Spacesuits, RIG Suits, MODSuits, and EVA Suits

Depending on your job, you may find yourself required to venture into the depths of space. You probably won't survive long out in space without them.

These are suits that, along with a Space Helmet, can protect you from a lack of pressure, fire, and radiation. Not wearing one of these out in space will almost definitely lead to your demise. Most departments have their own suits designed for them, making it easy to distinguish where the wearer belongs to.

In emergency, open the nearest O2locker.png locker and suit up, unless you have access to a voidsuit, which is superior.

For further information about RIG Suits (more commonly known as Hardsuits), click here.

Softsuits Softsuit.png Space suit Found in: EVA and blue O2 lockers around station. Used for: Going to space and emergencies. Strategy: Provides protection against vacuum and fire, but there's no protection against attacks. Description A big, bulky, astronaut suit suited towards short jaunts in space, or when the ship is fallingg apart. Don't forget to wear your internals!

Voidsuits Mining Hardsuit.png Mining voidsuit Found in: Mining Station. Used for: Vacuum protection. Strategy: It's impossible to mine without one of these. Description Real laborer's hardsuit.

Engineer Hardsuit.png Engineering voidsuit Found in: Engineering. Used for: Vacuum protection. Strategy: It can protect against vacuum, fire and have light armor protection. Description Station engineer's basic uniform. Used primarily for fixing breaches.

Atmospherics Hardsuit.png Atmospherics voidsuit Found in: Atmospherics. Used for: Repressurize the station. Strategy: It has the same bonuses that the engineering suit gives. Description Used for repressurizing the station.

CE Hardsuit.png Advanced voidsuit Found in: Chief Engineer's Office. Used for: Used by the Chief Engineer to repressurize areas and to turn the engine on. Strategy: Has more protection against brute, blasts and radiation than the regular engineering hardsuit. Description A prototype hardsuit that has better protection than other hardsuits available.

Security Hardsuit.png Security voidsuit Found in: EVA. Used for: Used for protecting the station when there is a major depressurization. Strategy: It has damage protection like regular body armor. Description Space Security for Space Criminals. Medical Hardsuit.png Medical voidsuit Found in: EVA. Used for: Medical Rescue. Strategy: It's lighter than other hardsuits for fast rescue.Have disease protection Description Used for rescuing someone in a low pressure area or rescuing a dead body in space that needs cloning.

SyndicateSuit.png Red Space Voidsuit Found in: Can be ordered from Uplink Items by Traitors/Mercs. Used for: Extra vehicular activities. Strategy: Can be used to hide in space. Walking in one of these is faster than in normal space suits. Description A red suit used for hiding in space or infiltrating the station.

Voidsuit.png NASA Voidsuit Found in: Telecommunications Satellite. Used for: Telecommunications maintenance. Strategy: Protects from vacuum, fire, and radiation like an normal space suit, but it's as lightweight as the Engineering hardsuit. Description In a bygone era, it was the basic space suit. Now it's used just for fixing problems on the Communication Satellite. It has an similarity with the space suit from 2001: A Space Odyssey.

Hardsuits EmergencyResponseTeam.png Emergency Response team hardsuit Found in: Central Command. Used for: Bringing the station back to survivable conditions. Strategy: It can protect against fire, vacuum and against brute demage too!. Description Basic ERT uniform. Comes in Command (blue), Medical (white), Security (red), and Engineering (yellow) variants.

Generic nukesyndie.png Mercenary Hardsuit Found in: Mercenary base. Used for: Assaulting the station. Strategy: Has moderate brute and burn damage protection. Description A robust hardsuit used for hiding in space or infiltrating the station

MODsuits Modular Outerwear Devices, AKA MODsuits, are customizable hardsuits that support a variety of modules to assist the wearer. To manufacture and use one of these, you'll need to visit both Cargo and Robotics to gather up all the parts, put all of the parts together, extend each part of the armor and activate the suit!

Not to be left out, AIs that have been placed in an intellicard can be mounted on the suit to control the user's movement and modules in case the user becomes incapacitated. To insert the intellicard, open up the MODsuit with a screwdriver and apply the card to the suit.

To charge your MODsuit's cell, enter a cyborg charger CyborgRecharger.png while wearing the suit.

To update your MODsuit's access, use a screwdriver on your suit and swipe your ID on it.

Construction Print out helmet, chestplate, gauntlets, boots, MOD shell, and armor from the Exosuit Fabricator. Modcore.gif Order a MOD core from Cargo OR find a broken MOD core in maintenance and repair it with a screwdriver OR craft one with an ethereal heart. Modconstruction.png Add core to shell. Screwdriver tool.png Screwdriver core to shell. Modhelm.png Add helmet to assembly. Modchestplate.png Add chestplate to assembly. Modgauntlet.png Add gauntlets to assembly. Modboots.png Add boots to assembly. Wrench.png Wrench assembly. Screwdriver tool.png Screwdriver assembly. Standard armor.png Add external plating to assembly. Screwdriver tool.png Open modsuit panel with screwdriver. Power cell.png Insert cell. Screwdriver tool.png Close modsuit panel with screwdriver. Customization The chosen plating determines the suit's look, environmental protections, and potentially modules. There are currently 6 printable armors in total:

Standard armor.png Standard Plating

Engineering armor.png Engineering Plating

Atmos armor.png Atmospheric Plating

Medical armro.png Medical Plating

Securityarmor.png Security Plating

Cosmohonk theme.png Cosmohonk Plating

For MODsuits with alternate appearances, use a paint kit Paintkit.png on the completed suit to change between them!

Station MODsuit Themes Standard modsuit.pngStandard MODsuit A civilian class suit by Nakamura Engineering, doesn't offer much other than slightly quicker movement.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds 10 5 5 5 0 100 25 25 5 Cell Drain: 5

Maximum Complexity: 15

Alternate Skins:

Civilian modsuit.png Civilian

Engineering modsuit.pngEngineering MODsuit An engineer-fit suit with heat and shock resistance. Nakamura Engineering's classic.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds 10 5 20 10 10 100 100 25 10 Cell Drain: 5

Maximum Complexity: 15

Atmospherics modsuit.pngAtmospheric MODsuit An atmospheric-resistant suit by Nakamura Engineering, offering extreme heat resistance compared to the engineer suit.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds 10 5 10 15 10 100 100 75 10 Cell Drain: 5

Maximum Complexity: 15

Chief modsuit.pngAdvanced MODsuit An advanced version of Nakamura Engineering's classic suit, shining with a white, acid and fire resistant polish.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds 15 5 20 15 50 100 100 90 10 Cell Drain: 5

Maximum Complexity: 15

Inbuilt Modules

Advanced Magboots Cargo modsuit.pngLoader MODsuit An unsealed experimental motorized harness manufactured by Scarborough Arms for quick and efficient munition supplies.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds 15 5 5 5 10 10 25 25 10 Cell Drain: 5

Maximum Complexity: 10

Inbuilt Modules

Hydraulic Clamp Loader Module Magnet Module Mining modsuit.pngMining MODsuit A Nanotrasen mining suit for on-site operations, fit with accreting ash armor and a sphere form.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds 15 5 5 5 30 100 100 75 15 Cell Drain: 10

Maximum Complexity: 10

Medical modsuit.pngMedical MODsuit A lightweight suit by DeForest Medical Corporation, allows for easier movement.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds 5 5 5 5 10 100 60 75 5 Cell Drain: 7

Maximum Complexity: 15

Alternate Skins:

Corpsman.png Corpsman

Rescue modsuit.pngRescue MODsuit An advanced version of DeForest Medical Corporation's medical suit, designed for quick rescue of bodies from the most dangerous environments.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds 10 10 5 5 10 100 100 100 5 Cell Drain: 7

Maximum Complexity: 15

Inbuilt Modules

Quick-Carry Prototype modsuit.pngResearch MODsuit A private military EOD suit by Aussec Armory, intended for explosive research. Bulky, but expansive.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds 20 15 5 5 100 100 100 100 15 Cell Drain: 5

Maximum Complexity: 20

Inbuilt Modules

Reagent Scanner Securitysuit.pngSecurity MODsuit An Apadyne Technologies security suit, offering shock protection and quicker speed, at the cost of carrying capacity.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds 15 15 15 15 25 100 75 75 15 Cell Drain: 5

Maximum Complexity: 10

Safeguardsuit.pngSafeguard MODsuit An Apadyne Technologies advanced security suit, offering greater speed and fire protection than the standard security model.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds 15 15 15 15 40 100 100 95 15 Cell Drain: 5

Maximum Complexity: 10

Magnate.pngMagnate MODsuit A fancy, very protective suit for Nanotrasen's captains. Shock, fire and acid-proof while also having a large capacity and high speed.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds 20 15 15 15 50 100 100 100 15 Cell Drain: 5

Maximum Complexity: 20

Cosmohonk.pngCosmohonk MODsuit A suit by Honk Ltd. Protects against low humor environments. Most of the tech went to lower the power cost.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds 5 5 20 20 10 100 60 30 5 Cell Drain: 1.25

Maximum Complexity: 15

Offstation MODsuit Themes Syndiemod.pngSyndicate MODsuit A suit designed by Gorlex Marauders, offering armor ruled illegal in most of Spinward Stellar.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds 15 (40) 20 (50) 15 (30) 15 (40) 35 100 50 90 25 Cell Drain: 5

Maximum Complexity: 15

Inbuilt Modules

Armor Booster Elitemodsuit.pngElite Syndicate MODsuit An elite suit upgraded by Cybersun Industries, offering upgraded armor values.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds 35 (60) 30 (60) 35 (50) 35 (60) 55 100 100 100 25 Cell Drain: 5

Maximum Complexity: 15

Inbuilt Modules

Elite Armor Booster Enchantedsuit.pngEnchanted MODsuit The Wizard Federation's relatively low-tech MODsuit. Is very protective, though.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds 40 40 40 50 35 100 100 100 30 Cell Drain: 5

Maximum Complexity: 10

Prototypesiut.pngPrototype MODsuit A prototype modular suit powered by locomotives. While it is comfortable and has a big capacity, it remains very bulky and power-inefficient.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds 20 5 10 10 50 100 100 75 5 Cell Drain: 5

Maximum Complexity: 25

Newly issued Nanotrasen IDs are not backwards compatible with this suit!

CentCom MODsuit Themes Responsorysuit.pngResponsory MODsuit A high-speed rescue suit by Nanotrasen, intended for its' emergency response teams.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds 35 30 30 40 50 100 100 90 15 Cell Drain: 5

Maximum Complexity: 15

Alternate Skins:

Inquisitorsuit.png Inquisitor

Apocryphal.pngApocryphal MODsuit A high-tech, only technically legal, armored suit created by a collaboration effort between Nanotrasen and Apadyne Technologies.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds 80 80 50 60 50 100 100 100 25 Cell Drain: 5

Maximum Complexity: 25

Corporatesuit.pngCorporate MODsuit A fancy, high-tech suit for Nanotrasen's high ranking officers.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds 35 40 40 50 50 100 100 100 15 Cell Drain: 5

Maximum Complexity: 15

Debug modsuit.pngDebug MODsuit Strangely nostalgic.

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds 50 50 50 50 100 100 100 100 0 Cell Drain: 5

Maximum Complexity: 50

Debug modsuit.pngAdministrative MODsuit A suit made of adminium. Who comes up with these stupid mineral names?

Base Armor

Melee Ballistic Laser Energy Bomb Biological Fire Acid Wounds 100 100 100 100 100 100 100 100 100 Cell Drain: 0

Maximum Complexity: 1000

Modules Customize your modsuit with MODULES! To attach a module to the suit, you must first open the panel with a screwdriver, then apply the module.

Storage Modules

MOD Storage Module MOD Storage Module Cell Drain Idle: 0 Active: 0 On Use: 0 Complexity: 3 Description What amounts to a series of integrated storage compartments and specialized pockets installed across the surface of the suit, useful for storing various bits, and or bobs.

MOD Expanded Storage Module MOD Expanded Storage Module Cell Drain Idle: 0 Active: 0 On Use: 0 Complexity: 3 Description Reverse engineered by Nakamura Engineering from Donk Corporation designs, this system of hidden compartments is entirely within the suit, distributing items and weight evenly to ensure a comfortable experience for the user; whether smuggling, or simply hauling.

Visor Modules

MOD Medical Visor Module MOD Medical Visor Module Cell Drain Idle: 0 Active: 1.5 On Use: 0 Complexity: 2 Description A heads-up display installed into the visor of the suit. This cross-references suit sensor data with a modern biological scanning suite, allowing the user to visualize the current health of organic lifeforms, as well as access data such as patient files in a convenient readout. They say these also let you see behind you.

MOD Diagnostic Visor Module MOD Diagnostic Visor Module Cell Drain Idle: 0 Active: 1.5 On Use: 0 Complexity: 2 Description A heads-up display installed into the visor of the suit. This uses a series of advanced sensors to access data from advanced machinery, exosuits, and other devices, allowing the user to visualize current power levels and integrity of such. They say these also let you see behind you.

MOD Security Visor Module MOD Security Visor Module Cell Drain Idle: 0 Active: 1.5 On Use: 0 Complexity: 2 Description A heads-up display installed into the visor of the suit. This module is a heavily-retrofitted targeting system, plugged into various criminal databases to be able to view arrest records, command simple security-oriented robots, and generally know who to shoot. They say these also let you see behind you.

MOD Meson Visor Module MOD Meson Visor Module Cell Drain Idle: 0 Active: 1.5 On Use: 0 Complexity: 2 Description A heads-up display installed into the visor of the suit. This module is based off well-loved meson scanner technology, used by construction workers and miners across the galaxy to see basic structural and terrain layouts through walls, regardless of lighting conditions. They say these also let you see behind you.

MOD Thermal Visor Module MOD Thermal Visor Module Cell Drain Idle: 0 Active: 1.5 On Use: 0 Complexity: 2 Description A heads-up display installed into the visor of the suit. This uses a small IR scanner to detect and identify the thermal radiation output of objects near the user. While it can detect the heat output of even something as small as a rodent, it still produces irritating red overlay. They say these also let you see behind you.

MOD Night Visor Module MOD Night Visor Module Cell Drain Idle: 0 Active: 1.5 On Use: 0 Complexity: 2 Description A heads-up display installed into the visor of the suit. Typical for both civilian and military applications, this allows the user to perceive their surroundings while in complete darkness, enhancing the view by tenfold; yet brightening everything into a spooky green glow. They say these also let you see behind you.

Anomaly-Locked Modules Modules that are locked and don't function without an anomaly core.

MOD Anti-Gravity Module MOD Anti-Gravity Module Cell Drain Idle: 0 Active: 3.5 On Use: 0 Complexity: 3 Description A module that uses a gravitational core to make the user completely weightless.

MOD Teleporter Module MOD Teleporter Module Cell Drain Idle: 0 Active: 0 On Use: 25 Complexity: 3 Description A module that uses a bluespace core to let the user transport their particles elsewhere.

Other Printable Modules

MOD Welding Protection Module MOD Welding Protection Module Cell Drain Idle: 0 Active: 0 On Use: 0 Complexity: 1 Description A module installed into the visor of the suit, this projects a polarized, holographic overlay in front of the user's eyes. It's rated high enough for immunity against extremities such as spot and arc welding, solar eclipses, and handheld flashlights.

MOD T-Ray Scan Module MOD T-Ray Scan Module Cell Drain Idle: 0 Active: 1 On Use: 0 Complexity: 2 Description A module installed into the visor of the suit, allowing the user to use a pulse of terahertz radiation to essentially echolocate things beneath the floor, mostly cables and pipes. A staple of atmospherics work, and counter-smuggling work.

MOD Health Analyzer Module MOD Health Analyzer Module Cell Drain Idle: 0 Active: 0 On Use: 5 Complexity: 2 Description A module installed into the glove of the suit. This is a high-tech biological scanning suite, allowing the user indepth information on the vitals and injuries of others even at a distance, all with the flick of the wrist. Data is displayed in a convenient package on HUD in the helmet, but it's up to you to do something with it.

MOD Prototype Cloaking Module MOD Prototype Cloaking Module Cell Drain Idle: 0 Active: 10 On Use: 50 Complexity: 4 Description A complete retrofitting of the suit, this is a form of visual concealment tech employing esoteric technology to bend light around the user, as well as mimetic materials to make the surface of the suit match the surroundings based off sensor data. For some reason, this tech is rarely seen.

MOD Ion Jetpack Module MOD Ion Jetpack Module Cell Drain Idle: 0 Active: 2.5 On Use: 5 Complexity: 3 Description A series of electric thrusters installed across the suit, this is a module highly anticipated by trainee Engineers. Rather than using gasses for combustion thrust, these jets are capable of accelerating ions using charge from the suit's cell. Some say this isn't Nakamura Engineering's first foray into jet-enabled suits.

MOD Magnetic Stability Module MOD Magnetic Stability Module Cell Drain Idle: 0 Active: 2.5 On Use: 0 Complexity: 2 Description These are powerful electromagnets fitted into the suit's boots, allowing users both excellent traction no matter the condition indoors, and to essentially hitch a ride on the exterior of a hull. However, these basic models do not feature computerized systems to automatically toggle them on and off, so numerous users report a certain stickiness to their steps.

MOD Holster Module MOD Holster Module Cell Drain Idle: 0 Active: 0 On Use: 2.5 Complexity: 2 Description Based off typical storage compartments, this system allows the suit to holster a standard firearm across its surface and allow for extremely quick retrieval. While some users prefer the chest, others the forearm for quick deployment, some law enforcement prefer the holster to extend from the thigh.

MOD Emergency Tether Module MOD Emergency Tether Module Cell Drain Idle: 0 Active: 0 On Use: 5 Complexity: 3 Description A custom-built grappling-hook powered by a winch capable of hauling the user. While some older models of cargo-oriented grapples have capacities of a few tons, these are only capable of working in zero-gravity environments, a blessing to some Engineers.

MOD Eating Apparatus Module MOD Eating Apparatus Module Cell Drain Idle: 0 Active: 0 On Use: 0 Complexity: 1 Description A favorite by Miners, this modification to the helmet utilizes a nanotechnology barrier in front of the mouth to allow eating and drinking while retaining protection and atmosphere. However, it will do nothing to improve the taste of a goliath steak.

MOD Radiation Protection Module MOD Radiation Protection Module Cell Drain Idle: 1.5 Active: 0 On Use: 0 Complexity: 2 Description A module utilizing polymers and reflective shielding to protect the user against ionizing radiation; a common danger in space. This comes with software to notify the wearer that they're even in a radioactive area, giving a voice to an otherwise silent killer.

MOD EMP Shield Module MOD EMP Shield Module Cell Drain Idle: 1.5 Active: 0 On Use: 0 Complexity: 1 Description A field inhibitor installed into the suit, protecting it against feedback such as electromagnetic pulses that would otherwise damage the electronic systems of the suit or devices on the wearer. However, it will take from the suit's power to do so. Luckily, your PDA already has one of these.

MOD Flashlight Module MOD Flashlight Module Cell Drain Idle: 0 Active: 1.5 On Use: 0 Complexity: 1 Description A simple pair of flashlights installed on the left and right sides of the helmet, useful for providing light in a variety of ranges and colors. Some survivalists prefer the color green for their illumination, for reasons unknown.

MOD Reagent Scanner Module MOD Reagent Scanner Module Cell Drain Idle: 0 Active: 1 On Use: 0 Complexity: 1 Description A module based off research-oriented Nanotrasen HUDs, this is capable of scanning the contents of containers and projecting the information in an easy-to-read format on the wearer's display. It cannot detect flavors, so that's up to you.

MOD Internal GPS Module MOD Internal GPS Module Cell Drain Idle: 0 Active: 1.5 On Use: 0 Complexity: 1 Description This module uses common Nanotrasen technology to calculate the user's position anywhere in space, down to the exact coordinates. This information is fed to a central database viewable from the device itself, though using it to help people is up to you.

MOD Constructor Module MOD Constructor Module Cell Drain Idle: 1 Active: 0 On Use: 10 Complexity: 2 Description This module entirely occupies the wearer's forearm, notably causing conflict with advanced arm servos meant to carry crewmembers. However, it functions as an extremely advanced construction hologram scanner, as well as containing the latest engineering schematics combined with inbuilt memory to help the user build walls. Incompatible with: Quick-Carry

MOD Quick Carry Module MOD Quick Carry Module Cell Drain Idle: 1.5 Active: 0 On Use: 0 Complexity: 1 Description A suite of advanced servos, redirecting power from the suit's arms to help carry the wounded; or simply for fun. However, Nanotrasen has locked the module's ability to assist in hand-to-hand combat. Incompatible with: Constructor

MOD Longfall Module MOD Longfall Module Cell Drain Idle: 0 Active: 0 On Use: 25 Complexity: 1 Description Useful for protecting both the suit and the wearer, utilizing commonplace systems to convert the possible damage from a fall into kinetic charge, as well as internal gyroscopes to ensure the user's safe falling. Useful for mining, monorail tracks, or even skydiving!

MOD Thermal Regulator Module MOD Thermal Regulator Module Cell Drain Idle: 0 Active: 1.5 On Use: 0 Complexity: 2 Description Advanced climate control, using an inner body glove interwoven with thousands of tiny, flexible cooling lines. This circulates coolant at various user-controlled temperatures, ensuring they're comfortable; even if they're some that like it hot.

MOD Injector Module MOD Injector Module Cell Drain Idle: 0 Active: 1.5 On Use: 0 Complexity: 1 Description A module installed into the wrist of the suit, this functions as a high-capacity syringe, with a tip fine enough to locate the emergency injection ports on any suit of armor, penetrating it with ease. Even yours.

MOD Circuit Adapter Module MOD Circuit Adapter Module Cell Drain Idle: 2.5 Active: 0 On Use: 0 Complexity: 3 Description A popular aftermarket module, seen in wide varieties with wide applications by those across the galaxy. This is able to fit any sort of integrated circuit, hooking it into controls in the suit and displaying information to the HUD. Useful for universal translation, or perhaps as a calculator.

MOD Hydraulic Clamp Module MOD Hydraulic Clamp Module Cell Drain Idle: 0 Active: 0 On Use: 5 Complexity: 3 Description A series of actuators installed into both arms of the suit, boasting a lifting capacity of almost a ton. However, this design has been locked by Nanotrasen to be primarily utilized for lifting various crates. A lot of people would say that loading cargo is a dull job, but you could not disagree more.

MOD Bike Horn Module MOD Bike Horn Module Cell Drain Idle: 0 Active: 0 On Use: 5 Complexity: 1 Description A shoulder-mounted piece of heavy sonic artillery, this module uses the finest femto-manipulator technology to precisely deliver an almost lethal squeeze to… a bike horn, producing a significantly memorable sound.

MOD Drill Module MOD Drill Module Cell Drain Idle: 0 Active: 0 On Use: 5 Complexity: 2 Description An integrated drill, typically extending over the user's hand. While useful for drilling through rock, your drill is surely the one that both pierces and creates the heavens.

MOD Ore Bag Module MOD Ore Bag Module Cell Drain Idle: 0 Active: 0 On Use: 1 Complexity: 2 Description An integrated ore storage system installed into the suit, this utilizes precise electromagnets and storage compartments to automatically collect and deposit ore. It's recommended by Nakamura Engineering to actually deposit that ore at local refineries.

MOD Microwave Beam Module MOD Microwave Beam Module Cell Drain Idle: 0 Active: 0 On Use: 50 Complexity: 2 Description An oddly domestic device, this module is installed into the user's palm, hooking up with culinary scanners located in the helmet to blast food with precise microwave radiation, allowing them to cook food from a distance, with the greatest of ease. Not recommended for use against grapes.

MOD Waddle Module MOD Waddle Module Cell Drain Idle: 1 Active: 0 On Use: 0 Complexity: 2 Description Some of the most primitive technology in use by HonkCo. This module works off an automatic intention system, utilizing its' sensitivity to the pilot's often-limited brainwaves to directly read their next step, affecting the boots they're installed in. Employing a twin-linked gravitonic drive to create miniaturized etheric blasts of space-time beneath the user's feet, this enables them to… to waddle around, bouncing to and fro with a pep in their step.

MOD Organ Thrower Module MOD Organ Thrower Module Cell Drain Idle: 0 Active: 0 On Use: 5 Complexity: 2 Description A device recovered from a crashed Interdyne Pharmaceuticals vessel, this module has been unearthed for better or for worse. It's an arm-mounted device utilizing technology similar to modern-day part replacers, capable of storing and inserting organs into open patients. It's recommended by the DeForest Medical Corporation to not inform patients it has been used.

MOD Pathfinder Module MOD Pathfinder Module Cell Drain Idle: 0 Active: 0 On Use: 50 Complexity: 2 Description This module, brought to you by Nakamura Engineering, has two components. The first component is a series of thrusters and a computerized location subroutine installed into the very control unit of the suit, allowing it flight at highway speeds, and to be able to locate the second part of the system; a pathfinding implant installed into the base of the user's spine, broadcasting their location to the suit and allowing them to recall it to their back at any time. Nakamura Engineering swears up and down there's airbrakes.

MOD DNA Lock Module MOD DNA Lock Module Cell Drain Idle: 0 Active: 0 On Use: 15 Complexity: 2 Description A module which engages with the various locks and seals tied to the suit's systems, enabling it to only be worn by someone corresponding with the user's exact DNA profile; however, this incredibly sensitive module is shorted out by EMPs. Luckily, cloning has been outlawed.

MOD Plasma Stabilizer Module MOD Plasma Stabilizer Module Cell Drain Idle: 1.5 Active: 0 On Use: 0 Complexity: 1 Description This system essentially forms an atmosphere of its' own inside the suit, safely ejecting oxygen from the inside and allowing the wearer, a plasmaman, to have their internal plasma circulate around them somewhat like a sauna. This prevents them from self-igniting, and leads to greater comfort overall. The purple glass of the visor seems to be constructed for nostalgic purposes.

MOD Kinesis Module MOD Kinesis Module Cell Drain Idle: 0 Active: 3.75 On Use: 0 Complexity: 0 Description A modular plug-in to the forearm, this module was presumed lost for many years, despite the suits it used to be mounted on still seeing some circulation. This piece of technology allows the user to generate precise anti-gravity fields, letting them move objects as small as a titanium rod to as large as industrial machinery. Oddly enough, it doesn't seem to work on living creatures. Maintenance Modules These modules cannot be printed, and must be unearthed from the bowels of maintenance.

MOD Springlock Module MOD Springlock Module Cell Drain Idle: 0 Active: 0 On Use: 0 Complexity: 3 Description A module that spans the entire size of the MOD unit, sitting under the outer shell. This mechanical exoskeleton pushes out of the way when the user enters and it helps in booting up, but was taken out of modern suits because of the springlock's tendency to “snap” back into place when exposed to humidity. You know what it's like to have an entire exoskeleton enter you?

MOD Rave Visor Module MOD Rave Visor Module Cell Drain Idle: 0 Active: 0 On Use: 0 Complexity: 2 Description A Super Cool Awesome Visor (SCAV), intended for modular suits.

MOD Tanning Module MOD Tanning Module Cell Drain Idle: 0 Active: 0 On Use: 25 Complexity: 1 Description A tanning module for modular suits. Skin cancer functionality has not been ever proven, although who knows with the rumors…

MOD Balloon Blower Module MOD Balloon Blower Module Cell Drain Idle: 0 Active: 0 On Use: 2.5 Complexity: 1 Description A strange module invented years ago by some ingenious mimes. It blows balloons.

MOD Atrocinator Module MOD Atrocinator Module Cell Drain Idle: 0 Active: 0 On Use: 5 Complexity: 2 Description A mysterious orb that has mysterious effects when inserted in a MODsuit. Watch your step, or you'll be sent sky high! Unprintable Modules These modules cannot be printed from the exosuit fabricator, and instead either come with prebuilt MODsuits (or may be purchasable from a Syndicate uplink).

MOD Syndicate Storage Module MOD Syndicate Storage Module Cell Drain Idle: 0 Active: 0 On Use: 0 Complexity: 3 Description A storage system using nanotechnology developed by Cybersun Industries, these compartments use esoteric technology to compress the physical matter of items put inside of them, essentially shrinking items for much easier and more portable storage.

MOD Bluespace Storage Module MOD Bluespace Storage Module Cell Drain Idle: 0 Active: 0 On Use: 0 Complexity: 3 Description A storage system developed by Nanotrasen, these compartments employ miniaturized bluespace pockets for the ultimate in storage technology; regardless of the weight of objects put inside.

MOD Armor Booster Module MOD Armor Booster Module Cell Drain Idle: 0 Active: 1.5 On Use: 0 Complexity: 0 Description A retrofitted series of retractable armor plates, allowing the suit to function as essentially power armor, giving the user incredible protection against conventional firearms, or everyday attacks in close-quarters. However, the additional plating cannot deploy alongside parts of the suit used for vacuum sealing, so this extra armor provides zero ability for extravehicular activity while deployed.

MOD Energy Shield Module MOD Energy Shield Module Cell Drain Idle: 2.5 Active: 0 On Use: 10 Complexity: 3 Description A personal, protective forcefield typically seen in military applications. This advanced deflector shield is essentially a scaled down version of those seen on starships, and the power cost can be an easy indicator of this. However, it is capable of blocking nearly any incoming attack, though with its' low amount of separate charges, the user remains mortal.

MOD Advanced Cloaking Module MOD Advanced Cloaking Module Cell Drain Idle: 0 Active: 5 On Use: 25 Complexity: 4 Description The latest in stealth technology, this module is a definite upgrade over previous versions. The field has been tuned to be even more responsive and fast-acting, with enough stability to continue operation of the field even if the user bumps into others. The draw on the power cell has been reduced drastically, making this perfect for activities like standing near sentry turrets for extended periods of time.

MOD Battlemage Shield Module MOD Battlemage Shield Module Cell Drain Idle: 0 Active: 0 On Use: 0 Complexity: 3 Description The caster wielding this spell gains a visible barrier around them, channeling arcane power through specialized runes engraved onto the surface of the suit to generate a wall of force. This shield can perfectly nullify attacks ranging from high-caliber rifles to magic missiles, though can also be drained by more mundane attacks. It will not protect the caster from social ridicule.

MOD Magic Nullifier Module MOD Magic Nullifier Module Cell Drain Idle: 0 Active: 0 On Use: 0 Complexity: 0 Description A series of obsidian rods installed into critical points around the suit, vibrated at a certain low frequency to enable them to resonate. This creates a low-range, yet strong, magic nullification field around the user, aided by a full replacement of the suit's normal coolant with holy water. Spells will spall right off this field, though it'll do nothing to help others believe you about all this.

MOD Magic Neutralizer Module MOD Magic Neutralizer Module Cell Drain Idle: 0 Active: 0 On Use: 0 Complexity: 0 Description The caster wielding this spell gains an invisible barrier around them, channeling arcane power through specialized runes engraved onto the surface of the suit to generate anti-magic field. The field will neutralize all magic that comes into contact with the user. It will not protect the caster from social ridicule.

MOD Insignia Module MOD Insignia Module Cell Drain Idle: 0 Active: 0 On Use: 0 Complexity: 0 Description Despite the existence of IFF systems, radio communique, and modern methods of deductive reasoning involving the wearer's own eyes, colorful paint jobs remain a popular way for different factions in the galaxy to display who they are. This system utilizes a series of tiny moving paint sprayers to both apply and remove different color patterns to and from the suit.

MOD Anti-Slip Module MOD Anti-Slip Module Cell Drain Idle: 0.5 Active: 0 On Use: 0 Complexity: 1 Description These are a modified variant of standard magnetic boots, utilizing piezoelectric crystals on the soles. The two plates on the bottom of the boots automatically extend and magnetize as the user steps; a pull that's too weak to offer them the ability to affix to a hull, but just strong enough to protect against the fact that you didn't read the wet floor sign. Honk Co. has come out numerous times in protest of these modules being legal.

MOD Burger Dispenser Module MOD Burger Dispenser Module Cell Drain Idle: 0 Active: 0 On Use: 10 Complexity: 3 Description A rare piece of technology reverse-engineered from a prototype found in a Donk Corporation vessel. This can draw incredible amounts of power from the suit's cell to create edible organic matter in the palm of the wearer's glove; however, research seemed to have entirely stopped at burgers. Notably, all attempts to get it to dispense Earl Grey tea have failed.

Bodywear These items can be worn over your jumpsuit, giving your protection or just to dress up nicely.

Radiation Suit Radiation Suit Found in: Engineering in a L2locker.pngRadiation Suit Closet Used for: Protecting from radiation Strategy: Wear it and go near a radiation source Description A highly recommended bodywear when being close to the Singularity, a powered up Supermatter shard or the Gravity Generator. Comes with a RadiationSuitHood.png Radiation Suit Hood.

Bio-suit Bio-suit Found in: Engineering, Medbay, Custodial Closet, Virology in a L3locker.pngLevel-3 Biohazard Suit Closet Used for: Bio Suits and Overalls decreases the chance of being infected by diseases or affected by reagents in smoke. Strategy: Short for biohazardous suit. Protects from almost all radiation, direct exposure to chemicals, and disease. Wearing one increases your immunity and is one more barrier between you and an acid spill or outbreak. Description A suit that protects against biological contamination and offers good radiation resistance. Comes with a BioSuitHood.png Bio-suit Hood.

Security Bio-suit Security Bio-suit Found in: Armory Used for: Specially designed Bio-suit that provides complete protection from biological exposure akin to a Bio-suit but also provides a minor amount of protection thanks to the built in armour. Strategy: Short for biohazardous suit. Protects from direct exposure to chemicals and disease, as well as most radiation. Wearing one increases your immunity and is one more barrier between you and an acid spill or outbreak Description A suit that protects against biological contamination, most radiation and some damage. Comes with a SecBioSuitHelm.png Security Bio-suit Hood.

Bomb-suit Bomb-suit Found in: Armory, Toxins Lab in an L4locker.pngEOD Closet Used for: You will not be gibbed by bombs when you wear this. Strategy: Wear it while tampering with bombs! Description A suit designed for safety when handling explosives. Comes with a BombHood.png Bomb Hood.

Labcoat Labcoat Found in: Medbay, Science Used for: Storing medical and scientific items. Strategy: Wear it to look like a real science man. Description A suit that protects against minor chemical spills.

Hazard Vest Hazard Vest Found in: Engineering, Atmospherics, Construction Area Used for: Accessing the suit storage slot Strategy: This will make you look like a real engineer. It simply allows another storage slot for tools or flashlights. Also a very weak armor Description A high-visibility vest used in work zones.

Emergency Firesuit Emergency Firesuit Found in: Atmospherics, Maintenance, Firesafetycloset.pngFire Safety Closets around the station Used for: Fighting fires Strategy: Wearing a firesuit along with a fire helmet will protect you from extreme heat. Slows you down slightly when worn. Wear it in space and it will protect you from the low pressure, though you'll still freeze. Description A budget firesuit that protects against fire, heat, and pressure. Can be used as part of a ghetto EVA outfit. Resistances: melee = 15, bullet = 5, laser = 20, energy = 20, bomb = 20, bio = 10, rad = 20, fire = 100, acid = 50

Firesuit Firesuit Found in: Atmospherics Used for: Fighting the fiercest of fires Strategy: Wearing this firesuit along with the atmos tech's firefighting helmet will protect you from the greatest extremes in temperature. Slows you down to the same degree as the emergency firesuit. Description An expensive firesuit that protects against even the most deadly of station fires. Designed to protect even if the wearer is set aflame. Can be used as part of a ghetto EVA outfit. Resistances: melee = 15, bullet = 5, laser = 20, energy = 20, bomb = 20, bio = 10, rad = 20, fire = 100, acid = 50

Straight Jacket Straight Jacket Found in: Medbay, Prison Wing Used for: Keeping a crazy person restrained Strategy: Wear it (not recommended) or put it on someone who you want restrained Description A suit that completely restrains the wearer. Without help you must resist to take it off, which requires you to stand still about 5 minutes.

Space Suit (Softsuit) Space Suit (Softsuit) Found in: E.V.A. Used for: Spacewalks, firefighting, surviving viral outbreaks Strategy: Wearing this with a space helmet will protect you from the coldness of space. Significantly slows down the wearer. (Spaceproof) Description A suit that protects against cold and low pressure environments, but doesn't offer the melee and electric protection of hardsuits. Offers minor fire, radiation and acid protection.

NASA Voidsuit NASA Voidsuit Found in: Abandoned Satellite Used for: Spacewalks Strategy: Wearing this with a space helmet will protect you from the coldness of space. Slows the wearer down less than other spacesuits. (Spaceproof) Description An old, NASA Centcom branch designed, dark red space suit helmet.

Body Armor Body Armor Found in: Lockers in Security Office and Security Posts, Bartender's formal closet, Head of Personnel's locker Used for: To protect your chest Strategy: Wear it Description If you're a Security Officer, wear it! It has saved many lives. You can find replacements in almost all Security lockers. If these supplies have been exhausted, the Warden can provide you with some. It's for the protection of one's self in around the chest from brute damage, but not temperature extremes. If you have an open slot in your exo-suit, don't hesitate wearing this armor, it wont slow you down. It also provides you with a handy-dandy exosuit slot for stashing your taser or stun-baton! There's a variant of body armor Armor alt.png that's described as a 'slim armored vest'. It's functionally identical to the other armor vest. Resistances: melee = 35, bullet = 30, laser = 30, energy = 40, bomb = 25, bio = 0, rad = 0, fire = 50, acid = 50

Captain's Carapace Captain's Carapace Found in: Captain's Quarters Used for: Protection Strategy: Wear to avoid death Description A special armor vest unique to the Captain. Offers far greater protection than most armor, and displays your authority to the crew. Resistances: melee = 50, bullet = 40, laser = 50, energy = 50, bomb = 25, bio = 0, rad = 0, fire = 100, acid = 90

Riot Suit Riot Suit Found in: Armory Used for: To protect you from melee attacks Strategy: Wear it Description Gives great protection against melee attacks, not very useful if you're attacked with a gun though. Commonly used with the Riot Shield. Resistances: melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 80

Bulletproof Vest Bulletproof Vest Found in: Armory Used for: To protect you from bullets Strategy: Wear it Description A vest that will protect you extremely well from projectile weapons like guns. It is useless against energy weapons. Stored in the armory. Resistances: melee = 15, bullet = 60, laser = 10, energy = 10, bomb = 40, bio = 0, rad = 0, fire = 50, acid = 50

Reflector Vest Reflector Vest Found in: Armory Used for: To deflect fire from energy weapons Strategy: Wear it Description A blue and white vest that is made to deflect energy weapons. When you are wearing it, there is a chance that energy shots to your chest will be reflected back to the shooter. Useless against projectile weapons. It is stocked in the armory, and can be ordered in a secure crate from the cargo bay. This is a high-risk item. Resistances: melee = 10, bullet = 10, laser = 60, energy = 60, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100

Armored Coat Armored Coat Found in: Head of Security's Office Used for: To deflect fire from energy weapons Strategy: Wear it Description A greatcoat enchanced with a special alloy for some protection and style for those with a commanding presence. melee = 30, bullet = 30, laser = 30, energy = 40, bomb = 25, bio = 0, ra“ = 0, fire = 70, acid = 90 Hardsuits Paper.png Removed Lockbox locked.png As of December 24, 2021, Hardsuits have been removed from the game's code and replaced with MODsuits. This section is archived for historical purposes. Lockbox locked.png

See https://github.com/tgstation/tgstation/pull/59109

Hardsuits are coldproof (if powered), pressure-proof, protect from electric arcs (especially when worn with yellow gloves!) and come with a built-in helmet that can be toggled on/off. Most are flash proof and offer a bit of protection from brute damage, heat and radiation. All types of spacesuits will only keep you warm if its internal cell has power. Charge a spacesuit by keeping it in suit storage or by replacing the cell. Cell replacement and thermal settings:

The cell cover can be toggled by alt+clicking (press the button) or using a crowbar (just pry it open) on the suit. With the cover open you can remove the cell by using the suit in hand or ctrl+clicking the suit. With the cover open you can also use a screwdriver to set the thermal regulator's temperature. The normal range is 20 c to 45 c.

Engineering Hardsuit Engineering Hardsuit Found in: Engineering Used for: Spacewalks, fixing gravity generators and engines Strategy: Engineering is provided with hardsuits to assist with setting up some engines, wiring the solar panels, and repairing hull breaches. Significantly slows the wearer down. (Spaceproof) Description Has better radiation shielding than most other spacesuits. Resistances: melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75, fire = 50, acid = 75.

Atmospherics Hardsuit Atmospherics Hardsuit Found in: Atmospherics Used for: Spacewalking and strolling through plasma fires. Strategy: Suits for Atmospheric Technicians working in very hostile temperatures. (Spaceproof) Description The best firefighting suit, fireproof and very resistant to heat. However, it has very little radiation shielding. Protects from temperatures up to 35000 K°. Resistances: melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 25, fire = 100, acid = 75.

Mining Hardsuit Mining Hardsuit Found in: Mining Station Used for: Mining and spacewalking Strategy: Reinforced against heat and explosions, but weaker against radiation and fire than the regular engineering hardsuit. Often enhanced with armored plates from certain asteroid-dwelling creatures. (Spaceproof) Description Bought by Miners at their vending machine. Offers decent heat and blast protection. Useful for exploring space. Sees very little actual use on lavaland, as the slowdown is a death sentence against Megafauna, unless you find a way to remove the slowdown. Resistances: melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 50, fire = 50, acid = 75.

EVA plasma envirosuit EVA plasma envirosuit Found in: Bought from cargo Used for: Protecting you against pressure Strategy: Plasmamen are immune to the coldness of space and so they don't need to use the inbuilt heating. (Spaceproof) Description A special plasma containment suit designed to be space-worthy, as well as worn over other clothing. Like its smaller counterpart, it can automatically extinguish the wearer in a crisis, and holds twice as many charges. Resistances: melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 0, fire = 100, acid = 75

Advanced Hardsuit Advanced Hardsuit Found in: Chief Engineer's Office Used for: Repairing a delaminating Supermatter Engine Strategy: Has more protection against brute, blasts and radiation than the regular engineering/atmospherics hardsuits. (Spaceproof) Description Comes with a jetpack, fire immunity, high heat protection, and almost complete protection from radiation as well as acid. Good explosion and brute protection too. Protects from temperatures up to 35000 K°. Resistances: melee = 40, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 90 (helmet has 100), fire = 100, acid = 90.

Security Hardsuit Security Hardsuit Found in: Armory Used for: Catching criminals while spacewalking Strategy: Additional protection against brute and lasers (Spaceproof) Description Security hardsuits have a bit of bullet, laser and brute protection, but not as good as “real” armor. Resistances: melee = 35, bullet = 15, laser = 30, energy = 10, bomb = 10, bio = 100, rad = 50, fire = 75, acid = 75.

Head of Security's Hardsuit Head of Security's Hardsuit Found in: HoS Office Used for: Catching criminals while spacewalking Strategy: Additional protection against brute and lasers (Spaceproof) Description Essentially a beefed up Security hardsuit that comes with an internal jetpack. Resistances: melee = 45, bullet = 25, laser = 30, energy = 10, bomb = 25, bio = 100, rad = 50, fire = 95, acid = 95.

Medical Hardsuit Medical Hardsuit Found in: Chief Medical Officers Office Used for: Retrieving people from space and the SME chamber. Strategy: Slows the wearer down less than other spacesuits, while providing diagnostic data. (Spaceproof) Description Has some radiation shielding, is decent against fire and slows wearers down less than other hardsuits. Does not protect from flashes. Resistances: melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 60, fire = 60, acid = 75.

Prototype Hardsuit Prototype Hardsuit Found in: Research Directors Office, Toxins_Test_Chamber Used for: Conducting experiments with the safety of a space proof bomb suit. Strategy: Works like a bomb suit, preventing your body from being gibbed by explosions. (Spaceproof) Description Great protection from blasts and acid, decent protection from heat and radiation. The helmet has a diagnostics HUD, science goggles and a tachyon-doppler array (shows informations about detonated bombs) installed. Resistances: melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 100, bio = 100, rad = 60, fire = 60, acid = 80.

MK.II SWAT Suit MK.II SWAT Suit Found in: Centcom Used for: Providing extensive armor and utility in a combat situation. Strategy: Fitted with beefy armor, reserved for use by Nanotrasen Special Forces. (Spaceproof) Description An MK.II SWAT suit with streamlined joints and armor made out of superior materials, insulated against intense heat. The most advanced tactical armor available. No built-in jetpack. Resistances: melee = 40, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100.

Captain's SWAT Suit Captain's SWAT Suit Found in: Captain's Quarters Used for: Avoiding death once hell breaks loose Strategy: Fitted with beefy armor, solid choice when Nuke Ops come knocking at your door. (Spaceproof) Description Slows wearers down less while offering extremely high protection from anything but bombs and radiation. Usually reserved for heavy hitter corporate security, this one has a regal finish in Nanotrasen company colors. No built-in jetpack. Resistances: melee = 40, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100.