Table of Contents
Clothing and Internals
Clothing is the collective term for the various types of object you can wear as part of your work or casual uniform, for modesty, for protection from common job hazards, and for protection against extreme temperatures. Internals, specifically, are the equipment you use to breathe when the local atmosphere is unbreathable.
Items that have protective qualities or other special features will be noted; the most common protective qualities are protection against one or more of the following factors:
- Crush: Damage from blunt objects.
- Cut: Damage from sharp objects.
- Pierce: Damage from piercing objects.
- Bullet: Damage from high-velocity projectiles.
- Laser: Damage from focused energy beams.
- Energy: Damage from unfocused energy beams.
- Bomb: Damage from area explosions.
- Fire: Damage from open flames.
- Acid: Damage from acid.
- Toxic: Damage from toxic exposures.
- Radiation: Damage from radiation exposures.
Damage resistances are rated from zero (no effect, useless) to 100 (maximum protection in a category) and sometimes beyond. These are percentile based - a rating of 50 reduces damage by 50%. This is relevant because some damaging effects reduce the effective protectiveness of armor, so a blast that inflicts 100 fire damage and ignores 20 points of fire resistance would burn straight through anything with less than 20 fire resistance, and inflict 30 Burn damage on a person wearing 90 fire resistance armor. The same armor would reduce a 50 fire damage effect with no special bonuses down to 5 Burn damage.
Other qualities include:
- High-Temperature (Heat): Degree to which positive temperature differences are mitigated. A zero means that it does nothing to resist changes in temperature; anything else modifies the rate of temperature shift (100 = divide by two). Firesuits and spacesuits are usually very high in this category.
- Low-Temperature (Cold): Degree to which negative temperature differences are mitigated. A zero means that it does nothing to insulate against extreme cold; anything else modifies the rate of temperature shift (100 = divide by two). Spacesuits are always high in this category.
- Porousness (Porous): Degree to which clothing mitigates exposure to splash or aerial chemicals. Most waterproofed items will survive a basic splashing, but nasty things that permeate more readily may require stronger protections (0 = completely porous; 100 = completely resistant).
- Conductivity (Electric): Degree to which clothing conducts electricity. 100 is normal. Insulated gear is lower; some items are actually higher, such as prisoner wear and metal armors that don't have internal insulation.
- Ablation: Degree to which armor takes damage for user. Depending on the level of ablation, lighting someone on fire will usually eventually destroy the armor, although the person will probably be dead long before then. 0 = completely nonablative, 100 = completely ablative.
- Stability: Degree to which armor can survive taking damage for user. Item 'hit points', basically. Items with -1 hit points are invulnerable.
- Durability: How much damage the armor resists taking. Item damage resistance, basically.
- MoveSlow: How much movement is slowed by when wearing this. 0 is none, 1 is half speed.
Jumpsuits
Most crewmembers on a NovusCorp spaceship wear a jumpsuit as part of their uniform. Jumpsuits have an ID slot (a place to clip your ID card so that machines can detect it as you pass), a belt slot (a place to equip a belt, which then can carry more items), and pocket slots for each pocket the jumpsuit has (which provides enough room to fit one small item or a few tiny ones. Most positions have an identifying jumpsuit style, and as such a proper jumpsuit can be used as part of a disguise. Some department jumpsuits provide minor protection against common workplace hazards, such as the security jumpsuit's resistance to cutting damage or the virologist's minor resistance to biohazards.
In addition, standard crew jumpsuits have a full suite of sensors that can be toggled and adjusted by the wearer. Crew Monitoring Consoles can detect your location, your current health, and your state of mortality, depending on how high your suit sensors are set to. This information is used by the Chief Medical Officer, Medical Doctor, Paramedic and other Heads of Staff to locate you in case you go missing. Suit sensors can also be locked, which prevents their settings from being changed. This is done by using a multitool on the suit, or choosing a secured version when creating a jumpsuit in a fabricator.
Prisoner jumpsuits are a special variant that is a high-visibility orange shade of Secured Jumpsuit, which has their suit sensors irrevocably set to Maximum at all times.
Tracking Sensors
- Off: Tells them nothing. You don't even show up on the monitor.
- Binary Life Signs: Tells them if you are alive or deceased. The name that shows up on the monitor is the same one on the ID that is being worn. If no ID is worn, you will show up as 'Unknown'.
- Vital Tracker: Tells them what your vital statistics are. Separates damage by Suffocation, Toxin, Burn, and Brute. Does not include all useful information that a medical scan would, but is definitely better than nothing.
- Tracking Beacon: The maximum level. Tells them what area of the station you're currently in, and your coordinate location. Moreover, the station AI will be able to track you irrelevant of camera coverage.
Styles of Jumpsuit
Name | Where | Used for | Strategy | Description |
---|---|---|---|---|
Jumpsuit | Everyone starts with one, several more are found in lockers all around the station. | To hide your naked body. Also provides a belt slot, ID slot and two pockets for storage. | Just wear it at all times as they're useful and practical. | Jumpsuits are the clothing standard on the station. Everyone starts off with one, which describes which job they do. Additional ones are usually found in the changing room, in the dormitory and most job-specific lockers, such as the engineering locker, mining lockers and so on. Job-specific jumpsuits are described in more detail below. |
Jumpskirts | Custom Loadout, fabricators. | When the jumpsuit doesn't satiate your feminine needs. | Just wear it at all times as they're useful and practical. | Jumpskirts are the forgotten jumpsuit. Serving a similar role as jumpsuits, with an added dash of style. Most jumpsuits can be made in a jumpskirt pattern; their effects are identical. Jumpskirts are automatically Tail-Appropriate. |
Tactical Jumpsuit | Custom Loadout, fabricators. | Carrying more gear, usually into combat. | If you can get them, wear them, as they have more room and better protection. | Tactical Jumpsuits have slightly better damage resistances than their non-tactical counterparts, and also have additional pocket slots for storing small objects. They can be manufactured at appropriate fabricators for additional resource costs. |
Secured Jumpsuit | Custom Loadout, fabricators. | Tracking potentially dangerous individuals and reducing their ability to carry contraband. | Assign these to people you need to keep close tabs on. | Commonly used as the Prisoner Jumpsuit because they are usually made to be worn by prisoners. Secured Jumpsuits have concealed electronics so that the wearer can't simply multitool them, and always deliver maximum sensor information to the AI. They also have no pockets, so if you are concerned about people walking off with things, this will reduce their opportunities to do so. |
Combat Jumpsuit | Custom Loadout, fabricators. | A heavy version of the Tactical Jumpsuit with the addition of better armoring, more pockets, and always-on suit sensors. | Give these to your boarding parties. | Make these for away team members, and it will make beaming them out of danger much easier; in turn, they will appreciate the maximum pocket potential these suits provide. |
Jumpsuit Department Styles
These are the specific patterns worn by crewmembers in various departments, which may be applied to any jumpsuit during manufacture.
Department | Color(s) | Description | Special Effects |
---|---|---|---|
Assistant | Grey | The most boring of jumpsuits imaginable, assigned to Assistants regardless of their department. Most common color found in storage areas. | Cut 5, Fire 5, Cold 5 |
Prisoner | Orange | A bright orange jumpsuit, usually only worn by prisoners and criminals. Designed to be more electrically conductive to assist in bringing them down should they become unruly. | Cut 5, Conduct 200, Cold 5 |
Janitor | Purple | A purple jumpsuit that is usually only worn by the janitor. Has minor protection against normal job hazards. | Cut 10, Fire 5, Bio 5, Rad 5, Porous 20, Cold 5 |
Medical | White | A white jumpsuit that has some protection against diseases and blood splash. | Cut 5, Fire 5, Bio 10, Porous 20, Cold 5 |
Engineering | Yellow | A bright yellow jumpsuit that is used by engineers and mechanics. | Cut 5, Fire 10, Conduct 50, Porous 50, Cold 10 |
Supply | Brown | A sturdy brown jumpsuit worn by the quartermaster, cargo techs, and miners. | Cut 5, Fire 5, Cold 10 |
Security | Red | A bright red jumpsuit meant to convey the authority of law and order. | Cut 10, Blunt 5, Pierce 5, Fire 5, Cold 5 |
Research | Blue | A cool blue jumpsuit typically seen worn under lab coats, flame resistant and less porous to help resist accidents. | Cut 5, Fire 20, Conduct 80, Porous 50, Cold 5 |
Service | Light Blue | Worn by the Chef along with an apron; the Lawyer and various corporate types along with a business suit; and various other minor roles not covered here. | |
Chaplain | Black | Proper attire for every religious occasion. | Cut 5, Fire 5, Cold 5 |
Rancher | Brown | Worn by ranchers, made to resist damage from cuts and piercing pecks. | Cut 10, Pierce 10, Cold 5 |
Command | Special | Each department head has a jumpsuit that symbolizes their authority over that department. They usually are based on the department jumpsuit, though they usually are higher quality. Command is more likely to have extra outfits. | As department |
Marine | Army Camo | A camouflage jumpsuit meant to provide some basic protection and style. | Cut 10, Blunt 5, Pierce 5, Fire 20, Cold 5 |
Other Clothing Options
Department | Color(s) | Description | Special Effects | |
---|---|---|---|---|
Formalwear | As department | Formal versions of most jumpsuits, uniforms, and outfits are available for civilized gatherings. They are unlikely to ever be used. | Cut 5, Fire 5 | |
Hawaiian Wear | Assorted colors | Automatically equipped by space tourists, made of cheap materials that burn easily. Comes in short and shirt combo. | Cut 5, Fire -5 | |
Costumes | Assorted designs | Includes many outfits that can be used to better portray your dream of life aboard a spaceship. | Cut 5, Fire -5 | |
Pants | Assorted designs | Comes in all department colors, as well as a few others. Often worn by Civilians, Interns, and Secretaries. Remember that you also need a shirt in order to complete the outfit. | As department, or Cut 5, Fire 5, Cold 5 | |
Shirts | Assorted designs | Comes in all department colors, as well as a few others. Often worn by Civilians, Interns, and Secretaries. | Vital for keeping your torso warm. | As department, or Cut 5, Fire 5 |
Underwear | Assorted designs | For protecting your modesty. | No defensive effect. | |
Socks | Assorted designs | This will protect (very slightly) your feet. Gives you a chance to resist ordinary slipping if worn without shoes. | Cut 2, Cold 2 | |
Jackets | Useful for keeping your temperature regulated. Won't drive off the cold from space but will at least give it a stern talking-to. | Cut 5, Blunt 5, Cold 20 | ||
Hoodies | Useful for keeping your temperature regulated. Won't drive off the cold from space but will at least make you look like a proper thug. | Cut 5, Blunt 10, Cold 10 | ||
Tactical Turtleneck | Worn by professional combatants, helps shrug off a small amount of damage when used. Suspiciously well-fitting. Worn by the Marines as an undershirt under their armor. | Cut 10, Blunt 10, Bullet 10, Cold 10, Energy 10, Laser 20 | ||
Tacticool Turtleneck | Worn by wannabe combatants and weekend warriors, helps shrug off a small amount of damage when used. Suspiciously well-fitting and cozy. | Cut 5, Blunt 5, Bullet 5, Cold 10, Energy 5, Laser 5 |
Gimmick Jumpsuit Styles
These are some gimmicky jumpsuits that can be worn by crewmembers, often found in the theater.
Gimmick | Color(s) | Description | Special Effects |
---|---|---|---|
Spectre | Black | A jumpsuit designed after the N7 Mass Effect jumpsuits; offers no real benefit over basic jumpsuits. | Cut 5, Fire 5 |
SWAT | Black | Typically designed in Tactical or Combat style for the benefits. | Cut 10, Pierce 10, Bullet 10 |
Victorian | Black or Brown | Designed for history buffs and annoying people. | Cut 5, Fire 5 |
Suits and Bodywear
These are exterior suits worn over your jumpsuit, usually to provide protection from a specific hazard. Most of them are quite useful, especially when worn with the rest of their gear.
Name | Where | Used for | Strategy | Description | Color(s) | Special Effects |
---|---|---|---|---|---|---|
Bio Suit | Virology, Toxins, Janitor's Closet, Research in general in Biohazard Suit Closets. | Protecting against exposure to diseases and chemicals. | Wear it when dealing with hazardous substances. | The Bio Suit, short for biohazardous suit, protects from direct exposure to chemicals and disease. Wearing one increases your immunity and is one more barrier between you and an acid spill or outbreak. As such, they're almost essential to everyone in Toxins, the Janitor, and Doctors caught in an epidemic. Also offers moderate radiation protection. Comes with a BioSuit Hood. | White | Porous 100, Rad 20, Toxin 150 |
Security Bio Suit | 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. | Wear it when responding to outbreaks or disasters in Research. | The Bio Suit, short for biohazardous suit, protects from direct exposure to chemicals and disease. Wearing one increases your immunity and is one more barrier between you and an acid spill or outbreak. Also offers moderate radiation and damage protection. Comes with a Security BioSuit Hood. | White and Black | Porous 100, Rad 25, Toxin 150, Pierce 10, Cut 10, Bullet 10. |
Radiation Suit | Engineering in Radiation Suit Closets. | Protecting against exposure to diseases and chemicals. | Wear it when dealing with hazardous substances or situations. | The Rad Suit, short for radiation suit, is an encapsulated suit that provides an ideal barrier against radiation, and is also quite useful against biological threats. Comes with a Radiation Suit Hood. | Yellow or Orange | Porous 80, Rad 200, Toxin 50 |
Business Suit | Internal Affairs Office, Corporate, Various. | Looking the part. | No real use. Looks pretty snazzy though. | It's just a suit. Available in several colors, usually black. | Black, Grey, Pink, Red, Blue, Green, Yellow, Brown | Cut 5, Blunt 5, Cold 10. |
Bomb Suit | Armory, Toxins Lab, Munitions Office in EOD Closet lockers. | You will never be gibbed by bombs when you wear this. | Wear it when tampering with bombs or explosives. | A suit designed for safety when handling explosives. Comes with a Bomb Suit Hood. | Brown | Bomb 100, Fire 80, Energy 50, Cut 20, Pierce 20, Blunt 20, Bullet 20, Move rate halved; bulky and slow. |
Space Suit | EVA | Going to space. | Provides protection from the vacuum of space and extreme temperatures. | Space Suits come in many varieties. Generally, they are large, bulky, and slow the user down when worn. | Grey, usually. | Cold 100, Rad 25, Fire 20, Blunt 20. Spaceproof. |
Ponchos | Custom loadout, Locker Room | Cloaking yourself in style. | Show up in style to work or any company-mandated costume party. | Found in a variety of colors, many crew members choose to bring their ponchos off-facility to showcase their uniqueness. | Cut 5 | |
Labcoat | Medbay, Science | Storing medical and scientific items. | Wear it to look like a real science man. | A suit that protects against minor chemical spills. | Cut 5, Fire 5, Cold 5, Porous 20. | |
Apron | Food service staff | Looking appropriate, accessing the suit storage slot, keeping your clothing splatter free | This protects your clothes from unsightly ketchup incidents, and lets you use the front pocket. It's not really good armor though. | Cut 2, Fire 2. | ||
Hazard Vest | Engineering, Atmospherics, Construction Area | Accessing the suit storage slot | This will make you look like a real engineer. It simply allows another storage slot for tools or flashlights. Also a very weak armor. | A high-visibility vest used in work zones. | Blunt 5, Cut 2, Pierce 2. | |
Emergency Firesuit | Atmospherics, Maintenance, Fire Safety Closets around the station | Fighting fires | 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. | Fire 100, Porous 100, Blunt 20, Cut 10, Pierce 10, MoveSlow 120. Spaceproof. | ||
Firesuit | Atmospherics | Fighting the fiercest of fires | 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. | An expensive firesuit that protects against even the most deadly of station fires. Designed to protect even if the wearer is set aflame. | Fire 200, Porous 100, Blunt 25, Cut 15, Pierce 15, Spaceproof, MoveSlow 120. | |
Straight Jacket | Medbay, Prison Wing | Keeping a crazy person restrained | Wear it (not recommended) or put it on someone who you want restrained. | A suit that completely restrains the wearer. Cannot be taken off without help from someone else. | Cut 5 | |
Engineering Hardsuit | Engineering | Spacewalks | Engineering is provided with hardsuits to assist with setting up the engines, wiring the solar panels, and repairing hull breaches. Significantly slows down the wearer. | Serves as low-strength armor and has better radiation shielding than standard spacesuits. | Cold 100, Rad 40, Fire 20, Blunt 20, Cut 10, Pierce 10. Spaceproof. | |
Atmospherics Hardsuit | Atmospherics | Surviving space and rooms with extreme pressures | Atmospherics has one suit for a daring Atmos Tech. | Has excellent heat shielding but no radiation shielding. Has an inbuilt helmet. | Cold 100, Fire 100, Blunt 20. Spaceproof. | |
Mining Hardsuit | Mining Station | Asteroid mining | Wearing this with a space helmet will protect you from the coldness of space. Reinforced against brute and blasts, but weaker against radiation than the regular engineering hardsuit. Often enhanced with armored plates. | A special suit that protects against hazardous, low pressure environments. Has reinforced plating. Has an inbuilt helmet. | Cold 100, Rad 25, Bomb 20, Fire 20, Blunt 20, Cut 20, Pierce 20. Spaceproof. | |
Advanced Hardsuit | Chief Engineer's Office | Repairing the station while spacewalking | Wearing this with a space helmet will protect you from the coldness of space. Has more protection against brute, blasts and radiation than the regular engineering hardsuit. | An advanced suit that protects against hazardous, low pressure environments. Shines with a high polish. Has an inbuilt helmet and a inbuilt jetpack. | Cold 100, Rad 50, Bomb 20, Rad 25, Fire 20, Blunt 20, Cut 20, Pierce 20. Spaceproof. | |
Security Hardsuit | Armory | Catching criminals while spacewalking | Wearing this with a space helmet will protect you from the coldness of space. Additional protection against brute and lasers (Spaceproof) | A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor. Has an inbuilt helmet. | Cold 100, Rad 25, Bomb 20, Fire 20, Blunt 20, Cut 20, Pierce 20, Laser 20, Bullet 10. Spaceproof. | |
Head of Security's Hardsuit | HoS Office | Catching criminals while spacewalking | Wearing this with a space helmet will protect you from the coldness of space. Additional protection against brute and lasers (Spaceproof) |
Specially reinforced security hardsuit, offers slightly better protection than standard security Hardsuits. Also comes with a inbuilt jetpack for maneuverability in space. | Cold 100, Rad 25, Bomb 20, Fire 20, Blunt 20, Cut 20, Pierce 20. Spaceproof. |
Chief Medical Officers Hardsuit | Chief Medical Officers Office | Retrieving people from space | Wearing this with a space helmet will protect you from the coldness of space. Slows the wearer down less than other spacesuits. (Spaceproof) | A special suit that protects against hazardous, low pressure environments. Built with lightweight materials for easier movement. Has an inbuilt helmet. | Cold 100, Rad 20, Fire 20, Blunt 10, Cut 10, Pierce 10. Spaceproof. |
Research Directors Hardsuit | Research Directors Office | Conducting experiments with the safety of a space proof bomb suit. | Wearing this with a space helmet will protect you from the coldness of space. Slows the wearer down less than other spacesuits. (Spaceproof) | A special suit that protects against hazardous, low pressure environments. Built with treated armour for protection against bombs. Has an inbuilt helmet with a diagnostic HUD. | Cold 100, Rad 20, Fire 20, Blunt 10, Cut 10, Pierce 10. Spaceproof. |
Voidsuit | Abandoned Satellite, traders | Wearing this with a space helmet will protect you from the coldness of space. Slows the wearer down less than other spacesuits. (Spaceproof) | An old-fashioned dark red space suit with a built-in helmet. | Cold 100, Rad 20, Fire 10, Blunt 10, Cut 10, Pierce 10. Spaceproof. | |
Captain's Armor | Captain's Quarters | Spacewalks | Wearing this with a space helmet will protect you from the coldness of space. Slows the wearer down less than other spacesuits. (Spaceproof) | A bulky, heavy-duty NovusCorp spacesuit meant for commanding officers. Comes with a helmet. | Cold 100, Rad 50, Fire 50, Blunt 25, Cut 25, Pierce 25. Spaceproof. |
Captain's Carapace | Captain's Quarters | Protection | Wear to avoid death | A special armor vest unique to the Captain. Offers far greater protection than most armor, and displays your authority to the crew. | Rad 60, Fire 60, Blunt 50, Cut 50, Pierce 50. |
Body Armor | Lockers in Security Office and Security Posts, Bartender's formal closet, Head of Personnel's locker | To protect your chest | Wear it | 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 oneself around the chest from brute damage, but not temperature extremes. If you have an open slot in your exosuit, don't hesitate wearing this armor; it won't 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 that's described as a 'slim armored vest'. It's functionally identical to the other armor vest. | Energy 25, Blunt 20, Cut 20, Pierce 20, Bullet 25. |
Riot Suit | Armory | To protect you from melee attacks | Gives great protection against melee attacks, not very useful if you're attacked with a gun though. Commonly used with the Riot Shield. | Energy 25, Blunt 60, Cut 60, Pierce 60. | |
Bulletproof Vest | Armory | To protect you from bullets | Wear it | A vest that will protect you extremely well from projectile weapons like guns. It is mostly useless against energy and melee weapons. Stored in the armory. | Bullet 60, Energy 5, Laser 5, Pierce 5, Cut 5, Blunt 5. |
Anti-Stab Vest | Protects you from piercing weapons | A vest that protects from knives and other sharp weapons. | Pierce 50, Cut 25, Blunt 5. | ||
Reflector Vest | Armory | To deflect fire from energy weapons | Wear it | 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. | Energy 50, Laser 50, Bullet 10, Blunt 10, Cut 10, Pierce 10. |
Armored Coat | Head of Security's Office | To deflect fire from energy weapons, lasers, and bullets. | Wear it |
A greatcoat enhanced with a special alloy for some protection and style. | Energy 50, Laser 50, Bullet 50, Pierce 20, Cut 20, Blunt 20. |
Freezer Coat | A coat designed to work with extreme cold conditions; doesn't help with pressure, unfortunately, but still a great tool for ghetto spacewalking. | Cold 120, Blunt 20, Cut 20, Pierce 20. |
Masks
These are usually worn on your face to prevent you from breathing in toxins in the environment. Basic breath masks are provided to all crew members as part of their emergency internals supply.
Name | Where | Used for | Strategy | Description | Color(s) | Special Effects |
---|---|---|---|---|---|---|
Gas Mask | Can be found in engineering and maintenance tunnels. | Gas masks can be used in conjunction with a air tank of any type to set up internals. | Without internals they will still protect your face, filter out any contaminations in the air and without ID they will hide your identity. | They are favored by engineers, scientists, traitors, and any crew member that are in areas without air. | Grey | Blocks airborne disease, can block other airborne problems with filter cartridges. |
Breath Mask | It is very common for a crewmate to wear a breath mask, since every employee is provided with a complementary box of internals in their backpack prior to their trip on the arrival shuttle. | They are transparent and cover only part of the face, so can't be used in hiding your identity. | Keep it on if you expect the room you are in to lose oxygen or going out EVA. | Unlike gas masks, breath masks must be attached to an air tank in order to have any benefit. | Blocks airborne disease if using an air tank. | |
Sterile Mask | Medbay, on Doctor's faces. | Slight disease prevention. | Internals provide the same disease blocking benefit as these with the added bonus of being able to breathe from oxygen tanks. | Medical masks that help protect the wearer from infectious diseases. Use this with a biosuit for maximum disease protection. | ||
Clown Mask | Clowns | Dear god, why? | The mask worn by the clown that also operates as internals for air tanks. Also serves as light armor against blunt force trauma. | If you have nothing better to wear for internals, this will work. | ||
Cluwne Mask | Cluwnes | The mask of a Cluwne, permanently affixed to your face, making your attempts to scream for help come out as a cacophony of honks. | Never put this on. | |||
Tactical Mask | Requisitions, other paramilitary vendors. | A ballistic mask that makes you look more badass and offers decent ballistic and blunt force protection for your head in addition to providing internals. Often worn by the military. |
Headgear
Name | Where | Used for | Strategy | Description | Color(s) | Special Effects |
---|---|---|---|---|---|---|
Helmet | Lockers in the Security Office and Security Posts, on the heads of various personnel. | Protect your head, your eyes, and your headset. | Use this to prevent being whacked in the head. | Protects you from damage to the head. Used in the manufacture of certain robots. | Black | Melee 10, Bullet 10, Energy 10 |
Riot Helmet | Armory | Protect your head from melee attacks and your face from facehuggers. | Use this to prevent being whacked in the head or given a faceful of alien wing wong. | An helmet with marginally better protection from melee attacks, but worse protection from energy weapons. The real value of this helmet is its visor, which protects you from facehuggers. | Black | Melee 20, Bullet 5, Energy 5, Facehugger Protection. |
SWAT Helmet | Armory, in ballistics armor crates. | Protection. | Use this to better protect you than a regular helmet. | Protects you from more damage to the head. Can be used in space. | Black | Melee 20, Bullet 20, Energy 10, Spaceproof |
Space Helmet | EVA. | Being in space. | Protection from flashes and welding, keeping your suit sealed. | Helmet to be used on space walks, makes you look more like an astronaut. | Melee 5, Low-Temp++, Spaceproof. | |
Birthday Hat | Bar | Celebrating birthday parties. | Wear it to appear festive. | A festive conical birthday hat in one of a variety of colors. | Yellow, Blue, Green, Red, Purple, Orange, Black | Flammable. |
RIG Helmet | Mining Outpost, Engineering, Atmospherics or EVA. | Surviving the bitter vacuum of space. | Like the space helmet, it protects from vacuum and low-pressure environments. Has extra protection against damage. |
A helmet used for more advanced voidsuits, particularly in Engineering. | Brown | Melee 20, Bullet 20, Energy 10, Laser 10, Fire 10, Bio 20, Spaceproof |
Welding Helmet | Engineering, Primary Tool Storage. | Protecting your eyes. | Wearing this while covering your face will protect you from flashes and welding. | You can flip it up out of your face to see better, but you won't be protected whilst doing so. | ||
Hardhat | Engineering | Protecting your head from falling objects. | Use the hardhat's light to illuminate maintenance tunnels and other dark areas. | A helmet commonly worn by engineers. Has a round light mounted onto it. | Yellow | Melee 5 |
Firefighter Hardhat | Maintenance, Atmospherics | Protecting your head from falling objects, pressure, and fire. | Use the hardhat's light to illuminate maintenance tunnels and other dark areas. Wear it when attending a breach or fire emergency. | A helmet commonly worn by engineers in emergencies. Has a round light mounted onto it. | Red | Melee 5, Fire 10, Pressureproof, Fireproof. |
Atmospheric Technician's Firefighting Helmet | Atmospherics | Protecting yourself from fires, concealing your identity. | Wear this with the fire suit and you won't burn to death. | An enclosed firefighter's helmet, able to keep the user cool in any situation. Includes a light to illuminate smokefilled rooms. | ||
Bio Hood | Engineering, Medbay, Custodial Closet, Virology | Bio Hoods and Overalls decreases the chance of being affected by reagents in smoke and also protects from facehuggers. | A chemist with one of these suits is invincible against against their own smoke bombs, no more suicide gassing! Wear this with the Bio suit to complete the look. They also hide your identity. | |||
Security Hat | Security | Worn by Security, these hats provide the same level of protection as the standard helmet, with a slight addition to brute protection. How NovusCorp made or obtained a bulletproof hat is unknown. | A snazzy hat made from ballistic fiber. | |||
Atheist's Fedora | Chaplain | One of the possible forms of the Chaplain's Null Rod, this “weapon” can be worn as a hat, but does 25 damage when thrown at a target. Very inconspicuous weapon. | ||||
Beekeeper's Hat | ||||||
Beret | Costume crates | |||||
Cowboy Hat | Rancher | Found on the head of the Rancher, usually. | ||||
Cap | Custom Loadouts, wardrobes. | The perfect headwear for a trip to the ballgame or to spend a day in the sun. Flip it backwards to be immediately placed on a watchlist. | ||||
Fedora | Detectives, wardrobes. | Worn by the film noir detectives and keyboard warriors alike. | ||||
Rasta Hat | Custom Loadouts, wardrobes. | |||||
Fez | Custom Loadouts, wardrobes. | Come, friends! Come browse my bazaar! | ||||
Pirate Captain Hat | Pirates, costume sets. | For tomorrow's Blackbeard and today's RPer alike! | ||||
Witch Hat | Pirates, costume sets. | Just try and stay out of my way. Just try! I'll get you, my pretty, and your little dog, too! | ||||
Flat Cap | Wardrobe | Grandpa or press? Maybe they're both? In any case, their hat seems more akin to an heirloom than anything… | ||||
Top Hat | Wardrobe | Elementary, my dear Watson. | ||||
Traffic Cone | Wardrobe, Engineering | Makes you look like a dunce. Provides moderate brute protection to your head. | ||||
Space Helmet | Prevents environmental damage in high and low-pressure environments. | |||||
Welding Helmet | Protects you from eye damage when welding. | |||||
Plasma Envirosuit Helmet | Worn exclusively by Plasmamen to protect them from the outside atmosphere, as they will combust in an oxygen environment. | |||||
Helmet | Worn almost exclusively by Security to provide decent protection from blunt-force trauma, as well as ballistic and laser damage. | |||||
Bulletproof Helmet | Stored in the Secure Armory, this helmet is worn by security to provide substantial protection from ballistics and explosives, at the cost of lower protection from other forms of damage. | |||||
Riot Helmet | Stored in the Secure Armory, this helmet is worn by security to provide substantial protection from blunt-force (brute) trauma, at the expense of almost all protection in every other damage type. This helmet covers the face, and can be used to protect against facehuggers. | |||||
SWAT Helmet | Ordered from Cargo, this helmet provides moderate protection from all kinds of damage, and almost complete damage reduction from biohazards. | |||||
Hard-Hat | Most commonly worn by Engineers, this helmet offers protection to the head and has a built-in flashlight that can be toggled on and off. Generally useful if you don't want to waste inventory space on a flashlight. | |||||
Fire Fighter's Helmet | Uncommonly worn by the local Atmospheric Technicians, this helmet will offer protection from extreme heat and flames when paired with the firesuit, and has a built-in flashlight. Much like the Hard Hat, it's useful for hands-free flashlight use. | |||||
Atmos Firefighter Helmet | Functionally the same in comparison with the Fire Fighter's Helmet, just with a different sprite. | |||||
Radiation Hood | Guaranteed to be worn by an engineer that knows what they're doing, the radiation hood offers total protection from radioactive contamination when paired with the radiation suit. A must-have for working on the Supermatter Engine. |
Shoes
Shoes can look stylish, and they can also help you not go all John McClane on the glass shards.
Name | Where | Used for | Strategy | Description | Color(s) | Special Effects |
---|---|---|---|---|---|---|
Shoes | Lockers. | Protecting your feet from glass, making you walk faster. | Wear them. Don't take them off unless you're changing them for another pair. | Come in many shapes and sizes, and are all functionally equivalent except for those listed below. | Various styles and colors. | Cut 20, Pierce 20 |
Janitor's Galoshes | The Janitor's Closet | They prevent you from slipping on everything but space lube. | Other crew members will often seek these out to avoid falling victim to excessive mopping. | Yellow boots that go up to your knees. | NoSlip | |
Magnetic Boots | Chief Engineers Office, EVA storage, Atmospherics and Engineering | Preventing you from moving unintentionally in space. | Make sure you toggle them on via the top left icon for them to work. | Prevents unintentional movement whilst EVA, prevents you from being whisked away by moving airflows, and slows you down greatly for careful, deliberate movement. | Magnetic, MoveSlow 100 | |
Prisoner Shoes | Prisoner lockers | Dressing your prisoners. | Combine this with handcuffs to create handcuff-shoes; the user of it will be always on walk mode, preventing him from running away. | Used to let everybody know you Committed a Crime. | Orange | MoveSlow 10 |
Wizard's Sandals | Wizard crates | Looking like a Wizard. | Use these to complete the outfit. | The last thing you'll see as your mangled corpse hits the ground. | Tan | |
Clown's Shoes | Clown Closet | Squeaking, and making H.O.N.K. mechs | Makes that annoying squeaking sound as the clown walks. Slightly slower than normal shoes. | The prankster's standard-issue clowning shoes. Damn, they're huge! | Green | MoveSlow 15 |
Steel-Toed Boots | Engineering | Protecting the feet on a job site. | Increases kick damage and protects from floor hazards. | Brown | Cut 60, Pierce 60, Blunt 100 | |
Winter Boots | Expedition Closet | Protecting the feet from extreme cold. | Finishes out the full winter protection ensemble. | A heavy pair of winter boots. | MoveSlow 10, LowTemp++ |
Backwear
Name | Where | Used for | Strategy | Description | Color(s) | Special Effects |
---|---|---|---|---|---|---|
Backpack | Dormitory lockers, you may spawn with these depending on your preferences. | |||||
You're going to want this. It's used for storing stuff. But keep in mind that a backpack cannot store everything, such as toolboxes and other backpacks. But can generally store everything else. Some departments have their own version. 8 slots. | For all your holding needs. | Container 8 | ||||
Leather Backpack | BioGenerator | Storing unneeded crap in a fine container. | Can be produced with sufficient biomass, functions otherwise just like any other backpack. | Container 8 | ||
Satchel | Locker room and dormitories, you may spawn with these depending on your preferences. | Storing unneeded crap. | Like an backpack, just not technically on your back. Also available in various department styles. | For all your holding needs, now with a fashionable shoulder strap! | Container 8 | |
Leather Satchel | BioGenerator | Storing unneeded crap in a fine container. | Can be produced with sufficient biomass, functions otherwise just like any other satchel. | Container 8 | ||
Duffel Bag | Rare find in maintenance, dorms, normal crew members may spawn wearing one. | Storing more unneeded crap. | Holds more than a satchel, but slows you down. Also exists in departmental styles. | Container 12, MoveSlow 20 | ||
Security Backpack | All Security staff spawn with them. | Holding things. | It's a backpack. | For holding, Security style. | Container 8 | |
Medical Backpack | Medbay staff spawn with them. | Holding things. | It's a backpack. | For all your medical holding needs. | Container 8 | |
Bag of Holding | The depths of R&D | Holding things, that hold things…. | This item holds more bulkier items (For example, you can put a lockbox in a bag of holding, but not a simple backpack). | WARNING: Science can't explain everything; under no circumstances (unless you want a resonance cascade, destroying both bags and their contents) should you ever try to put a Bag of Holding or any bluespace item inside a Bag of Holding! | Container 40 | |
Jetpack | EVA, Engineering | Moving through space. | Use it to move quickly through space without having to throw items or staying near the station. | Allows the user to move quickly through space by expelling gas at high velocities. Blue jetpacks hold Oxygen (and can be used as internals), while black jetpacks hold Carbon Dioxide. Never connect a CO2 jetpack to internals unless you want to die. | Jetpack, GasCapacity ?, MoveSlow 20 | |
Jetpack Harness | Syndicate | Moving through space in STYLE. | Use it to move quickly through space without having to throw things. | Functions like the standard jetpack, with no bulk (and thus no slowdown on normal walking.) Contains Oxygen. | Jetpack, GasCapacity ? | |
Captain's Jetpack | Captain's Quarters | For the EVA work you shouldn't be doing. | Use it to move quickly through space without having to throw things. | Functions like the standard jetpack, with no bulk (and thus no slowdown on normal walking.) Contains Oxygen. | Jetpack, GasCapacity ? |
Some notes on jetpacks:
- Refill jetpacks with oxygen, not air (if you wish to use it for your internals, otherwise fill with any gas).
- Always set it to 16-25 pressure if you aren't using the emergency mask from your starting box. If you still have that, hurry up and find something else!
- Always toggle it on when you want to move or need to move quickly, but toggle stabilization off if you're just drifting so as to not waste your supply and remain untrackable.
- Most jetpacks are too bulky to be stowed in a backpack.
- Hardsuits can be upgraded to have an integrated jetpack, which works with a gas tank in the suit storage slot.
- Advanced hardsuits start off with one of these installed.
- Void Jet Packs may also be found, which are filled with oxygen.
Belts
Name | Where | Used for | Strategy | Description | Color(s) | Special Effects |
---|---|---|---|---|---|---|
Utility Belt | Engineering bay or in maintenance, or on engineers, or made via the biogenerator | Utility belts can hold some kinds of tiny items, most commonly tools. | They are worn as a belt and hold the same amount as a toolbox, though they are less useful as weapons. | Can hold: Crowbar, Screwdriver, Weldingtool, Wirecutters, Wrench, Multitool, Flashlight, Cable coil, T-ray Scanner, Analyzer. | Container 8 | |
Fanny Pack | Fabricators | Carrying a small number of things without a fancier belt. | They are worn as a belt but only hold four items. | Can hold an assortment of items including IDs, PDAs, wallets, spacecash stacks, lighters, syringes, pills, bottles, and pens. | Various | Container 4 |
Medical Belt | Medbay. | Holding medical items. | Like the Utility Belt, but for holding medical items only. |
Think of these as your medkit - but on a belt. | Can hold: Healthanalyzer, DNA-Injector, Dropper, Beaker, Bottle, Pill, Syringe, Dispensed-beaker, Zippo lighter, Cigarette packet, Pill bottle, Medical box, Penlight. |
Security Belt | Warden's locker, Security lockers. | Holding security stuff. | Like the utility belt, but for security uses only. | Carry loadsa stuff on your belt! Can hold: Flashbang, Handcuffs, Flash, Glasses, Shotgun ammo, Magazines, Donuts. |
Janibelt | Custodial Closet | Holding janitorial supplies | Can hold: Flashlight - includes penlight and seclite, Holographic Sign Projector, Grenade, Soap, Space Cleaner, Janicart Key, Gloves |
Gloves
Can be used to hide fingerprints and provide protection from touching certain objects.
Name | Where | Used for | Strategy | Description | Color(s) | Special Effects |
---|---|---|---|---|---|---|
Work Gloves | Cargo bay, Engineering, Security's Hands, Some other places. | Completing a outfit, or hiding fingerprints. | Perhaps slightly worse then the Latex Gloves. | Did you accidentally kill yourself by touching a hot lightbulb? Wear these next time. | ||
Latex Gloves | Medbay, Morgue | They partially prevent the passing of disease, but may leave fingerprints at a very low chance. | Having these is better than having nothing at all. | Latex gloves are white and thin, they are the least suspicious of the gloves to be worn because they are so common and so freely passed out. It is far easier to dispose of gloves than it is to wash your bare hands. They can also be blown up into balloons! You will still burn yourself on light bulbs with these. You will take 30% less damage from shocks with these. | White | |
Nitrile Gloves | Found in: These are the more rare cousin to Latex Gloves. One in the CMO's office and two in the medbay storage. Boxes sometimes also appear in Hangar Bays among mechanics. | Even less chance of spreading disease and doesn't leave fingerprints. | Thicker and rarer brother of latex gloves. They do not leave fingerprints, they will however leave a nitrile fibers so be wary. Similarly to latex gloves they provide 30% shock resistance. | Blue | Pricy sterile gloves that are stronger than latex. You will take 30% less shock damage with these. | |
Insulated Gloves | Engineering, tech storage, and ordered by Cargo. | To stop you from being shocked. | Trade your old gloves in for these, if you're not worried about disease. | These handy yellow gloves are much coveted by the crew. While not as stylish as black gloves, they hide your fingerprints just as well and also protect the wearer from electric shock when hacking and manipulating power cables. | ||
Budget Insulated Gloves | Engineering, tech storage, and ordered by Cargo. | To stop you from being shocked… mostly. | Thanks to some NovusCorp QMs purchasing from dodgy suppliers, these budget gloves usually only provide the half protection from electric shocks most other gloves give, but can sometimes have full protection, 25% protection, or make you take more damage than if you were otherwise bare handed! These are far easier to obtain than regular insulated gloves, so roll the dice with them if you want. | These gloves are cheap copies of the coveted gloves, no way this can end badly… | ||
Botanist's Gloves | Botanist's hands. | Holding some special plant types safely. | Holding nettles and growing them to insta-crit people. | Behold the power of the Botanist's gloves, they hide prints like all gloves, but you can hold nettles and other dangerous plants with these. | ||
Boxing Gloves | Near the Fitness Room | To Sharpen your hand to hand combat | The gloves have real uses other then boxing tournaments. | Even if they are padded, they still hurt. | ||
Black Gloves | Cargo Bay, Atmospherics, some other places in the station | A standard-issue pair of one-size-fits-all gloves. Prevents the wearer from contaminating evidence with their fingerprints and allows you to take lit lightbulbs out of their sockets. Also comes in finger-less styles. While the fingerless gloves are infinitely cooler, they don't offer any of the benefits of regular black gloves. | These gloves give heat protection, so wear them while firefighting and removing lightbulbs | These gloves are fire-resistant. | ||
Forensics Gloves | Detective | A special pair of Detective's gloves, which prevent the wearer from contaminating evidence with their fingerprints. | Detectives are always required to wear this during investigations. | Also useful for preventing self-incrimination as a traitor. | ||
Combat Gloves | Derelict, Nuclear Agents, Traitor Uplinks | Both combat and electrical work. | Full shock protection just like insulated gloves, combined with the fire protection of black gloves. The best gloves for defense, especially when combined with armor that also protects the hands. | These tactical gloves are fireproof and shock resistant. | ||
Krav Maga Gloves | Warden | Hand-to-hand mastery in a pair of gloves. | Want to skip decades of martial arts training and perfection of the self? These gloves bestow the wearer martial knowledge in the arts of Krav Maga through the use of advanced cybernetics and nanochips embedded inside them. Issued to the warden, they allow the wearer to trip, lung punch, and throat chop enemy combatants. | They work just as well if you aren't the warden. | ||
White Gloves | Handmade | Gloves that you can make from a roll of ordinary cloth. | You can dye them any color in a washing machine, but dying them yellow or black will not grant them any protective properties. | Provides basic hand protection. | ||
Captain's Gloves | Captains locker | Both used for formal and normal wear. | Its part of the captain's uniform, you would have to be mad to be seen without them. | They might be one of a kind, and have a yellow band on them, but they won't prevent against shock. | ||
Arctic Gloves | Expedition Locker | These thick gloves allow you to work in the extreme cold without injury to your hands. Important, as snowsuits don't cover your hands and feet. |
Earpieces
These little devices are issued to every crew member upon arrival on the station. Every job, no matter how insignificant, gets some form of headset. In order to talk to the station with it simply type <say “;(your text here)”>.
Different branches of the station get a unique headset with it's own private channel. In order to use this channel type in <say “:h (your text here)”>. And your message will be broadcast to others with the same type of headset. This does not work on the basic model. You can tell the basic model by its black coloring and lack of label.
You can also emote over the radio by typing in <say “;!(your emote here)”>. This can work on any radio channel. Simply substitute ; with the channel modifier of your choice. Please keep in mind that it is very difficult to ascertain if someone is winking over the radio, so radio emotes should be kept to audio only.
All headsets are equipped with a standard encryption key used for the common channel. Screwdrivers can be used to remove the encryption keys and use them in a different headset. All department headsets come with two keys. One contains the common radio channel, and the other contains the department channels. These are prone to EMPs, and they shut off when they're in the radius of them. It also has two functions, Microphone and Speaker. Microphone allows talking over your headset without actually talking to the headset in a 3×3 radius. Speaker allows the wearer of the headset to hear channels. In addition, you can also set a frequency to talk to other channels.
Here is a list of channels and how to access them. Examining your headset also shows you all possible channels. # and . can be used instead of :
:p Public :h Your department's channel :c Command :s Security :e Engineering :u Supply :m Medical :n Research :v Service :t Tactical
Other channels:
:b Binary (For AI and cyborgs) :a Alien :g Changeling :h AI Holopad (For AI) :o AI Private Channel (For AI) :w = Whisper :l = Left Hand :r = Right Hand :t = Syndicate/Traitor (For when you have a Syndicate encryption key)
Name | Where | Used for | Strategy | Description | Color(s) | Special Effects |
---|---|---|---|---|---|---|
Standard Radio Headset | Any civilian's ear, as well as all over the place. | Used to announce things to the passengers; often cluttered with chatter by the passengers. | None. | A standard Radio headset. Carries no additional encryption keys. Nothing fancy. | Black | |
Service Radio Headset | Any Service personnel's ear. | Getting the chef, bartender, and hydroponics department on the same page. | None. | A standard Radio headset. Contains the service channel encryption key. | Black | |
Captain's Headset | Captain's locker, on the captain's ears. | Normal radio chat as well as all department channels. | Use this to coordinate between all departments. | The holy grail of headsets. | ||
Head of Personnel's Headset | Head of Personnel's locker, on the Head of Personnel's ears. | Normal radio chat as well as command, security, supply, and service channels. | Used to keep in contact with your departments. | Use the command channel to ask respective heads for permission before giving a department change to someone. | ||
Chief Medical Officer's Headset | Chief Medical Officer's locker, Chief Medical Officer's head. | Normal radio chat as well as medical and command channels. | Use this to coordinate between heads of staff and your medical staff. | To make sure your medical staff are treating patients and doing their jobs. | ||
Research Director's Headset | RD's locker, on RD's ear. | Normal radio chat as well as science and command channels. | Use this to coordinate between heads of staff and your research staff. | Use it to make sure your Research levels are rising! | ||
Chief Engineer's Headset | Chief Engineer's locker, Chief Engineer's ears. | Normal radio chat as well as all engineering and command channels. | Use this to coordinate between heads of staff and your engineering staff. | Use it to make sure the Supermatter Engine doesn't explode. | ||
Engineering Radio Headset | Engineering bay lockers, Engineer's ears, Atmos Tech's ears. | Used for engineering channel to report damage and to make sure that somebody has checked the engine recently. | Use for engineering team, as well as Atmos. | “Chapel was hit by a meteor, repair team to the chapel!” | ||
Medical Radio Headset | Medical lockers, Doctor's ears, Paramedic's ears | Talking to various jobs throughout the medbay via the medical channel, typically medical or research. | Use this to order things from chemistry or inform Doctors of bodies that need Resleeving. | “Quarantine MedBay!” | ||
Security Radio Headset | Security lockers and the ears of anyone in the security department. | Coordinating security and requesting arrest orders via the security channel. | Don't let traitors get their hands on these. | “We have a crime scene at the Bar, why isn't the Detective here?” | ||
Science Radio Headset | Robotics lockers and R&D Lab lockers. Roboticist's and Scientist's ear. | Coordinating security and requesting arrest orders via the security channel. | Communication in the science department. | Has access to the science channel. | ||
Cargo Radio Headset | Quartermaster/Cargo Tech/Miner's ear, Mining Dock lockers. | The Quartermaster and his slaves to talk to one another about the supply chain. | Has access to the cargo and mining channels. | “We need 2 crates of 50 metal sheets, Sir!” | ||
Bowman's Headset | Munitions Bay's ear, Marines' ear, R&D | Blocking out sound, making radio audible | Allows user to hear normal noises while muffling loud noises such as gunfire and the 'bang' in flashbangs. | Typically equipped with the :t tactical channel. | ||
Earmuffs | Firing Range | Blocking out sound, Torturing people | Prevents ear damage from loud noises. | One of the many parts for a fully insane victim. |
Eyewear
Name | Where | Used for | Strategy | Description | Color(s) | Special Effects |
---|---|---|---|---|---|---|
Prescription Glasses | Medbay, Research | Fixes eye damage that is caused by flashes and welding without eye protection. It is possible to set your character to need glasses by default in the disabilities tag in the character design tab. | Most competent medical staff can fix short sightedness with surgery. So only use these if there's no good surgeons, or if you like glasses. | Helps the wearer to see. | ||
Sunglasses | Security, Internal Affairs, Maintenance. | Provides protection against flashes, useful when against Revs and flashes. | Most Heads start with these. Sunglasses protect against the effects of the flashes that Security uses, and are essential if Security decide to use Portable Flashes. | Strangely ancient technology used to help provide rudimentary eye cover. Enhanced shielding blocks flashes, but isn't strong enough to weld with. | Black | |
Mirrored Sunglasses | R&D, obscure locations. | An upgraded pair of sunglasses that is not only immune to flashes, but reflects flashes and certain other attacks back at the user! | Strangely ancient technology used to help provide rudimentary eye cover. Enhanced mirror shielding in case you run into any medusas out there. | Silver | ||
HUDSunglasses | Security. | Combines Sunglasses and the Security HUD. | Security starts with these, allow you to see a Persons job and wanted status along with resistance to flashes. | Recommended for all security members. In addition to protection from flashes, it provides nifty icons over the heads of everyone you can see. It displays their rank, arrest status, if the have a tracking implant (flashing red dot) or a loyalty implant (green square). Also allows for on-the-fly Security Records management by simply examining your target. You'll also get notified when Beepsky makes an arrest, or when a prisoner is released from the brig. | Black with red tint | |
MedHUDSunglasses | Chief Medical Officer, R&D. | Combines Sunglasses and the Health Scanner. | Lets you see a visual overlay of people's health and disease status, while protecting you from flashes. | These nifty sunglasses provide AR display information about the health and disease status of those in range. | Black with green tint | |
Optical Meson Scanners | Engineering and maintenance areas. | Seeing structural layout. | Wear these when mining, or seeing where structural damage is through walls. Removes all darkness effects, but you still will not see people or objects until you get close. | Used for seeing walls, floors, and stuff through anything. | Green | |
Optical Thermal Scanners | Uplink Items, Requisitions | Seeing people though walls. | Don't wear while welding, walking by portable flashes, or in an EMP area. | Ordered by traitors to help them find their targets, ordered by the military to help them find their targets. | ||
Optical Material Scanners | R&D | Seeing pipes, computers, blood pools and other objects through walls. | Probably would be good for a detective. | Hey, someone is spilling tomato sauce all over that maintenance hallway! | ||
Blindfold | Theater | Kinky stuff, blinding people without hurting them. | Don't wear this if you want to see. |
Covers the eyes, preventing sight. | | |
Eyepatch | Yarr! | Yarr! | Yarr! | YARRRRR! | ||
Green Glasses | Theater | Becoming a mad scientist! | Remember to say a society-damning monologue. | Styling attire for the mad scientist in training. | ||
Night Vision Goggles | Requisitions, in tactical areas. | Seeing people in the dark. | Wear these when you know a power outage is about to happen. | They won't know what hit them. | ||
Optical T-Ray Scanner | Atmospherics. | Seeing under floor tiles. | Use these to plan out wires and pipes. | When activated it will reveal wires and pipes under the flooring, as well as Critters and Creatures inside pipes, as well as make cloaked people flicker. | ||
Engineering Scanner Goggles | Engineering. | Seeing structural layout or seeing under floor tiles, or detecting radiation contamination. | Switch between meson, T-ray, and roentgen scanning when needed. | Allows the user to switch between a meson scanner mode, T-ray scanner mode, and a radiation scanner mode, which allows you to see the radioactive contamination of objects. | ||
Welding Goggles | R&D Lab | Welding without receiving eye damage, without a welding mask! | Wear it while using a welding tool, or to get by flashers. Wearing the Welding Helmet with Welding Goggles makes you practically blind. Clicking the Welding Helmet while in hand, will flip it up so it doesn't cover the face. | Protects the eyes from welders, approved by the mad scientist association. | ||
Science Goggles | Chemistry, R&D Lab | Wear them and do science | Analyzes items for their research values and can act as a reagent scanner. Comes in a night-vision variant. | The goggles protect against shrapnel and chemical splashes or sprays to the eyes; they won't help the rest of your face, though. | ||
Health Scanner HUD | Surgery, CMO's Office, Virology | Seeing a visual overlay of people's health and disease status. | Very useful for prioritizing and diagnosing patients at a glance. Also comes in a night-vision variant. | A heads-up display that scans the humans in view and provides accurate data about their health status. | ||
Security Scanner HUD | Security | Displays ID access/arrest status of other people. Also comes in a night-vision variant. | Not as glamorous as the fancy HUD Sunglasses. | A heads-up display that scans the humans in view and provides accurate data about their wanted status. | ||
Skills HUD | Recruiters | Shows the current job of a crewmember (according to the ID they are wearing), and shows employment records when examining a person. | Comes in a sunglasses variant that is worn by the Head of Personnel. | A heads-up display that scans the humans in view and provides accurate data about their skill status. | ||
Diagnostic HUD | R&D | Shows the status and integrity of exosuits and robotic personnel. Comes in a night-vision variant. | Handy for any would-be Roboticist. | A heads-up display that scans the targets in view and provides accurate data about their damage status. | ||
Hydroponic HUD | R&D | Shows the health and status of plants grown in soil or hydroponics trays. Comes in a night-vision variant. | Handy for any would-be Botanist. | A heads-up display that scans the plants in view and provides accurate data about their health status. | ||
Sunscanners | Bartender | Issued exclusively to the Bartender, these sunglasses protect against blinding flashes and show the exact reagents and their quantities in a container. | Useful to see if you mixed a drink or chemical composition properly. | These sunglasses are designed to scan a container and show the exact reagents and their quantities within. |
External Wear
External Wear are items that can be worn over your jumpsuit in the External Wear Slot. Most of them are exosuits and armor, the rest contain additional pockets you can fit small items in.
Cosmetic
Item Description
Bomber Jacket | A lovely leather jacket with a fluffy collar. |
Winter Jacket | A fluffy winter coat to keep you warm in the cold vacuum of space. Has a hood that can be put on if the head slot is empty. Comes in departmental designs too. |
Witch Robes | A necessary addition to any magically inclined individual. |
Regal Shawl | A beautiful, ornate shawl made for those who wish to stand out from the icky lower class. |
Mantles | Mantles intended for the crewmate of distinction. Each department head is issued one specially tailored to their department design. |
Hoodie | A comfortable, warm and, most importantly, stylish choice of outerwear. Comes with hood. No surprise there. |
Poncho | Does anyone hear mariachi music? |
Military Jacket | A puffy jacket to keep you warm. Military service not required. |
Trench Coat | For the vague protagonist with a questionable backstory. Comes in black and brown. |
Leather Jacket | Plain old jacket made from definitely real leather. |
Leather Motorcycle Jacket | For the daredevil, the road hog, and the puppy lover in all of us. |
Suit Jacket | Looks pretty snazzy and lets people know you mean business. Can hold two items in the suit jacket pockets. |
Lab Coat | All Scientists and most Medical Doctors start with this. Can hold two items. |
Security Jacket | Offers less than half the protection of standard security armor, but covers the arms as well as the torso. Not to mention the fact that your fashion level at least doubles with one of these babies. |
Detective's Coat | The perfect noir coat for the aspiring private eye, this coat provides surprisingly decent protection. Not as strong as the standard armor, but stronger than a standard security jacket. |
Warden's Jacket | Provides decent protection from brute, bomb, and laser damage, as well as mild protection from energy and ballistic damage. |
Head of Security's Armored Trench Coat | Provides decent protection from lasers, ballistics, brute damage, and explosives. Provides very mild protection from energy damage. When paired with the corresponding hat and gas mask, gives a +200% bonus to appearance and a -50% reduction to charisma. |
Hazard Vest | Offers pocket slots for tools, flashlights, or internals tanks. In addition, it offers all around mild protection. Also used to identify yourself as an official member of the Greytide Militia. |
Straight Jacket | Binds the wearer's arms, removing all use of their hands, similar to being handcuffed but without the ability to remove it. Mainly issued to Security and the Psychiatrist. |
Captain's Parade Jacket | For all intents and purposes, the parade jacket offers identical protection as the carapace, but has exponentially more style. |
Armor
Body Armor | Standard armor for all Security Officers, this vest provides decent protection from blunt-force trauma, as well as ballistic and laser damage. The detective has their own personal armor vest in their closet, which is functionally identical. |
Riot Suit | Provides moderate protection against blunt-force trauma and other forms of melee, but otherwise provides little to no protection. |
Ablative Armor | Provides substantial protection from lasers and energy damage to the chest, as well as a 40% chance to deflect energy-based projectiles to any area of the body. Provides very mild protection against brute and ballistic damage. |
Bulletproof Vest | Provides substantial protection from ballistic damage, as well as moderate protection against explosives. Provides mild protection against brute, laser, and energy damage as well. |
SWAT Armor | Provides moderate protection from all sources of damage, and almost complete protection against bio-hazards. |
Captain's Carapace | An ornately-crafted armor vest designated for the captain of the station. The vest provides moderate protection from brute damage, bullet wounds, and laser projectiles, as well as minor protection from energy-based attacks and explosives, near-complete protection from acid, and complete fireproofing. |
Reactive Teleport Armor | Unique and highly advanced armor which teleports the user out of danger when a projectile is fired at them. The armor itself offers no major protection, but is fireproof, acidproof, and indestructible. |
Emergency Response Team Armor | A top of the line armor vest worn by ERT members, when the situation is not urgent enough to warrant hardsuits. The vest has a moderate increase in energy protection over the standard security armor vest, but has a minor reduction in explosive protection. |
Drake Armor | A set of primitive armor crafted from the remains of a dead ash drake. The armor provides substantial protection from brute damage, lasers, energy weapons, explosives, radiation, and biohazards, as well as moderate ballistic protection, and complete acid and fire protection. Also a perfect way to demonstrate your supreme robustness (or incredible luck). |
Exosuits
Bio Suit | Bio Suit, short for bio-hazardous suit, protects from direct exposure to chemicals and disease. Wearing one increases your immunity and is one more barrier between you and the chemist. |
EVA Suit | The Extra-Vehicular Activity (EVA) Suit is worn to keep a person alive in the harsh environment of outer space, vacuums, and extreme temperatures. |
Security Hardsuit | Provides complete protection against bio-hazards and environmental hazards, such as the void of space and high-pressure environments. Provides moderate protection from radiation, brute, and laser damage, as well as mild protection from ballistics, energy, and explosives. |
Security Biosuit | Provides complete protection from biohazards, as well as mild-decent protection against all sources of damage. |
Security Bomb Suit | When paired with the bomb suit helmet, provides complete protection from explosions, as well as decent protection from lasers and brute damage. |
Atmospherics Hardsuit | Provides total protection from fire, and the cold void of space, and substantial protection from acid burns. Offers moderate protection from brute damage and radiation, as well as mild protection against lasers, ballistics, explosives, and energy damage. |
Advanced Hardsuit | Offers complete protection from radiation, fire, and the cold void of space, as well as near-complete protection from acid. Offers moderate protection from melee and explosives, as well as mild protection from lasers, ballistics, and energy damage. |
Engineering Hardsuit | Offers complete protection from the black abyss of space, considerable protection from over pressure as well as substantial protection from acid and radiation. Not as good as the atmospheric hardsuit for protection against thermal or pressure hazards, but will work in a pinch. Provides moderate melee protection and mild protection against lasers, ballistics, explosives, and energy damage. |
Firesuit | Provides substantial protection from extreme heat and open flame, especially when paired with the firefighter's helmet. Slows the user down substantially. |
Radiation Suit | Provides complete protection from radioactive contamination when paired with the radiation hood. A must-have for working on the Supermatter Engine. |
Blood-Red Hardsuit | Provides complete protection from biohazards and the unforgiving black pool of space. Provides moderate protection from all kinds of damage except for energy, which only has mild protection. |
Elite Syndicate Hardsuit | Provides complete protection from biohazards and the cold embrace of the void. Provides substantial protection against all forms of damage except for energy, which has moderate protection. |
Shielded Syndicate Hardsuit | Functionally and cosmetically identical to the Blood-Red Hardsuit, but with a shield that can absorb three bullets in a short time. This shield recharges automatically over time, and can hypothetically deflect an infinite amount of projectiles. |
Mining Hardsuit |
Shoes Shoes. Typical shoes (excluding galoshes and magnetic boots) provide little to no mechanics, apart from them getting stained from blood or various stains, which will leave stained footprints.
Item Description Shoes Brshoe.png Protects your feet from glass and other pesky debris. Comes in many shapes and sizes, ranging from fancy lace ups to those sneakers you picked up at a garage sale. All different, but all function the same.
Boots File:Boots.gif Functionally the same as shoes, just… Taller… Ranges from yee haw cowboy boots to robust security jackboots.
Janitor's Galoshes Jshoe.png Stops you from slipping on the floors you just mopped, as well as pretty much everything else. Best watch out for that space lube though.
Magnetic Boots (Magboots) Magboots.png Don't like Newton's first law? Want to not fly around everywhere in space and walk in 0G environments? Turn these bad boys on and watch the magic happen. Grants a massive speed buff in low gravity environments, but a very harsh speed penalty in environments with gravity present. The chief engineer's advanced magboots are the exception to this.
Wizard's Sandals Sandals.png A seemingly magical pair of sandals, fitted for the magically inclined individual.
Chameleon No-Slip Shoes File:Chameleon No-Slip Shoes.png A seemingly magical pair of sandals, fitted for the magically inclined individual.
Masks
Mask Slot.png Masks are often used to conceal your identity or to protect yourself from breathing in any dangerous chemicals, provided you have an oxygen/nitrogen tank. Most, if not all of them can be connected to a gas tank for internals.
Item Description
Gas Mask Gasmasks.gif Inside fire safety lockers. Can be found in Engineering and Maintenance tunnels. Use it to filter out any dangerous chemicals in the air as well protecting your eyes from things like pepper spray. Also functions as an internals mask. Conceals your identity when worn.
Breath Mask BreathMask.png Provided to all employees in their emergency O2 kits. Can be worn in conjunction with a air tank to ensure a steady supply of O2.
Sterile Mask Sterilemask.png Helps prevent the spread of airborne viruses, as well as preventing infections during surgery.
Muzzle Muzzle.png Can prevent vampires from biting people, or prevent annoying people from talking.
Bandana Bandanna.png For the gangster in all of us. These can be worn on your head or the face. If worn on your face, it will conceal your identity.
Medical Mask BreathingMask.png Used to administer anesthesia during surgery, as the standard breath mask is unable to do so.
Security Gas-Mask SecHailer.png Functionally identical to the standard gas mask, but allows the user to shout various phrases at fleeing suspects. Phrases can be changed and the intensity of the phrases can be raised and lowered with the use of a screwdriver.
Vox Breath Mask Vox mask.png Worn by Vox and paired with an internals tank to maintain a steady supply of nitrogen.
Mime Mask Mime Mask.png Worn by the Mime as part of their act and costume. Can be connected to an internals tank.
Syndicate Mask SWATmask.png Worn by Syndicate personnel, concealing their identity and looking pretty badass. Can also be connected to an internals tank.
Clown Mask Clownmask.png Worn by the Clown as a mandatory part of their costume, per their SoP. Can be connected to an internals tank.
SWAT Mask SWAT Mask.png Ordered from Cargo via the SWAT gear crate. The Warden and Head of Security start off with their own personalized variants, with a colored stripe on top. These security variants are like the sec-hailer, but with the addition of extra one-liners.
Welding Gas Mask Welding Gas Mask.gif The beautiful love child of a welder mask and a gas mask. Its visor can be raised an lowered to provide welding protection, or to provide better vision and can be hooked up to internals for a fresh supply of O2. Useful for working in space or low-oxygen environments.
Explorer Gas Mask File:Explorer Gas Mask.gif The beautiful love child of a welder mask and a gas mask. Its visor can be raised an lowered to provide welding protection, or to provide better vision and can be hooked up to internals for a fresh supply of O2. Useful for working in space or low-oxygen environments.
Accessories
Accessories are little extras that you can attach to your jumpsuit or other clothing to give your character some personality.
Item Description
Armbands File:Armbands.gif Armbands are a stylish accessory that an be attached to your jumpsuit and worn around your arm. Come in many varieties, ranging from plain civilian colors to colorful departmental armbands.
Corsets File:Corsets.gif How can such an archaic article of clothing still be so fashionable centuries later?
Necklace File:Necklace.png A simple piece of jewelry that is worn around the neck.
Gold Locket File:Gold Locket.png Family heirloom? Something you found at the dollar store? One way or another, it's shiny.
Cowboy Shirt | For the yee haw spessman. Comes in all shapes, sizes, and colors. |
Stethoscope | A medical tool used to measure a person's heart rate… or crack a safe. |
Tie Ties.gif Very official looking. Come in a variety of colors.
Holobadge Holobadge.png A glowing badge used by security for identification purposes.
Scarf File:Scarfs.gif A cozy length of fabric worn around the neck. Comes in many different colors.
Pet Collar File:Pet Collar.png If that's your thing.
Medals File:Medals.gif Medallions that can be worn to show off. Can be obtained by being awarded (or stolen).
Other Wearables
Name | Where | Used for | Strategy | Description | Color(s) | Special Effects |
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Clothing is what keeps you warm in the winter, let alone the dead of space. Below are the objects which you can wear.
Contents 1 Short guide to clothes 1.1 Inventory 1.2 Damage protection 1.3 Temperature protection 2 Jumpsuits 3 Headgear 4 Masks 5 Bodywear 6 Hardsuits 7 Shoes 8 Gloves 8.1 Tackling Gloves 9 Eyewear 10 Backwear 11 Belts 12 Earpieces Short guide to clothes Inventory Your character has following slots that are always available:
Jumpsuit External suit Back Mask Shoes Gloves Ears Glasses Hat Jumpsuit unlocks for you:
Belt Pockets ID slot And external suit unlocks for you an external suit storage.
Contents of your pockets are not visible for others, but if someone tries to empty them you do not get a message unless you move. Pockets can hold tiny and small items. They can also hold mining satchel, despite it being a normal-sized item.
If you have a storage item in one of your slots, you can click on it to open it. If you want to take it to your hand, drag it to the hand slot with your mouse. You can also drag an item to your character on the map to open it. This will work with a pill bottle in your pocket, for example, or if you have something in your hands.
Damage protection There are several types of damage in the game. Various pieces of clothing offer protection for the body parts they cover.
Melee Bullet Laser Energy Bomb Biological Radiation Fire Acid Temperature protection Some pieces of clothing offer protection from high/low temperatures. High-temperature protection is needed when everything is on fire. Low-temperature protection is needed when you are in space or very close to being in space. Items only protect body parts they cover.
Jumpsuits Having a jumpsuit is extremely important. Without a jumpsuit you will not have an ID slot, a belt slot, or any pocket slots. The jumpsuit is also useful in identifying your department at a glance, and so can be used as part of a disguise. In addition, jumpsuits now have a full suite of sensors that can be toggled and adjusted by right-clicking on it. They can give out data to the bridge including your location, your health, and your mortality. Some jumpsuits made to be practical will offer minor protection, which will be noted in it's description. For example, the virologist's jumpsuit has minor projection to biohazards, while the Head of Security's will have a small amount of protection from blunt trauma. Plasmaman jumpsuits prevent plasmamen from being on fire when worn with a plasmaman helmet.
A bit different from the others is the prisoner's jumpsuit. In addition to its distinctive colour, its suit sensors are always on maximum.
You can wash a jumpsuit in a washing machine with a crayon to paint it.
Jumpsuits Jumpsuits Found in: Everyone starts with one, several more are found in lockers all around the station Used for: To hide your naked body, jumpsuits provides a belt slot, ID slot and two pockets for storage. They also come equipped with adjustable suit sensors which, when enabled will show useful information about the wearer on crew monitoring consoles Strategy: Just wear it at all times as they're useful and practical Description Jumpsuits are the clothing standard on the station. Everyone starts off with one, which describes which job they do. Additional ones are usually found in the changing room, in the dormitory, in job-specific wardrobes and in the lockers for heads of staff. Job-specific jumpsuits offer minor protection from for example radiation (engineering), brute (security) or acid (science). There are some additional, gimmicky ones in the theater.
Headgear Different kinds of hats for various purposes.
Hard Hat Hard Hat Found in: Engineering Used for: Providing light in dark areas and ghetto EVA Strategy: Wear it to be recognized as a competent engineer Description All engineers spawn with one of these on their head. These make your head pressureproof and protect a bit from heat. A functionally identical version of this is the Fire Helmet.png Firefighter Helmet. They can be found in Maintenance and Atmospherics.
Atmospheric Technician's Firefighting Helmet Atmospheric Technician's Firefighting Helmet Found in: Atmospherics Used for: Providing light in dark areas, protecting your head from fire and pressure, concealing identity, ghetto EVA Strategy: Wear it with the firesuit and you'll be cool while walking through plasma fires. Description An upgraded hard hat that completely protects you from heat and pressure. Obscures your face.
Welding Helmet Welding Helmet Found in: Engineering, Atmospherics Used for: Keeping your eyes safe when welding Strategy: Wear it while using a welding tool, or to get by flashers. Wearing them makes you practically blind. Clicking the Welding Helmet while in hand, will flip it up so it doesn't cover the face Description A head-mounted face cover designed to protect the wearer completely from space-arc eye and getting flashed. Cargo can manufacture these with their autolathe or they can order some.
Bio Hood Bio Hood Found in: Engineering, Medbay, Custodial Closet, Virology Used for: Bio Hoods and Overalls decreases the chance of being affected by reagents in smoke and also protects from facehuggers Strategy: A chemist with one of these suits is invincible against against their own smoke bombs, no more suicide gassing Description Wear this with the Bio suit to complete the look. They also hide your identity.
Helmet Helmet Found in: Lockers at Security Office and Security Posts Used for: To protect your head, your eyes and your headset Strategy: Wear it Description A component of Securitrons and a distinguishing feature of Security Officers (if you're wondering why people are treating you like a piece of shit, it's because the previous shitcurity officer had the exact same uniform as you). Helmets protect against damage to the head very well. Some come with a siren. They can be found in security lockers and Cargo could order more. Every Security Officer spawns with one.
Riot Helmet Riot Helmet Found in: Armory Used for: To protect your head from melee attacks and your face from facehuggers Strategy: Wear it Description An helmet with marginally better protection from melee attacks, but worse protection from energy weapons. The real value of this helmet is its visor, which protects you from facehuggers.
Cake Hat Cake Hat Found in: Bar Used for: To celebrate birthdays Strategy: Wear it Description Comes with a candle that is guaranteed to light any plasma you walk through on fire. Can be used to make a birthday cake
EVA Helmet EVA Helmet Found in: EVA, Space Suit Crate Used for: To prevent exposure of the wearer to depressurized areas and the void of space. Strategy: Wear it with an EVA Suit when going out on spacewalks or when anticipating depressurized areas of the station. (Spaceproof)
Description A simple space suit helmet for use in EVA activities. Keeps you insulated from the cold and pressure, but cannot handle high temperatures and direct fire contact.
Plasmaman Helmet Plasmaman Helmet Found in: Plasmamen, Plasmaman Supply Kit Used for: To prevent exposure of the wearer to oxygen in air Strategy: Wear it. As a plasmaman, only take it off to join a Revolution or to set yourself on fire! (Spaceproof)
Description Plasmaman start off wearing these. If you're set on fire and you're wearing this and the plasmaman jumpsuit, you'll be extinguished as soon as the auto-extinguishing system is ready. Non-plasmamen won't suffocate while wearing one. Expect a killer to remove this helmet from a dead or dying plasmaman, turning them into a lasting fire.
Masks Different masks can provide you with oxygen, filter out bad gases and germs, hide your identity or make you look cool.
Breath Mask Breath Mask Found in: It is very common for a crewmate to wear a breath mask, since every employee is provided with a complementary box of internals in their backpack prior to their trip on the arrival shuttle Used for: They are transparent and cover only part of the face, so can't be used in hiding your identity Strategy: Used when people with Voice Changers are on the loose Description Unlike gas masks, breath masks must be attached to an air tank in order to have any benefit.
Gas Mask Gas Mask Found in: Engineering, Maintenance Used for: Gas masks can be used in conjunction with a gas tank of any type to set up internals Strategy: Without internals they will hide your identity, protect your face, and filter out any contaminations in the air. It however does not mask your voice, unlike the Voice changer gasmask, which will change your voice to the voice of the ID you're wearing Description A face-covering mask that can be connected to an air supply. Protects from most toxic gases.
Sterile Mask Sterile Mask Found in: Medbay, on Doctor's faces Used for: Slight disease prevention Strategy: Internals provide the same disease blocking benefit as these with the added bonus of being able to breathe from oxygen tanks. Description Filters toxic gases and gives a slight defense against airborne diseases.
Muzzle Muzzle Found in: Medbay Used for: Keeping patients quiet Strategy: Put it on someone's face Description Stops those pesky patients from screaming for help! 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 NovusCorp 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 NovusCorp 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.
Shoes
Shoes can look stylish, and they can also help you not go all John McClane on the glass shards. Certain shoes and boots can be used to store items - for example a knife or an esword.
Shoes
Shoes Found in: Locker Room, Dorms, Arrivals, Medbay Used for: Protecting your feet from glass, making you walk faster Strategy: Wear them. Don't take them off unless you're changing them for another pair Description: A pair of shoes, available in different styles and colors.
Clown's Shoes
Clown's Shoes Found in: HONK!!! Used for: Squeaking, and making H.O.N.K. mechs Strategy: Makes that annoying squeaking sound as the clown walks. Slightly slower than normal shoes. Description: The prankster's standard-issue clowning shoes. Damn, they're huge! Can be used to store items.
Janitor's Galoshes
Janitor's Galoshes Found in: The Janitor's Closet Used for: They prevent you from slipping on everything but space lube Strategy: Other crew members will often seek these out to avoid falling victim to the clown or excessive mopping. Wearing these will reduce your walking speed. Description: Rubber boots. Spraying these with Drying Agent will make them remove any water puddles you walk over. (If you don't want people to slip, why are you using the mop in the first place?)
Magnetic Boots Magnetic Boots Found in: Chief Engineers Office, EVA storage Used for: Preventing you from moving unintentionally in space Strategy: Make sure you toggle them on via the object tab for them to work. Prevents unintentional movement whilst EVA and slows you down greatly for careful, deliberate movement Description: Magnetic boots, often used during extravehicular activity to ensure the user remains safely attached to the vehicle.
Legcuffs Legcuffs Found in: Prison Wing lockers Used for: Dressing your prisoners Strategy: Apply cuffs to shoes, put them on prisoners Description: Make prisoners wear these to keep them in line. Slows them down considerably.
Gloves Can be used to hide fingerprints and protection from certain objects. You can wash gloves with a crayon to change their color.
Black Gloves Black Gloves Found in: Cargo Bay, Atmospherics, some other places in the station Used for: Completing a outfit, or hiding fingerprints Strategy: These gloves give heat protection, so wear them while firefighting and removing lightbulbs Description These gloves are fire-resistant. You can cut them into fingerless gloves BGlovesCut.png with wirecutters, at which point they obviously stop being fire-resistant.
Budget Insulated Gloves Budget Insulated Gloves Found in: Engineering and Primary Tool Storage Used for: Trolling Strategy: With all these budget cuts, NovusCorp cannot afford high quality gloves for all crewmen. Budget gloves usually only provide the half protection from electric shocks most other gloves give, but can sometimes have full protection, 25% protection, or make you take more damage than if you were otherwise bare handed! These are far easier to obtain than regular insulated gloves, so roll the dice with them if you want. No refunds if you get zapped to a crisp while trying to hack into something with these! Unlike the real deal, you can fire ranged weapons while wearing these. Description These gloves are cheap copies of the coveted gloves, no way this can end badly. You can cut these into fingerless insuls IGlovesCut.png with wirecutters, if you want to obtain them without wasting precious real insuls.
Insulated Gloves Insulated Gloves Found in: Engineering, tech storage, and ordered by Cargo Used for: To stop you from being shocked Strategy: Trade your old gloves in for these, if you're not worried about disease. These handy yellow gloves, often reffered to as just insuls, are much coveted by certain members of the crew. While not as stylish as black gloves, they hide your fingerprints just as well and also protect the wearer from electric shock when hacking and manipulating power cables. Washing gloves with a yellow crayon will name them insulated gloves, but they will not protect you from shocks. Throw these gloves in a washing machine with a crayon to change the glove's distinct colour and name so you are not accosted for wearing them. If you are a masochist, you can cut someone's insuls into useless fingerless insuls IGlovesCut.png with wirecutters and watch them cry. Keep in mind, your large fingers will keep you from firing ranged weapons while wearing these. Description These gloves will protect the wearer from electric shock - whether by Hacking or delaminating Supermatter Engine.
Latex Gloves Latex Gloves Found in: Latex gloves can be easily secured from the morgue and medbay. They can also be found on the hands of medical personnel Used for: usedfor} Strategy: Latex gloves are white and thin, they are the least suspicious of the gloves to be worn because they are so common and so freely passed out. It is far easier to dispose of gloves than it is to wash your bare hands. They can also be blown up into balloons! You will still burn yourself on light bulbs with these. You will only take 30% damage from shocks with these. When washed with a crayon, they become normal gloves. Description Cheap sterile gloves made from latex
Nitrile Gloves Nitrile Gloves Found in: There are three pairs of this gloves on the whole station. One in the CMO's office and two in the medbay storage. Used for: Digging through the corpse of an assistant without catching whatever horrible disease they got from a suspicious needle in maintenance. Strategy: Thicker and rarer brother of latex gloves. They do not leave fingerprints, they will however leave a nitrile fibers so be wary. Similarly to latex gloves they provide 30% shock resistance. Description Pricy sterile gloves that are stronger than latex.
Botanist's Gloves Botanist's Gloves Found in: Botanist's hands Used for: Holding some special plant types Strategy: Holding nettles and growing them to insta-crit people. They also protect against temperature. Description These leather gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin.
Combat Gloves Combat Gloves Found in: Nuclear operatives, uplink and possibly other locations Used for: Both combat and electrical work. Strategy: Hiding fingerprints while hacking doors in safety. Description These tactical gloves are fireproof and shock resistant.
Combat Gloves Plus Combat Gloves Plus Found in: Nuclear operative leader and nuke op uplink. Used for: Krav Maga combat and shock insulation. Strategy: Beat enemies with Krav Maga. Description These combat gloves come with the extra ability to perform Krav Maga martial art attacks. Tackling Gloves These let you tackle people by enabling throw mode and clicking. Results are random.
Click expand for detailed explanation.
Gripper Gloves Gripper Gloves Found in: SecTech vendor Used for: Tackling Strategy: Tackle. Description Basic/standard tackling gloves. Special gloves that manipulate the blood vessels in the wearer's hands, granting them the ability to launch headfirst into walls.
Gorilla Gloves Gorilla Gloves Found in: Supply crates Used for: Tackling Strategy: Tackle. Description More stamina cost and longer cooldown than the basic gripper gloves, but a bit more range and +2 to your tackles!
Guerrilla Gloves Guerrilla Gloves Found in: Nuke op uplink and given to ERT security forces. Used for: Tackling Strategy: Tackle. Description Same as gorilla gloves, but insulated.
Dolphin Gloves Dolphin Gloves Found in: B.E.P.I.S. reward. Used for: Throwing yourself on the floor. Strategy: Jump around. Description Tackles cost less stamina, have longer range, go faster, and have shorter cooldowns, but forces you to fly at least 2 tiles and gives a -2 to tackles. More of a utility for jumping around the station quickly in an obnoxious and highly disruptive manner. Hitting an obstacle is somewhat more dangerous than standard.
Rocket Gloves Rocket Gloves Found in: B.E.P.I.S. reward. Used for: Tackling from large distances. Strategy: Don't miss. Description Rocket powered gloves! Flies incredibly far and incredibly fast, with a +7 to tackles! If you hit your target, you're all but guaranteed the highest or second highest tier tackle! If you miss, however, you're probably going to smash into a wall at incredibly high speeds and wreck your brain with traumas.
Improvised Grapple Gloves Improvised Grapple Gloves Found in: Crafting menu Crafting menu hud icon.png Used for: Ghetto tackling. Strategy: Tackle. Description Weaker, uses more stamina, and has a longer self-knockdown than normal grapple gloves, but can be crafted with a pair of fingerless gloves and some sticky tape. Eyewear These items can be worn over your eyes, providing protection, visual information or other things
Health Scanner HUD Health Scanner HUD Found in: Surgery, CMO's Office, Virology Used for: Seeing a visual overlay of people's health and disease status Strategy: Use it to prioritize critical patients, or prioritize your targets. Description A heads-up display that scans the humans in view and provides accurate data about their health status. Click here for an overview of what the symbols mean.
Optical Meson Scanners Optical Meson Scanners Found in: Engineering and maintenance areas. Used for: Seeing structural layout. Strategy: Wear these when mining, or seeing where structural damage is though walls. Removes all darkness effects, but you still will not see people or objects until you get close. Description Used for seeing walls, floors, and stuff through anything.
Optical T-Ray Scanner Optical T-Ray Scanner Found in: Atmospherics. Used for: Seeing under floor tiles. Strategy: Use these to plan out wires and pipes. Description When activated it will reveal wires and pipes under the flooring, as well as Critters and Creatures inside pipes, as well as make cloaked people flicker.
Engineering Scanner Goggles Engineering Scanner Goggles Found in: Engineering. Used for: Seeing structural layout, spotting radiation leaks or seeing under floor tiles. Strategy: Switch between meson, radiation and T-ray scanning when needed. Description The Meson Scanner mode lets you see basic structural and terrain layouts through walls, regardless of lighting condition. The T-ray Scanner mode lets you see underfloor objects such as cables and pipes.
Sunglasses Sunglasses Found in: Security Office, Maintenance. Used for: Protection against flashes, useful when against Revs and flashes, wearing at night and when your vision is augmented. Strategy: I WEAR MY SUNGLASSES AT NIGHT SO I CAN, SO I CAN- Description Strangely ancient technology used to help provide rudimentary eye cover. Enhanced shielding blocks flashes, but isn't strong enough to weld with.
HUDSunglasses HUDSunglasses Found in: Security Office Used for: Combines Sunglasses and Security Scanner Strategy: Security starts with these, allow you to see a persons ID level and wanted status along with resistance to flashes. You will also get automated notifications from beepsky and brig cells. Description Recommended for all security members. In addition to protection from flashes, it provides nifty icons over the heads of everyone you can see. It displays their rank, arrest status, if the have a tracking implant (flashing red dot) or a mindshield implant (blinking blue outline). Also allows for on-the-fly Security Records management by simply examining your target. You'll also get notified when Beepsky makes an arrest, or when a prisoner is released from the brig.
Welding Goggles Welding Goggles Found in: R&D Lab Used for: Welding without receiving eye damage, without a welding mask! Strategy: Wear it while using a welding tool, or to get by flashers. Wearing the Welding Helmet makes you practically blind. Clicking the Welding Helmet while in hand, will flip it up so it doesn't cover the face Description Protects the eyes from welders, approved by the mad scientist association.
Science Goggles Science Goggles Found in: Chemistry, R&D Lab Used for: Chemistry, and sometimes science Strategy: Wear them and do science Description Allows you to see what reagents are in a container. You can toggle them to let you examine an item and see how many research points you'd get, and what techs you'd unlock, when you put the item through the destructive analyzer.
Blindfold Blindfold Found in: Theater Used for: Kinky stuff An aid to simulate blindness during training of Orientation and Mobility Specialists, so that they develop empathetic understanding of blindness and learn how to rely on their other senses to get to know the environment and move around freely and independently; blinding people without hurting them. Strategy: Don't wear this if you want to see. Description Covers the eyes, preventing sight.
Night Vision Goggles Night Vision Goggles Found in: Abandoned Satellite, Nuclear Agents. Used for: Seeing people in the dark. Strategy: Wear these when you know a power outage is about to happen. Description You can totally see in the dark now!
Prescription Glasses Prescription Glasses Found in: Just about anywhere in the Medbay Used for: Fixing eye damage. Strategy: Wear these, wait eyes to heal up. Description Made by Nerd. Co. Backwear Different kinds of things which go on your back. Most people will wear a backpack, satchel or dufflebag at all times.
Backpack Backpack Found in: Dorms lockers, normal crew members may spawn wearing one Used for: Storing unneeded crap Strategy: You're going to want this. It's used for storing stuff, but, keep in mind that a backpack cannot store everything, such as toolboxes and other backpacks. But can generally store everything else. You also have a limited storage space. Description You wear this on your back and put items into it. Most jobs have their own variety of backpack: Medpack.png Medical Backpack, Secpack.png Security Backpack and Clownpack.png Giggles von Honkerton, to name a few.
Satchel Satchel Found in: Dorms lockers, normal crew members may spawn wearing one Used for: Storing unneeded crap Strategy: Functionally identical to the backpack, but it looks more fashionable. Description You put this on your back slot and put items into it. Most jobs have their own variety of satchel. The Satchel.png Leather Satchel works the same as any satchel or backpack.
Dufflebag Dufflebag Found in: Dorms lockers, normal crew members may spawn wearing one Used for: Storing more unneeded crap Strategy: Functionally similar to the backpack, but can hold more things at the expense of slowing you down. Description You put this on your back and put items into it. Most jobs have their own variety of dufflebag.
Jetpack Jetpack Found in: EVA Used for: Propelling yourself in space Strategy: Put it on your back and switch it on to maneuver in space or low-gravity areas. Description The jet pack is a backpack slot item filled with either Carbon Dioxide or Oxygen. Since it has no air intake and carries its own fuel, it is actually a rocket pack, but the game can't seem to tell the difference so here we are. This item allows one to maneuver in a frictionless environment by firing either an expendable gas or a precious air supply out the back. Two black jetpacks filled with CO2 spawn in EVA. Syndicate operatives start with compact Oxygen-filled harnesses. The Captain has a unique oxygen-filled jetpack. For proper use of a jetpack, remember these simple rules:
Jetpack-black.gif Black jetpacks are filled with carbon dioxide by default. Using these jetpacks as internals will knock you unconscious and suffocate you. Can be refilled with anything. Refill JetPack.gif blue jetpacks with oxygen, not air (if you wish to use it for your internals, otherwise fill with any gas). Always set it to 16-25 pressure if you aren't using the emergency mask from your starting box. If you still have that, hurry up and find something else! Always toggle it on when you want to move or need to move quickly, but toggle stabilization off if you're just drifting so as to not waste your supply and remain untrackable. Most jetpacks are too bulky to be stowed in a backpack.
Hardsuits can be upgraded to have an integrated jetpack, which works with a gas tank in the suit storage slot. Advanced hardsuits start off with one of these installed.
Void Jet Packs may also be found in [REDACTED], which are filled with oxygen.
Belts Belts are a type of containers that can only hold specific items. They are to not be confused with belt slot of character's inventory. Belts that exist in the game are:
Tool Belt Tool Belt Found in: Engineering or in maintenance, and on a engineer or roboticist. Can be made at hydroponics through the biogenerator or ordered through mechanical maintenance crates Used for: Toolbelts can hold some kinds of tiny items, most commonly tools Strategy: They are worn as a belt and hold the same amount as a toolbox, though they are less useful as weapons. Sometimes the clown will steal these and hack EVA, just get your toolbox and robust him. Can hold: Crowbar, Screwdriver, Welding tool, Wirecutters, Wrench, Multitool, Flashlight, Cable coil, T-ray scanner, Analyzer, Station Bounced Radio, Insulated Gloves Description Can hold various tools, such as: Crowbar.png Crowbar - any colour Screwdriver tool.png Screwdriver - any colour Welder.png Welding tool - any variety Wirecutters.png Wirecutters Wrench.png Wrench Multitool.png Multitool Flashlight.png Flashlight - includes penlight and seclite CableCoils.png Cable coil - any colour T-ray.gif T-ray scanner Analyzer.png Analyzer Station Bounced Radio.png Station Bounced Radio IGloves.png Insulated Gloves Jawspry.png Jaws of Life DrillTool.png Hand Drill Exwelder.png Experimental Welding Tool Multitool.png Multitool CableCoils.png Cable coil MiniFE.png Miniature Fire Extinguisher
Chief Engineer's Belt Chief Engineer's Belt Found in: Spawned with the Chief Engineer Used for: Holding more advanced tools Description Can hold: Jawspry.png Jaws of Life DrillTool.png Hand Drill Exwelder.png Experimental Welding Tool Multitool.png Multitool CableCoils.png Cable coil MiniFE.png Miniature Fire Extinguisher Analyzer.png Analyzer
Medical Belt Medical Belt Found in: Medbay Used for: Holding medical items Strategy: Like the Utility Belt, but for holding medical items only. Think of these as your medkit- but on a belt. Can hold: Health analyzer, DNA-Injector, Dropper, Beaker, Bottle, Pill, Syringe, Dispensed-beaker, Zippo lighter, Cigarette packet, Pill bottle, Medical box, Penlight. Description Can hold various medical equipment, such as: Healthanalyzer.png Health analyzer DNA Injector.png DNA injector Eyedropper.png Dropper Beaker.png Beaker - any type Bottle16.png Bottle Pill16.png Pill Syringes.png Syringe Zippo.png Zippo lighter Cigarettes.png Cigarette pack - but not cigarettes themselves Pill Bottle.png Pill bottle Bpack.png Bruise pack Oint.png Ointment Gauze.png Medical gauze Drapes.png Scalpel.png Saw.png Drill.png Hemostat.png Cautery.png Surgical tools
Security Belt Security Belt Found in: Warden's locker, Security Office lockers Used for: Holding security stuff Strategy: Like the utility belt, but for security uses only. Can hold: Flashbang, Handcuffs, Flash, Glasses, Shotgun ammo, Magazines, Donuts Description Can hold security gear, such as: StunBaton.gif Stun Baton Flashbang.gif Flashbang Pepperspray.png Pepperspray Handcuffs.png Handcuffs Flash.gif Flash SecHud.png Security HUD Shotgunshells.png Shotgun ammo Ammo 9mm.png Ammo box Sprinkles.gif Donut Seclite.png Seclite Ebola.gif Energy Bola
Janibelt Janibelt Found in: Custodial Closet Used for: Holding janitorial supplies Description Can hold: Flashlight.png Flashlight - includes penlight and seclite Janiprojector.png Holographic Sign Projector Grenade.png Grenade Soap.png Soap Cleaner.png Space Cleaner Janicart keys.png Janicart Key Orange Gloves.png Gloves Lightreplacer0.png Light Replacer Earpieces These little devices are issued to every crew member upon arrival on the station. Every job, no matter how insignificant, gets some form of headset. In order to talk to the station with it simply type say ;(your text here).
Different branches of the station get a unique headset with its own private channel. In order to use this channel type in say .h (your text here). And your message will be broadcast to others with the same type of headset. Note that this does not work on the basic model. You can tell the basic model by its black coloring and lack of label.
All headsets are equipped with a standard encryption key used for the common channel. Screwdrivers can be used to remove the encryption keys and use them in a different headset. All department headsets come with two keys. Use your headset in hand to manually enable or disable keys, or change your default channel.
Here is a list of channels and how to access them. Examining your headset also shows you all possible channels. # and . can be used instead of :
.c = Command .s = Security .e = Engineering .u = Supply .m = Medical .n = Science .v = Service Using .h will connect you with your default department's channel.
Other uses:
.b = Binary (For AI and cyborgs) .a = Alien .g = Changeling .i = Intercom .h = AI Holopad (For AI) .o = AI Private (For AI) .l = Left Hand .r = Right Hand .t = Syndicate/Traitor (For when you have a Syndicate encryption key)
See Radio channels.
Command Staff's Headset Command Staff's Headset Found in: Captain's Quarters locker, on the Captain's ear. Used for: Normal radio chat as well as all department channels. Strategy: Use this to coordinate all departments. Description The headset of the heads. Captain's headset: .c - command, .s - security, .e - engineering, .u - supply, .v - service, .m - medical, .n - science
Head of Personnel's headset: .c - command, .u - supply, .v - service
Head of Security's headset: .c - command, .s - security
Chief Engineer's headset: .c - command, .e - engineering
Research Director's headset: .c - command, .n - research
Chief Medical Officer's headset: .c - command, .m - medical
Engineering Radio Headset Engineering Radio Headset Found in: Engineering lockers, Atmospherics lockers, Engineer's ear, Atmos tech's ear. Used for: Used for engineering channel to report damage and to make sure that somebody has checked the engine recently. Strategy: Use to coordinate repairs. Description When the engineers wish to chat like girls. To access the engineering channel, use .e.
Medical/Genetics Radio Headset Medical/Genetics Radio Headset Found in: Medbay lockers, Doctor's ear. Used for: Talking to various jobs throughout the medbay via the medical channel. Strategy: Use this to communicate with the rest of medbay. Description A headset for the trained staff of the Medbay. To access the medical channel, use .m. Geneticists do not get access to medical, and instead get access to .n - science.
Supply Radio Headset Supply Radio Headset Found in: Cargo Bay lockers, Mining Dock lockers. The ears of the QM, Cargo Techs and Miners. Used for: The Quartermaster and his slaves to talk to one another about the supply chain. Strategy: Allows miners and techs to communicate with each other. Description A headset used by the QM and his slaves. To access the supply channel, use .u.
Science Radio Headset Science Radio Headset Found in: Robotics lockers and R&D Lab lockers. Roboticist's and Scientist's ear. Used for: Communication in the science department. Strategy: Has access to the science channel. Description A sciency headset. Like usual. To access the science channel, use .n.
Security Radio Headset Security Radio Headset Found in: Security Office lockers and the ears of anyone in the security department. Used for: Coordinating security and requesting arrest orders via the security channel. Strategy: Don't let traitors get their hands on these. Description This is used by your elite security force. To access the security channel, use .s.
Standard/Service Radio Headset Standard/Service Radio Headset Found in: Any civilian's ear, as well as Medbay's patient lockers, Dorms and Locker Room lockers, and any public locker. Used for: Annoying people, screaming for help, letting people know that the singularity is out. Strategy: None. Description A standard radio headset. Carries no additional encryption keys. Nothing fancy, except the Bartender, Chefs, Botanists, Clowns, Mimes, and Janitors all share a .v - service channel.
Earmuffs Earmuffs Found in: Prison Wing and Engineering Used for: Blocking out sound, Torturing people. Strategy: Pretty much the only defense against loud HONK mechs. This only stops sound from coming in. Description Protects your hearing from loud noises, and quiet ones as well.
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 NovusCorp 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 NovusCorp'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 NovusCorp IDs are not backwards compatible with this suit!
CentCom MODsuit Themes Responsorysuit.pngResponsory MODsuit A high-speed rescue suit by NovusCorp, 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 NovusCorp 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 NovusCorp'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 NovusCorp 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 NovusCorp 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, NovusCorp 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 NovusCorp 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 NovusCorp, 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. Clothing and Accessories Jump to navigationJump to search Clothing is what keeps you warm in the winter, let alone the dead of space. Below are the objects which you can wear.
Contents 1 Short guide to clothes 1.1 Inventory 1.2 Damage protection 1.3 Temperature protection 2 Jumpsuits 3 Headgear 4 Masks 5 Bodywear 6 Hardsuits 7 Shoes 8 Gloves 9 Eyewear 10 Backwear 11 Belts 12 Earpieces Short guide to clothes Inventory Your character has following slots that are always available:
Jumpsuit External suit Back Mask Shoes Gloves Ears Glasses Hat Neck Jumpsuit unlocks for you:
Belt Pockets ID slot And external suit unlocks for you an external suit storage.
Contents of your pockets are not visible for others, but if someone tries to empty them you do not get a message unless you move. Pockets can hold tiny and small items. They can also hold mining satchel, despite it being a normal-sized item.
If you have a storage item in one of your slots, you can click on it to open it. If you want to take it to your hand, drag it to the hand slot with your mouse. You can also drag an item to your character on the map to open it. This will work with a pill bottle in your pocket, for example, or if you have something in your hands.
Damage protection There are several types of damage in the game. Various pieces of clothing offer protection for the body parts they cover.
Melee Bullet Laser Energy Bomb Biological Radiation Fire Acid Temperature protection Some pieces of clothing offer protection from high/low temperatures. High-temperature protection is needed when everything is on fire. Low-temperature protection is needed when you are in space or very close to being in space. Items only protect body parts they cover.
Jumpsuits Having a jumpsuit is extremely important. Without a jumpsuit you will not have an ID slot, a belt slot, or any pocket slots. The jumpsuit is also useful in identifying your department at a glance, and so can be used as part of a disguise. In addition, jumpsuits now have a full suite of sensors that can be toggled and adjusted by right-clicking on it. They can give out data to the bridge including your location, your health, and your mortality. Some jumpsuits made to be practical will offer minor protection, which will be noted in it's description. For example, the virologist's jumpsuit has minor projection to biohazards, while the Head of Security's will have a small amount of protection from blunt trauma. Plasmaman jumpsuits prevent plasmamen from being on fire when worn with a plasmaman helmet.
A bit different from the others is the prisoner's jumpsuit. In addition to its distinctive colour, its suit sensors are always on maximum.
You can wash a jumpsuit in a washing machine with a crayon to paint it.
Jumpsuits Jumpsuits Found in: Everyone starts with one, several more are found in lockers all around the station Used for: To hide your naked body, jumpsuits provides a belt slot, ID slot and two pockets for storage. They also come equipped with adjustable suit sensors which, when enabled will show useful information about the wearer on crew monitoring consoles Strategy: Just wear it at all times as they're useful and practical Description Jumpsuits are the clothing standard on the station. Everyone starts off with one, which describes which job they do. Additional ones are usually found in the changing room, in the dormitory, in job-specific wardrobes and in the lockers for heads of staff. Job-specific jumpsuits offer minor protection from for example radiation (engineering), brute (security) or acid (science). There are some additional, gimmicky ones in the theater.
Headgear Different kinds of hats for various purposes.
Hard Hat Hard Hat Found in: Engineering Used for: Providing light in dark areas and ghetto EVA Strategy: Wear it to be recognized as a competent engineer Description All engineers spawn with one of these on their head. These make your head pressureproof and protect a bit from heat. A functionally identical version of this is the Fire Helmet.png Firefighter Helmet. They can be found in Maintenance and Atmospherics.
Atmospheric Technician's Firefighting Helmet Atmospheric Technician's Firefighting Helmet Found in: Atmospherics Used for: Providing light in dark areas, protecting your head from fire and pressure, concealing identity, ghetto EVA Strategy: Wear it with the firesuit and you'll be cool while walking through plasma fires. Description An upgraded hard hat that completely protects you from heat and pressure. Obscures your face.
Welding Helmet Welding Helmet Found in: Engineering, Atmospherics Used for: Keeping your eyes safe when welding Strategy: Wear it while using a welding tool, or to get by flashers. Wearing them makes you practically blind. Clicking the Welding Helmet while in hand, will flip it up so it doesn't cover the face Description A head-mounted face cover designed to protect the wearer completely from space-arc eye and getting flashed. Cargo can manufacture these with their autolathe or they can order some.
Bio Hood Bio Hood Found in: Engineering, Medbay, Custodial Closet, Virology Used for: Bio Hoods and Overalls decreases the chance of being affected by reagents in smoke and also protects from facehuggers Strategy: A chemist with one of these suits is invincible against against their own smoke bombs, no more suicide gassing Description Wear this with the Bio suit to complete the look. They also hide your identity.
Helmet Helmet Found in: Lockers at Security Office and Security Posts Used for: To protect your head, your eyes and your headset Strategy: Wear it Description A component of Securitrons and a distinguishing feature of Security Officers (if you're wondering why people are treating you like a piece of shit, it's because the previous shitcurity officer had the exact same uniform as you). Helmets protect against damage to the head very well. Some come with a siren. They can be found in security lockers and Cargo could order more. Every Security Officer spawns with one. Resistances: “melee” = 35, “bullet” = 30, “laser” = 30,”energy“ = 10, “bomb” = 25, “bio” = 0, “rad” = 0, “fire” = 50, “acid” = 50
Riot Helmet Riot Helmet Found in: Armory Used for: To protect your head from melee attacks and your face from facehuggers Strategy: Wear it Description An helmet with marginally better protection from melee attacks, but worse protection from energy weapons. The real value of this helmet is its visor, which protects you from facehuggers. Resistances: “melee” = 50, “bullet” = 10, “laser” = 10, “energy” = 10, “bomb” = 0, “bio” = 0, “rad” = 0, “fire” = 80, “acid” = 80
Cake Hat Cake Hat Found in: Bar Used for: To celebrate birthdays Strategy: Wear it Description Comes with a candle that is guaranteed to light any plasma you walk through on fire. Can be used to make a birthday cake
EVA Helmet EVA Helmet Found in: EVA, Space Suit Crate Used for: To prevent exposure of the wearer to depressurized areas and the void of space. Strategy: Wear it with an EVA Suit when going out on spacewalks or when anticipating depressurized areas of the station. (Spaceproof)
Description A simple space suit helmet for use in EVA activities. Keeps you insulated from the cold and pressure, but cannot handle high temperatures and direct fire contact.
Plasmaman Helmet Plasmaman Helmet Found in: Plasmamen, Plasmaman Supply Kit Used for: To prevent exposure of the wearer to oxygen in air Strategy: Wear it. As a plasmaman, only take it off to join a Revolution or to set yourself on fire! (Spaceproof)
Description Plasmaman start off wearing these. If you're set on fire and you're wearing this and the plasmaman jumpsuit, you'll be extinguished as soon as the auto-extinguishing system is ready. Non-plasmamen won't suffocate while wearing one. Expect a killer to remove this helmet from a dead or dying plasmaman, turning them into a lasting fire.
Masks Different masks can provide you with oxygen, filter out bad gases and germs, hide your identity or make you look cool.
Breath Mask Breath Mask Found in: It is very common for a crewmate to wear a breath mask, since every employee is provided with a complementary box of internals in their backpack prior to their trip on the arrival shuttle Used for: They are transparent and cover only part of the face, so can't be used in hiding your identity Strategy: Used when people with Voice Changers are on the loose Description Unlike gas masks, breath masks must be attached to an air tank in order to have any benefit.
Gas Mask Gas Mask Found in: Engineering, Maintenance Used for: Gas masks can be used in conjunction with a gas tank of any type to set up internals Strategy: Without internals they will hide your identity, protect your face, and filter out any contaminations in the air. It however does not mask your voice, unlike the Voice changer gasmask, which will change your voice to the voice of the ID you're wearing Description A face-covering mask that can be connected to an air supply. Protects from most toxic gases.
Sterile Mask Sterile Mask Found in: Medbay, on Doctor's faces Used for: Slight disease prevention Strategy: Internals provide the same disease blocking benefit as these with the added bonus of being able to breathe from oxygen tanks. Description Filters toxic gases and gives a slight defense against airborne diseases.
Muzzle Muzzle Found in: Medbay Used for: Keeping patients quiet Strategy: Put it on someone's face Description Stops those pesky patients from screaming for help! 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. Resistances: “melee” = 0, “bullet” = 0, “laser” = 0,”energy“ = 0, “bomb” = 0, “bio” = 60, “rad” = 100, “fire” = 30, “acid” = 30
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. Resistances: “melee” = 20, “bullet” = 0, “laser” = 20,”energy“ = 10, “bomb” = 100, “bio” = 0, “rad” = 0, “fire” = 80, “acid” = 50
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.
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.
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.
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.
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.
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.
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.
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. Hardsuits Hardsuits are coldproof, pressureproof, 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 flashproof and offer a bit of protection from brute damage, heat and radiation.
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.
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 NovusCorp 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 NovusCorp 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. Shoes Shoes can look stylish, and they can also help you not go all John McClane on the glass shards. Certain shoes and boots can be used to store items - for example a knife or an esword.
Shoes Shoes Found in: Locker Room, Dorms, Arrivals, Medbay Used for: Protecting your feet from glass, making you walk faster Strategy: Wear them. Don't take them off unless you're changing them for another pair Description A pair of brown shoes.
Clown's Shoes Clown's Shoes Found in: HONK!!! Used for: Squeaking, and making H.O.N.K. mechs Strategy: Makes that annoying squeaking sound as the clown walks. Slightly slower than normal shoes. Description The prankster's standard-issue clowning shoes. Damn, they're huge! Can be used to store items.
Janitor's Galoshes Janitor's Galoshes Found in: The Janitor's Closet Used for: They prevent you from slipping on everything but space lube Strategy: Other crew members will often seek these out to avoid falling victim to the clown or excessive mopping. Wearing these will reduce your walking speed. Description Rubber boots. Spraying these with Drying Agent will make them remove any water puddles you walk over. (If you don't want people to slip, why are you using the mop in the first place?)
Magnetic Boots Magnetic Boots Found in: Chief Engineers Office, EVA storage Used for: Preventing you from moving unintentionally in space Strategy: Make sure you toggle them on via the object tab for them to work. Prevents unintentional movement whilst EVA and slows you down greatly for careful, deliberate movement Description Magnetic boots, often used during extravehicular activity to ensure the user remains safely attached to the vehicle.
Legcuffs Legcuffs Found in: Prison Wing lockers Used for: Dressing your prisoners Strategy: Apply cuffs to shoes, put them on prisoners Description Make prisoners wear these to keep them in line. Slows them down considerably.
Gloves Can be used to hide fingerprints and protection from certain objects. You can wash gloves with a crayon to change their color.
Black Gloves Black Gloves Found in: Cargo Bay, Atmospherics, some other places in the station Used for: Completing a outfit, or hiding fingerprints Strategy: These gloves give heat protection, so wear them while firefighting and removing lightbulbs Description These gloves are fire-resistant.
Budget Insulated Gloves Budget Insulated Gloves Found in: Engineering and Primary Tool Storage Used for: Trolling Strategy: With all these budget cuts, NovusCorp cannot afford high quality gloves for all crewmen. Budget gloves usually only provide the half protection from electric shocks most other gloves give, but can sometimes have full protection, 25% protection, or make you take more damage than if you were otherwise bare handed! These are far easier to obtain than regular insulated gloves, so roll the dice with them if you want. Description These gloves are cheap copies of the coveted gloves, no way this can end badly.
Insulated Gloves Insulated Gloves Found in: Engineering, tech storage, and ordered by Cargo Used for: To stop you from being shocked Strategy: Trade your old gloves in for these, if you're not worried about disease. These handy yellow gloves are much coveted by the crew. While not as stylish as black gloves, they hide your fingerprints just as well and also protect the wearer from electric shock when hacking and manipulating power cables. Washing gloves with a yellow crayon will name them insulated gloves, but they will not protect you from shocks. Throw these gloves in a washing machine with a crayon to change the glove's distinct colour and name so you are not accosted for wearing them. Description These gloves will protect the wearer from electric shock - whether by Hacking or delaminating Supermatter Engine.
Latex Gloves Latex Gloves Found in: Latex gloves can be easily secured from the morgue and medbay. They can also be found on the hands of medical personnel Used for: They partially prevent the passing of disease and leave only partial fingerprints Strategy: Latex gloves are white and thin, they are the least suspicious of the gloves to be worn because they are so common and so freely passed out. It is far easier to dispose of gloves than it is to wash your bare hands. They can also be blown up into balloons! You will still burn yourself on light bulbs with these. You will only take 30% damage from shocks with these. When washed with a crayon, they become normal gloves. Description Cheap sterile gloves made from latex
Nitrile Gloves Nitrile Gloves Found in: There are three pairs of this gloves on the whole station. One in the CMO's office and two in the medbay storage. Used for: Decreasing a chance of speading a disease and not leaving fingerprints. Strategy: Thicker and rarer brother of latex gloves. They do not leave fingerprints, they will however leave a nitrile fibers so be wary. Similarly to latex gloves they provide 30% shock resistance. Description Pricy sterile gloves that are stronger than latex.
Botanist's Gloves Botanist's Gloves Found in: Botanist's hands Used for: Holding some special plant types Strategy: Holding nettles and growing them to insta-crit people. They also protect against temperature. Description These leather gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin.
Combat Gloves Combat Gloves Found in: Derelict, Nuclear Agents, Traitor Uplinks Used for: Both combat and electrical work. Strategy: Hiding fingerprints while hacking doors in safety. Description These tactical gloves are fireproof and shock resistant. Eyewear These items can be worn over your eyes, providing protection, visual information or other things
Health Scanner HUD Health Scanner HUD Found in: Surgery, CMO's Office, Virology Used for: Seeing a visual overlay of people's health and disease status Strategy: Use it to prioritize critical patients…or prioritize your targets Description A heads-up display that scans the humans in view and provides accurate data about their health status. Click here for an overview of what the symbols mean.
Optical Meson Scanners Optical Meson Scanners Found in: Engineering and maintenance areas. Used for: Seeing structural layout. Strategy: Wear these when mining, or seeing where structural damage is though walls. Removes all darkness effects, but you still will not see people or objects until you get close. Description Used for seeing walls, floors, and stuff through anything.
Optical T-Ray Scanner Optical T-Ray Scanner Found in: Atmospherics. Used for: Seeing under floor tiles. Strategy: Use these to plan out wires and pipes. Description When activated it will reveal wires and pipes under the flooring, as well as Critters and Creatures inside pipes, as well as make cloaked people flicker.
Engineering Scanner Goggles Engineering Scanner Goggles Found in: Engineering. Used for: Seeing structural layout, spotting radiation leaks or seeing under floor tiles. Strategy: Switch between meson, radiation and T-ray scanning when needed. Description The Meson Scanner mode lets you see basic structural and terrain layouts through walls, regardless of lighting condition. The T-ray Scanner mode lets you see underfloor objects such as cables and pipes. The Radiation Scanner mode lets you spot irradiated items.
Sunglasses Sunglasses Found in: Security Office, Maintenance. Used for: Protection against flashes, useful when against Revs and flashes, wearing at night and when your vision is augmented. Strategy: I WEAR MY SUNGLASSES AT NIGHT SO I CAN, SO I CAN- Description Strangely ancient technology used to help provide rudimentary eye cover. Enhanced shielding blocks flashes, but isn't strong enough to weld with.
HUDSunglasses HUDSunglasses Found in: Security Office Used for: Combines Sunglasses and Security Scanner Strategy: Security starts with these, allow you to see a persons ID level and wanted status along with resistance to flashes. You will also get automated notifications from beepsky and brig cells. Description Recommended for all security members. In addition to protection from flashes, it provides nifty icons over the heads of everyone you can see. It displays their rank, arrest status, if the have a tracking implant (flashing red dot) or a mindshield implant (blinking blue outline). Also allows for on-the-fly Security Records management by simply examining your target. You'll also get notified when Beepsky makes an arrest, or when a prisoner is released from the brig.
Welding Goggles Welding Goggles Found in: R&D Lab Used for: Welding without receiving eye damage, without a welding mask! Strategy: Wear it while using a welding tool, or to get by flashers. Wearing the Welding Helmet makes you practically blind. Clicking the Welding Helmet while in hand, will flip it up so it doesn't cover the face Description Protects the eyes from welders, approved by the mad scientist association.
Science Goggles Science Goggles Found in: Chemistry, R&D Lab Used for: Nothing Strategy: Wear them and do science Description Allows you to see what reagents are in a container.
Blindfold Blindfold Found in: Theater Used for: Kinky stuff, blinding people without hurting them. Strategy: Don't wear this if you want to see. Description Covers the eyes, preventing sight.
Night Vision Goggles Night Vision Goggles Found in: Abandoned Satellite, Nuclear Agents. Used for: Seeing people in the dark. Strategy: Wear these when you know a power outage is about to happen. Description You can totally see in the dark now!
Prescription Glasses Prescription Glasses Found in: Just about anywhere in the Medbay Used for: Fixing eye damage. Strategy: Wear these, wait eyes to heal up. Description Made by Nerd. Co. Backwear Different kinds of things which go on your back. Most people will wear a backpack, satchel or dufflebag at all times.
Backpack Backpack Found in: Dorms lockers, normal crew members may spawn wearing one Used for: Storing unneeded crap Strategy: You're going to want this. It's used for storing stuff, but, keep in mind that a backpack cannot store everything, such as toolboxes and other backpacks. But can generally store everything else. You also have a limited storage space. Description You wear this on your back and put items into it. Most jobs have their own variety of backpack: Medpack.png Medical Backpack, Secpack.png Security Backpack and Clownpack.png Giggles von Honkerton, to name a few.
Satchel Satchel Found in: Dorms lockers, normal crew members may spawn wearing one Used for: Storing unneeded crap Strategy: Functionally identical to the backpack, but it looks more fashionable. Description You put this on your back slot and put items into it. Most jobs have their own variety of satchel. The Satchel.png Leather Satchel works the same as any satchel or backpack.
Dufflebag Dufflebag Found in: Dorms lockers, normal crew members may spawn wearing one Used for: Storing more unneeded crap Strategy: Functionally similar to the backpack, but can hold more things at the expense of slowing you down. Description You put this on your back and put items into it. Most jobs have their own variety of dufflebag.
Jetpack Jetpack Found in: EVA Used for: Propelling yourself in space Strategy: Put it on your back and switch it on to maneuver in space or low-gravity areas. Description The jet pack is a backpack slot item filled with either Carbon Dioxide or Oxygen. Since it has no air intake and carries its own fuel, it is actually a rocket pack, but the game can't seem to tell the difference so here we are. This item allows one to maneuver in a frictionless environment by firing either an expendable gas or a precious air supply out the back. Two black jetpacks filled with CO2 spawn in EVA. Syndicate operatives start with compact Oxygen-filled harnesses. The Captain has a unique oxygen-filled jetpack. For proper use of a jetpack, remember these simple rules:
Jetpack-black.gif Black jetpacks are filled with carbon dioxide by default. Using these jetpacks as internals will knock you unconscious and suffocate you. Can be refilled with anything. Refill JetPack.gif blue jetpacks with oxygen, not air (if you wish to use it for your internals, otherwise fill with any gas). Always set it to 16-25 pressure if you aren't using the emergency mask from your starting box. If you still have that, hurry up and find something else! Always toggle it on when you want to move or need to move quickly, but toggle stabilization off if you're just drifting so as to not waste your supply and remain untrackable. Most jetpacks are too bulky to be stowed in a backpack.
Hardsuits can be upgraded to have an integrated jetpack, which works with a gas tank in the suit storage slot. Advanced hardsuits start off with one of these installed.
Void Jet Packs may also be found in [REDACTED], which are filled with oxygen.
Belts Belts are a type of containers that can only hold specific items. They are to not be confused with belt slot of character's inventory. Belts that exist in the game are:
Tool Belt Tool Belt Found in: Engineering or in maintenance, and on a engineer or roboticist. Can be made at hydroponics through the biogenerator or ordered through mechanical maintenance crates Used for: Toolbelts can hold some kinds of tiny items, most commonly tools Strategy: They are worn as a belt and hold the same amount as a toolbox, though they are less useful as weapons. Sometimes the clown will steal these and hack EVA, just get your toolbox and robust him. Can hold: Crowbar, Screwdriver, Welding tool, Wirecutters, Wrench, Multitool, Flashlight, Cable coil, T-ray scanner, Analyzer, Station Bounced Radio, Insulated Gloves Description Can hold various tools, such as: Crowbar.png Crowbar - any colour Screwdriver tool.png Screwdriver - any colour Welder.png Welding tool - any variety Wirecutters.png Wirecutters Wrench.png Wrench Multitool.png Multitool Flashlight.png Flashlight - includes penlight and seclite CableCoils.png Cable coil - any colour T-ray.gif T-ray scanner Analyzer.png Analyzer Station Bounced Radio.png Station Bounced Radio IGloves.png Insulated Gloves
Chief Engineer's Belt Chief Engineer's Belt Found in: Spawned with the Chief Engineer Used for: Holding more advanced tools Description Can hold: Jawspry.png Jaws of Life DrillTool.png Hand Drill Exwelder.png Experimental Welding Tool Multitool.png Multitool CableCoils.png Cable coil - any colour MiniFE.png Miniature Fire Extinguisher Analyzer.png Analyzer
Medical Belt Medical Belt Found in: Medbay Used for: Holding medical items Strategy: Like the Utility Belt, but for holding medical items only. Think of these as your medkit- but on a belt. Can hold: Health analyzer, DNA-Injector, Dropper, Beaker, Bottle, Pill, Syringe, Dispensed-beaker, Zippo lighter, Cigarette packet, Pill bottle, Medical box, Penlight. Description Can hold various medical equipment, such as: Healthanalyzer.png Health analyzer DNA Injector.png DNA injector Eyedropper.png Dropper Beaker.png Beaker - any type Bottle16.png Bottle Pill16.png Pill Syringes.png Syringe Zippo.png Zippo lighter Cigarettes.png Cigarette pack - but not cigarettes themselves Pill Bottle.png Pill bottle Bpack.png Bruise pack Oint.png Ointment Gauze.png Medical gauze Drapes.png Scalpel.png Saw.png Drill.png Hemostat.png Cautery.png Surgical tools
Security Belt Security Belt Found in: Warden's locker, Security Office lockers Used for: Holding security stuff Strategy: Like the utility belt, but for security uses only. Can hold: Flashbang, Handcuffs, Flash, Glasses, Shotgun ammo, Magazines, Donuts Description Can hold security gear, such as: StunBaton.gif Stun Baton Flashbang.gif Flashbang Pepperspray.png Pepperspray Handcuffs.png Handcuffs Flash.gif Flash SecHud.png Security HUD Shotgunshells.png Shotgun ammo Ammo 9mm.png Ammo box Sprinkles.gif Donut Seclite.png Seclite
Janibelt Janibelt Found in: Custodial Closet Used for: Holding janitorial supplies Description Can hold: Flashlight.png Flashlight - includes penlight and seclite Janiprojector.png Holographic Sign Projector Grenade.png Grenade Soap.png Soap Cleaner.png Space Cleaner Janicart keys.png Janicart Key Orange Gloves.png Gloves Earpieces These little devices are issued to every crew member upon arrival on the station. Every job, no matter how insignificant, gets some form of headset. In order to talk to the station with it simply type say ;(your text here).
Different branches of the station get a unique headset with its own private channel. In order to use this channel type in say .h (your text here). And your message will be broadcast to others with the same type of headset. Note that this does not work on the basic model. You can tell the basic model by its black coloring and lack of label.
All headsets are equipped with a standard encryption key used for the common channel. Screwdrivers can be used to remove the encryption keys and use them in a different headset. All department headsets come with two keys. Use your headset in hand to manually enable or disable keys, or change your default channel.
Here is a list of channels and how to access them. Examining your headset also shows you all possible channels. # and . can be used instead of :
.c = Command .s = Security .e = Engineering .u = Supply .m = Medical .n = Science .v = Service Using .h will connect you with your default department's channel.
Other uses:
.b = Binary (For AI and cyborgs) .a = Alien .g = Changeling .i = Intercom .h = AI Holopad (For AI) .o = AI Private (For AI) .l = Left Hand .r = Right Hand .t = Syndicate/Traitor (For when you have a Syndicate encryption key)
See Radio channels.
Command Staff's Headset Command Staff's Headset Found in: Captain's Quarters locker, on the Captain's ear. Used for: Normal radio chat as well as all department channels. Strategy: Use this to coordinate all departments. Description The headset of the heads. Captain's headset: .c - command, .s - security, .e - engineering, .u - supply, .v - service, .m - medical, .n - science
Head of Personnel's headset: .c - command, .u - supply, .v - service
Head of Security's headset: .c - command, .s - security
Chief Engineer's headset: .c - command, .e - engineering
Research Director's headset: .c - command, .n - research
Chief Medical Officer's headset: .c - command, .m - medical
Engineering Radio Headset Engineering Radio Headset Found in: Engineering lockers, Atmospherics lockers, Engineer's ear, Atmos tech's ear. Used for: Used for engineering channel to report damage and to make sure that somebody has checked the engine recently. Strategy: Use to coordinate repairs. Description When the engineers wish to chat like girls. To access the engineering channel, use .e.
Medical/Genetics Radio Headset Medical/Genetics Radio Headset Found in: Medbay lockers, Doctor's ear. Used for: Talking to various jobs throughout the medbay via the medical channel. Strategy: Use this to order things from chemistry or inform geneticists of bodies that need cloning. Description A headset for the trained staff of the Medbay. To access the medical channel, use .m. Genetics get an extra channel to .n - science.
Supply Radio Headset Supply Radio Headset Found in: Cargo Bay lockers, Mining Dock lockers. The ears of the QM, Cargo Techs and Miners. Used for: The Quartermaster and his slaves to talk to one another about the supply chain. Strategy: Allows miners and techs to communicate with each other. Description A headset used by the QM and his slaves. To access the supply channel, use .u.
Science Radio Headset Science Radio Headset Found in: Robotics lockers and R&D Lab lockers. Roboticist's and Scientist's ear. Used for: Communication in the science department. Strategy: Has access to the science channel. Description A sciency headset. Like usual. To access the science channel, use .n.
Security Radio Headset Security Radio Headset Found in: Security Office lockers and the ears of anyone in the security department. Used for: Coordinating security and requesting arrest orders via the security channel. Strategy: Don't let traitors get their hands on these. Description This is used by your elite security force. To access the security channel, use .s.
Standard/Service Radio Headset Standard/Service Radio Headset Found in: Any civilian's ear, as well as Medbay's patient lockers, Dorms and Locker Room lockers, and any public locker. Used for: Annoying people, screaming for help, letting people know that the singularity is out. Strategy: None. Description A standard radio headset. Carries no additional encryption keys. Nothing fancy, except the Bartender, Chef and Botanists all share a .v - service channel.
Earmuffs Earmuffs Found in: Prison Wing and Engineering Used for: Blocking out sound, Torturing people. Strategy: Pretty much the only defense against loud HONK mechs. This only stops sound from coming in. Description Protects your hearing from loud noises, and quiet ones as well.
Clothing and Accessories Jump to navigationJump to search Clothing is what keeps you warm in the winter, let alone the dead of space. Below are the objects which you can wear.
Contents 1 Short guide to clothes 1.1 Inventory 1.2 Damage protection 1.3 Temperature protection 2 Jumpsuits 3 Neck Gear 4 Headgear 5 Masks 6 Bodywear 7 Shoes 8 Gloves 9 Eyewear 10 Backwear 11 Belts 12 Earpieces Short guide to clothes Inventory Hud aligned small.png
Your character has the following slots that are always available:
Glasses Hat Neck Mask Ears Jumpsuit External suit Gloves Shoes Back Jumpsuit unlocks for you:
ID slot Belt Pockets And external suit unlocks for you an external suit storage.
Contents of your pockets are not visible for others, but if someone tries to empty them you do not get a message unless you move. Pockets can hold tiny and small items. They can also hold mining satchel, despite it being a normal-sized item.
If you have a storage item in one of your slots, you can click on it to open it. If you want to take it to your hand, drag it to the hand slot with your mouse. You can also drag an item to your character on the map to open it. This will work with a pill bottle in your pocket, for example, or if you have something in your hands.
Damage protection There are several types of damage in the game. Various pieces of clothing offer protection for the body parts they cover.
Melee Bullet Laser Energy Bomb Biological Radiation Temperature protection Some pieces of clothing offer protection from high/low temperatures. High-temperature protection is needed when everything is on fire. Low-temperature protection is needed when you are in space or very close to being in space. Items only protect body parts they cover.
Jumpsuits Having a jumpsuit is extremely important. Without a jumpsuit you will not have an ID slot, a belt slot, or any pocket slots. The jumpsuit is also useful in identifying your department at a glance, and so can be used as part of a disguise. In addition, jumpsuits now have a full suite of sensors that can be toggled and adjusted by right-clicking on it. They can give out data to the bridge including your location, your health, and your mortality. Some jumpsuits made to be practical will offer minor protection, which will be noted in it's description. For example, the virologist's jumpsuit has minor projection to biohazards, while the Head of Security's will have a small amount of protection from blunt trauma. Plasmaman jumpsuits prevent plasmamen from being on fire when worn with a plasmaman helmet.
A bit different from the others is the prisoner's jumpsuit. In addition to its distinctive colour, its suit sensors are always on maximum.
You can wash a jumpsuit in a washing machine with a crayon to paint it.
Chameleon jumpsuit.gif Jumpsuits Found in: Everyone starts with one, several more are found in lockers all around the station Used for: To hide your naked body, jumpsuits provides a belt slot, ID slot and two pockets for storage. They also come equipped with adjustable suit sensors which, when enabled will show useful information about the wearer on crew monitoring consoles Strategy: Just wear it at all times as they're useful and practical Description Jumpsuits are the clothing standard on the station. Everyone starts off with one, which describes which job they do. Additional ones are usually found in the changing room, in the dormitory, in job-specific wardrobes and in the lockers for heads of staff. There are some additional, gimmicky ones in the theater. Neck Gear Neckgear holds no practical purpose, but it can really help to put an outfit together.
Headphones.png Headphones Found in: Autodrobe, ClothesMate Used for: Listening to music Strategy: Place it on your ears, head or neck and turn the headphones on Description Unce unce unce unce. Boop! Bluetie.png Ties Found in: ClothesMate Used for: Looking smart Strategy: Pair this with a suit to look the part Description A neosilk clip-on tie. Stethoscope.png Stethoscope Found in: Medbay Used for: Listening to patient's heartbeat Strategy: Target this at the patient's chest to listen to their heart Description An outdated medical apparatus for listening to the sounds of the human body. It also makes you look like you know what you're doing. Scarf.png Scarfs Found in: Autodrobe, ClothesMate Used for: Looking stylish Strategy: Wear a scarf to complete your outfit Description A stylish scarf. The perfect winter accessory for those with a keen fashion sense, and those who just can't handle a cold breeze on their necks. Headgear Different kinds of hats for various purposes.
HardHat.png Hard Hat Found in: Engineering Used for: Providing light in dark areas and slightly protecting your head Strategy: Wear it to be recognized as a competent engineer Description All engineers spawn with one of these on their head. Useful when in the dark or when getting shot by chocolate from a hacked candy dispenser. An otherwise similar but pressureproof and fireproof version of this is the Fire Helmet.png Firefighter Helmet. They can be found in Maintenance and Atmospherics.
Weldinghardhat.png Welding Hard Hat Found in: Engineering Used for: Providing light in dark areas and slightly protecting your head, along with protecting your eyes. Strategy: Wear it to be recognized as an extra competent engineer Description A standard hard hat with an added welding visor. Only two exist on the station, one in the engidrobe and a CE version CEWelding.png sits in the CE's personal locker. The same effect can be achieved by wearing a welding gas mask along with your regular hard hat.
Hardhat-atmos.png Atmospheric Technician's Firefighting Helmet Found in: Atmospherics Used for: Providing light in dark areas, protecting your head from fire and pressure, concealing identity Strategy: Wear it with the firesuit and you'll be cool when on fire. Description A firefighter's helmet, able to keep the user cool in any situation.
WeldingHelmet.png Welding Helmet Found in: Engineering, Atmospherics Used for: Keeping your eyes safe when welding Strategy: Wear it while using a welding tool, or to get by flashers. Wearing them makes you practically blind. Clicking the Welding Helmet while in hand, will flip it up so it doesn't cover the face Description A head-mounted face cover designed to protect the wearer completely from space-arc eye. Cargo can manufacture these with their autolathe or they can order some.
BioHood.png Bio Hood Found in: Engineering, Medbay, Custodial Closet, Virology Used for: Bio Hoods and Overalls decreases the chance of being affected by reagents in smoke and also protects from facehuggers Strategy: A chemist with one of these suits is invincible against against their own smoke bombs, no more suicide gassing Description Wear this with the Bio suit to complete the look. They also hide your identity.
Helmet.png Helmet Found in: Lockers at Security Office and Security Posts Used for: To protect your head, your eyes and your headset Strategy: Wear it Description A component of Securitrons and a distinguishing feature of Security Officers (if you're wondering why people are treating you like a piece of shit, it's because the previous shitcurity officer had the exact same uniform as you). Helmets protect against damage to the head very well. Some come with a siren. They can be found in security lockers and Cargo could order more. Every Security Officer spawns with one.
Riothelm.png Riot Helmet Found in: Armory Used for: To protect your head from melee attacks and your face from facehuggers Strategy: Wear it Description An helmet with marginally better protection from melee attacks, but worse protection from energy weapons. The real value of this helmet is its visor, which protects you from facehuggers.
Cakehat.PNG Cake Hat Found in: Bar Used for: To celebrate birthdays Strategy: Wear it Description Comes with a candle that is guaranteed to light any plasma you walk through on fire. Can be used to make a birthday cake.
Plasmaman helmet.png Plasmaman Helmet Found in: Plasmamen, Plasmaman Supply Kit Used for: To prevent exposure of the wearer to oxygen in air Strategy: Wear it. As a plasmaman, only take it off to join a Revolution or to set yourself on fire! (Spaceproof)
Description Plasmaman start off wearing these. If you're set on fire and you're wearing this and the plasmaman jumpsuit, you'll be extinguished as soon as the auto-extinguishing system is ready. Non-plasmamen won't suffocate while wearing one. Expect a killer to remove this helmet from a dead or dying plasmaman, turning them into a lasting fire.
Masks Different masks can provide you with oxygen, filter out bad gases and germs, hide your identity or make you look cool.
BreathMask.png Breath Mask Found in: It is very common for a crewmate to wear a breath mask, since every employee is provided with a complementary box of internals in their backpack prior to their trip on the arrival shuttle Used for: They are transparent and cover only part of the face, so can't be used in hiding your identity Strategy: Used when people with Voice Changers are on the loose Description Unlike gas masks, breath masks must be attached to an air tank in order to have any benefit.
Gas mask.png Gas Mask Found in: Engineering, Maintenance Used for: Gas masks can be used in conjunction with a gas tank of any type to set up internals Strategy: Without internals they will hide your identity, protect your face, and filter out any contaminations in the air. It however does not mask your voice, unlike the Voice changer gasmask, which will change your voice to the voice of the ID you're wearing Description A face-covering mask that can be connected to an air supply.
Sterilemask.png Sterile Mask Found in: Medbay, on Doctor's faces Used for: Slight disease prevention Strategy: Internals provide the same disease blocking benefit as these with the added bonus of being able to breathe from oxygen tanks. Description Filters toxic gases and gives a slight defense against airborne diseases.
Muzzle.png Muzzle Found in: Medbay Used for: Keeping patients quiet Strategy: Put it on someone's face Description Stops those pesky patients from screaming for help! Bodywear These items can be worn over your jumpsuit, giving your protection or just to dress up nicely.
RadiationSuit.png 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. Comes with a RadiationSuitHood.png Radiation Suit Hood.
BioSuit.png 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 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. Comes with a BioSuitHood.png Bio-suit Hood.
SecBioSuit.png 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. 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 some damage. Comes with a SecBioSuitHelm.png Security Bio-suit Hood.
Bomb-suit.png 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.png Labcoat Found in: Medbay, Science Used for: Storing medical and scientific items. Strategy: Wear it. In addition to the suit storage slot a labcoat can hold up to two small items in its pockets, which can be accessed like a backpack or toolbelt. Description A suit that protects against minor chemical spills.
Hazard.png 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.
Firesuit.png 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 suit that protects against fire, heat, and pressure.
Atmos firesuit.png 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.
Straight Jacket.png 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. Cannot be taken off without help from someone else.
Grey space suit.png Space Suit Found in: E.V.A. Used for: Spacewalks 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 low pressure environments. Has a big 13 on the back.
RIG.png Engineering Hardsuit Found in: Engineering Used for: Spacewalks Strategy: Engineering is provided with two hardsuits to assist with setting up the engine, wiring the solar panels, and repairing hull breaches. Significantly slows down the wearer. (Spaceproof) Description Serves as low-strength armor and has better radiation shielding than standard spacesuits.
Atmospherics Hardsuit.png Atmospherics Hardsuit Found in: Atmospherics Used for: Surviving space and rooms with extreme pressures Strategy: Atmospherics has one suit for a daring Atmos Tech. (Spaceproof) Description Has excellent heat shielding but no radiation shielding. Has an inbuilt helmet.
Mining Hardsuit.png Mining Hardsuit Found in: Mining Station Used for: Mining while spacewalking Strategy: Wearing this with a space helmet will protect you from the coldness of space. Reinforced against brute and blasts, but weaker against radiation than the regular engineering hardsuit. Often enhanced with armored plates from certain asteroid-dwelling creatures. (Spaceproof) Description A special suit that protects against hazardous, low pressure environments. Has reinforced plating. Has an inbuilt helmet.
AdvRIG.png Advanced Hardsuit Found in: Chief Engineer's Office Used for: Repairing the station while spacewalking Strategy: Wearing this with a space helmet will protect you from the coldness of space. Has more protection against brute, blasts and radiation than the regular engineering hardsuit (Spaceproof) Description An advanced suit that protects against hazardous, low pressure environments. Shines with a high polish. Has an inbuilt helmet.
Security Hardsuit.png Security Hardsuit Found in: Armory Used for: Catching criminals while spacewalking Strategy: Wearing this with a space helmet will protect you from the coldness of space. Additional protection against brute and lasers (Spaceproof) Description A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor. Has an inbuilt helmet.
HoSRIG.png Security Hardsuit Found in: HoS Office Used for: Catching criminals while spacewalking Strategy: Wearing this with a space helmet will protect you from the coldness of space. Additional protection against brute and lasers (Spaceproof) Description A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor. Has an inbuilt helmet. Has better protection than standard Sec Hardsuit.
Medical Hardsuit.png Chief Medical Officers Hardsuit Found in: Chief Medical Officers Office Used for: Retrieving people from space 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 A special suit that protects against hazardous, low pressure environments. Built with lightweight materials for easier movement. Has an inbuilt helmet.
RDRIG.png Research Directors Hardsuit Found in: Research Directors Office Used for: Conducting experiments with the safety of a space proof bomb suit. 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 A special suit that protects against hazardous, low pressure environments. Built with treated armour for protection against bombs. Has an inbuilt helmet with a diagnostic HUD.
Voidsuit.png 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. Has an inbuilt helmet.
CaptArmor.png Captain's Armor Found in: Captain's Quarters 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 A bulky, heavy-duty piece of exclusive NovusCorp spacesuit. YOU are in charge! Comes with a helmet.
Capscarapace.png 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.
Armor.png Body Armor Found in: Lockers in Security Office and Security Posts 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!
Swatarmor.png 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.
Bulletproofvest.png 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.
Ablative.png Reflective Jacket 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.
Armoredcoat.png 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. Shoes Shoes can look stylish, and they can also help you not go all John McClane on the glass shards.
Brshoe.png Shoes Found in: Locker Room, Dorms, Arrivals, Medbay Used for: Protecting your feet from glass, making you walk faster Strategy: Wear them. Don't take them off unless you're changing them for another pair Description A pair of brown shoes.
Clshoe.png Clown's Shoes Found in: HONK!!! Used for: Squeaking, and making H.O.N.K. mechs Strategy: Makes that annoying squeaking sound as the clown walks. Slightly slower than normal shoes. Description The prankster's standard-issue clowning shoes. Damn, they're huge!
Jshoe.png Janitor's Galoshes Found in: The Janitor's Closet Used for: They prevent you from slipping on everything but space lube Strategy: Other crew members will often seek these out to avoid falling victim to the clown or excessive mopping. Reduce your speed Description Rubber boots
Mashoe.png Magnetic Boots Found in: Chief Engineers Office, EVA storage Used for: Preventing you from moving unintentionally in space Strategy: Make sure you toggle them on via the object tab for them to work. Prevents unintentional movement whilst EVA and slows you down greatly for careful, deliberate movement Description Magnetic boots, often used during extravehicular activity to ensure the user remains safely attached to the vehicle.
JOrshoe.png Legcuffs Found in: Prison Wing lockers Used for: Dressing your prisoners Strategy: Apply cuffs to shoes, put them on prisoners Description Make prisoners wear these to keep them in line. Slows them down considerably.
Gloves Can be used to hide fingerprints and protection from certain objects. You can wash gloves with a crayon to change their color.
BGloves.png Black Gloves Found in: Cargo Bay, Atmospherics, some other places in the station Used for: Completing a outfit, or hiding fingerprints Strategy: These gloves give heat protection, so wear them while firefighting and removing lightbulbs Description These gloves are fire-resistant.
IGloves.png Budget Insulated Gloves Found in: Engineering and Primary Tool Storage Used for: Trolling Strategy: With all these budget cuts, NovusCorp cannot afford high quality gloves for all crewmen. Budget gloves usually only provide the half protection from electric shocks most other gloves give, but can sometimes have full protection, 25% protection, or make you take more damage than if you were otherwise bare handed! These are far easier to obtain than regular insulated gloves, so roll the dice with them if you want. Washing gloves with a yellow crayon will name them budgeted insulated gloves, but they will not protect you from shocks. Description These gloves are cheap copies of the coveted gloves, no way this can end badly.
IGloves.png Insulated Gloves Found in: Engineering, tech storage, and ordered by Cargo Used for: To stop you from being shocked Strategy: Trade your old gloves in for these, if you're not worried about disease. These handy yellow gloves are much coveted by the crew. While not as stylish as black gloves, they hide your fingerprints just as well and also protect the wearer from electric shock when hacking and manipulating power cables. Throw these gloves in a washing machine with a crayon to change the glove's distinct colour and name so you are not accosted for wearing them. Description These gloves will protect the wearer from electric shock.
LGloves.png Latex Gloves Found in: Latex gloves can be easily secured from the morgue and medbay. They can also be found on the hands of medical personnel Used for: They partially prevent the passing of disease and leave only partial fingerprints Strategy: Latex gloves are white and thin, they are the least suspicious of the gloves to be worn because they are so common and so freely passed out. It is far easier to dispose of gloves than it is to wash your bare hands. They can also be blown up into balloons! You will still burn yourself on light bulbs with these. You will only take 30% damage from shocks with these. When washed with a crayon, they become normal gloves. Description Cheap sterile gloves made from latex
Nitrile gloves.png Nitrile Gloves Found in: There are three pairs of this gloves on the whole station. One in the CMO's office and two in the medbay storage. Used for: Decreasing a chance of speading a disease and not leaving fingerprints. Strategy: Thicker and rarer brother of latex gloves. They do not leave fingerprints, they will however leave a nitrile fibers so be wary. Similarly to latex gloves they provide 30% shock resistance. Description Pricy sterile gloves that are stronger than latex.
BoGlove.png Botanist's Gloves Found in: Botanist's hands Used for: Holding some special plant types Strategy: Holding nettles and growing them to insta-crit people. They also protect against temperature. Description These leather gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin.
BGloves.png Combat Gloves Found in: Derelict, Nuclear Agents, Traitor Uplinks Used for: Both combat and electrical work. Strategy: Hiding fingerprints while hacking doors in safety. Description These tactical gloves are fireproof and shock resistant. Eyewear These items can be worn over your eyes, providing protection, visual information or other things
MedGlasses.png Health Scanner HUD Found in: Surgery, CMO's Office, Virology Used for: Seeing a visual overlay of people's health and disease status Strategy: Use it to prioritize critical patients…or prioritize your targets Description A heads-up display that scans the humans in view and provides accurate data about their health status.
MGlasses.png Optical Meson Scanners Found in: Engineering and maintenance areas. Used for: Seeing structural layout. Strategy: Wear these when mining, or seeing where structural damage is though walls. Removes all darkness effects, but you still will not see people or objects until you get close. Description Used for seeing walls, floors, and stuff through anything.
EngiScanners.png Engineering Scanner Goggles Found in: Engineering. Used for: Seeing structural layout or seeing under floor tiles. Strategy: Switch between meson and T-ray scanning when needed. Description The Meson Scanner mode lets you see basic structural and terrain layouts through walls, regardless of lighting condition. The T-ray Scanner mode lets you see underfloor objects such as cables and pipes.
SGlasses.png Sunglasses Found in: Security Office, Maintenance. Used for: Protection against flashes, useful when against Revs and flashes, wearing at night and when your vision is augmented. Strategy: I WEAR MY SUNGLASSES AT NIGHT SO I CAN, SO I CAN- Description Strangely ancient technology used to help provide rudimentary eye cover. Enhanced shielding blocks flashes, but isn't strong enough to weld with.
Hudsunglasses.png HUDSunglasses Found in: Security Office Used for: Combines Sunglasses and Security Scanner Strategy: Security starts with these, allow you to see a persons ID level and wanted status along with resistance to flashes. You will also get automated notifications from beepsky and brig cells. Description Recommended for all security members. In addition to protection from flashes, it provides nifty icons over the heads of everyone you can see. It displays their rank, arrest status, if the have a tracking implant (flashing red dot) or a loyalty implant (green square). Also allows for on-the-fly Security Records management by simply examining your target. You'll also get notified when Beepsky makes an arrest, or when a prisoner is released from the brig.
Welding Goggles.png Welding Goggles Found in: R&D Lab Used for: Welding without receiving eye damage, without a welding mask! Strategy: Wear it while using a welding tool, or to get by flashers. Wearing the Welding Helmet makes you practically blind. Clicking the Welding Helmet while in hand, will flip it up so it doesn't cover the face Description Protects the eyes from welders, approved by the mad scientist association.
Science Goggles.png Science Goggles Found in: Chemistry, R&D Lab Used for: Nothing Strategy: Wear them and do science Description My eyes! The goggles do nothing!
Blindfold.png Blindfold Found in: Theater Used for: Healing eye damage, blinding people without hurting them. Strategy: Wear this to slowly heal your eyes. Or just not see, if you want that. Description Covers the eyes, preventing sight.
NightVision.png Night Vision Goggles Found in: Abandoned Satellite, Nuclear Agents. Used for: Seeing people in the dark. Strategy: Wear these when you know a power outage is about to happen. Description You can totally see in the dark now!
PGlasses.png Prescription Glasses Found in: Just about anywhere in the Medbay Used for: Helping crew members with eye aliments see. Strategy: Wear these, nullify nearsightedness while worn. Description Made by Nerd. Co. Backwear Different kinds of things which go on your back. Most people will wear a backpack, satchel or dufflebag at all times.
Backpack.png Backpack Found in: Dorms lockers, normal crew members may spawn wearing one Used for: Storing unneeded crap Strategy: You're going to want this. It's used for storing stuff, but, keep in mind that a backpack cannot store everything, such as toolboxes and other backpacks. But can generally store everything else. You also have a limited storage space. Description You wear this on your back and put items into it. Most jobs have their own variety of backpack: Medpack.png Medical Backpack, Secpack.png Security Backpack and Clownpack.png Giggles von Honkerton, to name a few.
GSatchel.png Satchel Found in: Dorms lockers, normal crew members may spawn wearing one Used for: Storing unneeded crap Strategy: Functionally identical to the backpack, but it looks more fashionable. Description You put this on your back slot and put items into it. Most jobs have their own variety of satchel. The Satchel.png Leather Satchel works the same as any satchel or backpack.
Dufflebag.png Dufflebag Found in: Dorms lockers, normal crew members may spawn wearing one Used for: Storing more unneeded crap Strategy: Functionally similar to the backpack, but can hold more things at the expense of slowing you down. Description You put this on your back and put items into it. Most jobs have their own variety of dufflebag.
Jetpack-black.gif Jetpack Found in: EVA Used for: Propelling yourself in space Strategy: Put it on your back and switch it on to maneuver in space or low-gravity areas. Description The jet pack is a backpack slot item filled with either Carbon Dioxide or Oxygen. Since it has no air intake and carries its own fuel, it is actually a rocket pack, but the game can't seem to tell the difference so here we are. This item allows one to maneuver in a frictionless environment by firing either an expendable gas or a precious air supply out the back. Two black jetpacks filled with CO2 spawn in EVA. Syndicate operatives start with compact Oxygen-filled harnesses. The Captain has a unique oxygen-filled jetpack. For proper use of a jetpack, remember these simple rules:
Jetpack-black.gif Black jetpacks are filled with carbon dioxide by default. Using these jetpacks as internals will knock you unconscious and suffocate you. Refill JetPack.gif blue jetpacks with oxygen, not air (if you wish to use it for your internals, otherwise fill with any gas). Always set it to 16-25 pressure if you aren't using the emergency mask from your starting box. If you still have that, hurry up and find something else! Always toggle it on when you want to move or need to move quickly, but toggle stabilization off if you're just drifting so as to not waste your supply and remain untrackable. Most jetpacks are too bulky to be stowed in a backpack.
Hardsuits can be upgraded to have an integrated jetpack, which works with a gas tank in the suit storage slot. Advanced hardsuits start off with one of these installed.
Void Jet Packs may also be found in [REDACTED], which are filled with oxygen.
Belts Belts are a type of containers that can only hold specific items. They are to not be confused with belt slot of character's inventory. Belts that exist in the game are:
Utilitybelt.png Tool Belt Found in: Engineering or in maintenance, and on a engineer. Can be made at hydroponics through the biogenerator or ordered through mechanical maintenance crates Used for: Toolbelts can hold some kinds of tiny items, most commonly tools Strategy: They are worn as a belt and hold the same amount as a toolbox, though they are less useful as weapons. Sometimes the clown will steal these and hack EVA, just get your toolbox and robust him. Can hold: Crowbar, Screwdriver, Welding tool, Wirecutters, Wrench, Multitool, Flashlight, Cable coil, T-ray scanner, Analyzer Description Can hold various tools, such as: Crowbar.png Crowbar - any colour Screwdriver tool.png Screwdriver - any colour Welder.png Welding tool - any variety Wirecutters.png Wirecutters Wrench.png Wrench Multitool.png Multitool Flashlight.png Flashlight - includes penlight and seclite CableCoils.png Cable coil - any colour T-ray.gif T-ray scanner Analyzer.png Analyzer - includes plant analyzer
Medicalbelt.png Medical Belt Found in: Medbay Used for: Holding medical items Strategy: Like the Utility Belt, but for holding medical items only. Think of these as your medkit- but on a belt. It can hold multiple medkits worth of medical gear. Can hold: Health analyzer, DNA-Injector, Dropper, Beaker, Bottle, Pill, Syringe, Dispensed-beaker, Zippo lighter, Cigarette packet, Pill bottle, Medical box, Penlight. Description Can hold various medical equipment, such as: Healthanalyzer.png Health analyzer DNA Injector.png DNA injector Eyedropper.png Dropper Beaker.png Beaker - any type Bottle16.png Bottle Pill16.png Pill Syringes.png Syringe Zippo.png Zippo lighter Cigarettes.png Cigarette pack - but not cigarettes themselves Pill Bottle.png Pill bottle Suture.png Suture Mesh.png Mesh
Secbelt.png Security Belt Found in: Warden's locker, Security Office lockers Used for: Holding security stuff Strategy: Like the utility belt, but for security uses only. Can hold: Flashbang, Handcuffs, Flash, Glasses, Shotgun ammo, Magazines, Donuts Description Can hold security gear, such as: StunBaton.gif Stun Baton Flashbang.gif Flashbang Pepperspray.png Pepperspray Handcuffs.png Handcuffs Flash.gif Flash SecHud.png Security HUD Shotgunshells.png Shotgun ammo 9mmbox.png Ammo box Sprinkles.gif Donut Seclite.png Seclite Teleshield.png Telescopic shield when folded
Janibelt.png Janibelt Found in: Custodial Closet Used for: Holding janitorial supplies Description Can hold: Flashlight.png Flashlight - includes penlight and seclite Signmaker.gif Holographic Sign Projector Lightreplacer0.png Light Replacer Soap.png Soap Cleaner.png Space Cleaner Janicart Key Gloves Cleaning-Grenades Earpieces These little devices are issued to every crew member upon arrival on the station. Every job, no matter how insignificant, gets some form of headset. In order to talk to the station with it simply type say ;(your text here).
Different branches of the station get a unique headset with its own private channel. In order to use this channel type in say .h (your text here). And your message will be broadcast to others with the same type of headset. Note that this does not work on the basic model. You can tell the basic model by its black coloring and lack of label.
All headsets are equipped with a standard encryption key used for the common channel. Screwdrivers can be used to remove the encryption keys and use them in a different headset. All department headsets come with two keys. Use your headset in hand to manually enable or disable keys, or change your default channel.
Here is a list of channels and how to access them. Examining your headset also shows you all possible channels. # and . can be used instead of :
.c = Command .s = Security .e = Engineering .u = Supply .m = Medical .n = Science .v = Service Using .h will connect you with your default department's channel.
Other uses:
.b = Binary (For AI and cyborgs) .a = Alien .g = Changeling .i = Intercom .h = AI Holopad (For AI) .o = AI Private (For AI) .w = Whisper .w = Darkspawn .l = Left Hand .r = Right Hand .t = Syndicate/Traitor (For when you have a Syndicate encryption key) .y = Central Command
Headheadset.png Command Staff's Headset Found in: Captain's Quarters locker, on the Captain's ear. Used for: Normal radio chat as well as all department channels. Strategy: Use this to coordinate all departments. Description The headset of the heads. Captain's headset: .c - command, .s - security, .e - engineering, .u - supply, .v - service, .m - medical, .n - science
Head of Personnel's headset: .c - command, .u - supply, .v - service
Head of Security's headset: .c - command, .s - security
Chief Engineer's headset: .c - command, .e - engineering
Research Director's headset: .c - command, .n - research
Chief Medical Officer's headset: .c - command, .m - medical
Engineheadset.png Engineering Radio Headset Found in: Engineering lockers, Atmospherics lockers, Engineer's ear, Atmos tech's ear. Used for: Used for engineering channel to report damage and to make sure that somebody has checked the engine recently. Strategy: Use to coordinate repairs. Description When the engineers wish to chat like girls. To access the engineering channel, use .e.
Medheadset.png Medical/Genetics Radio Headset Found in: Medbay lockers, Doctor's ear. Used for: Talking to various jobs throughout the medbay via the medical channel. Strategy: Use this to order things from chemistry or inform geneticists of bodies that need cloning. Description A headset for the trained staff of the Medbay. To access the medical channel, use .m. Genetics get an extra channel to .n - science.
Cargoheadset.png Supply Radio Headset Found in: Cargo Bay lockers, Mining Dock lockers. The ears of the QM, Cargo Techs and Miners. Used for: The Quartermaster and his slaves to talk to one another about the supply chain. Strategy: Allows miners and techs to communicate with each other. Description A headset used by the QM and his slaves. To access the supply channel, use .u.
Scienceheadset.png Science Radio Headset Found in: Robotics lockers and R&D Lab lockers. Roboticist's and Scientist's ear. Used for: Communication in the science department. Strategy: Has access to the science channel. Description A sciency headset. Like usual. To access the science channel, use .n.
Secheadset.png Security Radio Headset Found in: Security Office lockers and the ears of anyone in the security department. Used for: Coordinating security and requesting arrest orders via the security channel. Strategy: Don't let traitors get their hands on these. Description This is used by your elite security force. To access the security channel, use .s.
Headset.png Standard/Service Radio Headset Found in: Any civilian's ear, as well as Medbay's patient lockers, Dorms and Locker Room lockers, and any public locker. Used for: Annoying people, screaming for help, letting people know that the singularity is out. Strategy: None. Description A standard radio headset. Carries no additional encryption keys. Nothing fancy, except the Bartender, Chef and Botanists all share a .v - service channel.
Earmuffs.png Earmuffs Found in: Prison Wing and Engineering Used for: Blocking out sound, Torturing people. Strategy: Pretty much the only defense against loud HONK mechs. This only stops sound from coming in. Description Protects your hearing from loud noises, and quiet ones as well.
Clothing and Accessories Jump to navigationJump to search Pen.png This page needs revising! The following page is out of date and/or needs to be revised. If the page's guide needs revision, see here for an example. The revision reason is: “Old sprites (Advanced Tools, Insuls, Hazard jackets, etc…)”
Clothing is what keeps you warm in the winter, let alone the dead of space. Below are the objects which you can wear.
Contents 1 Short guide to clothes 1.1 Inventory 1.2 Damage protection 1.3 Temperature protection 2 Jumpsuits 3 Headgear 4 Masks 5 Bodywear 6 Hardsuits 7 Shoes 8 Gloves 9 Eyewear 10 Backwear 11 Belts 12 Earpieces Short guide to clothes Inventory Your character has following slots that are always available:
Jumpsuit External suit Back Mask Shoes Gloves Ears Glasses Hat Neck Jumpsuit unlocks for you:
Belt Pockets ID slot And external suit unlocks for you an external suit storage.
Contents of your pockets are not visible for others, but if someone tries to empty them you do not get a message unless you move. Pockets can hold tiny and small items. They can also hold mining satchel, despite it being a normal-sized item.
If you have a storage item in one of your slots, you can click on it to open it. If you want to take it to your hand, drag it to the hand slot with your mouse. You can also drag an item to your character on the map to open it. This will work with a pill bottle in your pocket, for example, or if you have something in your hands.
Damage protection There are several types of damage in the game. Various pieces of clothing offer protection for the body parts they cover.
Melee Bullet Laser Energy Bomb Biological Radiation Fire Acid Temperature protection Some pieces of clothing offer protection from high/low temperatures. High-temperature protection is needed when everything is on fire. Low-temperature protection is needed when you are in space or very close to being in space. Items only protect body parts they cover.
Jumpsuits Having a jumpsuit is extremely important. Without a jumpsuit you will not have an ID slot, a belt slot, or any pocket slots. The jumpsuit is also useful in identifying your department at a glance, and so can be used as part of a disguise. In addition, jumpsuits now have a full suite of sensors that can be toggled and adjusted by right-clicking on it. They can give out data to the bridge including your location, your health, and your mortality. Some jumpsuits made to be practical will offer minor protection, which will be noted in it's description. For example, the virologist's jumpsuit has minor projection to biohazards, while the Head of Security's will have a small amount of protection from blunt trauma. Plasmaman jumpsuits prevent plasmamen from being on fire when worn with a plasmaman helmet.
A bit different from the others is the prisoner's jumpsuit. In addition to its distinctive colour, its suit sensors are always on maximum.
You can wash a jumpsuit in a washing machine with a crayon to paint it.
Jumpsuits Jumpsuits Found in: Everyone starts with one, several more are found in lockers all around the station Used for: To hide your naked body, jumpsuits provides a belt slot, ID slot and two pockets for storage. They also come equipped with adjustable suit sensors which, when enabled will show useful information about the wearer on crew monitoring consoles Strategy: Just wear it at all times as they're useful and practical Description Jumpsuits are the clothing standard on the station. Everyone starts off with one, which describes which job they do. Additional ones are usually found in the changing room, in the dormitory, in job-specific wardrobes and in the lockers for heads of staff. Job-specific jumpsuits offer minor protection from for example radiation (engineering), brute (security) or acid (science). There are some additional, gimmicky ones in the theater.
Headgear Different kinds of hats for various purposes.
Hard Hat Hard Hat Found in: Engineering Used for: Providing light in dark areas and ghetto EVA Strategy: Wear it to be recognized as a competent engineer Description All engineers spawn with one of these on their head. These make your head pressureproof and protect a bit from heat. A functionally identical version of this is the Firefighter Helmet Updated.png Firefighter Helmet. They can be found in Maintenance and Atmospherics.
Atmospheric Technician's Firefighting Helmet Atmospheric Technician's Firefighting Helmet Found in: Atmospherics Used for: Providing light in dark areas, protecting your head from fire and pressure, concealing identity, ghetto EVA Strategy: Wear it with the firesuit and you'll be cool while walking through plasma fires. Description An upgraded hard hat that completely protects you from heat and pressure. Obscures your face.
Welding Helmet Welding Helmet Found in: Engineering, Atmospherics Used for: Keeping your eyes safe when welding Strategy: Wear it while using a welding tool, or to get by flashers. Wearing them makes you practically blind. Clicking the Welding Helmet while in hand, will flip it up so it doesn't cover the face Description A head-mounted face cover designed to protect the wearer completely from space-arc eye and getting flashed. Cargo can manufacture these with their autolathe or they can order some.
Bio Hood Bio Hood Found in: Engineering, Medbay, Custodial Closet, Virology Used for: Bio Hoods and Overalls decreases the chance of being affected by reagents in smoke and also protects from facehuggers Strategy: A chemist with one of these suits is invincible against against their own smoke bombs, no more suicide gassing Description Wear this with the Bio suit to complete the look. They also hide your identity.
Helmet Helmet Found in: Lockers at Security Office and Security Posts Used for: To protect your head, your eyes and your headset Strategy: Wear it Description A component of Securitrons and a distinguishing feature of Security Officers (if you're wondering why people are treating you like a piece of shit, it's because the previous shitcurity officer had the exact same uniform as you). Helmets protect against damage to the head very well. Some come with a siren. They can be found in security lockers and Cargo could order more. Every Security Officer spawns with one. Resistances: “melee” = 35, “bullet” = 30, “laser” = 30,”energy“ = 10, “bomb” = 25, “bio” = 0, “rad” = 0, “fire” = 50, “acid” = 50
Riot Helmet Riot Helmet Found in: Armory Used for: To protect your head from melee attacks and your face from facehuggers Strategy: Wear it Description An helmet with marginally better protection from melee attacks, but worse protection from energy weapons. The real value of this helmet is its visor, which protects you from facehuggers. Resistances: “melee” = 50, “bullet” = 10, “laser” = 10, “energy” = 10, “bomb” = 0, “bio” = 0, “rad” = 0, “fire” = 80, “acid” = 80
Cake Hat Cake Hat Found in: Bar Used for: To celebrate birthdays Strategy: Wear it Description Comes with a candle that is guaranteed to light any plasma you walk through on fire. Can be used to make a birthday cake
EVA Helmet EVA Helmet Found in: EVA, Space Suit Crate Used for: To prevent exposure of the wearer to depressurized areas and the void of space. Strategy: Wear it with an EVA Suit when going out on spacewalks or when anticipating depressurized areas of the station. (Spaceproof)
Description A simple space suit helmet for use in EVA activities. Keeps you insulated from the cold and pressure, but cannot handle high temperatures and direct fire contact.
Plasmaman Helmet Plasmaman Helmet Found in: Plasmamen, Plasmaman Supply Kit Used for: To prevent exposure of the wearer to oxygen in air Strategy: Wear it. As a plasmaman, only take it off to join a Revolution or to set yourself on fire! (Spaceproof)
Description Plasmaman start off wearing these. If you're set on fire and you're wearing this and the plasmaman jumpsuit, you'll be extinguished as soon as the auto-extinguishing system is ready. Non-plasmamen won't suffocate while wearing one. Expect a killer to remove this helmet from a dead or dying plasmaman, turning them into a lasting fire.
Masks Different masks can provide you with oxygen, filter out bad gases and germs, hide your identity or make you look cool.
Breath Mask Breath Mask Found in: It is very common for a crewmate to wear a breath mask, since every employee is provided with a complementary box of internals in their backpack prior to their trip on the arrival shuttle Used for: They are transparent and cover only part of the face, so can't be used in hiding your identity Strategy: Used when people with Voice Changers are on the loose Description Unlike gas masks, breath masks must be attached to an air tank in order to have any benefit.
Gas Mask Gas Mask Found in: Engineering, Maintenance Used for: Gas masks can be used in conjunction with a gas tank of any type to set up internals Strategy: Without internals they will hide your identity, protect your face. It however does not mask your voice, unlike the Voice changer gasmask, which will change your voice to the voice of the ID you're wearing Description A face-covering mask that can be connected to an air supply.
Sterile Mask Sterile Mask Found in: Medbay, on Doctor's faces Used for: Slight disease prevention Strategy: Internals provide the same disease blocking benefit as these with the added bonus of being able to breathe from oxygen tanks. Description Filters toxic gases and gives a slight defense against airborne diseases.
Muzzle Muzzle Found in: Medbay Used for: Keeping patients quiet Strategy: Put it on someone's face Description Stops those pesky patients from screaming for help! 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. Resistances: “melee” = 0, “bullet” = 0, “laser” = 0,”energy“ = 0, “bomb” = 0, “bio” = 60, “rad” = 100, “fire” = 30, “acid” = 30
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. Resistances: “melee” = 20, “bullet” = 0, “laser” = 20,”energy“ = 10, “bomb” = 100, “bio” = 0, “rad” = 0, “fire” = 80, “acid” = 50
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.
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.
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.
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.
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.
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.
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.
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. Hardsuits Hardsuits are coldproof, pressureproof, 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 flashproof and offer a bit of protection from brute damage, heat and radiation.
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.
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 NovusCorp 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 NovusCorp 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. Shoes Shoes can look stylish, and they can also help you not go all John McClane on the glass shards. Certain shoes and boots can be used to store items - for example a knife or an esword.
Shoes Shoes Found in: Locker Room, Dorms, Arrivals, Medbay Used for: Protecting your feet from glass, making you walk faster Strategy: Wear them. Don't take them off unless you're changing them for another pair Description A pair of brown shoes.
Clown's Shoes Clown's Shoes Found in: HONK!!! Used for: Squeaking, and making H.O.N.K. mechs Strategy: Makes that annoying squeaking sound as the clown walks. Slightly slower than normal shoes. Description The prankster's standard-issue clowning shoes. Damn, they're huge! Can be used to store items.
Janitor's Galoshes Janitor's Galoshes Found in: The Janitor's Closet Used for: They prevent you from slipping on everything but space lube Strategy: Other crew members will often seek these out to avoid falling victim to the clown or excessive mopping. Wearing these will reduce your walking speed. Description Rubber boots. Spraying these with Drying Agent will make them remove any water puddles you walk over. (If you don't want people to slip, why are you using the mop in the first place?)
Magnetic Boots Magnetic Boots Found in: Chief Engineers Office, EVA storage Used for: Preventing you from moving unintentionally in space Strategy: Make sure you toggle them on via the object tab for them to work. Prevents unintentional movement whilst EVA and slows you down greatly for careful, deliberate movement Description Magnetic boots, often used during extravehicular activity to ensure the user remains safely attached to the vehicle.
Legcuffs Legcuffs Found in: Prison Wing lockers Used for: Dressing your prisoners Strategy: Apply cuffs to shoes, put them on prisoners Description Make prisoners wear these to keep them in line. Slows them down considerably.
Gloves Can be used to hide fingerprints and protection from certain objects. You can wash gloves with a crayon to change their color.
Black Gloves Black Gloves Found in: Cargo Bay, Atmospherics, some other places in the station Used for: Completing a outfit, or hiding fingerprints Strategy: These gloves give heat protection, so wear them while firefighting and removing lightbulbs Description These gloves are fire-resistant.
Budget Insulated Gloves Budget Insulated Gloves Found in: Engineering and Primary Tool Storage Used for: Trolling Strategy: With all these budget cuts, NovusCorp cannot afford high quality gloves for all crewmen. Budget gloves usually only provide the half protection from electric shocks most other gloves give, but can sometimes have full protection, 25% protection, or make you take more damage than if you were otherwise bare handed! These are far easier to obtain than regular insulated gloves, so roll the dice with them if you want. Description These gloves are cheap copies of the coveted gloves, no way this can end badly.
Insulated Gloves Insulated Gloves Found in: Engineering, tech storage, and ordered by Cargo Used for: To stop you from being shocked Strategy: Trade your old gloves in for these, if you're not worried about disease. These handy yellow gloves are much coveted by the crew. While not as stylish as black gloves, they hide your fingerprints just as well and also protect the wearer from electric shock when hacking and manipulating power cables. Washing gloves with a yellow crayon will name them insulated gloves, but they will not protect you from shocks. Throw these gloves in a washing machine with a crayon to change the glove's distinct colour and name so you are not accosted for wearing them. Description These gloves will protect the wearer from electric shock - whether by Hacking or delaminating Supermatter Engine.
Latex Gloves Latex Gloves Found in: Latex gloves can be easily secured from the morgue and medbay. They can also be found on the hands of medical personnel Used for: They partially prevent the passing of disease, reduce the amount of fingerprints left, and enable you to pick somebody up into a fireman carry slightly faster. Strategy: Latex gloves are white and thin, they are the least suspicious of the gloves to be worn because they are so common and so freely passed out. It is far easier to dispose of gloves than it is to wash your bare hands. They can also be blown up into balloons! You will still burn yourself on light bulbs with these. You will only take 30% damage from shocks with these, and can fireman carry people faster. When washed with a crayon, they become normal gloves. Description Cheap sterile gloves made from latex
Nitrile Gloves Nitrile Gloves Found in: There are three pairs of this gloves on the whole station. One in the CMO's office and two in the medbay storage. Used for: Decreasing a chance of speading a disease, reducing chances of leaving fingerprints, and to pick up people much faster. Strategy: Thicker and rarer brother of latex gloves. They do not leave fingerprints, they will however leave a nitrile fibers so be wary. Similarly to latex gloves they provide 30% shock resistance, and enable you to pick people up in a fireman carry faster. Description Pricy sterile gloves that are stronger than latex.
Botanist's Gloves Botanist's Gloves Found in: Botanist's hands Used for: Holding some special plant types Strategy: Holding nettles and growing them to insta-crit people. They also protect against temperature. Description These leather gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin.
Combat Gloves Combat Gloves Found in: Derelict, Nuclear Agents, Traitor Uplinks Used for: Both combat and electrical work. Strategy: Hiding fingerprints while hacking doors in safety. Description These tactical gloves are fireproof and shock resistant. Eyewear These items can be worn over your eyes, providing protection, visual information or other things
Health Scanner HUD Health Scanner HUD Found in: Surgery, CMO's Office, Virology Used for: Seeing a visual overlay of people's health and disease status Strategy: Use it to prioritize critical patients…or prioritize your targets Description A heads-up display that scans the humans in view and provides accurate data about their health status. Click here for an overview of what the symbols mean.
Optical Meson Scanners Optical Meson Scanners Found in: Engineering and maintenance areas. Used for: Seeing structural layout. Strategy: Wear these when mining, or seeing where structural damage is though walls. Removes all darkness effects, but you still will not see people or objects until you get close. Description Used for seeing walls, floors, and stuff through anything.
Optical T-Ray Scanner Optical T-Ray Scanner Found in: Atmospherics. Used for: Seeing under floor tiles. Strategy: Use these to plan out wires and pipes. Description When activated it will reveal wires and pipes under the flooring, as well as Critters and Creatures inside pipes, as well as make cloaked people flicker.
Engineering Scanner Goggles Engineering Scanner Goggles Found in: Engineering. Used for: Seeing structural layout, spotting radiation leaks or seeing under floor tiles. Strategy: Switch between meson, radiation and T-ray scanning when needed. Description The Meson Scanner mode lets you see basic structural and terrain layouts through walls, regardless of lighting condition. The T-ray Scanner mode lets you see underfloor objects such as cables and pipes. The Radiation Scanner mode lets you spot irradiated items.
Sunglasses Sunglasses Found in: Security Office, Maintenance. Used for: Protection against flashes, useful when against Revs and flashes, wearing at night and when your vision is augmented. Strategy: I WEAR MY SUNGLASSES AT NIGHT SO I CAN, SO I CAN- Description Strangely ancient technology used to help provide rudimentary eye cover. Enhanced shielding blocks flashes, but isn't strong enough to weld with.
HUDSunglasses HUDSunglasses Found in: Security Office Used for: Combines Sunglasses and Security Scanner Strategy: Security starts with these, allow you to see a persons ID level and wanted status along with resistance to flashes. You will also get automated notifications from beepsky and brig cells. Description Recommended for all security members. In addition to protection from flashes, it provides nifty icons over the heads of everyone you can see. It displays their rank, arrest status, if the have a tracking implant (flashing red dot) or a mindshield implant (blinking blue outline). Also allows for on-the-fly Security Records management by simply examining your target. You'll also get notified when Beepsky makes an arrest, or when a prisoner is released from the brig.
Welding Goggles Welding Goggles Found in: R&D Lab Used for: Welding without receiving eye damage, without a welding mask! Strategy: Wear it while using a welding tool, or to get by flashers. Wearing the Welding Helmet makes you practically blind. Clicking the Welding Helmet while in hand, will flip it up so it doesn't cover the face Description Protects the eyes from welders, approved by the mad scientist association.
Science Goggles Science Goggles Found in: Chemistry, R&D Lab Used for: Nothing Strategy: Wear them and do science Description Allows you to see what reagents are in a container.
Blindfold Blindfold Found in: Theater Used for: Kinky stuff, blinding people without hurting them. Strategy: Don't wear this if you want to see. Description Covers the eyes, preventing sight.
Night Vision Goggles Night Vision Goggles Found in: Abandoned Satellite, Nuclear Agents. Used for: Seeing people in the dark. Strategy: Wear these when you know a power outage is about to happen. Description You can totally see in the dark now!
Prescription Glasses Prescription Glasses Found in: Just about anywhere in the Medbay Used for: Fixing eye damage. Strategy: Wear these, wait eyes to heal up. Description Made by Nerd. Co. Backwear Different kinds of things which go on your back. Most people will wear a backpack, satchel or dufflebag at all times.
Backpack Backpack Found in: Dorms lockers, normal crew members may spawn wearing one Used for: Storing unneeded crap Strategy: You're going to want this. It's used for storing stuff, but, keep in mind that a backpack cannot store everything, such as toolboxes and other backpacks. But can generally store everything else. You also have a limited storage space. Description You wear this on your back and put items into it. Most jobs have their own variety of backpack: Medpack.png Medical Backpack, Secpack.png Security Backpack and Clownpack.png Giggles von Honkerton, to name a few.
Satchel Satchel Found in: Dorms lockers, normal crew members may spawn wearing one Used for: Storing unneeded crap Strategy: Functionally identical to the backpack, but it looks more fashionable. Description You put this on your back slot and put items into it. Most jobs have their own variety of satchel. The Satchel.png Leather Satchel works the same as any satchel or backpack.
Dufflebag Dufflebag Found in: Dorms lockers, normal crew members may spawn wearing one Used for: Storing more unneeded crap Strategy: Functionally similar to the backpack, but can hold more things at the expense of slowing you down. Description You put this on your back and put items into it. Most jobs have their own variety of dufflebag.
Jetpack Jetpack Found in: EVA Used for: Propelling yourself in space Strategy: Put it on your back and switch it on to maneuver in space or low-gravity areas. Description The jet pack is a backpack slot item filled with either Carbon Dioxide or Oxygen. Since it has no air intake and carries its own fuel, it is actually a rocket pack, but the game can't seem to tell the difference so here we are. This item allows one to maneuver in a frictionless environment by firing either an expendable gas or a precious air supply out the back. Two black jetpacks filled with CO2 spawn in EVA. Syndicate operatives start with compact Oxygen-filled harnesses. The Captain has a unique oxygen-filled jetpack. For proper use of a jetpack, remember these simple rules:
Jetpack-black.gif Black jetpacks are filled with carbon dioxide by default. Using these jetpacks as internals will knock you unconscious and suffocate you. Can be refilled with anything. Refill JetPack.gif blue jetpacks with oxygen, not air (if you wish to use it for your internals, otherwise fill with any gas). Always set it to 16-25 pressure if you aren't using the emergency mask from your starting box. If you still have that, hurry up and find something else! Always toggle it on when you want to move or need to move quickly, but toggle stabilization off if you're just drifting so as to not waste your supply and remain untrackable. Most jetpacks are too bulky to be stowed in a backpack.
Hardsuits can be upgraded to have an integrated jetpack, which works with a gas tank in the suit storage slot. Advanced hardsuits start off with one of these installed.
Void Jet Packs may also be found in [REDACTED], which are filled with oxygen.
Belts Belts are a type of containers that can only hold specific items. They are to not be confused with belt slot of character's inventory. Belts that exist in the game are:
Tool Belt Tool Belt Found in: Engineering or in maintenance, and on a engineer or roboticist. Can be made at hydroponics through the biogenerator or ordered through mechanical maintenance crates Used for: Toolbelts can hold some kinds of tiny items, most commonly tools Strategy: They are worn as a belt and hold the same amount as a toolbox, though they are less useful as weapons. Sometimes the clown will steal these and hack EVA, just get your toolbox and robust him. Can hold: Crowbar, Screwdriver, Welding tool, Wirecutters, Wrench, Multitool, Flashlight, Cable coil, T-ray scanner, Analyzer, Station Bounced Radio, Insulated Gloves Description Can hold various tools, such as: Crowbar.png Crowbar - any colour Screwdriver tool.png Screwdriver - any colour Welder.png Welding tool - any variety Wirecutters.png Wirecutters Wrench.png Wrench Multitool.png Multitool Flashlight.png Flashlight - includes penlight and seclite CableCoils.png Cable coil - any colour T-ray.gif T-ray scanner Analyzer.png Analyzer Station Bounced Radio.png Station Bounced Radio IGloves.png Insulated Gloves
Chief Engineer's Belt Chief Engineer's Belt Found in: Spawned with the Chief Engineer Used for: Holding more advanced tools Description Can hold: Jawspry.png Jaws of Life DrillTool.png Hand Drill Exwelder.png Experimental Welding Tool Multitool.png Multitool CableCoils.png Cable coil - any colour MiniFE.png Miniature Fire Extinguisher Analyzer.png Analyzer
Medical Belt Medical Belt Found in: Medbay Used for: Holding medical items Strategy: Like the Utility Belt, but for holding medical items only. Think of these as your medkit- but on a belt. Can hold: Health analyzer, DNA-Injector, Dropper, Beaker, Bottle, Pill, Syringe, Dispensed-beaker, Zippo lighter, Cigarette packet, Pill bottle, Medical box, Penlight. Description Can hold various medical equipment, such as: Healthanalyzer.png Health analyzer DNA Injector.png DNA injector Eyedropper.png Dropper Beaker.png Beaker - any type Bottle16.png Bottle Pill16.png Pill Syringes.png Syringe Zippo.png Zippo lighter Cigarettes.png Cigarette pack - but not cigarettes themselves Pill Bottle.png Pill bottle Bpack.png Bruise pack Oint.png Ointment Gauze.png Medical gauze Drapes.png Scalpel.png Saw.png Drill.png Hemostat.png Cautery.pngBlood filter.png Surgical tools
Security Belt Security Belt Found in: Warden's locker, Security Office lockers Used for: Holding security stuff Strategy: Like the utility belt, but for security uses only. Can hold: Flashbang, Handcuffs, Flash, Glasses, Shotgun ammo, Magazines, Donuts Description Can hold security gear, such as: StunBaton.gif Stun Baton Flashbang.gif Flashbang Pepperspray.png Pepperspray Handcuffs.png Handcuffs Flash.gif Flash SecHud.png Security HUD Shotgunshells.png Shotgun ammo Ammo 9mm.png Ammo box Sprinkles.gif Donut Seclite.png Seclite
Janibelt Janibelt Found in: Custodial Closet Used for: Holding janitorial supplies Description Can hold: Flashlight.png Flashlight - includes penlight and seclite Janiprojector.png Holographic Sign Projector Grenade.png Grenade Soap.png Soap Cleaner.png Space Cleaner Janicart keys.png Janicart Key Orange Gloves.png Gloves Earpieces These little devices are issued to every crew member upon arrival on the station. Every job, no matter how insignificant, gets some form of headset. In order to talk to the station with it simply type say ;(your text here).
Different branches of the station get a unique headset with its own private channel. In order to use this channel type in say .h (your text here). And your message will be broadcast to others with the same type of headset. Note that this does not work on the basic model. You can tell the basic model by its black coloring and lack of label.
All headsets are equipped with a standard encryption key used for the common channel. Screwdrivers can be used to remove the encryption keys and use them in a different headset. All department headsets come with two keys. Use your headset in hand to manually enable or disable keys, or change your default channel.
Here is a list of channels and how to access them. Examining your headset also shows you all possible channels. # and . can be used instead of :
.c = Command .s = Security .e = Engineering .u = Supply .m = Medical .n = Science .v = Service Using .h will connect you with your default department's channel.
Other uses:
.b = Binary (For AI and cyborgs) .a = Alien .g = Changeling .i = Intercom .h = AI Holopad (For AI) .o = AI Private (For AI) .l = Left Hand .r = Right Hand .t = Syndicate/Traitor (For when you have a Syndicate encryption key)
See Radio channels.
Command Staff's Headset Command Staff's Headset Found in: Captain's Quarters locker, on the Captain's ear. Used for: Normal radio chat as well as all department channels. Strategy: Use this to coordinate all departments. Description The headset of the heads. Captain's headset: .c - command, .s - security, .e - engineering, .u - supply, .v - service, .m - medical, .n - science
Head of Personnel's headset: .c - command, .u - supply, .v - service
Head of Security's headset: .c - command, .s - security
Chief Engineer's headset: .c - command, .e - engineering
Research Director's headset: .c - command, .n - research
Chief Medical Officer's headset: .c - command, .m - medical
Engineering Radio Headset Engineering Radio Headset Found in: Engineering lockers, Atmospherics lockers, Engineer's ear, Atmos tech's ear. Used for: Used for engineering channel to report damage and to make sure that somebody has checked the engine recently. Strategy: Use to coordinate repairs. Description When the engineers wish to chat like girls. To access the engineering channel, use .e.
Medical/Genetics Radio Headset Medical/Genetics Radio Headset Found in: Medbay lockers, Doctor's ear. Used for: Talking to various jobs throughout the medbay via the medical channel. Strategy: Use this to order things from chemistry or inform geneticists of bodies that need cloning. Description A headset for the trained staff of the Medbay. To access the medical channel, use .m. Genetics get an extra channel to .n - science.
Supply Radio Headset Supply Radio Headset Found in: Cargo Bay lockers, Mining Dock lockers. The ears of the QM, Cargo Techs and Miners. Used for: The Quartermaster and his slaves to talk to one another about the supply chain. Strategy: Allows miners and techs to communicate with each other. Description A headset used by the QM and his slaves. To access the supply channel, use .u.
Science Radio Headset Science Radio Headset Found in: Robotics lockers and R&D Lab lockers. Roboticist's and Scientist's ear. Used for: Communication in the science department. Strategy: Has access to the science channel. Description A sciency headset. Like usual. To access the science channel, use .n.
Security Radio Headset Security Radio Headset Found in: Security Office lockers and the ears of anyone in the security department. Used for: Coordinating security and requesting arrest orders via the security channel. Strategy: Don't let traitors get their hands on these. Description This is used by your elite security force. To access the security channel, use .s.
Standard/Service Radio Headset Standard/Service Radio Headset Found in: Any civilian's ear, as well as Medbay's patient lockers, Dorms and Locker Room lockers, and any public locker. Used for: Annoying people, screaming for help, letting people know that the singularity is out. Strategy: None. Description A standard radio headset. Carries no additional encryption keys. Nothing fancy, except the Bartender, Chef and Botanists all share a .v - service channel.
Earmuffs Earmuffs Found in: Prison Wing and Engineering Used for: Blocking out sound, Torturing people. Strategy: Pretty much the only defense against loud HONK mechs. This only stops sound from coming in. Description Protects your hearing from loud noises, and quiet ones as well.
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.
Uniform Wearing a uniform is necessary to keep on your ID, anything in your pockets, and anything on your belt slot. Removing your uniform will dump all that to the ground in a pile. You can quickly and safely change uniforms by clicking the new uniform on the “INV” button.
Item Image Description Jumpsuit Uniforms Misc.gif Comes in many different colors and styles depending on your job. Generic Jumpsuit JumpsuitColors.gif Comes in many different colors, including white, grey, black, and all colors of the rainbow and then some. The Brig has prisoner orange versions, Biohazard lockers have white ones, and Crew Quarters and Locker Room usually have lockers of these in a handful of colors. Can be manufactured at a Personel Equipment Manufacturer or Uniform Manufacturer. Psychedelic Jumpsuit ChameleonJumpsuit.gif Trippy. A frequent Novelty Clothing Crate inhabitant. Chameleon Suit Uniforms Misc.gif Can imitate any other color of jumpsuit. See Syndicate Items. Pride-O-Matic Jumpsuit PrideOMaticJumpsuit.png A pride jumpsuit for people of all stripes, literally–it can become other pride jumpsuits. You can click on it while it's in your hand to cycle through all the pride jumpsuit patterns. It's brought through Spacebux, which you can keep through rounds depending on certain conditions. Staff Assistant's Jumpsuit Uniforms Misc.gif An icon of Space Station 13 and the reason Staff Assistants are called “greyshirts”, although this one includes both grey and blue. You can print one at a Uniform Manufacturer or Personnel Manufacturer. Rancher's Overalls RanchersOveralls-32×32.png Here's a reading comprehension test: who wears the rancher's overalls? The Rancher(s), of course. Spares can be found in “Rancher's equipment” boxes. Barman's Uniform Uniforms Barman.gif Available in the Bartender's closet. Chaplain's Uniform Uniforms Chaplain.gif Proper attire for every religious matter. Construction Worker's Overalls ConstructionWorkersOverallsOrange-32×32.png ConstructionWorkersOverallsYellow-32×32.png There are two “construction worker's overalls” variants: ConstructionWorkersOverallsOrange-32×32.png One with an orange shirt, which appears in the Construction Equipment crate from Cargo and in “Engineer's equipment” boxes, which are found in Engineer equipment lockers. ConstructionWorkersOverallsYellow-32×32.png One with a yellow/tan shirt, which spawns in the “Mechanic's equipment” clothing box that inside every Mechanic equipment locker. Worn not by the Construction Workers in the Construction Game Mode (who wore engineer jumpsuits), but by the version of the Construction Worker job that was bought back years after the Construction game mode's discontinuation, before becoming discontinued itself.
Security Jumpsuit Uniforms Security.gif Security officers can chose from a wide variety of colorful uniforms, some more relaxed than others. Chief Engineer's Jumpsuit Uniforms CE.gif Found on the chief engineer and in their locker in engineering. Head of Personnel's Suit Uniforms HoP.gif Found on the head of personnel and the locker in their office. Research Director's Suit Uniforms RD.gif Found on the research director and the locker in their office. Medical Director's Suit Uniforms MD.gif Found on the medical director and the locker in their office. Captain's Jumpsuit Uniforms Captain.gif Found on the captain and the locker in their office. Head of Security's Uniform Uniforms HoS.gif In addition to the one worn by the head of security, a spare can be found in their office. On rounds with no HoS, there is no way to access this item short of emagging the HoS' locker. Clown Suit Clownsuit.png Honk honk. Clown Dress ClownDress.png A dress for clowns, honk! Found in the Clown's quarters, naturally, amongst spare clown gear. Cursed Clown Suit CluwneSuit.png Standard equipment of cluwnes. Cannot be removed by its wearer by standard means. Owl Suit Owlsuit.png Hoot. Mailman's Uniform Mailmansuit.png Available in either Disposals or Routing Depot, depending on the map. Does not have the effects of its Syndicate counterpart. Barber's Uniform Barbersuit.png Available in the barbershop. Comfy Sweater CosbySweater.png Or a jumper depending on where you live, or cosby sweater, its former name. It doesn't protect you from the cold any more than a standard jumpsuit does. It does, however, have three unique and vibrant designs. One of the many random uniform-slot items that can be found in the Novelty Clothing Crate and appears in the Radio Lab and other radio stations used by the Radio Host. Athletic Shorts Athleticsuit.png Available in the gym, and starting equipment for the wizard. Swim Trunks Swimtrunks.png Available in the gym. Wrestling Pants WrestlingPants.png Also available in the gym. The official pants of the Space WWE. Medical Scrubs MedicalScrubs.png See Medical Objects Gown Gown.png See Medical Objects Black Suit BlackSuit.png / BlackSuitDress.png How formal. Can be fabricated at and from uniform manufacturers and found in formal wear closets, which typically spawn in the Barman's office and Stock Market Room. Mortician Suit Morticiansuit.png Worn by the retired Head Surgeon role. Available in the medbay morgue. Lawyer Suit Uniforms Lawyer.gif OBJECTION! *slams table dramatically* Can be found at the courtroom. Comes in multiple colors. Click tables to slam them dramatically while equipped. Tactical Turtleneck TacticalTurtleneck.png The garment of choice of infiltrators. Available in black and slightly darker black. Safari Suit SafariClothes.png For when you are hunting the deadliest game. See Syndicate Items. Bowling Suit BowlingSuit.png Perfect for when you want a striking outfit. See Syndicate Items. Athletic Pants AthleticPants.png You can't play Syndie American football without wearing these pants. Hunter Suit HunterSuitV2-32×32.png See Hunter. Trash Bag TrashBag.png / BiohazardBag.png For when you literally feel like trash. Can hold an item when worn, but only one. You'll have to take it off to get the item back. Towel Towel.png Something to wrap around your body to wear it as a jumpsuit. Will also prevent you from slipping on wet surfaces (mostly water, not space lube or a comparable mess) if placed on the floor, for example near a shower stall. NASSA space suit NASSASuit.png A spaceworthy jumpsuit with no slowdown! Wearing this means you can forgo the standard space helmet and spacesuit combo, freeing up a slot to show off your snazzy hat or stylish outerwear. Found only in a few fairly hard-to-reach places out in the Adventure Zone or Novelty Clothing Crates. SNAZZA suit SNAZZASuit.png From the revolutionary spaceproofing technologies of the NASSA suit comes…let's not beat around the bush, it's a space bikini. It won't protect you from Space or even the Pool or ocean water, but it's perfect for when you want to be close as possible to being naked but find athletic shorts and trunks too tacky. Plumber's overalls PlumberOveralls.gif The overalls of strange men who crawl down pipes and beat up innocent mushrooms. Wear it with a plumber's hat for an interesting interaction with toilets. Striped Shirt and Jeans StripedOutfit.png The outfit of a man who was never really meant to be in Space. Diver Jumpsuit SealabUniform.png / SealabCommanderUniform.png The required uniform of crew members of NanoTrasen's underwater sealabs. The diver orange version is for regular crew; the captain's blue version (which is confusingly called “captain's jumpsuit”) is for Command staff. Vault 13 Jumpsuit VaultJumpsuit.png War. War never changes. Neither does this communal fallout shelter uniform. Doesn't provide radiation protection, contrary to what you might think. Waitress's Dress Waitressdress.gif A frilly dress with an equally frilly apron. Costume version of a waitress's dress from a 1950s diner. Available in the Clothing Booth. Black Tracksuit BlackTracksuit-32×32.png Why are tracksuits so popular in gopnik youth culture? The answer lies in both climate and communism. The synthetic fibers in tracksuits help insulate from Russia's cold climate, and Adidas and Puma tracksuits in particular were popularized by the Soviet 1980 Olympics team. In a country beset by harsh winters, economic downturns, and crumbling infrastructure, it makes sense to find ways of keeping warm that don't involve turning a thermostat up.
Anyways, this black tracksuit takes cues from the famous black ones made by Adidas, and you can buy it from a clothing booth for the low, low price of 40 credits, under the “Casual” category. If it looks like the one you often seen in gopnik memes, it is. It doesn't offer any above-average stats or abilities, but are you really prioritizing that when looking into casualwear? (Exo)Suit Item Image Description Body Armor Armor.png / BodyArmorGannets.png / BodyArmor2Gannets.png See Security Objects. Suicide Bomb Vest SuicideBombVest.png See Murder. Makeshift Armor MakeshiftArmor32x32.png See Construction. Cardboard Box CardboardBoxes.gif CardboardBoxClown-32×32.png Tactical espionage aid that's a zero-emissions vehicle. Can hide identity under certain cirumstances, but blinds you unless you cut out eyeholes with wirecutters. Tacticality can be augmented by adding a moustache and/or drawing a face on it with a crayon (neither action can be reversed). There are many variants; Medbay's Head Surgeon sometimes appears as a box, the Clown can get a unique variant, and there is a Captain version in a Martian derelict. Plain boxes appear in a few odd places, and you can build your own by deconstructing certain crates with a wrench for cardboard sheets and using them to make a box. Captain's Armor CaptainArmor.png Offers slightly more protection than the normal body armor. Captain spawns wearing this, naturally. Captain's Coat CaptainArmorAlt.png Offers slightly less protection than normal body armor, but offers better thermal protection. The cold resistance is equivalent to a regular winter jacket, essentially making this the Captain version of it. Found in the Captain's equipment locker. Bomb Disposal Suit Bombdisposalsuit.png See Security Objects. Heavy Armor HeavyArmorGannets.png See Security Objects. Class II Radiation Suit RadiationSuitNew.png See Engineering Objects. Biosuit BiosuitNew.png See Medical Objects. Armored Biosuit ArmoredBiosuitNew.png See Construction. Firesuit FiresuitNew.png See Engineering Objects. Armored Firesuit ArmoredFiresuitNew.png See Construction. Paramedic Suit ParamedicSuitNew.png See Medical Objects. Armored Paramedic Suit ArmoredParamedicSuitNew.png See Construction. Apiculturist's Suit BiosuitNew.png The apiculturist's suit behaves like a standard biosuit, with the minor perk of reducing the chance of getting stung by the tiny bees created by the Nectar Perspiration mutation. Doesn't protect against the bigger kinds though, like the ones tended by Botanists. The Apiculturist/Apiarist gimmick job spawns with this, and you can also find it in a “Bee Sanctuary” in the Trench. Space-American Football Pads FootballPads.png You can't tackle people if you aren't wearing these (and a bunch of other stuff) ! See Syndicate Items for more info. Space Suit Spacesuit.png Available in EVA. Protects from the vacuum of space and offer minor protection from heat and cold. Will slow down your running speed indoors. Engineering Space Suit Miningspacesuit.png See Engineering Objects. Captain's Space Suit CaptainSpaceSuitColors.gif As above, but green/blue/red! Green version found in the captain's quarters, while the blue and red variants are unlocked by two respective medals. Lets you move at regular running speed. The helmet and suit together provide full space protection. Red Space Suit SnekSyndieSuit.png As above, but red! Also does not slow down your running speed indoors. Red suits are standard equipment of the dreaded nuclear operatives, and being spotted early in the round will result in frenzied cries of “SYNDIES!” and “REDSUITS!” Commander's Great Coat CommanderGreatCoat.png Spawns on the Nuclear Operative commander. Offers more than twice the bullet and melee resistance of regular red suits, on top of excellent explosion resistance. As the Examine text suggests, it prevents damage from being in Space when paired with a spaceproof helmet–such as the cap they also spawn with. Specialist Operative Combat Dress SpecialistOperativeCombatDress.png Like the red space suits, down to the lack of a movement speed penalty, but more tacticool and extra protective too. These lower damage from melee attacks to the chest by 4, reduce damage from ranged projectiles (but not throwing items) by 60%, and lessen effect of explosions by 20%, decreasing damage and chance of losing limbs. Comes in the following varieties, each purely aesthetically different from the others: SpecialistOperativeCombatDress.png Specialist operative combat dress: Worn by Syndicate assault troopers, infiltrators, and special operatives. SpecialistOperativeEngineeringUniform.png Specialist operative engineering uniform: Worn by combat engineers. SpecialistOperativeEspionageSuit.png Specialist operative marksman suit: Worn by marksmen. Syndie-specialist-bard-suit.png Road-worn stage outfit: Worn by bards. Specialist Heavy Operative Combat Armor SpecialistHeavyOperativeCombatArmor.png The extra-protective space suit of nuke op heavy weapons specialists. Comes with excellent explosion, melee, radiation, and cold resistance and above-average ranged protection. Citadel Heavy Combat Cuirass CitadelHeavyCombatCuirass-32×32.png Slows you down immensely but lowers damage of melee attacks to the chest and limbs by 6, halves damage from ranged attacks to the chest and limbs, reduces effect of explosions by 30%, and decreases stamina drained by stun weapons and projectiles. Functions as a spacesuit too, so it can prevent taking damage from space itself, if paired with the heavy specialist great helm or similar space helmet. Part of the Knight crate, which Nuclear Operatives can redeem from the Syndicate Weapons Vendor. Specialist Operative Bombsuit SpecialistOperativeCombatDress.png Exactly like the standard specialist operative combat dress, but they lessen effect of explosions by 60% rather than 20%, significantly reducing damage and lowering chance of losing arms or legs. Comes with the Grenadier class crate from the Nuclear Operatives' Syndicate Weapons Vendor. Specialist Operative Firesuit SpecialistOperativeFiresuit.png Worn by syndicate firebrands. Similar to the usual combat dress but it gives more heat resistance and makes you fireproof. It also adds a snazzy pair of purely-aesthetic tanks on your back, presumably for non-existent oxidizer and fuel. Specialist Operative Medic Uniform SpecialistOperativeMedicUniform.png Worn by nuclear operative field medics. This works like one half of a biosuit set, that is, it keeps you from contracting diseases somewhat and reduces amount of chemicals absorbed from beaker splashes, aerosol, and similar, if used in conjunction with internals Specialist Operative Espionage Suit SpecialistOperativeEspionageSuit.png Nearly identical stats to the standard specialist combat dress, but this one makes you move 25% faster when worn. This applies exclusively to movement; you don't stab or shoot faster or anything. This is part of the Nuclear Operative Scout loadout. Syndicate Command Armor SyndicateCommandArmour.png Extra red, extra protective armored space suit found in surplus crates and sold by the Listening Post merchant. See Syndicate Items for more details. Industrial Armor IndustrialSpaceSuitV2.png See Guide to Mining. Industrial Diving Suit IndustrialDivingSuit.png See Guide to Mining Emergency Suit Emergencysuit.png Provides a decent amount of protection from the cold, but will slow you down significantly. Use if nothing better is available and try to avoid jumping into space with it. Found in Cargo's Emergency Equipment crates and sometimes spawns in emergency oxygen closets and a few other odd locations. Civilian Diving Suit CivilianDivingSuit.png Found in Oshan's EVA room as well as a few airlocks into the ocean. Offers good resistance against cold, reduces chance of contacting contagious viruses, fair resistance against heat, and a tinsy bit of protection from bullet and melee damage, but slows you down both indoors and out. You can navigate the surface ocean floor just fine without one of these, though you need it in the Trench to avoid burning up. Engineering Diving Suit EngineeringDivingSuit.png Like the regular civilian diving suit, but in orange and yellow. Security Diving Suit SecurityDivingSuit.png Same as a civilian diving suit but red, so it'll hide the blood stains. Two of these can be found in Oshan's Secure Hangar. Command Diving Suit CommandDivingSuit.png Exact same stats as the civilian version, except it's blue and spawns only in the offices of Oshan Lab's Captain and HoP. Straightjacket Straightjacket.png See Medical Objects. Lab Coat Labcoat.png Functionally useless, but how else will you demonstrate your knowledge of science? Can be unbuttoned and buttoned to toggle scientific fashionability through a button in the top left. While the regular labcoats are blank and austere, more unique varieties often have special little markings on both the front and back. And there are many of them, each with the same stats but different designs: Labcoat.png Labcoat - The most common type, worn by Scientists, Medical Doctors, and respective directors and found in medical and science uniform lockers. GeneticistLabcoat.png Geneticist's labcoat - Worn by Geneticists. Found in their respective uniform box in medical uniform lockers. RoboticistLabcoat.png Roboticist's labcoat - Worn by Roboticists. Found in their respective uniform box in medical uniform lockers. DoctorLabcoat.png Doctor's labcoat - A reskin available as a medal reward. ScientistLabcoat.png Scientist's labcoat - Another reskin given as a medal reward. GrandAlchemistCoat.png Grand alchemist coat - Still another medal reward, given for those who perform full metal alchemy. OrangeLabcoat.png Orange labcoat - A Discount Dan's-themed labcoat, available from GTMs. Hard Worn Coat Detectivecoat.png Required outfit of the detective. Faded Trenchcoat Wornjacket.png Essential for rugged chain-smoking vigilantes. Overcoat and Scarf OvercoatAndScarf.png Johnny, please. He had a family. References Johnny Five-Aces, protagonist of Zybourne Clock, an absurd, unfortunately abandoned game project beloved by the Something Awful forums. Often appears in the Information Office and can be bought from a salvage-themed robotic merchant, where it's sold as a “Strange Suit” and goes by the name “Johnny~~”. Winter Jacket WinterCoats.gif A stylish winter coat, customized in departmental colors. You'll still freeze in space in these, but you won't lose as much heat if you walk into an area with a hull breach. Department-specific ones are found in the relevant uniform/job lockers, while generic grey ones appear in Cold Weather Gear crates. Hoodie Hoodie.png HoodieBlue.png A nice sweater with a hood, in both orange and blue. Perfect for skaters and Casual Friday fans alike. Can sometimes be ordered from a totally radical QM merchant named Josh and is available as a Spacebux item. Logo Jacket LogoJacketDiscountDansCerulean.png A surprisingly warm jacket with a logo on the back. Sew-O-Matics offer these in several different colors with randomized logos, while a cerulean one with the Discount Dan's logo and slightly more cold resistance is available from the GTM. Long Sleeved Logo Shirt LongSleevedLogoShirtDiscountDansBlue.png / LongSleevedLogoShirtDiscountDansRed.png A simple overshirt with the Discount Dan's logo. One of the GTM prizes. Santa Suit SantaSuit.png Whoever's wearing this is either delivering presents or delivering a bomb. Believe it or not, it can function as a space suit, so wearing this with a suitable helmet (e.g. a santa hat) provides full space/cold protection, at the cost of a slight speed penalty. Santa wears this, of course, and you can also find it some in vaguely holiday-themed off-station areas. During Spacemas, a special version that does not have a speed penalty spawns in the gear preparations closets on the Syndicate Battlecruiser, replacing the standard resuits. Wizard's Robe WizardRobes3.gif See Wizard. Security Badge SecurityBadge.png See Security Objects. Head of Security's Jacket HoSJacket.png See Security Objects. Head of Security's Cape HoSCape.png See Security Objects. War Medal WarMedal-32×32.png This war medal belongs to the Head of Security and appears in their office inside a frame. Extracting it from the frame simply involves clicking on the frame twice, once to get the glass out, once to actually get the medal out. Being a simple medal, it is purely decorative and offers no resistances, shielding, or other stat bonuses. It does, however, have unique Examine text depending on whether or not you are a HoS in-game. Bedsheet Bedsheet.png A sheet for a bed. Can be worn over your body, see Construction. Cape Capes.png See Construction. Tiger Stripe Vest TigerStripeVest.png Savage tiger stripes for a truly savage man. +2 Robes of Dungeon Mastery ScaryRobes.png Hides most of your body and covers your face in complete blackness, potentially concealing your identity if you take some some extra precautions, though most headwear will still show. Spawns in the Nerd Dungeon to facilitate roleplaying a spooky, all-knowing, and mysterious tabletop game-master…or just a dork in a hood. Weird Cultist Robe WeirdCultistRobe.png Spawns in the Chaplain's Religious supplies locker in their Chapel, for pretend occultists or Flockmind worshippers seeking to be teal as their deities. Covers most of the body and completely conceals the face in pitch-black darkness, just like movie cultists. Can hide one's identity, with some effort. Sneaking Suit SneakingSuit.png Does not actually aid in sneaking or stealth, but definitely aids fashion sense with its badass eyepatch (don't worry, it doesn't actually block vision). There are two versions, with the same sprite but different amounts of protection. The authentic version has as much melee and ranged damage resistance as an armor vest and can be ordered by Gang members. It is also a very rare find when pulling from Spacemas/Christmas stockings. The “costume” version only has 1 melee protection (i.e. the generic value and much worse than the other version), mentions being “a cheap cosplay outfit with an obvious zipper” in its Examine text, and can randomly be found when opening easter eggs or pulling from Spacemas/Christmas stockings. Blue Apron BlueApron32x32.png See Botanist Head Robuddy hats.gif Helmets and hats offer various bonuses, for instance a built-in flashlight or concealment of your face. Some of them are very stylish as well! Certain helmets, and a few hats, prevent people from getting a chokehold on you, which also means Changelings can't absorb you and Vampires and Thralls can't use their Bite Victim ability (this still won't stop Blood Steal).
Item Image Description Helmet Helmet.png / HelmetGannets.png HelmetAlt3.png / HelmetAlt4.png See Security Objects. SWAT Helmet SwatHelmet.png Offers above-average melee-protection. Appears in equipment lockers for the Captain and Head of Security. Riot Helmet RiotHelmet.png See Security Objects. Blast Helmet Blasthelmet.png See Security Objects. Siren Helmet SirenHelmet.png See Security Objects. Class II Radiation Hood RadiationHood.png See Engineering Objects. Bio Hood Biohood.png See Medical Objects. Apiculturist's Hood ApiculturistHood-32×32.png Reduces probability of getting stung by the small bees created by Nectar Perspiration mutation. It's otherwise a reskinned bio hood, so it has the same stats and functionality. The Apiculturist/Apiarist job spawns with this, and it can also be found in a “Bee Sanctuary” in the Trench. Emergency Hood SnekEmergencyHood.png The companion piece to the emergency suit. Wear it with that for some more complete Space and cold protection. Found in the Emergency Equipment crate from Cargo and sometimes in emergency oxygen closets and a few other odd places. Space Helmet Spacehelmet.png Available in EVA. Protects your eyes while welding. Engineering Space Helmet SnekEngineeringHelmet.png See Engineering Objects. Engineering Space Helmet CaptainSpaceHelmetColors.gif As above, but green/blue/red! Green version found in the captain's quarters, while the blue and red variants are unlocked by two respective medals. Lets you move at regular running speed. The helmet and suit together provide full space protection. Red Space Helmet Redhelmet.png The iconic space helmet worn by nuclear operatives. Specialist Combat Helmet SpecialistCombatHelmet.png The standard red space helmet, now with a lime and blood orange visor to distinguish all specialist nuclear operatives from the regular ones. A few classes come with unique, purely aesthetic variants: SpecialistCombatHelmetInfiltrator.png - A sneaky red headband for Metal Gear references, worn by Infiltrators SpecialistCombatHelmetFirebrand.png - Worn by firebrands, comes a built-in, nonfunctional filter for extra spookiness. SpecialistCombatCover.png - Named “specialist combat cover”, but is still otherwise same as specialist combat helmet, save for the long, static bandanna/scarf. Worn by marksmen. Syndie-specialist-bard-helmet.png - Named “anarchist performance helmet”. 100% more fashionable then your standard specialist combat helmet, this one is worn by syndicate bards. Specialist Welding Helmet SpecialistCombatHelmet.png Unique helmet used by nuclear operative engineers. Protects one's eyes when welding and also has a built-in, toggle-able meson goggles. Specialist Combat Helmet SpecialistCombatHelmet.png Unlike the other specialist helmets, this one in the nuclear operative medic class crate actually does something. Namely, it acts like ProDoc Health Goggles with an health analyzer upgrade installed, allowing you to access health levels at a glance using various icons and Examine people close to you get a more detailed health readout, same as you'd get from an unupgraded health analyzer. Heavy Specialist Great Helm HeavySpecialistGreatHelm-32×32.png Lowers damage of melee attacks to the head by 2, halves damage from ranged attacks to the head, lowers the effect of explosions by 10%, and cuts down on the stamina drain caused by bright lights (e.g. flash powder) or especially loud noises (e.g. flashbangs). Functions as a space helmet too, so it'll prevent taking BURN damage in space if it's worn with some sort of space suit (e.g. the citadel heavy combat cuirass, which this item is paired with). Part of the Knight loadout, which Nuclear Operatives can order from the Syndicate Weapons Vendor. Commander's Cap CommanderCap.png Spawns on the head of the Nuclear Operative commander. Same stats as a space helmet, right down to protecting you from Space damage (and Trench damage to some extent) when paired with a space suit. Speaking of which… Syndicate Command Helmet SyndicateCommandHelmetV2-32×32.png See Syndicate Items Industrial Space Helmet IndustrialSpaceHelmetV2.png See Guide to Mining. Industrial Diving Helmet IndustrialDivingHelmet.png See Guide to Mining Civilian Diving Helmet CivilianDivingHelmet.png Found in EVA and a few external airlocks on Oshan Lab. Protects your eyes while welding and comes with a nifty helmet light. Still not needed for navigating the Trench. Engineering Diving Helmet EngineeringDivingHelmet.png Exactly like the civilian version, but orange, yellow, and located in Mining & Engineering. Security Diving Helmet SecurityDivingHelmet.png Same as a civilian one but for redshirts. Two spawn in Oshan's Secure Hangar. Command Diving Helmet CommandDivingHelmet.png Just like the civilian diving helmet, except it's command blue and spawns in only Oshan Lab's Captain Quarters and HoP Office. Hard Hat HardhatNew.png See Engineering Objects. Firefighter Helm FirefighterHelm.png See Engineering Objects. Welding Helmet Welding.png See Engineering Objects. Captain's Hat CaptainHats.gif Everyone knows the wearer of this hat is the true captain of the station.
Confusingly, there's another hat that's also called “Captain's hat”, but it has a completely different style. HoS' Hat HoSHat.png / HoSBeret.png Nothing says authority like a cool hat, or alternatively a stylish beret. Click on it to switch between the two. Both offer above-average melee protection. Officer's Hat Officer'sHatV3-32×32.png A fancy bicorne hat, part of the Heads of Staff dress uniform. The Head of Personnel, Medical Director, Chief Engineer, and Research Director (i.e. every Head besides the Captain and Head of Security) all get one in their respective uniform boxes that spawn in their respective equipment lockers. In addition to looking fancy, it offers surprisingly above-average melee protection, reducing melee blows to the head by 3 (note this is less than what an actual helmet would give you.) Fancy Captain's Hat FancyCaptain'sHatV3-32×32.png An extra fancy bicorne hat for the Captain, even fancier than the Officer's hat other Heads of Staff get. This spawns in the “Captain's clothing” box that appears in the Captain's equipment locker, ostensibly as part of a parade/dress uniform. The fashion comes at a cost though; it only reduces damage from melee attacks to the head by 3, whereas the regular version reduces it by 4.
This appears as just “Captain's hat” in-game, which is quite confusing since there's another hat with the same name, but a completely different design. Detective's Hat DetectiveHatV2-32×32.png A hat fit for a man down on his luck and all out of time on a station full of assholes. Like a glass of hard liquor or a Detective to a c-saber, it can be tipped, causing a silly message in the chat and prompting your character to say either “M'lord”, “M'lady”, or “M'liege”, chosen at random. This does not kill you. One way to *tip is to press T and type *tip; see Game FAQ#Emotes for other ways to do emotes in general. DetGadget Hat DetectiveHatV2-32×32.png A hat that can hold many different items, accessible via a code phrase. See Security Objects for more details. Nurse Hat NurseHatV2.png See Medical Objects Head Mirror HeadMirrorV2-32×32.png See Medical Objects Fedora FedoraV2-32×32.png Yes, just like in those digusting pictures of neckbeards. In addition to having a random adjective associated with the meme (like “euphoric” or “intellectual”), bees and GuardBuddies actively admonish you for even thinking of offering them this hat, the Detective has one in their office just to show how down in the dumps they are, and if you *tip it, God Himself comes down to…send you early. Smooth Criminal's Hat SmoothCriminal'sHat-32×32.png You've been hit by, you've been struck by…yep, this is a reference to Michael Jackson's outfit in his music video for “Smooth Criminal”. Like other fedoras, you can *tip it (press T and type *tip, see Game FAQ#Emotes for more info on emotes) to get a silly chat message and make yourself say, at random, either “M'lady”, “M'lord”, or “M'liege”; unlike the black fedora, this does not kill you. In addition to randomly appearing in Haberdasher's Crates from Cargo, you can buy it from a Clothing Booth, where it's labeled as “White Fedora”. Chef's Hat ChefHatV2.png / PuffyChefHat.png / SousChefsHat.png What kind of chef doesn't have a big white hat? A bad one. With awful food. Merchant's Hat MerchantHat.png An oversized white sombrero for merchants and salespeople of all stripes. Sunhat SunhatBlue.png SunhatGreen.png SunhatRed.png Beautiful. Sunhats can be brought from clothing booths, which are generally in either Crew Quarters or Locker Room, and Donut 3's clothing store has hat racks with them. Stunhat StunhatBlue.png StunhatGreen.png StunhatRed.png From late-night Discord discussions. When worn, this hat creates sparks and briefly stuns shameful miscreants who are out to pat you on the head. See Construction for more details. Top Hat TopHatV2.png / GoldenTopHatV2.png / PurpleTopHatV2.png / WhiteTopHatV2-32×32.png A fine chapeau for a space gentleman/lady of leisure. Standard black top hats can be found in formalwear closets and made with uniform and personnel equipment manufacturers. Glittering golden top hats can be bought with Spacebux. Purple versions come with a “Victorian Confectionery Factory Owner” costume set sold by a Geoff Honkington, a Clown-themed merchant that lurks in the Clown Hole/Tent. White versions are sold at the clothing booth for 150 credits as “White Hat”. Beret Beret.png For bringing out your inner dictator. Or inner Space Frenchie. Monsieur Stirstir starts out with a special orange one, and there's supposedly an undead robot merchant that sells many versions of these hidden in the Debris Field. NanoTrasen Beret NanotrasenBeret.png For showing your devotion to NanoTrasen. You are guaranteed to spawn with one if you have the NT Loyalist trait, Officer Beepsky has one in a crate in their house, and you can buy some from Thrifty B.O.B., a shady robot merchant in the Trench/Mining Level diner who would prefer that you not ask where it got them. Strawberry Beret StrawberryBeret-32×32.png Not quite a raspberry beret, but still a red berry-themed beret nonetheless. It doesn't have any special abilities, and its stats are same as many other hats, but it does offer a whimsical fashion sense. The strawberry beret is available from the clothing booth for 100 credits. Blueberry Beret BlueberryBeret-32×32.png Another berry-themed beret. No special stats or abilities, but it sure does look stylish. Available from the clothing booth for 100 credits. Hat ChameleonHat.gif Generic knit caps available in many colors, including one that rapidly changes between all colors, which you can often find in the Locker Room or equivalent and make with a Personel Equipment Manufacturer or Uniform Manufacturer. Mailman's Hat MailmanHatV3-32×32.png Any true deliveryman needs one to show off how important their package is. Chaplain's Wardrobe Turban.png / Formal turban.png / Rabi hat.png The chaplain can chose from a wide selection of hats. Wizard's Hat WizardHats4.gif See Wizard. Safari Hat SafariHatV2.png See Syndicate Items. Space-American Football Helmet FootballHelmet.png Provides a fair bit of melee protection, more than a standard helmet. Required headwear for Syndicate American football players. Syndicate Hat SyndicateHat.png See Syndicate Items. Very Syndicate Hat VerySyndicateHat.png Same traits as the Syndicate Hat but now it's extra illegal, bigger than your inventory slot, and much, much taller. Committing suicide by this hat is also far more explosive. It's better seen than explained, and it's worth seeing, for it primarily spawns through Admin shenanigans. T.U.R.D.S. Helmet TURDSHelmet.png A relic of a thankfully bygone era. Provides the same protection as a SWAT Helmet. Butt ButtV2.png May or may not be your own. Available from the roboticist or synthbutt plants. Cyberbutt Cyberbutt.png A hyper-advanced cyborg butt. Available from hacked robotics fabs. Pumpkin PumpkinV2.png If you are having trouble seeing after wearing this, try carving a hole in it. Cakehat Cakehat.png A long-time favorite of greyshirts. Fruit Basket Hat FruitHat.png Like that of lady of the tutti-fruity hat. So tall it goes outside the regular 32×32 character sprite. Available primarily through Spacebux. Plunger Plunger.png Let's face it, there isn't much of a difference between assistants and a toilet. Bucket Helmet BucketHelmet.png / RedBucketHelmet.png See Construction. Bucket BucketV2.png / RedBucketV2.png Can be flipped up in-hand and worn as a helmet, dumping out all its contents and obscuring your vision if worn. Camera Helmet CameraHelmet.png / SecurityCameraHelmet.png A video camera you can wear on your head! You can view the feed through either a television or certain camera viewers. Telescience gets a blue one so they can visually scout out their teleport locations, while Security sometimes spawns with a red version . Paper Hat PaperHatV2-32×32.png Made from a piece of paper, obviously. Hold it in your active hand, right-click on it and select fold into hat. Apprentice Cap ApprenticeCapV2.png / RoyalApprenticeCapV2.png A more evolved form of the paper hat that may have some actual magic in it! Or maybe just asbestos. It certainly doesn't have enough magic to be a wizard hat though, so don't get any ideas. Rumored to have peculiar effects on mops and brooms when a Wizard is on the station. The pink version is often lurking in the Chapel or wherever tabletop-gaming nerds conglomerate, and the blue “royal apprentice cap” is a GTM prize. Plumber's hat PlumberHat.gif The hats of strange men who punch boxes and save princesses. Wear it with plumber's overalls for an interesting interaction with toilets. Bobble Hat and Glasses WaldoHatGlasses.gif / WaldoHat.png The hat and/or glasses of a man you were never meant to see. 2k13 Vintage Santa Hat 2k13VintageSantaHatV2-32×32.png Enchanted with Spacemas magic to provide as much as cold protection as the other space helmets, at the cost of a slight speed penalty on par with regular space helmets. Comes with a free beard too.
Some maps have these year-round, usually somewhere in the Kitchen or some such. During the Spacemas season, you can order Holiday Supplies crates, which each contain three of these. Santa Claus wears it, as you'd expect, but so do the Nuclear Operatives, since they get a special version of this hat with no speed penalty in their gear preparations closets, in lieu of the regular red space helmets. Doo Rag DooRag.png BECAUSE I'M WILD YEAH! Birthday Hat BirthdayHatPink.png BirthdayHatBlue.png A special birthday hat for the birthday boy/girl/thing, available from Party Supplies crates. Comes in pink and blue variants. Party Hat Partytime.gif A conical paper hat for every occasion, available from Party Supplies crates. Comes in 9 different flavors. Cat Ears Cat-ears-new.png Found in the Clothing Booth, they come in several differently-colored varieties. If you stick a headset into them, they, themselves, turn into a headset with the appropriate functionality. Antlers Antlers-32×32.png Found in the Clothing Booth, has the same functionality as the cat ears. Tinfoil Hat TinfoilHatV2-32×32.png Protects you from psychic attacks from Martians. Really. You are guaranteed to spawn with one with the Conspiracy Theorist trait and can it sometimes get through the Petasusaphilic trait. Waitress's Hat Waitresshat.png A hat that a waitress from a 1950s diner might have worn. Available in the Clothing Booth. Frog FrogHat-32×32.png This frog hat doesn't offer special bonuses or resistances, but, hey, it's a froggy hat, ribbit! Can be bought from a clothing booth for 300 credits. Ushanka Ushanka-32×32.png Pretend you're Space Russian or cosplay an actor pretending to be Russian. This Russian fur cap has 15% cold resistance, which is less than what an actual space helmet provides, but that's still warmer than other hats you might find around. Can be bought from a clothing booth for 300 credits. Pinwheel Hat PinwheelHat-32×32.png Also sometimes called a propeller beanie, the pinwheel hat might have any special resistances or bonuses beyond what every hat normally gives, and it obviously doesn't actually allow flight (in Space or otherwise), but the propeller on top spins as you move. What more could you ask for? Available from a clothing booth for 300 credits. Boater Hat BoaterHat-32×32.png Just like in those barbershop quartets and photos of old-timey gentlemen and ladies in semi-casual wear. Protection offered isn't any different from most hats, but, consider, style is unquantifiable. Every Barber spawns with one, and you can get your own from a clothing booth for 300 credits. Masks Item Image Description Paper Mask PaperMask.png See Construction. Gas Mask Gasmask.pngEgasmask.png Links with an air supply to provide internals. Can also obscure your identity if you are not wearing your usual ID card. Comes in two varieties, regular and emergency, but both are functionally the same. Scientists all begin with these, and some are available in Engineering Storage and a few odd areas in maintenance. They also sometimes spawn in firefighting closets and emergency oxygen closets/cabinets. SWAT Mask SWATMask-32×32.png The SWAT mask behaves just like the regular gas mask, but it's much more scary. You can buy these from C.A.R.L., the Listening Post merchant, for 1000 credits a piece, where they're listed under “Scary Gasmask”, and the Leave no man behind! medal unlocks the ability to turn a regular gas mask into one of these. The Syndicate Battlecruiser has special versions of these that are acidproof (i.e. can't be melted by fluorosulfuric acid and the like) for use by Nuclear Operatives. Breath Mask Breathmask.png Links with an air supply to provide internals. All crewmembers begin with a box containing a breath mask, and they are readily available in lockers throughout the station. Medical Mask Medicalmask.png See Medical Objects. Same as breath mask. Sterile Mask Sterilemask.png See Medical Objects. Surgical Face Shield SurgicalFaceMaskV2-32×32.png See Medical Objects. Clown Mask Clownmask.png Honk! Click on yourself on Help intent to honk the nose! Cursed Clown Mask CluwneMask.png Mostly found on cluwnes, this horrible thing cannot be dropped or removed. Muzzle Muzzle.png See Medical Objects. Owl Mask Owlmask.png Hoot! Horse Mask Horsemask.png Imbues its wearer with the power of bad puns. Skull Mask SkullV2.png Spooky. See Construction. Wrestling Mask WrestlingMasks.gif ¡Mucha Lucha! These wrestling masks come in several designs inspired by real-life luchador wrestlers and typically appear in the Gym, often in their own special wardrobe. Balaclava Balaclava.png It's a ski mask with a fancy name. Fake Mustache Falsemustache.png See Syndicate Items. Hunter Mask PredatorMask.png See Hunter. Vapo-Matic Vapo-Matic.png Different slot, same functionality as the injector belt. Vocal Translator VoiceChangerNew.png See Medical Objects. Plague Doctor Mask Plauge doctor.png Spooky. Surprisingly functional: performs many of the same functions as gas mask. Sometimes appears in Cargo's Masquerade Crates. Gloves Some gloves change the way you fight, and some bestow certain protections. Fire-resistant gloves in particular make patting out people on fire both safer and more effective. Normally, if you click on someone who's on fire while you're on Help intent and your active hand is empty, you reduce how long they'll burn by 1.2 seconds, but you'll take 1-2 BURN in the process. If you're wearing gloves with at least 7% heat resistance, you reduce it by 2.5 seconds, and there's a 50% chance you won't take any BURN.
Item Image Description Insulated Gloves Glovesy.png See Engineering Objects. Stun Gloves Stungloves.png See Construction. Power Gloves Glovesy.png See Syndicate Items. Unsulated Gloves Glovesy.png They look like insulated gloves, but they actually provide no insulation at all, so they won't protect you from electric shocks at all. You can't use them for stun gloves. You can make them by pouring reversium on insulated gloves, you can sometimes spawn with them as an “heirloom”. They're also found in a few odd locales here and there, and Pianzi Huandan, a merchant accessible via the QM console, also sometimes sells these as “yellow gloves” . Black Gloves Glovesb.png Standard equipment for the detective, quartermasters, botanists, and miners. Using a pair of scissors, knife or similar tool on these gives you fingerless gloves. SWAT Gloves SWATGlovesSyndicate.png SWATGlovesNT.png Pretty much identical to black gloves, but they also protect from electrical shocks a fair bit and provide an 20% chance to deflect disarms, which include not only attempts to knock away your weapon but also shoves. Nuclear operatives start with these, while Nanotrasen Security Operatives start with the blue Nanotrasen variant. Combat Gauntlets SWATGlovesSyndicate.png Essentially a better version of SWAT gloves, found in the Knight loadout from the Syndicate Weapons Vendor. On top of providing the same heat and electrical protection, these give a 25% chance to deflect disarms, an upgrade from 20%. Fingerless Gloves FingerlessGloves.png These don't hide your fingerprints for obvious reasons. Can by made by using a snipping or cutting tool on black gloves. Latex Gloves Glovesw.png Sold by MiniMeds and available in Medbay, both out in the open and in latex glove boxes, which often have gloves in colors besides white, such as light pink or sea green. Partially obscure the fingerprints of those who wear them. Psychedelic Gloves ChameleonGloves.gif The result of a Chameleon outfit's gloves being hit by a Emp blast.. Cursed White Gloves Glovesw.png Lumpy and uncomfortable gloves found on cluwnes. Cannot be removed. Boxing Gloves Boxingglove.png WENT THE DISTANCE, NOW I'M NOT GONNA STOP, JUST A MAN AND HIS WILL TO SURVIVE. Concussive Gauntlets ConcussionGauntlets.png See Guide to Mining. Cleaning Gloves Rubbergloves (1).png See Janitor Eyes Item Image Description Sunglasses SunglassesV2-32×32.png Protects you from flashes and offers minor protection when welding. No longer standard security gear, but can be found around the station. Each Nuclear Operative also spawns with a pair. (Tanning) Sunglasses SunglassesV2-32×32.png Inferior versions of the above often found in the Pool. While they'll protect you eyes while you're tanning and make you look like Corey Hart, they won't protect you against flashes or other bright lights. They look just like regular ones, so you'll have to Examine them closely to see if they're the real deal. Security HUDs SecurityHUDV2-32×32.png See Security Objects. Optical Thermal Scanner OpticalThermalScannerV2-32×32.png See Security Objects. Meson Goggles MesonGogglesV2-32×32.png See Engineering Objects. Construction Visualizer ConstructionVisualizerV2-32×32.png Relic of the Construction Worker and the Construction Game Mode. Lets you see markers placed down by the Floor and Wall Designer and Window Planner and see invisible monsters and invisibility fields created by cloaking devices, chameleon cloaks, and darkness cloaks. Currently unobtainable. Psychedelic Goggles ChameleonGlasses.gif The result of a Chameleon outfit's goggles being hit by a Emp blast. Spectroscopic Scanner Goggles SpectroscopicScannerGogglesV2-32×32.png See Science Objects. Spectroscopic Monocle SpectroscopicMonocle-32×32.png See Bartender. ProDoc Health Goggles ProDocHealthgogglesV2-32×32.png ProDocHealthgogglesUpgradedV2-32×32.png See Medical Objects. VISOR VISORGogglesV2-32×32.png See Medical Objects. Prescription Glasses PrescriptionGlassesV2-32×32.png See Medical Objects. Medical Eyepatch Eyepatch.png Yarr! Obscures half the screen, naturally. Using it in-hand lets you which side it obscures. You can also use a screwdriver on it to create a little hole, allowing you to see normally. This should ideally while not wearing the eyepatch, lest you poke your eye out instead. Medical fabs can make these. Blindfold Blindfold.png See Medical Objects. Advanced Optical Thermal Scanner OpticalThermalScannerV2-32×32.png See Syndicate Items. Night Vision Goggles NightVisionGogglesV2-32×32.png Lets you see dark areas much more clearly, albeit with a mild green tint. However, flashes and flashers will stun you longer. Security Weapons Vendors offer these as one of many options under the Utility category, Security's Special Equipment Lockers have some, and a few pairs can be found on the Syndicate Battlecruiser and in the Armory. VR Goggles Vrgoggles.png Transmits you to a VR simulation. The public set loads the relaxation area. The detective's set loads up a private office (à la Heavy Rain). The scientist's set loads up the bomb testing simulator. Monocle Monocle.png Dapper. Noir-Tech Glasses NoirTechGlassesV2-32×32.png See Detective. Yellow Shades YellowShadesV2-32×32.png Just like Randy's. Ectoplasmoleic Imager EctoplasmoleicImagerV2-32×32.png Or just ectogoggles if you're lazy. Goggles that let you see–not but touch, shoot, or otherwise interact with–Ghosts, Wraiths, and Poltergeists. Found in a spooky Adventure Zone area. Peculiar Spectacles PeculiarSpectaclesV2-32×32.png They're peculiar because they're ectoglasses that let you see ghosts of all types, from regular ghosts to wraiths. However, they do not let you shoot them, stab them, hug them, or other interact with them beyond just pointing them. Found in a similarly-ghost themed Trench area and occasionally spawned due to spooky admin-only Random Events. Custom Glasses CustomGlassesV2-32×32.png Custom-made glasses made through the nano-fabricator. They're more than simple glasses; while they do not fix short-sightedness, they do protect from Disorient (Eye) stun attacks (e.g. flashes) based on their density. Shoes Walking barefoot will stun for a moment you and hurt you slightly if you walk over glass shards and mouse traps.
Item Image Description Shoes Shoes.png Black, white, brown, orange, all functionally the same. For the most part, they protect your feet from broken glass and mouse traps. Psychedelic Shoes ChameleonShoes.gif The result of a Chameleon outfit's shoes being hit by a Emp blast. Military Boots MilitaryBoots.png Offers more heat and cold resistance than regular shoes, though not by much, and reduces melee damage to the legs (and due to interesting design choices, chest and arms as well) by 1. More notably, they also make kicking and diving at people do 2 more damage. Security Officers, the Head of Security, the Captain, and Nuclear Operatives start with these shoes. Heavy Military Boots HeavyMilitaryBoots.png See Security Objects. Like military boots, but noisier! Galoshes Galoshes.png Prevents the wearer from slipping on most wet floors. Exclusive to the janitor, locked away in the Custodial Closet. Not immune to space lube and ice. Magnetic Boots Magboots.png See Engineering Objects. Mechanized Boots MechanizedBoots.png See Guide to Mining. Mechanised Diving Boots MechanisedDivingBoots.png See Guide to Mining. Moon Shoes MoonShoes.png The latest in trampoline-miniaturization technology. Cowboy Boots CowboyBoots.png No self-respecting rustler would be seen without a pair of these. Space Cowboy Boots CowboyBoots.png See Hunter. Cleats CleatsNew.png Expensive-looking boots worn by evil American football players. Has spikes on the bottom for extra hurt when kicking. Boom Boots BoomBoots-32×32.png See Syndicate Items Hi-Grip Assault Boots HeavyMilitaryBoots.png See Syndicate Items Combat Sabatons HeavyMilitaryBoots.png The combat sabatons that come with the Knight loadout used by nuke op are basically military boots, but better. They prevent slipping and have an ability that slightly slows you down but makes you immune to being thrown, pushed, pulled, or otherwise knocked back. Rocket Shoes RocketShoes.png See Construction. Magic Sandals Sandals.png See Wizard. You can also get these from the chaplain's wardrobe. Shackles Shackles.png See Security Objects. Clown Shoes Clownshoes.png Mock the poor soul who tries clowning without these. When worn, clown shoes have a small (0.5%) chance to make you slip and fall to the floor, making you stutter words for a while if you aren't wearing a helmet. Walking prevents slipping in the first slip, and once it happens, there's a 6-second coolcown before another slip can occur, because even clowns need mercy sometimes.
If you have dyspraxia (e.g. you are a Clown), you can insert up to 5 crayons into these and make it so the shoes sometimes automatically write the character you set for the crayon(s) as you move. You can remove the crayons by clicking on the shoes with an empty hand while they're in your off-hand. Cursed Clown Shoes CluwneShoes.png Cluwnes don't have it easy. Like all other cluwne items, these cannot be removed by the wearer. Flippers Flippers.png Flip, flop. Flip, flop. What possible use could these things have in space, you may ask? For swimming/wading through liquids (and the ocean!) faster, of course! Heels WhiteHeels.png Glamorous shoes you can buy with cash at a clothing booth. Makes recognizable stepping sounds and has no laces, meaning pickpocket gun has no effect on it, but does otherwise hurt your feet or impede your movement. Comes in white, black, and red varieties. The red variety can also be found from easter eggs, randomly-spawned gifts, and stockings. Dancin Shoes WhiteHeels.png These snazzy dancin' shoes reduce the cooldown on the *dance emote to 1.5 seconds, allowing you dance more often. This is an item you buy with Spacebux and can potentially keep through rounds. Custom Shoes WhiteShoes-32×32.png See Ore Processing Mary Janes Maryjanes.gif Dainty and formal shoes that make a pleasant clicking sound when you walk. Available at the Clothing Booth in four colors: black, brown, navy, and white. Belt In addition to belts, this slot can hold your PDA, most guns and the emergency oxygen tank.
Item Image Description Fanny Pack FannyPack.png Like a backpack you can wear around the waist, except it has only 5 slots. Unlike the majority of regular belts, fanny packs can be used to store guns and other normal-sized objects. Can be found hidden around the station such as in Cog1's Information Office. Every Tourist spawns with one in lieu of a backpack. Funny Pack FunnyPack.png Get it? Fanny pack? Funny? Funny pack? Anyways, this is a special fanny pack the Clown starts with. It works like regular fanny packs, so it can fit things normal belts can't and all, but it has 7 slots instead of 5, making it basically a substitute/replacement for a backpack. Mini Funny Pack FunnyPack.png Like your regular Fanny/Funny Pack, but it only has 3 slots. These can be ordered in the Comedy Equipment crate from Cargo. Syndicate Tactical Espionage Belt Pack SyndicateFannyPack.png It's not just a fanny pack, it's a “syndicate tactical espionage belt pack”. It's different because it has 7 slots! Nuclear Operatives can order these from their Syndicate Weapons Vendor. See there for more information. Pistol Belt PistolBelt.png See Syndicate Items Revolver Belt RevolverBelt.png See Syndicate Items Smartpistol Belt SmartpistolBelt-32×32.png See Syndicate Items Security Belt SecurityBeltV2.png See Security Objects. Utility Belt UtilityBeltV2.png See Engineering Objects. Psychedelic Belt ChameleonBelt.gif The result of a Chameleon outfit's goggles being hit by a Emp blast. Aurora Belt AuroraBeltV2.png See Engineering Objects. Medical Belt MedicalBeltV2.png See Medical Objects. Injector Belt InjectorBeltV2.png Once provided with a beaker, this fancy belt can be programmed to inject the user with stimulants when certain conditions are met, for example health thresholds or incapacitation. Can be bought from a space merchant. Mining Belt MinerBeltV2.png See Guide to Mining. Wrestling Belt WrestlingBeltV3.png See Syndicate Items. Trophy Belt HunterBeltV2.png See Hunter. Inner Tube InnerTube.png Lets you move through fluids much faster. A Pool-time essential. Ears Item Image Description Radio Headset Headset.png Generic headset used by some crew members. To speak into it, merely put a semicolon (;) before your words. One can also leave the microphone open to transmit everything within range or turn off the speaker to shut out the world. While the default frequency is 145.9, you may change that manually. Civilian Headset Civ headset.png Can also operate on the civilian frequency, 135.5. Used by the chef, barman, botanist, janitor, chaplain, staff assistant and other civilian jobs. You can make an extra one at a Uniform Manufacturer or Personnel Manufacturer. Security Headset Security headset.png See Security Objects. Can also operate on the security frequency, 135.9, by prefacing messages with :g. Research Headset ResearchHeadsetV3-32×32.png Can also operate on the research frequency, 135.4. Starting equipment for scientists. Speak to others in the Research department by prefacing your message with :r. Medical Headset Medical headset.png See Medical Objects. Can also operate on the medical frequency, 135.6, if you preface your message with :m. Engineering Headset Enginering headset.png See Engineering Objects. Can also operate on the engineering frequency, 135.7, by prefacing a message with :e. Shipping Headset Shipping headset.png Allows access to two channels: :h goes into engineering, :c into the civilian channel. Worn by quartermasters. Command Headset CommandHeadsetV3-32×32.png Default equipment for all heads of staff. Starting a message with :h addresses the command channel, :c broadcasts to civilians for the Captain and HoP, :g goes to security for the Captain and HoS. The CE may use :e to talk to his department. The RD and MD can use :r to speak to the research and :m to the medical staff respectively. Radio Show Host's Headset RadioShowHostHeadsetV2-32×32.png The Radio show host's Headset is the headset used by the Radio Show Host (natch). It comes with the same permissions as a Captain's Headset, but the icon for it is the Civ icon rather than a head or cap icon. Multifrequency Headset Multi headset.png Available in the research wing. Works like a regular headset that can be manually tuned in to channels other than 145.9. It's mainly used to have a private communication channel while doing telescience. Auditory Headset Deaf headset.png See Medical Objects. Earmuffs Earmuffs.png Found in the CE's locker. Wearing these makes you unable to hear anything and protect you against some auditory attacks, for example flashbangs (if worn in combination with sunglasses) and vampire / changeling screeches. Earplugs EarPlugs.png See Syndicate Items Military Headset MilitaryHeadset-32×32.png See Syndicate Items Cat Ears Cat-ears-new.png Made from sticking a headset into cat ears headgear, they retain the color of the headband and the functionality of the headset used. Antlers Antlers-32×32.png Same functionality as the cat ears, but now you look like a deer! ID Only three item classes can be carried in this slot, namely ID cards, the Dabbing License, and PDAs.
Back Item Image Description Backpack Backpacks gif.gif Your main storage space. Has 7 slots that can hold tiny- to normal-size items. You can move objects inside it around by click-dragging their sprites. To take it off your back, drag and drop it to an empty hand. Blocking with this can give you extra protection depending on how filled it is, at a cost.
Most jobs start with a plain grey one, but there are also blue, red, and green versions, which, save for the different palette and Examine text, behave identically. You can find more of them in personal lockers or make them at Uniform Manufacturers. In addition, there are also many other backpacks that come in completely different styles and have names besides just “backpack” but otherwise are mechanically alike. Captain's Backpack Capbackpack gif.gif Captain spawns wearing this. Like many backpack variants, it's not different from the regular backpack aside from looking much more gaudy and fancy. The default is green; the Brown Pants medal reward lets you make a red version, and the one for Icarus can make a blue variant. Medic's Backpack Medicbackpack.png Every Medical Doctor spawns wearing one of these. Aside from a different sprite, these function exactly like standard backpacks; they aren't restricted to medical items or whatever. Extras are can be found in medical uniform lockers in Medbay, often in staff room type areas, and, if applicable, the Medical Booth. NT Backpack NTbackpack.png Nanotrasen Security Operatives get one of these. Though visually different, these are mechanically same as normal backpacks. It's also available as a Spacebux purchase. Syndicate Backpack Syndiebackpack.png Behaves exactly like every other backpack, but it's in sinister Syndicate crimson and black. Everybody on the Syndicate side in the Pod Wars game mode gets this. Tactical Assault Rucksack TacticalAssaultRucksack.png Your typical backpack, but with a whopping 10 slots. Every Nuclear Operative spawns with one. Studio Monitor Syndicate bard amp.png An exclusive item to the syndicate bard. Without it, your guitar will fail to emit enough noise thus causing your debuff/buff songs to go flat. Additionally, the pack functions similarly to an intercom operating on the channel of 143.8, allowing you to enable speaker mode so your words can be heard across the waves. Additionally, your class crate will contain 2 of these allowing you to give an extra to a teammate to hear your sweet, sweet music no matter where they may go. Satchel Satchel gif.gif Functionally identical to backpack, down to some number of slots and special functionality while blocking, and somewhat less common. If you have the Fish medal (which most people get at some point), you can convert any backpack into its respective satchel counterpart by using the Check Job Rewards in the Commands tab and then picking the (Skin) Satchel reward. Green, blue, red, and plain ol' grey satchels are also found in personal lockers and can be fabricated at Uniform Manufacturers. Captain's Satchel Capsatchels gif.gif Mechanically same as your garden-variety satchel, but visually definitely more ostentatious. Obtained by using the Fish medal reward on a Captain's Backpack, as described here. Comes in green, red, and blue versions, depending on the color of the backpack used. Medic's Satchel Satchel medic.png While it obviously is white and red instead of grey, these work exactly like a normal satchel, with no extra benefits or drawbacks (aside from perhaps style differences). Found in medical uniform lockers in Medbay, often in staff room type areas, and, if your map has one, the Medical Booth. You can also use the Fish medal reward to transform a medic's backpack into one of these. NT Satchel NTsatchel.png Presently only available by using the Fish medal reward to make an NT backpack into this, as described here. Still functions like a regular satchel (which in turn functions identically to a backpack) Syndicate Satchel Syndiesatchel.png Use the Fish medal reward on a syndicate backpack, and this is what you get. Also used by a few Syndicate jobs that can only be enabled by admins. While it has a coat of crimson paint, it still behaves identically to a regular satchel. Rucksack Yellow Rucksack gif.gif Red Rucksack gif.gif See Spacebux Randoseru Randoseru gif.gif See Spacebux Travel Backpack Travel Backpack gif.gif See Spacebux Itabags Itabags.gif Itabag satchels.gif See Spacebux Studded Bags Studded satchels.gif Studded backpacks.gif See Spacebux Breadpack Breadpacks.gif See Spacebux Bearpack Bearpacks.gif See Spacebux Turtle shell backpack Turtle backpacks.gif Turtle satchels.gif See Spacebux Quiver Quiver.png See Ore Processing. Gas Tank GasTankAirMixV2-32×32.pngGasTankO2V2-32×32.pngGasTankSleepingAgentV2-32×32.pngGasTankPlasmaV2-32×32.png See General Objects. Jetpack JetpackV2-32×32.png JetpackMagTetherV2-32×32.png SyndicateJetpackMagTetherV2-32×32.png See Engineering Objects. Jetpack MKII JetpackMkII.png See Guide to Mining. Electropack Electropack.png See Science Objects. Grenade Bandolier GrenadeBandolier.png Holds up to seven grenades, grenade pouches, breaching/thermite charges, and grenade launcher shell boxes. In the code, but currently unavailable. Fuelpack Fuelpack-32×32.png See Murder. Transfer Tank Valve TransferTankBombBackpack.png Adding wires to a TTV lets you wear it on your back; the sprite changes depending on what's attached to it. Still works as a bomb.