Exosuits: различия между версиями

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!Requires
!Requires
|-
|-
|Minerals: 125.000[[File:Metal.png|Metal|link=https://tgstation13.org/wiki/File:Metal.png]] 15.000[[File:Glass.png|Glass|link=https://tgstation13.org/wiki/File:Glass.png]] 20.000[[File:Silverdone.png|Silver|link=https://tgstation13.org/wiki/File:Silverdone.png]] 20.000[[File:Golddone.png|Gold|link=https://tgstation13.org/wiki/File:Golddone.png]] 10.000[[File:Titaniumdone.png|Titanium|link=https://tgstation13.org/wiki/File:Titaniumdone.png]]
|Minerals: 62.5[[File:Metal.png|Metal|link=https://tgstation13.org/wiki/File:Metal.png]] 7.5[[File:Glass.png|Glass|link=https://tgstation13.org/wiki/File:Glass.png]] 9[[File:Silverdone.png|Silver|link=https://tgstation13.org/wiki/File:Silverdone.png]] 9[[File:Golddone.png|Gold|link=https://tgstation13.org/wiki/File:Golddone.png]] 5[[File:Titaniumdone.png|Titanium|link=https://tgstation13.org/wiki/File:Titaniumdone.png]]
5 x Metal sheets [[File:Metal.png|Metal|link=https://tgstation13.org/wiki/File:Metal.png]]
5 x Metal sheets [[File:Metal.png|Metal|link=https://tgstation13.org/wiki/File:Metal.png]]


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#[[File:Wrench.png|Wrench|link=https://tgstation13.org/wiki/File:Wrench.png]] Wrench
#[[File:Wrench.png|Wrench|link=https://tgstation13.org/wiki/File:Wrench.png]] Wrench
#[[File:Welder.png|Welding Tool|link=https://tgstation13.org/wiki/File:Welder.png]] Welding Tool</div></div>
#[[File:Welder.png|Welding Tool|link=https://tgstation13.org/wiki/File:Welder.png]] Welding Tool</div></div>
====[[File:Durand.png|64px|link=https://tgstation13.org/wiki/File:Durand.png]] Durand====
====[[File:Durand.png|64px|link=https://tgstation13.org/wiki/File:Durand.png]] Durand====
'''Equipment slots''': 3
'''Equipment slots''': 3

Версия от 15:27, 9 ноября 2024

Мехи могут быть как очень полезными, так и очень раздражающими, в зависимости от того, кто их использует. Их создание требует больше труда, чем создание роботов, и требует специальных схем, которые можно получить через Квартирмейстера или консоли РНД.

все MMI могут быть установлены в мехов Но помните, что MMI не связан с ИИ и его законами, поэтому не советую ставить ненормальных и маньяков туда. Не забудьте выдать мехам, управляемым MMI, доступы, потому что у них нет карты доступа!

Основные Материалы

Все мехи нуждаются в сервомоторах, и они снижают потребление энергии при движении мехов.

Сканирующие модули являются необязательными для управления мехом (но все же требуются для постройки), и отсутствие одного из них отключает следующие элементы пользовательского интерфейса:

  • Отображение целостности мехов (вы все еще можете видеть оповещения или осмотреть мехи, чтобы получить приблизительное представление)
  • Отображение состояния мехов при внутренних повреждениях (и вы не можете починить то, что не можете диагностировать)

Рейтинг сканирующего модуля пока не влияет, и грузовые мехи поставляются без него с старта.

Перечень Мехов

Ripley MK-I.png Ripley APLU

Слоты Модулей: 6

Скорость передвижения: Быстро.

Спец способность: Еще более высокая скорость передвижения в условиях низкого давления (Лаваланд, космос и т.д.). Броня может быть улучшена панцирем Голиафа.

Броня: 40 Ближнего, 20 Дальнобойнего, 10 Лазерного, 20 Ионного, 40 Взрывного. 20.000°K максимальной температуры*. (подразумевается кол-во урона)

Прочность Меха: 200

Описание: Ripley APLU (Autonomous Power Loading Unit) - это быстроходный экзокостюм без защиты от атмосферных воздействий. Не надейтесь, что защита из проволоки поможет против оружия дальнего боя. Полезен для переноски ящиков и в качестве легкой платформы для различных инструментов экзокостюма.

Несмотря на отсутствие у Firefigher`a лавапода и улучшенной брони, Ripley APLU может сражаться с лаваландскими мобами благодаря хорошей защите в ближнем бою.

*Сам экзокостюм может выдерживать довольно высокие температуры, не получая повреждений. Несмотря на отсутствие защиты от огня и улучшенной брони у Firefigher, Ripley APLU может сражаться с лаваландскими мобами в ближнем бою благодаря хорошей защите.

Click expand for construction steps.
Requires
Материалы: 50Metal 3.75Glass

10 x Металлических стержней

5 x Листы металла Metal

2 x Печатные платы Рипли ( можно достать в Карго.) Circuitboard.png

1 x Саканирующий модуль. Scanning Module (Optional)

1 x Конденсатор. Capacitor

1 x Сервомотор. Micro-Servo

1 x Cable Coil

1 x Power Cell


Шаги Постройки:

  1. Соберите все части Рипли, используя фабрикатор мехов.
  2. Прикрепите все детали к шасси Ripley.
  3. Wrench прикрепляем Гаечным ключом
  1. Screwdriver откручиваем Отверткой
  2. Cable Coil Суем Кабели
  3. Wirecutters обрезаем Кусачками 1раз
  4. Ripley Central Control Module Суем Центральный модуль контроля Рипли
  5. Screwdriver Прикручиваем отверткой
  6. Ripley Peripherals Control Module Периферийный модуль контроля Рипли
  7. Screwdriver Прикручиваем отверткой
  8. Scanning Module Вставить сканирующий модуль (Optional)
  9. Screwdriver Закручиваем Отверткой
  10. Capacitor Вставляем Конденсатор
  11. Screwdriver Закручиваем Отверткой
  12. Micro-Servo Сервомотор
  13. Screwdriver Закручиваем Отверткой
  14. Power Cell Вставляем Батарейку
  15. Screwdriver закручиваем Отверткой
  16. Metal 5 Листов металла
  17. Wrench Крутим гаечным
  18. Welding Tool Свариваем
  19. Plasteel 10 Металлических Стержней
  20. Welding Tool Свариваем

Ripley.png Ripley APLU MK-II

Слоты для снаряжения: 6

Скорость ходьбы: Медленная.

Специальная способность: Высокая скорость передвижения в условиях низкого давления (Лаваланд, космос и т.д.). Броня может быть улучшена панцирем Голиафа.

Броня: 40 Ближнего, 30 Дальнобойного, 30 Лазерного, 30 Ионного, 60 Взрывного, 70 Радиационного, 100 Термического, 100 Токсинного. 30.000°K Максимальная температура. (подразумевается кол-во урона)

Прочность: 250

Описание: Ripley APLU (Autonomous Power Loading Unit) тип II - это медленно движущийся, хорошо защищенный экзокостюм, который часто используется для строительства, взлома и проникновения в здание или борьбы с блобами.

MK-II имеет герметичную кабину для космических операций, но дополнительный вес замедляет его работу. Справедлива ли эта сделка или нет, зависит только от цели использования экзокостюма.

Requires
Материалы: 5Metal 5Plasma

1 x Ripley APLU MK-I Ripley MK-I

MK-I a MK-II Conversion KitЭкзокостюм Рипли MK-II создается с помощью набора для переделки экзокостюма Рипли MK-I. Этот комплект можно приобрести у Изготовителя экзокостюмов. Процесс преобразования требует, чтобы у MK-I был пустой грузовой отсек, внутри не сидел пилот и была разрешена функция Maintenance Procedures.

После преобразования в MK-II экзокостюм не может быть восстановлен в MK-I.

Paddy.png Paddy APLU

Слоты модулей: 6

Скорость передвижения: Быстро.

Специальная способность:Более высокая скорость передвижения в условиях низкого давления (Лаваленд, космос и т. д.). Броня может быть улучшена пластинами Голиафа. Имеет отсек для хранения, в котором могут поместиться 4 человека.

Броня: 40 Ближнего, 20 Дальнобойного, 10 Лазерного, 20 Ионного, 40 Взрывного, 70 Радиационного, 100 Термического, 100 Токсинного. 20.000°K Максимальная температура*. (подразумевается кол-во урона)

Прочность: 250

Описание: APLU Paddy — это охранный вариант Ripley Mk1. Разработанный для массовых задержаний, он имеет специальный отсек, вмещающий до 4 человек. Чтобы загрузить их в отсек, необходимо вооружить его гидравлической клешней, которая может захватывать людей и надевать на них наручники. Наручники можно отключить, чтобы использовать меха для перевозки отряда офицеров безопасности. Если мех стоит на месте, люди, находящиеся во внутреннем отсеке, могут вырваться наружу через 45 секунд. Всех людей автоматически вышвыривает из внутреннего отсека, когда пилот покидает экзокостюм.

Имеет встроенную сирену, которую можно включить, чтобы дать сигнал прохожим отойти подальше, а преступнику — что СПРАВЕДЛИВОСТЬ ВОСТОРЖЕСТВОВАЛА!

Один APLU Paddy есть в мех-отсеке Брига, предварительно оснащенный дробовиком Disabler и гидравлическим когтем. Больше APLU Paddy можно построить только после исследования усовершенствованных мехов.

*Сам экзокостюм может выдерживать достаточно высокие температуры, не получая повреждений. Однако он не защищает пилота от огня или температурных рисков.

Requires
Материалы: 10 Metal, 5Glass, 5Titanium

1 x Ripley APLU MK-I Ripley MK-I

MK-I to MK-II Conversion KitPaddy создан с помощью набора для конверсии экзокостюма Ripley MK-I. Этот комплект можно приобрести у Изготовителя экзокостюмов. Для преобразования требуется, чтобы у MK-I был пустой грузовой отсек, внутри не сидел пилот и была разрешена функция Maintenance Procedures.После преобразования в дизайн Paddy, мех не может быть восстановлен до MK-I.


Clarke front.png Clarke

Слоты модулей: 7

Скорость перемещения: Быстро.

Специальная способность: Полностью защищен от шторма, огня и воды. Имеет неснимаемый внутренний ящик для руды (опустошите ящик с помощью меню "просмотр статистики"). Может искать руины Лаваланда с 1-минутной задержкой и указывать на ближайшие. Может атаковать со всех сторон, а не только с той, к которой обращен.

Броня: 20 Ближнего, 10 Дальнобойного, 20 Лазерного, 10 Ионного, 60 Взрывного, 70 Радиационного, 100 Термического, 100 Токсинного. 65.000°K максимальная температура.(Подразумевается кол-во урона)

Прочность: 200

Описание: Быстроходный огнеупорный экзокостюм с лавапротекторами и защитой от пепельных бурь. Подходит для исследования Лаваленда. Не может включать стрейф. Как и большинство других экзокостюмов, он требует исследования. Заменен на Firefighter APLU.

Click expand for construction steps.
Requires
* Материалы: 38Metal 8.75Glass
  • 4 x Conveyor belts ConveyorBelt.png (Из Научного/инженерного автолата)
  • 5 x Plasteel sheets Plasteel
  • 5 x Gold sheets Gold
  • 1 x Clarke Central Control module (Создатель Мехов) Mech central control.png (Из создателя плат (РНД))
  • 1 x Clarke Peripherals Control module (Создатель Мехов) Mech peripherals.png (Из создателя плат (РНД))
  • 1 x Scanning Module. Advanced Scanning Module
    • Higher tier = less power consumption.
  • 1 x Capacitor. Advanced Capacitor
    • Higher tier = better EMP resistance.
  • 1 x Cable Coil
  • 1 x Power Cell
Construction steps:
  1. Create an Exosuit Chassis ("Clarke") using the Exosuit Fabricator.
  2. Create the torso, head, left arm and right arm of the Clarke using the Exosuit Fabricator.
  3. Assemble all of the Clarke parts to the Exosuit Chassis ("Clarke").
  4. ConveyorBelt.png Add 4x conveyor belts
  5. Wrench Wrench
  6. Screwdriver Screwdriver
  7. Cable Coil Cable Coil
  8. Wirecutters Wirecutters
  9. Clarke Central Control Module Clarke Central Control Module (from circuit imprinter)
  10. Screwdriver Screwdriver
  11. Clarke Peripherals Control Module Clarke Peripherals Control Module (from circuit imprinter)
  12. Screwdriver Screwdriver
  13. Scanning Module Add a Scanning Module (Optional)
  14. Screwdriver Screwdriver
  15. Capacitor Add a Capacitor
  16. Screwdriver Screwdriver
  17. Micro-Servo Add a Servo Motor
  18. Screwdriver Screwdriver
  19. Power Cell Power Cell
  20. Screwdriver Screwdriver
  21. Plasteel 5 pieces of Plasteel
  22. Wrench Wrench
  23. Welding Tool Welding Tool
  24. Gold 5 pieces of Gold
  25. Wrench Wrench
  26. Welding Tool Welding Tool

Firefighter.png Firefighter APLU (removed)

Firefighter APLU was removed in March, 2020 and replaced with Clarke.

Click expand for outdated construction steps and other information.

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: 40 melee, 30 bullet, 30 laser, 30 energy, 60 bomb. 65.000°K max temperature.

Integrity: 250

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: 100.000Metal 7.500Glass

15 x Plasteel sheets Plasteel

5 x Metal sheets Metal

2 x Ripley circuit boards (also available through Cargo) Circuitboard.png

1 x Firesuit Firesuit

1 x Scanning Module. Scanning Module (Optional)

1 x Capacitor. Capacitor

1 x Servo Motor. Micro-Servo

1 x Cable Coil

1 x Power Cell

Construction steps:
  1. Create a Firefighter APLU chassis using the Exosuit Fabricator.
  2. Create all parts of the Ripley APLU except for the chassis.
  3. Assemble all of the Ripley parts to the Firefighter chassis.
  4. Firesuit Add a Firesuit
  5. Wrench Wrench
  6. Screwdriver Screwdriver
  7. Cable Coil Cable Coil
  8. Wirecutters Wirecutters
  9. Ripley Central Control Module Ripley Central Control Module (from R&D or QM)
  10. Screwdriver Screwdriver
  11. Ripley Peripherals Control Module Ripley Peripherals Control Module (from R&D or QM)
  12. Screwdriver Screwdriver
  13. Scanning Module Add a Scanning Module (Optional)
  14. Screwdriver Screwdriver
  15. Capacitor Add a Capacitor
  16. Screwdriver Screwdriver
  17. Micro-Servo Add a Servo Motor
  18. Screwdriver Screwdriver
  19. Power Cell Power Cell
  20. Screwdriver Screwdriver
  21. Plasteel 5 pieces of Plasteel
  22. Wrench Wrench
  23. Welding Tool Welding Tool
  24. Plasteel 5 pieces of Plasteel
  25. Plasteel 5 pieces of Plasteel
  26. Wrench Wrench
  27. Welding Tool Welding Tool

Odysseus.png Odysseus

Equipment slots: 3

Movement speed: Fast.

Special abilities: Can use unique medical equipment. Displays an advanced medical HUD to the pilot.

Armor: 20 melee, 10 bullet. 25.000°K max temperature.

Integrity: 120

Description: A fast, 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.

Click expand for construction steps.
Requires
Minerals: 32Metal 5Glass

5 x Plasteel sheets Plasteel

5 x Metal sheets Metal

2 x Odysseus circuit boards Circuitboard.png

1 x Scanning Module. Scanning Module (Optional)

1 x Capacitor. Capacitor

1 x Servo Motor. Micro-Servo

1 x Cable Coil

1 x Power Cell


Construction steps:

  1. Create all of the Odysseus parts using the Exosuit Fabricator.
  2. Assemble all of the Odysseus parts to the chassis.
  3. Wrench Wrench
  4. Screwdriver Screwdriver
  5. Cable Coil Cable Coil
  6. Wirecutters Wirecutters
  7. Odysseus Main Board Odysseus Main Board (from R&D or QM)
  8. Screwdriver Screwdriver
  9. Odysseus Peripherals Board Odysseus Peripherals Board (from R&D or QM)
  10. Screwdriver Screwdriver
  11. Scanning Module Add a Scanning Module (Optional)
  12. Screwdriver Screwdriver
  13. Capacitor Add a Capacitor
  14. Screwdriver Screwdriver
  15. Micro-Servo Add a Servo Motor
  16. Screwdriver Screwdriver
  17. Power Cell Power Cell
  18. Screwdriver Screwdriver
  19. Metal 5 pieces of Metal
  20. Wrench Wrench
  21. Welding Tool Welding Tool
  22. Plasteel 5 pieces of Plasteel
  23. Wrench Wrench
  24. Welding Tool Welding Tool

Gygax.png Gygax

Equipment slots: 3

Movement speed: Average or extremely fast

Special abilities: Its punches can smash through walls, knock people down for 4 seconds and deal 25 damage. Can overload leg actuators to move at very high speeds at the cost of extreme energy consumption.

Armor: 25 melee, 20 bullet, 30 laser, 15 energy. 25.000°K max temperature.

Integrity: 250

Description: While lightly armored, the Gygax has incredible mobility thanks to its ability that lets it smash through walls at high speeds.

Click expand for construction steps.
Requires
Minerals: 62.5Metal 7.5Glass 9Silver 9Gold 5Titanium

5 x Metal sheets Metal

3 x Gygax circuit boards Circuitboard.png

1 x Scanning Module. Scanning Module (Optional)

1 x Capacitor. Capacitor

1 x Servo Motor. Micro-Servo

1 x Cable Coil

1 x Power Cell


Construction steps:

  1. Create all of the Gygax parts using the Exosuit Fabricator.
  2. Assemble all of the Gygax parts to the chassis (except the Armor plates)
  3. Wrench Wrench
  4. Screwdriver Screwdriver
  5. Cable Coil Cable Coil
  6. Wirecutters Wirecutters
  7. Gygax Main Circuitboard Gygax Central Control module
  8. Screwdriver Screwdriver
  9. Gygax Peripherals Circuitboard Gygax Peripherals Control module
  10. Screwdriver Screwdriver
  11. Gygax Targeting Circuitboard Gygax Weapon Control and Targeting module
  12. Screwdriver Screwdriver
  13. Scanning Module Add a Scanning Module (Optional)
  14. Screwdriver Screwdriver
  15. Capacitor Add a Capacitor
  16. Screwdriver Screwdriver
  17. Micro-Servo Add a Servo Motor
  18. Screwdriver Screwdriver
  19. Power Cell Power Cell
  20. Screwdriver Screwdriver
  21. Metal 5 pieces of Metal
  22. Wrench Wrench
  23. Welding Tool Welding Tool
  24. Gygax Armor PlatesAdd Gygax Armor Plates (Made in the Exosuit Fabricator)
  25. Wrench Wrench
  26. Welding Tool Welding Tool

Durand.png Durand

Equipment slots: 3

Movement speed: Slow.

Special abilities: Has devastating punches that can knock people out. Can enable a shield, which rapidly drains energy and completely blocks attacks from the faced direction, except explosions and EMPs.

Armor: 40 melee, 35 bullet, 15 laser, 10 energy, 20 bomb. 30.000°K max temperature. Additional deflect chance.

Integrity: 400

Description: A slow but beefy combat exosuit that is extra scary in confined spaces due to its punches and defense mode. Xenos hate it!

Click expand for construction steps.
Requires
Minerals: 140.000Metal 25.000Glass 28.000Silver 25.000Uranium 20.000Titanium

5 x Metal sheets Metal

3 x Durand circuit boards Circuitboard.png

1 x Scanning Module. Scanning Module (Optional)

1 x Capacitor. Capacitor

1 x Servo Motor. Micro-Servo

1 x Cable Coil

1 x Power Cell


Construction steps:

  1. Create all of the Durand parts using the exosuit fabricator.
  2. Assemble all of the Durand parts to the chassis (except the Armor plates)
  3. Wrench Wrench
  4. Screwdriver Screwdriver
  5. Cable Coil Cable Coil
  6. Wirecutters Wirecutters
  7. Durand Main Circuitboard Durand Main Circuitboard
  8. Screwdriver Screwdriver
  9. Durand Peripherals Circuitboard Durand Peripherals Circuitboard
  10. Screwdriver Screwdriver
  11. Durand Targeting Circuitboard Durand Targeting Circuitboard
  12. Screwdriver Screwdriver
  13. Scanning Module Add a Scanning Module (Optional)
  14. Screwdriver Screwdriver
  15. Capacitor Add a Capacitor
  16. Screwdriver Screwdriver
  17. Micro-Servo Add a Servo Motor
  18. Screwdriver Screwdriver
  19. Power Cell Power Cell
  20. Screwdriver Screwdriver
  21. Metal 5 pieces of Metal
  22. Wrench Wrench
  23. Welding Tool Welding Tool
  24. Durand Armor Plates Add Durand Armor Plates (Made in the Exosuit Fabricator)
  25. Wrench Wrench
  26. Welding Tool Welding Tool
Durand Shield

The shield can be enabled and disabled with a hud button. It drains energy very fast, and drains even more energy when blocking attacks. This is what the Durand shield looks like. The red area is not visible in-game, but shows which directions the shield will block attacks from.

Durand ability block directions.png

This is what the shield looks like in the dark:

Durand ability dark.gif


Phazon.png 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: 30 melee, 30 bullet, 30 laser, 30 energy, 30 bomb. 25.000°K max temperature.

Integrity: 200

Description: Phazons are the culmination of RnD - they have the highest base movespeed, good armor and can phase through anything thanks to bluespace technology.

It requires a stabilized bluespace anomaly core to finish, so ask sci to refine one for you!

Click expand for construction steps.
Requires
Minerals: 175.000Metal 90.000Plasma 20.000Titanium

5 x Plasteel sheets Plasteel

1 x Bluespace Crystal Bluespace Crystal

1 x Ectoplasm Anomaly Core

3 x Phazon circuit boards Circuitboard.png

1 x Scanning Module. Scanning Module (Optional)

1 x Capacitor. Capacitor

1 x Servo Motor. Micro-Servo

1 x Cable Coil

1 x Power Cell


Construction steps:

  1. Create all of the Phazon parts using the exosuit fabricator.
  2. Assemble all of the Phazon parts to the chassis (except for the Armor Plates)
  3. Wrench Wrench
  4. Screwdriver Screwdriver
  5. Cable Coil Cable Coil
  6. Wirecutters Wirecutters
  7. Durand Main Circuitboard Phazon Main Circuitboard
  8. Screwdriver Screwdriver
  9. Durand Peripherals Circuitboard Phazon Peripherals Circuitboard
  10. Screwdriver Screwdriver
  11. Durand Targeting Circuitboard Phazon Targeting Circuitboard
  12. Screwdriver Screwdriver
  13. Scanning Module Add a Scanning Module (Optional)
  14. Screwdriver Screwdriver
  15. Capacitor Add a Capacitor
  16. Screwdriver Screwdriver
  17. Micro-Servo Add a Servo Motor
  18. Screwdriver Screwdriver
  19. Bluespace Crystal Add a Bluespace Crystal
  20. Cable Coil Cable Coil
  21. Screwdriver Screwdriver
  22. Power Cell Power Cell
  23. Screwdriver Screwdriver
  24. Plasteel 5 pieces of Plasteel
  25. Wrench Wrench
  26. Welding Tool Welding Tool
  27. Add Phazon Armor Plates (Made in the Exosuit Fabricator)
  28. Wrench Wrench
  29. Welding Tool Welding Tool
  30. Add the Anomaly Core (NOTE: This specifically needs to be a Ectoplasm anomaly core. The other types will not work.)

Savannah-ivanov.png Savannah-Ivanov

Equipment slots: 0

Movement speed: 3

Special abilities: Seats not one, but TWO pilots! Rise up into the air and crash down on kaiju with skyfall, or shoot from the gunner's seat with an Ivanov strike.

Armor: 45 melee, 40 bullet, 30 laser, 30 energy, 40 bomb, 80 rad, 100 fire, 100 acid. 30.000°K max temperature.

Integrity: 450

Description: An insanely overbulked mecha that handily crushes single-pilot opponents. The price is that you need two pilots to use it.

Click expand for construction steps.
Requires
Minerals: 206.000Metal 42.500Glass 26.000Silver 25.000Uranium 20.000Titanium

10 x Plasteel sheets Plasteel

3 x Savannah-Ivanov circuit boards Circuitboard.png

1 x Scanning Module. Scanning Module (Optional)

1 x Capacitor. Capacitor

1 x Servo Motor. Micro-Servo

1 x Cable Coil

1 x Power Cell


Construction steps:

  1. Build all of the Savannah-Ivanov parts using the Exosuit Fabricator.
  2. Attach all of the parts to the Savannah-Ivanov chassis
  3. Wrench Wrench
  4. Screwdriver Screwdriver
  5. Cable Coil Cable Coil
  6. Wirecutters Wirecutters
  7. Ripley Central Control Module Combination Control Lock Module
  8. Screwdriver Screwdriver
  9. Ripley Peripherals Control Module Savannah Peripherals Control Module
  10. Screwdriver Screwdriver
  11. Ripley Peripherals Control Module Ivanov Weapon Control and Targeting Module
  12. Screwdriver Screwdriver
  13. Scanning Module Add a Scanning Module (Optional)
  14. Screwdriver Screwdriver
  15. Capacitor Add a Capacitor
  16. Screwdriver Screwdriver
  17. Micro-Servo Add a Servo Motor
  18. Screwdriver Screwdriver
  19. Power Cell Power Cell
  20. Screwdriver Screwdriver
  21. Plasteel 10 pieces of Plasteel
  22. Wrench Wrench
  23. Welding Tool Welding Tool
  24. Savannah-Ivanov Armor Plates Add Savannah-Ivanov Armor Plates (Made in the Exosuit Fabricator)
  25. Wrench Wrench
  26. Welding Tool Welding Tool

Honk.png 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: -20 melee, 25.000°K max temperature. Yikes.

Integrity: 140

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.

Click expand for construction steps.
Requires
Minerals: 120.000Metal 15.000Glass 35.000Bananium

1 x Clown mask

1 x Clown shoes

1 x Bike horn Bike horn.png

3 x H.O.N.K. circuit boards Circuitboard.png

1 x Scanning Module. Scanning Module (Optional)

1 x Capacitor. Capacitor

1 x Servo Motor. Micro-Servo

1 x Cable Coil

1 x Power Cell


Construction steps::

  1. Create all of the H.O.N.K. exosuit parts in the Exosuit Fabricator.
  2. Attach all of the H.O.N.K. exosuit parts to the H.O.N.K. exosuit chassis.
  3. Bike horn.png HONK at the exosuit with a bike horn.
  4. Circuitboard.png Add the main circuit board.
  5. Bike horn.png HONK at the exosuit again.
  6. Circuitboard.png Add the peripherals circuit board.
  7. Bike horn.png HONK
  8. Circuitboard.png Add the targeting circuit board.
  9. Scanning Module Add a Scanning Module (Optional)
  10. Bike horn.png HONK
  11. Capacitor Add a Capacitor
  12. Bike horn.png HONK
  13. Micro-Servo Add a Servo Motor
  14. Bike horn.png HONK
  15. Power Cell Power Cell
  16. Bike horn.png HONK
  17. Add the clown's mask to the exosuit.
  18. Bike horn.png HENK
  19. Add clown shoes to it.
  20. Bike horn.png I WILL GRAB ONE OF MY SIX BIKE HORNS, AND I WILL HONK THE SONG THAT ENDS THE EARTH Bike horn.png


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.png Marauder

Equipment slots: 4

Movement speed: Very slow.

Special abilities: Smoke grenades, thrusters (for space navigation), optical zoom. Destroys walls by running into them. Punches harder than a Durand. Lava- and fireproof.

Armor: 50 melee, 55 bullet, 40 laser, 30 energy, 30 bomb. 60.000°K max temperature. Has a chance to deflect attacks.

Integrity: 500

Description: Standard issue exosuit for the Death Squad when the going gets tough.

It 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.png Seraph

Equipment slots: 5

Movement speed: Average.

Special abilities: Same as the Marauder's, but punches even harder.

Armor: Same as the Marauder's.

Integrity: 550

Description: An advanced Death Squad exosuit for when the going gets seriously tough. Usually reserved for CentCom high command.

It 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.

DarkGygax.png Dark Gygax

Equipment slots: 4

Movement speed: Average.

Special abilities: Same as the Gygax', but with additional thrusters for space navigation.

Armor: 40 melee, 40 bullet, 50 laser, 35 energy, 20 bomb. 35.000°K max temperature. Has a low chance to deflect attacks.

Integrity: 300

Description: A modified Gygax used for nefarious purposes.

It starts off with the LBX AC 10 "Scattershot", an antiprojectile and antimelee armor booster, and a Tesla Energy Relay.

DarkMarauder.png Mauler

Equipment slots: 5

Movement speed: Very slow.

Special abilities: Same as the Marauder's.

Armor: Same as the Marauder's.

Integrity: 500

Description: A modified Marauder used by the Syndicate that's not as maneuverable as the Dark Gygax, but it makes up for that in armor and sheer firepower.

Starts off 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.

Exosuit operation and maintenance

To climb into an exosuit, just drag and drop your character onto it.

Cabin Sealing

To compensate for the lack of air tank by default, mechs with enclosed cabin (e.g. all except Ripley) got an ability to toggle cabin exposure to the outside air. Exiting the mech makes cabin air automatically exposed.

When you seal the cabin, it traps some of the outside air inside the cabin and you can breathe with this air to perform a short space trips. But the oxygen will run out quickly and CO2 will build up.

Sealing the cabin in space will make the cabin filled with vacuum, and it will stay there until you return to air environment and unseal the cabin, letting the breathable air to enter. There are temperature and pressure sensors that turn yellow/red when the corresponding warning thresholds are reached.

You could also use personal internals in combination with cabin sealing for long space travels, so Air Tank is completely optional now and mostly needed when you need RCS thruster.

Mounted Air Tank

Available from the basic mech research node and can be printed in fab. Built model comes empty, and syndicate mechs come with one full of oxygen.

Can be switched to pressurize or not pressurize the cabin. Releases gas only when the cabin is sealed shut. Starts releasing automatically, but can be toggled to not release if you want to use it just as a portable canister.

Cabin pressure can now be configured in the module UI instead of Maintenance UI.

Can be attached to a pipe network when the mech is parked above a connection port.

Comes with a pump that works similarly to the portable pump. It lets you vent the air tank contents outside, or suck air from the room to fill the air tank. Intended to provide an ability to fill the air tank without the need to bother with pipes.

Also has gas sensors that display gas mix data of the tank and the cabin (when sealed).

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. The EMP is reusable after a cooldown of 10 seconds.

Research can also unlock an AI control beacon that lets the AI - you guessed it - control the exosuit. Be warned that being inside a mech while it is destroyed as AI will lead to death! An AI with "Alternative Programming" can forcefully hijack a mech with a purchasable upgrade

EMP

When an exosuit is hit by an EMP-effect it will take burn damage, lose some battery charge and have all its equipment disabled for 3 seconds.

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 Unique Enzymes (UE) to enter the mech.

This can be abused by Changelings and crafty Geneticists! Another downside is that you will be locked out if you swap bodies.

  • Enter the exosuit and open the stats menu.
  • Under Permissions&Logging, click "DNA-lock".
  • To remove the lock, hit "[ Reset ]" next to your DNA string under "DNA-locked:".

Exosuit Damage and Repairs

For external damage to the exosuit, simply use a welder on it. When a mech takes damage while its integrity is below a certain threshold, it has a chance to break internally. The reports for internal damage can be seen in the stats window.


Internal Fire: An internal fire will heat the air in the cabin and in the air tank, potentially causing a breach. It has a chance to fix itself if the life support system is functional.

Life Support System Malfunction: A malfunction in the life support system will prevent the mech from regulating the temperature brought into the cabin from the internal air tank. It can be fixed by using a screwdriver on it or with a repair droid.

Gas Tank Breach: A gas tank breach will cause the contents of the internal tank to be leaked into the environment. It can be fixed by using a welder on the mech if it also has external damage or with a repair droid.

Coordination System Calibration Failure: A failure in the coordination system will cause the mech to move randomly and can cause the mech to miss its targets. It can be fixed by clicking "Recalibrate" in the damage report.

Short Circuit: A short circuit failure will cause the installed power cell to lose charge and damages it so that its maximum charge decreases. It also prevents repair droids and tesla relays from working. It can be repaired by using wires on the mech while its power unit hatch is open (see battery replacement steps).

Exosuit Battery, Capacitor and Scanning Module Replacement

  1. Make sure maintenance protocols are permitted (Permissions&Logging inside the mech).
  2. Id regular.png Hit the exosuit with your ID card or PDA with ID inside and select "Initiate maintenance protocol".
  3. Wrench Wrench
  4. Crowbar Crowbar
  5. Click "Drop power cell", "Drop capacitor" or "Drop scanning module" in the menu, depending on which part you want to replace.
  6. Hud-hands.gif Pick up the old part from the floor and discard it.
  7. Power cell.png New Battery, capacitor or scanning module
  8. Crowbar Crowbar
  9. Wrench Wrench
  10. Id regular.png ID Card and select "Terminate maintenance protocol".
  11. Optional: Forbid maintenance protocol from 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.

Utility Exosuit Equipment

Equipment Description
Exosuit drill.png Drill The drill can completely destroy most objects (with the exception of reinforced walls) and kill people who stand still within a few seconds.


When used for mining, the targeted and two adjacent mineral deposits will be drilled. Drills are rarely used for mining once Plasma Cutters become available.

Can't be attached to the Odysseus.

Mecha diamond drill.png Diamond Drill Essentially an upgraded drill that's faster and much stronger - you can go right through minerals and reinforced walls.


Can't be attached to the Odysseus.

MiningScanner.png Exosuit Mining Scanner A mech-mounted version of an advanced mining scanner with the same range, but less than half the cooldown. Is always active once attached.
Mecha teleporter.png Mounted Teleporter A mounted teleporter that can teleport the exosuit to any location in view.
Mecha teleporter.png Mounted Gravitational Catapult Can be used to throw objects around (Sling mode) or blast anything away from a targeted area (Push mode).
Wormhole generator.gif Exosuit Wormhole Generator As the name implies, the wormhole generator creates a wormhole (similar to ones spawned by Space-Time Anomaly events) at a targeted location.
Mounted RCD.png Mounted RCD An exosuit-mounted Rapid Construction Device. Rapidly drains battery charge, but can deconstruct reinforced walls.
Repair droid.png Repair Droid Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.
Mecha plasmacutter.png 217-D Heavy Plasma Cutter Cuts through solid rock and can dismember unlucky targets. More effective in low pressure environments.

Longer range and higher damage than portable cutters.

Mounted Radio Works as a normal radio, but with subspace transmission. Available from the basic mech research node and can be printed in fab.
Mounted Air Tank Available from the basic mech research node and can be printed in fab. Built model comes empty, and syndicate mechs come with one full of oxygen.

Can be switched to pressurize or not pressurize the cabin. Releases gas only when the cabin is sealed shut. Starts releasing automatically, but can be toggled to not release if you want to use it just as a portable canister.

Cabin pressure can now be configured in the module UI instead of Maintenance UI.

Can be attached to a pipe network when the mech is parked above a connection port.

Comes with a pump that works similarly to the portable pump. It lets you vent the air tank contents outside, or suck air from the room to fill the air tank. Intended to provide an ability to fill the air tank without the need to bother with pipes.

Also has gas sensors that display gas mix data of the tank and the cabin (when sealed).

Armor Exosuit Equipment

Equipment Description
Armor booster module.png Armor Booster Module (Close Combat Weaponry) Boosts exosuit armor against armed melee attacks. Requires energy to operate.
Armor booster module.png Armor Booster Module (Ranged Weaponry) Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate.

Power Exosuit Equipment

Equipment Description
Energy relay.png Exosuit Energy Relay Wirelessly drains energy from any APC's available power channel in the area. Not very effective.
Energy relay.png Exosuit Plasma Converter Generates power using solid plasma sheets as fuel. Occasionally releases clouds of plasma that may catch on fire.

Specialized Exosuit Equipment

Equipment Description Can be attached to
Hydraulic clamp.png Hydraulic Clamp Gives it an ability to load objects into a cargo compartment, or lets you crush people with it.

Great in combination with an ore box - nearby minerals will be loaded straight into the box.

Ripley, Firefighter, Paddy
Hydraulic clamp.png Hydraulic Claw Allows to handcuff and load people into a jail compartment that only Paddy has now.

Handcuffing can be disabled to use it by Security Officers transportation.

Paddy
Exosuit extinguisher.png Exosuit Extinguisher Exosuit-mounted extinguisher. Holds up to 1.000 units and can be refilled by clicking on a water tank. Ripley, Clarke, Firefighter, Paddy
Exosuit Proto-kinetic Accelerator An exosuit-mounted mining tool that does increased damage in low pressure. Drawing from an onboard power source allows it to project further than the handheld version. All (except combat mechs?)
Sgun.png Exosuit Syringe Gun Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur until the syringe injects someone.

Can scan and produce most reagents - these will be available for syringes and the mounted sleeper. To load syringes, click on syringe boxes or individual syringes with the gun selected. Reagent synthesis has to be manually started by opening the equipment tab of the mech's status menu.

Odysseus
Sleeper.gif Mounted Sleeper Exo-suit mounted sleeper that stabilizes patients inside and lets you inject chemicals that were produced by the mounted syringe gun.

Can also be used to abduct people and keep them sedated.

Odysseus
Mecha medigun.png Medigun Exo-suit mounted medigun which gradually heals people it's used on. Don't cross the streams! Odysseus
RCS thruster package A set of thrusters that allow for exosuit movement in zero-gravity environments, by expelling gas from the internal life support tank. All with internal tank

Exosuit Weapons

Install a weapon by printing it from an exosuit fabricator and then hitting the finished mech with it. Some weapons require you to refill their ammo manually. To do this, print corresponding ammo boxes from an exosuit fabricator or from the security techfab, and then use them on the fininished mech. Each ammo box will fill the weapon with the same amount as the "starting ammo".

Weapon Description Energy drain or starting ammo/max ammo Cooldown in seconds Can be attached to
CH-LC "Solaris" laser cannon.png CH-PS "Immolator" Laser Fires a Laser bolt, identical to laser rifles. 30 energy per shot 0.8 Durand, Gygax, Honker, Paddy, and Phazon
CH-LC "Solaris" laser cannon.png CH-LC "Solaris" Laser Cannon Fires a Heavy Laser bolt, identical to the laser cannon. 60 energy per shot 1.5 Durand, Gygax, Honker, Paddy, and Phazon
MKIV ion heavy cannon.png mkIV Ion Heavy Cannon Fires a Ion bolt, identical to ion rifles. Don't hit yourself! 120 energy per shot 2 Durand, Gygax, Honker, Paddy, and Phazon
EZ-13 MK2 heavy pulse rifle.png eZ-13 mk2 Heavy pulse rifle Fires a heavy pulse laser. Death Squad only. 120 energy per shot 3 Durand, Gygax, Honker, Paddy, and Phazon
Mecha disabler.png "Peacemaker" Disabler Fires basic disabler beams. 30 energy per shot 0.8 Durand, Gygax, Honker, Paddy, and Phazon
LBX AC 10 "Scattershot".png LBX AC 10 "Scattershot" Fires four bullets in a spread pattern, 20 damage each. 40 / 160 2 Durand, Gygax, Honker, Paddy, and Phazon
Ultra AC 2.png Ultra AC 2 Fires a three shot burst of 20 damage bullets. 300 / 1200 1 Durand, Gygax, Honker, Paddy, and Phazon
SRM-8 missile rack.png SRM-8 Missile Rack Fires a missile which will explode on impact. Tubes must be reloaded from the outside. Can not be researched or constructed by station. 8 / 8 6 Durand, Gygax, Honker, Paddy, and Phazon
BRM-6 missile rack.png BRM-6 Missile Rack Launches low-explosive breaching missiles designed to explode only when striking a sturdy target. Does not explode unless hitting a wall, door, shutter, or another mech. Does 30 damage to soft targets. Tubes must be reloaded from the outside. 6 / 6 6 Durand, Gygax, Honker, Paddy, and Phazon
MKIV ion heavy cannon.png MKI Tesla Cannon Fires a tesla ball that arcs off anything it hits. Causes EMP as well. 500 energy per shot 3.5 Durand, Gygax, Honker, Paddy, and Phazon
SGL-6 grenade launcher.png SGL-6 Grenade Launcher Launches a flashbang at medium range. 6 / 24 6 Durand, Gygax, Honker, Paddy, and Phazon
SGL-6 grenade launcher.png SOB-3 Grenade Launcher Launches a cluster of flashbangs at medium range. Must be reloaded from the outside. 3 / 3 9 Durand, Gygax, Honker, Paddy, and Phazon
Hades-Carbine.png FNX-99 "Hades" Carbine Shoots incendiary bullets that leave a burning trail. 24 / 96 1 Durand, Gygax, Honker, Paddy, and Phazon
Banana mortar.png Banana Mortar Launches a banana peel. Very annoying, thus, fun. 100 energy per shot, 15 shots 2 H.O.N.K.
Mousetrap mortar.png Mousetrap Mortar Launches an armed mousetrap. 100 energy per shot, 15 shots 2 H.O.N.K.
HoNkER BlAsT 5000.png HoNkER BlAsT 5000 Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around. 200 energy per shot 15 H.O.N.K.
Mecha punching glove.png Oingo Boingo Punch-face Launches a boxing glove that can punch airlocks right out of their frames. 250 energy per punch or 500 per shot, 10 shots 2 H.O.N.K.