Table of Contents
Vehicles
Space Pods
Space Pods are the ship's/station's pilotable support craft, capable of holding one pilot, a number of passengers depending on the pod's armor, and a variety of fun gizmos.
Pods can dock in the many Pod Bays on the station/ship as well as well the Mining Outpost, Research Outpost, and many other off-station locales. Of course, you can always stop near interesting places and take a spacewalk/seawalk.
How to build the damn thing is a different story. Grab your welding mask and get cracking!
Note: Public pods that already exist tend to spawn locked. You can randomly get the codes for them sometimes when your character spawns.
Flying the Pod
The pod's HUD. Getting inside the pod is easy enough. Either drag-and-drop yourself onto the pod or left-click on the pod and select the icon of a little stick figure entering something that says Board. The engine and life support start turned on.
Steering depends on whether or not your pod uses has treads, though in both cases you should be mindful of inertia. You should also try to avoid running into any solid objects; if you collide into something, you'll damage both your pod and the thing you smashed into, depending on the angle of the collision and the speeds at which you and the other object collided. To brake and stop yourself from smashing into something, hold SHIFT.
Regular pods without treads are pretty intuitive. You press up, the pod goes up. Press down, the pod goes down. Press up and left, pod goes northwest. Let go, and you'll continue moving in the same direction by inertia.
A basic direction change requires one press of the directional key. You'll still go careening where you were headed by inertia unless you press the same key again. So, if you're going left and you press down, you'll go southwest, and if you press down again, you'll go straight down.
Doing a 180 requires at least two presses: the first changes where you face, the second stops you but eventually gets you moving again. A third press will accelerate you much faster.
Pods with treads are a bit different, because directional controls are separated from movement controls. Up moves you forward in whatever direction the pod's facing, while down moves you backward, opposite the direction the pod's currently. It might be northward, it might be downward, it might be southwestward, again, it depends on the direction of the pod. Left and right turn your vehicle counterclockwise and clockwise, respectively, rather than going east or west. It takes a bit of practice, but turning is much easier:
A basic direction change requires just pressing either left or right. Even better, you smoothly turn and maintain speed rather than awkwardly careening in the previous direction, and diagonal movement is more like moving along an actual diagonal instead of going up/down & left/right really quickly.
Under ideal conditions, a 180 requires only holding down one of the directional keys. In tighter areas, you might have to press left or right again a few times to quickly turn the pod around.
While inside a pod, you can access the controls easily through the HUD interface or by left-clicking on the pod. Most are self-explanatory, some are a little more complex:
Name | Description |
---|---|
Access Main Computer | Will show you the components of the pod, just use the HUD icons instead. |
Toggle Hangar Door | Lets you open hangar doors by remote control. Type in their full name to open or close, not just the number like it tells you. Or you can just click the door control panel while inside the pod, provided your pod's comm system is online and of the correct type. Syndicate and Soviet ships for instance will be denied access to all hangars on the station. |
Create Wormhole | How you reliably get places. It will list existing navigation beacons within the ship or station's immediate area, including some strategically placed in advance. Once you select a location, it will create a portal to the beacon of choice right in front of your pod. Your pod must be stationary for this to work. |
Perform Scan | Gives a list of living people, critters, other pods, and hostile drones within 30 tiles of you, as well as their location relative to you and, if they're a drone, a threat level. |
Return To Base | Sets a course for the ship/station/outpost Z-level, and will send you there the next time you cross the border of the map. |
Star Lights | Basically headlights but IN SPACE! (or UNDERWATER! or WHEREVER!). Space itself and the seafloor are both pretty bright and well-lit; the Trench, the dark derelicts, and abandoned stations open to it, not so much. Bigger pods light up more area. |
If you think you'll end up in space for any amount of time outside your pod, wear a spacesuit, breath mask and oxygen tank. You'll be able to explore more and you won't die as fast. This should be obvious, but most people will just jump in a spaceship without much thought.
Dogf- er, Podfighting
Going out into space without an idea of where to go - indeed, your first trips will probably consist of figuring out where to go - will usually see you encountering some enemies, often in the form of Syndicate drones. Space is a wide-open area with a lot of room to chase, and critters oh so love to chase you; unless they get stuck on an obstacle of some sort, they'll hound your pod relentlessly - even into hangars that don't have the doors closed (or don't have doors at all!). This is very bad, as critters aggro pods like any other player, even when empty. Coming back from raiding a derelict only to see your pod reduced to scrap and the drone waiting to ambush you is a nightmare scenario in space.
Thus, your best option when encountering an enemy in space is to destroy it on sight. Some enemies don't have ranged attacks, but most of them do, and they like to be cheating bastards and shoot you diagonally while you can only shoot in four directions. But don't worry, in most cases your pod will be way more durable than the target, so hammer away at them with whatever weapon your pod of choice came with, and move on once it's destroyed. Note that some enemies have mean tricks that can mess with your pod in ways other than direct damage, so watch out for that. The important thing to remember is to fire while strafing and reversing. Once you get the hang of it, most simple drones aren't really a threat anymore.
Other players, on the other hand, can give you a hell of a time. Opposing players can be smart and try to board your pod with you in it: in most cases there's nothing you can do to shoo them out and then they can fuck with your pod's systems and movement, so practice some basic vehicle security and lock the damn door when you're piloting. Especially common in nuke rounds, but otherwise rare, is having to fight an enemy pod with your own. Most Syndicate pods will heavily outgun you, but it's not impossible to beat them if you have some good piloting skills (or steal one of their pods if they fail to practice aforementioned basic vehicle security).
You'll know a pod has taken a lot of damage if it sets on fire, and is near-death if it explodes. If it explodes a second time after that, then it's officially dead and you'll be ejected in a flaming heap before the pod detonates fully. Staying in the pod and waiting for the eject is bad, as the final explosion can hurt quite a bit, but if you're feeling spiteful then you can kamikaze into the thing that ruined your ride (Syndicate operatives in particular hate this). On the other hand, should you and your pod survive and you want to repair it, it's a simple as hitting it with a lit welder from the outside.
Types of Pods
Pods
The big ones that take up a 2 by 2 tiles of space. Their size has both benefits and drawbacks. They tend to have more health than MiniPutts, their podlights illuminate larger areas, and pod weapons fire two projectiles, one beside another, rather than just one, making it easier to score hits. At the same time, their larger size makes them unable to navigate narrow gaps and easier to hit, and they tend to be slower than their MiniPutt equivalents, e.g. a Syndicate pod is slower than a SyndiPutt, even though both have the same armor sets.
Item | Health | Capacity (Driver + Passenger) | Description |
---|---|---|---|
Light Pod Armor | 250 | 1 + 1 | Standard hull plating available to civilians. Light pods move faster than most other models, but can carry only one passenger. Numerous pods can be found in the main hanger and elsewhere on the station. |
Heavy Pod Armor | 500 | 1 + 2 | Heavier armor for prolonged dogfights. Law enforcement has access to command pods in the security hanger, along with everything needed to stop those spaceborne criminals. |
Syndicate Pod Armor | 500 | 1 + 2 | Almost exactly the same as the green variant. These pods have a large amount of armor, allowing them to take a decent amount of hits before going down, and can carry up to two passengers. The only readily available pods equipped with this armor are usually located on the Syndicate Battlecruiser, where its owners use it for dastardly deeds. This armor kit automatically installs a hatch locking mechanism. |
Industrial Pod Armor | 550 | 1 + 3 | Even stronger armor, at the cost of low speed. The miner's pods are equipped with this armor, and can carry three passengers. |
Strange Pod Armor | 700 | [data missing] | Stolen prototype NC armor system. It is stamped with the NovusCorp symbol and a lengthy list of classified warnings. Neat. Found in deep space in a dark, damp place of a very seedy establishment. |
Gold Pod Armor | 250 | [data missing] | Bling. Golden pod plating. Golden pods can move faster than all other pods. Also found in deep space. |
MiniPutts
MiniPutts use the same armor plating as the larger pods, and can be upgraded with the same components. They're usually quite fast, though they tend to be lacking in health.
Note that all MiniPutts can fit only one driver, with no passengers available (unless you get creative with cargo holds and such).
Item | Health | Description |
---|---|---|
Light MiniPutt Armor | 125 | A couple of civilian putts are parked on the station at the start of every shift. They are equipped with a phaser cannon, but aren't particularly speedy or durable. |
Heavy MiniPutt Armor | 250 | A fast and heavily armored attack craft. |
Syndicate MiniPutt Armor | 250 | The Syndicate's version, which appear in the Nuclear Operatives' Syndicate Battlecruiser. This armor kit automatically installs a hatch locking mechanism. |
Industrial MiniPutt Armor | 275 | Slow and sluggish in combat, but quite sturdy. Available to the engineering department. |
Strange MiniPutt Armor | 300 | Heavily armored. |
Gold MiniPutt Armor | 125 | The fastest MiniPutt by a considerable margin. |
Strelka | 225 | Usually found parked on a derelict Soviet spaceship. Comes with a prismatic laser array by default, but cannot be assembled by hand. |
IridiPutt | 400 | An experimental vehicle based on the Syndicate's IRIDIUM project. Cannot be assembled by hand. |
Escape Pod | 60 | Escape pods are custom-built from random bits and pieces left over in the hangars to make sure escapees are carried away from the confines of the station. Unlike regular putts, the escape pods all have autopilots. When the escape shuttle is in transit, they have a chance to join it, allowing for a brief but treacherous jump over to the main shuttle… and an smaller chance to catastrophically fall apart and explode. Cannot be assembled by hand. |
Emergency Pod | 140 | A surprisingly sturdy pod created by emergency pod fabs. Don't let the Examine text or startling appearance to escape pods fool you; they won't explode or malfunction upon use, are still fully controllable, and can be used multiple times. While they can't be repaired or outfitted with extra/different components, they are much faster than regular models. |
Minisubs
The underwater version of miniputts. In addition to the usual components, they also come an extra “locomotion” slot for treads, so their controls are a little bit different from what you're used to. All the other components otherwise use the exact same parts as space-faring pods. Also, if a minisub collides into a wall or other obstacle, it damages the sub a bit. If a minisub collides into a person at high speed, it damages the person and can very briefly stun them.
Item | Health | Capacity (Driver + Passenger) | Description |
---|---|---|---|
Minisub | 100 | 1 + 3 | The generic yellow submarine, with a modest 100 health and room for one driver and two additional passengers. By default, it has no weapons or secondary systems, not even a cargo hold. |
Civilian Minisub | 100 | 1 + 3 | Standard hull, ostensibly designed for transport. Comes with a cargo hold and space for one driver and two passengers. A fairly common sight, found in Docks and Submarine Bays. Can be constructed with light pod armor. |
Engineering Minisub | 100 | 1 + 3 | A teensy bit slower than the rest, though not by very much, and still as durable as standard models. Starts with industrial utility arms for heavy-duty construction foam spraying. |
Heavy Minisub | 130 | 1 + 3 | A sturdier version of the civilian minisub. It can by made by constructing a minisub with heavy pod armor. |
Mining Minisub | 130 | 1 + 3 | At 130 HP, this sturdier-than-average sub can tank more fishdrone attacks and collisions into walls than normal minisubs, a great boon down in the Trench. The Miners start with several in their department hangar or outpost on underwater maps. |
Industrial Minisub | 150 | 1 + 3 | A constructable pod even stronger than the heavy minisub. It can by made by constructing a minisub with industrial pod armor. It is built for combat and deep sea exploration. |
Security Minisub | 150 | 1 + 3 | Robust 150-HP armor for more prolonged sub-on-sub action, though still just as fast as the standard models. Because they by default are equipped with a Robustco Security Communication Array, they can open ALL hangar doors, i.e., they can enter the Security Dock, which other subs cannot. Fits three people and comes equipped with pod tasers. |
Syndicate Minisub | 150 | 1 + 3 | This black, red, and evil all over sub replaces two of the regular Syndiputts on the Syndicate Battlecruiser during Nuclear Operative rounds on underwater maps. It fits three people, comes with a Pod Locking Mechanism, and boasts 150 HP with standard sub speed. |
Strange Minisub | 175 | 1 + 3 | A rare and particularly well-armored minisub. It can by made by constructing a minisub with strange pod armor. |
Cars
A special subset of minisubs that shares the same control scheme. Like minisubs, they can readily turn to and move in all 8 directions, cross station, space, and seafloor tiles, and collide into people, walls, and other solid objects. Unlike minisubs, they use wheels instead of treads, so they can only turn while in motion (i.e. moving forward or backward), making entertaining screeching sounds in the process.
Item | Health | Capacity (Driver + Passenger) | Description |
---|---|---|---|
Truck | 90 | 1 + 3 | A Toriyama-Okawara AV-92 personal mobility vehicle, aka a truck. Has 90 health. Pretty rare. If you see one, it means that the driver's gone a shopping spree in an underwater mall, that the driver has nabbed it from underwater racetrack, or that someone is up to shenanigans. |
Security Patrol Car | 110 | 1 + 3 | A car that be ordered by gang members for a considerable sum of gang points, meaning the driver is most likely someone who isn't a cop. It has 110 health and is equipped with pod tasers. In addition, in lieu of the usual Star Lights pod light system, it has Police Lights that flash red and blue and go weewoo. |
Pieces of the Pod
Note: See Guide to Mining for an overview of the ore classifications.
Upgrading the Pod
Before you add or replace any components, you first must open the maintenance panel by left-clicking the pod and choosing the jumbled circle icon that says “Show Parts Panel”. To add a part, click on the pod with the part in your active hand while the panel is open. To replace an existing system (like the engine), click the pod with an empty hand while the maintenance panel is open to bring up an interface for adding and removing installed systems. The maintenance panel cannot be manipulated if the pod is locked, however, or if someone is in the pod.
You can also change the gas mix used for the engine and the gas mix used for the pod's life support system, though this doesn't have much of a use other then to suffocate the people in the craft with phoron.
Secondary Systems
Item | Power Used | Resource Cost | Description |
---|---|---|---|
Cargo Hold | 0 | 20 Sturdy Metal | Standard equipment of all pods. Use the HUD icon to load/unload nearby cargo. You can also load/unload items by drag-and-dropping them onto the pod or an adjacent tile respectively. The cargo hold accepts crates, canisters, air pumps, air scrubbers, space HVACs, large artifacts, bots, mop bucket, dead bodies, and the nuclear bomb. |
Small Cargo Hold | 0 | N/A | Standard equipment of all putts. Works the same as the larger model, but can only store one object at a time. |
Ore Scoop/Hold | 0 | 20 Sturdy Metal, 10 Conductive Material | Heavy-duty version of the ore scroop with a maximum capacity of 300 pieces of ore. Install and activate the system, fly over ore to collect it, drag & drop the pod onto an adjacent tile to empty out the hold when necessary. This component spawns near the mining pods. |
Tractor Beam | 80 | N/A | Pulls one item (small or large) towards the pod. The tractor beam is controlled through the secondary system HUD icon: select a target to activate the beam, or use the icon again to shut it down. A couple of tractor beam modules can be found in the security pod bay. |
Ship Navigational GPS | 50 | N/A | Displays your current coordinates. |
Syndicate Explosive Entry Device | 0 | N/A | This upgrade turns the pod into a flying bomb. On contact with the station, it will crash through a limited number of normally impenetrable (for a pod) obstacles such as walls, windows or regular floor tiles and then blow up, creating a sizable explosion. The pilot can either bail out before impact or choose to rely on the automatic ejection system. Once activated, the SEED cannot be shut down or disarmed. |
Medusa Stealth System 300 | 250 | N/A | More Syndicate hardware. Takes a huge chunk of power to run, but will cloak your pod from the naked eye. Other pods, cyborgs and people with thermals can still see you. |
Syndicate Rewind System | 50 | 8 Sturdy Metal, 12 Conductive Material, 16 Crystal, S.W.O.R.D. Engine Core | An extra special Syndicate pod system made from the Engine Core of the S.W.O.R.D. When activated, takes a snapshot of your pod's health. Five seconds later, it will rewind to that health value if it's higher than the current pod health value. |
Comm Systems
Item | Power used | Resource Cost | Description |
---|---|---|---|
Robustco Comm Array | 10 | N/A | Default communication array for most pods and putts. |
Robustco Security Communication Array | 10 | N/A | The default communications array for Security pods, putts, and minisubs. Lets the pods interface with all of the station's pod bay hangar doors, including the Security Dock's, which most other pods cannot go through. |
Radioarbeiten Comm Array | 10 | N/A | Used by Syndicate ships and the Strelka. Cannot interface with NC pod hangar doors. |
MagicaTech Communication Array | 10 | N/A | Used by Wizard ships. Cannot interface with NC pod hangar doors. |
NC Magnet Link Array | 30 | 10 Sturdy Metal, 20 Conductive Material | Remote control for the mineral magnet (7 tile range) intended as an upgrade for mining pods. This array doesn't have a built-in radio or external speaker. |
Sensors
Item | Power used | Resource Cost | Description |
---|---|---|---|
Standard Sensor System | 20 | N/A | It's a basic sensor system that comes standard with all pods and putts. |
Conclave A-1984 Sensor System | 35 | 1 Power Source, 5 Crystal, 2 High Energy Conductor | Essentially the same as the standard sensors, with the added bonus of upgrading the pod with optical mason scanners and a geological scanner for mining asteroids. |
Main Weapons
Item | Power used | Resource Cost | Description |
---|---|---|---|
Class-A Light Phaser | 65 | N/A | A weak phaser weapon, preinstalled on some putts at round start. |
Mk.1 Combat Taser | 50 | N/A | Pods shooting tasers! Complementary equipment for security's command pods. Taser shots disable the random systems in hostile crafts and stun the driver, making them useful for stopping pod-borne criminals. They, of course, stun people on the ground/not in pods too. |
Mk 1.5 Light Phasers | 65 | 15 Sturdy Metal, 15 Conductive Material, 15 Crystal | A pair of weak phaser weapons. |
Mk.2 Scout Laser | 100 | N/A | Pods shooting lasers! The Head of Security (or people who find their own way in) has access to a couple of these in the armory. |
Mk.3 Disruptor | 65 | N/A | Pod-mounted variant of the disruptor gun. Deals a minor amount of burn damage and also stuns people, even if they're in a pod, so it effectively combines the characteristics of the phaser and taser. |
Svet-Oruzhiye Mk.4 | 65 | N/A | Better known as the prismatic laser. The Soviet counterpart to NovusCorp Scout Laser weaponry. |
SPE-12 Ballistic System | 66 | N/A | A pair of linked guns firing kinetic cluster shot. Basically dual shotguns. Available to nuclear operatives. |
Assault Laser Array | 350 | N/A | A slow-firing pair of heavy lasers, which set people on fire and can destroy walls. Where you buy this is another question. |
Heavy Disruptor Array | 180 | N/A | Fires heavy disruptor shots. Its power roughly matches that of the assault lasers, but doesn't cause unintentional damage to walls. |
40mm Grenade Launcher Platform | 65 | N/A | This autocannon fires explosive shells akin to pipe bombs. Unlike other pod weapons, it requires ammunition (namely 40mm grenades) but comes with 14 shots by default. To check the current ammo count or reload the weapon, open the maintenance panel and insert grenades if necessary. Devastating to pods, station, and personnel alike. Try not to fire it point-blank to the pod, dumbass. |
Syndicate Purge System | 65 | 8 Sturdy Metal, 12 Conductive Material, 16 Crystal, S.W.O.R.D. Engine Core | A devastating Syndicate-styled laser made from the S.W.O.R.D. Engine Core. Shoots up to four tiles in front of the pod to destroy walls and floors and deal moderate amounts of damage to anyone in the affected area. Does not shoot diagonally. |
Industrial Utility Arms | 65 | N/A | Consists of two systems. The foam nozzle (activated by default) dispenses a small patch of metal foam to repair hull breaches without the need for EVA gear, whereas the cutter blades are useful for mining or as a general-purpose weapon. To select between the two, left-click on the pod while you're in it and choose Access Main Computer icon and click on the underlined Industrial Utility Arms entry. Available in engineering. |
Mining Phaser System | 1 | N/A | Shoots weak phasers that can break rock in two hits but can barely damage ore-bearing rock, people, fish, or monkeys. Starting equipment for mining minisubs. |
Plasma Cutter System | 130 | 10 Power Source, 10 Dense Metal | Shoots bolts of plasma that instantly dig up asteroids. Available in the ship component fabricators. |
Rock Drilling Rig | 100 | 10 Power Source, 10 Dense Metal, 20 Extraordinarily Dense Crystalline Matter | This IS a drill. As in one that quickly digs up asteroids, albeit one row at time unlike the plasma cutter. Surprisingly decent in cutting up other pods (and people) too. Available in the ship component fabricators and a rare find in abandoned crates. |
Engines
Item | Power generated | Resource Cost | Description |
---|---|---|---|
Rickety Old Engine | 200 | N/A | This engine will only make a warp jump. Once. Very slow, generally bad, and found only in escape pods. |
Warp-0 Engine | 190 | N/A | The engine used in the pod/sub those with the Pilot trait start with. It cannot make wormholes. |
Warp-1 Engine | 200 | N/A | The standard engine of all pods and putts. Will be equipped automatically when you install the engine manifold component. |
Helios Mark-II Engine | 300 | 20 Sturdy Metal, 10 Dense Metal, 15 High Energy Conductor | Produces more energy, giving you more power for better weapons and upgrades, and is slightly faster than a standard engine. |
Hermes 3.0 Engine | 500 | 20 Dense Metal, 20 High Energy Conductor, 5 Power Source | Produces even more energy for high-end pod weapons and modules, but is slightly slower than a standard engine. |
Locomotion
An extra slot found only on minisubs and land vehicles. They can't drive if this slot has nothing in it.
Item | Power used | Resource Cost | Description |
---|---|---|---|
Treads | 0 | N/A | Common to all the minisubs of Oshan Lab. Vehicles with treads can travel on both station and seafloor tiles and face all 8 directions, allowing for easier, narrower turns. However, the controls are… a bit unusual. |
Wheels | 0 | N/A | Standard equipment for cars. Handle similarly to treads, but the vehicle can only turn while moving forward or backwards. |
Other
Item | Power used | Resource Cost | Description |
---|---|---|---|
Pod Locking Mechanism | 0 | 5 Crystal, 10 Conductive Material | Controlled through the HUD interface. The user can lock the pod and set a four digit code for the lock. Players can leave a locked pod without issues, but must click on the pod with an empty hand and enter the four digit code to unlock the hatch. Pods can still be dismantled while they're locked, so don't park your shiny new ride in a bad neighborhood, or it'll be stripped on blocks by the time you return. |
Paint Job Kit | 0 | N/A | Pimp My Space Ride! Simply apply the kit to a finished pod or putt. A variety of kits are available from different space merchants. |
Life-Support System | 20 | N/A | A mandatory pod system that will keep it supplied with oxygen and be a guarantee of a healthy temperature in the pod. Don't take it out or deactivate it in space, unless you have a space suit and internals, or unless you want to die. |
Star Lights | 30 | N/A | Something that will keep your pod and the surroundings visible in the deep dark space. |
Building the Pod
Certain Pod Bays are equipped with a ship component fabricator capable of manufacturing the parts needed to make a space-worthy pod. However, this is not your average puzzle or toy building blocks set! This dirty, hard and laborious process requires patience and a bit of materials. Minisub parts replace MiniPutt parts on underwater stations.
Try and keep the hanger doors closed when you are building the pod itself, unless you wish to suffocate. If pods are flying in and out of the hanger when you are working in said hanger, there should be a button on a wall in the room somewhere (not the one right next to the hanger doors that looks like some kind of microchip; you can only use those when in a pod) which opens/closes the doors. With this, you can close the doors as soon as a pod leaves/enters to minimize air loss.
Pod Armor
You can't replace a pod's armor once it is already built, so consider the options carefully. MiniPutts, minisubs, and 2×2 pods all share an armor kit, i.e. unlike with frames, engine manifolds, and other parts used for pod construction, there isn't a separate set of armor for constructing MiniPutts, minisubs, and full size pods.
Item | Resource Cost | Description |
---|---|---|
Light Pod Armor | 30 Sturdy Metal, 20 Conductive Material | Standard hull plating available to civilians, and the armor used for civilian C series pods, Civilian Minisubs and MiniPutts. Pods made with light armor move faster than most other models, but tend to have limited passenger space. Can be manufactured at ship component fabricators. |
Heavy Pod Armor | 30 Sturdy Metal, 20 Dense Metal | Heavier armor for prolonged dogfights that can be created at ship component fabricators. Pods with this armor are named some form of “Pod T”, “Heavy Minisub”, or “NanoPutt” followed by some numbers. |
Syndicate Pod Armor | N/A | Almost exactly the same as the Heavy Pod Armor, but this kit automatically installs a hatch locking mechanism. This cannot be manufactured; instead, it sold by the Listening Post merchant. Pods with this armor have “SyndiPutt”, “Syndicate Minisub”, or “Pod S” in their names. |
Industrial Pod Armor | 25 Dense Metal, 10 High Energy Conductor, 5 High Density Matter | One of the stronger armors and ample passenger space, with the drawback of low speed. Like other pod armor sets designed for standard station-use, they can be manufactured at ship component fabricators. The I-series industrial pods, Industrial Minisub, and IndyPutts have this armor. |
Strange Pod Armor | N/A | Stolen prototype armor system and the secret behind the XeniPutt, Strange Minisub, and X series pods. It is stamped with the NovusCorp symbol and a lengthy list of classified warnings. Neat. Sold in deep space in a dark, damp place of a very seedy establishment. |
Gold Pod Armor | N/A | Bling. Pods with golden pod plating are named some variant of either “Pod G” or “PyriPutt”, followed by some numbers. Golden pods can move faster than all other pods. Another armor sold by a merchant in deep space. Gold armor is not compatible with Minisubs. |
Construction Parts
These miscellaneous circuits and gadgets are essential for constructing your very own space pod. They are all manufactured at a ship component fabricator.
Item | Resource Cost | Description |
---|---|---|
Pod Frame Kit | 30 Sturdy Metal | The most basic part of the craft is the frame. A mass of jumbled-together metal bars and beams that need assembled to produce the frame of the pod. You start your piloting career here. |
MiniPutt Frame Kit | 15 Sturdy Metal | Ditto. |
Minisub Frame Kit | 15 Sturdy Metal | Ditto. |
Pod Circuity | 5 Crystal, 5 Conductive Material | A box of electrical components needed for the pod to work. |
MiniPutt Circuity | 2 Crystal, 2 Conductive Material | Ditto. |
Minisub Circuity | 2 Crystal, 2 Conductive Material | Ditto. |
Engine Manifold | 10 Sturdy Metal, 5 Conductive Material | Needed to propel the pod. |
MiniPutt Engine Manifold | 5 Sturdy Metal, 2 Conductive Material | Ditto. |
Minisub Engine Manifold | 5 Sturdy Metal, 2 Conductive Material | Ditto. |
Pod Control Interface | 10 Crystal, 10 Conductive Material | Can't fly a pod well without controls, right? |
MiniPutt Control Interface | 5 Crystal, 5 Conductive Material | Ditto. |
Minisub Control Interface | 5 Crystal, 5 Conductive Material | Ditto. |
Other Vehicles
There are many different vehicles that can be found for all of your drunk driving needs. For the most part, beginning your alcohol-fueled joy ride is as easy as click-dragging your character sprite onto the vehicle or right-clicking the thing and picking “enter”. Should some hooligan steal your ride, hit the vehicle with Disarm or Harm intent to shove them out, momentarily stunning them and giving you ample time to reclaim your ride.
Segway
The Security department's (and for some reason, Medical's) personal fleet, and the proud vehicle of mall cops across the country. Surprisingly robust for something meant to be a joke item. It's the fastest non-antagonist vehicle in the game, barring pods, and if you run into anyone while riding it, it will fling you over the handlebars, stunning both you and the person you ran over for a while. It also has lights and siren so that you can warn people to get out of the way. Be aware: if you get blinded by a flash's areaflash while on this thing, you don't just get stunned, you also get ejected from the segway.
As with all vehicles, you cannot use weapons while on a segway. However, if you use a mop or rod in-hand, you can raise it like a lance. If you collide into someone who's done the same, you'll joust each other, leading a variety of outcomes, ranging from just losing your hat to getting smacked in the face and knocked off your segway.
The segway can also be emagged. This makes it so that when you crash into someone while on a segway, you aren't flung off the thing. It's possible to tell if a segway is emagged by inspection; when Examine-ed, the description will say that “It looks like the safety circuits have been shorted out”. The act of emagging it is also rather obvious; people nearby will see it because they'll get a message like “The Space Segway beeps ominously”, and they'll hear it too because emagging it also causes the siren and lights to go off.
Buff-R-Matic 3000
The Janitor's personal vehicle, and overall an upgrade over the standard mop and bucket. It can clean the floors simply by moving on them while the buffer's on, much faster than any mop could. The buffer itself drives pretty slowly, but it still mops up floors if you have it set to dry and drag it over the floors, which lets it outspeed the mop. If you switch out the massive (1700+ units!) reservoir of water and space cleaner with other chemicals, you can do far more than just clean. Expect to be pushed off frequently due to the fact that you're making everyone fall on their ass. And then it will be stolen and spaced or used to make everyone else fall down.
Forklift
Designed for moving crates around the QM department. Cargo Bay, naturally, has one, while others occasionally appear in the Warehouse or Disposals areas. Features space for up to three crates or one pallet, free access through plastic flaps, and an amber emergency light (accessed through the Forklift tab) to warn crew that you're coming through and light your way a little bit. To load the crates, get in the forklift and click drag the crate onto the forklift sprite. To unload them, click on the Forklift tab on the right of your display, and choose “drop crates”.
Also surprisingly versatile for antags. Not only can the forklift be disabled and turned into an improvised barricade with a screwdriver and pair of wirecutters (use some wire then a screwdriver to reverse it), but it is also handy for kidnappings and hiding bodies. The AI cannot track you while you're inside the forklift because it completely hides your identity, anyone yelling at you from the outside will have to use the radio or you can't hear them, and if someone is in a crate, their screams for help will actually be seen as them being inside the forklift and not the crate.
There's a catch though: you're still vulnerable to attacks while in the forklift. People can attack the forklift itself to hit you, which will also knock you out of the vehicle, and tasers, lasers, and other projectiles can still affect you, though you'll still remain in the forklift.
Noticeably, it handles quite differently than all the other vehicles. It will keep moving without you if you don't apply the brake (accessible through the Forklift tab), even if you get pushed off or get out to activate a computer or something. In fact, unlike other vehicles, it's actually impossible to stop this thing without applying the brake or running into a wall/solid object. You can't stop it by letting go of your movement keys; the forklift will continue on in the direction it was going without your input. If you put a suitably large object in its path, it'll stop, but if you remove the object, it keeps going.
Doesn't run people over, sadly, or recreate that scene from Final Destination 3 where it knocks over shelving. Also, if you run into the crusher it'll eat the forklift but safely eject you so you can run, unlike other vehicles! Note that attempting to flip while inside one will give you a concussion and knock you unconscious.
Clown Car
A fun Traitor vehicle. Enter wearing at least two Clown clothing items and prepare for fun. Run people over to give them brute damage and a stun, letting you hop out and stuff them into your car via drag and drop or manually grabbing them. You can fit up to 30 people in the backseat. Even comes with a fun horn!
Crashing into a wall (though not any other solid object) will fling the driver through the windshield and occasionally the passengers too. Anybody clicking on the car with an empty hand can open the door to let them out.
M.U.L.E.
The M.U.L.E can do far more than just carry crates; it can also be ridden like a surf board! It even drives itself! Simply climb on board and set your destination with your PDA program! Cut the speed limiter wire for the best, most GTA-esque experience. If you're a traitor, you should also remove the safety and watch in glee as it runs everyone over while you scream “GET THE FUCK OUT OF MY WAY!” over the radio!
Utility Tractor
Essentially a airport baggage cart that's also a freight train. Found in Tech Storage, Customs, and/or Cargo Bay on some maps. Can transport crates, items, humans, ANYTHING, just by dragging and dropping its sprite onto an adjacent cargo cart. Connect new carts to it by dragging and dropping additional carts to the last cart of the tractor train. Drag and drop again to disconnect the carts. Strangely enough, only the actual tractor is solid, so other players can walk through the cargo carts with ease. Even stranger, it shares the same taser and laser immunities as the forklift.
Just be careful when connecting carts from a different utility tractor train. They tend act a bit… strange.
These can also be connected to storage carts (e.g. forensics carts, trash carts), using the same click-drag method as the cargo carts. However, while you can attach it to the end of a cargo cart like a caboose, you cannot attach another storage cart or cargo cart after it or link it directly to the tractor.
Security Wagon
A blue version of the above located in Cog2's general Security area. Can be used for moving crates and valuables and transporting cuffed prisoners… or parading them around like in a tar and feathering.
Skateboard
Totally gnarly transportation, available exclusively from either Abandoned crates or Josh, a radical merchant you can talk to through the QM Console. In the far future, anyone can skate! Humans, Cyborgs, meatcubes, Ghostdrones, AI shellbots–anyone! Just click-drag yourself onto it, and you'll immediately, impeccably start skateboarding. You'll be quite slow at first, but as you do more SICK TRICKS off tables, racks, and other sorts of things, you'll go faster and faster and faster–much faster. Eventually you'll go so fast that you actually phase through walls through sheer hardcore skating. Just, try not to collide into a wall or someone not skateboarding on the way.
Things you can skateboard on:
- Tables, plain, reinforced, wood, glass, metal, whatever.
- Girders.
- Lockers.
- Racks.
- Crates.
- Doors.
- Asteroid rock walls.
- Space Pods, including Syndicate drones.
Things you can't skateboard on:
- Basically anything that's not solid. You'll just go through them though, rather than colliding and falling off.
- Walls.
- Windows.
- People. (It's fine if they're also on a skateboard, fine though.)
Martian Rover
You have to repair it first with various parts scatted about the outpost, but once you do, it's pretty awesome. Specifically designed to resist dust storms, it's also similar to the forklift in that it completely hides your identity while you're inside it.
Go-Kart
A fun virtual vehicle! Drag and drop your character on it and race for the finish line! Pick up power-ups and ride the yellow arrows for massive speed boosts! It's mainly only used in the VR world, but sometimes they're found on the station, usually through Admin shenanigans. Unlike many other vehicles, you cannot be pushed off a go-kart.
Pods and Putts
Your own personal space ship! Space pods can be equipped with a variety of weapons, tools, and other machines for many different jobs, from combat to mining to repairwork. They control much like you and I, but they can move in all eight directions and have a bit of inertia.
Minisubs
The underwater map's Space Pod equivalent, with many of the same components. The key difference is that they get an extra slot for treads, allowing them to travel on both ocean floor and station floor tiles. Instead of standard WASD controls though, they have tank controls, meaning A/Arrow Left and D/Arrow Right actually turn the vehicle leftward and rightward, instead of merely moving it left and right.
Cars
A rare specimen, only available from certain vendors and Admin shenanigans. One is rumored to be hidden in the walls of the maintenance tunnels. Like subs, they can travel on space, ocean, and station tiles, go in all eight directions, and collide into people for the authentic GTA-experience. Like actual cars, they must move forward or backward to face another direction.
Rideable Cats
Rare creatures, only found via admin shenanigans, that are identical in function to segways. Only they're cats.
Cluwne Car
A horrendous chariot of torture to the eyes. Enter wearing a full set of Cluwne gear and prepare for gut wrenching nightmares. Run people over to give them brute damage and a stun, letting you hop out and drag them to their doom.
Crashing into a wall (though not any other solid object) will fling the driver through the windshield as to give its victims a chance to catch their breath. Avoiding walls will not be enough as the car is a flaming pile of shit and may choose to eject its user for no reason whatsoever.
Adminbus
The single most dangerous item on this entire list, laying waste to all it touches.
Get in.
Large Vehicles
(Tanks, fightercraft, APCs, and more.)
Dropships
Dropships have an assortment of components that can be manufactured in the dropship component manufacturer, which provide upgrades or augmentations to their abilities on the battlefield.
Items Creatable
Name | Type | Materials Required | Description |
---|---|---|---|
Surgery table module | Interior | 100 DP | Works exactly like the surgery table. Note: Only useful to roles that are skilled in surgery. |
Smartgun deployment module | Interior | 300 DP | This installs a M56D-Smartgun with an included sandbag-nest. Comes loaded with 1500 bullets to defend your ship. |
Minigun deployment module | Interior | 450 DP | This installs a MG-2005 Minigun with an included sandbag-nest. Comes loaded with 1000 bullets to defend your ship. |
Heavy recoilless rifle deployment module | Interior | 1000 DP | This installs a Heavy Recoilless Rifle with an included sandbag-nest. Comes loaded with 1 shell to defend your ship. |
TE-9001 Heavy Laser deployment module | Interior | 500 DP | This installs a TE-9001 Heavy Laser with an included sandbag-nest. Comes loaded with 15 charges to defend your ship. |
ATR-22 Heavy Dualcannon deployment module | Interior | 300 DP | This installs a ATR-22 Heavy Dualcannon with an included sandbag-nest. Comes loaded with 150 bullets to defend your ship. |
Launch bay | Interior | 400 DP | Allows you to launch UAVs from the dropship while in transit. |
Fuel enhancer | Interior | 800 DP | Improves the efficiency of the fuel system, extending time between refueling by 50%. |
Cooling system | Interior | 800 DP | Allows dropship to operate safely in high-temperature environments without overheating. |
Spotlight | Electronics | 300 DP | These Spotlights need to be activated with the Weapons Control Console and turn off every time the Alamo launches. This illuminates the Landing Zone. Good for those that are afraid of the dark. |
Targeting system | Electronics | 800 DP | Increases the accuracy of the weapons of the Dropship. |
LZ detector | Electronics | 400 DP | This will allow the Pilot to view the Landing Zone where the Dropship is heading. Only works when the Dropship is in the air. |
Sentry deployment module | Weapon | 500 DP | These sentries need to be deployed with the Alamo Weapons Control console and get undeployed every time the Alamo launches. they can not be modified and can only fire in the direction they are facing. They have 150 health, 50000 rounds and fire in bursts of 10 but are very inaccurate. They can be repaired with a blowtorch. if they are destroyed you can remove them with the powerloader and placed back on to fix it. |
GAU-21 30mm cannon | Weapon | 400 DP | A GAU-21 to use for gun runs. |
Rocket pod | Weapon | 600 DP | A rocket pod capable of holding a rocket. |
Minirocket pod | Weapon | 600 DP | A minirocket pod capable of holding minirockets. |
Laser beam gun | Weapon | 500 DP | A laser beam that fires a long line of fire that burns targets. The flames are short lived. Most reliable weapon due to its low travel time. |
PGU-105 30mm Anti-tank ammo crate | Ammo | 150 DP | An ammo crate of High Velocity 30mm Capable of fitting in the GAU-21 30mm Cannon. Has 200 rounds, each time it is fired uses 20 rounds for a max of 10 shots before being empty. Travel time of 5 seconds from high orbit. Creates small explosions on the impact site. |
PGU-100 Multi-Purpose 30mm ammo crate | Ammo | 75 DP | An ammo crate of 30mm. Capable of fitting in the GAU-21 30mm Cannon. Has 200 rounds, each time it is fired uses 20 rounds for a max of 10 shots before being empty. Travel time of 6 seconds from high orbit. Creates small explosions on the impact site. |
High-Capacity laser battery | Ammo | 200 DP | A High Capacity Laser Battery capable of fitting in the Laser Beam Gun. Has a charge of 100 with each shot consuming 10 charge for a max of 10 shots before being empty. Travel time of 1 second from high orbit. 120 Fire + 20 Fire stacks. |
AIM-224 'Widowmaker' | Ammo | 75 DP | A rocket capable of reaching its target fast. It is the least powerful rocket. Travel time of 3 seconds from high orbit. Explosion range 2, 4, 6. |
AGM-227 'Banshee' | Ammo | 150 DP | A rocket capable of clearing large areas. It has a wide range. Travel time of 4 seconds from high orbit. Explosion range 2, 4, 7, fire in six tile radius. |
SM-17 'Fatty' | Ammo | 200 DP | A cluster type rocket. Explodes in the center, and then 8 more explosions after 3 seconds around. Travel time of 4 seconds from high orbit. Explosion range 2, 3, 4 for each. |
GBU-67 'Keeper II' | Ammo | 300 DP | A bomb designed to devastate armoured targets. It has a less blast radius but is more powerful in the center. Travel time of 4 seconds from high orbit. Explosion range 4, 5, 5. Least cost-effective rocket. |
XN-99 'Napalm' | Ammo | 200 DP | An incendiary rocket designed to cover an area in napalm for a long time. It stays on fire for a long time. Travel time of 4 seconds from high orbit. Explosion range 2, 3, 4, sets a range of 5 on fire for about a minute. |
Smoke mini rocket stack | Ammo | 25 DP | A stack of 6 minirockets that upon impact release smoke. They are able to be fired in rapid succession. Travel time of 4 seconds from high orbit. Explosion range 0, 0, 2. Smoke covers marines, and helps the attack. |
Illumination mini rocket stack | Ammo | 25 DP | A stack of 6 minirockets that upon impact make a bright invisible flare. They are able to be fired in rapid succession but are inaccurate. Travel time of 4 seconds from high orbit. Explosion range 0, 0, 2. Useless to the dropship, useful for ground troops. |
Tangle mini rocket stack | Ammo | 150 DP | A stack of 6 minirockets that upon impact release Tanglefoot gas in a large area. They are able to be fired in rapid succession. Travel time of 4 seconds from high orbit. Explosion range 0, 0, 2. Great for supporting marines in xeno conflicts. Large area of effect. |
Mini rocket stack | Ammo | 100 DP | A stack of 6 minirockets that explode but are not very strong. They are able to be fired in rapid succession. Travel time of 4 seconds from high orbit. Explosion range 0, 2, 4. Medium damage, great at finishing off enemies. |
Incendiary rocket stack | Ammo | 200 DP | A stack of 6 minirockets that explode and also leave behind a large area in flames. They are able to be fired in rapid succession. Travel time of 4 seconds from high orbit. No direct damage, fire range of 3. Used for area denial in corridors to prevent enemies from retreating. |