Guide to robotics

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Revision as of 08:44, 29 April 2018 by imported>Denton (→‎Cyborg Maintenance: added a missing ])
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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: 100000 Metal

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

2 x Flash
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.
  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 (controlled by a ghost) 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. 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.

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 borg disablers. 80000 metal, 6000 glass, 2000 gold, 500 diamond

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

Surgery

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 a MMI in hand.
Step 8: Click to remove the brain.

Alternatively, you could activate harm intent and hack at their head a lot with a circular saw until the brain pops out. Minorly quicker, but the Borg milling about might notice.

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 by placing all the parts on a table and click-dragging it to yourself. 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.

To manufacture:

Requires
1 x Borg Arm (left or right)

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!

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!

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 manufacture:

Requires
1 x Mechanical Toolbox

10 x Floor Tile
1 x Proximity Sensor
1 x Borg Arm (left or right)

  1. Attach a Floor tile to the Mechanical Toolbox.
  2. Add the Proximity Sensor.
  3. Insert a Borg Arm and your Floorbot is ready!

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 manufacture:

Requires
1 x Remote Signaling Device

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

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.

HONK HONK 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.

To manufacture:

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 the clown box with the clown stamp. (both are possessed by the clown)
  2. Insert a Borg Arm
  3. Add a Proximity Sensor.
  4. Add a Bike Horn

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 manufacture:

Requires
1 x Cyborg Endoskeleton Cyborg Endoskeleton

1 x Metal Sheet
2 x Cyborg Leg Cyborg Leg
1 x Body Armor
1 x Welding Tool
1 x Helmet
1 x Proximity Sensor
1 x Cable Coil
1 x Hybrid Taser
1 x Screwdriver
1 x 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. Hybrid Taser Screwdriver Add a Hybrid Taser and attach it with a Screwdriver
  10. Power Cell Insert a Power Cell. Your own exosuit is complete!

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

Drone

A disposable little drone that runs around and repairs things. Controlled by players, and can't interact with any other beings at all (besides other drones). Usually good to make lots of these to let ghosts get back into the round.

  1. Drone Shell Build a drone shell from the exosuit fabricator

That's it! Any ghost can click on the drone shell to take control of it and start repairing the station. Note that to unlock drone shells, R&D needs Programming 2 and Biotechnology 4. The metal and glass costs of building a drone shell are trivial.

There is also a drone shell dispenser, in the Testing Lab on Box Station, that can be stocked with metal and glass to constantly produce drones.

Exosuits

Construction of Exosuit are restricted by ID, so they are typically the product of roboticists and the Research Director. 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.


Ripley APLU

Total Part Cost: 100000 Metal, 7500 Glass

The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected exosuit. Generally, it can take down a Gygax because of the sheer power of the drill, but it does not make a good combat exosuit because it is slow and has no range. Best used against Spess carp invasions, blobs, Changelings, and for Revs (using it to breach high security areas) Expect Mining to constantly be bugging you to make one for them.

It has good melee armor to protect it from mining mobs, which can be further upgraded by adding Goliath plates to it. However, it lacks the Firefigher's lavaproofing.

Has 6 equipment slots.

To make:

  1. Build all of the Ripley parts using the Exosuit Fabricator.
  2. Attach all of the parts to the Ripley chassis
  3. Wrench Wrench
  4. Screwdriver Screwdriver
  5. Cable Coil Cable Coil
  6. Wirecutters Wirecutters
  7. Ripley Central Control Module Ripley Central Control Module (from R&D or QM)
  8. Screwdriver Screwdriver
  9. Ripley Peripherals Control Module Ripley Peripherals Control Module (from R&D or QM)
  10. Screwdriver Screwdriver
  11. Power Cell Power Cell
  12. Screwdriver Screwdriver
  13. Metal 5 pieces of Metal
  14. Wrench Wrench
  15. Welding Tool Welding Tool
  16. Plasteel 5 pieces of Plasteel
  17. Wrench Wrench
  18. Welding Tool Welding Tool

Firefighter APLU

Total Part Cost: 100000 Metal, 7500 Glass

The Firefighter APLU (Autonomous Power Loading Unit) is the big brother of the Ripley, and has significantly more armor against heat and laser damage, and can walk on lava unscathed.

Has 5 equipment slots.

  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. Firesuit Add a Firesuit
  5. Wrench Wrench
  6. Screwdriver Screwdriver
  7. Cable Coil Cable Coil
  8. Wirecutters Wirecutters
  9. Ripley Central Control Module Ripley Central Control Module (from R&D or QM)
  10. Screwdriver Screwdriver
  11. Ripley Peripherals Control Module Ripley Peripherals Control Module (from R&D or QM)
  12. Screwdriver Screwdriver
  13. Power Cell Power Cell
  14. Screwdriver Screwdriver
  15. Plasteel 5 pieces of Plasteel
  16. Wrench Wrench
  17. Welding Tool Welding Tool
  18. Plasteel 10 pieces of Plasteel
  19. Wrench Wrench
  20. Welding Tool Welding Tool

Odysseus

Total Part Cost: 74000 Metal, 10000 Glass

A very fast medical exosuit. When loaded with a syringe gun can scan and replicate almost any reagent, and either shoot it in syringes or apply it with a sleeper.

Has 3 equipment slots.

  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 Wrench
  4. Screwdriver Screwdriver
  5. Cable Coil Cable Coil
  6. Wirecutters Wirecutters
  7. Odysseus Main Board Odysseus Main Board (from R&D or QM)
  8. Screwdriver Screwdriver
  9. Odysseus Peripherals Board Odysseus Peripherals Board (from R&D or QM)
  10. Screwdriver Screwdriver
  11. Power Cell Power Cell
  12. Screwdriver Screwdriver
  13. Metal 5 pieces of Metal
  14. Wrench Wrench
  15. Welding Tool Welding Tool
  16. Plasteel 5 pieces of Plasteel
  17. Wrench Wrench
  18. Welding Tool Welding Tool
  19. Mounted Sleeper Mounted Sleeper
  20. Syringe Gun Syringe Gun

Gygax

Total Part Cost: 125000 Metal, 15000 Glass, 20000 Diamonds, 10000 Titanium

Rather fast combat exosuit with good overall protection.

Leg Actuators Overload Function: Movement speed doubled and high amount of energy with each step. This also allows the mech to smash through walls.

Has 3 equipment slots.

Instructions

  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 Wrench
  4. Screwdriver Screwdriver
  5. Cable Coil Cable Coil
  6. Wirecutters Wirecutters
  7. Gygax Main Circuitboard Gygax Central Control module (from R&D)
  8. Screwdriver Screwdriver
  9. Gygax Peripherals Circuitboard Gygax Peripherals Control module(from R&D)
  10. Screwdriver Screwdriver
  11. Gygax Targeting Circuitboard Gygax Weapon Control and Targeting module(from R&D)
  12. Screwdriver Screwdriver
  13. Advanced Scanning Module Add an Advanced Scanning Module (from R&D)
  14. Screwdriver Screwdriver
  15. Advanced Capacitor Add an Advanced Capacitor (from R&D)
  16. Screwdriver Screwdriver
  17. Power Cell Power Cell
  18. Screwdriver Screwdriver
  19. Metal 5 pieces of Metal
  20. Wrench Wrench
  21. Welding Tool Welding Tool
  22. Gygax Armor PlatesAdd Gygax Armor Plates (Made in the Exosuit Fabricator)
  23. Wrench Wrench
  24. Welding Tool Welding Tool

H.O.N.K.

Total Part Cost: 120000 Metal, 15000 Glass, 35000 Bananium

A clown's exosuit. For the love of god and all things holy and sacred, don't give the clown an exosuit. This WILL be annoying if one is made.

Has 3 equipment slots.

Instructions:

  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 at the exosuit again.
  8. Add the targeting circuit board.
  9. HONK
  10. Power Cell Power Cell
  11. HONK
  12. Add the clown's mask to the exosuit.
  13. HONK
  14. Add clown shoes to it.
  15. HONK

You have awakened an ancient evil that has lain dormant since the Honk Age. I hope you're happy with yourself.


Durand

Total Part Cost: 140000 Metal, 25000 Glass, 28000 Silver, 25000 Uranium, 20000 Titanium

A Durand is more powerful than Gygax. It has more health and is better armored, but is slower. Requires uranium and silver sheets to complete.

Defence Mode Function: Boosts Durand armor with the penalty of not being able to move or turn.

Has 3 equipment slots.

Instructions

  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 Wrench
  4. Screwdriver Screwdriver
  5. Cable Coil Cable Coil
  6. Wirecutters Wirecutters
  7. Durand Main Circuitboard Durand Main Circuitboard (from R&D)
  8. Screwdriver Screwdriver
  9. Durand Peripherals Circuitboard Durand Peripherals Circuitboard (from R&D)
  10. Screwdriver Screwdriver
  11. Durand Targeting Circuitboard Durand Targeting Circuitboard (from R&D)
  12. Screwdriver Screwdriver
  13. Phasic Scanning Module Add a Phasic Scanning Module (from R&D)
  14. Screwdriver Screwdriver
  15. Super Capacitor Add a Super Capacitor (from R&D)
  16. Screwdriver Screwdriver
  17. Power Cell Power Cell
  18. Screwdriver Screwdriver
  19. Metal 5 pieces of Metal
  20. Wrench Wrench
  21. Welding Tool Welding Tool
  22. Durand Armor Plates Add Durand Armor Plates (Made in the Exosuit Fabricator)
  23. Wrench Wrench
  24. Welding Tool Welding Tool

Phazon

Total Part Cost: 175000 Metal, 90000 Plasma, 20000 Titanium, one Anomaly Core

The Phazon is the most advanced buildable exosuit. The parts require a large amount of plasma to build, but all minerals are required to complete the exosuit.

Phazons are extremely fast and versatile, but have weak armor compared to other combat exosuits.

Phasing function: Allows the exosuit to move through solid objects (but not people) at a large energy cost per step.

Rearrange microtool arrays function: Changes your melee damage type (fists are brute, torch is fire, toxic injector injects toxin).

Has 3 equipment slots.

Instructions

  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 Wrench
  4. Screwdriver Screwdriver
  5. Cable Coil Cable Coil
  6. Wirecutters Wirecutters
  7. Durand Main Circuitboard Phazon Main Circuitboard (from R&D)
  8. Screwdriver Screwdriver
  9. Durand Peripherals Circuitboard Phazon Peripherals Circuitboard (from R&D)
  10. Screwdriver Screwdriver
  11. Durand Targeting Circuitboard Phazon Targeting Circuitboard (from R&D)
  12. Screwdriver Screwdriver
  13. Advanced Scanning Module Add a Phasic Scanning Module (from R&D)
  14. Screwdriver Screwdriver
  15. Advanced Capacitor Add a Super Capacitor (from R&D)
  16. Screwdriver Screwdriver
  17. Bluespace Crystal Add a Bluespace Crystal
  18. Cable Coil Cable Coil
  19. Screwdriver Screwdriver
  20. Power Cell Power Cell
  21. Screwdriver Screwdriver
  22. Plasteel 5 pieces of Plasteel
  23. Wrench Wrench
  24. Welding Tool Welding Tool
  25. Add Phazon Armor Plates (Made in the Exosuit Fabricator)
  26. Wrench Wrench
  27. Welding Tool Welding Tool
  28. Add the Anomaly Core

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

Standard issue exosuit for the Death Squad when the goings get tough. It has 4 equipment slots, and 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

Standard issue exosuit for the Death Squad when the goings get seriously tough. Usually reserved for CentCom high command. It has 5 equipment slots, and 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

A modified Gygax used for nefarious purposes. It has 4 equipment slots, and starts off with the FNX-99 "Hades" Carbine, the SGL-6 grenade launcher, a Teleporter, and a Tesla Energy Relay.

Mauler

A modified Marauder used by the Syndicate. It has 5 equipment slots, and starts of 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. Not as maneuverable as the Dark Gygax, but it makes up for that in sheer firepower.

Exosuit operation and equipment

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 DNA sample to enter. This can be abused by changelings.

  • 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 Repairs

Just use a welder on the exosuit to repair it.

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 Wrench
  4. Crowbar Crowbar
  5. Screwdriver Screwdriver
  6. Pick the old battery up from the floor
  7. New Battery
  8. Screwdriver Screwdriver
  9. Crowbar Crowbar
  10. Wrench 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. Most exosuits can hold no more than two equipment pieces.

Equipment Description Can be attached to
Drill The drill can completely destroy most objects (with the exception of reinforced walls) in a few seconds. Using the drill on someone will deal heavy damage to them after a few seconds. So don't do that unless you're a traitor.

When used for mining, targeted and two adjacent mineral deposits will be drilled. If Ripley exosuit is equipped with Hydraulic Clamp and has an Ore Box in cargo, all mined ore will be moved to Ore Box.

Any exosuit except Odysseus
Diamond Drill Essentially an upgraded drill. Isn't any stronger, but it is faster (all you need for mining really). Bug R&D to sync their servers and in no time mining can obliterate the asteroid (provided that they bring you diamonds first). Any exosuit except Odysseus
Hydraulic Clamp Gives it an ability to load objects into cargo compartment, or lets you crush people with it. Ripley/Firefighter
217-D Heavy Plasma Cutter Cuts through solid rock and can dismember unlucky targets. More effective in low pressure areas. Has a shorter mining range, but higher damage than portable cutters. Ripley/Firefighter
Extinguisher Exosuit-mounted extinguisher. Can be refilled by clicking on the Water Tank. Ripley
Teleporter Exosuit-mounted teleporter. Can teleport the exosuit to any location in view. Any exosuit
Gravitational Catapult Can be used to throw objects around (S mode) or move them away from target (P mode). Any exosuit
Wormhole Generator As the name implies, Wormhole Generator creates a wormhole (similar to ones spawned at Space-Time Anomalies event) at target location. Any exosuit
Mounted RCD An exosuit-mounted Rapid Construction Device. Any exosuit
Armor Booster Module (Close Combat Weaponry) Boosts exosuit armor against armed melee attacks. Requires energy to operate. Any exosuit
Armor Booster Module (Ranged Weaponry) Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate. Any exosuit
Repair Droid Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage. Any exosuit
Energy Relay Wirelessly drains energy from any available power channel in area. The performance index is quite low. Any exosuit
Plasma Converter Generates power using solid plasma as fuel. Pollutes the environment. Any exosuit
ExoNuclear Reactor Generates power using uranium. Pollutes the environment. Any exosuit
Cable Layer Lays cables. Ripley/Firefighter
Syringe Gun Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur. Can scan and replicate any reagent, and use it for syringes and with a sleeper. Odysseus
Mounted Sleeper Exo-suit mounted sleeper which can be used to kidnap and heal people. Odysseus
Medigun Exo-suit mounted medigun which gradually heals people it's used on. Odysseus

Exosuit Weapons

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. Deathsquad 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. Durand, Gygax, Honker, and Phazon
FNX-99 "Hades" Carbine Shoots incendiary bullets, similar to a flamethrower. 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.