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
| Module | Stats raised | Jetpack Tanks | Sprint Distance | Sprint Recovery Time | Fuel Efficiency | Recharge Rate | Initial 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 |
| Module | Stats raised | Near best Jetpack Tanks | Jetpack Tanks | Sprint Distance | Sprint Recovery Time | Fuel Efficiency | Recharge Rate | Initial 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 | 4 | 17% | 100% | 60.2% | 59.8% | 60% | 60.1% | 59.9% |
S-Class | 4 | 42.5% | 100% | 50.3% | 49.8% | 50% | 49.9% | 100% |
Illegal | 4 | 17.9% | 100% | 50.3% | 49.9% | 49.7% | 50.1% | 100% |
Rusted | 4 | 100% | 100% | 50.3% | 49.8% | 50% | 49.9% | 100% |
| Module | Jetpack Tanks | Sprint Distance | Sprint Recovery Time | Fuel Efficiency | Recharge Rate | Initial 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% |
Life Support
| Module | Stats raised | Life Support Tanks | Solar 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% |
| Module | Stats raised | Near best Life Support Tanks | Life Support Tanks | Solar Panel Power |
|---|---|---|---|---|
B-Class | 1: 84% 2: 16% | 4% | 58.1% | 57.9% |
A-Class | 2 | 8.9% | 100% | 100% |
S-Class | 2 | 10.7% | 100% | 100% |
Illegal | 2 | 12% | 100% | 100% |
Rusted | 2 | 6.6% | 100% | 100% |
| Module | Life Support Tanks | Solar 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% |
Defence Systems
| Module | Stats raised | Shield Strength | Core 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% |
| Module | Stats raised | Near best Shield Strength | Shield Strength | Core 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 | 2 | 5.3% | 100% | 100% |
S-Class | 2 | 45.4% | 100% | 100% |
Illegal | 2 | 16% | 100% | 100% |
Rusted | 2 | 10.7% | 100% | 100% |
| Module | Shield Strength | Core Health |
|---|---|---|
C-Class | 5% | — |
B-Class | 5.1% | — |
A-Class | 1.6% | — |
S-Class | 5.2% | — |
Illegal | 11.4% | — |
Rusted | 5.2% | — |
Hazard Protection
| Module | Stats raised | Heat Resistance | Cold Resistance | Radiation Resistance | Toxic 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% |
| Module | Stats raised | Near best hazard resistance | Heat Resistance | Cold Resistance | Radiation Resistance | Toxic Resistance |
|---|---|---|---|---|---|---|
Illegal | 4 | 9.7% | 100% | 100% | 100% | 100% |
Rusted | 4 | 0.1% | 100% | 100% | 100% | 100% |
| Module | Heat Resistance | Cold Resistance | Radiation Resistance | Toxic Resistance |
|---|---|---|---|---|
Illegal | 11.1% | 11.1% | 8.9% | 8.9% |
Rusted | 5.1% | 5.1% | 2.6% | 2.6% |
Thermal protection against cold
| Module |
|---|
B-Class |
A-Class |
S-Class |
Thermal protection against heat
| Module |
|---|
B-Class |
A-Class |
S-Class |
Radiation Protection
| Module |
|---|
B-Class |
A-Class |
S-Class |
Toxic Protection
| Module |
|---|
B-Class |
A-Class |
S-Class |
Aeration Membrane
| Module |
|---|
B-Class |
A-Class |
S-Class |
Forbidden module
| Module | Stats raised | Shield Strength | Core Health | Life Support Tanks | Solar Panel Power | Fuel Efficiency | Sprint Distance |
|---|---|---|---|---|---|---|---|
Forbidden | 2 to 4 | +10% to +35% | +33% | +5% to +110% | +1% to +75% | +6% to +31% | +10% to +60% |
| Module | Stats raised | Near best Shield Strength | Shield Strength | Core Health | Life Support Tanks | Solar Panel Power | Fuel Efficiency | Sprint Distance |
|---|---|---|---|---|---|---|---|---|
Forbidden | 2: 63.7% 3: 20.2% 4: 16.1% | 8.7% | 42.1% | 42.2% | 42.2% | 41.8% | 42% | 42.2% |
| Module | Shield Strength | Core Health | Life Support Tanks | Solar Panel Power | Fuel Efficiency | Sprint Distance |
|---|---|---|---|---|---|---|
Forbidden | 14.6% | — | 14.8% | 14.8% | 4.4% | 14.8% |
Salvaged components
| Module | Stats raised | Shield Strength | Core Health | Life Support Tanks | Solar Panel Power | Fuel Efficiency | Sprint Distance |
|---|---|---|---|---|---|---|---|
Salvaged | 2 to 4 | +10% to +35% | +33% | +5% to +110% | +1% to +75% | +6% to +31% | +10% to +60% |
| Module | Stats raised | Near best Shield Strength | Shield Strength | Core Health | Life Support Tanks | Solar Panel Power | Fuel Efficiency | Sprint Distance |
|---|---|---|---|---|---|---|---|---|
Salvaged | 2: 63.7% 3: 20.2% 4: 16.1% | 8.7% | 42.1% | 42.2% | 42.2% | 41.8% | 42% | 42.2% |
| Module | Shield Strength | Core Health | Life Support Tanks | Solar Panel Power | Fuel Efficiency | Sprint Distance |
|---|---|---|---|---|---|---|
Salvaged | 14.6% | — | 14.8% | 14.8% | 4.4% | 14.8% |
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.
| Module | What it does | Built 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 |
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 |
On the ground, an exocraft takes modules of its own, and the first of them is the Roamer.