Nanogate

From Sojourn

Nanomachines, son

Nanogates are machines that function through the power of stored nanites from which a person or synthetic can control via their mind. Nanogates were originally the solely owned product of the Opifex, who currently have the greatest versions available, while lesser versions were made by the Artificer Guild of Nadezhda. Non-opifex nanogates come in the artificer and generic branding, offering a slightly smaller selection of schematics and less stored nanites for shaping your tools. Nanogates schematics often take the form of self improvement through the use of active or passive bonuses, through the use of building and upgrading a rig suit via forming modules through nanite schematics, or by building and upgrading a robot protector and servant.

At the moment, all colonists who have obtained a nanogate must have either bought or bartered one from the Artificer Guild, including the generic brands, or got one directly from their fleet if they were an opifex.

How do my stats and body affect my nanogate?

They do not. Nanogates are primarily effected by the type of gate it is and offer a reserved pool of points based on the version. Opifex nanogates, being the most advanced and the progenitor of the other two versions contain a massive pool point of 20 and additional powers that the others lack, but they may only be taken and used by opifex colonists. The artificer guild nanogate is the next best nanogate, having a nanite pool of 15 points from which they can spend on shaping their nanites into various schematics. These nanogates are only available to on duty guild masters and guild adepts. Finally, you have the generic model, available to all colonist capable of taking them, which only offers a pool of 10 from which to use.

Nanite pools are limited and take quite some time to recharge, leaving nanogate users with only their starting storage tanks to use each shift. Due to the difficulty of programming new nanites, it is not currently possible to restore or grant yourself more points during the average work shift. The objects shaped by your schematics can also be lost or destroyed, your nanobot servant isn't indestructible even with a full suite of combat schematics. Equally, your nanorig can be surgically removed or destroyed via electromagnetic pulses, so one should also take care to safely maintain their equipment. Thankfully, nanobots can be repaired via welding and broken nanorig modules or bad batteries can be replaced, all while your suit remains safely bolted to your spine.

Nanogates, however, do come with a cost. While one is installed, the rate at which you gain inspiration is reduced by 70% which means you level up and gain stats at a much slower rate than normal. This makes it harder to increase your stats or gain perks from anomalies.

Nanobot Voice Command Quick-Guide

A quick sheet for how to use your nanobots modules via voice commands. The term [Nanobot name] should be replaced with the nanobots name should it be customized, otherwise it defaults to "Nanobot". Always remember, if you're nanobot is ever in the way or you want to keep them extra safe, they can be picked up by dragging and dropping them onto your sprite.

Users and Movement

  • Escort Mode - Activated with "[Nanobot name] follow" and deactivated with "[Nanobot name] stop".
  • Add and Remove users - Adds users to the list of a nanobots friends, allowing for them to control the nanobot with voice commands or be healed by its medibot mode. Done with "[Nanobot name] add user [name]" or "[Nanobot name] remove user [name]". Be careful who you allow your bot to take orders from. Adding a user only works on users the nanobot is adjacent too.

Modules

  • Radio Module - Activated with the voice command "[Nanobot Name] toggle radio".
  • Console Module - Deployed with the voice command "[Nanobot name] deploy console" and stored with "[Nanobot name] store console".
  • Food Module - Used by the voice command "[Nanobot name] dispense food".
  • Medibot Module - Activated and deactivated with the voice command "[Nanobot name] toggle medibot".

Schematics: How to build yourself better

Schematics are the designs your nanogate is capable of creating using its reserved pool of nanites, with each design using up a certain amount of nanites to be implemented. Objects created by your nanogate replicate the exact item perfectly, allowing you to use them to their fullest extent, but much like the real copies, these items can be destroyed or stolen. Schematics come in three flavors: Rig, Augmentation, and Nanobot. Each one effects either your nanite rig, yourself, or a build-able nanobot companion. Nanogates are also capable of communicating with each other, allowing you to send discrete messages through them, but unlike a cruciform, they do not provide mental or mind shielding, so you can still be sent (and affected by) psionic powers.

Rig Schematics

Rig schematics are only available if you first use the "Nanite Rigsuit: Installation" power, which will then install a rig module onto your back. Unlike a regular rig, once its installed you cannot remove it except through surgery or if an EMP destroys it. To successfully use this power, you must first take off any back slot items (backpacks, satchels, rifles, etc.) When you use an upgrade schematic, the module is instantly installed into your nanite rig and can be removed in the same way you modify other rigs (except you do not need to take it off). New modules separate from those produced by your schematics can be installed in the same way.

Schematic (Cost) Effect Notes
Installation (3) Install a nanite rigsuit onto your back slot. The nanite rig comes with a built in head light, mag boots, and decent armor padding. It is space worthy and contains an appropriate air tank for the user, along with a suitably sized large cell. Make sure you remove all back slot items like backpacks, satchels, or rifles, else this power won't work.
Storage Module (1) Install a storage module onto your rig, allowing it to store items and function as a satchel. This module is effectively a very slightly larger satchel, giving you much needed bag space when using a rig.
EVA Module (1) Install an eva module into your rig, allowing you to move and remain stable while in zero gravity. Handy for the rare times you might go into space, such as in the junk field. Be careful, however, the gas used to move around is taken directly from your air tank, so if you are careless you may run out of air.
Laser Module (2) Install an energy gun into your rig, allowing it to function as a spider rose that draws from your rig's power cell. The energy gun has a lethal, charge, and non-lethal setting and can fire independently of your hands, giving you the ability to fire a gun and your hardsuit gun at the same time.
Autodoc Module (5) Install an autodoc into your rig, allowing you to have an automated surgery system diagnose and attempt to fix injuries to yourself, from toxins to shrapnel to broken bones. This isn't as great as it sounds, it requires you to stand still for lengthy periods of time and can be prone to making mistakes that it will then take longer to fix. A good option if you have no Soteria medical around or anyone capable of surgery.

Nanobot Schematics

Nanobots are upgrade-able servants and protectors you can customize and change to suit the needs you require, be they utility or defensive. Nanobots however are limited in scope and have hard coding to prevent themselves from attacking or killing most intelligent life forms. They can be relied on for aiding with dangerous fauna or even vat grown hostiles, but their limits should always be considered. While excellent support, nanobots also have additional benefits that provide utility uses, those being portable modular consoles, ham radios, medibot healing, and can even be taken direct control of by its users for various purposes.

It should be noted that nanobots have limited vision on their own and will generally follow its users, engaging in fights with anything hostile that draws close to it. It is not, however, indestructible and can be destroyed with enough damage. When this happens, a qualified roboticist can spend a lengthy amount of time repairing one to get it working once more. You can easily repair your nanobot using a welder, but only a roboticist can bring a destroyed one back from the dead.

Schematic (Cost) Effect Notes
Create Nanobot (2) Create and customize a nanobot companion which comes with no modules, but is somewhat durable and capable of fighting. This is the base power required to be used to further upgrade your nanobot. The base nanobot isn't anything special, but you can give them a custom name and choose from a selection of existing models for either large or compact designs.
Damage Upgrade (1) Upgrade your nanobot to do more damage in melee through empowered hydraulics shaped from your nanites. This gives an additional +20 damage to your nanobot, making them quite strong.
Health Upgrade (1) Upgrades your nanobot to double its maximum health, allowing it to endure more punishment before being destroyed. Grants +150 health to your nanobot, bringing it to a total of 300.
Armor Upgrade (1) Increases your nanobots internal armor systems with additional plating, enhancing its ability to mitigate damage, in particular damage that is not capable of piercing armor. Gives an effective +30 to all common armor types. Highly effective for your nanobots survival when combating hostile fauna, in particular when combined with the health upgrade.
Self-Repair (1) Upgrade your nanobot to have an auto repair function, allowing it to passively repair brute and burn damage at a decently high rate. Removes the need to carry a welder to repair your bot, it now repairs 5 brute and burn every tick, letting your bot get back in the action without needing maintenance.
Radio Module (1) Creates a toggled ham radio inside your nanobot that can be switched on and off with voice commands in the event you are in an area without telecomms. Activated with the voice command "[Nanobot Name] toggle radio".
Console Module (1) Installs a deployable modular console with extensive computer upgrades within your nanobot, allowing you to download, use, and perform all the functions of a usually non-portable console. It isn't made of any materials, so don't bother trying to salvage it. Comes with all the bells and whistles of an upgraded console, making it fantastic for jobs that require paperwork. Deployed with the voice command "[Nanobot name] deploy console" and stored with "[Nanobot name] store console".
Food Module (1) Installs a food module that dispense an emergency ration pack at your command. Used by the voice command "[Nanobot name] dispense food". Opifex nanogate only. Has no cool-down so you can dispense food for multiple people. Do not abuse this.
Remote Control (1) Allows you to remotely take control of your nanobot, giving you the ability to speak through it and move around while your body falls asleep. Has a variety of uses, though you cannot use or activate your modules when directly controlling your nanobot, but your passive upgrades remain. If the nanobot is destroyed while you control it you take brain damage while your mind is shunted back to your body. If your body dies while you are in control of your nanobot, you'll remain safely housed inside it, at least until you release control.
Medibot Module (4) Allows you to turn your nanobot into an improve medibot capable of diagnosing and treating specific injuries in your body. They inject targeted chemicals to fix specific damage types at a rate of 15 units per injection whenever your damage goes above 10 in that type. Essentially makes your nanobot a better medibot but it can be slow and somewhat clunky, so it functions as a lesser source of healing compared to a proper medical player. Nanobots will only heal those added to the nanobots friends/users list, done via voice commands. Activated and deactivated with the voice command "[Nanobot name] toggle medibot".

Augmentation Schematics

Augmentation schematics focus entirely on the self, either giving temporary or permanent passive powers which enhance your body. While effective for what they do, augmentation powers "stack" with the effects of other implants and cybernetic modifications, allowing you to combine what places like robotics can upgrade you with in addition to your nanite boosts.

Schematic (Cost) Effect Notes
Nanite Refabrication (1) Repurpose some of your nanites into a prepared injection that you can activate at will, even while unconscious, allowing you to give yourself a limited but powerful boost for a temporary amount of time. Using this grants you a specific perk that can be used at any time, even while unconscious, that gives you an automatic 15 units of a specific nanite type injected in your blood stream. Be careful, more than 30 nanites will cause blood loss and be harmful to your health. These schematics have no effect or bonus on fully synthetic nanogate users, it is for organics only.
Modification Fabrication (1) Allows you to create a single tool or gun mod taken from a broad and widely produced list that your nanites are capable of making. You cannot make bluespace, greyson, or AI based mods, but can otherwise produce most of them, all of which have their material values and can be recycled, if you want to waste the nanites for such a paltry purpose. Opifex nanogate only.
Munition Fabrication (1) Allows you to create a single box of any ammunition type available in square cardboard. Does not produce magazines, only boxes of ammo. Requires 60 minutes to recharge. Can produce any ammo type that comes in ammobox form, but has a 60 minute cooldown between uses. Opifex nanogate only
Nanite Skin-Weave (3) Installs a nanite weave skin mesh below the epidermis and beneath synthetic body parts, allowing you to better reduce the damage and impact of incoming sources of brute damage. Only effects brute damage, but reduces brute damage across the whole body by twenty percent.
Nanofiber Muscles (3) Creates reinforcing nanofiber muscles directly inside your existing muscles in the body even if your legs are cybernetic, enhancing your run speed by a small amount. Gives a direct stacking speed boost which can be combined with implants like synth muscles.
Nanite Regeneration (8) Gives a slow passive regeneration that heals the body of brute and burn damage. The heal is quite slow and only affects external damage, but can be useful to improve your natural healing and recovery.

Nanogate Perks

Nanogate perks are passive and mostly active perks that are used in conjunction with your nanogate, the benefit of having them in perk form is they ignore your current status, allowing you to use them while unconscious or otherwise stunned/disabled.

Perk Description Notes
Nanogate Implant At some point you chose to have a nanogate installed in your body, the metallic nanite based implant goes directly at the base of your skull right where your spine connects. While quite powerful and widely useful, the effects of having one has made it far more difficult to become inspired. This is the default perk that all nanogate users get, this is what gives you your sole downside as well and is not removed even if your nanogate is cut out.
Nanite Regeneration You configure your nanite matrix to begin aiding in your natural healing. This gives you a passive healing of 1 brute and burn every few ticks, aiding in your recovery.
Nanofiber Muscle Therapy Through the use of pain killers, implanted nanofibers, and small dispersed drug therapy to critical areas your nanogate has enhanced your physical movement speed and endurance, allowing you to run for longer stretches at a faster pace without tiring. Gives you a passive movement speed boost that stacks with other movement speed boosts.
Refabricated Nanites (Implantoid, Trauma control system, Control boost utility, Control boost combat, Purger, Oxyrush, Nantidotes) You programmed and set aside a specific subset of nanites who have a singular purpose that you can call upon at any time to engage their effect, but this only works once. Injects 15 units a specific chemical nanite structure into your blood which have various effects. Look up the names on the SIRC app to identify what they do in game. 30 or more nanites will cause blood loss, use with caution. Has no effect on fully synthetic individuals.
Munition Fabrication You programmed and set aside a specific subset of nanites whose singular purpose is to reconstruct themselves into ammunition boxes. The process is quite intensive and requires one hour between uses. Creates a single box of ammunition of your choice every one hour, allowing you to produce ammo for yourself and others. Opifex nanogate only.

Back to Top