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Modular Suit Modules

Hello, if you'd like to add some ideas for modules for modular suits, please put them at the bottom of this page.
Modular suits can have a bunch of modules, items you install into them that give access to new abilities or properties. They all have a different amount of complexity, if you reach max complexity on the suit you cannot add any more, all modules may also have power drain that's passive, active or on use.
The four types of modules are passive (work immediatelly on putting them in), usable (you use them and something happens), toggle (you toggle them on and off) and active (you can only select one active, usually puts a device in your hand). There are also info modules that add special info to the TGUI, but they are technically passive modules.
They can all have effects when the suit processes. Modules can optionally give the user an overlay so you know on a glance that they are carrying something. They can also be incompatible with other modules, usually themselves or the parent.
They are obtainable from a few sources, robotics, black market, some syndicate ones from uplink etc.

Finished Modules (Outdated):

  • Health Analyzer Module: Usable - On use it gives you a basic health scan. (Idea by Fikou)
  • Visor Modules: Toggle - When toggled, drain power and give you a specific HUD/view change/eye protection. (Idea by Fikou)
  • Storage Module: Passive - Adds a storage component to the suit, slaved to the module item inside it. (Idea by Fikou)
  • Cloaking Module: Toggle - Gives you a high level of transparency, disabled from combat stuff or bumping into mobs. Ninja has their own version with higher transparency that doesn't disable from bumping. (Idea by BobbahBrown)
  • Jetpack Module: Toggle - Uses the suit's power cell to propel you in space. Similar to the hardsuit one. (Idea by Coffee)
  • Magboot Module: Toggle - Provides magnetic stability while slowing you down and making the suit consume more power. (Idea by Vekter)
  • Holster Module: Usable - On use it holsters/draws your gun (accepts guns lighter than huge with weapon weight lighter than heavy, so no pocket L6 SAW for example). (Idea by Coffee)
  • Emergency Tether Module: Active - When used it shoots a tether and reels you in where you hit. (Idea by Caps)
  • Eating Apparatus Module: Passive - Lets you eat with your helmet on. (Idea by MrDoomBringer)
  • Radiation Scanner Module: Passive - Adds a rad count to the suit TGUI. (Idea by Fikou)
  • EMP Shield Module: Passive - Drains power but protects the suit from EMP's. (Idea by Domitius)
  • Flashlight Module: Toggle - Creates a light source you can customize the power/range/color of. (Idea by ArcaneMusic)
  • Science Scanner: Toggle - Acts as science goggles and a research scanner at once. (Idea by ArcaneMusic)
  • Dispenser Module: Usable - Prints an item for a cost of power. The default one prints burgers. (Idea by Burgerman)
  • GPS Module: Active - Acts as an extendable GPS. (Idea by ArcaneMusic)
  • Constructor Module: Usable - Increases your wall building speed, lets you scan the area for RCD holograms. (Idea by ArcaneMusic)
  • Longfall Module: Passive - Stops you from taking fall damage, converts it into charge taken. (Idea by MrDoomBringer)
  • Thermal Regulator Module: Toggle - Lets you regulate your temperature. (Idea by MrDoomBringer)
  • Injector Module: Active - Acts as an extendable piercing syringe. (Idea by MS Silicon)
  • Integrated Circuit Adapter: Passive - Adds an integrated circuit to the suit, you can use it to output stuff like the owner or modules. (Idea by Jenqa)

Module Ideas:

ArcaneMusic

  • (ArcaneMusic Certified Fresh) Pilebunker Charge, active module meant to be used for mining. Charge straight for 7 tiles, throwing yourself forward with your arms. Mines rock instantly for the charge duration, but acts like violently tackling yourself if you hit anything other than rock. Possibly restrict it to low atmosphere pressure to make a competitive sidegrade to the zero-g cable.

BobbahBrown

  • (official suggestion by bobbahbrown) Auxillary Welding Fuel Tank: Provides a ready supply of welding fuel to the user, but has a small chance of exploding upon taking burn damage. Good for engineers, especially early in the round!
  • (official suggestion by bobbahbrown) Lockdown Module: Allows the user to purposefully lock all joints on the suit, preventing any movement, but hardening them against explosions (?) for a set period of time (5 seconds?) during which they cannot unlock themselves.

Anturk

  • Auxiliary module for above : Schoolgirl module. <- anturk made this
  • Flame decal module - essential. <- anturk made this

MrDoomBringer (I fully support BobbahBrown's Suggestions) (OC do not steal)

  • MrDoomBringer's Radiation Shielding: Module that shields radiation (assuming this isn't a default feature)
  • MrDoomBringer's Microwave: Built in microwave
  • MrDoomBringer's Damage Buffer: adds a ~5 second offset to the time between getting attacked and actually taking damage, during which you can't heal. Maybe too combat focused doe
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Jerry

  • (jerrybalductorass suggestion) Hallucination module for helmet that can't be turned off. Think of something like tf2 pyrovision. Some Black Mirror tier shit.
  • (jerry suggestion) Anti-hallucination module. This could be meant mostly for admin-only things like inquisition ERT or something. Could also be anti-cult shit (think of something like w40k grey knights being impossible to corrupt). Should be kept admin-only.
  • Energy Shield Module: Passive - Charges of a shield like the shielded suits. (Idea by Jerry Derpington)

Vekter

  • Clown module. Honk. (No for real, I want this to be a replacement for the HONK mech.) <- vekter

Caps

  • (Caps suggestion) (PASSIVE) Safety module: prevents being locked in the suit if EMPed, or gibbed if emagged. Costs minimum complexity.
  • (Caps suggestion) (Active)(Blackmarket) Fishing line module: Works simmilarly to a grabbing ling tentacle or the meat hook, but with minimal brute damage. Throws a fishing line out and throws the person it collides with into you
  • (Caps) (Active) FLIGHTSUIT Antigravity module: for multiz maps and whenever you feel like gravity got ya down. Requires a gravitational anomally core in some way
  • (Caps suggestion) Cash operated Suit - Like the robot from Wallace & Gromit, you need to pay it to work for a few minutes, then pay it again. Somehow restrict it's removal so you can't just take it out. Should cause some funny situations where your running from spiders or something and you need to ditch the suit because it's asking for 12 bucks.
  • (Caps suggestion) (Active)Integrated air pump - just the air pump machine built into the suit, so you dont need to lug one through firelocks ect. Probably best if it just fills and empties a tank in the suit storage slot so it could be used for refilling jetpacks or oxygen tanks on the fly

Armhulen/Tralezab/Bazelart/TineaLuxor/itsalongstory/

  • (arm a hammer suggestion) the griddler strikes back, lockdown your suit (aka cannot move) to extend a griddle to the south of you, a table to the left, and a smartfridge to the right. "great ideas should be done twice" - socrates, probably
  • (ARMHULEN DID THIS IDEA COPYRIGHT ARMHULEN) - TANNING MODULE. THE LONGER YOU STAY IN THE SUIT, THE MORE TANNED YOU GET BRO
  • (two time 2017-2018 headmin armhulen) module that lets you hold pets, possibly let mice take control like ratatouille if you want(INcredibly based) < yea you bet
  • (armhulen's last idea if you have the nuts to implement it) make time eradication suit a hardsuit like it really should be, and then give it a module that applies deja-vu when you enter combat. you can trigger deja-vu to go back to when combat started (at least according to the suit) (ps. deja-vu is a component used by sepia cameras atm so the tech is there)
  • (haha tricked you here another - arm) ceramic module, if something would gib you, your hardsuit instead explodes off of you

Indie-ana Jones

  • Juggernaut Module, togglable module which sacrifices speed at the benefit of increasing the wearer's defense beyond normal. Turning this module off and on is not instant and being affected by an EMP during this time will cause intense burns to the wearer, and being attacked while this module is on will drain extra amounts of power per hit.

Domitoes

  • Fire fighting module, similar to the backpack one but possibly holds less reagent/water.
  • Airbag module, take too large of a single instance of brute damage and deploy a one tile radius around you airbag pushing everyone away. Could be an actual structure that needs to be "popped" or similar to the sorium reaction.
  • Heelies module. Self-explanatory.
  • Go go gadget Broom module.
  • Shocky hands module
  • A simple arm-blade like module would be really sick.
  • Energy shield(Or some balanced form of it) module as well.
  • Hug module. Improves mood more than a regular hug through advanced tactile contact and thermal regulation technology.
  • Bee module. To tactically deploy bees in appropriate circumstances.
  • Babel Fish module. Translates commonly used languages to you while also letting you speak them.
  • Balloon module. Lets you blow up balloons from your internal air tank.
  • Armour locking module. Lets you lock up your exosuit and your movement/hands to turn yourself into cover for fellow spesssmen. Could also reduce how much explosion impact you take.
  • Spatial Module. Lets you return to where you were several seconds ago when used.(Yes like Tracer/Ekko)
  • Speaker Module. Big baby voice mode.
  • Mirror Image Module. Makes an illusionary clone of yourself standing when you use it. Good for jebaits.
  • Chameleon Kit module. Lets you change how parts look to different hardsuit appearances for some custom drip.
  • Carp Module. Gives you the carp faction so non-sentient carps won't attack you. Also gives you a "Bite" attack that lets you gnash others.
  • Directional Flash Module. If anybody hits you with a melee attack they become flashed. Limited charges.
  • Grasswalker module. Plating and other flooring turns into grass tiles when active. Could also by turned into fairygrass or other types of turf.
  • Bioreactor Module. Portable bioreactor for the botanist on the go.
  • Table Module. Lets you deploy a table for those that need to be tabled in tableless environments.
  • Oxygen Synthesizer/Rebreather or a Carbon scrubber module. Lore wise recovers oxygen from your breath for re-use. Mechanically drastically reduces the rate you drain your oxygen tank. (Read the comment on breath volume for the love of god -Lemon)

Zxaber

  • Modular PC link, allowing user to connect to and then view/use a console (or other ModPC) remotely?

Cimika

  • Powerlifting module for our cargo peeps. Allows you to pull items at full speed and fireman-carry crates.

Citrus

  • Bluespace module: Adds additional storage space within the suit so it can carry larger objects. (passive)
  • Squeak module: Upon switching positions or touching the user, the user can preprogram a sound to be made (can be honks or squeaks)

Inept

  • Beer hat attachment, can hold a beaker and deliver a steady stream directly to your mouth.
  • Concussive Gauntlets, for mining.
  • Integrated plasma cutter, for mining
  • A few weaponisation ideas, mostly for syndies: Integrated E-Sword, Shoulder mounted gun, grenade launcher (we doom eternal now boys)
  • Trauma Recovery System: upon the wearer being brought into critical, it tries to run away to medical to recover the body. Should probably be fairly easily disabled by antags to prevent major cuckery.
  • Fire Dampener, extinguished fires a la Plasmaman suits.
  • Firefighter module: combined tool for firefighting and atmos blocking. Could come with fire proofing too, and serve as an ample replacement for the atmos hardsuit.
  • Grapple gun: climb Z levels with ease.

coiax

  • Underwater module: Suit is suitable to be able to submerge in water based environments. Now you can finally dive to the bottom of the Dorms swimming pool.
  • Self propelling pack. Pack can rocket/move independently to someone, and shoot onto their back and start the hardsuit rig arming process. Yes, like Iron Man.
  • Incomplete RIG. The rig is missing helmets or shoes or something, and need pressure sealed shoes or manual helmets.
  • Radar dropdown. You have a green/black screen with a "radar" of the surrounding area. So you can see further than your 7x7 square, but there are no details, only solid turfs, or space. For space exploring, and not missing ruins you pass close by.
  • Ball form. You turn into a fucking ball, and can roll around and drop bombs. You can't use your hands, drop anything you're holding, but you move a lot faster (and bounce off walls). Everyone keeps calling you Samus.
  • Cargo crate arms. Can pick up crates, mech style. No clue where you put them, bluespace? Alternatively, while enabled your crate drag/push speed is way higher. Fork lift truck mode.
  • Oxygen tank slot. Instead of using your suit storage, it has its own built in oxygen tank. (Although, obviously, arbitary air tanks are also possible, if you wanna breathe plasma)

KylerAce

  • RGB Module. Customize the rgb values of the hardsuit + the brightness.

MLGTASTIC

  • Chemical Sprayer module. Sprays a set amount of chemicals over a large area
  • Bluespace reanget storage module . Lets you store at most 500U of reagents within your RIG.
  • Explosive crowbar module . A crowbar with the propeties of the jaws of life ,but it can open doors instantly at the cost of making a very loud sound (might be too combat oriented)

Thunder12345

  • Climbing gear. You can stand on open space as long as there's a floor or wall next to you

GamerAndYeahMick

  • RDM.mp3 jukebox (a module that plays rdm.mp3 to people nearby)

Stelen

  • Built-In Defibrillator. Can defib with a limited amount of charge, for reviving patients on the go.
  • Toolset Modules. Internal sets of tools that can be deployed from a radial menu. (Sort of like the already existing toolset implants.) Can have different ones like an engineering toolset, medical toolset, combat toolset.

BebeYoshi

  • Synthesizer Instrument Module - Usable - On use, lets you play music just like a synthesizer do, but it doesn't use your hand.
  • Anti magic Module - Mostly for ERT and to replace the berserker hardsuit, simply makes you immune to magic while wearing it (if you plan to add it for some reason as a normal module, make it lose power each time a spell is blocked)
  • Berserker Module - Usable - Mostly for the berserker module, gain charges everytime you hit something with a melee weapon or is hit by something, upon having 100 charges use it to gain increased melee attack speed and reduced damage taken.
  • Toolset/Surgery Tool Arm Module - Usable - On use gives you upgraded versions of tools/surgery tools(only one of them, can't have both), would work the same way as the implants probably replacing them.
  • Botanical Tools Module - Usable - On use gives you one of the botanicals tools to use (Plant analyzer, cultivator, spade, secateurs, floral somatory and botanical sheers).

Wubli

  • Ethereal ball module - Usable, allows you to do essentially the same thing an ethereal ball does. Funny lights!

Timonk

  • Super foldable: give it a button that retracts the suit onto the cape slot or belt slot or something like that and make it equip onto armor and helmet slot if you press again

Nocturne

  • Biogen chip bag synthesis module, Whenever fueled will give you a button to synthesize chip bags produced oxygen in the process (CURSE YOU LAYS BRAND)

Fren Cee

  • Id Module: Adds wallet like functionnality to the suit

Tanden22

  • pAI Module: Like the Space Ninja can do, but for modsuits

Invalid

  • Plasma Generator module: toggleable, feed plasma sheets and it will recharge the suit's cell. Occasionally emits plasma gas. Stackable.
  • Nuclear Reactor, much more efficient than the plasma one, but occasionally emits rads. Stackable. Emag to become a mobile chernobyl?
  • Tesla Energy Relay: pulls power from nearby APCs to recharge your suit slowly.
  • these are just ripped off of the mech equipment

Android in crew

  • blockade module. Medium complexity, no energy cost, toggle type module, turns wearer into explosion and bullet proof inpassable barrier/barricade, you can only use the currently equipped item in this form and cannot switch or put the held item back, increases bullet and explosion protection to level 8 but you cannot move
  • Shield hand. High complexity, high energy cost, toggle type module, blocks energy type bullets but does not deflect them, only stops them from damaging you, shield is destroyed after 8 hits and each hit consumes a lot of power and you cannot reactivate it for 1:15 minutes.
  • Weapon charger module. Charges your energy weapon but twice as slow as not upgraded weapon charger, high complexity and high power consumption when being used, usable type module.

Cyan

  • IV drip module. integrated iv drip bag so you can hook people up while you drag em to med. maybe let you have multiple bags preloaded or smth?
  • Drink synthesizer module- portable booze and soda dispenser, so bartenders can keep the party going even when the bar gets blown to shit
  • Low grav module- makes the user float around as if in zero g, would probably mostly be used with other modules to make em work without being in space or grav being down idk
  • High grav module- makes you walk real slow, but makes you immune to shoves, knockbacks, people trying to push past you- all that stuff
  • Camera Module- acts like a camera, maybe make it digital or able to take pics in the dark or smth
  • Zoom module- Binocs
  • Disco module(should probably be admin only)- functions like the disco ball
  • DONK foam gun module- the cutting edge of toy technology, would only be purchasable from cargo. synthesizes and fires foam darts that quickly dissolve (so that people cant make giant game lagging piles of em)
  • Bluespace disruption module- teleports you somewhere random on use after a short delay, kinda like the rd's anomaly armor but with a broader range
  • Bluespace stabilization module- stops you from being teleported by any means while active, could incur a heavy slowdown or smth to balance it if this sounds too strong
  • holo projector module- projects neat little particles that you can choose, purely cosmetic
  • lift module- make you stronk, lets you open firelocks and depowered doors with your hands and lets you pick up crates + lockers (idk if that can really be added in)
  • Surf module- lets you surf around on lava and do skateboard tricks, slows you down by a lot when youre on land
  • Grill module- grills anything youre holding in your hand when you activate it
  • hover module- lets you ride around on your modsuits like its a little green goblin flyer thing, would function like a skateboard

Lukas baseball

  • a thing that makes ecuffs, perhaps you can slap someone with a module and it takes 5% power and makes cuffs

SinfulBliss

  • wanted-vision module that shows wanted people's sprites highlighted in red (easier to see in dark spaces, maybe even in lockers etc)
  • recharger module (charge guns/batons on the fly)
  • tracker module, if you die or crit your location is broadcasted on sec radio, or just able to be tracked via modsuit on the warden's console like a tracker implant
  • security records module, letting you add/delete wanted records on the fly
  • forensic scanner module
  • fast strip module, letting you remove people's modsuits and inventory quicker for strip searching (currently takes a while to search a bag if the person has a modsuit)
  • teleport module that lets you beam items into the brig, perhaps with a big cooldown and grace period before the teleport sends. would save a lot of time hauling dangerous items to brig

xyc/bastardblaster

  • snapback module: basically Yone E, you leave a phantom behind where you activate it, and you can move around for a set amount of time before you are snapped back to your initial position, with an option to manually snapback early. Could be used to grab something or rescue from a rapidly destabilizing area, or combat scouting.
  • airlock camera: extend a small camera that you can wedge under airlocks for a peek at what's behind it. useful for sec for breaching
  • cargo tether module: allows you to tether together crates, welding/water tanks, etc like a train behind you. good for cargonians bringing multiple crates and tanks to sell, as well as hiding people in the crates shenanigans
  • tracking dart: lets you shoot a guy to gain an outline of their position for the next several seconds
  • radar arrow: fire an arrow, lets you bounce them. once it lands and stops bouncing, display a brief mesons and thermals outline of where the arrow ended up.
  • hatchery module: stick eggs inside you to rapidly generate chickens around you

DaydreamIQ

  • Syndicate Chamelon Module: Essentially works the same way as any of the chameleon items do but for the modsuit. Letting you disguise it as other kinds of modsuits or even a backpack.
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