies.

Base Armor


Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
80 80 50 60 100 100 100 100 25

Cell Drain: 5

Maximum Complexity: 25

Slowdown: 0

Corporate MODsuit

A fancy, high-tech suit for Nanotrasen's high ranking officers.

Base Armor


Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
35 40 40 50 50 100 100 100 15

Cell Drain: 5

Maximum Complexity: 15

Slowdown: 0

Debug MODsuit

Strangely nostalgic.

Base Armor


Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds
50 50 50 50 100 100 100 100 0

Cell Drain: 5

Maximum Complexity: 50

Administrative MODsuit

A suit made of adminium. Who comes up with these stupid mineral names?

This MODsuit deploys and retracts instantly.

Base Armor


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

Cell Drain: 0

Maximum Complexity: 1000

Slowdown: 0

Modules

Customize your modsuit with MODULES! To attach a module to the suit, you must first open the panel with a screwdriver, then apply the module.

Storage Modules

{{#if:Storage|}}

{{#if:|MOD Storage.png|MOD Storage Module}}
MOD Storage Module
Cell Drain
Idle: 0
Active: 0
On Use: 0

Complexity: 3

Description
What amounts to a series of integrated storage compartments and specialized pockets installed across the surface of the suit, useful for storing various bits, and or bobs.|No description}}


{{#if:Expanded Storage|}}

{{#if:|Large storage.png|MOD Expanded Storage Module}}
MOD Expanded Storage Module
Cell Drain
Idle: 0
Active: 0
On Use: 0

Complexity: 3

Description
Reverse engineered by Nakamura Engineering from Donk Corporation designs, this system of hidden compartments is entirely within the suit, distributing items and weight evenly to ensure a comfortable experience for the user; whether smuggling, or simply hauling.|No description}}


Visor Modules

{{#if:Medical Visor|}}

{{#if:|Medhud visor.png|MOD Medical Visor Module}}
MOD Medical Visor Module
Cell Drain
Idle: 0
Active: 1.5
On Use: 0

Complexity: 2

Description
A heads-up display installed into the visor of the suit. This cross-references suit sensor data with a modern biological scanning suite, allowing the user to visualize the current health of organic lifeforms, as well as access data such as patient files in a convenient readout. They say these also let you see behind you.|No description}}


{{#if:Diagnostic Visor|}}

{{#if:|Diaghud visor.png|MOD Diagnostic Visor Module}}
MOD Diagnostic Visor Module
Cell Drain
Idle: 0
Active: 1.5
On Use: 0

Complexity: 2

Description
A heads-up display installed into the visor of the suit. This uses a series of advanced sensors to access data from advanced machinery, exosuits, and other devices, allowing the user to visualize current power levels and integrity of such. They say these also let you see behind you.|No description}}


{{#if:Security Visor|}}

{{#if:|Sechud visor.png|MOD Security Visor Module}}
MOD Security Visor Module
Cell Drain
Idle: 0
Active: 1.5
On Use: 0

Complexity: 2

Description
A heads-up display installed into the visor of the suit. This module is a heavily-retrofitted targeting system, plugged into various criminal databases to be able to view arrest records, command simple security-oriented robots, and generally know who to shoot. They say these also let you see behind you.|No description}}


{{#if:Meson Visor|}}

{{#if:|Meson visor.png|MOD Meson Visor Module}}
MOD Meson Visor Module
Cell Drain
Idle: 0
Active: 1.5
On Use: 0

Complexity: 2

Description
A heads-up display installed into the visor of the suit. This module is based off well-loved meson scanner technology, used by construction workers and miners across the galaxy to see basic structural and terrain layouts through walls, regardless of lighting conditions. They say these also let you see behind you.|No description}}


{{#if:Thermal Visor|}}

{{#if:|Thermal visor.png|MOD Thermal Visor Module}}
MOD Thermal Visor Module
Cell Drain
Idle: 0
Active: 1.5
On Use: 0

Complexity: 2

Description
A heads-up display installed into the visor of the suit. This uses a small IR scanner to detect and identify the thermal radiation output of objects near the user. While it can detect the heat output of even something as small as a rodent, it still produces irritating red overlay. They say these also let you see behind you.|No description}}


{{#if:Night Visor|}}

{{#if:|Night visor.png|MOD Night Visor Module}}
MOD Night Visor Module
Cell Drain
Idle: 0
Active: 1.5
On Use: 0

Complexity: 2

Description
A heads-up display installed into the visor of the suit. Typical for both civilian and military applications, this allows the user to perceive their surroundings while in complete darkness, enhancing the view by tenfold; yet brightening everything into a spooky green glow. They say these also let you see behind you.|No description}}


Anomaly-Locked Modules

Modules that are locked and don't function without an anomaly core.

{{#if:Anti-Gravity|}}

{{#if:|Antigravmod.png|MOD Anti-Gravity Module}}
MOD Anti-Gravity Module
Cell Drain
Idle: 0
Active: 3.5
On Use: 0

Complexity: 3

Description
A module that uses a gravitational core to make the user completely weightless.|No description}}


{{#if:Teleporter|}}

{{#if:|TeleportMod.png|MOD Teleporter Module}}
MOD Teleporter Module
Cell Drain
Idle: 0
Active: 0
On Use: 25

Complexity: 3

Description
A module that uses a bluespace core to let the user transport their particles elsewhere.|No description}}


Other Printable Modules

{{#if:Welding Protection|}}

{{#if:|Weldingprot.png|MOD Welding Protection Module}}
MOD Welding Protection Module
Cell Drain
Idle: 0
Active: 0
On Use: 0

Complexity: 1

Description
A module installed into the visor of the suit, this projects a polarized, holographic overlay in front of the user's eyes. It's rated high enough for immunity against extremities such as spot and arc welding, solar eclipses, and handheld flashlights.|No description}}


{{#if:T-Ray Scan|}}

{{#if:|Traymodule.png|MOD T-Ray Scan Module}}
MOD T-Ray Scan Module
Cell Drain
Idle: 0
Active: 1
On Use: 0

Complexity: 2

Description
A module installed into the visor of the suit, allowing the user to use a pulse of terahertz radiation to essentially echolocate things beneath the floor, mostly cables and pipes. A staple of atmospherics work, and counter-smuggling work.|No description}}


{{#if:Health Analyzer|}}

{{#if:|Health module.png|MOD Health Analyzer Module}}
MOD Health Analyzer Module
Cell Drain
Idle: 0
Active: 0
On Use: 5

Complexity: 2

Description
A module installed into the glove of the suit. This is a high-tech biological scanning suite, allowing the user indepth information on the vitals and injuries of others even at a distance, all with the flick of the wrist. Data is displayed in a convenient package on HUD in the helmet, but it's up to you to do something with it.|No description}}


{{#if:Prototype Cloaking|}}

{{#if:|Cloak module.png|MOD Prototype Cloaking Module}}
MOD Prototype Cloaking Module
Cell Drain
Idle: 0
Active: 10
On Use: 50

Complexity: 4

Description
A complete retrofitting of the suit, this is a form of visual concealment tech employing esoteric technology to bend light around the user, as well as mimetic materials to make the surface of the suit match the surroundings based off sensor data. For some reason, this tech is rarely seen.|No description}}


{{#if:Ion Jetpack|}}

{{#if:|Jetpack.png|MOD Ion Jetpack Module}}
MOD Ion Jetpack Module
Cell Drain
Idle: 0
Active: 2.5
On Use: 5

Complexity: 3

Description
A series of electric thrusters installed across the suit, this is a module highly anticipated by trainee Engineers. Rather than using gasses for combustion thrust, these jets are capable of accelerating ions using charge from the suit's cell. Some say this isn't Nakamura Engineering's first foray into jet-enabled suits.|No description}}


{{#if:Magnetic Stability|}}

{{#if:|Magnet module.png|MOD Magnetic Stability Module}}
MOD Magnetic Stability Module
Cell Drain
Idle: 0
Active: 2.5
On Use: 0

Complexity: 2

Description
These are powerful electromagnets fitted into the suit's boots, allowing users both excellent traction no matter the condition indoors, and to essentially hitch a ride on the exterior of a hull. However, these basic models do not feature computerized systems to automatically toggle them on and off, so numerous users report a certain stickiness to their steps.|No description}}


{{#if:Holster|}}

{{#if:|Holster module.png|MOD Holster Module}}
MOD Holster Module
Cell Drain
Idle: 0
Active: 0
On Use: 2.5

Complexity: 2

Description
Based off typical storage compartments, this system allows the suit to holster a standard firearm across its surface and allow for extremely quick retrieval. While some users prefer the chest, others the forearm for quick deployment, some law enforcement prefer the holster to extend from the thigh.|No description}}


{{#if:Emergency Tether|}}

{{#if:|Tether module.png|MOD Emergency Tether Module}}
MOD Emergency Tether Module
Cell Drain
Idle: 0
Active: 0
On Use: 5

Complexity: 3

Description
A custom-built grappling-hook powered by a winch capable of hauling the user. While some older models of cargo-oriented grapples have capacities of a few tons, these are only capable of working in zero-gravity environments, a blessing to some Engineers.|No description}}


{{#if:Eating Apparatus|}}

{{#if:|Apparatus.png|MOD Eating Apparatus Module}}
MOD Eating Apparatus Module
Cell Drain
Idle: 0
Active: 0
On Use: 0

Complexity: 1

Description
A favorite by Miners, this modification to the helmet utilizes a nanotechnology barrier in front of the mouth to allow eating and drinking while retaining protection and atmosphere. However, it will do nothing to improve the taste of a goliath steak.|No description}}


{{#if:Radiation Protection|}}

{{#if:|Radshield module.png|MOD Radiation Protection Module}}
MOD Radiation Protection Module
Cell Drain
Idle: 1.5
Active: 0
On Use: 0

Complexity: 2

Description
A module utilizing polymers and reflective shielding to protect the user against ionizing radiation; a common danger in space. This comes with software to notify the wearer that they're even in a radioactive area, giving a voice to an otherwise silent killer.|No description}}


{{#if:EMP Shield|}}

{{#if:|empshield module.png|MOD EMP Shield Module}}
MOD EMP Shield Module
Cell Drain
Idle: 1.5
Active: 0
On Use: 0

Complexity: 1

Description
A field inhibitor installed into the suit, protecting it against feedback such as electromagnetic pulses that would otherwise damage the electronic systems of the suit or devices on the wearer. However, it will take from the suit's power to do so. Luckily, your PDA already has one of these.|No description}}


{{#if:Flashlight|}}

{{#if:|Flashlight module.png|MOD Flashlight Module}}
MOD Flashlight Module
Cell Drain
Idle: 0
Active: 1.5
On Use: 0

Complexity: 1

Description
A simple pair of flashlights installed on the left and right sides of the helmet, useful for providing light in a variety of ranges and colors. Some survivalists prefer the color green for their illumination, for reasons unknown.|No description}}


{{#if:Reagent Scanner|}}

{{#if:|Scanner module.png|MOD Reagent Scanner Module}}
MOD Reagent Scanner Module
Cell Drain
Idle: 0
Active: 1
On Use: 0

Complexity: 1

Description
A module based off research-oriented Nanotrasen HUDs, this is capable of scanning the contents of containers and projecting the information in an easy-to-read format on the wearer's display. It cannot detect flavors, so that's up to you.|No description}}


{{#if:Internal GPS|}}

{{#if:|GPS module.png|MOD Internal GPS Module}}
MOD Internal GPS Module
Cell Drain
Idle: 0
Active: 1.5
On Use: 0

Complexity: 1

Description
This module uses common Nanotrasen technology to calculate the user's position anywhere in space, down to the exact coordinates. This information is fed to a central database viewable from the device itself, though using it to help people is up to you.|No description}}


{{#if:Constructor|}}

{{#if:|Constructor module.png|MOD Constructor Module}}
MOD Constructor Module
Cell Drain
Idle: 1
Active: 0
On Use: 10

Complexity: 2

Description
{{#if:This module entirely occupies the wearer's forearm, notably causing conflict with advanced arm servos meant to carry crewmembers. However, it functions as an extremely advanced construction hologram scanner, as well as containing the latest engineering schematics combined with inbuilt memory to help the user build walls.

Incompatible with: Quick-Carry|This module entirely occupies the wearer's forearm, notably causing conflict with advanced arm servos meant to carry crewmembers. However, it functions as an extremely advanced construction hologram scanner, as well as containing the latest engineering schematics combined with inbuilt memory to help the user build walls.


Incompatible with: Quick-Carry|No description}}


{{#if:Quick Carry|}}

{{#if:|Quickcarry.png|MOD Quick Carry Module}}
MOD Quick Carry Module
Cell Drain
Idle: 1.5
Active: 0
On Use: 0

Complexity: 1

Description
{{#if:A suite of advanced servos, redirecting power from the suit's arms to help carry the wounded; or simply for fun. However, Nanotrasen has locked the module's ability to assist in hand-to-hand combat.

Incompatible with: Constructor|A suite of advanced servos, redirecting power from the suit's arms to help carry the wounded; or simply for fun. However, Nanotrasen has locked the module's ability to assist in hand-to-hand combat.


Incompatible with: Constructor|No description}}


{{#if:Longfall|}}

{{#if:|Longfall.png|MOD Longfall Module}}
MOD Longfall Module
Cell Drain
Idle: 0
Active: 0
On Use: 25

Complexity: 1

Description
Useful for protecting both the suit and the wearer, utilizing commonplace systems to convert the possible damage from a fall into kinetic charge, as well as internal gyroscopes to ensure the user's safe falling. Useful for mining, monorail tracks, or even skydiving!|No description}}


{{#if:Thermal Regulator|}}

{{#if:|Regulator module.png|MOD Thermal Regulator Module}}
MOD Thermal Regulator Module
Cell Drain
Idle: 0
Active: 1.5
On Use: 0

Complexity: 2

Description
Advanced climate control, using an inner body glove interwoven with thousands of tiny, flexible cooling lines. This circulates coolant at various user-controlled temperatures, ensuring they're comfortable; even if they're some that like it hot.|No description}}


{{#if:Injector|}}

{{#if:|Injector module.png|MOD Injector Module}}
MOD Injector Module
Cell Drain
Idle: 0
Active: 1.5
On Use: 0

Complexity: 1

Description
A module installed into the wrist of the suit, this functions as a high-capacity syringe, with a tip fine enough to locate the emergency injection ports on any suit of armor, penetrating it with ease. Even yours.|No description}}


{{#if:Circuit Adapter|}}

{{#if:|Apparatus.png|MOD Circuit Adapter Module}}
MOD Circuit Adapter Module
Cell Drain
Idle: 2.5
Active: 0
On Use: 0

Complexity: 3

Description
A popular aftermarket module, seen in wide varieties with wide applications by those across the galaxy. This is able to fit any sort of integrated circuit, hooking it into controls in the suit and displaying information to the HUD. Useful for universal translation, or perhaps as a calculator.|No description}}


{{#if:Hydraulic Clamp|}}

{{#if:|Clampmodule.png|MOD Hydraulic Clamp Module}}
MOD Hydraulic Clamp Module
Cell Drain
Idle: 0
Active: 0
On Use: 5

Complexity: 3

Description
A series of actuators installed into both arms of the suit, boasting a lifting capacity of almost a ton. However, this design has been locked by Nanotrasen to be primarily utilized for lifting various crates. A lot of people would say that loading cargo is a dull job, but you could not disagree more.|No description}}


{{#if:Bike Horn|}}

{{#if:|Honk module.png|MOD Bike Horn Module}}
MOD Bike Horn Module
Cell Drain
Idle: 0
Active: 0
On Use: 5

Complexity: 1

Description
A shoulder-mounted piece of heavy sonic artillery, this module uses the finest femto-manipulator technology to precisely deliver an almost lethal squeeze to... a bike horn, producing a significantly memorable sound.|No description}}


{{#if:Drill|}}

{{#if:|Drill module.png|MOD Drill Module}}
MOD Drill Module
Cell Drain
Idle: 0
Active: 0
On Use: 5

Complexity: 2

Description
An integrated drill, typically extending over the user's hand. While useful for drilling through rock, your drill is surely the one that both pierces and creates the heavens.|No description}}


{{#if:Ore Bag|}}

{{#if:|Orebag module.png|MOD Ore Bag Module}}
MOD Ore Bag Module
Cell Drain
Idle: 0
Active: 0
On Use: 1

Complexity: 2

Description
An integrated ore storage system installed into the suit, this utilizes precise electromagnets and storage compartments to automatically collect and deposit ore. It's recommended by Nakamura Engineering to actually deposit that ore at local refineries.|No description}}


{{#if:Microwave Beam|}}

{{#if:|Microwavebeam.png|MOD Microwave Beam Module}}
MOD Microwave Beam Module
Cell Drain
Idle: 0
Active: 0
On Use: 50

Complexity: 2

Description
An oddly domestic device, this module is installed into the user's palm, hooking up with culinary scanners located in the helmet to blast food with precise microwave radiation, allowing them to cook food from a distance, with the greatest of ease. Not recommended for use against grapes.|No description}}


{{#if:Waddle|}}

{{#if:|Waddleboots.png|MOD Waddle Module}}
MOD Waddle Module
Cell Drain
Idle: 1
Active: 0
On Use: 0

Complexity: 2

Description
Some of the most primitive technology in use by HonkCo. This module works off an automatic intention system, utilizing its' sensitivity to the pilot's often-limited brainwaves to directly read their next step, affecting the boots they're installed in. Employing a twin-linked gravitonic drive to create miniaturized etheric blasts of space-time beneath the user's feet, this enables them to... to waddle around, bouncing to and fro with a pep in their step.|No description}}


{{#if:Organ Thrower|}}

{{#if:|Organthrower.png|MOD Organizer Module}}
MOD Organizer Module
Cell Drain
Idle: 0
Active: 0
On Use: 5

Complexity: 2

Description
A device recovered from a crashed Interdyne Pharmaceuticals vessel, this module has been unearthed for better or for worse. It's an arm-mounted device utilizing technology similar to modern-day part replacers, capable of storing and inserting organs into open patients. It's recommended by the DeForest Medical Corporation to not inform patients it has been used.|No description}}


{{#if:Pathfinder|}}

{{#if:|Pathfinder module.png|MOD Pathfinder Module}}
MOD Pathfinder Module
Cell Drain
Idle: 0
Active: 0
On Use: 50

Complexity: 2

Description
{{#if:This module, brought to you by Nakamura Engineering, has two components.

The first component is a series of thrusters and a computerized location subroutine installed into the very control unit of the suit, allowing it flight at highway speeds, and to be able to locate the second part of the system; a pathfinding implant installed into the base of the user's spine, broadcasting their location to the suit and allowing them to recall it to their back at any time. Nakamura Engineering swears up and down there's airbrakes.|This module, brought to you by Nakamura Engineering, has two components. The first component is a series of thrusters and a computerized location subroutine installed into the very control unit of the suit, allowing it flight at highway speeds, and to be able to locate the second part of the system; a pathfinding implant installed into the base of the user's spine, broadcasting their location to the suit and allowing them to recall it to their back at any time. Nakamura Engineering swears up and down there's airbrakes.|No description}}


{{#if:DNA Lock|}}

{{#if:|DNA lock module.png|MOD DNA Lock Module}}
MOD DNA Lock Module
Cell Drain
Idle: 0
Active: 0
On Use: 15

Complexity: 2

Description
A module which engages with the various locks and seals tied to the suit's systems, enabling it to only be worn by someone corresponding with the user's exact DNA profile; however, this incredibly sensitive module is shorted out by EMPs. Luckily, cloning has been outlawed.|No description}}


{{#if:Plasma Stabilizer|}}

{{#if:|Plasmastabilizer.png|MOD Plasma Stabilizer Module}}
MOD Plasma Stabilizer Module
Cell Drain
Idle: 1.5
Active: 0
On Use: 0

Complexity: 1

Description
This system essentially forms an atmosphere of its' own inside the suit, safely ejecting oxygen from the inside and allowing the wearer, a plasmaman, to have their internal plasma circulate around them somewhat like a sauna. This prevents them from self-igniting, and leads to greater comfort overall. The purple glass of the visor seems to be constructed for nostalgic purposes.|No description}}


{{#if:Kinesis|}}

{{#if:|Kinesismodule.png|MOD Kinesis Module}}
MOD Kinesis Module
Cell Drain
Idle: 0
Active: 3.75
On Use: 0

Complexity: 0

Description
A modular plug-in to the forearm, this module was presumed lost for many years, despite the suits it used to be mounted on still seeing some circulation. This piece of technology allows the user to generate precise anti-gravity fields, letting them move objects as small as a titanium rod to as large as industrial machinery. Oddly enough, it doesn't seem to work on living creatures.|No description}}

Maintenance Modules

These modules cannot be printed, and must be unearthed from the bowels of maintenance.

{{#if:Springlock|}}

{{#if:|Springlock.png|MOD Springlock Module}}
MOD Springlock Module
Cell Drain
Idle: 0
Active: 0
On Use: 0

Complexity: 3

Description
A module that spans the entire size of the MOD unit, sitting under the outer shell. This mechanical exoskeleton pushes out of the way when the user enters and it helps in booting up, but was taken out of modern suits because of the springlock's tendency to "snap" back into place when exposed to humidity. You know what it's like to have an entire exoskeleton enter you?|No description}}


{{#if:Rave Visor|}}

{{#if:|Ravevisor.gif|MOD Rave Visor Module}}
MOD Rave Visor Module
Cell Drain
Idle: 0
Active: 0
On Use: 0

Complexity: 2

Description
A Super Cool Awesome Visor (SCAV), intended for modular suits.|No description}}


{{#if:Tanning|}}

{{#if:|Tanning.png|MOD Tanning Module}}
MOD Tanning Module
Cell Drain
Idle: 0
Active: 0
On Use: 25

Complexity: 1

Description
A tanning module for modular suits. Skin cancer functionality has not been ever proven, although who knows with the rumors...|No description}}


{{#if:Balloon Blower|}}

{{#if:|Bloon.png|MOD Balloon Blower Module}}
MOD Balloon Blower Module
Cell Drain
Idle: 0
Active: 0
On Use: 2.5

Complexity: 1

Description
A strange module invented years ago by some ingenious mimes. It blows balloons.|No description}}


{{#if:Atrocinator|}}

{{#if:|Atrocinator.png|MOD Atrocinator Module}}
MOD Atrocinator Module
Cell Drain
Idle: 0
Active: 0
On Use: 5

Complexity: 2

Description
A mysterious orb that has mysterious effects when inserted in a MODsuit. Watch your step, or you'll be sent sky high!|No description}}

Unprintable Modules

These modules cannot be printed from the exosuit fabricator, and instead either come with prebuilt MODsuits (or may be purchasable from a Syndicate uplink).

{{#if:Syndicate Storage|}}

{{#if:|Syndie storage.png|MOD Syndicate Storage Module}}
MOD Syndicate Storage Module
Cell Drain
Idle: 0
Active: 0
On Use: 0

Complexity: 3

Description
A storage system using nanotechnology developed by Cybersun Industries, these compartments use esoteric technology to compress the physical matter of items put inside of them, essentially shrinking items for much easier and more portable storage.|No description}}


{{#if:Bluespace Storage|}}

{{#if:|Bluespace storage.gif|MOD Bluespace Storage Module}}
MOD Bluespace Storage Module
Cell Drain
Idle: 0
Active: 0
On Use: 0

Complexity: 3

Description
A storage system developed by Nanotrasen, these compartments employ miniaturized bluespace pockets for the ultimate in storage technology; regardless of the weight of objects put inside.|No description}}


{{#if:Armor Booster|}}

{{#if:|Armorbooster.png|MOD Armor Booster Module}}
MOD Armor Booster Module
Cell Drain
Idle: 0
Active: 1.5
On Use: 0

Complexity: 0

Description
A retrofitted series of retractable armor plates, allowing the suit to function as essentially power armor, giving the user incredible protection against conventional firearms, or everyday attacks in close-quarters. However, the additional plating cannot deploy alongside parts of the suit used for vacuum sealing, so this extra armor provides zero ability for extravehicular activity while deployed.|No description}}


{{#if:Energy Shield|}}

{{#if:|Energyshield.png|MOD Energy Shield Module}}
MOD Energy Shield Module
Cell Drain
Idle: 2.5
Active: 0
On Use: 10

Complexity: 3

Description
A personal, protective forcefield typically seen in military applications. This advanced deflector shield is essentially a scaled down version of those seen on starships, and the power cost can be an easy indicator of this. However, it is capable of blocking nearly any incoming attack, though with its' low amount of separate charges, the user remains mortal.|No description}}


{{#if:Advanced Cloaking|}}

{{#if:|Advancedcloak.png|MOD Advanced Cloaking Module}}
MOD Advanced Cloaking Module
Cell Drain
Idle: 0
Active: 5
On Use: 25

Complexity: 4

Description
The latest in stealth technology, this module is a definite upgrade over previous versions. The field has been tuned to be even more responsive and fast-acting, with enough stability to continue operation of the field even if the user bumps into others. The draw on the power cell has been reduced drastically, making this perfect for activities like standing near sentry turrets for extended periods of time.|No description}}


{{#if:Battlemage Shield|}}

{{#if:|Battlemageshield.png|MOD Battlemage Shield Module}}
MOD Battlemage Shield Module
Cell Drain
Idle: 0
Active: 0
On Use: 0

Complexity: 3

Description
The caster wielding this spell gains a visible barrier around them, channeling arcane power through specialized runes engraved onto the surface of the suit to generate a wall of force. This shield can perfectly nullify attacks ranging from high-caliber rifles to magic missiles, though can also be drained by more mundane attacks. It will not protect the caster from social ridicule.|No description}}


{{#if:Magic Nullifier|}}

{{#if:|Magicnullifier.png|MOD Magic Nullifier Module}}
MOD Magic Nullifier Module
Cell Drain
Idle: 0
Active: 0
On Use: 0

Complexity: 0

Description
A series of obsidian rods installed into critical points around the suit, vibrated at a certain low frequency to enable them to resonate. This creates a low-range, yet strong, magic nullification field around the user, aided by a full replacement of the suit's normal coolant with holy water. Spells will spall right off this field, though it'll do nothing to help others believe you about all this.|No description}}


{{#if:Magic Neutralizer|}}

{{#if:|Magicneutralizer.png|MOD Magic Neutralizer Module}}
MOD Magic Neutralizer Module
Cell Drain
Idle: 0
Active: 0
On Use: 0

Complexity: 0

Description
The caster wielding this spell gains an invisible barrier around them, channeling arcane power through specialized runes engraved onto the surface of the suit to generate anti-magic field. The field will neutralize all magic that comes into contact with the user. It will not protect the caster from social ridicule.|No description}}


{{#if:Insignia|}}

{{#if:|Insigniamodule.gif|MOD Insignia Module}}
MOD Insignia Module
Cell Drain
Idle: 0
Active: 0
On Use: 0

Complexity: 0

Description
Despite the existence of IFF systems, radio communique, and modern methods of deductive reasoning involving the wearer's own eyes, colorful paint jobs remain a popular way for different factions in the galaxy to display who they are. This system utilizes a series of tiny moving paint sprayers to both apply and remove different color patterns to and from the suit.|No description}}


{{#if:Anti-Slip|}}

{{#if:|Noslip.png|MOD Anti-Slip Module}}
MOD Anti-Slip Module
Cell Drain
Idle: 0.5
Active: 0
On Use: 0

Complexity: 1

Description
These are a modified variant of standard magnetic boots, utilizing piezoelectric crystals on the soles. The two plates on the bottom of the boots automatically extend and magnetize as the user steps; a pull that's too weak to offer them the ability to affix to a hull, but just strong enough to protect against the fact that you didn't read the wet floor sign. Honk Co. has come out numerous times in protest of these modules being legal.|No description}}


{{#if:Burger Dispenser|}}

{{#if:|Burgdispenser.png|MOD Burger Dispenser Module}}
MOD Burger Dispenser Module
Cell Drain
Idle: 0
Active: 0
On Use: 10

Complexity: 3

Description
A rare piece of technology reverse-engineered from a prototype found in a Donk Corporation vessel. This can draw incredible amounts of power from the suit's cell to create edible organic matter in the palm of the wearer's glove; however, research seemed to have entirely stopped at burgers. Notably, all attempts to get it to dispense Earl Grey tea have failed.|No description}}

Wires

MODsuits have a few things controlled by wires, in the case of an EMP or other need you can access them by screwdrivering the panel and then using a multitool or wirecutters.

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