Guide to robotics

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PLEASE NOTE THAT THE EXOSUIT FABRICATOR NOW HAS A 160% STARTING CONSUMPTION, THIS LESSENED THE COSTS OF PREVIOUS VERSIONS!


Are you a Roboticist? This guide will explain the creation and maintenance of Cyborgs, bots, and stocky exosuits.

Robotics
Robotics and Mech Bay


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: 80 Metal

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

2 x Flash (Exosuit Fabricator)
1 x Cable Coil
1 x Power Cell (preferably at least High-Capacity)
1 x BrainMMI OR positronic brain OR 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. Power Cell Insert a charged power cell into the cyborg's chest
  2. Cable Coil Insert a coil of wire into the cyborg's chest
  3. Flash 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. Multitool Multitools can be used to give cyborgs names. Simply apply the multitool before the brain is installed. Note that calling a borg 'PenisShitter 5000' will not net you any new friends, however, if your borg leaves the name up to you, be sure to name it 'PenisShitter 5000'. For some hilarity and general confusion, try giving the borg the same name as the AI.
  6. Brain Once it's complete, it's time for the brain. See here how to remove your volunteer's brain. (If the brain has been removed from the head without surgery, you will need to pour mannitol on it to fix it)
  7. MMI 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.
  8. Instead of a brain, you can insert a positronic brain or B.O.R.I.S. module (controlled by the AI) into the cyborg as well.

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. Cable Coil 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. 4 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.

16 Metal, 4 Glass
Cyborg Expand A cyborg resizer, it makes a cyborg huge. 160 metal, 4 titanium
Cyborg Ion Thrusters Module An ion-powered thruster system that works like a jetpack for movement in no gravity. 8 Metal, 4.8 Glass, 4 Plasma, 4.8 Uranium
Cyborg Self-Repair Module Allows the cyborg to slowly repair iteself over time, increasing power consumption. 12 Metal, 12 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!)

8 Metal, 12 Glass, 8 Diamond
Engineering Cyborg RPED A rapid part exchange device for the engineering cyborg. 8 Metal, 4 Glass
Cyborg Diamond Drill Upgrades a mining cyborg's drill to be faster. 8 Metal, 4.8 Glass, 1.6 Diamond
Cyborg Ore Satchel of Holding Upgrades a mining cyborg's satchel to hold infinite minerals. 8 Metal, 1.6 Gold, 0.8 Uranium
Cyborg Lava-proof Tracks Allows a mining cyborg to walk over lava undamaged. 8 Metal, 3.2 Plasma, 4 Titanium
Medical Cyborg Crew Pinpointer A crew pinpointer module for the medical cyborg. Also gives access to a crew monitor screen 0.8 Metal, 0.4 Glass
Medical Cyborg Hypospray Expanded Synthesiser Adds Oculine, Inacusiate, Mutadone, Mannitol, Salicyclic Acid, Oxandrolone, Rezadone, and Pentetic Acid and Haloperidol to a Medical Cyborg's hypospray chemicals. 12 Metal, 12 Glass, 6.4 Plasma, 6.4 Uranium
Cyborg Piercing Hypospray Allows cyborg hyposprays to pierce through thick clothing and hardsuits. 12 Metal, 12 Glass, 4 Titanium, 2.4 Diamond
Medical Cyborg Defibrillator Gives a Medical Cyborg a defibrillator. 6.4 Metal, 4 Glass, 3.2 Silver, 2.4 Gold
Medical Cyborg Surgical Processor Gives a Medical Cyborg a Surgical Processor, which can be used on an operating computer to permanently learn any advanced surgeries that were synched on it. These surgeries can then be performed by the cyborg anywhere. 4 Metal, 3.2 Glass, 3.2 Silver
Rapid Disabler Cooling Module Increases the recharge rate of security cyborg disablers. (Secborgs are no longer in game. Instead there are peacekeeper cyborgs. Secborgs are now locked behind an upgrade module) (N/A)

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

Ectoscopic Sniffer

The ectoscopic sniffer is a machine that pings whenever a ghost clicks on it. It serves to alert the roboticist that a ghost is willing to become a positronic brain. So if you hear it ping you know that someone is willing to become a cyborg.

IPC Maintenance

You don't only deal with fixing Cyborgs as a roboticist. You also have to fix up any dead/damaged IPCs. Chances are some random Paramedic dragged them all to Medbay, so yell at them that they can't do anything with IPCs. If necessary, you may want to visit the HoP for some Medbay access.

Standard Repair

To fix an IPC you need:

  • A welder - for brute damage
  • Some cable coils - for burn damage

If you have the required tools which are mentioned above (remember to turn on your welder before you use it, as well as use eyewear such as welding goggles), simply use them on every damaged body part until they are fixed. A dead IPC should reboot itself when their damage is fixed, just keep applying the welder or cable coil until it says that part is in good condition then move onto the next limb on their body (so please don't try to defibrillate or anything, be patient).

Organ Replacement

On the event that an IPC suffers organ damage or loses an organ, you may have to replace it, IPC organs can be printed in the IPC components section of your fabricator once IPC parts have been researched, IPCs share their surgery steps with those of Augmented limbs.

This is also how to remove the positronic brain of an IPC to put them in a cyborg, they still require to be installed inside of a MMI.

As a reminder, IPC positronic brains are located in their chest.



Target Target: Head, chest, groin, arms

Procedure Ghetto Analogues
Step 1: Screwdriver Screwdriver: unscrew the shell. Scalpel (75%) Kitchen Knife (50%) Any other sharp item (30%)
Step 2: Hands Hands: open the hatch.
Step 3: Wrench Wrench (chest and head only): unwrench the bolts. Retractor (10%)
Step 4: Multitool Multitool: prepare electronics. Hemostat (10%)
Step 5: Hemostat Hemostat: manipulate organs/remove implant. Crowbar (65%)
Step 6: Wrench Wrench (chest and head only): wrench the bolts. Retractor (10%)
Step 7: Screwdriver Screwdriver: screw the shell. Scalpel (75%) Kitchen Knife (50%) Any other sharp item (30%)

Viral Contamination

Virus with the symptom of Biometallic Replication may infect IPCs, in order to cure them you use one of the three tiers of AntiVirus printable at the medical lathe

Brain Damage and Toxins

In the case an IPC suffers from toxin or brain damage/traumas one needs to apply Solder or System Cleaner respectively, applied via syringe.

Surgery

To initiate most surgeries, first place Drapesdrapes over the part of the body you are operating on.

Removing Brains

Procedure Ghetto Analogues
Step 1: Scalpel Scalpel: make an incision. Kitchen Knife (65%) Shard (45%) Energy Sword (75%) Any other sharp item (30%)
Step 2: Retractor Retractor: retract the skin. Screwdriver (45%) Wirecutters (35%)
Step 3: Circular Saw Circular Saw: saw through bones. Chainsaw (arm-mounted) (65%) Fire Axe (50%) Chainsaw (unmounted) (50%) Hatchet (35%) Butcher's Knife (25%) Changeling's Arm Blade (75%)
Step 4: Hemostat Hemostat: clamp the bleeders. Wirecutters (60%) Package Wrap (35%) Cable (15%)
Step 5: Scalpel Scalpel: make an incision. Kitchen Knife (65%) Shard (45%) Energy Sword (75%) Any other sharp item (30%)
Step 6: Hemostat Hemostat: remove the brain. Crowbar (55%)
Step 7: Have an MMI in hand.
(Optional) Step 8: Click on a full MMI to remove the brain.

Despite what some old-timer Roboticists may tell you, DO NOT JUST TAKE THE BONESAW AND CUT THEIR HEAD OFF WITHOUT SURGERY. Removing a brain without surgery will damage it and may result in the immediate death of the brain.

In case this happens, you will need to ask the Chemist to make some Mannitol to fix it. Once you have a beaker of it, just splash it on the brain and it should be good to go. You can always examine the brain to see if it is still damaged.


If a head is not attached to a body, you can simply use a Scalpelscalpel or some other slicing/cutting item on it to cut the brain out. No need for drapes or table.

Limb Augmentation

Replace a limb with a robot part. The head, torso, arms, and legs can all be augmented. Augmenting torso makes you immune to appendicitis and xeno larva.
Robot limbs are tougher. They need welding to "heal" brute damage and wires for burn damage, and cannot be otherwise healed. EMP pulses will hurt augmented humans.

Cyborg head
Cyborg torso
Cyborg arm

We can rebuild him. We have the technology.

Target Target: Head, chest, legs or arms

Procedure Ghetto Analogues
Step 0: Create the cyborg limb(s) using an Exosuit Fabricator.
Step 1: Scalpel Scalpel: make an incision. Kitchen Knife (65%) Shard (45%) Energy Sword (75%) Any other sharp item (30%)
Step 2: Hemostat Hemostat: clamp bleeders. Wirecutters (60%) Package Wrap (35%) Cable (15%)
Step 3: Retractor Retractor: retract the skin. Screwdriver (45%) Wirecutters (35%)
Step 4: Scalpel Scalpel: sever the muscles. Wirecutters (55%)
Step 5: Circular Saw Circular Saw: cut through the bone. Chainsaw (arm-mounted) (65%) Fire Axe (50%) Chainsaw (unmounted) (50%) Hatchet (35%) Butcher's Knife (25%) Changeling's Arm Blade (75%)
Step 7: Cyborg limb: augment the limb.

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

Performs a baby version of tend wounds, except it can heal all 4 basic damage types. The surgery works through clothes and without the patient having to lie down. Amount healed scales with tend wounds surgeries researched. Each researched upgrade of tend wounds increases health healed by 50%. Requires a "refresh" similarly to operating computers to benefit from research. Medibots heal more of a specific damage if the medkit used to make them was oriented around that damage (a tox medkit medibot will heal toxin better).
When emagged it will inject 5u chloral hydrate and damage you based on what they would have healed (brute if you don't need treatment) per step.

To manufacture:

Requires
1 x Borg Right Arm

1 x Med-kit (EMPTY, any color)
1 x Health Analyzer
1 x 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!
  5. Make sure to have the Patrol Mode set ON so it moves around the Station looking for injured Crewmates!

NOTE: medibot will have different skin based on its original frist aid kit, but different skin does not give a medibot any special ability.

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.

To make:

Requires
1 x Bucket

1 x Proximity Sensor
1 x 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!

64x Larry

Larries are great, as they serve the exact same purpose as a cleanbot. 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.

To make:

Requires
1 x Frame

1 x Proximity Sensor
1 x Borg Arm (left or right)

  1. Make the frame at a Science or Service Protolathe and insert the Proximity Sensor to it
  2. Use a Pen to name it if you wish.
  3. Attach a Borg Arm and your Larry is ready!
  4. Optional: Attach a knife on your completed Larry so it can stab people that walk on it!

Atmosbot

Atmosbots are good for when some idiot decides to a canister of nasty stuff in the main hall. It replaces bad air with a standard oxygen/nitro mix. When emagged they generate CO2.

To make:

Requires
1 x Atmospherics Analyzer

1 x Oxygen Tank
1 x Proximity Sensor
1 x Borg Right Arm

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.

To make:

Requires
1 x Mechanical Toolbox Any toolbox

10 x Floor Tile
1 x Proximity Sensor
1 x Borg Right Arm

  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!

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.

To make:

Requires
1 x Fire Extinguisher

1 x Proximity Sensor
1 x Fire Helmet
1 x 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.

HONK HONK Honkbot

It's annoying and useless, but the clown might bug you to make one of these in absence of a H.O.N.K. mech. God forbid if a traitor emags the thing.

To make:

Requires
1 x Clown Box

1 x Clown Stamp
1 x Bike Horn
1 x Proximity Sensor
1 x 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

I AM THE LAW 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.

To make:

Requires
1 x Remote Signaling Device

1 x Helmet
1 x Welding Tool
1 x Proximity Sensor
1 x Borg Right Arm
1 x Stun Baton (If you attach four toy swords here instead, you will create a toy general beepsky)

  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!

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.

FOOLISH JEDI 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 its 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 it comes across.

Unlike normal Securitrons, General Beepsky can deflect projectiles with its eswords. Its only true weakness is an EMP.

Has a toy sword version.

To make:

Requires
1 x Remote Signaling Device

1 x Welding Tool
1 x Helmet
1 x Proximity Sensor
1 x Borg Arm (left or right)
1 x Wrench Wrench

4 x 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.

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.

To make:

Requires
1 x Cyborg Endoskeleton Cyborg Endoskeleton

1 x Metal Sheet Metal Sheet
2 x Cyborg Leg Cyborg Leg
1 x Body Armor Body Armor
1 x Welding Tool Welding Tool
1 x Helmet Helmet
1 x Proximity Sensor Proximity Sensor
1 x Cable Coil Cable Coil
1 x Disabler
1 x Screwdriver Screwdriver
1 x Power Cell Power Cell

  1. Cyborg Endoskeleton Build a Cyborg Endoskeleton from the Exosuit Fabricator.
  2. Metal Sheet Use a Metal Sheet on a Cyborg Endoskeleton to reinforce it.
  3. Cyborg Leg Add two Robot Legs
  4. Body Armor Add a Body Armor
  5. Welding Tool Weld everything together
  6. Helmet Add in a security Helmet
  7. Proximity Sensor Attach a Proximity Sensor to the assembly
  8. Cable Coil Insert wires
  9. Screwdriver Add a Disabler and attach it with a Screwdriver
  10. Power Cell Insert a Power Cell. Your own bada*s sec bot is complete!

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 or Positronic brains 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:


Ripley APLU

Equipment slots: 6

Movement speed: Fast

Integrity: 200

Armor: 40 melee, 20 bullet, 10 laser, 20 energy, 40 bomb. 20.000°K max temperature. Note: 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.

Special abilities: Even faster movespeed in low pressure environments (Lavaland, space, etc.). Armor can be upgraded with Goliath plates. 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.

Requires
Minerals: 80Metal 6Glass

10 x Metal rods

5 x Metal sheets Metal

2 x Ripley circuit boards (also available through Cargo)

1 x Scanning Module. Advanced Scanning Module

Higher tier = less power consumption.

1 x Capacitor. Advanced Capacitor

Higher tier = better EMP resistance.

1 x Cable Coil

1 x Power Cell

Construction steps:

  1. Build and attach all of the Ripley parts using the Exosuit Fabricator to the Ripley chassis.
  2. Wrench Wrench, Screwdriver Screwdriver, Cable Coil Cable Coil, Wirecutters Wire-cutters,
  3. Ripley Central Control Module Ripley Central Control Module, Screwdriver Screwdriver, Ripley Peripherals Control Module Ripley Peripherals Control Module, Screwdriver Screwdriver,
  4. Advanced Scanning Module Add a Scanning Module, Screwdriver Screwdriver, Advanced Capacitor Add a Capacitor, Screwdriver Screwdriver, Power Cell Power Cell, Screwdriver Screwdriver,
  5. Metal 5 pieces of Metal, Wrench Wrench, Welding Tool Welding Tool,
  6. Plasteel 10 metal Rods, Welding Tool Welding Tool.

Ripley APLU MK-II

Equipment slots: 6

Movement speed: Slow

Integrity: 200

Armor: 40 melee, 20 bullet, 10 laser, 20 energy, 40 bomb, 20.000°K max temperature.

Special abilities: Fast movespeed in low pressure environments (Lavaland, space, etc.). Armor can be upgraded with Goliath plates.

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: 8Metal 8Plasma

1 x Ripley APLU MK-I Ripley MK-I

MK-I to MK-II Conversion Kit 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 abilities: Fast move speed in low pressure environments. Armor can be upgraded with Goliath plates. Completely heat and lava-proof.

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 (dont) - miners love it!

Requires
Minerals: 80Metal 6Glass

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

Construction steps:

  1. Create a Firefighter APLU chassis using the Exosuit Fabricator.
  2. Create all parts of the Ripley APLU except for the chassis and attach them to the chassis.
  3. Firesuit Add a Firesuit, Wrench Wrench,
  4. Screwdriver Screwdriver, Cable Coil Cable Coil, Wirecutters Wirecutters,
  5. Ripley Central Control Module Ripley Central Control Module (from R&D or QM), Screwdriver Screwdriver, Ripley Peripherals Control Module Ripley Peripherals Control Module (from R&D or QM), Screwdriver Screwdriver,
  6. Advanced Scanning Module Add a Scanning Module, Screwdriver Screwdriver, Advanced Capacitor Add a Capacitor, Screwdriver Screwdriver, Power Cell Power Cell, Screwdriver Screwdriver,
  7. Plasteel 5 pieces of Plasteel, Wrench Wrench, Welding Tool Welding Tool, Plasteel 5 pieces of Plasteel, Plasteel 5 pieces of Plasteel, Wrench Wrench, Welding Tool 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: 51,6Metal 8Glass

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

Construction steps:

  1. Create all of the Odysseus parts using the Exosuit Fabricator and attach the to the chassis.
  2. Wrench Wrench, Screwdriver Screwdriver, Cable Coil Cable Coil, Wirecutters Wirecutters,
  3. Odysseus Main Board Odysseus Main Board (from R&D or QM), Screwdriver Screwdriver, Odysseus Peripherals Board Odysseus Peripherals Board (from R&D or QM), Screwdriver Screwdriver,
  4. Advanced Scanning Module Add a Scanning Module, Screwdriver Screwdriver, Advanced Capacitor Add a Capacitor, Screwdriver Screwdriver, Power Cell Power Cell, Screwdriver Screwdriver,
  5. Metal 5 pieces of Metal, Wrench Wrench,Welding Tool Welding Tool,
  6. Plasteel 5 pieces of Plasteel, Wrench Wrench, Welding Tool Welding Tool.

Gygax

Equipment slots: 3

Movement speed: Average.

Special abilities: Its punches can smash through walls, knock people down for 4 seconds and deal 25 damage. Can overload leg actuators to move at very high speeds 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: 100Metal 12Glass 8Titanium

16Gold 16Silver


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

Construction steps:

  1. Create all of the Gygax parts using the Exosuit Fabricator and attach them to the chassis (except the Armor plates).
  2. Wrench Wrench, Screwdriver Screwdriver, Cable Coil Cable Coil, Wirecutters Wirecutters,
  3. Gygax Main Circuitboard Gygax Central Control module, Screwdriver Screwdriver, Gygax Peripherals Circuitboard Gygax Peripherals Control module, Screwdriver Screwdriver, Gygax Targeting Circuitboard Gygax Weapon Control and Targeting module,
  4. Screwdriver Screwdriver, Advanced Scanning Module Add a Scanning Module, Screwdriver Screwdriver, Advanced Capacitor Add a Capacitor, Screwdriver Screwdriver, Power Cell Power Cell, Screwdriver Screwdriver,
  5. Metal 5 pieces of Metal, Wrench Wrench, Welding Tool Welding Tool,
  6. Gygax Armor PlatesAdd Gygax Armor Plates, Wrench Wrench, Welding Tool Welding Tool.

Durand

Equipment slots: 3

Movement speed: Slow.

Special abilities: Has devastating punches that can knock people out. Can enable a shield, which rapidly drains energy and completely blocks attacks from the faced direction, except exposions and EMP.

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: 112Metal 20Glass 22.4Silver 20Uranium 16Titanium

5 x Metal sheets Metal
3 x Durand circuit boards
1 x Scanning Module Phasic Scanning Module
Higher tier = less power consumption.
1 x Capacitor Super Capacitor
Higher tier = better EMP resistance.
1 x Cable Coil
1 x Power Cell

Construction steps:

  1. Create all of the Durand parts using the exosuit fabricator and attach them to the chassis (except the Armor plates).
  2. Wrench Wrench, Screwdriver Screwdriver, Cable Coil Cable Coil, Wirecutters Wirecutters,
  3. Durand Main Circuitboard Durand Main Circuitboard, Screwdriver Screwdriver, Durand Peripherals Circuitboard Durand Peripherals Circuitboard, Screwdriver Screwdriver, Durand Targeting Circuitboard Durand Targeting Circuitboard,
  4. Screwdriver Screwdriver, Phasic Scanning Module Add a Scanning Module, Screwdriver Screwdriver, Super Capacitor Add a Capacitor, Screwdriver Screwdriver, Power Cell Power Cell, Screwdriver Screwdriver,
  5. Metal 5 pieces of Metal, Wrench Wrench, Welding Tool Welding Tool,
  6. Durand Armor Plates Add Durand Armor Plates (Made in the Exosuit Fabricator), Wrench Wrench, Welding Tool Welding Tool,
Durand Shield

The shield can be enabled and disabled with a hud button. It drains energy very fast, and drains even more energy when blocking attacks. This is what the Durand shield looks like. The red area is not visible in-game, but shows which directions the shield will block attacks from.



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: 140Metal 72Plasma 16Titanium

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

Construction steps:

  1. Create all of the Phazon parts using the exosuit fabricator and attach them to the chassis (except the Armor plates).
  2. Wrench Wrench, Screwdriver Screwdriver, Cable Coil Cable Coil, Wirecutters Wirecutters,
  3. Durand Main Circuitboard Phazon Main Circuitboard, Screwdriver Screwdriver, Durand Peripherals Circuitboard Phazon Peripherals Circuitboard, Screwdriver Screwdriver, Durand Targeting Circuitboard Phazon Targeting Circuitboard,
  4. Screwdriver Screwdriver, Advanced Scanning Module Add a Scanning Module, Screwdriver Screwdriver, Advanced Capacitor Add a Capacitor, Screwdriver Screwdriver,
  5. Bluespace Crystal Add a Bluespace Crystal, Cable Coil Cable Coil, Screwdriver Screwdriver, Power Cell Power Cell, Screwdriver Screwdriver,
  6. Plasteel 5 pieces of Plasteel, Wrench Wrench, Welding Tool Welding Tool,
  7. Add Phazon Armor Plates, Wrench Wrench, Welding Tool Welding Tool,
  8. 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: 96Metal 12Glass 28Bananium

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

Construction steps::

  1. Create all of the H.O.N.K. exosuit parts in the Exosuit Fabricator and attach them to the chassis.
  2. HONK at the exosuit with a bike horn, Add the main circuit board, HONK, Add the peripherals circuit board, HONK, Add the targeting circuit board,
  3. HONK, Advanced Scanning Module Add a Scanning Module, HONK, Advanced Capacitor Add a Capacitor, HONK, Power Cell Power Cell,
  4. HONK, Add the clown's mask to the exosuit, HENK, Add clown shoes to it,
  5. 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. The EMP is reusable after a cooldown of 10 seconds.

Research can also unlock an AI control beacon that lets the AI - you guessed it - control the exosuit.

EMP

When an exosuit is hit by an EMP-effect it will take burn damage, lose some battery charge and have all its equipment disabled for 3 seconds.

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.Due to a big it cannot be fixed

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, Capacitor and Scanning Module 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 Wrench
  4. Crowbar Crowbar
  5. Click "Drop power cell", "Drop capacitor" or "Drop scanning module" in the menu, depending on which part you want to replace.
  6. Pick up the old part from the floor and discard it.
  7. New Battery, capacitor or scanning module
  8. Crowbar Crowbar
  9. Wrench Wrench
  10. ID Card and select "Terminate maintenance protocol".
  11. Optional: Forbid maintenance protocol from 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

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

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.

Allows you to pick up crates of items, lockers of people, even other mechs.

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

Install a weapon by printing it from the security techfab and then hitting the finished mech with it. Some weapons require you to refill their ammo manually. To do this, print corresponding ammo boxes from the security techfab, and then use them on the finished mech. Each ammo box will fill the weapon with the same amount as the "starting ammo".

Weapon Description Energy drain or starting ammo/max ammo Cooldown in seconds Can be attached to
CH-PS "Immolator" Laser Fires a Laser bolt, identical to laser rifles. 30 energy per shot 0.8 Durand, Gygax, Honker, and Phazon
CH-LC "Solaris" Laser Cannon Fires a Heavy Laser bolt, identical to the laser cannon. 60 energy per shot 1.5 Durand, Gygax, Honker, and Phazon
mkIV Ion Heavy Cannon Fires a Ion bolt, identical to ion rifles. Don't hit yourself! 120 energy per shot 2 Durand, Gygax, Honker, and Phazon
eZ-13 mk2 Heavy pulse rifle Fires a heavy pulse laser. Death Squad only. 120 energy per shot 3 Durand, Gygax, Honker, and Phazon
"Peacemaker" Disabler Fires basic disabler beams. 30 energy per shot 0.8 Durand, Gygax, Honker, and Phazon
LBX AC 10 "Scattershot" Fires four bullets in a spread pattern, 20 damage each. 40 / 160 2 Durand, Gygax, Honker, and Phazon
Ultra AC 2 Fires a three shot burst of 20 damage bullets. 300 / 1200 1 Durand, Gygax, Honker, and Phazon
SRM-8 Missile Rack Fires a missile which will explode on impact. Tubes must be reloaded from the outside. Can not be researched or constructed by station. 8 / 8 6 Durand, Gygax, Honker, and Phazon
BRM-6 Missile Rack Launches low-explosive breaching missiles designed to explode only when striking a sturdy target. Does not explode unless hitting a wall, door, shutter, or another mech. Does 30 damage to soft targets. Tubes must be reloaded from the outside. 6 / 6 6 Durand, Gygax, Honker, and Phazon
MKI Tesla Cannon Fires a tesla ball that arcs off anything it hits. Causes EMP as well. 500 energy per shot 3.5 Durand, Gygax, Honker, and Phazon
SGL-6 Grenade Launcher Launches a flashbang at medium range. 6 / 24 6 Durand, Gygax, Honker, and Phazon
SOB-3 Grenade Launcher Launches a cluster of flashbangs at medium range. Must be reloaded from the outside. 3 / 3 9 Durand, Gygax, Honker, and Phazon
FNX-99 "Hades" Carbine Shoots incendiary bullets that leave a burning trail. 24 / 96 1 Durand, Gygax, Honker, and Phazon
Banana Mortar Launches a banana peel. Very annoying, thus, fun. 100 energy per shot, 15 shots 2 H.O.N.K.
Mousetrap Mortar Launches an armed mousetrap. 100 energy per shot, 15 shots 2 H.O.N.K.
HoNkER BlAsT 5000 Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around. 200 energy per shot 15 H.O.N.K.
Oingo Boingo Punch-face Launches a boxing glove that can punch airlocks right out of their frames. 250 energy per punch or 500 per shot, 10 shots 2 H.O.N.K.