Exosuits 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!

Stock Parks

All mechs require a servo motor and they reduce mech movement power consumption.

Scanning modules are optional for mech operation (still required to build) and the lack of one disables the following UI elements:

  • Display of mech integrity (you can still see the alerts or examine the mech to get rough idea)
  • Display of mech status on internal damage (and you can't repair what you can't diagnose)

The rating of scanning module doesn't have any effect as of now, and cargo mech comes without it roundstart.

List of Exosuits

Ripley MK-I.png Ripley APLU

Equipment slots: 6

Movement speed: Fast.

Special abilities: Even faster movespeed in low pressure environments (Lavaland, space, etc.). Armor can be upgraded with Goliath plates.

Armor: 40 melee, 20 bullet, 10 laser, 20 energy, 40 bomb. 20.000°K max temperature*.

Integrity: 200

Description: The Ripley APLU (Autonomous Power Loading Unit) is a fast moving exosuit with no atmospheric protection. Don't expect the wire screen to do much against ranged weapons. Useful for carrying boxes and as a lightweight platform for various exosuit tools.

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.

*The exosuit itself can withstand decently high temperatures without taking damage. It does not, however, offer protection to the pilot from fire or temperature hazards.

Click expand for construction steps.
Requires
Minerals: 100.000Metal 7.500Glass

10 x Metal rods

5 x Metal sheets Metal

2 x Ripley circuit boards (also available through Cargo) 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 Ripley parts using the Exosuit Fabricator.
  2. Attach all of the parts to the Ripley chassis
  3. Wrench Wrench
  4. Screwdriver Screwdriver
  5. Cable Coil Cable Coil
  6. Wirecutters Wirecutters
  7. Ripley Central Control Module Ripley Central Control Module
  8. Screwdriver Screwdriver
  9. Ripley Peripherals Control Module Ripley Peripherals Control Module
  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 10 metal Rods
  23. Welding Tool Welding Tool

Ripley.png Ripley APLU MK-II

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: 40 melee, 30 bullet, 30 laser, 30 energy, 60 bomb, 70 rad, 100 fire, 100 acid. 30.000°K max temperature.

Integrity: 250

Description: The Ripley APLU (Autonomous Power Loading Unit) Mark II is a slow moving, decently protected exosuit that's often used for construction, break&entry or fighting Blobs.

The MK-II has a pressurized cabin for space operations, but the added weight has slowed it down. Whether the trade is fair or not depends solely on your purpose for the exosuit.

Requires
Minerals: 10.000Metal 10.000Plasma

1 x Ripley APLU MK-I Ripley MK-I

MK-I to MK-II Conversion Kit The Ripley MK-II is created by using a conversion kit on a Ripley MK-I exosuit. This kit is available from the Exosuit Fabricator. The conversion process requires the MK-I to have an empty cargo bay, no pilot sitting inside, and the Maintenance Procedures function permitted.

Once converted to the MK-II design, the exosuit cannot be restored to MK-I.

Paddy.png Paddy APLU

Equipment slots: 6

Movement speed: Fast.

Special abilities: Even faster move speed in low pressure environments (lavaland, space, etc.). Armor can be upgraded with Goliath plates. Has a storage compartment that can hold 4 people.

Armor: 40 melee, 20 bullet, 10 laser, 20 energy, 40 bomb, 70 rad, 100 fire, 100 acid. 20.000°K max temperature*.

Integrity: 250

Description: The APLU Paddy is a Security variant of Ripley Mk1. Designed for mass detainment it has a special compartment which can hold up to 4 people, to load them into the compartment you must arm it with a Hydraulic Claw which can catch people and handcuff them. Handcuffing them can be disabled so you can use the mech for transporting squad of Security Officers. If mech stands still, people in the internal compartment can break out after 45 seconds. All of the people get automatically kicked out of internal compartment when pilot leaves the exosuit.

Has a built-in siren which can be turned on to signal bystanders to move away, and for the criminal that JUSTICE HAS COME!

One APLU Paddy spawns in the Brig Mech Bay pre-loaded with a Disabler Shotgun and Hydraulic Claw. More Paddy exosuits can only be constructed after Advanced Mech research is done.

*The exosuit itself can withstand decently high temperatures without taking damage. It does not, however, offer protection to the pilot from fire or temperature hazards.

Requires
Minerals: 10.000Metal 10.000Plasma

1 x Ripley APLU MK-I Ripley MK-I

MK-I to MK-II Conversion Kit The Paddy is created by using a conversion kit on a Ripley MK-I exosuit. This kit is available from the Exosuit Fabricator. The conversion process requires the MK-I to have an empty cargo bay, no pilot sitting inside, and the Maintenance Procedures function permitted.

Once converted to the Paddy design, the exosuit cannot be restored to MK-I.


Clarke front.png Clarke

Equipment slots: 7

Movement speed: Fast.

Special abilities: Completely storm, fire and lavaproof. Has an unremovable internal ore box (empty the ore box with the "view stats" menu). Can search for Lavaland ruins on a 1-minute cooldown and pinpoint to the nearest one. Can attack on all directions, instead of only the one it's facing.

Armor: 20 melee, 10 bullet, 20 laser, 10 energy, 60 bomb, 70 rad, 100 fire, 100 acid. 65.000°K max temperature.

Integrity: 200

Description: A fast moving, fireproof exosuit with lavaproof treads and ash storm protection. Suitable for exploring Lavaland. Cannot strafe. Like with most exosuits it needs some research to unlock. Replaced the Firefighter APLU.

Click expand for construction steps.
Requires
* Minerals: 76.000Metal 17.500Glass
  • 4 x Conveyor belts ConveyorBelt.png (from autolathe or engineering/science protolathe)
  • 5 x Plasteel sheets Plasteel
  • 5 x Gold sheets Gold
  • 1 x Clarke Central Control module (Exosuit Board) Mech central control.png (from department circuit imprinter (Science))
  • 1 x Clarke Peripherals Control module (Exosuit Board) Mech peripherals.png (from department circuit imprinter (Science))
  • 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: 74.000Metal 10.000Glass

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: 125.000Metal 15.000Glass 20.000Silver 20.000Gold 10.000Titanium

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 Bluespace 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 Bluespace 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
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
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, 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, 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, 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, and Phazon
Mecha disabler.png "Peacemaker" Disabler Fires basic disabler beams. 30 energy per shot 0.8 Durand, Gygax, Honker, 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, and Phazon
Ultra AC 2.png Ultra AC 2 Fires a three shot burst of 20 damage bullets. 300 / 1200 1 Durand, Gygax, Honker, 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, 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, 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, and Phazon
SGL-6 grenade launcher.png SGL-6 Grenade Launcher Launches a flashbang at medium range. 6 / 24 6 Durand, Gygax, Honker, 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, and Phazon
Hades-Carbine.png FNX-99 "Hades" Carbine Shoots incendiary bullets that leave a burning trail. 24 / 96 1 Durand, Gygax, Honker, 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.