medassist module
$
180.00
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1
lb.
Weight
Complexity

4

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MedassistModule

Spawns in

Items

Extra Info:
[Implant] - medassist module

Stents and pneumatic applicators are hardwired to an intelligent control unit that dictates the injection of protean dyes into the veins.

Current loadout: no injectors

Reduces the action cost of applying injectors by 80%.
Can be loaded with up to 8 injectors, which the medassist module AI will automatically apply when appropriate (at its own discretion) for no action cost.

Target body parts: Body, Back, Arm
License points: 3
Only compatible with True Kin genotypes

Perfect
Cybernetic Info
License point cost

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Slots

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Destroyed when removed

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medassist module is a moderate cost cybernetic implant which upon installation both reduces the action cost of applying all tonics by 80% and grants the user a toggleable ability which allows the implant to instantly apply tonics when certain criterium are met.

The ability itself is called 'medassist module' and can be toggled off and on without expending action points. It functions by assessing the current type of damage, status effects, amount of damage taken or number of lost limbs the user is currently facing and applying whichever available tonic it determines to have the highest positive utility at no action-cost. Up to 8 tonics can be slotted into medassist module at a time and are loaded by either selecting the implanted cybernetic itself or desired tonic in the inventory screen and choosing the load tonic option. Each loading action costs one turn and results in a single tonic being inserted into the implant. Loaded tonics can be removed at any time by selecting the eject tonic option, which simultaneously removes all inserted tonics at the cost of one turn.

Tonics applied by the module take effect instantly, potentially shielding the user from any instigating source of elemental damage, though this interaction is currently bugged and does not function properly.

Unlike most other implants, medassist module retains some functionality while not installed. Tonics present in the implant at the time of being uninstalled are notably not lost and can be retrieved by using the eject tonics action on the newly removed medassist module. Additionally, new tonics can be loaded into the implant at any time and tonics loaded into other medassist modules present in the inventory are considered valid targets for the load tonics action.

The 80% tonic use action cost reduction essentially means that the user will be able to apply 4 out of every 5 tonics without taking a turn, allowing the user to benefit from certain tonics in combat without needing to sacrifice valuable turns. This bonus only applies to tonics direly injected by the user, tonics applied on companions or to enemies through items like dart guns do not benefit from the reduction to action cost.

Advantages & Disadvantages

Advantages

  • Makes salve and shade oil injectors substantially safer to use.

Disadvantages

  • Some tonics can be challenging to obtain, potentially limiting utility of being able to more freely inject them.
  •  plastifer chem vests
  • Provides essentially no utility without frequently expending a relatively limited resource.

Automatic tonic application criterium

Tonic Positive Factors Negative Factors
 blaze injector Player loses more than half of their base HP or 2/3 of their current HP from one source of heat damage
 hulk honey injector Player is terrified
 luminous hoarshroom Player loses more than half of their base HP or 2/3 of their current HP from one source of cold damage
 rubbergum injector Player loses more than half of their base HP or 2/3 of their current HP from one source of cold or electrical damage Player is bleeding
 salve injector Player is below 50% health
 shade oil injector Player loses more than 2/3 of their base HP or 3/4 of their current HP from one source of damage
 sphynx salt injector Player is confused
 ubernostrum injector Player has been dismembered

When the player drops below 10% HP, the medassist module will randomly use any tonics loaded into it, prioritizing healing and  shade oil injectors.

Note that, despite counting as tonics for most other purposes, luminous hoarshrooms will not work in the medassist module, it only accepts actual injectors.

Tips

  • Shade oil tonics applied by medassist module give the user the option of  phasing out the moment they are injected, regardless of whether the user is otherwise incapacitated or not. This essentially means that the implant loaded with shadeoil can save the user from being stunlocked or pronelocked to death by various foes such as  galgals,  chute crabs or  Knight Templars when under normal circumstances the user would not have a chance to apply or even use the tonic at all.
  • The medassist module can be used to produce massive numbers of tonics with only a fraction of the  metamorphic polygel it would take under normal circumstances. This is accomplished by loading the desired tonic(s), such as  Eaters' nectar injectors or  ubernostrum injectors into a medassist module installed into either of the arm slots and then using the  Amputate Limb skill to dismember the implanted limb. The newly dismembered limb can then be duplicated with polygel and  butchered to retrieve the implant. The tonics previously loaded will be duplicated along with the module and can be loaded into the module once again to repeat the process until 8 desired tonics can be duplicated with only a single unit of polygel.