Difference between revisions of "Guide to Moebius Labs ErisEn"
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'''NOTE: All info below is incorrect in some form.''' Please do not refer to it to anything more than to learn basic functions and mechanics of a piece of equipment, do not refer to listed stats. |
'''NOTE: All info below is incorrect in some form.''' Please do not refer to it to anything more than to learn basic functions and mechanics of a piece of equipment, do not refer to listed stats. |
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==Exosuit Equipment== |
==Exosuit Equipment== |
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Exosuit Equipment comes in several categories: |
Exosuit Equipment comes in several categories: |
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*General: Can be attached to any exosuit. |
*General: Can be attached to any exosuit. |
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− | *Medical: Can only be attached to |
+ | *Medical: Can only be attached to a exosuit with a medical system circuit installed. |
− | *Industrial: Can only be attached to |
+ | *Industrial: Can only be attached to a exosuit with utility system circuit installed. |
− | *Combat: Can only be attached to |
+ | *Combat: Can only be attached to exosuits with combat circuits installed. |
Some equipment fit in more than one of the latter three categories. Where this is the case, that equipment can be used on any of the specifically named Exosuits in those categories. |
Some equipment fit in more than one of the latter three categories. Where this is the case, that equipment can be used on any of the specifically named Exosuits in those categories. |
Revision as of 04:36, 3 June 2021
For the aspiring Moebius Roboticist, Researcher and even the Overseer, this guide will explain the equipment of Moebius Laboratories, their functions, and guide you on how to create devices to better your Expedition.
Moebius Lab Equipment
These are the devices you will need to create powerful exosuits, helpful bots, slaved cyborgs, or further the development of technology.
Image | Description |
---|---|
Exosuit Fabricator - The Exosuit Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could possibly need. It can make prosthetic limbs, cyborg parts and internal components, exosuit parts, exosuit equipment modules, and a variety of useful miscellaneous items like power cells. It has a vast variety of blueprints available to start, but certain advanced things must be unlocked by raising your research levels.
It can be upgraded by doing the following:
| |
Circuit Imprinter - The Circuit Imprinter is where you print all the circuits you need for exosuits, consoles, or devices.
It can be upgraded by doing the following:
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Autolathe - The Autolathe reads data disks and fabricates whatever is on the disk, so long you provide the needed resources. It can be upgraded to hold more materials, and use less materials to fabricate items.
It can be upgraded by doing the following:
| |
Protolathe - Using the RnD console, you can print items that you have researched using the Protolathe. These can range from more powerful matter bins, or manipulators to upgrade the Protolathe, Autolathe, Circuit Imprinter, and the Exosuit Fabricators. | |
Destructive Analyzer - The machine used to take apart, recycle, and analyze items. It can be accessed through the nearby RnD Console. Each item analyzed will grant points to research new technologies. Higher research levels will allow additional items to be created at the protolathe, exosuit fabricator, and circuit imprinter. The Analyzer WILL destroy the item upon analyzing, hence the name, Destructive Analyzer. | |
Research and Development Console - The console that controls the destructive analyzer, Protolathe, and Circuit Imprinter. Use this console to check on your research levels and update the core RnD server that hosts all research completed. | |
Design/Data Disk - Items can be downloaded onto this design disk to be sold to crew members, who can then place these disks into autolathes to print items Moebius has researched. |
Research and Development
Increasing your research levels to better the Expedition is mandatory, if you wish to further the developments of science and technology that is.
To begin researching, you must familiarize yourself with your equipment. The table above explains what each piece of equipment is and what it can be used for. Afterwards, simply place items into the destructive analyzer and analyze them for SCIENCE!
By destroying items, you will yield a specific amount of research points, which can be used to research what you want in the research tree. Destroying high tech items yield more points while lower end items less points. Duplicate items will give you a percentage of what the original tech was worth, and each duplicate will lower the amount of points given per destruction.
Tips
- Tech storage in the engineering section of CEV "Eris" (Fourth Section) contains many items that can jump start your research levels.
- Using the spare power cells placed around the Moebius Laboratories can be used to further research on power manipulation or place them into the autolathe to create silver.
- You can create design disks with chosen items to print for autolathes by using the RnD console. Selling these with items crew members or other departments want can generate money the Overseer, or a scientist, can use to purchase needed materials from either the Maintenance diving Assistants or the Asters Guild Merchant.
Robotics and Cyborgs
The Cyborg is the Roboticist's primary creation and upkeep. They are tasked with helping the station's inhabitants in their daily life and trying to kill everyone when the AI is free. Each cyborg is required to follow the AI's laws, so long it is slaved to the AI. Otherwise it will follow the laws inputted at creation.
It is generally a good idea to have one or two empty cyborg bodies built and ready for people that want to become borgs, or when someone dies; then they can become useful for Moebius by being borged. Make sure you have a posibrain lying around and keep activating it from time to time.
- Fill the Exosuit Fabricator with as much metal as it will hold.
- Click on the Exosuit Fabricator to open its menu and create a Robot Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, and Head.
- Wait for a short time for the pieces to be built. You may need to add additional metal to the Fabricator in order for it to finish.
- When putting the parts together, use the Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton.
- Add 2x Flashes to the Head before attaching it. You do this by picking up the flashes and then clicking on the head.
- The Cyborg Torso will need 1x wires and 1x power cell.
- The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.
- The last step is installing either an MMI, Posibrain, or Robotic brain. Posibrains and robotic brains need to be active. If you got it from a destroyed Cyborg or removed it from an IPC or IRC, that shouldn't be an issue, but a freshly printed one must first be activated, which gives ghosts a chance to enter the brain and rejoin the round. If the activation failed, then no ghost wanted to enter the brain, try again later.
Note: Remember to label body bags as being cyborgified, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.
- (Optional) Complete Preparations for Surgery.
- Aim for the head
- Use a scalpel to cut back the flesh.
- Use the hemostat to stop any potential bleeding.
- Use your retractors to lift up the skin.
- Use the saw to cut through the bones.
- Use the retractor to separate the bones.
- Use the hemostat. This will open up a window asking you which loose organ you'd like to remove. Select the Brain.
- Place the brain in an MMI.
- Carry the MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.
You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.
So You Decapitated Your Patient? Don't panic just yet! You can still complete the brain extraction. It's actually easier then extracting the brain from an attached head. Use a scalpel, then a retractor, then a hemostat.
Cyborg Maintenance
Cyborgs may run into all sorts of problems while on Eris. As such it is responsible to conduct maintenance on those borgs that go maintenance diving or fight off the Serbian invaders.
Repair
When Cyborgs get dented, they'll come to you for repairs. Luckily, most repairs are simple
- Equip a welding helmet on your head.
- Note: Be sure to remember this step or you could go blind!
- Place a welder in your hand, click on it while it's in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:
- Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- Remove the cyborg's power cell by clicking on it with an empty hand.
- Use a screwdriver to expose the wires.
- Use a cable coil to replace damaged wires.
- Screwdriver the cyborg to unexpose the wires.
- Crowbar the panel shut.
- Swipe an ID with Robotics access to relock the cover.
Cyborg Component Repair
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.
- Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- Remove the cyborg's power cell by clicking on it with an empty hand.
- Use a screwdriver to expose the wires.
- Crowbar out the desired component.
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it's volunteering for an AI core. You can remove the brain by following these steps.
- Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- Remove the cyborg's power cell by clicking on it with an empty hand.
- Use a screwdriver to expose the wires.
- Cut all five wires with wirecutters.
- Use a crowbar to remove the MMI.
Human Prosthetic Repair
You may be asked to repair damage to the artificial limbs of your fellow crew members.
To fix brute damage:
- Follow the same procedure as outlined above for fixing dents in cyborgs, making sure to target the specific area that requires fixing.
To fix burn damage:
- Use a cable coil on the damaged area.
Upgrading the Power Cell
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game.
Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):
- Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- Click on the Cyborg with an empty hand to take out the power cell and replace it with the new one.
- Note: The default power cell capacity in Cyborgs is 7,500. If RnD is capable, Atom cells do not need to be recharged as they are self charging.
- Crowbar the panel shut.
- Swipe an ID with Robotics access to relock the cover.
Upgrade Modules
Not only can you build and repair Cybrogs, they also come to you to get upgrades installed once RnD has them researched. These have their own category in the exosuit fabricator.
The available upgrade modules are:
- Reset Module: Not really an upgrade at all, this simply resets a borg's module, letting it change from one specialization to another.
- Rename Module: Allows for the names of borgs to be changed.
- Restart Module: Use this module to restart a borg that was destroyed and has since been repaired.
- VTEC Module: Increases the speed of a borg, rather useful.
- Disabler Cooler: Increases the cooling of a cyborg's disabler, enabling it to shoot faster. Only useful on cyborgs with a disabler, which means security models.
- Ion Thrusters: Basically a jetpack for cyborgs. Allows a cyborg to move in zero-g, allowing space travel.
- Diamond Mining Drill: Upgrades the built-in mining drill, letting it drill faster. Only works on mining cyborgs.
- Mining Satchel of Holding: Upgrades the cyborg's mining storage, allowing it to hold more minerals. Only works on mining cyborgs.
- Illegal Equipment Upgrade: Unlocks a cyborg's illegal and more dangerous equipment, the same equipment that's unlocked by emagging.
- Self Repair Module: Allows a cyborg to slowly repair damage to itself.
To apply any of these modules:
- Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- Insert the module card into the cyborg.
- Crowbar the panel shut.
- Swipe an ID with Robotics access to relock the cover.
Modifications
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring.
In the unlikely event that an AI goes crazy, a trained Roboticist or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.
There are three lights in the cyborg with three corresponding wires:
- LawSync: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.
- Pulsing does nothing.
- Cutting will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it's laws.
- Mending this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI's laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.
- AI Link: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI's orders.
- Pulsing this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.
- Cutting this wire will cause the Cyborg to be unslaved from the AI and bound only by it's laws. This also turns off LawSync, as the cyborg has no AI to sync to.
- Mending this wire does nothing. You need to pulse it to reconnect it to an AI.
- Module Lock: If this light is on, the module of the cyborg cannot be changed.
- Pulsing this will reset the module of a cyborg and allow it to pick a new one.
- Cutting this wire will cause the cyborg to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.
- Mending this wire will allow the cyborg to change modules.
An emagged cyborg will have no LawSync or AI link and cannot be reset.
Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn't work.
Repairing Humans
See Robotics Related Surgery & Augmentations
Bots
As a Roboticist of Moebius, your goal is to create bots to suit the needs of your Expedition; be that a cleaning bot to replace the useless Janitor who is dying by roaches or ignoring your requests to clean Moebius facilities and the medibot can convince the crew they do not need a medical check up every time they cut themselves on rusted lockers or were swirlied by Jeff.
These will only inject chemicals if the chemical helps with the target's damage by default.
The medibot can be added with a beaker, however they will synthesize their own chemicals.
To make:
- Cyborg Right or Left Arm.
- Empty Medkit. Different colored kits will change the bot color.
- (Optional) Name the bot with a pen.
- Health analyzer.
- Proximity sensor.
- (Optional) Beaker
They can also be Emagged to repeatedly inject anyone with harmful chemicals.
Cleanbots are great, as they serve the exact same purpose as the Janitor.
Even better is that it uses Space Cleaner to mop, so no slipping on everything!
To make:
- Bucket.
- Proximity sensor.
- (Optional) Name the bot with a pen.
- Cyborg Right or Left Arm.
An emagged cleanbot will spray slippery foam around it, while still responding to any mess in visual range, or continuing its patrol.
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. Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.
To make:
- Empty toolbox (Must be a blue one)
- Floor tile
- Proximity sensor.
- (Optional) Name the bot with a pen.
- Cyborg Right or Left Arm.
Emagged Floorbots will tear apart floor panels and plating, usually exposing the area to space. Great if don't need to worry about being in a vacuum.
A farm bot can be useful in watering plants, refilling fertilizer, deweeding, and harvesting. Just leave it near some plants and it will take care of the rest.
- Attach a robot arm (cyborg right or left arm) to a water tank.
- Attach a plant analyzer.
- Attach a bucket.
- (Optional) Name the bot with a pen.
- Attach a mini-hoe.
- Proximity sensor.
A securitron bot will attempt to stun and arrest anyone with an arrest warrant if you choose to set that option on. Equipped with a stun baton, this is a trusty companion and a loyal guard.
- Combine Remote Signaling Device with a standard Ironhammer Helmet (found in armory)
- Weld them together
- Add a Proximity Sensor
- Add a Robot Arm
- Add a Stun Baton
An ED-209 is a variation of the securitron equipped with an NT SP “Counselor”. Made to dole out swift justice, these bots will attempt to detain and arrest any wanted criminals, slightly more efficiently than their older model.
- Use a metal sheet on a Cyborg Endoskeleton to reinforce it.
- Add two Robot Legs and a Robot Arm
- Weld everything together
- Add in an Ironhammer Helmet(found in armory)
- Attach a Proximity Sensor to the assembly
- Insert wires
- Add a NT SP “Counselor” and attach it with a screwdriver
- Insert a Large power cell.
Exosuits
When preparing for an Expedition off the ship, it is always good to build mech as it isn't wise to trust your security to Ironhammer.
Exosuit Construction
Former exosuit construction guide was completely inaccurate and out of date. Exosuit building is now modular. Please refer to robotics tech tree for what roles certain parts play for now. I will be testing different parts and asking coders to instead make this a parts catalog.
Exosuit Maintenance
Replacing Batteries
- Make sure the ID upload panel is closed and ensure Maintenance Mode is not forbidden in the Exosuit's internal settings.
- Hit the exosuit with your ID card or PDA with one inside and enable Maintenance Mode.
- Wrench
- Crowbar
- Screwdriver
- Replace cell.
- Screwdriver
- Crowbar
- Wrench
- ID
Note: The default capacity of a power cell in any of the exosuits is 15000L
Repair
- Equip a welding helmet on your head.
- Note: Be sure to remember this step or you could go blind!
- Place a welder in your hand, click on it while it's in your hand to light it, then click on the Exosuit repeatedly to repair it.
Removal of Jammed User
If the driver of an exosuit is unconscious in his exosuit ; you are able to remove him/her by following a series of steps. This also works upon MMIs and Positronic Brains which you wish to remove.
- Make sure maintenance protocols are enabled.
- Wrench
- Crowbar
- Screwdriver
- Crowbar
Critical Damage
When the mech takes approx. 50% damage, there is a chance for the mech to take 'Critical Damage.' This usually is the failure of a system within the mech itself. Each failure has a different way to repair it.
Calibration Failure-This causes your mech to move around, usually in large circle, rather than move in the direction of your input. The mech can and will move diagonals while this is in effect. To repair, open 'View Stats', and at the top of the page is a button labeled something along the lines of 'Recalibrate.' Click it, and wait for the recalibration to complete, and your mech will move as normal.
Internal Fire-This causes your mech to take damage upon movement. (It may cause damage while you are not moving, this has not been thoroughly tested.) This lasts for about 15-30 seconds, and will go away on its own. (I am unsure of the exact % damage it causes. I am unsure if you are able to put this out with a fire extinguisher.)
Life Support Failure-This renders your internal life support useless. This won't matter much in a pressurized environment, but if you're fighting a Fire in a Firefighting Ripley, you're going to die. To fix this, enable your maintenance protocols, and perform the same steps to replace a battery. This will fix the error.
Air Tank Rupture (Unsure if correct name.)-This means your mech will no longer pump air into the cabin of your mech. This does not matter if you are not running on internal air. In order to fix this, simply repair the mech with a welder.
Template:Wip NOTE: All info below is incorrect in some form. Please do not refer to it to anything more than to learn basic functions and mechanics of a piece of equipment, do not refer to listed stats. NOTE: A good majority of this equipment has been removed mostly different combat equipment
Exosuit Equipment
Various tools and weapons can be attached to Exosuits, providing 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 an Exosuit. Exosuits have limited equipment space depending on their type.
Exosuit Equipment comes in several categories:
- General: Can be attached to any exosuit.
- Medical: Can only be attached to a exosuit with a medical system circuit installed.
- Industrial: Can only be attached to a exosuit with utility system circuit installed.
- Combat: Can only be attached to exosuits with combat circuits installed.
Some equipment fit in more than one of the latter three categories. Where this is the case, that equipment can be used on any of the specifically named Exosuits in those categories.
There are some equipment that are also limited to single specific exosuits, those will be named in the category too where that's the case.
Please note that most of the information taken on these comes from a different code-base, and may be similar albeit possibly incorrect.
General Equipment
Energy Relay - Plasma Generator - ExoNuclear Reactor - Repair Droid - Reactive Armor (Melee) - Reactive Armor (Ranged) - Teleporter - Wormhole Generator - Gravitational Catapult
Tesla Energy Relay | ||
Category: General | Power Consumption: N/A | 80px |
Tech Requirements:
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Construction Costs:
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Wirelessly drains energy from any available power channel in area. The performance index is quite low. | ||
Function:
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Notes:
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Plasma Generator | ||
Category: General | Power Consumption: N/A | 80px |
Tech Requirements:
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Construction Costs:
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An exosuit module that generates power using solid plasma as fuel. Pollutes the environment. | ||
Function:
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Notes:
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ExoNuclear Reactor | ||
Category: General | Power Consumption: N/A | 80px |
Tech Requirements:
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Construction Costs:
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A high-pollution reactor that uses uranium as a fuel source to recharge the power cell. Pretty efficient, but irradiates everyone in and near the exosuit, making it dangerous to use. | ||
Function:
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Notes:
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Repair Droid | ||
Category: General | Power Consumption: 50 | 80px |
Tech Requirements:
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Construction Costs:
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Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage. | ||
Function:
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Notes:
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Reactive Armor Booster Module (Close Combat Weaponry) | ||
Category: General | Power Consumption: 50 | 80px |
Tech Requirements:
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Construction Costs:
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Boosts exosuit armor against armed melee attacks. Requires energy to operate. | ||
Function:
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Notes:
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Reactive Armor Booster Module (Ranged Weaponry) | ||
Category: General | Power Consumption: 50 | 80px |
Tech Requirements:
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Construction Costs:
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Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate. | ||
Function:
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Notes:
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Teleporter | ||
Category: General | Power Consumption: 8000 | 80px |
Tech Requirements:
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Construction Costs:
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An exosuit-mounted teleportation device. | ||
Function:
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Notes:
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Wormhole Generator | ||
Category: General | Power Consumption: 300 | 80px |
Tech Requirements:
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Construction Costs:
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A device that creates quasi-stable wormholes. | ||
Function:
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Notes:
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Gravitational Catapult | ||
Category: General | Power Consumption: 100 | 80px |
Tech Requirements:
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Construction Costs:
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An exosuit mounted Gravitational Catapult. | ||
Function:
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Notes:
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Industrial Equipment
Extinguisher - Cable Layer - Hydraulic clamp - Drill - Diamond drill - Mining Scanner - RCD
Extinguisher | ||
Category: Industrial | Power Consumption: 0 | 80px |
Tech Requirements:
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Construction Costs:
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Exosuit-mounted fire extinguisher, an effective anti-slime weapon. Fires in rapid, controlled bursts. Can be refilled by clicking on a Water Tank. | ||
Function:
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Notes:
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Cable Layer | ||
Category: Industrial | Power Consumption: 0 | 80px |
Tech Requirements:
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Construction Costs:
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A cable layer, can be used to lay down cables. | ||
Function:
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Notes:
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Hydraulic clamp | ||
Category: Industrial | Power Consumption: 10 | 80px |
Tech Requirements:
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Construction Costs:
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Gives it an ability to load objects into cargo compartment, or lets you crush people with it. | ||
Function:
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Notes:
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Drill | ||
Category: Industrial | Power Consumption: 10 | 80px |
Tech Requirements:
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Construction Costs:
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The drill can completely destroy most objects (with the exception of reinforced walls) in a few seconds. Using the drill on someone will gib them in 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. | ||
Function:
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Notes:
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Diamond drill | ||
Category: Industrial | Power Consumption: 10 | 80px |
Tech Requirements:
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Construction Costs:
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A diamond version of the exosuit drill. It's harder, better, faster, stronger. | ||
Function:
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Notes:
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Mining Scanner | ||
Category: Industrial | Power Consumption: 0 | 80px |
Tech Requirements:
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Construction Costs:
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Equipment for engineering and combat exosuits. It will automatically check surrounding rock for useful minerals. | ||
Function:
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Notes:
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Rapid Construction Device | ||
Category: Industrial | Power Consumption: 250 | 80px |
Tech Requirements:
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Construction Costs:
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An exosuit-mounted Rapid Construction Device. | ||
Function:
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Notes:
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Medical Equipment
Mounted Sleeper - Syringe Gun
Mounted Sleeper | ||
Category: Medical | Power Consumption: 20 | 80px |
Tech Requirements:
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Construction Costs:
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An internal sleeper bed equipped with a life support system, designed to collect patients from dangerous situations and carry them to safety back at medical. This causes the Odysseus to often be nicknamed 'Ambulance'. | ||
Function:
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Notes:
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Syringe Gun | ||
Category: Medical | Power Consumption: 10 | 80px |
Tech Requirements:
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Construction Costs:
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A Syringe gun with integrated Synthesizer that can produce chemicals once a sample has been analyzed | ||
Function:
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Notes:
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Combat Equipment
ZFI Immolation Beam Gun - CH-PS "Firedart" Laser - CH-LC "Solaris" laser cannon - mkIV Ion Heavy Cannon - P-X Tesla Cannon - CH-PD Disabler - PBT "Pacifier" Mounted Taser - LBX AC 10 "Scattershot" - Ultra AC 2 - FNX-99 "Hades" Carbine - SRM-8 Light Missile Rack
ZFI Immolation Beam Gun | ||
Category: Combat | Power Consumption: 80 | 80px |
Tech Requirements:
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Construction Costs:
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A weapon for combat exosuits. Fires beams of extreme heat that set targets on fire. | ||
Function:
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Notes:
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CH-PS "Firedart" Laser | ||
Category: Combat | Power Consumption: 30 | 80px |
Tech Requirements:
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Construction Costs:
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A standard-issue laser for use on Exosuits. | ||
Function:
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Notes:
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CH-LC "Solaris" laser cannon | ||
Category: Combat | Power Consumption: 60 | 80px |
Tech Requirements:
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Construction Costs:
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An experimental Exosuit-mounted laser cannon. A heavy laser that deals more damage but has a longer cooldown and uses more energy per shot. | ||
Function:
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Notes:
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mkIV Ion Heavy Cannon | ||
Category: Combat | Power Consumption: 120 | 80px |
Tech Requirements:
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Construction Costs:
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An exosuit-mounted ion weapon which functions similarly to an infantry Ion Rifle. Exceptionally effective against synthetics, machines, and other exosuits. | ||
Function:
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Notes:
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P-X Tesla Cannon | ||
Category: Combat | Power Consumption: 500 | 80px |
Tech Requirements:
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Construction Costs:
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A weapon for combat exosuits. Fires bolts of electricity similar to the experimental tesla engine | ||
Function:
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Notes:
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CH-PD Disabler | ||
Category: Combat | Power Consumption: 30 | 80px |
Tech Requirements:
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Construction Costs:
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An exosuit-mounted disabler, allowing you to non-lethally subdue criminals from the safety and comfort of your exosuit. | ||
Function:
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Notes:
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PBT "Pacifier" Mounted Taser | ||
Category: Combat | Power Consumption: 20 | 80px |
Tech Requirements:
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An exosuit-mounted taser, allowing you to non-lethally subdue criminals from the safety and comfort of your exosuit. | ||
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LBX AC 10 "Scattershot" | ||
Category: Combat | Power Consumption: 100 | 80px |
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A ballistic weapon firing four bullets in a spread. | ||
Function:
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Ultra AC 2 | ||
Category: Combat | Power Consumption: 60 | 80px |
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An exosuit-mounted LMG. | ||
Function:
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Notes:
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FNX-99 "Hades" Carbine | ||
Category: Combat | Power Consumption: 15 | 80px |
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An exosuit-mounted carbine firing incendiary bullets. | ||
Function:
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SRM-8 Light Missile Rack | ||
Category: Combat | Power Consumption: 1000 | 80px |
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An exosuit-mounted missile launcher. | ||
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SGL-6 Grenade Launcher
Shoots out a flashbang at medium range.
(Can be attached to: Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon))