Exosuit modules

What can an exosuit upgrade module raise? Each system of the suit has its own family, and the class sets how many stats one install raises and how far: an S-Class Movement System upgrade always raises jetpack tanks and initial boost power, and two more of four other stats. The exosuit merchant of a station sells them, as station technology merchants shows.

Each stat reads as the module's card prints it. A protection module's card shows no numbers, so its table lists only the classes. Illegal modules are sold at an Outlaw Station and now and then by the Scrap Dealer, Rusted ones are sea salvage, the Forbidden module is a Sentinel one, and the salvaged components are Autophage.

Upgrade modules

One table per family: each class, how many stats one install raises, and the limits of each stat. Below each table a second one shows what one install rolls: how many stats it raises, how often it comes near the best its kind can add to the stat it names, and how often each stat is raised; a third shows how often a raised stat lands in the top tenth of its limits, where the Illegal, Forbidden, and salvaged modules stand out by a one-in-ten draw that raises the most stats their kind allows.

Movement System

ModuleStats raisedJetpack TanksSprint DistanceSprint Recovery TimeFuel EfficiencyRecharge RateInitial Boost Power

C-Class

3 to 4+100% to +150%, always+10% to +20%+1% to +11%+6% to +11%+1% to +5%—

B-Class

3 to 4+100% to +165%, always+10% to +30%+11% to +21%+11% to +15%+5% to +15%+1% to +5%

A-Class

4+150% to +220%, always+20% to +50%+21% to +30%+15% to +20%+11% to +30%+1% to +11%

S-Class

4+200% to +234%, always+40% to +50%+30% to +50%+15% to +25%+15% to +36%+5% to +15%, always

Illegal

4+100% to +240%, always+10% to +60%+1% to +61%+11% to +31%+5% to +40%+1% to +21%, always

Rusted

4+100% to +110%, always+10% to +15%+1% to +5%+1% to +6%+1% to +5%+1% to +5%, always
Movement System upgrade modules, their limits as the game's card prints them. Stats raised is how many stats one install shows on its card.
ModuleStats raisedNear best Jetpack TanksJetpack TanksSprint DistanceSprint Recovery TimeFuel EfficiencyRecharge RateInitial Boost Power

C-Class

3: 84% 4: 16%8.5%100%54.2%53.8%54%54%—

B-Class

3: 70.5% 4: 29.5%13.5%100%46.2%45.7%45.9%45.9%45.9%

A-Class

417%100%60.2%59.8%60%60.1%59.9%

S-Class

442.5%100%50.3%49.8%50%49.9%100%

Illegal

417.9%100%50.3%49.9%49.7%50.1%100%

Rusted

4100%100%50.3%49.8%50%49.9%100%
What one install of each Movement System upgrade module rolls, exact over every install. Stats raised: how often its card shows each number of stats. Near best: how often it adds at least nine tenths of the most Jetpack Tanks any install of its kind adds, a dash where Jetpack Tanks has one value. Each stat: how often an install raises it.
ModuleJetpack TanksSprint DistanceSprint Recovery TimeFuel EfficiencyRecharge RateInitial Boost Power

C-Class

2.6%5%2.6%5%2.6%—

B-Class

5.1%5.1%2.6%5.2%2.6%2.5%

A-Class

5.1%5.2%5%1.5%5.1%5%

S-Class

5.2%4.9%5.1%5.1%5.2%5.1%

Illegal

11.2%11.1%11.3%4.8%11.2%11.1%

Rusted

5.2%4.9%5.1%5.1%5.2%5.1%
How often a raised stat of each Movement System upgrade module lands in the top tenth of its limits, a dash where the module has no such stat or the stat has one value.

Life Support

ModuleStats raisedLife Support TanksSolar Panel Power

B-Class

1 to 2+5% to +20%+1% to +11%

A-Class

2+20% to +50%+1% to +25%

S-Class

2+50% to +100%+25% to +50%

Illegal

2+5% to +110%+1% to +75%

Rusted

2+1% to +5%+1% to +5%
Life Support upgrade modules, their limits as the game's card prints them. Stats raised is how many stats one install shows on its card.
ModuleStats raisedNear best Life Support TanksLife Support TanksSolar Panel Power

B-Class

1: 84% 2: 16%4%58.1%57.9%

A-Class

28.9%100%100%

S-Class

210.7%100%100%

Illegal

212%100%100%

Rusted

26.6%100%100%
What one install of each Life Support upgrade module rolls, exact over every install. Stats raised: how often its card shows each number of stats. Near best: how often it adds at least nine tenths of the most Life Support Tanks any install of its kind adds, a dash where Life Support Tanks has one value. Each stat: how often an install raises it.
ModuleLife Support TanksSolar Panel Power

B-Class

5%2.5%

A-Class

5.2%2.6%

S-Class

5.2%5.1%

Illegal

11.4%11.3%

Rusted

5.2%5.1%
How often a raised stat of each Life Support upgrade module lands in the top tenth of its limits, a dash where the module has no such stat or the stat has one value.

Defence Systems

ModuleStats raisedShield StrengthCore Health

C-Class

1 to 2+10% to +15%+33%

B-Class

1 to 2+15% to +20%+33%

A-Class

2+20% to +30%+33%

S-Class

2+30% to +35%+33%

Illegal

2+10% to +35%+33%

Rusted

2+5% to +10%+8%
Defence Systems upgrade modules, their limits as the game's card prints them. Stats raised is how many stats one install shows on its card.
ModuleStats raisedNear best Shield StrengthShield StrengthCore Health

C-Class

1: 84% 2: 16%9.5%58.1%57.9%

B-Class

1: 70.5% 2: 29.5%14.6%64.9%64.6%

A-Class

25.3%100%100%

S-Class

245.4%100%100%

Illegal

216%100%100%

Rusted

210.7%100%100%
What one install of each Defence Systems upgrade module rolls, exact over every install. Stats raised: how often its card shows each number of stats. Near best: how often it adds at least nine tenths of the most Shield Strength any install of its kind adds, a dash where Shield Strength has one value. Each stat: how often an install raises it.
ModuleShield StrengthCore Health

C-Class

5%—

B-Class

5.1%—

A-Class

1.6%—

S-Class

5.2%—

Illegal

11.4%—

Rusted

5.2%—
How often a raised stat of each Defence Systems upgrade module lands in the top tenth of its limits, a dash where the module has no such stat or the stat has one value.

Hazard Protection

ModuleStats raisedHeat ResistanceCold ResistanceRadiation ResistanceToxic Resistance

Illegal

4+1% to +11%+1% to +11%+1% to +11%+1% to +11%

Rusted

4+1% to +3%+1% to +3%+1% to +3%+1% to +3%
Hazard Protection upgrade modules, their limits as the game's card prints them. Stats raised is how many stats one install shows on its card.
ModuleStats raisedNear best hazard resistanceHeat ResistanceCold ResistanceRadiation ResistanceToxic Resistance

Illegal

49.7%100%100%100%100%

Rusted

40.1%100%100%100%100%
What one install of each Hazard Protection upgrade module rolls, exact over every install. Stats raised: how often its card shows each number of stats. Near best: how often it adds at least nine tenths of the most hazard resistance any install of its kind adds, a dash where hazard resistance has one value. Each stat: how often an install raises it.
ModuleHeat ResistanceCold ResistanceRadiation ResistanceToxic Resistance

Illegal

11.1%11.1%8.9%8.9%

Rusted

5.1%5.1%2.6%2.6%
How often a raised stat of each Hazard Protection upgrade module lands in the top tenth of its limits, a dash where the module has no such stat or the stat has one value.

Thermal protection against cold

Module

B-Class

A-Class

S-Class

Thermal Protection, cold upgrade modules by class. The game's card shows no numbers for these modules.

Thermal protection against heat

Module

B-Class

A-Class

S-Class

Thermal Protection, heat upgrade modules by class. The game's card shows no numbers for these modules.

Radiation Protection

Module

B-Class

A-Class

S-Class

Radiation Protection upgrade modules by class. The game's card shows no numbers for these modules.

Toxic Protection

Module

B-Class

A-Class

S-Class

Toxic Protection upgrade modules by class. The game's card shows no numbers for these modules.

Aeration Membrane

Module

B-Class

A-Class

S-Class

Aeration Membrane upgrade modules by class. The game's card shows no numbers for these modules.

Forbidden module

ModuleStats raisedShield StrengthCore HealthLife Support TanksSolar Panel PowerFuel EfficiencySprint Distance

Forbidden

2 to 4+10% to +35%+33%+5% to +110%+1% to +75%+6% to +31%+10% to +60%
Exosuit, Forbidden upgrade modules, their limits as the game's card prints them. Stats raised is how many stats one install shows on its card.
ModuleStats raisedNear best Shield StrengthShield StrengthCore HealthLife Support TanksSolar Panel PowerFuel EfficiencySprint Distance

Forbidden

2: 63.7% 3: 20.2% 4: 16.1%8.7%42.1%42.2%42.2%41.8%42%42.2%
What one install of each Exosuit, Forbidden upgrade module rolls, exact over every install. Stats raised: how often its card shows each number of stats. Near best: how often it adds at least nine tenths of the most Shield Strength any install of its kind adds, a dash where Shield Strength has one value. Each stat: how often an install raises it.
ModuleShield StrengthCore HealthLife Support TanksSolar Panel PowerFuel EfficiencySprint Distance

Forbidden

14.6%—14.8%14.8%4.4%14.8%
How often a raised stat of each Exosuit, Forbidden upgrade module lands in the top tenth of its limits, a dash where the module has no such stat or the stat has one value.

Salvaged components

ModuleStats raisedShield StrengthCore HealthLife Support TanksSolar Panel PowerFuel EfficiencySprint Distance

Salvaged

2 to 4+10% to +35%+33%+5% to +110%+1% to +75%+6% to +31%+10% to +60%
Exosuit, salvaged upgrade modules, their limits as the game's card prints them. Stats raised is how many stats one install shows on its card.
ModuleStats raisedNear best Shield StrengthShield StrengthCore HealthLife Support TanksSolar Panel PowerFuel EfficiencySprint Distance

Salvaged

2: 63.7% 3: 20.2% 4: 16.1%8.7%42.1%42.2%42.2%41.8%42%42.2%
What one install of each Exosuit, salvaged upgrade module rolls, exact over every install. Stats raised: how often its card shows each number of stats. Near best: how often it adds at least nine tenths of the most Shield Strength any install of its kind adds, a dash where Shield Strength has one value. Each stat: how often an install raises it.
ModuleShield StrengthCore HealthLife Support TanksSolar Panel PowerFuel EfficiencySprint Distance

Salvaged

14.6%—14.8%14.8%4.4%14.8%
How often a raised stat of each Exosuit, salvaged upgrade module lands in the top tenth of its limits, a dash where the module has no such stat or the stat has one value.

Supercharged slots

The exosuit has three supercharged slots, and they stand in the same places for every player: slot 5 of the top row of its technology inventory, slot 9 of the second row, slot 3 of the third row, counting from the left. There is nothing to roll and nothing to farm. None of the three is adjacent to another, so there is no figure to make: each can lift one system of the suit. Put one module of a kind on it, and set the other modules of that kind and the technology they upgrade around it, adjacent, as on the exocraft. Each placement adds as much on the suit as on a multitool, by the rule on supercharged slots: the supercharged slot lifts the module on it, and each adjacent module of its kind, and the technology it upgrades, add a little more.

Every exosuit module

The modules you build or receive, apart from upgrade modules. The Base Computer Archives of your base give the Shield Lattice and the Neural Stimulator, and the story, The Artemis Path, gives Artemis' Translator and, at its end, Remembrance. The Atlas Path ends with the Star Seed or the Mark of the Denier, by the choice you make at its last interface. The Haz-Mat Gauntlet lets you harvest most farm plants.

ModuleWhat it doesBuilt from

Hazard Protection

The Exosuit's Hazard Protection system continually monitors and stabilises the user's environment.

Shield Lattice

Increases the base capacity of the Hazard Protection system, allowing the user to spend longer in hazardous environments without recharging their Exosuit.Sodium Nitrate ×60, Antimatter ×1

Coolant Network

User is guarded from extreme heat damage on scorched worlds.Phosphorus ×150, Silver ×60, Copper ×75

Thermic Layer

User is guarded from extreme cold damage on frozen worlds.Dioxite ×150, Silver ×60, Copper ×75

Toxic Suppressor

User is protected from toxic damage.Ammonia ×150, Silver ×60, Copper ×75

Radiation Deflector

User is shielded from radiation damage.Uranium ×150, Silver ×60, Copper ×75

Aeration Membrane

User is able to swim underwater for extended periods.Oxygen ×150, Silver ×60, Copper ×75

Pressure Membrane

Extreme pressure environments - such as deep water - cause elevated stress on the Exosuit's oxygen circulation and general life support systems.Oxygen ×150, Hermetic Seal ×3, Hydrothermal Fuel Cell ×2

Remembrance

Everything you ever knew is within.Heart of the Sun ×1, Platinum ×16

Star Seed

The smallest of sparks, housed within a containment field of unknown origins.Platinum ×16, Tritium ×16, Gold ×16

Visceral Synthesiser

A piece of otherworldy technology. Its inviting membranes are soft, gel-like, pulsing with a gentle crimson radiance.

Archive Bypass Implant

A biotechnical firewall, developed as a safeguard against textual cognitohazards. It is coated in something slippery, and has started to bubble along the surface.

Anomaly Suppressor

As the boundaries of reality begin to weaken, the risk of catastrophic breach anomalies increases.

Living Lens

Slotting seamlessly into a Traveller Exosuit, this glassy technology links a Traveller fragment to Specialist Polo's Prismatic Core, reforging the many into one.

Life Support

The core of the Exosuit, the Life Support System continually filters and pumps breathable Oxygen.

Oxygen Recycler

Increases the base capacity of the Life Support system, allowing the user to go longer between charges.Oxygen ×60

Jetpack

Provides the Exosuit with advanced movement capabilities, including temporary flight.

Neural Stimulator

Increases the capacity of the Exosuit's Jetpack Tanks and Adrenal Pump Reserves, allowing the user to both fly and sprint longer.Chromatic Metal ×100, Condensed Carbon ×100

Rocket Boots

Equips the Exosuit jetpack with advanced jump capabilities, allowing the user to take huge leaps with ease.Tritium ×100, Hydraulic Wiring ×1

Airburst Engine

A powerful upgrade for the Exosuit Jetpack, allowing limited jetpack recharging while airborne.Chromatic Metal ×150, Phosphorus ×150, Oxygen ×150

Efficient Water Jets

Improves the fuel efficiency of the jetpack's marine jets, reducing the drain on Exosuit life support systems.Chromatic Metal ×100, Oxygen ×100, Living Pearl ×6

Exocraft Summoning Unit

A high-powered matter teleportation device, this personal translocator allows any connected Exocraft to be instantly transported to your location, from anywhere in the galaxy.Activated Quartzite ×140, Quantum Computer ×3, Crystallised Helium ×90

Personal Refiner

A compact extension to the Exosuit, installing a small Portable Refiner, accessible directly from the user's Exosuit interface.Oxygen ×150, Chromatic Metal ×100

Personal Refiner Mk 2

A compact extension to the Exosuit, installing an advanced yet portable Medium Refiner, accessible directly from the user's Exosuit interface.Ionised Cobalt ×120, Magnetic Resonator ×2, Quantum Computer ×3

Haz-Mat Gauntlet

Upgrades the metallic shielding of the Exosuit's gloves.Chromatic Metal ×50, Sodium Nitrate ×20

Mark of the Denier

A tiny mote of stardust, no more than a speck. On closer examination, its surface is all crystalline shards and distorted crimson geometry.

Oxygen Rerouter

Upgrades the Aeration Membrane of the Exosuit to harvest oxygen from the Life Support system in the event of a breathing emergency, allowing the user to resurface and seek conventional fuel supplies.Chromatic Metal ×100, Quantum Computer ×1, Crystal Sulphide ×6

Simple Translator

An automatic translation device. It records and parses nearby conversations before running the data through a contextual learning system to determine intended meaning.Wiring Loom ×1

Superior Translator

An automatic translation device. It records and parses nearby conversations before running the data through a contextual learning system to determine intended meaning.Wiring Loom ×2, Quantum Computer ×1, Chromatic Metal ×50

Advanced Translator

An automatic translation device. It records and parses nearby conversations before running the data through a contextual learning system to determine intended meaning.Wiring Loom ×3, Convergence Cube ×2, Platinum ×50

Artemis' Translator

An automatic translation device. Device must be calibrated by pre-loading with existing translation data. Device must have network connection to Artemis to function.

Trade Rocket

A personal rocketry device with a direct link to the Galactic Trade Network. This unit allows the user to load a small spacecraft with goods. Upon launch, the goods will be transported to the nearest trade terminus and automatically sold.Wiring Loom ×2, Tritium ×120, Di-hydrogen ×90

Exo-Skiff

A deployable static platform, allowing the user to comfortably survey the seas in any weather. As well as providing a steady and easily accessible fishing spot, the Exo-Skiff also features abundant Cold Storage, granting additional space to store your catch. Magnetised Ferrite ×120, Salt ×30, Crystal Sulphide ×2

Nutrient Ingestor

The nutrient ingestor improves exosuit performance via the automatic portioning and processing of various cooked items.Condensed Carbon ×30, Lubricant ×1, Microprocessor ×2
Every exosuit module the game lists, apart from upgrade modules.

Jetpack trails

A jetpack trail colours the jet behind you. It is an Exosuit Appearance Override, not technology: it takes a slot of the exosuit and changes no stat, unlike a starship trail, which adds a little boost. Most are sold for Quicksilver, a few are expedition rewards.

Trail

Jetpack Bubble Trail

Ghastly Trail

Reality Glitch Trail

Discordant Trail

Electric Jetpack Trail

Ink-Stained Trail

Vigilant Trail

Rainbow Jetpack Trail

Antimatter Jetpack Trail

Red Jetpack Trail

Green Jetpack Trail

Blue Jetpack Trail

Scorching Jetpack Trail

Festive Jetpack Trail

Pyrotechnic Jetpack Trail

Plasma Jetpack Trail

Fusion Jetpack Trail

Jetpack trails: an Exosuit Appearance Override each, in a slot of the exosuit, with no stat.

On the ground, an exocraft takes modules of its own, and the first of them is the Roamer.