Guide to Moebius Labs ErisEn
For the aspiring Moebius Roboticist, this guide will explain the creation and maintenance of Cyborgs, Bots, and Exosuits.
Some of this is now correct.
Moebius Equipment
Equipment
Item | Description |
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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:
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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:
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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. |
Cyborgs
See also Cyborgification Contracts. These contracts are important - without a signed contract making a man into a machine is technically murder - no matter how much they want it!
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 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.
It is generally a good idea to have one or two empty cyborg bodies built and ready for people that want to become cyborgs and to let dead players rejoin the round as borgs. Make sure you have a posibrain lying around and keep activating it from time to time.
32px Making a Cyborg
- Fill the 32px Exosuit Fabricator with as much 32px metal as it will hold.
- Click on the Exosuit Fabricator to open its menu. Select Add To Queue for Robot Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, and Head, then click on Process Queue in the right side.
- 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 32px Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton.
- Add 2x Synthetic Flash 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 32px 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, 32px 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
You'll often have Cyborgs run up to you with any number of problems. Here's how to deal with them most of the time.
Repair
When Cyborgs get dented, they'll come to you for repairs. Luckily, most repairs are simple
- Equip a File:WeldingHelmet.png welding helmet on your head.
- Note: Be sure to remember this step or you could go blind!
- Place a File:Welderon.gif 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:
- File:Id regular.png Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- File:Powercell.png 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.
- File:Id regular.png 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.
- File:Id regular.png Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- File:Powercell.png 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.
- File:Id regular.png Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- File:Powercell.png 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.
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):
- File:Id regular.png 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 File:Powercell.png power cell and replace it with the higher-capacity power cell.
- Note: The default power cell capacity in Cyborgs is 7,500. All of the power cells you find in your office should be at least 15,000, and the Science Department can research power cells that exceed 30,000.
- Crowbar the panel shut.
- File:Id regular.png 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:
- File:Id regular.png Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- File:Cyborg upgrade1.png Print out the upgrade in the fabricator, and insert it into the cyborg.
- Crowbar the panel shut.
- File:Id regular.png 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.
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.
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
The Ripley APLU is a slow moving, decently protected exosuit. Normally used for mining that precious ore.
Can easily be sold or invested into the Asters guild for them to bring you the materials you need to create more and powerful exosuits.
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)
Instructions
- Build all of the components for the Ripley from the Exosuit Fabricator.
- Build a Hydraulic Clamp and Drill
- Attach all of the parts to the Ripley chassis (Except the Clamp and Drill)
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Ripley central control module.
- Screwdriver
- Ripley Peripherals control module.
- Screwdriver
- 5 pieces of metal
- Wrench
- Welding tool
- 5 pieces of plasteel
- Wrench
- Welding tool
This mech can save multiple crew members while on the run.
The only medical mech available unlike the dozens of variations of the APLU and Combat series, maybe coders just consider BIG GUNZ better than syringes?
Instructions
- Create all of the Odysseus parts using the exosuit fabricator.
- Assemble all of the Odysseus parts to the chassis
- Wrench
- Screwdriver
- Cable coil
- Wirecutters
- Odysseus central control board
- Screwdriver
- Odysseus peripherals board
- Screwdriver
- 5 pieces of metal
- Wrench
- Welding tool
- 5 pieces of plasteel
- Wrench
- Welding tool
Rather fast security exosuit with good overall protection.
Very low battery life, so be sure to watch it. Requires diamond sheets to complete.
Leg Actuators Overload Function (Movement speed doubled and small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3) Melee capable (this mech can use its mecha arms to punch and smash)
Instructions
- Create all of the Gygax parts using the exosuit fabricator.
- Assemble all of the Gygax parts to the chassis (Except the Armor plates)
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Gygax Main circuit board (Bug R&D to research it)
- Screwdriver
- Gygax Peripherals circuit board (Bug R&D to research it)
- Screwdriver
- Gygax Targeting circuit board (Bug R&D to research it)
- Screwdriver
- Add an Advanced Scanning Module (Bug R&D)
- Screwdriver
- Add an Advanced Capacitor (Bug R&D)
- Screwdriver
- Add some metal
- Wrench
- Welding tool
- Add Gygax Armor Plates (Made in the exosuit fabricator)
- Wrench
- Welding tool
A Durand is more powerful than Gygax, it has more health and better armored, but slower.
Requires silver sheets to complete.
Defence Mode Function (Boosts Durand armor with the penalty of not being able to move or turn) Melee capable (this mech can use its mecha arms to punch and smash)
Instructions
- Create all of the Durand parts using the exosuit fabricator.
- Assemble all of the Durand parts to the chassis (Except the Armor plates)
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Durand Main circuit board (Bug R&D to research it)
- Screwdriver
- Durand Peripherals circuit board (Bug R&D to research it)
- Screwdriver
- Durand Targeting circuit board (Bug R&D to research it)
- Screwdriver
- Add a Phasic Scanning Module (Bug R&D)
- Screwdriver
- Add a Super Capacitor (Bug R&D)
- Screwdriver
- Add some metal
- Wrench
- Welding tool
- Add Durand Armor Plates (Made in the exosuit fabricator)
- Wrench
- Welding tool
Phazons are the most advanced mechs on the market. While it doesn't have as much health as the Gygax or Durand, it allows users to move through solid objects at a very high speed.
Requires a anomaly core to build which comes from a random event.
Phasing Function (Allows the Phazon to move through any solid object at high speed) Change melee damage type (Allows the Phazon to either deal brute, fire or toxic damage)
Instructions
- Create all of the Phazon parts using the exosuit fabricator.
- Assemble all of the Phazon parts to the chassis (Except the Armor plates)
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Phazon Main circuit board (Bug R&D to research it)
- Screwdriver
- Phazon Peripherals circuit board (Bug R&D to research it)
- Screwdriver
- Phazon Targeting circuit board (Bug R&D to research it)
- Screwdriver
- Add a Phasic Scanning Module (Bug R&D)
- Screwdriver
- Add a Super Capacitor (Bug R&D)
- Screwdriver
- Add 5 (Artificial) Bluespace Crystal (Bug R&D)
- Cable Coil
- Screwdriver
- Add some plasteel
- Wrench
- Welding Tool
- Add Phazon Armor Plates (Made in the exosuit fabricator)
- Wrench
- Welding Tool
- Add an anomaly core.
32px Reticence
...
Requires Tranquilite sheets to complete. The mech has a Mime Office ID lock by default. The Recitence moves silently.
Instructions
- Create all of the Recitence parts in the Exosuit Fabricator.
- Attach all of the Recitence parts to the Recitence chassis.
- Add the main circuit board.
- Add the peripherals circuit board.
- Add the targeting circuit board.
- Add the mime's beret to the mech.
- Emote at the mech.
- Add the mime's mask to the mech.
- Emote at the mech again.
- Add the mime's suspenders to it.
- Emote at the mech again.
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 civilian exosuits is
Repair
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.
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 the Odysseus.
- Industrial: Can only be attached to APLUs.
- Combat: Can only be attached to Durand, Gygax, Marauder, HONK Mech, Recitence, Phazon, and other combat mechs.
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 |
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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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Plasma Generator | ||
Category: General | Power Consumption: N/A | 80px |
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An exosuit module that generates power using solid plasma as fuel. Pollutes the environment. | ||
Function:
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ExoNuclear Reactor | ||
Category: General | Power Consumption: N/A | 80px |
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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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Repair Droid | ||
Category: General | Power Consumption: 50 | 80px |
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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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Reactive Armor Booster Module (Close Combat Weaponry) | ||
Category: General | Power Consumption: 50 | 80px |
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Boosts exosuit armor against armed melee attacks. Requires energy to operate. | ||
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Reactive Armor Booster Module (Ranged Weaponry) | ||
Category: General | Power Consumption: 50 | 80px |
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Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate. | ||
Function:
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Teleporter | ||
Category: General | Power Consumption: 8000 | 80px |
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An exosuit-mounted teleportation device. | ||
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Wormhole Generator | ||
Category: General | Power Consumption: 300 | 80px |
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A device that creates quasi-stable wormholes. | ||
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Gravitational Catapult | ||
Category: General | Power Consumption: 100 | 80px |
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An exosuit mounted Gravitational Catapult. | ||
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Industrial Equipment
Extinguisher - Cable Layer - Hydraulic clamp - Drill - Diamond drill - Mining Scanner - RCD
Extinguisher | ||
Category: Industrial | Power Consumption: 0 | 80px |
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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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Cable Layer | ||
Category: Industrial | Power Consumption: 0 | 80px |
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A cable layer, can be used to lay down cables. | ||
Function:
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Hydraulic clamp | ||
Category: Industrial | Power Consumption: 10 | 80px |
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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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Drill | ||
Category: Industrial | Power Consumption: 10 | 80px |
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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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Diamond drill | ||
Category: Industrial | Power Consumption: 10 | 80px |
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A diamond version of the exosuit drill. It's harder, better, faster, stronger. | ||
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Mining Scanner | ||
Category: Industrial | Power Consumption: 0 | 80px |
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Equipment for engineering and combat exosuits. It will automatically check surrounding rock for useful minerals. | ||
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Rapid Construction Device | ||
Category: Industrial | Power Consumption: 250 | 80px |
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An exosuit-mounted Rapid Construction Device. | ||
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Medical Equipment
Mounted Sleeper - Syringe Gun
Mounted Sleeper | ||
Category: Medical | Power Consumption: 20 | 80px |
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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'. | ||
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Syringe Gun | ||
Category: Medical | Power Consumption: 10 | 80px |
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A Syringe gun with integrated Synthesizer that can produce chemicals once a sample has been analyzed | ||
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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 |
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A weapon for combat exosuits. Fires beams of extreme heat that set targets on fire. | ||
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CH-PS "Firedart" Laser | ||
Category: Combat | Power Consumption: 30 | 80px |
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A standard-issue laser for use on Exosuits. | ||
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CH-LC "Solaris" laser cannon | ||
Category: Combat | Power Consumption: 60 | 80px |
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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. | ||
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mkIV Ion Heavy Cannon | ||
Category: Combat | Power Consumption: 120 | 80px |
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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. | ||
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P-X Tesla Cannon | ||
Category: Combat | Power Consumption: 500 | 80px |
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A weapon for combat exosuits. Fires bolts of electricity similar to the experimental tesla engine | ||
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CH-PD Disabler | ||
Category: Combat | Power Consumption: 30 | 80px |
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An exosuit-mounted disabler, allowing you to non-lethally subdue criminals from the safety and comfort of your exosuit. | ||
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PBT "Pacifier" Mounted Taser | ||
Category: Combat | Power Consumption: 20 | 80px |
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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. | ||
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Ultra AC 2 | ||
Category: Combat | Power Consumption: 60 | 80px |
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An exosuit-mounted LMG. | ||
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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. | ||
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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))