Guide to robotics: Difference between revisions
imported>Denton →64px Phazon: stock part effects |
imported>Denton →64px Durand: stock part effects |
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5 x Metal sheets [[File:Metal.png|Metal]]<br> | 5 x Metal sheets [[File:Metal.png|Metal]]<br> | ||
3 x Durand circuit boards [[File:Circuitboard.png]]<br> | 3 x Durand circuit boards [[File:Circuitboard.png]]<br> | ||
1 x | 1 x Scanning Module [[File:Scanning_Module.gif|Phasic Scanning Module]]<br> | ||
1 x | Higher tier = less power consumption.<br> | ||
1 x Capacitor [[File:Capacitor.png|Super Capacitor]]<br> | |||
Higher tier = better EMP resistance.<br> | |||
1 x [[File:CableCoils.png|Cable Coil]]<br> | 1 x [[File:CableCoils.png|Cable Coil]]<br> | ||
1 x [[File:Power_cell.png|Power Cell]] | 1 x [[File:Power_cell.png|Power Cell]] | ||
Line 626: | Line 628: | ||
# [[File:CableCoils.png|Cable Coil]] Cable Coil | # [[File:CableCoils.png|Cable Coil]] Cable Coil | ||
# [[File:Wirecutters.png|Wirecutters]] Wirecutters | # [[File:Wirecutters.png|Wirecutters]] Wirecutters | ||
# [[File:Circuitboard.png|Durand Main Circuitboard]] Durand Main Circuitboard | # [[File:Circuitboard.png|Durand Main Circuitboard]] Durand Main Circuitboard | ||
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver | # [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver | ||
# [[File:Circuitboard.png|Durand Peripherals Circuitboard]] Durand Peripherals Circuitboard | # [[File:Circuitboard.png|Durand Peripherals Circuitboard]] Durand Peripherals Circuitboard | ||
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver | # [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver | ||
# [[File:Circuitboard.png|Durand Targeting Circuitboard]] Durand Targeting Circuitboard | # [[File:Circuitboard.png|Durand Targeting Circuitboard]] Durand Targeting Circuitboard | ||
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver | # [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver | ||
# [[File:Scanning_Module.gif|Phasic Scanning Module]] Add a | # [[File:Scanning_Module.gif|Phasic Scanning Module]] Add a Scanning Module | ||
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver | # [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver | ||
# [[File:Capacitor.png|Super Capacitor]] Add a | # [[File:Capacitor.png|Super Capacitor]] Add a Capacitor | ||
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver | # [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver | ||
# [[File:Power_cell.png|Power Cell]] Power Cell | # [[File:Power_cell.png|Power Cell]] Power Cell |
Revision as of 20:45, 23 July 2018
Are you a Roboticist? This guide will explain the creation and maintenance of Cyborgs, bots, and stocky exosuits.
Exosuit Fabricators
These are the main machines used in Robotics, with them you can create various exosuit and cyborg parts and their upgrade modules. Remember to sync these with the R&D servers frequently for new equipment designs and increased production speeds.
If one (or more) of the Exosuit Fabricators gets stuck at updating from R&D servers, use a screwdriver on it and then crowbar that fucker! Remove any metal/glass sheets and then put all the components back into the machine frame, use a screwdriver at the end to reassemble the Exosuit Fabricator.
Cyborgs
Requires |
---|
1 x each Cyborg part (made with the Exosuit Fabricator) 2 x (Exosuit Fabricator) |
The Cyborg is the Roboticist's primary creation. They are tasked with helping the station's inhabitants in their daily life and trying to kill everyone when the AI is insane. Each cyborg is required to follow the AI's laws, and may choose one of the AIs in the event that more than one exists.
Assuming you already have the necessary components:
- Insert a charged power cell into the cyborg's chest
- Insert a coil of wire into the cyborg's chest
- Insert two flashes in the cyborg's head (one for each eye socket)
- For final assembly, take each component and apply it to the cyborg endoskeleton
- Multitools can be used to give cyborgs names. Simply apply the multitool before the brain is installed. Note that calling a borg 'PenisShitter 5000' will not net you any new friends, however, if your borg leaves the name up to you, be sure to name it 'PenisShitter 5000'. For some hilarity and general confusion, try giving the borg the same name as the AI.
- Once it's complete, it's time for the brain. See here how to remove your volunteer's brain. (or just hit the head with a blade until it pops off and then cut the skull open)
- Now put the brain into your MMI, and then the MMI into the cyborg suit. Congratulations, your cyborg is complete. Put the brainless corpse into a body bag and deliver it to the Morgue (or throw it down the disposals because ROBOTICS!). If when you insert the MMI into the cyborg it says "This MMI does not seem to fit." it means the user is job banned from cyborg.
- Instead of a brain, you can insert a positronic brain (controlled by a ghost) or B.O.R.I.S. module (controlled by the AI) into the cyborg as well.
Cyborg Maintenance
In the beginning of a maintenance process, you need to open the Cyborg's maintenance cover. To open it:
- Use an ID Card, Emag it or just ask the Cyborg to unlock its panel
- Use a Crowbar to open the cover.
After the maintenance process use the same tools in reverse order so the Cyborg doesn't run around with its cover open, like so:
- Use a Crowbar to close the cover.
- Use your ID Card to lock the Cyborg. Borgs can't lock their panel.
Cyborg Repairs
Cyborgs will often come to you for repairs if damaged.
For brute damage:
- Weld them to fix the dents.
For burn damage:
- Unlock and open the Cyborg's cover.
- Use an Empty Hand to remove the battery.
- Screwdriver to expose wiring.
- Rewire the damaged circuits. You may have to do this step more than once.
- Screwdriver to hide wiring.
- Re-insert the old battery or insert a new one.
- Close the cover and lock the Cyborg.
Engineering cyborgs can repair dents on themselves and on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.
Cyborg Batteries
You will often see at least one Cyborg come to your assembly line to ask for an upgrade.
- Unlock and open the Cyborg's cover.
- With an Empty Hand, remove the old battery.
- Insert a New Battery.
- Close the cover and lock the Cyborg.
Cyborg Radios
Cyborgs can be installed with radio encryption keys, allowing them to communicate on secure department channels.
- Unlock and open the Cyborg's cover.
- Insert a New Encryption Key (or Screwdriver to remove the current Key).
- Close the cover and lock the Cyborg.
Reviving Cyborgs
A cyborg that has failed but not been turned into scrap can be repaired back to working order.
- Create an Emergency Restart Module at the Exosuit Fabricator (under Cyborg Upgrade Modules).
- Repair the Cyborg with a welder and/or replace wires.
- Unlock and open the Cyborg's cover.
- Insert the Emergency Restart Module.
- Close the cover and lock the Cyborg.
Upgrading Cyborgs
- Unlock and open the Cyborg's cover.
- Insert the Upgrade Module (or emag to subvert).
- Close the cover and lock the Cyborg.
Resetting Cyborg models
For info on how to reset a cyborg's model, check out the Guide to Hacking.
Deconstructing Cyborgs
Cyborgs can be deconstructed to remove their MMI and get their parts back.
- Unlock and open the Cyborg's cover.
- Use an Empty Hand to remove battery.
- Screwdriver to open wiring.
- Cut every wire until the lockdown light turns on.
- Wrench to disassemble.
(Alternatively, for steps 4 and 5, you can use a Robotics console)
Upgrades
Roboticists can construct upgrade modules for cyborgs, such as one that increases your movement speed. Should you wish to change models, ask the roboticist to cut and mend your reset wire.
Name | Description | Materials to produce (unupgraded fabricator) |
---|---|---|
Cyborg Reclassification Module | Allows you to rename the borg. Use it in hand to set the name, then apply it to the cyborg. | 35000 Metal |
Cyborg Emergency Restart Module | Used to force a restart of a disabled-but-repaired borg, bringing it back online. An important module! This will allow you to bring a dead, but not blown, Cyborg back to life. |
60000 Metal, 5000 Glass |
Cyborg VTEC Module | Used to kick in a borgs VTEC systems, increasing their speed. | 120000 Metal, 9000 Glass, 7500 Gold |
Borg Expander | A cyborg resizer, it makes a cyborg huge. | 200000 metal, 5000 titanium |
Cyborg Ion Thrusters Module | An ion-powered thruster system that works like a jetpack for movement in no gravity. | 80000 Metal, 6000 Glass, 6000 Uranium |
Cyborg Self-Repair Module | Allows the cyborg to slowly repair iteself over time, increasing power consumption. | 15000 Metal, 15000 Glass |
Illegal Equipment Modules | Enables illegal modules, the same that are enabled when cyborgs are emagged. Only obtainable through admin shenanigans or through researching illegal tech. (deconstruct Syndicate Items!!) |
10000 Metal, 15000 Glass, 10000 Diamond |
Engineering Cyborg RPED | A rapid part exchange device for the engineering cyborg. | 10000 metal, 5000 glass |
Cyborg Diamond Drill | Upgrades a mining cyborg's drill to be faster. | 10000 Metal, 2000 Diamond |
Cyborg Ore Satchel of Holding | Upgrades a mining cyborg's satchel to hold infinite minerals. | 10000 Metal, 250 Gold, 500 Uranium |
Cyborg Lava-proof Tracks | Allows a mining cyborg to walk over lava undamaged. | 8000 Metal, 10000 Plasma |
Medical Cyborg Crew Pinpointer | A crew pinpointer module for the medical cyborg. | 15000 Metal, 500 Glass |
Medical Cyborg Expanded Hypospray | Adds Oculine, Inacusiate, Mutadone, Mannitol, and Haloperidol to a Medical Cyborg's hypospray chemicals. | 15000 Metal, 15000 Glass, 5000 Plasma |
Medical Cyborg High-Strength Hypospray | Adds Salicyclic Acid, Oxandrolone, Rezadone, and Pentetic Acid to a Medical Cyborg's hypospray chemicals. | 15000 Metal, 15000 Glass, 10000 Plasma, 5000 Uranium |
Cyborg Piercing Hypospray | Allows cyborg hyposprays to pierce through thick clothing and hardsuits. | 15000 Metal, 15000 Glass, 10000 Titanium, 5000 Diamond |
Medical Cyborg Defibrillator | Gives a Medical Cyborg a defibrillator. | 15000 Metal, 15000 Glass, 10000 Silver, 10000 Gold, 5000 Titanium, 5000 Diamond |
Rapid Disabler Cooling Module | Increases the recharge rate of security cyborg disablers. (Secborgs are no longer in game. Instead there are peacekeeper cyborgs.) | 80000 metal, 6000 glass, 2000 gold, 500 diamond |
Mining Cyborgs can also have their KA upgraded with kinetic accelerator upgrades.
Surgery
To initiate most surgeries, first place drapes over the part of the body you are operating on.
Removing Brains
Alternatively, you could activate harm intent and hack at their head a lot with a circular saw until the brain pops out. Minorly quicker, but the Borg milling about might notice.
If a head is not attached to a body, you can simply use a scalpel on it to cut the brain out. No need for drapes or table.
Limb Augmentation
Replace a limb with a robot part. The head, torso, arms, and legs can all be augmented. Augmenting torso makes you immune to appendicitis and xeno larva.
Robot limbs are tougher. They need welding to "heal" brute damage and wires for burn damage, and cannot be otherwise healed. EMP pulses will hurt augmented humans.
We can rebuild him. We have the technology.
Target: Head, chest, legs or arms
Bots
As a Roboticist, you serve another important purpose: making robots. Robots can benefit the station in many ways, and are really damned easy to create. The current list of robots, and how to make them, is as follows:
Remember: All bots can be made through the crafting menu (T-like hammer hud-icon). This can save a lot of time during construction, especially if Robotics is busy!
Medibot
Heals anyone nearby. Can be equipped with a beaker to stick people with instead of the default medicine, and when emagged it will inject people with toxins, repeatedly.
To manufacture:
Requires |
---|
1 x Borg Arm (left or right) |
- Attach the Borg Arm (left or right, doesn't matter) to an empty Med-kit. Color of the Med-kit doesn't matter, although it will affect the colour of the Medbot.
- You can pick the assembly up in your hand at this point and name it something clever/funny/stupid by holding your Pen in the other hand and clicking on it, if you wish.
- Add a Medical Analyzer.
- Insert the Proximity Sensor and your Medibot is ready!
Cleanbot
Cleanbots are great, as they serve the exact same purpose as the Janitor. What makes it even better is that it uses Space Cleaner to mop, so no slipping on everything! When Emagged (or hacked) it will spew slippery foam and melt people with acid.
To make:
Requires |
---|
1 x |
- Grab a bucket from the Janitor or make with Autolathe and insert the Proximity Sensor to it
- Use a Pen to name it if you wish.
- Attach a Borg Arm and your Cleanbot is ready!
Floorbot
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station. They zoom around and repair busted floor tiles. Honestly, they're niche to the point of uselessness. But they make nice pets. Also, if emagged, they will deconstruct the floors into space.
To manufacture:
Requires |
---|
1 x |
- Attach a Floor tile to the Mechanical Toolbox.
- Add the Proximity Sensor.
- Insert a Borg Arm and your Floorbot is ready!
Securitron
Basically, Officer Beepsky without the personality. You usually won't need to build any of these, but they can be hilariously helpful for traitors who have invested in a Cryptographic Sequencer, as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.
To manufacture:
Requires |
---|
1 x |
- Use a Remote Signaling Device on a Helmet.
- Weld them together
- Add a Proximity Sensor.
- Insert a Borg Arm.
- Toss in a Stun Baton and your Securitron is ready!
Note: Destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.
Honkbot
It's annoying and useless, but the clown might bug you to make one of this in absentia of a H.O.N.K. mech. God forbid if a traitor emags the thing.
To manufacture:
Requires |
---|
1 x |
- Stamp a piece of cardboard with the clown stamp. (You may need a clown for this step)
- Insert a Borg Arm
- Add a Proximity Sensor.
- Add a Bike Horn
ED-209
PUT DOWN YOUR WEAPON. YOU HAVE 15 SECONDS TO COMPLY.
Beepsky's bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.
To manufacture:
Requires |
---|
1 x Cyborg Endoskeleton |
- Build a Cyborg Endoskeleton from the Exosuit Fabricator.
- Use a Metal Sheet on a Cyborg Endoskeleton to reinforce it.
- Add two Robot Legs
- Add a Body Armor
- Weld everything together
- Add in a security Helmet
- Attach a Proximity Sensor to the assembly
- Insert wires
- Add a Hybrid Taser and attach it with a Screwdriver
- Insert a Power Cell. Your own exosuit is complete!
An emagged ED-209 fires deadly lasers AND attacks anyone on sight.
Drone
A disposable little drone that runs around and repairs things. Controlled by players, and can't interact with any other beings at all (besides other drones). Usually good to make lots of these to let ghosts get back into the round.
That's it! Any ghost can click on the drone shell to take control of it and start repairing the station. Note that Drones are currently admin spawn only, outside of the three derelict drones.
Exosuits
Construction of Exosuit are restricted by ID, so they are typically the product of roboticists and the Research Director. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the Quartermaster or the Research and Development console.
With all Exosuits, MMIs can be installed as drivers. But remember, MMIs are not bound to the AI or its laws, so don't put any deranged maniacs inside them. Remember to grant MMI controlled mechs access keys, because they don't have a keycard on them!
List of Exosuits
The current list of exosuits is as follows.
Ripley APLU
Equipment slots: 6
Movement speed: Slow.
Special abilities: Fast movespeed in low pressure environments (Lavaland, space, etc.). Armor can be upgraded with Goliath plates.
Armor: Good protection from melee attacks and explosions.
Description: The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected exosuit that's often used for construction, break&entry or fighting Blobs.
While it lacks the Firefigher's lavaproofing and improved armor, the Ripley APLU can still go toe to toe with Lavaland mobs thanks to its good melee protection.
Requires |
---|
Minerals: 100.000 7.500
5 x Plasteel sheets |
Construction steps:
- Build all of the Ripley parts using the Exosuit Fabricator.
- Attach all of the parts to the Ripley chassis
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Ripley Central Control Module
- Screwdriver
- Ripley Peripherals Control Module
- Screwdriver
- Power Cell
- Screwdriver
- 5 pieces of Metal
- Wrench
- Welding Tool
- 5 pieces of Plasteel
- Wrench
- Welding Tool
Firefighter APLU
Equipment slots: 5
Movement speed: Slow.
Special properties: Fast movespeed in low pressure environments. Armor can be upgraded with Goliath plates. Completely heat- and lavaproof.
Armor: Decent bullet/laser/energy protection, good melee protection and very good explosion protection.
Description: The Firefighter APLU (Autonomous Power Loading Unit) is the Ripley's big brother that has significantly improved armor and can walk on lava unscathed.
Once you outfit it with a plasma cutter and hydraulic clamp, it becomes great for mining and slaying Megafauna - miners love it!
Requires |
---|
Minerals: 100.000 7.500
15 x Plasteel sheets |
Construction steps:
- Create a Firefighter APLU chassis using the Exosuit Fabricator.
- 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
- Cable Coil
- Wirecutters
- Ripley Central Control Module (from R&D or QM)
- Screwdriver
- Ripley Peripherals Control Module (from R&D or QM)
- Screwdriver
- Power Cell
- Screwdriver
- 5 pieces of Plasteel
- Wrench
- Welding Tool
- 5 pieces of Plasteel (gives no message)
- 5 pieces of Plasteel
- Wrench
- Welding Tool
Odysseus
Equipment slots: 3
Movement speed: Average.
Special abilities: Can use unique medical equipment. Displays an advanced medical HUD to the pilot.
Armor: Has the lowest armor values, health and heat resistance of all mechs.
Description: A cheap, lightly armored exosuit that can use unique medical equipment.
Examples are a mounted sleeper that can carry and stabilize patients, as well as a syringe gun that can scan and replicate most reagents.
Requires |
---|
Minerals: 74.000 10.000
5 x Plasteel sheets |
Construction steps:
- Create all of the Odysseus parts using the Exosuit Fabricator.
- Assemble all of the Odysseus parts to the chassis (excluding Carapace)
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Odysseus Main Board (from R&D or QM)
- Screwdriver
- Odysseus Peripherals Board (from R&D or QM)
- Screwdriver
- Power Cell
- Screwdriver
- 5 pieces of Metal
- Wrench
- Welding Tool
- 5 pieces of Plasteel
- Wrench
- Welding Tool
Gygax
Equipment slots: 3
Movement speed: Average.
Special abilities: Can overload leg actuators to move at very high speeds and smash through walls, at the cost of extreme energy consumption.
Armor: Average armor and integrity; no protection from explosions.
Description: While lightly armored, the Gygax has incredible mobility thanks to its ability that lets it smash through walls at high speeds.
Construction steps:
- 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 Central Control module
- Screwdriver
- Gygax Peripherals Control module
- Screwdriver
- Gygax Weapon Control and Targeting module
- Screwdriver
- Add a Scanning Module
- Screwdriver
- Add a Capacitor
- Screwdriver
- Power Cell
- Screwdriver
- 5 pieces of Metal
- Wrench
- Welding Tool
- Add Gygax Armor Plates (Made in the Exosuit Fabricator)
- Wrench
- Welding Tool
Durand
Equipment slots: 3
Movement speed: Slow.
Special abilities: Has devastating punches that can knock people out. Can enable defense mode, which increases its armor's deflect chance, but leaves the mech unable to move or turn.
Armor: Good meleee/bullet protection and deflect chance. Lower energy and laser armor than the Gygax, with almost twice the integrity.
Description: A slow but beefy combat exosuit that is extra scary in confined spaces due to its punches and defense mode. Xenos hate it!
Construction steps:
- 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 Circuitboard
- Screwdriver
- Durand Peripherals Circuitboard
- Screwdriver
- Durand Targeting Circuitboard
- Screwdriver
- Add a Scanning Module
- Screwdriver
- Add a Capacitor
- Screwdriver
- Power Cell
- Screwdriver
- 5 pieces of Metal
- Wrench
- Welding Tool
- Add Durand Armor Plates (Made in the Exosuit Fabricator)
- Wrench
- Welding Tool
Phazon
Equipment slots: 3
Movement speed: Fast.
Special abilities: Can phase through solid objects at reduced movespeed. Fist attacks can be reconfigured to deal brute, burn or toxin damage.
Armor: Good melee/bullet/laser/energy armor - much better than the Gygax with almost the same integrity.
Description: Phazons are the culmination of RnD - they have the highest base movespeed, good armor and can phase through anything thanks to bluespace technology.
Unless you manage to neutralize an anomaly, you won't be able to build one of these.
Construction steps:
- 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 Circuitboard
- Screwdriver
- Phazon Peripherals Circuitboard
- Screwdriver
- Phazon Targeting Circuitboard
- Screwdriver
- Add a Scanning Module
- Screwdriver
- Add a Capacitor
- Screwdriver
- Add a Bluespace Crystal
- Cable Coil
- Screwdriver
- Power Cell
- Screwdriver
- 5 pieces of Plasteel
- Wrench
- Welding Tool
- Add Phazon Armor Plates (Made in the Exosuit Fabricator)
- Wrench
- Welding Tool
- Add the Anomaly Core
H.O.N.K.
Equipment slots: 3
Movement speed: Average.
Special abilities: Can equip Clown weapons of mass pranking. Makes squeaking noises while walking and has a special menu to play even more annoying sounds.
Armor: No protection whatsoever, with low integrity. It even takes extra melee damage.
Description: What's worse than a Clown? A Clown inside a custom exosuit. This monstrosity can equip weapons of mass pranking and WILL annoy the hell out of people.
Requires |
---|
Minerals: 120.000 15.000 35.000
1 x Clown mask |
Construction steps::
- Create all of the H.O.N.K. exosuit parts in the Exosuit Fabricator.
- Attach all of the H.O.N.K. exosuit parts to the H.O.N.K. exosuit chassis.
- HONK at the exosuit with a bike horn.
- Add the main circuit board.
- HONK at the exosuit again.
- Add the peripherals circuit board.
- HONK
- Add the targeting circuit board.
- HONK
- Power Cell
- HONK
- Add the clown's mask to the exosuit.
- HENK
- Add clown shoes to it.
- I WILL GRAB ONE OF MY SIX BIKE HORNS, AND I WILL HONK THE SONG THAT ENDS THE EARTH
Much like Epimetheus and Oppenheimer, you have unleashed unspeakable evil - a weapon that has lain dormant since the Honk Ages. I hope you're happy with yourself.
CentCom Exosuits
If you see these, you know that things have really gone to shit. These exosuits are typically only found in the repositories of the elite Emergency Response Team and Death Squad.
Marauder
Standard issue exosuit for the Death Squad when the goings get tough. It has 4 equipment slots, and starts off with the eZ-13 MK2 heavy pulse rifle, the SRM-8 missile rack, a Tesla Energy Relay, and an antiprojectile armor booster.
Seraph
Standard issue exosuit for the Death Squad when the goings get seriously tough. Usually reserved for CentCom high command. It has 5 equipment slots, and starts off with the LBX AC 10 "Scattershot", the SRM-8 missile rack, a teleporter, a Tesla Energy Relay, and an antiprojectile armor booster.
Syndicate Exosuits
For dealing with particularly resilient obstacles. Typically only found in the arsenals of the famed Nuclear Operatives.
Dark Gygax
A modified Gygax used for nefarious purposes. It has 4 equipment slots, and starts off with the FNX-99 "Hades" Carbine, the SGL-6 grenade launcher, a Teleporter, and a Tesla Energy Relay.
Mauler
A modified Marauder used by the Syndicate. It has 5 equipment slots, and starts of with the Ultra AC 2 LMG, the LBX AC 10 "Scattershot", the SRM-8 missile rack, a Tesla Energy Relay, and an antiprojectile armor booster. Not as maneuverable as the Dark Gygax, but it makes up for that in sheer firepower.
Exosuit operation and maintenance
To climb into an exosuit, just drag and drop your character onto it.
Exosuit beacons
Adding a tracking beacon (exofab "Misc" category) to a mech allows the RD's exosuit control console to track the mech, view detailed stats, message the pilot and even EMP it when neccessary.
Research can also unlock an AI control beacon that lets the AI - you guessed it - control the exosuit.
Locking/unlocking Exosuits
There are two ways to lock exosuit: A) ID ("keycode") lock or B) DNA lock.
A) ID lock (keycode):
Adding a keycode to a mech will grant it access to that area, but will also prevent anyone without that access from entering the mech.
For example: A mech with "bridge" and "robotics" keycodes has access to both areas, but requires an ID card with at least bridge and robotics access to enter.
- Enter the exosuit and unlock the ID upload panel.
- Exit the exosuit.
- Use an ID card/PDA on exosuit and select "Edit operation keycodes".
B) DNA lock:
DNA locking only allows the person matching the recorded DNA sample to enter. This can be abused by changelings.
- Enter the exosuit and open the stats menu.
- Unter Permissions&Logging, click "DNA-lock".
- To remove the lock, hit "[ Reset ]" next to your DNA string under "DNA-locked:".
Exosuit Repairs
Just use a welder on the exosuit to repair it.
Exosuit Battery Replacement
- Make sure maintenance protocols are permitted (Permissions&Logging inside the mech).
- Hit the exosuit with your ID card or PDA with ID inside and select "Initiate maintenance protocol".
- Wrench
- Crowbar
- Screwdriver
- Pick the old battery up from the floor
- New Battery
- Screwdriver
- Crowbar
- Wrench
- ID Card and select "Initiate maintenance protocol" again.
- Optional: Forbid maintenance protocols inside the mech.
Exosuit Equipment
Various tools and weapons can be attached to exosuits, providng them with ability to perform different tasks. Exosuit equipment is built by Exosuit Fabricator ("Exosuit Equipment" menu).
To attach a tool or weapon, simply click with it on the exosuit.
Generic Exosuit Equipment
Specialized Exosuit Equipment
Exosuit Weapons
Weapon | Description | Can be attached to |
---|---|---|
File:CH-LC "Solaris" laser cannon.png CH-PS "Immolator" Laser | Fires a Laser bolt, identical to laser rifles. | Durand, Gygax, Honker, and Phazon |
File:CH-LC "Solaris" laser cannon.png CH-LC "Solaris" Laser Cannon | Fires a Heavy Laser bolt, identical to the laser cannon. | Durand, Gygax, Honker, and Phazon |
mkIV Ion Heavy Cannon | Fires a Ion bolt, identical to ion rifles. Don't hit yourself! | Durand, Gygax, Honker, and Phazon |
eZ-13 mk2 Heavy pulse rifle | Fires a heavy pulse laser. Deathsquad only. | Durand, Gygax, Honker, and Phazon |
File:PBT "Pacifier" mounted taser.png PBT "Pacifier" Mounted Taser | Fires a taser bolt, identical to the security taser. | Durand, Gygax, Honker, and Phazon |
File:LBX AC 10 "Scattershot".png LBX AC 10 "Scattershot" | Fires four bullets in a spread pattern, 20 damage each. | Durand, Gygax, Honker, and Phazon |
Ultra AC 2 | Fires a three shot burst of 20 damage bullets. | Durand, Gygax, Honker, and Phazon |
SRM-8 Missile Rack | Fires a missile which will explode on impact. | Durand, Gygax, Honker, and Phazon |
MKI Tesla Cannon | Fires a tesla ball that arcs off anything it hits. Causes EMP as well. | Durand, Gygax, Honker, and Phazon |
SGL-6 Grenade Launcher | Launches a flashbang at medium range. | Durand, Gygax, Honker, and Phazon |
SOB-3 Grenade Launcher | Launches a cluster of flashbangs at medium range. | Durand, Gygax, Honker, and Phazon |
FNX-99 "Hades" Carbine | Shoots incendiary bullets, similar to a flamethrower. | Durand, Gygax, Honker, and Phazon |
Banana Mortar | Launches a banana peel. Very annoying, thus, fun. | H.O.N.K. |
Mousetrap Mortar | Launches an armed mousetrap. | H.O.N.K. |
HoNkER BlAsT 5000 | Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around. | H.O.N.K. |
Oingo Boingo Punch-face | Launches a boxing glove that can punch airlocks right out of their frames. | H.O.N.K. |