Guide to Robotics

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This article or section is from the VOREstation wiki.

This article or section is directly taken from the VOREstation wiki, and should not be fully relied on for CHOMPstation. You can help by updating it.

For the aspiring Roboticist, this guide will explain the creation and maintenance of Cyborg, Bots, and Mechs.

Cyborgs

See also Cyborgification Contracts. These contracts are important - without a signed, stamped contract, making a man into a machine is technically murder - no matter how much he wants 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.

Making a Cyborg

  1. Fill the Exosuit Fabricator with as much metal as it will hold.
  2. Click on the Exosuit Fabricator to open its menu. Select Add all parts to queue beside the Cyborg option, and then click Process Queue in the right sidebar (with a recent update, please note that adding "all parts" will print four extra components that are only used for repair, not construction).
  3. Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish.
  4. When putting the parts together, use the Cyborg Endoskeleton as a base.
    • The Cyborg Head will need 2x Flash.
    • 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.

Extract a brain for the Cyborg

Note: Check with the Chief Medical Officer before agreeing to perform a brain extraction on a living human. Medbay has anesthetics, which are optimal when someone is cutting into your skull with a circular saw. Additionally, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.

  1. (Optional) Complete Prepping for Surgery.
  2. Aim for the organ's location in the Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)
  3. Use a scalpel to cut back the flesh.
  4. Use the hemostat to stop any potential bleeding.
  5. Use your retractors to lift up the skin.
  6. Use the saw to cut through the bones.
  7. Use the retractor to separate the bones.
  8. Use the scalpel. This will open up a window asking you which organ you'd like to cut loose. Select the Brain.
  9. Use the 'hemostat. This will open up a window asking you which loose organ you'd like to remove. Select the Brain again.
  10. Place the brain in an MMI.
  11. (Optional) Before you give the Cyborg a new brain, you can name it anything you or your client wants. Grab a pen and use the pen on the Cyborg to rename it. Once you place the brain in the Cyborg, this step will not be completable.
  12. 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 by placing their head on the operating table and following the same steps as above. You should probably apologize to them after putting their brain in an MMI, though.

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:

  1. Equip a welding helmet on your head.
    • Note: Be sure to remember this step or you could go blind!
  2. 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:

  1. Swipe an ID with Robotics access to unlock the panel.
  2. Crowbar open the panel.
  3. Remove the cyborg's power cell by clicking on it with an empty hand on grab intent.
  4. Use a screwdriver to expose the wires.
  5. Use a cable coil to replace damaged wires.
  6. Screwdriver the cyborg to unexpose the wires.
  7. Reinsert the power cell by clicking on the cyborg.
  8. Crowbar the panel shut.
  9. 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.

  1. Swipe an ID with Robotics access to unlock the panel.
  2. Crowbar open the panel.
  3. Remove the cyborg's power cell by clicking on it with an empty hand on grab intent.
  4. Use a screwdriver to expose the wires.
  5. 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.

  1. Swipe an ID with Robotics access to unlock the panel.
  2. Crowbar open the panel.
  3. Remove the cyborg's power cell by clicking on it with an empty hand on grab intent.
  4. Use a screwdriver to expose the wires.
  5. Cut all five wires with wirecutters.
  6. Use a crowbar to remove the MMI.

When finished, be sure to reinsert the power cell into the cyborg and close them back up with your crowbar.

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):

  1. Swipe an ID with Robotics access to unlock the panel.
  2. Crowbar open the panel.
  3. Click on the Cyborg with an empty hand on grab intent to take out the 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 10,000, and the Science Department can research power cells that reach 30,000.
  4. Crowbar the panel shut.
  5. Swipe an ID with Robotics access to relock the cover.

Resetting Modules

Once a player Cyborg chooses a module (Engineer, Janitor, Security, etc) they cannot change the module without your help. You can manually reset its module to allow it the option of choosing a new one by following this order:

  1. Swipe an ID with Robotics access to unlock the panel.
  2. Crowbar open the panel.
  3. Print out a reset upgrade in the fabricator, and insert it into the cyborg.
  4. Crowbar the panel shut.
  5. Swipe an ID with Robotics access to relock the cover.

Cyborg Upgrades

There are several cyborg upgrade modules that can be printed from the prosthetics fabricator in Robotics, assuming sufficient research has been done beforehand. To apply an upgrade, open the cyborgs access panel and insert the upgrade inside it.

  • Emergency Restart Module
 The least expensive way to revive a cyborg that has fully died. After repairing sufficient damage to the cyborgs body, applying this upgrade will reactivate it.
  • Reclassification Board
 When applied, changes the cyborgs name to one chosen by the user. The name is modified by activating the upgrade module inhand.
  • Module Reset Board
 Removes the cyborgs current module, allowing it to reselect a new one.
  • VTEC Module
 Kicks in a cyborgs VTEC systems, allowing them to move faster.
  • Rapid Taser Cooling Module
 Increases the recharge rate of a security module cyborg's taser. Two can be applied before further ones will have no effect.
  • Mining Robot Jetpack
 Despite the name, can be applied to any type of cyborg. Gives the cyborg a CO2-filled jetpack.
  • Advanced Health Analyzer Module
 Gives the cyborg an advanced health analyzer. While it can be applied to any cyborg, it is of limited use to non-medical modules.
  • Scrambled Equipment Module
 Unlocks a cyborg module's hidden equipment, which is normally activated with an emag. These are universally either lethal or disabling weaponry.
  • Language Module
 Allows a cyborg to speak nearly any language, instead of only understanding them. Clerical and Service module cyborgs have this function by default.

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.

Synthmorphs

The Synthmorph is something the Roboticist may encounter as well. This is essentially a person inside a bipedal mechanical body. They may have been referred to as IPC in the past, short for Integrated Positronic Chassis, though not all favored this designation. Roboticists are not 'responsible' for these in the same way they are for Cyborgs, as Synthmorphs are effectively normal people with a different body. They may play doctor for them, however, as synthmorph repairs are within the robotics department domain.

Creating a Synthmorph

While you can assemble a synthmorph's body, putting a mind in it is a whole other matter. Moving a previously-lawed entity (cyborg, AI) into a synthmorph body typically requires paperwork to be completed. Assembling the body is fairly straight-forward however, assuming you have the materials:

Most of the work is done at the Prosthetics Fabricator.

  1. Ensure R&D has performed enough research to allow you to create prosthetic torsos, heads, and eyes. You may wish to re-sync the Prosthetics Fabricator to make sure you're up to date.
  2. Print all parts of a synthmorph, including torso, both hands and feet, both arms and legs, a head, and optical sensors. Make sure to select the manufacturer you want ahead of time. If you do not see the manufacturer you want, contact Cargo to order you blueprint discs.
  3. Place the torso onto a surgical table in robotics, and attach each limb one at a time, finishing with the head.
  4. Use a screwdriver, then a crowbar to open the head's maintenance panel and install the optical sensors into the head.
  5. At this time, you can also install a brain in an MMI or a Positronic Brain. Synthmorphs do not support having a normal organic brain.
  6. Use a crowbar to close the maintenance panel when done.
  7. Congratulations, you've given someone a new lease on life.

Prosthetic/Synthmorph Repair

You may be asked to repair damage to the artificial limbs of your fellow crew members.

To fix brute damage, target the specific area that requires fixing, and use a welding tool on the area.

To fix burn damage, use a cable coil on the damaged area to replace the melted wiring.

Internal Repairs

Sometimes the damage to a humanoid with prosthetics or a synthmorph may be severe enough to require internal repairs. This is akin to requiring surgery for an organic limb. Follow the steps below to perform these repairs.

  1. Have the subject lay flat on a table, preferably an operating table in the robotics lab.
  2. Use a screwdriver on the damaged limb to gain access to the maintenance panel.
  3. Use a crowbar to pry the panel open to gain access to the limb's internals.
  4. Apply either welding, cable coils or nanopaste as needed to the internals.
    1. Note that using nanopaste will also heal internal component/organ damage.
  5. Use the crowbar to shut the maintenance panel when done. It will latch back into place.

Removing Internal Organs

You might sometimes need to remove an organ from the body of a synth. The most common occurrence of this is removing a MMI or posibrain from a heavily damaged synth so it can be placed into the newly printed body. To remove any internal organ in a synth:

  1. Have the subject lay flat on a table, preferably an operating table in the robotics lab.
  2. Use a screwdriver on the damaged limb to gain access to the maintenance panel.
  3. Use a crowbar to pry the panel open to gain access to the limb's internals.
  4. Use a multitool on them, this will bring up a window asking you which organ you want to prepare for removal.
  5. Select the organ and hit okay, this will cause a progress bar to appear.
  6. Once that bar is filled, you'll be able to use a hemostat on the patient to bring up a window asking you which organ you want to remove.
  7. Select the organ you want and hit okay, then wait for the progress bar to finish like before. With the hemostat you might have to try more than once, but failing 'to grab something' doesn't damage the patient.
  8. With that, the organ should be out!

In A Pinch

Sometimes you might need to get repairs done urgently and lack the usual tools to do so, or perhaps have one that might help speed things along, two of which are:

Nanopaste

A nanite swarm in a bottle. Has ten uses and heals 20 burn damage and 20 brute damage if the patient is opened up properly. This healing applies to internal organs as well. If the patient isn't opened, it only does heals 10 brute and 10 burn damage and doesn't heal internal organs.

Screwdriver

If you lack nanopaste, the screwdriver can be used to repair internal organ damage with a 30% chance of failure which will damage the patient, so only use this if you lack nanopaste!

And remember: if you lack a surgery table, any old table will do. Using an ordinary table has a 34% chance of your surgery failing though, so do try to find a surgery table if possible.

NIF Surgeries for Synthmorphs

Sometimes you’ll get a synth in who either wants a NIF installed, or one taken out for repairs. The two surgeries you'll find yourself doing are:

NIF Installation

  1. Target the patient’s head and use a screwdriver.
  2. Use a crowbar to open their head up.
  3. Use the surgical drill to create a cavity.
  4. With the NIF in your active hand and the patient’s head still targeted, click the patient to place the NIF inside the cavity.
  5. Use a crowbar to close them up again.

Be sure to inform your patient about the after affects of the surgery before it's done.

NIF Maintenance

  1. Target the patient’s head and use a screwdriver.
  2. Use a crowbar to open their head up.
  3. Use the hemostat to get the NIF out (may take more than one attempt).
  4. Pick up the NIF
  5. Screwdriver the NIF open
  6. Use a Cable Coil to fix burnt wires
  7. Use a Multi tool to reset the Capacitors
  8. Screwdriver the NIF closed
  9. Use the surgical drill to recreate the cavity.
  10. With the NIF in your active hand and the patient’s head still targeted, click the patient to place the NIF inside the cavity.
  11. Use a crowbar to close them up again.

Resleeving a Synthmorph

Synths can be resleeved using the resleeving console next to the SynthFab 3000 machine. The SynthFab machine itself requires metal and glass to function (though it comes with an amount already provided) and the synth must have received a backup implant previously in the shift for their mind to be present in the database.

If both a body and mind backup are present, a roboticist can follow the Guide to Resleeving to resleeve the synth.

Bots

As a Roboticist, you serve another important purpose, making NPC robots. Robots can benefit the station in many ways, and are really easy to create. The current list of robots, and how to make them, is as follows:

Medibot

These will only inject chemicals if the chemical helps with the target's damage by default. They can also be Emagged to repeatedly inject anyone with harmful chemicals. Note that these have a very limited selection of medicines by default: Tricordrazine for all damage, and Spaceaccilin for detected Viruses.

Combine the following ingredients in order:

  1. Start with an Empty Medkit.
    • Note: Differently colored medkits will also change the resulting color of your Medibot.
  2. (Optional) Name the bot with a pen.
  3. Add a Prosthetic Right or Left Arm.
  4. Add a HealthAnalyzer.
  5. Add a ProximitySensor.
  6. (Optional) Add abeaker filled with the medicine of your choice.

File:Cleanbot.gif Cleanbot

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!

  1. bucket (Grab it from the Janitor or make with Autolathe)
  2. proximity sensor.
  3. (Optional) Name the bot with a pen.
  4. Prosthetic Right or Left Arm.

File:Farmbot.png Farmbot

  1. on a watertank, use:
  2. Prosthetic Right or Left Arm;
  3. Plant analyser;
  4. Bucket;
  5. Mini hoe;
  6. proximity sensor.

File:Floorbot.gif 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. To make:

  1. Empty toolbox (Must be a blue one)
  2. Floor tile (click on a stack of metal while it's in your hand to open a menu for making these)
  3. proximity sensor.
  4. (Optional) Name the bot with a pen.
  5. Prosthetic Right or Left Arm.

Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.

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 whom have invested in a Electromagnetic Card, as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked. To make:

Note that 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.

File:ED209.png ED-209

Beepsky's bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack. To make:

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

Mechs

Construction of mechs 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.

  • To enter a mech once it's completed, right click on the mech while standing adjacent to it.

The current list of mechs is as follows.

Ripley APLU


The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected mech. Generally, it can take down a Gygax because of the sheer power of the drill, but it does not make a good combat mech 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) To make:

Equipment slots
1 Hull slot
0 Weapon Slots
3 Utility Slots
1 Universal Slot
1 Special Slot
Stats
Max Health: 200
Internal Damage Threshold:60%
Cargo Slots: 10
Max Temperature: 20,000 K

Firefighter APLU

Standard APLU chassis was refitted with additional thermal protection and cistern.

  • Create a Firefighter APLU chassis using the exosuit fabricator. It is listed under exosuit equipment.
  • Create all parts of the Ripley APLU except for the chassis.
  • Assemble all of the Ripley parts to the Firefighter chassis.
  • Add a firesuit
  • Wrench
  • Screwdriver
  • 4 Lengths of Cable
  • Wirecutters
  • Ripley central control module
  • Screwdriver
  • Ripley peripherals control module
  • Screwdriver
  • 5 pieces of plasteel
  • Wrench
  • Weldingtool
  • 5 pieces of plasteel
  • 5 pieces of plasteel
  • Wrench
  • Weldingtool
  • Optimal Loadouts
    • Hull Repairs: Clamp, RCD, Cable Layer
    • Firefighting: Clamp, Extinguisher, Repair Droid
Equipment Slots
2 Hull slots
0 Weapon slots
2 Utility Slots
1 Universal Slots
1 Special slot
Stats
Max Health: 250
Damage Reductions: 50% Fire, 20% Bullet, 50% Bomb
Internal Damage Threshold:60%
Cargo Slots: 10
Max Temperature: 65,000 K

Odysseus


These exosuits are developed and produced by Vey-Med. Odysseus is a medical focused mech, it is quick and able to mount sleepers and syringe guns.

Equipment Slots
1 Hull Slot
0 Weapon Slots
2 Utility Slots
1 Universal Slot
1 Special Slot
Stats
Max Health: 120
Deflect Chance: 15%
Internal Damage Threshold:35%
Cargo Slots: 1
Max Temperature: 15,000 K

Gygax


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)

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
  • 4 Lengths of cable
  • 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
  • 5 Sheets of Steel
  • Wrench
  • Weldingtool
  • Add Gygax Armor Plates (Made in the exosuit fabricator)
  • Wrench
  • Weldingtool
Equipment Slots
1 Hull slots
2 Weapon slots
2 Utility Slots
1 Universal Slot
1 Special Slot
Stats
Max Health: 300
Deflect Chance: 15%
Damage Reductions: 25% Brute, 20% Bullet, 30% laser, 15% Energy
Internal Damage Threshold: 35%
Cargo Slots: 1
Max Temperature: 25,000 K

Serenity

A lightweight exosuit made from a modified Gygax chassis combined with proprietary VeyMed medical tech. It's faster and sturdier than most medical mechs, but much of the armor plating has been stripped out, leaving it more vulnerable than a regular Gygax. This is the only medical mech with a proper weapon slot!

  • Leg Actuators Overload Function (Movement speed doubled and small amount of damage dealt with each step. Disables when Serenity integrity drops below 2/3)

Instructions

Equipment Slots
1 Hull Slot
1 Weapon slot
2 Utility Slots
1 Universal Slot
1 Special slot
Stats
Max Health: 150
Deflect Chance: 20%
Damage Reductions: 10% Brute, 10% Bullet, 20% Laser, 10% Energy
Internal Damage Threshold:35%
Cargo Slots: 1
Max Temperature: 20,000 K

Durand


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)

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
  • 4 Lengths of Cable
  • 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 an Advanced Scanning Module (Bug R&D)
  • Screwdriver
  • Add an Advanced Capacitor (Bug R&D)
  • Screwdriver
  • 5 Sheets of Steel
  • Wrench
  • Weldingtool
  • Add Durand Armor Plates (Made in the exosuit fabricator)
  • Wrench
  • Weldingtool
Equipment Slots
2 Hull Slots
1 Weapon Slot
2 Utility Slots
1 Universal Slot
1 Special Slot
Stats
Max Health: 400
Deflect Chance: 20% / 35% in defense mode
Damage Reductions: 50% Brute, -10% Fire, 35% Bullet, 15% Laser, 10% Energy, 20% Bomb
Internal Damage Threshold:35%
Cargo Slots: 1
Max Temperature: 30,000 K

Phazon


The Phazon is a decently armoured mech with the capability to 'phase' shift through solid objects! this drains serious amounts of power to complete, don't get stuck in a wall!


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
  • 4 Lengths of Cable
  • 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 an Magnetic Capacitance coil (Order from Cargo or ask Engineering for one of their spares)
  • Screwdriver
  • Add a personal translocator device (Bug R&D)
  • Screwdriver
  • 5 Sheets of Steel
  • Wrench
  • Weldingtool
  • 5 Sheets of Plasteel
  • Wrench
  • Weldingtool
Equipment Slots
X Hull Slots
X Weapon Slot
X Utility Slots
X Universal Slot
X Special Slot
Stats
Max Health: X
Deflect Chance: X%
Damage Reductions: X% Brute, X% Fire, X% Bullet, X% Laser, X% Energy, X% Bomb
Internal Damage Threshold:X%
Cargo Slots: X
Max Temperature: X K

Janus


Total Part Cost: UNKNOWN. Durasteel, Plasteel, Verdantium, Morphium, and a Supermatter chunk may be required during attempted construction.

A highly advanced exosuit prototype built with components from the Durand, Gygax, and unearthed black-box technology.

Three ancient circuits, an ancient phase drive, Gygax and Durand Peripherals will be required during construction.

Scarab

An extremely quick scout and targeting mech. It's survivability is very low. It practically sacrifices everything to move fast. It's small enough to see over!

Instructions

Equipment Slots
1 Hull slots
1 Weapon slots
1 Utility Slots
1 Universal Slot
1 Special Slot
Stats
Max Health: 250
Deflect Chance: 10%
Damage Reductions: 20% Brute, 20% Bullet, 20% laser
Internal Damage Threshold: 35%
Cargo Slots: 1
Max Temperature: 20,000 K

Marauder


Used by the Deathsquad if the Admins want them to. A Marauder is equipped with:

  • Heavy Pulse Rifle
  • SRM-8 Missile launcher
  • Zoom Function (Allows you to see twice as far with the penalty of not being able to move or turn)
  • Integrated Smoke Screen System
  • Thrusters for EVA use
Equipment Slots
3 Hull slots
3 Weapon Slots
3 Utility Slots
1 Universal Slot
1 Special Slot
Stats
Max Health: 500
Deflect Chance: 25%
Damage Reductions: 50% Brute, 30% Fire, 65% Bullet, 40% Laser, 30% Energy, 30% Bomb
Internal Damage Threshold:25%
Cargo Slots: 1
Max Temperature: 60,000 K

Seraph

Heavy-duty, command-type exosuit. This is a custom model, utilized only by high-ranking military personnel.

  • It's a much faster Marauder with 50 more health and a 5% lower Internal Damage Threshold.

Mauler

Heavy-duty, combat exosuit, developed off of the existing Marauder model. It's a Syndie version of the Marauder.

Gorilla

BLITZKRIEG! A Germanic inspired exosuit equipped with an insanely powerful 88mm Cannon that one shots enemy mechas and a MG60 with 1000 rounds. This mecha is neigh indestructible to boot!
It's a badmin mech. Hopefully this thing is NEVER SEEN in it's current state

Hoverpod

File:Hoverpod.png
Orderable by cargo, hoverpods are handy for space exploration, and are a necessary part of any adventurer's quest. A hoverpod has three attachment slots and five cargo slots, and comes pre-equipped with:

  • A passenger compartment
  • A hydraulic clamp
  • Thrusters for EVA use
  • Internal Airtank

Gopher

The Gopher is a mining mech created for micro crew members that has the same functions of the ripley in a smaller, faster package with the drawback of no cargo hold for holding things that arent ore

To make:

Equipment Slots
1 Hull slot
0 Weapon Slots
2 Micro Utility slots
0 Universal Slots'
1 Special Slot
Stats
Max Health: 100
Deflect Chance: 10%
Damage Reductions: 10% Brute
Internal Damage Threshold:35%
Max Temperature: 15,000 K

Polecat

A small tracked exosuit designed for micro crewmembers. It's the slowest of the micro mechs but its well armored for it's size. Isn't it just adorable?

Instructions

  • Create all of the Polecat parts using the exosuit fabricator.
  • Assemble all of the Polecat parts to the chassis (Except the Armor plates)
  • Wrench
  • Screwdriver
  • Add 4 Lengths of Cable
  • Wirecutters
  • Polecat Main circuit board (Bug R&D to research it)
  • Screwdriver
  • Polecat Peripherals circuit board (Bug R&D to research it)
  • Screwdriver
  • Polecat 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 5 sheets of Steel
  • Wrench
  • Weldingtool
  • Add Polecat Armor Plates (Made in the exosuit fabricator)
  • Wrench
  • Weldingtool
Equipment Slots
1 Hull Slot
3 Micro Weapon Slots
0 Utility Slots
0 Universal Slots
1 Special slot
Stats
Max Health: 150
Deflect Chance: 10%
Damage Reductions: 25% Brute, 20% Bullet, 30% Laser, 15% Energy,
Internal Damage Threshold:35%
Cargo Slots: 1
Max Temperature: 15,000 K

Weasel

An extremely speedy and lightly armored three wheeled combat exosuit designed for micro crewmembers.

Instructions

Equipment Slots
1 Hull Slot
2 Weapon Slots
0 Utility Slots
1 Universal Slot
1 Special Slot
Stats
Max Health: 100
Deflect Chance: 5%
Damage Reductions: 10% Bullet, 20% Laser, 15% Energy
Internal Damage Threshold:20%
Max Temperature: 5,000 K

Mech Equipment

Various tools and weapons can be attached to mechs, providng them with ability to perform different tasks. Mech Equipment is built by Mech Fabricator ("Exosuit Equipment" menu). To attach a tool or weapon, simply click with it on mecha.

Engineering/Mining Equipment

Drill
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.
Takes up a Utility Slot
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)
Takes up a Utility Slot
Surface Bore
This drill is designed to dig straight down. It will uproot a large depth below it. Probably would work best combined with the Advanced Ore Detector
Takes up a Utility Slot
Miniature Drill
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 Gopher exosuit is equipped with the Mounted Ore Box, all mined ore will be moved to Ore Box.
Can only be attached to a Gopher
Takes up a Micro Utility Slot
Mounted Ore Box
Lets you store and scoop mined ore.
Can only be attached to a Gopher
Takes up a Micro Utility Slot
Mounted Ore Scanner
An exosuit-mounted ore scanner.
Can only be attached to a Ripley
Takes up a Special Slot
Hydraulic Clamp
Gives it an ability to load objects into cargo compartment, or lets you crush people with it.
Takes up a Utility Slot
Cable Layer
An exosuit mounted cable layer.
Takes up a Utility Slot
Extinguisher
Exosuit mounted extinguisher. Can be refilled by clicking on a Water Tank.
Takes up Utility Slot
Mounted RCD
An exosuit-mounted Rapid Construction Device.
Takes up a Special Slot
Ion Jetpack
Using directed ion bursts and cunning solar wind reflection technique, this device enables controlled space flight.
Takes up a Utility Slot
Ripley Leg Actuator Overdrive
System enhancements and overdrives to make a ripley's legs move faster. This gets a Ripley moving at the same speed as a Durand
Can Only be Attached to a Ripley
Takes up a Hull Slot
Pneumatic Wrench
An exosuit-mounted hydraulic wrench.
Takes up a Utility slot
Pneumatic Prybar
An exosuit-mounted pneumatic prybar.
Takes up a Utility Slot
BNI Flare Launcher
Like a Flare gun, but bigger.
Takes up a Utility Slot
PB-23 "Phobos" Phoron Bore
A mecha mounted phoron bore that fires a concentrated bolt. It will travel through up to 6 rocks, breaking these rocks and stripping materials out of the walls as it goes.
Takes up a Utility Slot

Medical Equipment

Syringe Gun
Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur.
Can only be attached to a Medical Mech
Takes up a Utility Slot
Mounted Sleeper
An exosuit mounted sleeper that automatically puts individuals into stasis and beings healing damage.
Can Only be attached to Medical Mechs
Takes up a Utility Slot
Crisis Drone
A small shoulder-mounted dronebay containing a rapid response drone capable of moderately stabilizing a patient near the exosuit.
Takes up a Hull Slot
Hazmat Drone
A small shoulder-mounted dronebay containing a rapid response drone capable of purging a patient near the exosuit of radiation damage.
Takes up a Hull Slot
BL-3 "Phoenix" directed restoration system
The BL-3 'Phoenix' is a portable medical system used to treat external injuries from afar.(shoots a beam that heals)
Takes up a Utility Slot

Misc Equipment

Teleporter
Exosuitmounted teleporter. Can teleport exosuit to any location in view.
(Currently Impossible to get by normal means)
Takes up Special Slot
Gravitational Catapult
Can be used to throw objects around (S mode) or move them away from target location (P mode).
Takes Up Utility Slot
Wormhole Generator
As the name implies, Wormhole Generator creates a wormhole (similar to ones spawned at Space-Time Anomalies event) at target location.
Takes up a Special Slot
Passenger Compartment
A mountable passenger compartment for exosuits. Rather cramped.
Takes up a Hull Slot
Sound Emission Device
A perfectly normal bike-horn, for your exosuit. HONK
(Currently only spawnable by admins)
Takes up a Special Equipment Slot

Power Generation

Energy Relay
Wirelessly drains energy from any available power channel in area. The performance index is quite low.
Takes up a Utility slot
Phoron Generator
Generates power using solid phoron as fuel. Pollutes the environment.
Takes up a Utility Slot
ExoNuclear Reactor
Generates power using uranium. Pollutes the environment.
Takes up a Utility Slot

Combat Equipment

Laser/Energy

CH-PS "Immolator" Laser
A laser carbine's firing system mounted on a high-powered exosuit weapon socket. Fires a Laser bolt, identical to the "Laser Rifle".
Takes up a Weapon Slot
WS-19 "Torch" Laser Carbine
A mounted laser-carbine for light exosuits. Fires a Laser Rifle equivalent bolt.
Takes up a Micro Weapon Slot
Jury-Rigged Welder-Laser"
While not regulation, this inefficient weapon can be attached to working exo-suits in desperate, or malicious, times.
Takes up a Utility Slot
CH-XS "Penetrator" laser
A large, mounted variant of the anti-armor xray rifle. Fires an Armor Piercing Laser. Slightly weaker than the Immolator but ignores half of your enemy's defense!
Takes up a Weapon slot
Jury-Rigged X-Ray Rifle
"A modified wormhole modulation array and meson-scanning control system allow this abomination to produce concentrated blasts of xrays. A weaker version of the Penetrator
Takes up a Utility Slot
CH-LC "Solaris" Laser Cannon
Fires a Heavy Laser bolt, identical to the "laser cannon".
Takes up a Weapon Slot
PC-20 "Lance" Light Laser Cannon
A mounted laser cannon for light exosuits. Fires a heavy laser bolt similar to the Laser Cannon
Takes up a Micro Weapon Slot
Jury-Rigged Emitter Cannon
While not regulation, this mining tool can be used as an inefficient weapon on working exo-suits in desperate, or malicious, times. When fired into rock, it will partially mine it. A bolts will destroy a rock.
Takes up a Utility Slot
eZ-13 mk2 Heavy pulse rifle
An experimental Anti-Everything weapon. Fires a heavy pulse laser.
Takes up a Weapon Slot
PBT "Pacifier" Mounted Taser
Fires a taser bolt, identical to the security taser.
Takes up a Weapon Slot
TS-12 "Suppressor" Integrated Taser
A mounted taser for light exosuits.
Takes up a Micro Weapon Slot
Jury-Rigged Static Rifle
A vaguely functional taser analog, inside an extinguisher casing. (currently
Takes up A utility slot
NT-PE "Scorpio" Phase-Emitter
A specialist energy weapon intended for use against hostile wildlife. Fires a Phase bolt similar to the phase rifle
Takes up a Utility slot

Ballistics

LBX AC 10 "Scattershot"
A massive shotgun designed to fill a large area with pellets.
Takes up a Weapon Slot
Remington C-12 "Boomstick"
A mounted combat shotgun with integrated ammo-lathe. This one is designed for Micro Exosuits.
Takes up a Micro Weapon Slot
Jury Rigged Shrapnel Cannon
The remains of some unfortunate RCD now doomed to kill, rather than construct.
Takes up a Utility slot
Ultra AC 2
A superior version of the standard Solgov Autocannon MK2 design. Fires a 10mm equivalent round in bursts of three.
Takes up a Weapon Slot
Jury Rigged Machinegun
The cross between a jackhammer and a whole lot of zipguns. Fires a 9mm equivalent round in bursts of three.
Takes up a Utility Slot

Anti-mech

mkIV Ion Heavy Cannon
An upscaled variant of anti-mechanical weaponry constructed by NT, such as the EW Halicon. Fires a Ion bolt, identical to the "Ion rifle".
Takes up a Weapon Slot
Jury-Rigged Ion Cannon
A tesla coil modified to amplify an ionic wave, and use it as a projectile. Fires a weaker Ion bolt similar to the ion pistol.
Takes up a Utility Slot

Fire

CR-3 Mark 8
An imposing device, this weapon hurls balls of fire.
Takes up a Weapon Slot
AA-CR-1 Mark 4
An imposing device, this weapon hurls balls of fire. This one seems to have been jury rigged.
Takes up a Utility Slot

Explosives

SRM-8 Missile Rack
A missile battery that holds eight missiles.
Takes up a Weapon Slot
Jury-Rigged Rocket Pod
A series of pipes, tubes, and cables that resembles a rocket pod. (Currently only spawnable by admins)
Takes up a Utility Slot
  • WARNING GRENADE WEAPONS ARE UNABLE TO BE REARMED CURRENTLY
SGL-6 Grenade Launcher
A grenade launcher produced for SWAT use; fires flashbangs.
Takes up a Weapon slot
FP-20 mounted grenade launcher
A mounted grenade launcher for smaller mechs. Fires a Micro Flashbang.
Takes up a Micro Weapon Slot
Jury-Rigged Pneumatic Flash launcher
A grenade launcher constructed out of estranged blueprints; fires flashbangs.
Takes up a Utility Slot
SOP-6 grenade launcher
A grenade launcher produced for use by government uprising subjugation forces, or that's what you might guess; fires matryoshka flashbangs. (Insane Cluster flashbangs)
Takes up a Weapon Slot
SGL-9 grenade launcher
A military-grade grenade launcher that fires disorienting concussion grenades.
Takes up a Weapon Slot
HEP-I 5 grenade launcher
A military-grade grenade launcher that fires anti-personnel fragmentation grenades.
Takes up a Weapon Slot
HEP-MI 6 grenade launcher
A military-grade grenade launcher that fires miniaturized anti-personnel fragmentation grenades.
Takes up a Weapon Slot
  • WARNING GRENADE WEAPONS ARE CURRENTLY UNABLE TO BE REARMED
HEP RC 4 "Skyfall"
A Hephaestus exosuit-mounted mortar for use on planetary-or-similar bodies. (Currently only spawnable by admins)
Takes up a Weapon slot

Defensive Equipment

Armor Booster Module (Close Combat Weaponry)
Boosts exosuit armor against armed melee attacks. Requires energy to operate.
Takes up a Hull Slot
Armor Booster Module (Ranged Weaponry)
Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate.
Takes up a Hull Slot
Exosuit Electrifier
A device to electrify the external portions of a mecha in order to increase its defensive capabilities.
Takes up a Hull Slot
Repair Droid
Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.
Takes up a Utility Slot
Linear Combat Shield
A shield generator that forms a rectangular, unidirectionally projectile-blocking wall in front of the exosuit.
Takes up a Hull Slot

Mech Maintenance

General 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 Mech repeatedly to repair it.

Replacing Batteries

Note: The default capacity of a power cell in any of the civilian mechs is 15,000. To have any effectiveness, replace with Super Capacity Cells (20,000) or Hyper Capacity Cells (30,000).

Internal Fire

If the Exosuit has an internal fire, The temperature of the internal air tank will quickly rise to deadly temperatures. The internal fire will eventually go out as long as Life Support systems are still functioning. Return to an air port to cycle the internal tank.

Coordination System Calibration Failure

This causes the mech to move in mostly random directions to fix:

  • Use View Stats Verb
  • Click Recalibrate
  • wait

Gas Tank Breach

This causes the internal air tank to very rapidly lose pressure. To fix:

  • Weld

Removal of jammed user

If the driver of a mecha is unconscious in his mech; you are able to remove him/her by following a series of steps.

Short Circuit Repair

If the Exosuit has a short circuit it will continuously spark and the max charge of the current battery will be lowered with every spark. Fix it by:

Life Support Malfunction

This prevents the mech from keeping a stable cabin temperature, meaning if you were in a super heated environment you would quickly get a toasted pilot if they weren't wearing protective gear. To fix:

Mech Salvage

When a mech is destroyed, there is still a chance to pull the equipment or materials off of the mech.

  • Hitting the Mech with a lit welder will pull off metal or mecha parts
  • Hitting the Mech with a wire cutter will give a whole spool of wire
  • Hitting the Mech with a crowbar will attempt to pull off any equipment on the mech.
Guide Table
Starter CHOMP-Specific Medical Engineering Science Security Other Development