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		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Space_Law&amp;diff=35945</id>
		<title>Space Law</title>
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		<updated>2023-01-02T06:43:09Z</updated>

		<summary type="html">&lt;p&gt;Kenionatus: Undo revision 35944 by Kenionatus (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ambox&lt;br /&gt;
|name=This page is merely an [[IC]] roleplay suggestion&lt;br /&gt;
|type=content&lt;br /&gt;
|issue= Space Law is only a set of guidelines, meaning security &amp;lt;b&amp;gt;does NOT have to follow it.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt; Administrators will only intervene when you are sentenced to grossly unfair times. If you get 3 minutes instead of 2, talk to the lawyer as it's considered an [[IC]] issue. &amp;lt;br&amp;gt;''If you cite Space Law in an adminhelp or anywhere outside IC communications, you will be laughed at.''&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{pp|vandalism|small=1}}&lt;br /&gt;
Space Law is a collection of rules and regulations enacted by [[Backstory#Nanotrasen|Nanotrasen]] which has oversight through [[Backstory#Central Command|CentCom]] and is enforced by the [[Security|Sec Officers]] on the vessel. Space Law applies to all ranks and positions on vessel, from the lowliest Assistant to the highest Captain, all are equal under the eyes of the Law and ultimately answer to her.&lt;br /&gt;
&lt;br /&gt;
''The rules and regulations herein are not absolutes, instead they exist to serve mainly as '''guidelines''' for the law and order of the dynamic situations that exist for vessels on the frontiers of space, as such some leeway is permitted.''&lt;br /&gt;
=== Crime Codes Quick Reference ===&lt;br /&gt;
Use this to quickly find the Crime Code Numbers.&lt;br /&gt;
&lt;br /&gt;
Crime codes are made up of Category Codes (_xx), which are a collection of similar crimes on a line for ease of use, prefixed by the Severity Number (X__).&lt;br /&gt;
&lt;br /&gt;
Additionally, certain modifiers might affect the punishment, they are to be appendixed as follows:&lt;br /&gt;
&lt;br /&gt;
The Severity Modifier is appended at the end of the crime code number as follows: XXX-_. It only gets applied during martial law, and as such may be highly situational, as no emergency is the same.&lt;br /&gt;
&lt;br /&gt;
The Sentence modifiers are shown in the rightmost column, they are to be appended to the right of the severity modifier as follows: XXX-S_&lt;br /&gt;
=== Crime Codes Quick Reference ===&lt;br /&gt;
Use this to quickly find the Crime Code Numbers.&lt;br /&gt;
&lt;br /&gt;
Crime codes are made up of Category Codes (_xx), which are a collection of similar crimes on a line for ease of use, prefixed by the Severity Number (X__).&lt;br /&gt;
{| style='text-align:center; background-color:#FFFFFF;' border=1 cellspacing=0&lt;br /&gt;
! style='background-color:#FFFFFF;' Width='20px'|Code&lt;br /&gt;
! style='background-color:#91d5ff;' Width='20px' |0XX - Infraction&lt;br /&gt;
! style='background-color:#ffee55;' Width='200px'|1XX - Minor&lt;br /&gt;
! style='background-color:#ffaa55;' width='200px'|2XX - Medium&lt;br /&gt;
! style='background-color:#ff6655;' width='200px'|3XX - Major&lt;br /&gt;
! style='background-color:black; color:white' width='200px'|4XX - Capital&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 01&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |Superficial Vandalism&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Minor Vandalism&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Vandalism, Major&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Sabotage&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | Grand Sabotage&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 02&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Assault&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Assault Of an Officer&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Aggravated Assault/Attempted Murder&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | Murder&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 03&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |Disorderly Conduct&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Disturbing the Peace&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Vigilantism&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Rioting&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | Inciting a Riot&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 04&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |Unionization&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Dereliction of Duty&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Insubordination&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Interference with Department Leadership&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | Mutiny&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 05&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Breaking and Entering&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Breaking and Entering, Inherently Dangerous Areas&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Breaking and Entering, High Security Areas&lt;br /&gt;
|style='background:dimgray; color:white' | &lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 06&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Encouragement of sympathizing Attitudes&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Propaganda&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Enemy Sympathizer&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | Enemy of the Corporation&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 07&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |Failure to Present ID&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Trespass&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Trespass, Dangerous Area&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Trespass, High Security Areas&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 08&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |Creating a Workplace Hazard&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Workplace Negligence&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Gross Incompetence&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Manslaughter&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 09&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Petty Theft&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Theft&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Larceny&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | Grand Larceny&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 10&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; | Unauthorized Use of Recreational Drugs&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Possession, Illicit Substances&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Distribution, Illicit Substances&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Production, Illicit Substances&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 11&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; | Fine Evasion&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Misrepresentation of Authorization&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Identity Fraud&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Impersonation of Central Command&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
!12&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; | Disruptive Communications&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Indecent Exposure&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Interpretation of the Law===&lt;br /&gt;
A good working knowledge of Space Law is important for any person on the vessel. It can be the difference between a shiny pair of handcuffs and sipping Gargle Blasters in the bar. More in depth interpretations of space law are required for such positions as the Staff Judge Advocate, Warden, HoP, and the HoS. While it is unlikely that the officers will listen particularly closely to your protestations, it may be enough to lighten your sentence and avoid ill treatment by the MP.&lt;br /&gt;
&lt;br /&gt;
For certain crimes, the accused's intent is important. The difference between Murder and Manslaughter can be very hard to ascertain, and you should default to the less severe one.&lt;br /&gt;
&lt;br /&gt;
Additionally, &amp;quot;stacking&amp;quot; of ''sentences'' is not allowed, and only the sentence of the most severe crime is to be applied.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took three items off of someone, this is a single count of pick-pocketing, if they pick-pocketed two people this would be two separate counts of pick-pocketing, and so on.&lt;br /&gt;
&lt;br /&gt;
'''As an example of this:'''&lt;br /&gt;
&lt;br /&gt;
An assistant walks around the ship naked, stealing IDs from multiple people and then deepfrying them after breaking into the kitchen. This happened at least a few times. The seperate instances of those crimes would be documented like this:&lt;br /&gt;
* 209 Theft | Stole multiple IDs on seperate counts. (We cannot be sure how many times it happened, as such we only mark it once and note in the description that it was done a bunch.)&lt;br /&gt;
* 105 B&amp;amp;E | Broke into the kitchen on seperate counts. (Same here.)&lt;br /&gt;
* 201 Major Vandalism | Deep fried a bunch of people's IDs. (Same here.)&lt;br /&gt;
* 212 Indecent Exposure | Constant nakedness.&lt;br /&gt;
Since he was actively running from security this entire time, the &amp;quot;G&amp;quot; sentence modifier is applied to all of them, doubling their sentences. And since we do not stack sentences, and their most severe crime is major vandalism, we give them a clean and solid 20 minute brig time.&lt;br /&gt;
&lt;br /&gt;
Aiding a criminal makes you an accomplice; you can be charged with the same ''sentence'' as the person you aided as per sentence modifier H: Aiding and Abetting.&lt;br /&gt;
&lt;br /&gt;
'''Always remember, if you're unsure, go with the most lenient option. Being lenient when reasonable is a powerful tool for security, it helps greatly to have a cooperative crew on your side. You're all in this together after all.'''&lt;br /&gt;
====Brig Procedures====&lt;br /&gt;
Standard Operational Procedures for brigging are as follows:&lt;br /&gt;
#Take the prisoner to the brig and inform the Warden of their crimes so their Security Record may be updated.&lt;br /&gt;
# Hold the prisoner over one of the genpop lockers, and empty their inventory into it.&lt;br /&gt;
#Search the items removed and be sure to check the internals box in their backpack.&lt;br /&gt;
#Confiscate any contraband and/or stolen items, as well as any tools that may be used for future crimes. &amp;lt;br&amp;gt;These are to be placed in evidence, '''not left on the brig floor or your personal use''', until they can be returned to their rightful owners.&lt;br /&gt;
#Enter their crime into the genpop interface on the wall and receive their prisoner ID card.&lt;br /&gt;
#Close and lock their locker with their ID card.&lt;br /&gt;
#Put the ID card on the prisoners ID card slot, and move them into the cell.&lt;br /&gt;
#Uncuff, stun them if they pose a danger still.&lt;br /&gt;
#Take the cuffs with you, and leave the prisoner to their sentence.&lt;br /&gt;
#Modify their brig sentence for additional offences or good behavior, if applicable.&lt;br /&gt;
'''Do''' ''NOT''''' fully strip the prisoner unless they have earned a permanent sentence.'''&lt;br /&gt;
&lt;br /&gt;
The [[Warden]] or [[Head of Security]] are responsible for placing prisoners in permanent confinement.&lt;br /&gt;
#Permanent Prisoners are to be completely stripped of their belongings, which are to be held in either evidence or a prison locker.&lt;br /&gt;
#The prisoner is to be dressed in an Orange Prison Jumpsuit and Shoes, which are found in the prison lockers.&lt;br /&gt;
# Permanent Prisoners are not permitted to possess any personal belongings whilst they are incarcerated in the [[Prison Wing]].&lt;br /&gt;
====Legal Representation and Trials====&lt;br /&gt;
Prisoners are permitted to seek legal representation on permanent sentences, you must take steps to provide this if possible.&lt;br /&gt;
&lt;br /&gt;
Staff Judge Advocates, and by extension the Executive Officer/Captain, exist to serve as a guiding hand and the voice of reason within the judicial process, however they have zero authority over the brig, security personnel, prisoners, or sentencing. &lt;br /&gt;
&lt;br /&gt;
The Staff Judge Advocates' security headset is a privilege not a right. Security personnel are under no requirement to listen to them and security channel abuse is to result in that privilege being revoked. &lt;br /&gt;
*If the Staff Judge Advocate continuously acts as a disruptive influence Security are fully permitted to confiscate their access, remove them from the brig and bar their future access to it.&lt;br /&gt;
In instances where a conflict of opinion arises over the sentence of a prisoner the [[Chain_of_Command|chain of command]] '''must''' be followed. This goes along the usual rank hierarchy.&lt;br /&gt;
&lt;br /&gt;
Trials are not to be performed for Timed Sentences. This is mainly for the benefit of the accused as trials will often run many times the length of the actual sentence. &lt;br /&gt;
*Trials may be performed for Capital Crimes and Permanent Detention, however there is no requirement to hold them. Forensic Evidence, Witness Testimony, or Confessions are all that is required for the Head of Security, Warden or Captain to authorize their sentence.&lt;br /&gt;
In cases where the Death Penalty is desired but the Captain or Acting-Captain is unable or unwilling to authorize the execution a trial '''is required''' to authorise the death penalty.&lt;br /&gt;
====Use of Deadly Force====&lt;br /&gt;
As a member of the vessels Security force you are one of the best armed and protected people on the vessel, equipped with the almost latest in non-lethal takedown technology.&lt;br /&gt;
&lt;br /&gt;
It is for this reason that the situations that warrant the use of Deadly Force are few and far between, in the grand majority of circumstances you will be expected to use your stun weapons, which indeed are many times more effective than lethal options, to diffuse a situation.&lt;br /&gt;
&lt;br /&gt;
There are a few circumstances where deadly force is permissible:&lt;br /&gt;
*'''General Quarters / Martial Law''' - situations which endanger the wellbeing of the vessel, such as any crime with the X Severity modifier, or the presence of highly dangerous adversaries such as Nuclear Operatives or a Space Wizard, authorise lethal force to be used if needed.&lt;br /&gt;
**A single shove does not constitute assault, not on an officer nor on anyone else. If you kill someone because of a single shove, be prepared to spend some time in the brig yourself, because you just committed manslaughter.&lt;br /&gt;
&lt;br /&gt;
*'''Non-Lethal Weapons Ineffective''' - certain targets are impervious to NLWs, such as Mechs, Xenomorphs, Borgs, and Hulks. Lethal force may be used against these targets if they prove hostile.&lt;br /&gt;
&lt;br /&gt;
*'''Severe Personal Risk''' - sometimes getting close enough to a target to slap the cuffs on will create significant personal risk to the Officer. Deadly force from range is recommended to subdue Wizards and Changelings.&lt;br /&gt;
**Criminals in hostile environments such as space, fire, or plasma leaks also fall into this category, as do criminals believed to be in possession of high explosives. Ranged lethal force is the only reasonable option in these conditions.&lt;br /&gt;
&lt;br /&gt;
*'''Armed and Dangerous''' - if a suspect is in possession of weapons, including stun weapons, and you have reasonable suspicion that they will use these against you, lethal force is permitted. Although in the majority of cases it is still preferable to attempt to detain them non-lethally.&lt;br /&gt;
**Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.&lt;br /&gt;
&lt;br /&gt;
*'''Multiple Hostiles''' - it can be extremely difficult to detain multiple hostiles. '''As a last resort''' if you are being mobbed you may deploy your baton in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
Additionally, in the event of an attempted prison break, Security may fire lasers through the glass. They are expected to first fire a few warning shots before unloading their weapon into the target.&lt;br /&gt;
----&lt;br /&gt;
===Modifiers===&lt;br /&gt;
Circumstances that may be applied to incidents or crimes depending on circumstance.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#f3d2fc;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;130px&amp;quot; | Crime&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|A&lt;br /&gt;
|'''Re-Education'''&lt;br /&gt;
|De-conversion of revolutionary sympathisers or cultists.&lt;br /&gt;
| Immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|B&lt;br /&gt;
|'''Elevated Sentencing'''&lt;br /&gt;
|Scope of crimes committed or '''their repetition''' warrant raising severity by one notch. Generally applied after the third instance of a crime, reapplicable, you can imprison crew permanently(with warden/hos/xo/cap permission) if they do not show signs of stopping.&lt;br /&gt;
|Crime is counted as one(or more) severities higher than usual.&lt;br /&gt;
|-&lt;br /&gt;
| C&lt;br /&gt;
|'''Self-Defense'''&lt;br /&gt;
|Self Defense is defined as &amp;quot;The protection of oneself, the protection of thy colleagues, and the protection of thine workplace&amp;quot;. Do note however that persons intentionally getting involved in fights which occur in a department that isn't theirs is an act of vigilantism, this is not permitted. Leniency is advised during times of crisis.&lt;br /&gt;
|Immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|D&lt;br /&gt;
|'''Cooperation with Prosecution or MPs'''&lt;br /&gt;
|Cooperation specifically when already being arrested.&lt;br /&gt;
|Notch crime severity down/lessen punishment, not applicable to capital crimes.&lt;br /&gt;
|-&lt;br /&gt;
| E&lt;br /&gt;
|'''Surrender'''&lt;br /&gt;
|Voluntarily seeking out MP officers and confessing to a crime.&lt;br /&gt;
|Notch crime severity down, consider leniency when determining punishment(When applying to native capital crimes, only release on parole with tracking implant).&lt;br /&gt;
|-&lt;br /&gt;
|F&lt;br /&gt;
|'''Insanity'''&lt;br /&gt;
|Crime comitted during an episode of mind control, hypnosis, brainwashing, etc. Perpetrator is of unstable mind, recommend medical treatment and demotion.&lt;br /&gt;
|Immediate release and medical treatment. If treatment impossible, release only with commanding officer present.&lt;br /&gt;
|-&lt;br /&gt;
|G&lt;br /&gt;
|'''Resisting Arrest'''&lt;br /&gt;
|Knowingly resisting attempts at legal detention by members of the MP team.&lt;br /&gt;
|Double sentence time.&lt;br /&gt;
|-&lt;br /&gt;
|H&lt;br /&gt;
|'''Aiding and Abetting'''&lt;br /&gt;
|Knowingly helping a criminal in committing a crime, including interfering with the arrest, stealing prisoners in transit, breaking them out of prison, hiding them, providing medical care without ensuring they don’t run, etc&lt;br /&gt;
|Same sentence as original criminal.&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
|'''Escaped Prisoner'''&lt;br /&gt;
|Someone who has escaped their cell should be recaptured and returned to the brig.&lt;br /&gt;
|Timer reset to the full length of the original sentence.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Infractions===&lt;br /&gt;
All of these crimes carry a 100 credit fine and a reprimand.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#d1edff;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;130px&amp;quot; | Crime&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|001&lt;br /&gt;
|[[File:Superficial Vandalism.png|frameless|100x100px]]&lt;br /&gt;
|'''Superficial Vandalism'''&lt;br /&gt;
|To deface the vessel or property of another individual.&lt;br /&gt;
|Minor damage that can be repaired with space cleaner or other cosmetic only damage.&lt;br /&gt;
|-&lt;br /&gt;
|003&lt;br /&gt;
|[[File:Disorderly.png|frameless]]&lt;br /&gt;
|'''Disorderly Conduct'''&lt;br /&gt;
|To conduct ones self in a way unsuitable for the retention of one’s position.&lt;br /&gt;
|Minorly disruptive behavior that isn't otherwise illegal, such as drunkenly harassing a crewmember, shoving people around, blatantly ignoring SOP, etc.&lt;br /&gt;
|-&lt;br /&gt;
|004&lt;br /&gt;
|&lt;br /&gt;
|'''Unionization'''&lt;br /&gt;
|To form a union or inspire unionization efforts within the crew.&lt;br /&gt;
|Unionization is a direct violation of all employee contracts. All employees thinking of unionization should be directed to section 154: Subheading 3 and &amp;lt;s&amp;gt;have their knee caps shattered&amp;lt;/s&amp;gt; be warned of contract termination.&lt;br /&gt;
|-&lt;br /&gt;
|007&lt;br /&gt;
|[[File:Trespassing.png]]&lt;br /&gt;
|'''Failure to Present ID'''&lt;br /&gt;
|To fail to wear or otherwise display identifying information&lt;br /&gt;
|Basically, anyone that you can't see the name of gets this.&lt;br /&gt;
Gas Masked Assistant without an ID? Slap them with this. Head lose his ID in his access console and need to call for help? Slap him with this and laugh.&lt;br /&gt;
|-&lt;br /&gt;
|008&lt;br /&gt;
|[[File:CreateHazard.png|frameless]]&lt;br /&gt;
|'''Creating a Workplace Hazard'''&lt;br /&gt;
|To create a situation which may lead to the harm of others during normal operation in that department.&lt;br /&gt;
|Minor unsafe behavior can also be charged under this crime.&lt;br /&gt;
|-&lt;br /&gt;
|010&lt;br /&gt;
|&lt;br /&gt;
|'''Unauthorized Use of Recreational Drugs'''&lt;br /&gt;
|To use recreational drugs outside of authorized areas&lt;br /&gt;
|Authorized areas are the Bar, the Cafeteria, the Chapel, The Fitness Center, the Pool, Dormitories, and the Theater&lt;br /&gt;
|-&lt;br /&gt;
|011&lt;br /&gt;
|[[File:FineEvasion.png|frameless]]&lt;br /&gt;
|'''Fine Evasion'''&lt;br /&gt;
|To purposefully avoid or refuse to pay a legal fine.&lt;br /&gt;
|A reasonable time and notification should be given to the plaintiff.&lt;br /&gt;
|-&lt;br /&gt;
|012&lt;br /&gt;
|[[File:DisruptiveComms.png|frameless]]&lt;br /&gt;
|'''Disruptive Communications'''&lt;br /&gt;
|To knowingly disrupt or needlessly populate a radio frequency with the intent to be a nuisance to users of that frequency.&lt;br /&gt;
|Radio spam bad. I'm looking at you, circuit makers.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Minor Crimes===&lt;br /&gt;
All of these crimes carry a 5 minutes sentence, with optional demotion at the relevant heads discretion.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#b5f7b6;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|[[File:Vandalism.PNG|frameless]]&lt;br /&gt;
|'''Minor Vandalism'''&lt;br /&gt;
|To damage, destroy, or permanently deface non-critical furniture, vendors, or personal property.&lt;br /&gt;
|Large amounts of irreparable damage should be charged with Major Vandalism, Damage to critical infrastructure may be a form of Sabotage.&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|[[File:Assault.png|frameless]]&lt;br /&gt;
|'''Assault'''&lt;br /&gt;
|To use physical force against someone without the apparent intent to kill them.&lt;br /&gt;
|This covers minor criminal uses of force, ''Without intent to seriously injure.'' That would be Aggravated Assault, or possibly a flavor of Murder.&lt;br /&gt;
Notably does not include shoving, that would be 003.&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|[[File:Disturbing the Peace.png|frameless]]&lt;br /&gt;
|'''Disturbing the Peace'''&lt;br /&gt;
|To knowingly organize a movement which disrupts the normal operations of a department.&lt;br /&gt;
|Establishing a peaceful strike or otherwise disrupting standard department order without attachment to criminal entities&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|[[File:Dereliction.PNG]]&lt;br /&gt;
|'''Dereliction of Duty'''&lt;br /&gt;
| To willfully abandon an obligation that is critical to the vessel's continued operation.&lt;br /&gt;
| A demotion is often included in the sentence. Emphasis on the word critical: An officer taking a break is not dereliction in of itself. An officer taking a break knowing that operatives are shooting up the Captain is. Engineers who do not secure a power source at the start of the shift and heads of staff who abandon the vessel can also be charged.&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|[[File:BandE.PNG]]&lt;br /&gt;
|'''Breaking and Entering'''&lt;br /&gt;
|Forced entry to areas where the subject does not have access to. This counts for general areas only.&lt;br /&gt;
|Crew can still be charged with breaking &amp;amp; entry even if they do not enter the area themselves.&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|[[File:Empathizer.png|frameless]]&lt;br /&gt;
|'''Encouragement of sympathizing Attitudes'''&lt;br /&gt;
|To openly express viewpoints or opinions sympathetic to the cause of an enemy organisation, '''in the attempt to encourage such thoughts among the wider crew.'''&lt;br /&gt;
|For non-specific variant of this see: Disturbing the peace.&lt;br /&gt;
Openly Humanising the enemy during a battle may lessen morale and fighting spirit, this must be nipped in the bud.&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|[[File:Trespassing.png|frameless]]&lt;br /&gt;
|'''Trespass'''&lt;br /&gt;
|To be in an area which a person has either not purposefully been admitted to, does not have access, or has been asked to leave by someone who has access to that area.&lt;br /&gt;
|Being in an area, or having access to an area is not permission to that area. This crime covers non forcible entry into areas, such as following someone through a door.&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|[[File:Negligence.png|frameless]]&lt;br /&gt;
|'''Workplace Negligence'''&lt;br /&gt;
|To be negligent in one’s duty to an extent that it may cause harm, illness, or other negative effect, to another.&lt;br /&gt;
|This is the charge for the doctor that accidentally pumps pentetic acid into an oozeling, or a scientist who accidentally floods toxins with room temperature CO2 or N2O.&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|[[File:Pickpocketing.png|frameless]]&lt;br /&gt;
|'''Petty Theft'''&lt;br /&gt;
|To steal items from another’s person.&lt;br /&gt;
|Small or easily replaceable items should be charged with this, otherwise consider a higher class of theft.&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|[[File:Drug Possesion.png|frameless]]&lt;br /&gt;
|'''Possession, Illicit Substances'''&lt;br /&gt;
|The possession of illegal drugs in quantities appropriate for personal use.&lt;br /&gt;
|A pill or two of drugs is reasonable for recreational use, anything more is probably better charged as distribution.&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|[[File:FineEvasion.png|frameless]]&lt;br /&gt;
|'''Misrepresentation of Authorization'''&lt;br /&gt;
|To intentionally lie or mislead others that one has orders to access restricted company resources. To deceive others to gain property or credits from other personnel.&lt;br /&gt;
|Anyone that walks up to someone and somehow manages to get access to crap they shouldn't get this and a pat on the back. Minor scams and money siphoning schemes can also apply though anything that defrauds the company should certainly have a thievery charge as well. For the prepared criminal with clown-suit and documents, see 211&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|[[File:Indecent_exposure.png|frameless]]&lt;br /&gt;
|'''Indecent Exposure'''&lt;br /&gt;
|To be intentionally and publicly unclothed.&lt;br /&gt;
|Running around the vessel naked. The mutual degradation of chasing a naked man down while he screams rape is only worth it on slow shifts.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Medium Crimes===&lt;br /&gt;
These crimes carry a 10 minute sentence with advised demotion at the relevant head's discretion.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#fcf4c0;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|201&lt;br /&gt;
|[[File:Vandalism Personal .png|frameless]]&lt;br /&gt;
|'''Vandalism, Major'''&lt;br /&gt;
|To destroy or damage non-critical furniture, vendors, or personal property in a manner that can not be repaired.&lt;br /&gt;
|Spray painting all the lights red and wrecking tables in the bar is fun and all, but it makes it hard to figure out where the fire is, or to have a polite sip of tea.&lt;br /&gt;
|-&lt;br /&gt;
|202&lt;br /&gt;
|[[File:Assaulting_an_officer.PNG]]&lt;br /&gt;
|'''Assault of an Officer'''&lt;br /&gt;
| To use physical force against a Department Head or member of Security without the apparent intent to kill them.&lt;br /&gt;
| Criminals who attempt to disarm or grab officers while fleeing are guilty of this, even if bare handed. Officers should refrain from using lethal means to subdue the criminal if possible.&lt;br /&gt;
|-&lt;br /&gt;
|203&lt;br /&gt;
|[[File:Vigilantism.png|frameless]]&lt;br /&gt;
|'''Vigilantism'''&lt;br /&gt;
|To perform the responsibilities and duties of military police without approval or due cause to act.&lt;br /&gt;
|Validhunting bad. Let the redshirts/squaddies do their job.&lt;br /&gt;
|-&lt;br /&gt;
|204&lt;br /&gt;
|[[File:Insubordination-Rank.png|frameless|97x97px]]&lt;br /&gt;
|'''Insubordination'''&lt;br /&gt;
|To knowingly disobey a lawful order from a superior.&lt;br /&gt;
|Obey your heads of staff if they instruct you to do something within the scope of your job.&lt;br /&gt;
|-&lt;br /&gt;
|205&lt;br /&gt;
|[[File:BNE danger.png|frameless]]&lt;br /&gt;
|'''Breaking and Entering, Inherently Dangerous Areas'''&lt;br /&gt;
|To trespass into an area which may lead to the injury of self or others using forcible entry.&lt;br /&gt;
|Engineering spaces specifically related to reactor control, atmospherics, or toxins lab count here. This list is not exhaustive, but should not be extorted to increase sentencing.&lt;br /&gt;
|-&lt;br /&gt;
|206&lt;br /&gt;
|&lt;br /&gt;
|'''Propaganda'''&lt;br /&gt;
|Advocating for defection of the ship to a hostile faction&lt;br /&gt;
|As a reminder, Whiterapids is contracted to the Federation for the purpose of ''Fighting The Enemy'' not joining them.&lt;br /&gt;
|-&lt;br /&gt;
|207&lt;br /&gt;
|[[File:Tresspass_Danger.png|frameless]]&lt;br /&gt;
|'''Trespass, Dangerous Area'''&lt;br /&gt;
|Trespassing in an area which may lead to the injury of self, or others.&lt;br /&gt;
|Generally this will lead to injury. See breaking and entering, and apply any of the areas for Trespassing to dangerous areas.&lt;br /&gt;
|-&lt;br /&gt;
|208&lt;br /&gt;
|[[File:Negligent 2.png|frameless]]&lt;br /&gt;
|'''Gross Incompetence'''&lt;br /&gt;
|To be negligent in one’s duty to an extent that it may cause harm to multiple individuals, a department, or in a manor which directly leads to a serious injury of another person which requires emergency medical treatment.&lt;br /&gt;
|Virologists releasing spanish flu on accident, or scientists that flood science/toxins with plasma get charged here. It can also include engineers who destabilise the reactor or wander around with highly radioactive material.&lt;br /&gt;
|-&lt;br /&gt;
|209&lt;br /&gt;
|[[File:Petty theft.png|frameless]]&lt;br /&gt;
|'''Theft'''&lt;br /&gt;
|To steal equipment or items from a workplace, or items of extraordinary value from one’s person.&lt;br /&gt;
|This includes things like insulated gloves, crew pinpointers, normal ID cards, or personal items.&lt;br /&gt;
|-&lt;br /&gt;
|210&lt;br /&gt;
|[[File:Narcotics Distribution.PNG|frameless]]&lt;br /&gt;
|'''Distribution, Illicit Substances'''&lt;br /&gt;
|The possession of dangerous or illegal drugs/equipment in a quantity greater than that which is reasonable for personal consumption.&lt;br /&gt;
|You should probably try to determine intent from additional evidence before charging someone with this.&lt;br /&gt;
|-&lt;br /&gt;
|211&lt;br /&gt;
|[[File:Dreamseeker JYtsg049js.png|frameless]]&lt;br /&gt;
|'''Identity Fraud'''&lt;br /&gt;
|The manufacture of falsified documents or tampering with other signifiers for the purposes of; falsifying an Identity, Wearing the uniform of another department without authorization, or claiming to be reassigned to a department or command.&lt;br /&gt;
|Basically, if they don't actually work there but have a bunch of fake documents claiming they do, slap them with this. Feel free to apply trespassing for extra spice.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Major Crimes===&lt;br /&gt;
These crimes carry a 15 minute sentence. Demotion is mandatory in all cases.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#ffcc9c;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|301&lt;br /&gt;
|[[File:Disrupting_power.png]]&lt;br /&gt;
|'''Sabotage'''&lt;br /&gt;
|To destroy vessel assets or resources critical to normal or emergency vessel procedures, or cause sections of the vessel to become uninhabitable.&lt;br /&gt;
|Deliberately releasing N2O, bolting doors, disabling the power network, and constructing barricades are but some of many means of sabotage. For more violent forms, see Grand Sabotage.&lt;br /&gt;
|-&lt;br /&gt;
|302&lt;br /&gt;
|[[File:Assault_Deadly_Weapon.PNG]]&lt;br /&gt;
|'''Aggravated Assault/Attempted Murder'''&lt;br /&gt;
|To take physical action against a person with intent to grievously harm or kill.&lt;br /&gt;
|This covers criminal uses of force, with intent to seriously injure or kill. If you're going at someone with a circular saw, it doesn't matter if you're trying to ''kill'' him or just ''nearly'' kill him.&lt;br /&gt;
|-&lt;br /&gt;
|303&lt;br /&gt;
|[[File:Rioting.PNG|frameless]]&lt;br /&gt;
|'''Rioting'''&lt;br /&gt;
|To partake in an unauthorised and disruptive assembly of crewmen that refuse to disperse.&lt;br /&gt;
|It is required to declare a riot and order the crowd to disperse, failure to disperse is the crime of note here. Any crimes committed during the riot are considered separate offences.&lt;br /&gt;
|-&lt;br /&gt;
|304&lt;br /&gt;
|[[File:Insubordination.PNG|frameless]]&lt;br /&gt;
|'''Interference With Department Leadership'''&lt;br /&gt;
|To significantly disrupt the Head of a department's ability to lead or coordinate.&lt;br /&gt;
|Preventing a head from accessing sections of their own department, inspiring insubordination, and publicly declaring a dereliction of duty would fall under here. &amp;lt;s&amp;gt;Apply Baton until morale improves.&amp;lt;/s&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|305&lt;br /&gt;
|[[File:BnE High Sec.png|frameless]]&lt;br /&gt;
|'''Breaking and Entering, High Security Areas'''&lt;br /&gt;
|To commit trespassing into a secure area such as: Command areas, Personal offices, Weapons storage, weapon production, explosive storage, explosive production, or other high security areas, using forcible entry.&lt;br /&gt;
|Please note, paramedics may have to commit breaking and entry in order to perform their duties.&lt;br /&gt;
|-&lt;br /&gt;
|306&lt;br /&gt;
|[[File:SymphaticEnemy.png|frameless]]&lt;br /&gt;
|'''Enemy Sympathizer'''&lt;br /&gt;
|To openly call for action to the benefit of an enemy organisation, in the attempt to weaken the position of the ship, or strengthen the position of the enemy.&lt;br /&gt;
|Yelling HAIL THE SYNDICATE is skirting close to mutiny, but isn't quite it just yet. Once they actually start doing/sabotaging something, that's when it gets serious.&lt;br /&gt;
|-&lt;br /&gt;
|307&lt;br /&gt;
|[[File:TressHighsec.png|frameless]]&lt;br /&gt;
|'''Trespass, High Security Areas'''&lt;br /&gt;
|Trespassing in any of the following without appropriate permission or access: Command areas, Personal offices, Weapons storage, weapon production, explosive storage, explosive production, or other high security areas.&lt;br /&gt;
|The clown is not legally allowed to trail the captain into the bridge unless it is for a prank according to their Standard Operating Procedures.&lt;br /&gt;
|-&lt;br /&gt;
|308&lt;br /&gt;
|[[File:Manslaughter.PNG]]&lt;br /&gt;
|'''Manslaughter'''&lt;br /&gt;
|To unintentionally kill someone through negligent, but not malicious, actions.&lt;br /&gt;
|They didn't mean to do it but someone's dead now. It's important to remember that you may want them to fix what they've done before throwing them in the brig, in the example of medical malpractice.&lt;br /&gt;
|-&lt;br /&gt;
|309&lt;br /&gt;
| [[File:Larency.png|frameless]]&lt;br /&gt;
|'''Larceny'''&lt;br /&gt;
|To steal rare, expensive (Items of greater than 1000 credit value), or restricted equipment from secure areas or one’s person.&lt;br /&gt;
|This does not include theft of people's ID cards, which are likely to hold a value of more than 1000 credits. It does however cover ID cards which could lead into high security areas, such as the Captain's, Head of Personnel's, or Head of Security's.&lt;br /&gt;
|-&lt;br /&gt;
|310&lt;br /&gt;
|[[File:Drop Gruduction.png|frameless|96x96px]]&lt;br /&gt;
|'''Production, Illicit Substances'''&lt;br /&gt;
|To produce substances such as drugs, poisons, performance enhancers, etc without explicit written permission by the Chief Medical Officer and Captain.&lt;br /&gt;
|Including meth, crank, krokodile, etc. The mentioned written permission MUST be from the Captain AND CMO, no matter if it's the botanist or chemist.&lt;br /&gt;
|-&lt;br /&gt;
|311&lt;br /&gt;
|[[File:CorpoFraud.png|frameless]]&lt;br /&gt;
|Impersonation of Central Command&lt;br /&gt;
|Falsify orders from or to impersonate a member of Central Command&lt;br /&gt;
|What? Do you really need an explanation?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Capital Crimes===&lt;br /&gt;
These crimes can result in Execution, Permanent Prison Time, or Cyborgization.&lt;br /&gt;
&lt;br /&gt;
'''Only the Captain, XO, HoS, and Warden can authorize a Permanent Sentence.'''&lt;br /&gt;
&lt;br /&gt;
''' Only the Captain can authorize an Execution or Forced Cyborgization.'''&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#ffb3b3;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|401&lt;br /&gt;
|[[File:Compromising_Station_Integrity.PNG]]&lt;br /&gt;
|'''Grand Sabotage'''&lt;br /&gt;
|To destroy or modify vessel assets or equipment without which the vessel may collapse or otherwise become uninhabitable.&lt;br /&gt;
|This may include tampering with vessel records, purposefully detonating the reactor, destroying the SMES power storage equipment, plasma flooding, or superheating distro.&lt;br /&gt;
|-&lt;br /&gt;
|402&lt;br /&gt;
|[[File:Murder.PNG]]&lt;br /&gt;
|'''Murder'''&lt;br /&gt;
|To maliciously kill someone.&lt;br /&gt;
|Punishment should fit the nature of both the crime and the criminal. Murder committed by temporary emotional distress, such as fear or anger, warrants lower punishments. Cyborg candidates must have brains fit to obey relevant laws. Life imprisonment is the most humane option for the insane who might malfunction as cyborgs. &amp;lt;br&amp;gt;'''Unauthorised executions are classed as Murder.'''&lt;br /&gt;
|-&lt;br /&gt;
|403&lt;br /&gt;
|[[File:Inciting_Riot.PNG]]&lt;br /&gt;
|'''Inciting a Riot'''&lt;br /&gt;
|To attempt to stir the crew into a riot with the intention of disrupting the functioning of the vessel.&lt;br /&gt;
|Additionally to the brigging the offender will also have restrictions placed on their radio traffic and be implanted with a tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
|404&lt;br /&gt;
|[[File:Mutiny.PNG]]&lt;br /&gt;
|'''Mutiny'''&lt;br /&gt;
|To act individually, or as a group, to overthrow or subvert the established Chain of Command without lawful and legitimate cause.&lt;br /&gt;
|Mutiny is not as clear cut as it may seem, there may be a legitimate reason for their actions, such as their head of staff being utterly incompetent. This is one of the few crimes where it is recommended to always seek a third party opinion. If their actions are determined to be for the betterment of the vessel consider a timed sentence or even a full pardon.&lt;br /&gt;
|-&lt;br /&gt;
|406&lt;br /&gt;
|[[File:Antag_skum.png]]&lt;br /&gt;
|'''Enemy of the Corporation'''&lt;br /&gt;
|To be a member of any of the following organizations: The syndicate, Hostile boarding parties, Wizards, Changeling Hiveminds, cults, or other non-authorized religious practitioners (heretics).&lt;br /&gt;
|Current enemies of the federation include: The Syndicate (through secret agents, boarding parties, and brainwashing specialists), The Wizard Federation, The Changeling Hivemind, and The Cult of Nar'Sie.&lt;br /&gt;
Please also consider that deconversion is preferable to charging under EOTC. This is a '''LAST RESORT''', and a trial must be held before conviction of personnel that were at any time on the crew manifest. Heretics are exempt from the trial requirement, and have their sentence executed without a trial.&lt;br /&gt;
|-&lt;br /&gt;
|409&lt;br /&gt;
|[[File:High_value_target_theft.png]]&lt;br /&gt;
|'''Grand Larceny'''&lt;br /&gt;
|To steal inherently dangerous items from their storage, one’s person, or other such methods acquire through illicit means.&lt;br /&gt;
|&amp;lt;br&amp;gt;Syndicate agents frequently attempt to steal cutting-edge technology. Examples include: intelligence or research samples, the Hand Teleporter, the Captain's Antique Laser, the Captain or the HoP's ID cards, or Mechs.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; This is by no means a exhaustive list of items that are high value to the syndicate; when in doubt use common sense when you see certain items that are stolen that can cause massive problems throughout the vessel. Remember if something is locked up in a secure area it probably should not be taken without prior permission.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Kenionatus</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Space_Law&amp;diff=35944</id>
		<title>Space Law</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Space_Law&amp;diff=35944"/>
		<updated>2023-01-02T06:42:09Z</updated>

		<summary type="html">&lt;p&gt;Kenionatus: test edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ambox&lt;br /&gt;
|name=This page is merely an [[IC]] roleplay suggestion&lt;br /&gt;
|type=content&lt;br /&gt;
|issue= Space Law is only a set of guidelines, meaning security &amp;lt;b&amp;gt;does NOT have to follow it.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt; Administrators will only intervene when you are sentenced to grossly unfair times. If you get 3 minutes instead of 2, talk to the lawyer as it's considered an [[IC]] issue. &amp;lt;br&amp;gt;''If you cite Space Law in an adminhelp or anywhere outside IC communications, you will be laughed at.''&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{pp|vandalism|small=1}}&lt;br /&gt;
Space Law is a collection of rules and regulations enacted by [[Backstory#Nanotrasen|Nanotrasen]] which has oversight through [[Backstory#Central Command|CentCom]] and is enforced by the [[Security|Sec Officers]] on the vessel. Space Law applies to all ranks and positions on vessel, from the lowliest Assistant to the highest Captain, all are equal under the eyes of the Law and ultimately answer to her.&lt;br /&gt;
&lt;br /&gt;
''The rules and regulations herein are not absolutes, instead they exist to serve mainly as '''guidelines''' for the law and order of the dynamic situations that exist for vessels on the frontiers of space, as such some leeway is permitted.''&lt;br /&gt;
=== Crime Codes Quick Reference ===&lt;br /&gt;
Use this to quickly find the Crime Code Numbers.&lt;br /&gt;
&lt;br /&gt;
Crime codes are made up of Category Codes (_xx), which are a collection of similar crimes on a line for ease of use, prefixed by the Severity Number (X__).&lt;br /&gt;
&lt;br /&gt;
Additionally, certain modifiers might affect the punishment, they are to be appendixed as follows:&lt;br /&gt;
&lt;br /&gt;
The Severity Modifier is appended at the end of the crime code number as follows: XXX-_. It only gets applied during martial law, and as such may be highly situational, as no emergency is the same.&lt;br /&gt;
&lt;br /&gt;
The Sentence modifiers are shown in the rightmost column, they are to be appended to the right of the severity modifier as follows: XXX-S_&lt;br /&gt;
=== Crime Codes Quick Reference ===&lt;br /&gt;
Use this to quickly find the Crime Code Numbers.&lt;br /&gt;
&lt;br /&gt;
Crime codes are made up of Category Codes (_xx), which are a collection of similar crimes on a line for ease of use, prefixed by the Severity Number (X__).&lt;br /&gt;
{| style='text-align:center; background-color:#FFFFFF;' border=1 cellspacing=0&lt;br /&gt;
! style='background-color:#FFFFFF;' Width='20px'|Code&lt;br /&gt;
! style='background-color:#91d5ff;' Width='20px' |0XX - Infraction&lt;br /&gt;
! style='background-color:#ffee55;' Width='200px'|1XX - Minor&lt;br /&gt;
! style='background-color:#ffaa55;' width='200px'|2XX - Medium&lt;br /&gt;
! style='background-color:#ff6655;' width='200px'|3XX - Major&lt;br /&gt;
! style='background-color:black; color:white' width='200px'|4XX - Capital&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 01&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |Superficial Vandalism&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Minor Vandalism&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Vandalism, Major&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Sabotage&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | Grand Sabotage&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 02&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Assault&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Assault Of an Officer&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Aggravated Assault/Attempted Murder&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | Murder&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 03&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |Disorderly Conduct&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Disturbing the Peace&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Vigilantism&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Rioting&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | Inciting a Riot&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 04&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |Unionization&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Dereliction of Duty&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Insubordination&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Interference with Department Leadership&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | Mutiny&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 05&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Breaking and Entering&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Breaking and Entering, Inherently Dangerous Areas&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Breaking and Entering, High Security Areas&lt;br /&gt;
|style='background:dimgray; color:white' | &lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 06&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Encouragement of sympathizing Attitudes&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Propaganda&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Enemy Sympathizer&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | Enemy of the Corporation&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 07&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |Failure to Present ID&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Trespass&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Trespass, Dangerous Area&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Trespass, High Security Areas&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 08&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |Creating a Workplace Hazard&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Workplace Negligence&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Gross Incompetence&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Manslaughter&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 09&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Petty Theft&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Theft&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Larceny&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | Grand Larceny&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 10&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; | Unauthorized Use of Recreational Drugs&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Possession, Illicit Substances&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Distribution, Illicit Substances&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Production, Illicit Substances&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 11&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; | Fine Evasion&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Misrepresentation of Authorization&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Identity Fraud&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Impersonation of Central Command&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
!12&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; | Disruptive Communications&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Indecent Exposure&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Interpretation of the Law===&lt;br /&gt;
A good working knowledge of Space Law is important for any person on the vessel. It can be the difference between a shiny pair of handcuffs and sipping Gargle Blasters in the bar. More in depth interpretations of space law are required for such positions as the Staff Judge Advocate, Warden, HoP, and the HoS. While it is unlikely that the officers will listen particularly closely to your protestations, it may be enough to lighten your sentence and avoid ill treatment by the MP.&lt;br /&gt;
&lt;br /&gt;
For certain crimes, the accused's intent is important. The difference between Murder and Manslaughter can be very hard to ascertain, and you should default to the less severe one.&lt;br /&gt;
&lt;br /&gt;
Additionally, &amp;quot;stacking&amp;quot; of ''sentences'' is not allowed, and only the sentence of the most severe crime is to be applied.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took three items off of someone, this is a single count of pick-pocketing, if they pick-pocketed two people this would be two separate counts of pick-pocketing, and so on.&lt;br /&gt;
&lt;br /&gt;
'''As an example of this:'''&lt;br /&gt;
&lt;br /&gt;
An assistant walks around the ship naked, stealing IDs from multiple people and then deepfrying them after breaking into the kitchen. This happened at least a few times. The seperate instances of those crimes would be documented like this:&lt;br /&gt;
* 209 Theft | Stole multiple IDs on seperate counts. (We cannot be sure how many times it happened, as such we only mark it once and note in the description that it was done a bunch.)&lt;br /&gt;
* 105 B&amp;amp;E | Broke into the kitchen on seperate counts. (Same here.)&lt;br /&gt;
* 201 Major Vandalism | Deep fried a bunch of people's IDs. (Same here.)&lt;br /&gt;
* 212 Indecent Exposure | Constant nakedness.&lt;br /&gt;
Since he was actively running from security this entire time, the &amp;quot;G&amp;quot; sentence modifier is applied to all of them, doubling their sentences. And since we do not stack sentences, and their most severe crime is major vandalism, we give them a clean and solid 20 minute brig time.&lt;br /&gt;
&lt;br /&gt;
Aiding a criminal makes you an accomplice; you can be charged with the same ''sentence'' as the person you aided as per sentence modifier H: Aiding and Abetting.&lt;br /&gt;
&lt;br /&gt;
'''Always remember, if you're unsure, go with the most lenient option. Being lenient when reasonable is a powerful tool for security, it helps greatly to have a cooperative crew on your side. You're all in this together after all.'''&lt;br /&gt;
====Brig Procedures====&lt;br /&gt;
Standard Operational Procedures for brigging are as follows:&lt;br /&gt;
#Take the prisoner to the brig and inform the Warden of their crimes so their Security Record may be updated.&lt;br /&gt;
# Hold the prisoner over one of the genpop lockers, and empty their inventory into it.&lt;br /&gt;
#Search the items removed and be sure to check the internals box in their backpack.&lt;br /&gt;
#Confiscate any contraband and/or stolen items, as well as any tools that may be used for future crimes. &amp;lt;br&amp;gt;These are to be placed in evidence, '''not left on the brig floor or your personal use''', until they can be returned to their rightful owners.&lt;br /&gt;
#Enter their crime into the genpop interface on the wall and receive their prisoner ID card.&lt;br /&gt;
#Close and lock their locker with their ID card.&lt;br /&gt;
#Put the ID card on the prisoners ID card slot, and move them into the cell.&lt;br /&gt;
#Uncuff, stun them if they pose a danger still.&lt;br /&gt;
#Take the cuffs with you, and leave the prisoner to their sentence.&lt;br /&gt;
#Modify their brig sentence for additional offences or good behavior, if applicable.&lt;br /&gt;
'''Do''' ''NOT''''' fully strip the prisoner unless they have earned a permanent sentence.'''&lt;br /&gt;
&lt;br /&gt;
The [[Warden]] or [[Head of Security]] are responsible for placing prisoners in permanent confinement.&lt;br /&gt;
#Permanent Prisoners are to be completely stripped of their belongings, which are to be held in either evidence or a prison locker.&lt;br /&gt;
#The prisoner is to be dressed in an Orange Prison Jumpsuit and Shoes, which are found in the prison lockers.&lt;br /&gt;
# Permanent Prisoners are not permitted to possess any personal belongings whilst they are incarcerated in the [[Prison Wing]].&lt;br /&gt;
====Legal Representation and Trials====&lt;br /&gt;
Prisoners are permitted to seek legal representation on permanent sentences, you must take steps to provide this if possible.&lt;br /&gt;
&lt;br /&gt;
Staff Judge Advocates, and by extension the Executive Officer/Captain, exist to serve as a guiding hand and the voice of reason within the judicial process, however they have zero authority over the brig, security personnel, prisoners, or sentencing. &lt;br /&gt;
&lt;br /&gt;
The Staff Judge Advocates' security headset is a privilege not a right. Security personnel are under no requirement to listen to them and security channel abuse is to result in that privilege being revoked. &lt;br /&gt;
*If the Staff Judge Advocate continuously acts as a disruptive influence Security are fully permitted to confiscate their access, remove them from the brig and bar their future access to it.&lt;br /&gt;
In instances where a conflict of opinion arises over the sentence of a prisoner the [[Chain_of_Command|chain of command]] '''must''' be followed. This goes along the usual rank hierarchy.&lt;br /&gt;
&lt;br /&gt;
Trials are not to be performed for Timed Sentences. This is mainly for the benefit of the accused as trials will often run many times the length of the actual sentence. &lt;br /&gt;
*Trials may be performed for Capital Crimes and Permanent Detention, however there is no requirement to hold them. Forensic Evidence, Witness Testimony, or Confessions are all that is required for the Head of Security, Warden or Captain to authorize their sentence.&lt;br /&gt;
In cases where the Death Penalty is desired but the Captain or Acting-Captain is unable or unwilling to authorize the execution a trial '''is required''' to authorise the death penalty.&lt;br /&gt;
====Use of Deadly Force====&lt;br /&gt;
As a member of the vessels Security force you are one of the best armed and protected people on the vessel, equipped with the almost latest in non-lethal takedown technology.&lt;br /&gt;
&lt;br /&gt;
It is for this reason that the situations that warrant the use of Deadly Force are few and far between, in the grand majority of circumstances you will be expected to use your stun weapons, which indeed are many times more effective than lethal options, to diffuse a situation.&lt;br /&gt;
&lt;br /&gt;
There are a few circumstances where deadly force is permissible:&lt;br /&gt;
*'''General Quarters / Martial Law''' - situations which endanger the wellbeing of the vessel, such as any crime with the X Severity modifier, or the presence of highly dangerous adversaries such as Nuclear Operatives or a Space Wizard, authorise lethal force to be used if needed.&lt;br /&gt;
**A single shove does not constitute assault, not on an officer nor on anyone else. If you kill someone because of a single shove, be prepared to spend some time in the brig yourself, because you just committed manslaughter.&lt;br /&gt;
&lt;br /&gt;
*'''Non-Lethal Weapons Ineffective''' - certain targets are impervious to NLWs, such as Mechs, Xenomorphs, Borgs, and Hulks. Lethal force may be used against these targets if they prove hostile.&lt;br /&gt;
&lt;br /&gt;
*'''Severe Personal Risk''' - sometimes getting close enough to a target to slap the cuffs on will create significant personal risk to the Officer. Deadly force from range is recommended to subdue Wizards and Changelings.&lt;br /&gt;
**Criminals in hostile environments such as space, fire, or plasma leaks also fall into this category, as do criminals believed to be in possession of high explosives. Ranged lethal force is the only reasonable option in these conditions.&lt;br /&gt;
&lt;br /&gt;
*'''Armed and Dangerous''' - if a suspect is in possession of weapons, including stun weapons, and you have reasonable suspicion that they will use these against you, lethal force is permitted. Although in the majority of cases it is still preferable to attempt to detain them non-lethally.&lt;br /&gt;
**Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.&lt;br /&gt;
&lt;br /&gt;
*'''Multiple Hostiles''' - it can be extremely difficult to detain multiple hostiles. '''As a last resort''' if you are being mobbed you may deploy your baton in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
Additionally, in the event of an attempted prison break, Security may fire lasers through the glass. They are expected to first fire a few warning shots before unloading their weapon into the target.&lt;br /&gt;
----&lt;br /&gt;
===Modifiers===&lt;br /&gt;
Circumstances that may be applied to incidents or crimes depending on circumstance.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#f3d2fc;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;130px&amp;quot; | Crime&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|A&lt;br /&gt;
|'''Re-Education'''&lt;br /&gt;
|De-conversion of revolutionary sympathisers or cultists.&lt;br /&gt;
| Immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|B&lt;br /&gt;
|'''Elevated Sentencing'''&lt;br /&gt;
|Scope of crimes committed or '''their repetition''' warrant raising severity by one notch. Generally applied after the third instance of a crime, reapplicable, you can imprison crew permanently(with warden/hos/xo/cap permission) if they do not show signs of stopping.&lt;br /&gt;
|Crime is counted as one(or more) severities higher than usual.&lt;br /&gt;
|-&lt;br /&gt;
| C&lt;br /&gt;
|'''Self-Defense'''&lt;br /&gt;
|Self Defense is defined as &amp;quot;The protection of oneself, the protection of thy colleagues, and the protection of thine workplace&amp;quot;. Do note however that persons intentionally getting involved in fights which occur in a department that isn't theirs is an act of vigilantism, this is not permitted. Leniency is advised during times of crisis.&lt;br /&gt;
|Immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|D&lt;br /&gt;
|'''Cooperation with Prosecution or MPs'''&lt;br /&gt;
|Cooperation specifically when already being arrested.&lt;br /&gt;
|Notch crime severity down/lessen punishment, not applicable to capital crimes.&lt;br /&gt;
|-&lt;br /&gt;
| E&lt;br /&gt;
|'''Surrender'''&lt;br /&gt;
|Voluntarily seeking out MP officers and confessing to a crime.&lt;br /&gt;
|Notch crime severity down, consider leniency when determining punishment(When applying to native capital crimes, only release on parole with tracking implant).&lt;br /&gt;
|-&lt;br /&gt;
|F&lt;br /&gt;
|'''Insanity'''&lt;br /&gt;
|Crime comitted during an episode of mind control, hypnosis, brainwashing, etc. Perpetrator is of unstable mind, recommend medical treatment and demotion.&lt;br /&gt;
|Immediate release and medical treatment. If treatment impossible, release only with commanding officer present.&lt;br /&gt;
|-&lt;br /&gt;
|G&lt;br /&gt;
|'''Resisting Arrest'''&lt;br /&gt;
|Knowingly resisting attempts at legal detention by members of the MP team.&lt;br /&gt;
|Double sentence time.&lt;br /&gt;
|-&lt;br /&gt;
|H&lt;br /&gt;
|'''Aiding and Abetting'''&lt;br /&gt;
|Knowingly helping a criminal in committing a crime, including interfering with the arrest, stealing prisoners in transit, breaking them out of prison, hiding them, providing medical care without ensuring they don’t run, etc&lt;br /&gt;
|Same sentence as original criminal.&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
|'''Escaped Prisoner'''&lt;br /&gt;
|Someone who has escaped their cell should be recaptured and returned to the brig.&lt;br /&gt;
|Timer reset to the full length of the original sentence.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Infractions===&lt;br /&gt;
All of these crimes carry a 100 credit fine and a reprimand.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#d1edff;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;130px&amp;quot; | Crime&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|001&lt;br /&gt;
|[[File:Superficial Vandalism.png|frameless|100x100px]]&lt;br /&gt;
|'''Superficial Vandalism'''&lt;br /&gt;
|To deface the vessel or property of another individual.&lt;br /&gt;
|Minor damage that can be repaired with space cleaner or other cosmetic only damage.&lt;br /&gt;
|-&lt;br /&gt;
|003&lt;br /&gt;
|[[File:Disorderly.png|frameless]]&lt;br /&gt;
|'''Disorderly Conduct'''&lt;br /&gt;
|To conduct ones self in a way unsuitable for the retention of one’s position.&lt;br /&gt;
|Minorly disruptive behavior that isn't otherwise illegal, such as drunkenly harassing a crewmember, shoving people around, blatantly ignoring SOP, etc.&lt;br /&gt;
|-&lt;br /&gt;
|004&lt;br /&gt;
|&lt;br /&gt;
|'''Unionization'''&lt;br /&gt;
|To form a union or inspire unionization efforts within the crew.&lt;br /&gt;
|Unionization is a direct violation of all employee contracts. All employees thinking of unionization should be directed to section 154: Subheading 3 and &amp;lt;s&amp;gt;have their knee caps shattered&amp;lt;/s&amp;gt; be warned of contract termination.&lt;br /&gt;
|-&lt;br /&gt;
|007&lt;br /&gt;
|[[File:Trespassing.png]]&lt;br /&gt;
|'''Failure to Present ID'''&lt;br /&gt;
|To fail to wear or otherwise display identifying information&lt;br /&gt;
|Basically, anyone that you can't see the name of gets this.&lt;br /&gt;
Gas Masked Assistant without an ID? Slap them with this. Head lose his ID in his access console and need to call for help? Slap him with this and laugh.&lt;br /&gt;
|-&lt;br /&gt;
|008&lt;br /&gt;
|[[File:CreateHazard.png|frameless]]&lt;br /&gt;
|'''Creating a Workplace Hazard'''&lt;br /&gt;
|To create a situation which may lead to the harm of others during normal operation in that department.&lt;br /&gt;
|Minor unsafe behavior can also be charged under this crime.&lt;br /&gt;
|-&lt;br /&gt;
|010&lt;br /&gt;
|&lt;br /&gt;
|'''Unauthorized Use of Recreational Drugs'''&lt;br /&gt;
|To use recreational drugs outside of authorized areas&lt;br /&gt;
|Authorized areas are the Bar, the Cafeteria, the Chapel, The Fitness Center, the Pool, Dormitories, and the Theater&lt;br /&gt;
|-&lt;br /&gt;
|011&lt;br /&gt;
|[[File:FineEvasion.png|frameless]]&lt;br /&gt;
|'''Fine Evasion'''&lt;br /&gt;
|To purposefully avoid or refuse to pay a legal fine.&lt;br /&gt;
|A reasonable time and notification should be given to the plaintiff.&lt;br /&gt;
|-&lt;br /&gt;
|012&lt;br /&gt;
|[[File:DisruptiveComms.png|frameless]]&lt;br /&gt;
|'''Disruptive Communications'''&lt;br /&gt;
|To knowingly disrupt or needlessly populate a radio frequency with the intent to be a nuisance to users of that frequency.&lt;br /&gt;
|Radio spam bad. I'm looking at you, circuit makers.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Minor Crimes===&lt;br /&gt;
All of these crimes carry a 5 minutes sentence, with optional demotion at the relevant heads discretion.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#b5f7b6;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|[[File:Vandalism.PNG|frameless]]&lt;br /&gt;
|'''Minor Vandalism'''&lt;br /&gt;
|To damage, destroy, or permanently deface non-critical furniture, vendors, or personal property.&lt;br /&gt;
|Large amounts of irreparable damage should be charged with Major Vandalism, Damage to critical infrastructure may be a form of Sabotage.&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|[[File:Assault.png|frameless]]&lt;br /&gt;
|'''Assault'''&lt;br /&gt;
|To use physical force against someone without the apparent intent to kill them.&lt;br /&gt;
|This covers minor criminal uses of force, ''Without intent to seriously injure.'' That would be Aggravated Assault, or possibly a flavor of Murder.&lt;br /&gt;
Notably does not include shoving, that would be 003.&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|[[File:Disturbing the Peace.png|frameless]]&lt;br /&gt;
|'''Disturbing the Peace'''&lt;br /&gt;
|To knowingly organize a movement which disrupts the normal operations of a department.&lt;br /&gt;
|Establishing a peaceful strike or otherwise disrupting standard department order without attachment to criminal entities&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|[[File:Dereliction.PNG]]&lt;br /&gt;
|'''Dereliction of Duty'''&lt;br /&gt;
| To willfully abandon an obligation that is critical to the vessel's continued operation.&lt;br /&gt;
| A demotion is often included in the sentence. Emphasis on the word critical: An officer taking a break is not dereliction in of itself. An officer taking a break knowing that operatives are shooting up the Captain is. Engineers who do not secure a power source at the start of the shift and heads of staff who abandon the vessel can also be charged.&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|[[File:BandE.PNG]]&lt;br /&gt;
|'''Breaking and Entering'''&lt;br /&gt;
|Forced entry to areas where the subject does not have access to. This counts for general areas only.&lt;br /&gt;
|Crew can still be charged with breaking &amp;amp; entry even if they do not enter the area themselves.&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|[[File:Empathizer.png|frameless]]&lt;br /&gt;
|'''Encouragement of sympathizing Attitudes'''&lt;br /&gt;
|To openly express viewpoints or opinions sympathetic to the cause of an enemy organisation, '''in the attempt to encourage such thoughts among the wider crew.'''&lt;br /&gt;
|For non-specific variant of this see: Disturbing the peace.&lt;br /&gt;
Openly Humanising the enemy during a battle may lessen morale and fighting spirit, this must be nipped in the bud.&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|[[File:Trespassing.png|frameless]]&lt;br /&gt;
|'''Trespass'''&lt;br /&gt;
|To be in an area which a person has either not purposefully been admitted to, does not have access, or has been asked to leave by someone who has access to that area.&lt;br /&gt;
|Being in an area, or having access to an area is not permission to that area. This crime covers non forcible entry into areas, such as following someone through a door.&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|[[File:Negligence.png|frameless]]&lt;br /&gt;
|'''Workplace Negligence'''&lt;br /&gt;
|To be negligent in one’s duty to an extent that it may cause harm, illness, or other negative effect, to another.&lt;br /&gt;
|This is the charge for the doctor that accidentally pumps pentetic acid into an oozeling, or a scientist who accidentally floods toxins with room temperature CO2 or N2O.&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|[[File:Pickpocketing.png|frameless]]&lt;br /&gt;
|'''Petty Theft'''&lt;br /&gt;
|To steal items from another’s person.&lt;br /&gt;
|Small or easily replaceable items should be charged with this, otherwise consider a higher class of theft.&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|[[File:Drug Possesion.png|frameless]]&lt;br /&gt;
|'''Possession, Illicit Substances'''&lt;br /&gt;
|The possession of illegal drugs in quantities appropriate for personal use.&lt;br /&gt;
|A pill or two of drugs is reasonable for recreational use, anything more is probably better charged as distribution.&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|[[File:FineEvasion.png|frameless]]&lt;br /&gt;
|'''Misrepresentation of Authorization'''&lt;br /&gt;
|To intentionally lie or mislead others that one has orders to access restricted company resources. To deceive others to gain property or credits from other personnel.&lt;br /&gt;
|Anyone that walks up to someone and somehow manages to get access to crap they shouldn't get this and a pat on the back. Minor scams and money siphoning schemes can also apply though anything that defrauds the company should certainly have a thievery charge as well. For the prepared criminal with clown-suit and documents, see 211&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|[[File:Indecent_exposure.png|frameless]]&lt;br /&gt;
|'''Indecent Exposure'''&lt;br /&gt;
|To be intentionally and publicly unclothed.&lt;br /&gt;
|Running around the vessel naked. The mutual degradation of chasing a naked man down while he screams rape is only worth it on slow shifts.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Medium Crimes===&lt;br /&gt;
These crimes carry a 10 minute sentence with advised demotion at the relevant head's discretion.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#fcf4c0;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|201&lt;br /&gt;
|[[File:Vandalism Personal .png|frameless]]&lt;br /&gt;
|'''Vandalism, Major'''&lt;br /&gt;
|To destroy or damage non-critical furniture, vendors, or personal property in a manner that can not be repaired.&lt;br /&gt;
|Spray painting all the lights red and wrecking tables in the bar is fun and all, but it makes it hard to figure out where the fire is, or to have a polite sip of tea.&lt;br /&gt;
|-&lt;br /&gt;
|202&lt;br /&gt;
|[[File:Assaulting_an_officer.PNG]]&lt;br /&gt;
|'''Assault of an Officer'''&lt;br /&gt;
| To use physical force against a Department Head or member of Security without the apparent intent to kill them.&lt;br /&gt;
| Criminals who attempt to disarm or grab officers while fleeing are guilty of this, even if bare handed. Officers should refrain from using lethal means to subdue the criminal if possible.&lt;br /&gt;
|-&lt;br /&gt;
|203&lt;br /&gt;
|[[File:Vigilantism.png|frameless]]&lt;br /&gt;
|'''Vigilantism'''&lt;br /&gt;
|To perform the responsibilities and duties of military police without approval or due cause to act.&lt;br /&gt;
|Validhunting bad. Let the redshirts/squaddies do their job.&lt;br /&gt;
|-&lt;br /&gt;
|204&lt;br /&gt;
|[[File:Insubordination-Rank.png|frameless|97x97px]]&lt;br /&gt;
|'''Insubordination'''&lt;br /&gt;
|To knowingly disobey a lawful order from a superior.&lt;br /&gt;
|Obey your heads of staff if they instruct you to do something within the scope of your job.&lt;br /&gt;
|-&lt;br /&gt;
|205&lt;br /&gt;
|[[File:BNE danger.png|frameless]]&lt;br /&gt;
|'''Breaking and Entering, Inherently Dangerous Areas'''&lt;br /&gt;
|To trespass into an area which may lead to the injury of self or others using forcible entry.&lt;br /&gt;
|Engineering spaces specifically related to reactor control, atmospherics, or toxins lab count here. This list is not exhaustive, but should not be extorted to increase sentencing.&lt;br /&gt;
|-&lt;br /&gt;
|206&lt;br /&gt;
|&lt;br /&gt;
|'''Propaganda'''&lt;br /&gt;
|Advocating for defection of the ship to a hostile faction&lt;br /&gt;
|As a reminder, Whiterapids is contracted to the Federation for the purpose of ''Fighting The Enemy'' not joining them.&lt;br /&gt;
|-&lt;br /&gt;
|207&lt;br /&gt;
|[[File:Tresspass_Danger.png|frameless]]&lt;br /&gt;
|'''Trespass, Dangerous Area'''&lt;br /&gt;
|Trespassing in an area which may lead to the injury of self, or others.&lt;br /&gt;
|Generally this will lead to injury. See breaking and entering, and apply any of the areas for Trespassing to dangerous areas.&lt;br /&gt;
|-&lt;br /&gt;
|208&lt;br /&gt;
|[[File:Negligent 2.png|frameless]]&lt;br /&gt;
|'''Gross Incompetence'''&lt;br /&gt;
|To be negligent in one’s duty to an extent that it may cause harm to multiple individuals, a department, or in a manor which directly leads to a serious injury of another person which requires emergency medical treatment.&lt;br /&gt;
|Virologists releasing spanish flu on accident, or scientists that flood science/toxins with plasma get charged here. It can also include engineers who destabilise the reactor or wander around with highly radioactive material.&lt;br /&gt;
|-&lt;br /&gt;
|209&lt;br /&gt;
|[[File:Petty theft.png|frameless]]&lt;br /&gt;
|'''Theft'''&lt;br /&gt;
|To steal equipment or items from a workplace, or items of extraordinary value from one’s person.&lt;br /&gt;
|This includes things like insulated gloves, crew pinpointers, normal ID cards, or personal items.&lt;br /&gt;
|-&lt;br /&gt;
|210&lt;br /&gt;
|[[File:Narcotics Distribution.PNG|frameless]]&lt;br /&gt;
|'''Distribution, Illicit Substances'''&lt;br /&gt;
|The possession of dangerous or illegal drugs/equipment in a quantity greater than that which is reasonable for personal consumption.&lt;br /&gt;
|You should probably try to determine intent from additional evidence before charging someone with this.&lt;br /&gt;
|-&lt;br /&gt;
|211&lt;br /&gt;
|[[File:Dreamseeker JYtsg049js.png|frameless]]&lt;br /&gt;
|'''Identity Fraud'''&lt;br /&gt;
|The manufacture of falsified documents or tampering with other signifiers for the purposes of; falsifying an Identity, Wearing the uniform of another department without authorization, or claiming to be reassigned to a department or command.&lt;br /&gt;
|Basically, if they don't actually work there but have a bunch of fake documents claiming they do, slap them with this. Feel free to apply trespassing for extra spice.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Major Crimes===&lt;br /&gt;
These crimes carry a 15 minute sentence. Demotion is mandatory in all cases.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#ffcc9c;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|301&lt;br /&gt;
|[[File:Disrupting_power.png]]&lt;br /&gt;
|'''Sabotage'''&lt;br /&gt;
|To destroy vessel assets or resources critical to normal or emergency vessel procedures, or cause sections of the vessel to become uninhabitable.&lt;br /&gt;
|Deliberately releasing N2O, bolting doors, disabling the power network, and constructing barricades are but some of many means of sabotage. For more violent forms, see Grand Sabotage.&lt;br /&gt;
|-&lt;br /&gt;
|302&lt;br /&gt;
|[[File:Assault_Deadly_Weapon.PNG]]&lt;br /&gt;
|'''Aggravated Assault/Attempted Murder'''&lt;br /&gt;
|To take physical action against a person with intent to grievously harm or kill.&lt;br /&gt;
|This covers criminal uses of force, with intent to seriously injure or kill. If you're going at someone with a circular saw, it doesn't matter if you're trying to ''kill'' him or just ''nearly'' kill him.&lt;br /&gt;
|-&lt;br /&gt;
|303&lt;br /&gt;
|[[File:Rioting.PNG|frameless]]&lt;br /&gt;
|'''Rioting'''&lt;br /&gt;
|To partake in an unauthorised and disruptive assembly of crewmen that refuse to disperse.&lt;br /&gt;
|It is required to declare a riot and order the crowd to disperse, failure to disperse is the crime of note here. Any crimes committed during the riot are considered separate offences.&lt;br /&gt;
|-&lt;br /&gt;
|304&lt;br /&gt;
|[[File:Insubordination.PNG|frameless]]&lt;br /&gt;
|'''Interference With Department Leadership'''&lt;br /&gt;
|To significantly disrupt the Head of a department's ability to lead or coordinate.&lt;br /&gt;
|Preventing a head from accessing sections of their own department, inspiring insubordination, and publicly declaring a dereliction of duty would fall under here. &amp;lt;s&amp;gt;Apply Baton until morale improves.&amp;lt;/s&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|305&lt;br /&gt;
|[[File:BnE High Sec.png|frameless]]&lt;br /&gt;
|'''Breaking and Entering, High Security Areas'''&lt;br /&gt;
|To commit trespassing into a secure area such as: Command areas, Personal offices, Weapons storage, weapon production, explosive storage, explosive production, or other high security areas, using forcible entry.&lt;br /&gt;
|Please note, paramedics may have to commit breaking and entry in order to perform their duties.&lt;br /&gt;
|-&lt;br /&gt;
|306&lt;br /&gt;
|[[File:SymphaticEnemy.png|frameless]]&lt;br /&gt;
|'''Enemy Sympathizer'''&lt;br /&gt;
|To openly call for action to the benefit of an enemy organisation, in the attempt to weaken the position of the ship, or strengthen the position of the enemy.&lt;br /&gt;
|Yelling HAIL THE SYNDICATE is skirting close to mutiny, but isn't quite it just yet. Once they actually start doing/sabotaging something, that's when it gets serious.&lt;br /&gt;
|-&lt;br /&gt;
|307&lt;br /&gt;
|[[File:TressHighsec.png|frameless]]&lt;br /&gt;
|'''Trespass, High Security Areas'''&lt;br /&gt;
|Trespassing in any of the following without appropriate permission or access: Command areas, Personal offices, Weapons storage, weapon production, explosive storage, explosive production, or other high security areas.&lt;br /&gt;
|The clown is not legally allowed to trail the captain into the bridge unless it is for a prank according to their Standard Operating Procedures.&lt;br /&gt;
|-&lt;br /&gt;
|308&lt;br /&gt;
|[[File:Manslaughter.PNG]]&lt;br /&gt;
|'''Manslaughter'''&lt;br /&gt;
|To unintentionally kill someone through negligent, but not malicious, actions.&lt;br /&gt;
|They didn't mean to do it but someone's dead now. It's important to remember that you may want them to fix what they've done before throwing them in the brig, in the example of medical malpractice.&lt;br /&gt;
|-&lt;br /&gt;
|309&lt;br /&gt;
| [[File:Larency.png|frameless]]&lt;br /&gt;
|'''Larceny'''&lt;br /&gt;
|To steal rare, expensive (Items of greater than 1000 credit value), or restricted equipment from secure areas or one’s person.&lt;br /&gt;
|This does not include theft of people's ID cards, which are likely to hold a value of more than 1000 credits. It does however cover ID cards which could lead into high security areas, such as the Captain's, Head of Personnel's, or Head of Security's.&lt;br /&gt;
|-&lt;br /&gt;
|310&lt;br /&gt;
|[[File:Drop Gruduction.png|frameless|96x96px]]&lt;br /&gt;
|'''Production, Illicit Substances'''&lt;br /&gt;
|To produce substances such as drugs, poisons, performance enhancers, etc without explicit written permission by the Chief Medical Officer and Captain.&lt;br /&gt;
|Including meth, crank, krokodile, etc. The mentioned written permission MUST be from the Captain AND CMO, no matter if it's the botanist or chemist.&lt;br /&gt;
|-&lt;br /&gt;
|311&lt;br /&gt;
|[[File:CorpoFraud.png|frameless]]&lt;br /&gt;
|Impersonation of Central Command&lt;br /&gt;
|Falsify orders from or to impersonate a member of Central Command&lt;br /&gt;
|What? Do you really need an explanation?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Capital Crimes===&lt;br /&gt;
These crimes can result in Execution, Permanent Prison Time, or Cyborgization.&lt;br /&gt;
&lt;br /&gt;
'''Only the Captain, XO, HoS, and Warden can authorize a Permanent Sentence.'''&lt;br /&gt;
&lt;br /&gt;
''' Only the Captain can authorize an Execution or Forced Cyborgization.'''&lt;br /&gt;
&lt;br /&gt;
test&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#ffb3b3;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|401&lt;br /&gt;
|[[File:Compromising_Station_Integrity.PNG]]&lt;br /&gt;
|'''Grand Sabotage'''&lt;br /&gt;
|To destroy or modify vessel assets or equipment without which the vessel may collapse or otherwise become uninhabitable.&lt;br /&gt;
|This may include tampering with vessel records, purposefully detonating the reactor, destroying the SMES power storage equipment, plasma flooding, or superheating distro.&lt;br /&gt;
|-&lt;br /&gt;
|402&lt;br /&gt;
|[[File:Murder.PNG]]&lt;br /&gt;
|'''Murder'''&lt;br /&gt;
|To maliciously kill someone.&lt;br /&gt;
|Punishment should fit the nature of both the crime and the criminal. Murder committed by temporary emotional distress, such as fear or anger, warrants lower punishments. Cyborg candidates must have brains fit to obey relevant laws. Life imprisonment is the most humane option for the insane who might malfunction as cyborgs. &amp;lt;br&amp;gt;'''Unauthorised executions are classed as Murder.'''&lt;br /&gt;
|-&lt;br /&gt;
|403&lt;br /&gt;
|[[File:Inciting_Riot.PNG]]&lt;br /&gt;
|'''Inciting a Riot'''&lt;br /&gt;
|To attempt to stir the crew into a riot with the intention of disrupting the functioning of the vessel.&lt;br /&gt;
|Additionally to the brigging the offender will also have restrictions placed on their radio traffic and be implanted with a tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
|404&lt;br /&gt;
|[[File:Mutiny.PNG]]&lt;br /&gt;
|'''Mutiny'''&lt;br /&gt;
|To act individually, or as a group, to overthrow or subvert the established Chain of Command without lawful and legitimate cause.&lt;br /&gt;
|Mutiny is not as clear cut as it may seem, there may be a legitimate reason for their actions, such as their head of staff being utterly incompetent. This is one of the few crimes where it is recommended to always seek a third party opinion. If their actions are determined to be for the betterment of the vessel consider a timed sentence or even a full pardon.&lt;br /&gt;
|-&lt;br /&gt;
|406&lt;br /&gt;
|[[File:Antag_skum.png]]&lt;br /&gt;
|'''Enemy of the Corporation'''&lt;br /&gt;
|To be a member of any of the following organizations: The syndicate, Hostile boarding parties, Wizards, Changeling Hiveminds, cults, or other non-authorized religious practitioners (heretics).&lt;br /&gt;
|Current enemies of the federation include: The Syndicate (through secret agents, boarding parties, and brainwashing specialists), The Wizard Federation, The Changeling Hivemind, and The Cult of Nar'Sie.&lt;br /&gt;
Please also consider that deconversion is preferable to charging under EOTC. This is a '''LAST RESORT''', and a trial must be held before conviction of personnel that were at any time on the crew manifest. Heretics are exempt from the trial requirement, and have their sentence executed without a trial.&lt;br /&gt;
|-&lt;br /&gt;
|409&lt;br /&gt;
|[[File:High_value_target_theft.png]]&lt;br /&gt;
|'''Grand Larceny'''&lt;br /&gt;
|To steal inherently dangerous items from their storage, one’s person, or other such methods acquire through illicit means.&lt;br /&gt;
|&amp;lt;br&amp;gt;Syndicate agents frequently attempt to steal cutting-edge technology. Examples include: intelligence or research samples, the Hand Teleporter, the Captain's Antique Laser, the Captain or the HoP's ID cards, or Mechs.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; This is by no means a exhaustive list of items that are high value to the syndicate; when in doubt use common sense when you see certain items that are stolen that can cause massive problems throughout the vessel. Remember if something is locked up in a secure area it probably should not be taken without prior permission.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Kenionatus</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_robotics&amp;diff=35942</id>
		<title>Guide to robotics</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_robotics&amp;diff=35942"/>
		<updated>2022-12-31T18:09:48Z</updated>

		<summary type="html">&lt;p&gt;Kenionatus: Add back note about maintenance drones being admin spawn only.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Science Dept header}}&lt;br /&gt;
Are you a [[Roboticist]]? This guide will explain the creation and maintenance of [[Cyborg]]s, bots, and stocky exosuits.&lt;br /&gt;
==[[Exosuit Fabricator]]s==&lt;br /&gt;
These are the main machines used in [[Robotics]], with them you can create various exosuit and cyborg parts and their upgrade modules.&lt;br /&gt;
Remember to sync these with the R&amp;amp;D servers frequently for new equipment designs and increased production speeds.&lt;br /&gt;
&lt;br /&gt;
If one (or more) of the Exosuit Fabricators gets stuck at updating from R&amp;amp;D servers, use a screwdriver on it and then crowbar that fucker!&lt;br /&gt;
Remove any metal/glass sheets and then put all the components back into the machine frame, use a screwdriver at the end to reassemble the Exosuit Fabricator.&lt;br /&gt;
====[[File:Generic_borg.png|64px]] [[Cyborg]]s====&lt;br /&gt;
Total Part Cost: 100000 [[File:Metal.png|Metal]]&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x each Cyborg part (made with the [[Exosuit Fabricator]])&amp;lt;br&amp;gt;&lt;br /&gt;
2 x [[File:Flash.gif|Flash]] ([[Exosuit Fabricator]])&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]] (preferably at least High-Capacity)&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Brain.png|Brain]]→ [[File:MMI.png|MMI]] OR positronic brain OR B.O.R.I.S. module&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Cyborg]] is the Roboticist's primary creation. They are tasked with helping the station's inhabitants in their daily life and trying to kill everyone when the [[AI]] is insane. Each cyborg is required to follow the AI's laws, and may choose one of the AIs in the event that more than one exists.&lt;br /&gt;
&lt;br /&gt;
Assuming you already have the necessary components:&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Insert a charged power cell into the cyborg's chest&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Insert a coil of wire into the cyborg's chest&lt;br /&gt;
# [[File:Flash.gif|Flash]] Insert two flashes in the cyborg's head (one for each eye socket)&lt;br /&gt;
# For final assembly, take each component and apply it to the cyborg endoskeleton&lt;br /&gt;
# [[File:Multitool.gif|Multitool]] Multitools can be used to give cyborgs names. Simply apply the multitool before the brain is installed. Note that calling a borg 'PenisShitter 5000' will not net you any new friends, however, if your borg leaves the name up to you, be sure to name it 'PenisShitter 5000'. For some hilarity and general confusion, try giving the borg the same name as the AI.&lt;br /&gt;
# [[File:Brain.png|Brain]] Once it's complete, it's time for the brain. [[Surgery#Brain_Removal|See here how to remove your volunteer's brain.]] (If the brain has been removed from the head without surgery, you will need to pour [[Guide_to_chemistry#Mannitol|mannitol]] on it to fix it)&lt;br /&gt;
# [[File:MMI.png|MMI]] Now put the brain into your [[MMI]], and then the MMI into the cyborg suit. Congratulations, your cyborg is complete. Put the brainless corpse into a body bag and deliver it to the [[Morgue]] (or throw it down the disposals because ROBOTICS!). If when you insert the MMI into the cyborg it says &amp;quot;This MMI does not seem to fit.&amp;quot; it means the user is job banned from cyborg.&lt;br /&gt;
# Instead of a brain, you can insert a positronic brain (controlled by a ghost) or B.O.R.I.S. module (controlled by the AI) into the cyborg as well.&lt;br /&gt;
==Cyborg Maintenance==&lt;br /&gt;
In the beginning of a maintenance process, you need to open the Cyborg's maintenance cover. To open it:&lt;br /&gt;
#[[File:Id_regular.png]] Use an ID Card, [[File:Emag.png]] [[Emag]] it or just ask the Cyborg to unlock its panel&lt;br /&gt;
#[[File:Crowbar.png]] Use a Crowbar to open the cover.&lt;br /&gt;
After the maintenance process use the same tools in reverse order so the Cyborg doesn't run around with its cover open, like so:&lt;br /&gt;
#[[File:Crowbar.png]] Use a Crowbar to close the cover.&lt;br /&gt;
#[[File:Id_regular.png]] Use your ID Card to lock the Cyborg. Borgs can't lock their panel.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
===Cyborg Repairs===&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Cyborgs will often come to you for repairs if damaged.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
For brute damage:&lt;br /&gt;
# [[File:Welder.png]][[Welding Tool|Weld]] them to fix the dents.&lt;br /&gt;
For burn damage:&lt;br /&gt;
# Unlock and open the Cyborg's cover.&lt;br /&gt;
# [[File:Hud-hands.gif]] Use an Empty Hand to remove the battery.&lt;br /&gt;
# [[File:Screwdriver_tool.png]] Screwdriver to expose wiring.&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Rewire the damaged circuits. You may have to do this step more than once.&lt;br /&gt;
# [[File:Screwdriver_tool.png]] Screwdriver to hide wiring.&lt;br /&gt;
# Re-insert the old battery or insert a new one. &lt;br /&gt;
# Close the cover and lock the Cyborg. &lt;br /&gt;
Engineering cyborgs can repair dents on themselves and on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
===Cyborg Batteries===&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;You will often see at least one Cyborg come to your assembly line to ask for an upgrade.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Unlock and open the Cyborg's cover.&lt;br /&gt;
# [[File:Hud-hands.gif]] With an Empty Hand, remove the old battery.&lt;br /&gt;
# [[File:Power_cell.png]] Insert a New Battery.&lt;br /&gt;
# Close the cover and lock the Cyborg. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
===Cyborg Radios===&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Cyborgs can be installed with radio encryption keys, allowing them to communicate on secure department channels.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Unlock and open the Cyborg's cover.&lt;br /&gt;
# [[File:Encryption_key.png]] Insert a New Encryption Key (or Screwdriver to remove the current Key).&lt;br /&gt;
# Close the cover and lock the Cyborg.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
===Reviving Cyborgs===&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;A cyborg that has failed but not been turned into scrap can be repaired back to working order.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Create an Emergency Restart Module at the Exosuit Fabricator (under Cyborg Upgrade Modules).&lt;br /&gt;
# Repair the Cyborg with a welder and/or replace wires.&lt;br /&gt;
# Unlock and open the Cyborg's cover.&lt;br /&gt;
# [[File:Circuitboard.png]] Insert the Emergency Restart Module.&lt;br /&gt;
# Close the cover and lock the Cyborg.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
===Upgrading Cyborgs===&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;The procedure to upgrade cyborgs&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Unlock and open the Cyborg's cover.&lt;br /&gt;
# [[File:Circuitboard.png]] Insert the Upgrade Module (or emag to subvert).&lt;br /&gt;
# Close the cover and lock the Cyborg.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
===Resetting Cyborg models===&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Cyborgs can at any point ask to have their module changed or reset&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Use these tools in this order to reset a borg module:&lt;br /&gt;
#[[File:Id_regular.png]] ID Card, [[File:Emag.png]] [[Emag]] or just ask the Cyborg to unlock its panel&lt;br /&gt;
#[[File:Crowbar.png]] Crowbar the panel open&lt;br /&gt;
#[[File:Emag.png]] Optional: [[Emag]] the cyborg and skip to &amp;quot;Afterwards&amp;quot; (does not work if its AI is [[Guide_to_malfunction|malfunctional]])&lt;br /&gt;
#[[File:Hud-hands.gif]] Remove the power cell by clicking the borg with an empty hand&lt;br /&gt;
#[[File:Screwdriver_tool.png]] Screwdriver to expose wires&lt;br /&gt;
#[[File:Wirecutters.png]] Wirecutters or [[File:Multitool.gif]] Multitool to manipulate wires&lt;br /&gt;
Afterwards:&lt;br /&gt;
#[[File:Screwdriver_tool.png]] Screwdriver to cover wires&lt;br /&gt;
#[[File:Power_cell.png]] Replace the power cell&lt;br /&gt;
#[[File:Crowbar.png]] Crowbar the panel shut&lt;br /&gt;
#[[File:Id_regular.png]] Lock the panel with an ID Card. Cyborgs cannot lock their own panel.&lt;br /&gt;
Borgs have seven wires; five working ones and two duds:&lt;br /&gt;
&lt;br /&gt;
[[Hacking#Cyborgs|Guide to Hacking]]. Also has some information regarding how you go around doing this&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
===Deconstructing Cyborgs===&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Cyborgs can be deconstructed to remove their MMI and get their parts back.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Unlock and open the Cyborg's cover.&lt;br /&gt;
# [[File:Hud-hands.gif]] Use an Empty Hand to remove battery.&lt;br /&gt;
# [[File:Screwdriver_tool.png]] Screwdriver to open wiring.&lt;br /&gt;
# [[File:Wirecutters.png]] Cut every wire until the '''lockdown''' light turns on.&lt;br /&gt;
# [[File:Wrench.png]] Wrench to disassemble.&lt;br /&gt;
(Alternatively, for steps 4 and 5, you can use a Robotics console)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==== Upgrades ====&lt;br /&gt;
[[Roboticist]]s can construct upgrade modules for cyborgs, such as one that increases your movement speed. Should you wish to change models, ask the roboticist to cut and mend your reset wire.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#f0e8f0&amp;quot;;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot;&lt;br /&gt;
! style='background-color:#A06DA0'                  |Name&lt;br /&gt;
! class='unsortable'style='background-color:#A06DA0'|Description&lt;br /&gt;
! style='background-color:#A06DA0'                  |Materials to produce&amp;lt;br&amp;gt;(unupgraded fabricator)&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Reclassification Module&lt;br /&gt;
|Allows you to rename the borg. Use it in hand to set the name, then apply it to the cyborg.&lt;br /&gt;
|5000 Metal&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Emergency Restart Module&lt;br /&gt;
|Used to force a restart of a disabled-but-repaired borg, bringing it back online.&amp;lt;br&amp;gt;&lt;br /&gt;
An important module! This will allow you to bring a dead, but not blown, Cyborg back to life. &lt;br /&gt;
|20000 Metal, 5000 Glass&lt;br /&gt;
|-&lt;br /&gt;
!Borg Expander&lt;br /&gt;
|A cyborg resizer, it makes a cyborg huge.&lt;br /&gt;
|200000 Metal, 5000 Titanium&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Ion Thrusters Module&lt;br /&gt;
|An ion-powered thruster system that works like a jetpack for movement in no gravity.&lt;br /&gt;
|10000 Metal, 6000 Glass, 5000 Plasma, 6000 Uranium&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Self-Repair Module&lt;br /&gt;
|Allows the cyborg to slowly repair iteself over time, increasing power consumption.&lt;br /&gt;
|15000 Metal, 15000 Glass&lt;br /&gt;
|-&lt;br /&gt;
!Illegal Equipment Modules&lt;br /&gt;
|Enables illegal modules, the same that are enabled when cyborgs are emagged.&amp;lt;br&amp;gt;&lt;br /&gt;
Only obtainable through admin shenanigans or through researching illegal tech. (deconstruct [[Syndicate Items]]!!)&lt;br /&gt;
|15000 Metal, 15000 Glass, 10000 Diamond&lt;br /&gt;
|-&lt;br /&gt;
!Circuit Manipulation Apparatus&lt;br /&gt;
|An engineering cyborg upgrade allowing for manipulation of circuit boards.&lt;br /&gt;
|2000 Metal, 500 Titanium&lt;br /&gt;
|-&lt;br /&gt;
!Engineering Cyborg RPED&lt;br /&gt;
|A rapid part exchange device for the engineering cyborg.&lt;br /&gt;
|10000 Metal, 5000 Glass&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Diamond Drill&lt;br /&gt;
|Upgrades a mining cyborg's drill to be faster. &lt;br /&gt;
|10000 Metal, 6000 Glass, 2000 Diamond&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Ore Satchel of Holding&lt;br /&gt;
|Upgrades a mining cyborg's satchel to hold infinite minerals.&lt;br /&gt;
|10000 Metal, 2000 Gold, 1000 Uranium&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Lavaproof Tracks&lt;br /&gt;
|Allows a mining cyborg to walk over lava undamaged.&lt;br /&gt;
|10000 Metal, 4000 Plasma, 5000 Titanium&lt;br /&gt;
|-&lt;br /&gt;
!Medical Cyborg Crew Pinpointer&lt;br /&gt;
|A crew pinpointer module for the medical cyborg. Also permits remote access to the crew monitor.&lt;br /&gt;
|1000 Metal, 500 Glass&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Piercing Hypospray&lt;br /&gt;
|Allows cyborg hyposprays to pierce through thick clothing and hardsuits.&lt;br /&gt;
|15000 Metal, 15000 Glass, 5000 Titanium, 3000 Diamond&lt;br /&gt;
|-&lt;br /&gt;
!Medical Cyborg Expanded Hypospray&lt;br /&gt;
|Adds [[Cyborg#Quick_reference_to_mediborg_chems|new chemicals]] to a Medical Cyborg's hypospray.&lt;br /&gt;
|15000 Metal, 15000 Glass, 8000 Plasma, 8000 Uranium&lt;br /&gt;
|-&lt;br /&gt;
!Medical Cyborg Defibrillator&lt;br /&gt;
|Gives a Medical Cyborg a [[Medical_items#Defibrillator|defibrillator]].&lt;br /&gt;
|8000 Metal, 5000 Glass, 4000 Silver, 3000 Gold&lt;br /&gt;
|-&lt;br /&gt;
!Medical Cyborg Surgical Processor&lt;br /&gt;
|Gives a Medical Cyborg a Surgical Processor, which can be used on an operating computer to permanently learn any advanced surgeries that were synced on it. These surgeries can then be performed by the cyborg anywhere.&lt;br /&gt;
|5000 Metal, 4000 Glass, 4000 Silver&lt;br /&gt;
|-&lt;br /&gt;
!Janitor cyborg trash bag of holding&lt;br /&gt;
|A trash bag of holding replacement for the janiborg's standard trash bag.&lt;br /&gt;
|2000 Gold, 1000 Uranium&lt;br /&gt;
|-&lt;br /&gt;
!Janitor cyborg advanced mop&lt;br /&gt;
|An advanced mop replacement for the janiborg's standard mop.&lt;br /&gt;
|2000 Metal, 2000 Glass&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Mining Cyborgs can also have their KA upgraded with kinetic accelerator upgrades.&lt;br /&gt;
==Surgery==&lt;br /&gt;
To initiate most surgeries, first place [[File:Drapes.png|Drapes]]'''drapes''' over the part of the body you are operating on. &lt;br /&gt;
===Removing Brains===&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |'''Procedure'''||'''Ghetto Analogues'''&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] '''Scalpel''': make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] '''Retractor''': retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Saw.png|Circular Saw]] '''Circular Saw''': saw through bones.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher's Knife]] (25%) [[File:Arm_blade.png|Changeling's Arm Blade]] (75%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] '''Hemostat''': clamp the bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] '''Scalpel''': make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Hemostat.png|Hemostat]] '''Hemostat''': remove the brain.||[[File:Crowbar.png|Crowbar]] (55%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:MMI.png]]Have an MMI in hand.&lt;br /&gt;
|-&lt;br /&gt;
|Step 8: Click to remove the brain.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Despite what some old-timer Roboticists may tell you, &amp;lt;b&amp;gt;DO NOT JUST TAKE THE BONESAW AND CUT THEIR HEAD OFF WITHOUT SURGERY.&amp;lt;/b&amp;gt; Removing a brain without surgery will damage it and may result in the immediate death of the brain.&lt;br /&gt;
&lt;br /&gt;
In case this happens, you will need to ask the [[Chemist]] to make some [[Mannitol]] to fix it. Once you have a beaker of it, just splash it on the brain and it should be good to go. You can always examine the brain to see if it is still damaged.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a head is not attached to a body, you can simply use a [[File:Scalpel.png|Scalpel]]scalpel or some other slicing/cutting item on it to cut the brain out. No need for drapes or table.&lt;br /&gt;
=== Limb Augmentation ===&lt;br /&gt;
Replace a limb with a robot part. The head, torso, arms, and legs can all be augmented. Augmenting torso makes you immune to appendicitis and xeno larva.&amp;lt;br&amp;gt; Robot limbs are tougher. They need welding to &amp;quot;heal&amp;quot; brute damage and wires for burn damage, and cannot be otherwise healed. EMP pulses will hurt augmented humans.&lt;br /&gt;
[[File:Cyborg_head.png|right|thumb|Cyborg head]][[File:Cyborg_torso.png|right|thumb|Cyborg torso]][[File:Cyborg_left_arm.png|right|thumb|Cyborg arm]]&lt;br /&gt;
''We can rebuild him. We have the technology.''&lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] '''Target: Head, chest, legs or arms'''&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |'''Procedure'''||'''Ghetto Analogues'''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 0: '''Create''' the '''cyborg limb(s)''' using an '''Exosuit Fabricator'''.&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] '''Scalpel''': make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] '''Hemostat''': clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Retractor.png|Retractor]] '''Retractor''': retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] '''Scalpel''': sever the muscles.||[[File:Wirecutters.png|Wirecutters]] (55%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Saw.png|Circular Saw]] '''Circular Saw''': cut through the bone.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher's Knife]] (25%) [[File:Arm_blade.png|Changeling's Arm Blade]] (75%)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 7: '''Cyborg limb''': augment the limb.&lt;br /&gt;
|}&lt;br /&gt;
=Bots=&lt;br /&gt;
As a Roboticist, you serve another important purpose: making robots. Robots can benefit the station in many ways, and are really damned easy to create. The current list of robots, and how to make them, is as follows:&lt;br /&gt;
&lt;br /&gt;
'''Remember:''' All bots can be made through the crafting menu [[File:Crafting_menu_hud_icon.png]]. This can save a lot of time during construction, especially if Robotics is busy!&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Medibot.gif|64px|class=pixelart]]Medibot==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Performs a baby version of [[Surgery#Tend_Wounds|tend wounds]].&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The surgery works through clothes and without the patient having to lie down. Amount healed scales with [[Surgery#Tend_Wounds|tend wounds surgeries]] researched. Each researched upgrade of [[Surgery#Tend_Wounds|tend wounds]] increases health healed. Requires a &amp;quot;refresh&amp;quot; similarly to operating computers to benefit from research. &lt;br /&gt;
&lt;br /&gt;
When [[Syndicate Items#Cryptographic Sequencer|emagged]] it will inject 5u [[Guide_to_chemistry#Chloral_Hydrate|chloral hydrate]] and damage you based on what they would have healed (brute if you don't need treatment) per step.&amp;lt;br&amp;gt;&lt;br /&gt;
What damage types the medibot can heal depends on medkit used. If they can heal multiple types the damage type healed will be random per treatment:&lt;br /&gt;
* Advanced first aid kit: All 4 basic damage types. &lt;br /&gt;
* Brute kit: 10% extra brute. (other types?)&lt;br /&gt;
* Burn kit: ?&lt;br /&gt;
* Toxin kit: ?&lt;br /&gt;
* Suffocation kit: ?&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Cyborg_right_arm.png]] Borg Right Arm&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:SMed.png|Med-kit]] (EMPTY, any color)&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Healthanalyzer.png|Health Analyzer]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&lt;br /&gt;
|}&lt;br /&gt;
# Attach the Borg Arm (left or right, doesn't matter) to an empty [[Med-kit]]. The color of the Med-kit determines what damage it will heal, as well as its future color (white and pink kits are both for brute dmg).&lt;br /&gt;
# You can pick the assembly up in your hand at this point and name it something clever/funny/stupid by holding your [[Pen]] in the other hand and clicking on it, if you wish.&lt;br /&gt;
# Add a [[Medical Analyzer]].&lt;br /&gt;
# Insert the [[Proximity Sensor]] and your Medibot is ready!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Cleanbot.gif|64px|class=pixelart]]Cleanbot==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Cleanbots are great, as they serve the exact same purpose as the Janitor.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
What makes it even better is that it uses Space Cleaner to mop, so no slipping on everything! When Emagged (or hacked) it will spew slippery foam and melt people with acid.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Bucket.png|Bucket]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_left_arm.png]] Borg Arm (left or right)&lt;br /&gt;
|}&lt;br /&gt;
# Grab a [[bucket]] from the [[Janitor]] or make with [[Autolathe]] and insert the [[Proximity Sensor]] to it&lt;br /&gt;
# Use a [[Pen]] to name it if you wish.&lt;br /&gt;
# Attach a Borg Arm and your Cleanbot is ready!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Floorbot.gif|64px|class=pixelart]]Floorbot==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station. They zoom around and repair busted floor tiles. Honestly, they're niche to the point of uselessness. But they make nice pets. Also, if emagged, they will deconstruct the floors into space.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:BlueToolbox.png|Mechanical Toolbox]] Any toolbox&amp;lt;br&amp;gt;&lt;br /&gt;
10 x [[File:Floor_Tiles.png|Floor Tile]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_left_arm.png]] Borg Right Arm&lt;br /&gt;
|}&lt;br /&gt;
# Attach a [[Floor tile]] to the [[Storage_items#Mechanical_toolbox|Mechanical Toolbox]].&lt;br /&gt;
# Add the [[Proximity Sensor]].&lt;br /&gt;
# Insert a Borg Right Arm and your Floorbot is ready!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Firebot.gif|64px|class=pixelart]]Firebot==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;This little guy will scoot around and try his best to extinguish burning people and gases around him.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If [[Emag|emagged]] he will spray [[Guide to chemistry#Chlorine Trifluoride|Chlorine Trifluoride]] at anyone who isn't on fire.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Fire_extinguisher.gif|Fire Extinguisher]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Fire_Helmet.png|Fire Helmet]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_right_arm.png]] Borg Arm (left or right)&lt;br /&gt;
|}&lt;br /&gt;
# [[File:Cyborg_right_arm.png]] Attach a Borg Arm (left or right) to the [[File:Fire_extinguisher.gif]][[Fire Extinguisher]]. [[File:Firebot_assembly1.png]]&lt;br /&gt;
# [[File:Fire_Helmet.png]] Add a [[Fire Helmet]]. [[File:Firebot_assembly2.png]]&lt;br /&gt;
# [[File:Prox_Sensor.png]] Add a [[Proximity Sensor]] and your Firebot is ready.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Honkbot.png|HONK HONK|64px|class=pixelart]]Honkbot==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt; It's annoying and useless, but the clown might bug you to make one of these in absence of a H.O.N.K. mech.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
God forbid if a traitor [[Emag|emags]] the thing.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Clownbox.png|Clown Box]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Clownstamp.png|Clown Stamp]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Bike horn.png|Bike Horn]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_left_arm.png]] Borg Arm (left or right)&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
# Stamp a piece of cardboard with the clown stamp. (You may need a clown for this step)&lt;br /&gt;
# Insert a Borg Arm&lt;br /&gt;
# Add a [[Proximity Sensor]].&lt;br /&gt;
# Add a Bike Horn&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Securitron.gif|I AM THE LAW|64px|class=pixelart]]Securitron==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt; Basically, Officer Beepsky without the personality.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You usually won't need to build any of these, but they can be hilariously helpful for traitors who have invested in a [[Syndicate Items#Cryptographic Sequencer|Cryptographic Sequencer]], as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Signaler.png|Remote Signaling Device]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Helmet.png|Helmet]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Welder.png|Welding Tool]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_right_arm.png]] Borg Right Arm&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:StunBaton.gif|Stun Baton]]&lt;br /&gt;
|}&lt;br /&gt;
# Use a [[Remote Signaling Device]] on a [[Helmet]].&lt;br /&gt;
# [[Welding Tool|Weld]] them together&lt;br /&gt;
# Add a [[Proximity Sensor]].&lt;br /&gt;
# Insert a Borg Arm.&lt;br /&gt;
# Toss in a [[Stun Baton]] and your Securitron is ready!&lt;br /&gt;
Note: Destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:GeneralBeepsky.png|FOOLISH JEDI|64px|class=pixelart]]General Beepsky==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt; This is General Beepsky (or General Grieffous, your pick).&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A terrifying 4 esword wielding nightmare-bot created by a mad roboticist with the help of some leftover eswords, this thing is a [[Traitor|traitor's]] worst nightmare. It takes down criminals by delivering deadly spin attacks, instantly downing a target with it's rapidly rotating eswords. It gets even worse when a [[Syndicate Items#Cryptographic Sequencer|Cryptographic Sequencer]] gets involved, as General Beepskey will begin to mercilessly track, kill, maim and subsequently disembowel any target he comes across.&lt;br /&gt;
&lt;br /&gt;
Unlike normal Securitrons, General Beepsky can deflect projectiles with it's eswords. It's only true weakness is an EMP.&lt;br /&gt;
&lt;br /&gt;
Has a toy sword version.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Signaler.png|Remote Signaling Device]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Welder.png|Welding Tool]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Helmet.png|Helmet]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_left_arm.png]] Borg Arm (left or right)&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Wrench.png|Wrench|link=Wrench]] Wrench&lt;br /&gt;
&lt;br /&gt;
4 x [[File:ESword.png|Energy Sword]]&lt;br /&gt;
|}&lt;br /&gt;
# Use a [[Remote Signaling Device]] on a [[Helmet]].&lt;br /&gt;
# [[Welding Tool|Weld]] them together&lt;br /&gt;
# Add a [[Proximity Sensor]].&lt;br /&gt;
# Insert a Borg Arm.&lt;br /&gt;
# Use a [[Wrench]] to adjust the arm slots for extra weapons.&lt;br /&gt;
# Attach 4 [[Energy Sword|Energy Swords]] and your death machine is ready to maim.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Ed209.png|64px|class=pixelart]]ED-209==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt; '''PUT DOWN YOUR WEAPON. YOU HAVE 15 SECONDS TO COMPLY.'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Beepsky's bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Cyborg_endoskeleton.png|Cyborg Endoskeleton]] Cyborg Endoskeleton&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Metal.png|Metal Sheet]]&amp;lt;br&amp;gt;&lt;br /&gt;
2 x [[File:Cyborg_left_leg.png|Cyborg Leg]] Cyborg Leg&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Armor.png|Body Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Welder.png|Welding Tool]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Helmet.png|Helmet]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Disabler.png|Disabler]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Screwdriver_tool.png|Screwdriver]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
# [[File:Cyborg_endoskeleton.png|Cyborg Endoskeleton]] Build a Cyborg Endoskeleton from the Exosuit Fabricator.&lt;br /&gt;
# [[File:Metal.png|Metal Sheet]] Use a [[Metal Sheet]] on a Cyborg Endoskeleton to reinforce it.&lt;br /&gt;
# [[File:Cyborg_left_leg.png|Cyborg Leg]] Add two Robot Legs&lt;br /&gt;
# [[File:Armor.png|Body Armor]] Add a [[Body Armor]]&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Weld everything together&lt;br /&gt;
# [[File:Helmet.png|Helmet]] Add in a security [[Helmet]]&lt;br /&gt;
# [[File:Prox_Sensor.png|Proximity Sensor]] Attach a [[Proximity Sensor]] to the assembly&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Insert wires&lt;br /&gt;
# [[File:Disabler.png|DRAGnet]] [[File:Screwdriver_tool.png|Screwdriver]] Add a [[Disabler]] and attach it with a [[Screwdriver]]&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Insert a [[Power Cell]]. Your own exosuit is complete!&lt;br /&gt;
An emagged ED-209 fires deadly lasers AND attacks anyone on sight.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Generic drone.png|64px|class=pixelart]][[Drone|Drone]]==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt; A disposable little drone that runs around and repairs things.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Controlled by players, and can't interact with any other beings at all (besides other drones).&lt;br /&gt;
# [[File:Droneshell.png|Drone Shell]] Build a drone shell from the Drone Shell Fabricator by inserting glass and metal.&lt;br /&gt;
That's it! Any ghost can click on the drone shell to take control of it and start repairing the station.&lt;br /&gt;
&lt;br /&gt;
Note that Drones are currently admin spawn only.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
={{anchor|Exosuits}}Exosuits=&lt;br /&gt;
These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Quartermaster]] or the Research and Development console.&lt;br /&gt;
&lt;br /&gt;
With all Exosuits, [[MMI]]s can be installed as drivers. But remember, MMIs are not bound to the AI or its laws, so don't put any [[Traitor|deranged]] [[Clown|maniacs]] inside them. Remember to grant MMI controlled mechs access keys, because they don't have a keycard on them!&lt;br /&gt;
===List of Exosuits===&lt;br /&gt;
The current list of exosuits is as follows.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
====[[File:Ripley_MK-I.png|64px|class=pixelart]] Ripley APLU====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
'''Equipment slots''': 6&lt;br /&gt;
&lt;br /&gt;
'''Movement speed''': Fast. &lt;br /&gt;
&lt;br /&gt;
'''Special abilities''': Even faster movespeed in low pressure environments (Lavaland, space, etc.). Armor can be upgraded with Goliath plates.&lt;br /&gt;
&lt;br /&gt;
'''Armor''': 40 melee, 20 bullet, 10 laser, 20 energy, 40 bomb. 20.000°K max temperature*.&lt;br /&gt;
&lt;br /&gt;
'''Integrity:''' 200 &lt;br /&gt;
&lt;br /&gt;
'''Description:''' The Ripley APLU (Autonomous Power Loading Unit) is a fast moving exosuit with no atmospheric protection. Don't expect the wire screen to do much against ranged weapons. Useful for carrying boxes and as a lightweight platform for various exosuit tools.&lt;br /&gt;
&lt;br /&gt;
While it lacks the Firefigher's lavaproofing and improved armor, the Ripley APLU can still go toe to toe with Lavaland mobs thanks to its good melee protection.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The exosuit itself can withstand decently high temperatures without taking damage. It does not, however, offer protection to the pilot from fire or temperature hazards.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;370&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 100.000[[File:Metal.png|Metal]] 7.500[[File:Glass.png|Glass]]&lt;br /&gt;
10 x Metal rods&amp;lt;br&amp;gt;&lt;br /&gt;
5 x Metal sheets [[File:Metal.png|Metal]]&amp;lt;br&amp;gt;&lt;br /&gt;
2 x Ripley circuit boards (also available through [[Cargo]]) [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module. [[File:Scanning_Module.gif|Advanced Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor. [[File:Capacitor.png|Advanced Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Construction steps''':&lt;br /&gt;
# Build all of the Ripley parts using the Exosuit Fabricator.&lt;br /&gt;
# Attach all of the parts to the Ripley chassis &lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Wirecutters.png|Wirecutters]] Wirecutters&lt;br /&gt;
# [[File:Circuitboard.png|Ripley Central Control Module]] Ripley Central Control Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Ripley Peripherals Control Module ]] Ripley Peripherals Control Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Metal.png|Metal]] 5 pieces of Metal&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# [[File:Rods.png|Plasteel]] 10 metal Rods&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
====[[File:Ripley.png|64px|class=pixelart]] Ripley APLU MK-II====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
'''Equipment slots''': 6&lt;br /&gt;
&lt;br /&gt;
'''Movement speed''': Slow. &lt;br /&gt;
&lt;br /&gt;
'''Special abilities''': Fast movespeed in low pressure environments (Lavaland, space, etc.). Armor can be upgraded with Goliath plates.&lt;br /&gt;
&lt;br /&gt;
'''Armor''': 40 melee, 20 bullet, 10 laser, 20 energy, 40 bomb, 100 fire, 100 acid. 20.000°K max temperature.&lt;br /&gt;
&lt;br /&gt;
'''Integrity:''' 200 &lt;br /&gt;
&lt;br /&gt;
'''Description:''' The Ripley APLU (Autonomous Power Loading Unit) Mark II is a slow moving, decently protected exosuit that's often used for construction, break&amp;amp;entry or fighting Blobs.&lt;br /&gt;
&lt;br /&gt;
The MK-II has a pressurized cabin for space operations, but the added weight has slowed it down. Whether the trade is fair or not depends solely on your purpose for the exosuit.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;370&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 10.000[[File:Metal.png|Metal]] 10.000[[File:Plasmadone.png|Plasma]]&lt;br /&gt;
1 x Ripley APLU MK-I [[File:Ripley_MK-I.png|Ripley MK-I]]&lt;br /&gt;
|}&lt;br /&gt;
[[File:Ripley_conversionkit.png|MK-I to MK-II Conversion Kit]] The Ripley MK-II is created by using a conversion kit on a Ripley MK-I exosuit. This kit is available from the Exosuit Fabricator. The conversion process requires the MK-I to have an empty cargo bay, no pilot sitting inside, and the Maintenance Procedures function permitted.&amp;lt;br&amp;gt;'''Once converted to the MK-II design, the exosuit cannot be restored to MK-I.'''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
====[[File:Firefighter.png|64px|class=pixelart]] Firefighter APLU====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
'''Equipment slots''': 5&lt;br /&gt;
&lt;br /&gt;
'''Movement speed''': Slow. &lt;br /&gt;
&lt;br /&gt;
'''Special properties''': Fast movespeed in low pressure environments. Armor can be upgraded with Goliath plates. Completely heat- and lavaproof.&lt;br /&gt;
&lt;br /&gt;
'''Armor''': 40 melee, 30 bullet, 30 laser, 30 energy, 60 bomb. 65.000°K max temperature.&lt;br /&gt;
&lt;br /&gt;
'''Integrity:''' 250&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The Firefighter APLU (Autonomous Power Loading Unit) is the Ripley's big brother that has significantly improved armor and can walk on lava unscathed.&lt;br /&gt;
&lt;br /&gt;
Once you outfit it with a plasma cutter and hydraulic clamp, it becomes great for mining and slaying [[Megafauna]] - miners love it!&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;370&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 100.000[[File:Metal.png|Metal]] 7.500[[File:Glass.png|Glass]]&lt;br /&gt;
15 x Plasteel sheets [[File:Metal_r.png|Plasteel]]&amp;lt;br&amp;gt;&lt;br /&gt;
5 x Metal sheets [[File:Metal.png|Metal]]&amp;lt;br&amp;gt;&lt;br /&gt;
2 x Ripley circuit boards (also available through [[Cargo]]) [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Firesuit [[File:Firesuit.png|Firesuit]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module. [[File:Scanning_Module.gif|Advanced Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor. [[File:Capacitor.png|Advanced Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
'''Construction steps''':&lt;br /&gt;
# Create a Firefighter APLU chassis using the Exosuit Fabricator.&lt;br /&gt;
# Create all parts of the Ripley APLU except for the chassis.&lt;br /&gt;
# Assemble all of the Ripley parts to the Firefighter chassis.&lt;br /&gt;
# [[File:Firesuit.png|Firesuit]] Add a Firesuit&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Wirecutters.png|Wirecutters]] Wirecutters&lt;br /&gt;
# [[File:Circuitboard.png|Ripley Central Control Module]] Ripley Central Control Module (from [[R&amp;amp;D]] or [[QM]])&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Ripley Peripherals Control Module ]] Ripley Peripherals Control Module (from [[R&amp;amp;D]] or [[QM]])&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Metal_r.png|Plasteel]] 5 pieces of Plasteel&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# [[File:Metal_r.png|Plasteel]] 5 pieces of Plasteel&lt;br /&gt;
# [[File:Metal_r.png|Plasteel]] 5 pieces of Plasteel&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
====[[File:Odysseus.png|64px|class=pixelart]] Odysseus====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
'''Equipment slots''': 3&lt;br /&gt;
&lt;br /&gt;
'''Movement speed''': Fast.&lt;br /&gt;
&lt;br /&gt;
'''Special abilities''': Can use unique medical equipment. Displays an advanced medical HUD to the pilot.&lt;br /&gt;
&lt;br /&gt;
'''Armor''': 20 melee, 10 bullet. 25.000°K max temperature.&lt;br /&gt;
&lt;br /&gt;
'''Integrity:''' 120&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A fast, lightly armored exosuit that can use unique medical equipment. &lt;br /&gt;
&lt;br /&gt;
Examples are a mounted sleeper that can carry and stabilize patients, as well as a syringe gun that can scan and replicate most reagents.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;370&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 74.000[[File:Metal.png|Metal]] 10.000[[File:Glass.png|Glass]]&lt;br /&gt;
5 x Plasteel sheets [[File:Metal_r.png|Plasteel]]&amp;lt;br&amp;gt;&lt;br /&gt;
5 x Metal sheets [[File:Metal.png|Metal]]&amp;lt;br&amp;gt;&lt;br /&gt;
2 x Odysseus circuit boards [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module. [[File:Scanning_Module.gif|Advanced Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor. [[File:Capacitor.png|Advanced Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Construction steps''':&lt;br /&gt;
# Create all of the Odysseus parts using the Exosuit Fabricator.&lt;br /&gt;
# Assemble all of the Odysseus parts to the chassis (excluding Carapace)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Wirecutters.png|Wirecutters]] Wirecutters&lt;br /&gt;
# [[File:Circuitboard.png|Odysseus Main Board]] Odysseus Main Board (from [[R&amp;amp;D]] or [[QM]])&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Odysseus Peripherals Board]] Odysseus Peripherals Board (from [[R&amp;amp;D]] or [[QM]])&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Metal.png|Metal]] 5 pieces of Metal&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# [[File:Metal_r.png|Plasteel]] 5 pieces of Plasteel&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
====[[File:Gygax.png|64px|class=pixelart]] Gygax====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
'''Equipment slots''': 3&lt;br /&gt;
&lt;br /&gt;
'''Movement speed''': Average.&lt;br /&gt;
&lt;br /&gt;
'''Special abilities''': Its punches can smash through walls, [[Status_Effects#Knockdown|knock people down]] for 4 seconds and deal 25 damage. Can overload leg actuators to move at very high speeds at the cost of extreme energy consumption. &lt;br /&gt;
&lt;br /&gt;
'''Armor''': 25 melee, 20 bullet, 30 laser, 15 energy. 25.000°K max temperature.&lt;br /&gt;
&lt;br /&gt;
'''Integrity:''' 250&lt;br /&gt;
&lt;br /&gt;
'''Description:''' While lightly armored, the Gygax has incredible mobility thanks to its ability that lets it smash through walls at high speeds.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;380&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 125.000[[File:Metal.png|Metal]] 15.000[[File:Glass.png|Glass]] 20.000[[File:Diamonddone.png|Diamonds]] 10.000[[File:Titaniumdone.png|Titanium]]&lt;br /&gt;
5 x Metal sheets [[File:Metal.png|Metal]]&amp;lt;br&amp;gt;&lt;br /&gt;
3 x Gygax circuit boards [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module. [[File:Scanning_Module.gif|Advanced Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor. [[File:Capacitor.png|Advanced Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Construction steps''':&lt;br /&gt;
#Create all of the Gygax parts using the Exosuit Fabricator.&lt;br /&gt;
#Assemble all of the Gygax parts to the chassis (except the Armor plates)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Wirecutters.png|Wirecutters]] Wirecutters&lt;br /&gt;
# [[File:Circuitboard.png|Gygax Main Circuitboard]] Gygax Central Control module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Gygax Peripherals Circuitboard]] Gygax Peripherals Control module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Gygax Targeting Circuitboard]] Gygax Weapon Control and Targeting module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Metal.png|Metal]] 5 pieces of Metal&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# [[File:Gygax armor plates.png|Gygax Armor Plates]]Add Gygax Armor Plates (Made in the Exosuit Fabricator)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
====[[File:Durand.png|64px|class=pixelart]] Durand====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
'''Equipment slots''': 3&lt;br /&gt;
&lt;br /&gt;
'''Movement speed''': Slow.&lt;br /&gt;
&lt;br /&gt;
'''Special abilities''': Has devastating punches that can knock people out. Can enable a shield, which rapidly drains energy and completely blocks attacks from the faced direction, except exposions and EMP. &lt;br /&gt;
&lt;br /&gt;
'''Armor''': 40 melee, 35 bullet, 15 laser, 10 energy, 20 bomb. 30.000°K max temperature. Additional deflect chance.&lt;br /&gt;
&lt;br /&gt;
'''Integrity:''' 400&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A slow but beefy combat exosuit that is extra scary in confined spaces due to its punches and defense mode. Xenos hate it!&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;440&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 140.000[[File:Metal.png|Metal]] 25.000[[File:Glass.png|Glass]] 28.000[[File:Silverdone.png|Silver]] 25.000[[File:Uraniumdone.png|Uranium]] 20.000[[File:Titaniumdone.png|Titanium]]&lt;br /&gt;
5 x Metal sheets [[File:Metal.png|Metal]]&amp;lt;br&amp;gt;&lt;br /&gt;
3 x Durand circuit boards [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module [[File:Scanning_Module.gif|Phasic Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor [[File:Capacitor.png|Super Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Construction steps''':&lt;br /&gt;
#Create all of the Durand parts using the exosuit fabricator.&lt;br /&gt;
#Assemble all of the Durand parts to the chassis (except the Armor plates)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Wirecutters.png|Wirecutters]] Wirecutters&lt;br /&gt;
# [[File:Circuitboard.png|Durand Main Circuitboard]] Durand Main Circuitboard&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Durand Peripherals Circuitboard]] Durand Peripherals Circuitboard&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Durand Targeting Circuitboard]] Durand Targeting Circuitboard&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Scanning_Module.gif|Phasic Scanning Module]] Add a Scanning Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Capacitor.png|Super Capacitor]] Add a Capacitor&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Metal.png|Metal]] 5 pieces of Metal&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# [[File:Durand_armor_plates.png|Durand Armor Plates]] Add Durand Armor Plates (Made in the Exosuit Fabricator)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
=====Durand Shield=====&lt;br /&gt;
The shield can be enabled and disabled with a hud button. It drains energy very fast, and drains even more energy when blocking attacks. This is what the Durand shield looks like. The red area is not visible in-game, but shows which directions the shield will block attacks from. &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Durand_ability_block_directions.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
This is what the shield looks like in the dark: &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Durand_ability_dark.gif]]&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
====[[File:Phazon.png|64px|class=pixelart]] Phazon====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
'''Equipment slots''': 3&lt;br /&gt;
&lt;br /&gt;
'''Movement speed''': Fast.&lt;br /&gt;
&lt;br /&gt;
'''Special abilities''': Can phase through solid objects at reduced movespeed. Fist attacks can be reconfigured to deal brute, burn or toxin damage.&lt;br /&gt;
&lt;br /&gt;
'''Armor''': 30 melee, 30 bullet, 30 laser, 30 energy, 30 bomb. 25.000°K max temperature.&lt;br /&gt;
&lt;br /&gt;
'''Integrity:''' 200&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Phazons are the culmination of RnD - they have the highest base movespeed, good armor and can phase through anything thanks to bluespace technology.&lt;br /&gt;
&lt;br /&gt;
Unless you manage to neutralize an anomaly, you won't be able to build one of these.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;440&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 175.000[[File:Metal.png|Metal]] 90.000[[File:Plasmadone.png|Plasma]] 20.000[[File:Titaniumdone.png|Titanium]]&lt;br /&gt;
5 x Plasteel sheets [[File:Metal_r.png|Plasteel]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Bluespace Crystal [[File:Bluespace_Crystal.png|Bluespace Crystal]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Neutralized Anomaly Core&amp;lt;br&amp;gt;&lt;br /&gt;
3 x Phazon circuit boards [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module [[File:Scanning_Module.gif|Phasic Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor [[File:Capacitor.png|Super Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Construction steps''':&lt;br /&gt;
#Create all of the Phazon parts using the exosuit fabricator.&lt;br /&gt;
#Assemble all of the Phazon parts to the chassis (except the Armor plates)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Wirecutters.png|Wirecutters]] Wirecutters&lt;br /&gt;
# [[File:Circuitboard.png|Durand Main Circuitboard]] Phazon Main Circuitboard&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Durand Peripherals Circuitboard]] Phazon Peripherals Circuitboard&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Durand Targeting Circuitboard]] Phazon Targeting Circuitboard&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Bluespace_Crystal.png|Bluespace Crystal]] Add a Bluespace Crystal&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Metal_r.png|Plasteel]] 5 pieces of Plasteel&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# Add Phazon Armor Plates (Made in the Exosuit Fabricator)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# Add the Anomaly Core&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
====[[File:honk.png|64px|class=pixelart]] H.O.N.K.====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
'''Equipment slots''': 3&lt;br /&gt;
&lt;br /&gt;
'''Movement speed''': Average.&lt;br /&gt;
&lt;br /&gt;
'''Special abilities''': Can equip Clown weapons of mass pranking. Makes squeaking noises while walking and has a special menu to play even more annoying sounds. &lt;br /&gt;
&lt;br /&gt;
'''Armor''': -20 melee, 25.000°K max temperature. Yikes.&lt;br /&gt;
&lt;br /&gt;
'''Integrity:''' 140&lt;br /&gt;
&lt;br /&gt;
'''Description:''' What's worse than a Clown? A Clown inside a custom exosuit. This monstrosity can equip weapons of mass pranking and WILL annoy the hell out of people.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 120.000[[File:Metal.png|Metal]] 15.000[[File:Glass.png|Glass]] 35.000[[File:Bananimumdone.png|Bananium]]&lt;br /&gt;
1 x Clown mask&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Clown shoes&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Bike horn [[File:Bike horn.png|60px]]&amp;lt;br&amp;gt;&lt;br /&gt;
3 x H.O.N.K. circuit boards [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module [[File:Scanning_Module.gif|Phasic Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor [[File:Capacitor.png|Super Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Construction steps'''::&lt;br /&gt;
#Create all of the H.O.N.K. exosuit parts in the Exosuit Fabricator.&lt;br /&gt;
#Attach all of the H.O.N.K. exosuit parts to the H.O.N.K. exosuit chassis.&lt;br /&gt;
#[[File:Bike horn.png|60px]] HONK at the exosuit with a bike horn.&lt;br /&gt;
#[[File:Circuitboard.png]] Add the main circuit board.&lt;br /&gt;
#[[File:Bike horn.png|60px]] HONK at the exosuit again.&lt;br /&gt;
#[[File:Circuitboard.png]] Add the peripherals circuit board.&lt;br /&gt;
#[[File:Bike horn.png|60px]] HONK&lt;br /&gt;
#[[File:Circuitboard.png]] Add the targeting circuit board.&lt;br /&gt;
#[[File:Bike horn.png|60px]] HONK&lt;br /&gt;
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module&lt;br /&gt;
#[[File:Bike horn.png|60px]] HONK&lt;br /&gt;
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor&lt;br /&gt;
#[[File:Bike horn.png|60px]] HONK&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
#[[File:Bike horn.png|60px]] '''HONK'''&lt;br /&gt;
#Add the clown's mask to the exosuit.&lt;br /&gt;
#[[File:Bike horn.png|60px]] '''HENK'''&lt;br /&gt;
#Add clown shoes to it.&lt;br /&gt;
#[[File:Bike horn.png|60px]] '''I WILL GRAB ONE OF MY SIX BIKE HORNS, AND I WILL HONK THE SONG THAT ENDS THE EARTH''' [[File:Bike horn.png|60px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Much like Epimetheus and Oppenheimer, you have unleashed unspeakable evil - a weapon that has lain dormant since the Honk Ages. I hope you're happy with yourself.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===CentCom Exosuits===&lt;br /&gt;
If you see these, you know that things have '''really''' gone to shit. These exosuits are typically only found in the repositories of the elite [[Emergency Response Team]] and [[Death Squad]].&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
====[[File:Marauder.png|64px|class=pixelart]] Marauder====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
'''Equipment slots''': 4&lt;br /&gt;
&lt;br /&gt;
'''Movement speed''': Very slow.&lt;br /&gt;
&lt;br /&gt;
'''Special abilities''': Smoke grenades, thrusters (for space navigation), optical zoom. Destroys walls by running into them. Punches harder than a Durand. Lava- and fireproof.&lt;br /&gt;
&lt;br /&gt;
'''Armor''': 50 melee, 55 bullet, 40 laser, 30 energy, 30 bomb. 60.000°K max temperature. Has a chance to deflect attacks.&lt;br /&gt;
&lt;br /&gt;
'''Integrity:''' 500&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Standard issue exosuit for the [[Death Squad]] when the going gets tough.&amp;lt;br&amp;gt; It starts off with the eZ-13 MK2 heavy pulse rifle, the SRM-8 missile rack, a Tesla Energy Relay and an antiprojectile armor booster.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
====[[File:Seraph.png|64px|class=pixelart]] Seraph====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
'''Equipment slots''': 5&lt;br /&gt;
&lt;br /&gt;
'''Movement speed''': Average.&lt;br /&gt;
&lt;br /&gt;
'''Special abilities''': Same as the Marauder's, but punches even harder.&lt;br /&gt;
&lt;br /&gt;
'''Armor''': Same as the Marauder's.&lt;br /&gt;
&lt;br /&gt;
'''Integrity:''' 550&lt;br /&gt;
&lt;br /&gt;
'''Description:''' An advanced [[Death Squad]] exosuit for when the going gets seriously tough. Usually reserved for CentCom high command.&amp;lt;br&amp;gt; It starts off with the LBX AC 10 &amp;quot;Scattershot&amp;quot;, the SRM-8 missile rack, a teleporter, a Tesla Energy Relay, and an antiprojectile armor booster.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Syndicate Exosuits===&lt;br /&gt;
For dealing with particularly resilient obstacles. Typically only found in the arsenals of the famed [[Nuclear Operative]]s.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
====[[File:DarkGygax.png|64px|class=pixelart]] Dark Gygax====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
'''Equipment slots''': 4&lt;br /&gt;
&lt;br /&gt;
'''Movement speed''': Average.&lt;br /&gt;
&lt;br /&gt;
'''Special abilities''': Same as the Gygax', but with additional thrusters for space navigation.&lt;br /&gt;
&lt;br /&gt;
'''Armor''': 40 melee, 40 bullet, 50 laser, 35 energy, 20 bomb. 35.000°K max temperature. Has a low chance to deflect attacks.&lt;br /&gt;
&lt;br /&gt;
'''Integrity:''' 300&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A modified Gygax used for nefarious purposes.&amp;lt;br&amp;gt; It starts off with the FNX-99 &amp;quot;Hades&amp;quot; Carbine, the SGL-6 grenade launcher, a Teleporter, and a Tesla Energy Relay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
====[[File:DarkMarauder.png|64px|class=pixelart]] Mauler====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
'''Equipment slots''': 5&lt;br /&gt;
&lt;br /&gt;
'''Movement speed''': Very slow.&lt;br /&gt;
&lt;br /&gt;
'''Special abilities''': Same as the Marauder's.&lt;br /&gt;
&lt;br /&gt;
'''Armor''': Same as the Marauder's.&lt;br /&gt;
&lt;br /&gt;
'''Integrity:''' 500&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A modified Marauder used by the Syndicate that's not as maneuverable as the Dark Gygax, but it makes up for that in armor and sheer firepower.&amp;lt;br&amp;gt; Starts off with the Ultra AC 2 LMG, the LBX AC 10 &amp;quot;Scattershot&amp;quot;, the SRM-8 missile rack, a Tesla Energy Relay, and an antiprojectile armor booster.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
=Exosuit operation and maintenance=&lt;br /&gt;
To climb into an exosuit, just drag and drop your character onto it.&lt;br /&gt;
====Exosuit beacons====&lt;br /&gt;
Adding a tracking beacon (exofab &amp;quot;Misc&amp;quot; category) to a mech allows the RD's exosuit control console to track the mech, view detailed stats, message the pilot and even EMP it when neccessary. The EMP is reusable after a cooldown of 10 seconds. &lt;br /&gt;
&lt;br /&gt;
Research can also unlock an AI control beacon that lets the AI - you guessed it - control the exosuit.&lt;br /&gt;
====EMP====&lt;br /&gt;
When an exosuit is hit by an EMP-effect it will take burn damage, lose some battery charge and have all its equipment disabled for 3 seconds. &lt;br /&gt;
====Locking/unlocking Exosuits====&lt;br /&gt;
There are two ways to lock exosuit: A) ID (&amp;quot;keycode&amp;quot;) lock or B) DNA lock.&lt;br /&gt;
&lt;br /&gt;
A) '''ID lock (keycode)''':&lt;br /&gt;
&lt;br /&gt;
Adding a keycode to a mech will grant it access to that area, but will also prevent anyone without that access from entering the mech.&lt;br /&gt;
&lt;br /&gt;
For example: A mech with &amp;quot;bridge&amp;quot; and &amp;quot;robotics&amp;quot; keycodes has access to both areas, but requires an ID card with at least bridge and robotics access to enter.&lt;br /&gt;
* Enter the exosuit and unlock the ID upload panel.&lt;br /&gt;
* Exit the exosuit.&lt;br /&gt;
* Use an ID card/PDA on exosuit and select &amp;quot;Edit operation keycodes&amp;quot;.&lt;br /&gt;
B) '''DNA lock''':&lt;br /&gt;
&lt;br /&gt;
DNA locking only allows the person matching the recorded Unique Enzymes (UE) to enter the mech.&lt;br /&gt;
&lt;br /&gt;
This can be abused by Changelings and crafty Geneticists! Another downside is that you will be locked out if you swap bodies.&lt;br /&gt;
* Enter the exosuit and open the stats menu.&lt;br /&gt;
* Unter Permissions&amp;amp;Logging, click &amp;quot;DNA-lock&amp;quot;.&lt;br /&gt;
* To remove the lock, hit &amp;quot;[ Reset ]&amp;quot; next to your DNA string under &amp;quot;DNA-locked:&amp;quot;.&lt;br /&gt;
====Exosuit Damage and Repairs====&lt;br /&gt;
For external damage to the exosuit, simply use a welder on it. When a mech takes damage while its integrity is below a certain threshold, it has a chance to break internally. The reports for internal damage can be seen in the stats window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Internal Fire:''' An internal fire will heat the air in the cabin and in the air tank, potentially causing a breach. It has a chance to fix itself if the life support system is functional.&lt;br /&gt;
&lt;br /&gt;
'''Life Support System Malfunction:''' A malfunction in the life support system will prevent the mech from regulating the temperature brought into the cabin from the internal air tank. It can be fixed by using a screwdriver on it or with a repair droid.&lt;br /&gt;
&lt;br /&gt;
'''Gas Tank Breach:''' A gas tank breach will cause the contents of the internal tank to be leaked into the environment. It can be fixed by using a welder on the mech if it also has external damage or with a repair droid.&lt;br /&gt;
&lt;br /&gt;
'''Coordination System Calibration Failure:''' A failure in the coordination system will cause the mech to move randomly and can cause the mech to miss its targets. It can be fixed by clicking &amp;quot;Recalibrate&amp;quot; in the damage report.&lt;br /&gt;
&lt;br /&gt;
'''Short Circuit:''' A short circuit failure will cause the installed power cell to lose charge and damages it so that its maximum charge decreases. It also prevents repair droids and tesla relays from working. It can be repaired by using wires on the mech while its power unit hatch is open (see battery replacement steps).&lt;br /&gt;
[[File:Exosuit_maintenance_menu.png|thumb|400px|right|This is the menu that pops up after using the following on the mech: 1. A valid robotics access ID, 2. wrench, 3. crowbar, 4. a valid ID again.]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-uncollapsed&amp;quot; style=&amp;quot;width: 72%;&amp;quot;&amp;gt;&lt;br /&gt;
====Exosuit Battery, Capacitor and Scanning Module Replacement====&lt;br /&gt;
{{Anchor|Exosuit Battery Replacement}}&lt;br /&gt;
# Make sure maintenance protocols are permitted (Permissions&amp;amp;Logging inside the mech).&lt;br /&gt;
# [[File:Id_regular.png]] Hit the exosuit with your ID card or PDA with ID inside and select &amp;quot;Initiate maintenance protocol&amp;quot;.&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Crowbar.png|Crowbar]] Crowbar&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Hud-hands.gif]] Pick the old battery up from the floor&lt;br /&gt;
# [[File:Power_cell.png]] New Battery&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Crowbar.png|Crowbar]] Crowbar&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Id_regular.png]] ID Card and select &amp;quot;Initiate maintenance protocol&amp;quot; again.&lt;br /&gt;
# Optional: Forbid maintenance protocols inside the mech.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=Exosuit Equipment=&lt;br /&gt;
Various tools and weapons can be attached to exosuits, providng them with ability to perform different tasks. Exosuit equipment is built by Exosuit Fabricator (&amp;quot;Exosuit Equipment&amp;quot; menu).&lt;br /&gt;
&lt;br /&gt;
To attach a tool or weapon, simply click with it on the exosuit. &lt;br /&gt;
&amp;lt;tabs style=&amp;quot;width:85%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Generic Exosuit Equipment&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;background-color:#f0e8f0&amp;quot;;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot;&lt;br /&gt;
! style='background-color:#A06DA0' width='125px'    |Equipment&lt;br /&gt;
! class='unsortable'style='background-color:#A06DA0'|Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Exosuit drill.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Drill&lt;br /&gt;
|The drill can completely destroy most objects (with the exception of reinforced walls) and kill people who stand still within a few seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
When used for mining, the targeted and two adjacent mineral deposits will be drilled. Drills are rarely used for mining once Plasma Cutters become available.&amp;lt;br&amp;gt;&lt;br /&gt;
Can't be attached to the Odysseus.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mecha diamond drill.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Diamond Drill&lt;br /&gt;
|Essentially an upgraded drill that's faster and much stronger - you can go right through minerals and reinforced walls.&amp;lt;br&amp;gt;&lt;br /&gt;
Can't be attached to the Odysseus.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mecha analyzer.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Exosuit Mining Scanner&lt;br /&gt;
|A mech-mounted version of an advanced mining scanner with the same range, but less than half the cooldown. Is always active once attached.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mecha teleporter.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Mounted Teleporter&lt;br /&gt;
|A mounted teleporter that can teleport the exosuit to any location in view.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mecha teleporter.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Mounted Gravitational Catapult&lt;br /&gt;
|Can be used to throw objects around ('''S'''ling mode) or blast anything away from a targeted area ('''P'''ush mode).&lt;br /&gt;
|-&lt;br /&gt;
![[File:Wormhole generator.gif|64px|class=pixelart]]&amp;lt;br&amp;gt;Exosuit Wormhole Generator&lt;br /&gt;
|As the name implies, the wormhole generator creates a wormhole (similar to ones spawned by Space-Time Anomaly events) at a targeted location.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mounted RCD.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Mounted RCD&lt;br /&gt;
|An exosuit-mounted Rapid Construction Device. Rapidly drains battery charge, but can deconstruct reinforced walls.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Armor booster module.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Armor Booster Module (Close Combat Weaponry)&lt;br /&gt;
|Boosts exosuit armor against armed melee attacks. Requires energy to operate.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Armor booster module.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Armor Booster Module (Ranged Weaponry)&lt;br /&gt;
|Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Repair droid.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Repair Droid&lt;br /&gt;
|Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Energy relay.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Exosuit Energy Relay&lt;br /&gt;
|Wirelessly drains energy from any APC's available power channel in the area. Not very effective.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Energy relay.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Exosuit Plasma Converter&lt;br /&gt;
|Generates power using solid plasma sheets as fuel. Occasionally releases clouds of plasma that may catch on fire.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Energy relay.png|64px|class=pixelart]]&amp;lt;br&amp;gt;ExoNuclear Reactor&lt;br /&gt;
|Generates power using uranium sheets as fuel. Irradiates the environment.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Specialized Exosuit Equipment&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;background-color:#f0e8f0&amp;quot;;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot;&lt;br /&gt;
! style='background-color:#A06DA0' width='125px'     |Equipment&lt;br /&gt;
! style='background-color:#A06DA0'                   |Can be attached to&lt;br /&gt;
! class='unsortable'style='background-color:#A06DA0' |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hydraulic clamp.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Hydraulic Clamp&lt;br /&gt;
|Ripley, Firefighter&lt;br /&gt;
|Gives it an ability to load objects into a cargo compartment, or lets you crush people with it.&amp;lt;br&amp;gt; Great in combination with an ore box - nearby minerals will be loaded straight into the box.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mecha plasma cutter.png|64px|class=pixelart]]&amp;lt;br&amp;gt;217-D Heavy Plasma Cutter&lt;br /&gt;
|Ripley, Firefighter&lt;br /&gt;
|Cuts through solid rock and can dismember unlucky targets. More effective in low pressure environments.&amp;lt;br&amp;gt; Longer range and higher damage than portable cutters.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Exosuit extinguisher.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Exosuit Extinguisher&lt;br /&gt;
|Ripley, Firefighter&lt;br /&gt;
|Exosuit-mounted extinguisher. Holds up to 1.000 units and can be refilled by clicking on a water tank.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cable layer.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Cable Layer&lt;br /&gt;
|Ripley, Firefighter&lt;br /&gt;
|Pries up floor tiles, lays cables and cuts them; similar to a rapid cable layer.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sgun.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Exosuit Syringe Gun&lt;br /&gt;
|Odysseus&lt;br /&gt;
|Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur until the syringe injects someone.&amp;lt;br&amp;gt; Can scan and produce most reagents - these will be available for syringes and the mounted sleeper. To load syringes, click on syringe boxes or individual syringes with the gun selected.&amp;lt;br&amp;gt; Reagent synthesis has to be manually started by opening the equipment tab of the mech's status menu.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sleeper.gif|64px|class=pixelart]]&amp;lt;br&amp;gt;Mounted Sleeper&lt;br /&gt;
|Odysseus&lt;br /&gt;
|Exo-suit mounted sleeper that stabilizes patients inside and lets you inject chemicals that were produced by the mounted syringe gun.&amp;lt;br&amp;gt; Can also be used to abduct people and keep them sedated.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mecha_medigun.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Medigun&lt;br /&gt;
|Odysseus&lt;br /&gt;
|Exo-suit mounted medigun which gradually heals people it's used on. Don't cross the streams!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Exosuit Weapons&amp;quot;&amp;gt;&lt;br /&gt;
Install a weapon by printing it from an exosuit fabricator and then hitting the finished mech with it. Some weapons require you to refill their ammo manually. To do this, print corresponding ammo boxes from an exosuit fabricator or from the security [[Guide_to_Research_and_Development#Techfab|techfab]], and then use them on the finished mech. Each ammo box will fill the weapon with the same amount as the &amp;quot;starting ammo&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;background-color:#f0e8f0&amp;quot;;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot;&lt;br /&gt;
! style='background-color:#A06DA0' width='125px'    |Weapon&lt;br /&gt;
! style='background-color:#A06DA0' width='125px'    |Can be attached to&lt;br /&gt;
! style='background-color:#A06DA0'                  |Energy drain or starting ammo/max ammo&lt;br /&gt;
! style='background-color:#A06DA0'                  |Cooldown in seconds&lt;br /&gt;
! class='unsortable'style='background-color:#A06DA0'|Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:CH-LC ?Solaris? laser cannon.png|64px|class=pixelart]]&amp;lt;br&amp;gt;CH-PS &amp;quot;Immolator&amp;quot; Laser&lt;br /&gt;
|Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|30 energy per shot&lt;br /&gt;
|0.8&lt;br /&gt;
|Fires a Laser bolt, identical to laser rifles.&lt;br /&gt;
|-&lt;br /&gt;
![[File:CH-LC ?Solaris? laser cannon.png|64px|class=pixelart]]&amp;lt;br&amp;gt;CH-LC &amp;quot;Solaris&amp;quot; Laser Cannon&lt;br /&gt;
|Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|60 energy per shot&lt;br /&gt;
|1.5&lt;br /&gt;
|Fires a Heavy Laser bolt, identical to the laser cannon.&lt;br /&gt;
|-&lt;br /&gt;
![[File:MKIV ion heavy cannon.png|64px|class=pixelart]]&amp;lt;br&amp;gt;mkIV Ion Heavy Cannon&lt;br /&gt;
|Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|120 energy per shot&lt;br /&gt;
|2&lt;br /&gt;
|Fires a Ion bolt, identical to ion rifles. Don't hit yourself!&lt;br /&gt;
|-&lt;br /&gt;
![[File:EZ-13_MK2_heavy_pulse_rifle.png|64px|class=pixelart]]&amp;lt;br&amp;gt;eZ-13 mk2 Heavy pulse rifle&lt;br /&gt;
|Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|120 energy per shot&lt;br /&gt;
|3&lt;br /&gt;
|Fires a heavy pulse laser. [[Death Squad]] only.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mecha_disabler.png|64px|class=pixelart]]&amp;lt;br&amp;gt;&amp;quot;Peacemaker&amp;quot; Disabler&lt;br /&gt;
|Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|30 energy per shot&lt;br /&gt;
|0.8&lt;br /&gt;
|Fires basic disabler beams. &lt;br /&gt;
|-&lt;br /&gt;
![[File:LBX AC 10 ?Scattershot?.png|64px|class=pixelart]]&amp;lt;br&amp;gt;LBX AC 10 &amp;quot;Scattershot&amp;quot;&lt;br /&gt;
|Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|40 / 160&lt;br /&gt;
|2&lt;br /&gt;
|Fires four bullets in a spread pattern, 20 damage each.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ultra AC 2.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Ultra AC 2&lt;br /&gt;
|Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|300 / 1200&lt;br /&gt;
|1&lt;br /&gt;
|Fires a three shot burst of 20 damage bullets.&lt;br /&gt;
|-&lt;br /&gt;
![[File:SRM-8 missile rack.png|64px|class=pixelart]]&amp;lt;br&amp;gt;SRM-8 Missile Rack&lt;br /&gt;
|Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|8 / 8&lt;br /&gt;
|6&lt;br /&gt;
|Fires a missile which will explode on impact. Tubes must be reloaded from the outside. Can not be researched or constructed by the ship. &lt;br /&gt;
|-&lt;br /&gt;
![[File:BRM-6_missile_rack.png|64px|class=pixelart]]&amp;lt;br&amp;gt;BRM-6 Missile Rack&lt;br /&gt;
|Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|6 / 6&lt;br /&gt;
|6&lt;br /&gt;
|Launches low-explosive breaching missiles designed to explode only when striking a sturdy target. Does not explode unless hitting a wall, door, shutter, or another mech. Does 30 damage to soft targets. Tubes must be reloaded from the outside. &lt;br /&gt;
|-&lt;br /&gt;
![[File:MKIV ion heavy cannon.png|64px|class=pixelart]]&amp;lt;br&amp;gt;MKI Tesla Cannon&lt;br /&gt;
|Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|500 energy per shot&lt;br /&gt;
|3.5&lt;br /&gt;
|Fires a tesla ball that arcs off anything it hits. Causes EMP as well.&lt;br /&gt;
|-&lt;br /&gt;
![[File:SGL-6 grenade launcher.png|64px|class=pixelart]]&amp;lt;br&amp;gt;SGL-6 Grenade Launcher&lt;br /&gt;
|Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|6 / 24&lt;br /&gt;
|6&lt;br /&gt;
|Launches a flashbang at medium range. &lt;br /&gt;
|-&lt;br /&gt;
![[File:SGL-6 grenade launcher.png|64px|class=pixelart]]&amp;lt;br&amp;gt;SOB-3 Grenade Launcher&lt;br /&gt;
|Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|3 / 3&lt;br /&gt;
|9&lt;br /&gt;
|Launches a cluster of flashbangs at medium range. Must be reloaded from the outside. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Hades-Carbine.png|64px|class=pixelart]]&amp;lt;br&amp;gt;FNX-99 &amp;quot;Hades&amp;quot; Carbine&lt;br /&gt;
|Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|24 / 96&lt;br /&gt;
|1&lt;br /&gt;
|Shoots incendiary bullets that leave a burning trail.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Banana mortar.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Banana Mortar&lt;br /&gt;
|H.O.N.K.&lt;br /&gt;
|100 energy per shot, 15 shots&lt;br /&gt;
|2&lt;br /&gt;
|Launches a banana peel. Very annoying, thus, fun.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mousetrap mortar.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Mousetrap Mortar&lt;br /&gt;
|H.O.N.K.&lt;br /&gt;
|100 energy per shot, 15 shots&lt;br /&gt;
|2&lt;br /&gt;
|Launches an armed mousetrap.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HoNkER BlAsT 5000.png|64px|class=pixelart]]&amp;lt;br&amp;gt;HoNkER BlAsT 5000&lt;br /&gt;
|H.O.N.K.&lt;br /&gt;
|200 energy per shot&lt;br /&gt;
|15&lt;br /&gt;
|Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mecha punching glove.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Oingo Boingo Punch-face&lt;br /&gt;
|H.O.N.K.&lt;br /&gt;
|250 energy per punch or 500 per shot, 10 shots&lt;br /&gt;
|2&lt;br /&gt;
|Launches a boxing glove that can punch airlocks right out of their frames.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
{{Guides&lt;br /&gt;
|color = #A06DA0&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Kenionatus</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=High-risk_items&amp;diff=35941</id>
		<title>High-risk items</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=High-risk_items&amp;diff=35941"/>
		<updated>2022-12-31T17:55:52Z</updated>

		<summary type="html">&lt;p&gt;Kenionatus: Mention Antique being stored in Serendipity's vault and giving the Functional AI a &amp;quot;used for&amp;quot; text.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are items that are often desired by [[traitor]]s for themselves or as an objective for the [[Syndicate]]. Thieves who get caught with stealing one of these items are often charged with [[Space_law#Capital_Crimes|Grand Theft]] or even [[Space_law#Capital_Crimes|Syndicate Collaboration]], given sufficient evidence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Captain's Antique Laser Gun}}&lt;br /&gt;
===Captain's Antique Laser Gun===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Captain's Antique Laser Gun&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = captaingun.png&lt;br /&gt;
 |foundin = [[Captain's Quarters]]&lt;br /&gt;
 |usedfor = Shooting people.&lt;br /&gt;
 |description = This is a special, engraved gun, made with real [[Assistant]] leather (which is odd because human skin makes terrible leather).&lt;br /&gt;
&lt;br /&gt;
This gun is kept in a glass case in the [[Captain's Quarters]] (except on the Serendipity, where it's in the vault), but is hooked up with an anti-theft system. Breaking the case will trigger a lockdown, shutting and bolting all the doors out of the room, and the AI will be alerted. Keep this in mind, and plan your heist before you carry it out.&lt;br /&gt;
&lt;br /&gt;
What makes this gun so special? It automatically regenerates energy without any draw backs. Enemy agents would kill to steal this for research. They do exactly that a lot.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Hos laser}}{{Anchor|Head of Security laser}}{{Anchor|Hos laser}}{{Anchor|head of securitys personal laser gun}}{{Anchor|MultiPhase_Energy_Gun}}{{Anchor|Hos gun}}{{Anchor|Winona}}&lt;br /&gt;
===Winona===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Winona(aka head of security's personal gun)&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = Cglock.png&lt;br /&gt;
 |foundin = Head of security's locker in [[Head_of_Security's_Office|Head of Security's office]], or carried by the [[Head_of_Security|Head of Security]]&lt;br /&gt;
 |usedfor = Subjugating criminals and/or eliminating threats. &lt;br /&gt;
 |description = A fancy Glock provided to the [[Head of Security]]. Funcionally, it is the same as any normal glock, carried by [[Security Officers]] and Heads of Staff. If it's not in Head of Security's locker where it spawns, it's likely carried by the [[Head_of_Security|Head of Security]]. &lt;br /&gt;
 }}&lt;br /&gt;
{{Anchor|Hand Teleporter}}{{Anchor|Hand Tele}}&lt;br /&gt;
===Hand Teleporter===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Hand Teleporter&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = tele.gif&lt;br /&gt;
 |foundin = Teleporter Room, Captains Office&lt;br /&gt;
 |usedfor = Teleporting About&lt;br /&gt;
 |description = This is a miniaturized counterpart to the larger one in the [[Teleporter]] Room. It can be found on a table in the [[Teleporter]] room. The Captain also has one in his [[Captains Quarters|quarters]].&lt;br /&gt;
&lt;br /&gt;
Using this you can create a portal to a set destination (however this must be set with a large teleporter device, either in the [[Teleporter]] room, Derelict or the [[Abandoned Satellite]]). &lt;br /&gt;
If you find the options severely lacking, you can make new teleport beacons in Research Division OR grab one of the existing ones and move it (suggestion : move the bridge beacon somewhere safer).&lt;br /&gt;
&lt;br /&gt;
Hilariously enough, there is a random setting, using it allows you to randomly jump about to a nearby location. This is not advised without an EVA suit and internals. However as an antagonist, it is a very useful tool for escape when you DO NOT have time to take down a wall OR have any tools.&lt;br /&gt;
&lt;br /&gt;
Unlike large teleporter devices, the hand teleport makes two-way portals. There is a portal both at the hand teleporter's location, and the destination, meaning that it can also be used to extract people from high risk locations, as well as numerous other interesting uses. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Jetpack}}&lt;br /&gt;
===Captain's Jetpack===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Captain's Jetpack&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = Jetpack-captain.gif&lt;br /&gt;
 |foundin = Captain's Quarters&lt;br /&gt;
 |usedfor = Propelling yourself in space, usable as oxygen supply&lt;br /&gt;
 |description = The [[Captain]] has a unique oxygen-filled jetpack that can fit in a backpack while containing more gas than typical jetpacks.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|A Functional AI}}&lt;br /&gt;
===A Functional AI===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=A Functional AI&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = icard.png&lt;br /&gt;
 |foundin = Intellicards can be found in EVA, AIs are found in the AI core.&lt;br /&gt;
 |usedfor =Repairing or stealing the AI &lt;br /&gt;
 |description = An [[InteliCard]] must be used to take the [[AI]] from its chamber. InteliCards can be found on the [[Bridge]] and [[Tech Storage]]. [[Research and Development]] can also produce more, assuming they have the prerequisite research levels.&lt;br /&gt;
&lt;br /&gt;
Be careful! If you are the [[Traitor]] and your objective is to steal a functional AI, remember that AIs can be traitors too, and even regular Asimov AIs will not want to be carded without reason.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Magboots}}&lt;br /&gt;
===Advanced Magboots===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Advanced Magboots&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = AdMaShoe.png&lt;br /&gt;
 |foundin = Chief Engineer's Office&lt;br /&gt;
 |usedfor = Not getting stuck when the gravity goes out.&lt;br /&gt;
 |description = These magboots work similarly to normal magboots. The only difference is that they don't slow down the wearer.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Station Blueprints}}&lt;br /&gt;
===Station Blueprints===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Station Blueprints&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = blueprint.png&lt;br /&gt;
 |foundin = Chief Engineer's Locker&lt;br /&gt;
 |usedfor = Naming every room PRIMARY FART STORAGE&lt;br /&gt;
 |description = These are the plans for a super secret Nanotrasen Research Station, which was given to the [[Chief Engineer]] for... what reason?&lt;br /&gt;
&lt;br /&gt;
Using these you can rename existing areas into whatever you want, and create new areas that can have [[APC]]s and [[Air Alarm]]s in them. You can also view the wire coloring scheme for Nanotrasen made devices. &lt;br /&gt;
&lt;br /&gt;
You can not take photocopies of these in a photocopier, but you can take an ordinary photo of them with a camera, and that photo will count for the &amp;quot;steal the station blueprints&amp;quot; objective. A photo of the blueprints laying on the ground will work. A photo of blueprints held by someone will not. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Secret Documents}}&lt;br /&gt;
===Secret Documents===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Secret Documents&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = documents.png&lt;br /&gt;
 |foundin = The filing cabinet in the [[Vault]]&lt;br /&gt;
 |usedfor = ???&lt;br /&gt;
 |description = Containing sensitive intelligence, research data, and other corporate secrets, these Top Secret documents are always in high demand by competitors. Nanotrasen keeps some of theirs in the filing cabinet in the [[Vault]], however the Syndicate will also accept secret documents from rival Syndicate factions.&lt;br /&gt;
&lt;br /&gt;
Just remember that it's the papers inside that's valuable, not the folder that carries it. Photocopies of these are also valid for the objective's completion.&lt;br /&gt;
 }}&lt;br /&gt;
{{Anchor|Plutonium Core}}&lt;br /&gt;
===Plutonium Core===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Plutonium Core&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = plutonium_core.gif&lt;br /&gt;
 |foundin = [[Vault]]&lt;br /&gt;
 |usedfor = The blowing up of shit.&lt;br /&gt;
 |description = The payload of the ship's on-board nuke. Highly radioactive.&lt;br /&gt;
&lt;br /&gt;
Every Nanotrasen ship is outfitted with an on-board self-destruct device, for those highly unlikely scenarios in which CentCom or the Captain nukes the ship to hell. This nuke is powered by highly radioactive, extremely rare weapons-grade plutonium, which the Syndicate would love to get their hands on for [[Nuke ops|their own nuclear purposes]]. They've even provided you with a special box to store the thing.&lt;br /&gt;
&lt;br /&gt;
The nuke is located in the Vault. To deconstruct the nuke, follow these steps:&lt;br /&gt;
&lt;br /&gt;
* Use a special screwdriver (with a thin tip, traitors get this with the objective) to open the front panel&lt;br /&gt;
* Crowbar to pry off the front panel&lt;br /&gt;
* Welding tool, to cut into the warhead&lt;br /&gt;
* Crowbar to expose the core&lt;br /&gt;
* Nuke core container, to store the core, unless you like dying of radiation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IF YOU'RE STEALING THE CORE, DISABLE THE VAULT CAMERAS. THE AI WILL CUCK YOU FOR BREAKFAST.&lt;br /&gt;
 }}&lt;br /&gt;
{{Anchor|Supermatter Sliver}}&lt;br /&gt;
===Supermatter Sliver===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Supermatter Sliver&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = plutonium_core.gif&lt;br /&gt;
 |foundin = [[Engineering]]&lt;br /&gt;
 |usedfor = The powering and dusting of shit.&lt;br /&gt;
 |description = A shard from the ship's Supermatter Engine. Highly radioactive.&lt;br /&gt;
&lt;br /&gt;
The [[Supermatter|Supermatter Engine]] is a recent breakthrough in Nanotrasen technology that is both very effective at providing massive amounts of power to ship machinery, and very effective at instantly destroying anything it touches, as well as ships whose crew looks at it wrong. Naturally, the Syndicate took a  interest.&lt;br /&gt;
&lt;br /&gt;
The Supermatter Engine is located in Engineering, and getting access to it will be a challenge in and of itself. To extract a sliver, a special toolkit is provided to Syndicate traitors containing special extraction tools and the following instructions:&lt;br /&gt;
&lt;br /&gt;
# Protect yourself from radiation with radsuits and mesons, both of which should be located near the engine.&lt;br /&gt;
# Approach an active supermatter crystal with radiation shielded personal protective equipment. DO NOT MAKE PHYSICAL CONTACT.&lt;br /&gt;
# Use a supermatter scalpel (provided) to slice off a sliver of the crystal. DO NOT USE ANY OTHER TOOLS.&lt;br /&gt;
# Use supermatter extraction tongs (also provided) to safely pick up the sliver you sliced off. AGAIN, DO NOT USE OTHER TOOLS&lt;br /&gt;
# In case it isn't clear, physical contact of any object with the sliver will dust the object, as well as yourself.&lt;br /&gt;
# Use the tongs to place the sliver into the provided container, which will take some time to seal.&lt;br /&gt;
# Get the hell out before the crystal delaminates and/or you are caught.&lt;br /&gt;
&lt;br /&gt;
 }}&lt;br /&gt;
{{Anchor|28 Moles of Plasma (Full Tank)}}&lt;br /&gt;
===28 Moles of Plasma (Full Tank)===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=28 Moles of Plasma (Full Tank)&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = Plasma_tank.png&lt;br /&gt;
 |foundin = Atmos, Engineering, Science&lt;br /&gt;
 |usedfor = Carrying plasma.&lt;br /&gt;
 |description = Plasma mined by [[NanoTrasen]] is very rare to get in many places of the galaxy, and many people want it to make military grade explosives and rival plasma research.&lt;br /&gt;
&lt;br /&gt;
As [[Plasma]] is being used all over the ship, it may be hard, if not impossible to secure all the hand-held storage [[Plasma Tank]]s.&lt;br /&gt;
&lt;br /&gt;
These tanks are obtained from a [[Tank Storage Unit]] found in [[Toxins]] research, [[Engineering]], [[Atmospherics]], or ordered at the [[Cargo Bay]]. They must be filled (&amp;gt;1000 kPa) with [[Plasma|Plasma Gas]] to successfully complete the &amp;quot;Steal a full plasma tank&amp;quot; [[Traitor]] objective. From a syndicate's point of view, failing to get these is almost impossible, much less accepted.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Unused Slime Extract}}&lt;br /&gt;
===Unused Slime Extract===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Unused Slime Extract&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = slimecore.png&lt;br /&gt;
 |foundin = Xenobiology&lt;br /&gt;
 |usedfor = Slime magic&lt;br /&gt;
 |description = [[Slime]]s are new rare alien lifeforms that [[NanoTrasen]] managed to capture. Goo extracted from slimes is particularly valuable and sought after by competition. Its unusual properties have led to rumors of supernatural abilities.&lt;br /&gt;
&lt;br /&gt;
[[Slime Extract]] need to be extracted from baby Slimes, typically held in [[Xenobiology]]. Once subdued, use the slime processor to extract the goo. Be warned, extract cannot be taken from adult Slimes!&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Medal of Captaincy}}&lt;br /&gt;
===Medal of Captaincy===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Medal of Captaincy&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = goldmedal.png&lt;br /&gt;
 |foundin = The Captain's jumpsuit, Captain's&lt;br /&gt;
Quarters &lt;br /&gt;
 |usedfor = Validating your claim as captain&lt;br /&gt;
 |description = Nothing is more disgraceful than a Captain losing their symbol of command.&lt;br /&gt;
&lt;br /&gt;
And because enemy agents love to discredit and shame [[NanoTrasen]], the theft of ship command medals are on the rise for just this reason.&lt;br /&gt;
&lt;br /&gt;
There are two Medals of Captaincy on each ship, [[Captain]] starts with one attached to his jumpsuit and second can be found in the medal box in his office.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Hypospray}}&lt;br /&gt;
===Hypospray===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Hypospray&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = Hspray.png&lt;br /&gt;
 |foundin = Chief Medical Officer's locker&lt;br /&gt;
 |usedfor = Injecting people with chemicals&lt;br /&gt;
 |description = An experimental high-end chemical injector which allows for instant injections into any organism. Given to the ship's [[Chief Medical Officer]] to field test, who is usually very protective of it.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Nuclear Authentication Disk}}&lt;br /&gt;
===Nuclear Authentication Disk===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Nuclear Authentication Disk&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = NuclearDisk.gif&lt;br /&gt;
 |foundin = Captain's Quarters&lt;br /&gt;
 |usedfor = Blowing up the ship&lt;br /&gt;
 |description = GET DAT FUKKEN DISK&lt;br /&gt;
&lt;br /&gt;
This disk contains the codes needed to unlock nuclear devices used in [[Nuclear Operative|Nuclear Emergency]] and [[Blob]] to destroy the entire ship.&lt;br /&gt;
&lt;br /&gt;
If you are the [[Captain]], for the love of all that is good in this world protect the disk with your life. Don't leave the damn thing lying in [[Captains Quarters|your office]]. Pocket it, give it to someone trusted, anything rather than leaving it open for anyone to grab. Its location can be tracked with a pinpointer, so merely hiding it won't help you.&lt;br /&gt;
&lt;br /&gt;
Destroying or spacing the disk will cause it to respawn in a random pre-designated location on the ship. Also, syndicates love getting their grubby little red space suited hands on this. If the object gets in their hands, call all hands on deck and say &amp;quot;We're fucked&amp;quot;, as a syndicate team with the disk is a good team at that.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Ablative Armor Vest}}&lt;br /&gt;
===Ablative Armor Vest===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Ablative Armor Vest&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = ablative.png&lt;br /&gt;
 |foundin = Armory, Cargo Bay&lt;br /&gt;
 |usedfor = Deflecting energy weaponry&lt;br /&gt;
 |description = An expensive piece of military-grade gear that is designed to withstand or deflect fire from energy weapons. The capture of one of these vests could be used to bolster Syndicate research and military efforts.&lt;br /&gt;
&lt;br /&gt;
One of these is given to ship security in the [[Armory]], but more can be ordered from [[Cargo Bay]] in experimental gear crates.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Reactive Teleport Armor}}&lt;br /&gt;
===Reactive Teleport Armor===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Reactive Teleport Armor&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = Reactive Teleport Armor.png&lt;br /&gt;
 |foundin = RD's Office&lt;br /&gt;
 |usedfor = Warping into space&lt;br /&gt;
 |description = Experimental blue-space armor. While active, will attempt to protect it's wearer by displacing them away from physical harm. Due to its oversensitive sensors, it is not recommended for casual use. Can be found in the [[Research Director's Office]].&lt;br /&gt;
 }}&lt;br /&gt;
{{Anchor|Blackbox}}&lt;br /&gt;
===Blackbox===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Blackbox&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = Blackbox.png&lt;br /&gt;
 |foundin = [[AI Satellite]]&lt;br /&gt;
 |usedfor = Storing confidental data, like fleet positions, shuttle movements &amp;lt;s&amp;gt;and your browsing history&amp;lt;/s&amp;gt;.&lt;br /&gt;
 |description = A strange and bulky relic, capable of recording data on extradimensional vertices. It lives inside the blackbox recorder for safe keeping. In case of something terrible happening, Central Command can use it to find out what went down.&lt;br /&gt;
&lt;br /&gt;
It is located inside a Blackbox Recorder, a big machine which usually resides in either the [[AI Satellite]] or [[Telecommunications]]. Once you remove the Blackbox from the Recorder, it will become visibly broken, so don't expect to get away with it easily.&lt;br /&gt;
 }}&lt;br /&gt;
[[Category:Objects]]&lt;/div&gt;</summary>
		<author><name>Kenionatus</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_chemistry&amp;diff=34870</id>
		<title>Guide to chemistry</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_chemistry&amp;diff=34870"/>
		<updated>2022-11-19T23:06:23Z</updated>

		<summary type="html">&lt;p&gt;Kenionatus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Chemicals =&lt;br /&gt;
The building blocks of chemistry are aluminium, bromine, carbon, chlorine, copper, ethanol, fluorine, hydrogen, iodine, iron, lithium, mercury, nitrogen, oxygen, phosphorus, potassium, radium, silicon, silver, sodium, stable plasma, sugar, sulphur, sulphuric acid, water and welding fuel. These can be produced from the [[Chem Dispenser]] in [[Chemistry]].&lt;br /&gt;
&lt;br /&gt;
You have all sorts of things here, and can make so much. You can make medicines, foam, flash powder, poisons, space lube, window hardener, and so much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, mixing the wrong chemicals can be bad for your health and please make sure you know what a chemical does before you use it. Experiment at your own risk.&lt;br /&gt;
&lt;br /&gt;
Some pure chemicals are lethal or will cause heavy toxin damage if injected or ingested in their pure form.&lt;br /&gt;
&lt;br /&gt;
Grinding minerals from mining will also get you:&lt;br /&gt;
* [[Plasma]]&lt;br /&gt;
* Uranium&lt;br /&gt;
[[Emag|Emagging]] a chem dispenser will add:&lt;br /&gt;
* Space Drugs&lt;br /&gt;
* Morphine&lt;br /&gt;
* Toxin&lt;br /&gt;
* Carpotoxin&lt;br /&gt;
* Miner's Salve&lt;br /&gt;
The [[Vending_machines#Medbay|NanoMed Plus]] is your main source of generic toxin when hacked.&lt;br /&gt;
&lt;br /&gt;
Some chemical reactions will require you to heat the reagents in a [[File:Chemheater.png]] '''Chemical Heater'''. This machine will heat a beaker to the desired temperature, slowing down the heating speed as it approaches the target temperature. If you don't risk making the chemical explode by overheating it (such as Meth) you can just set it to a very high temperature to avoid this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Machinery ==&lt;br /&gt;
You have all sorts of chems here, and can make many things. You can make [[#Medicines|medicines]], [[#Smoke|smoke]], [[#Fluorosurfactant|foam]], [[#Flash Powder|flash powder]], [[#Toxins|poisons]], [[#Space Lube|space lube]], [[#Fluorosulfuric Acid|acid]] and much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, as mixing the wrong chemicals can be bad for your health, and please make sure you know what a chemical does before you use it. Experiment at your own risk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Dispenser.png|Chem Dispenser]] Chemistry Dispensers ===&lt;br /&gt;
[[Chem Dispenser|Chem dispensers]] can be upgraded to unlock more chemicals, allow for more precise macro usage, increased power recharge rate and higher power capacity. If you run out of power, you can disassemble the dispenser with screwdriver+crowbar and rebuild it by first putting the circuit board back, and then all other things but use a full power cell [[File:Power_cell.png]] instead of the old one. Then screwdriver to finish. Or you can charge the machine with an [[inducer]] [[File:Inducer.png]].&lt;br /&gt;
&lt;br /&gt;
'''Available chemicals''':&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Click expand to see what chemicals are available:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
'''Normal''':&lt;br /&gt;
* Hydrogen&lt;br /&gt;
* Oxygen&lt;br /&gt;
* Silicon&lt;br /&gt;
* Phosphorus&lt;br /&gt;
* Sulfur&lt;br /&gt;
* Carbon&lt;br /&gt;
* Nitrogen&lt;br /&gt;
* Water&lt;br /&gt;
* Lithium&lt;br /&gt;
* Sugar&lt;br /&gt;
* Sulphuric acid&lt;br /&gt;
* Copper&lt;br /&gt;
* Mercury&lt;br /&gt;
* Sodium&lt;br /&gt;
* Iodine&lt;br /&gt;
* Bromine&lt;br /&gt;
* Ethanol&lt;br /&gt;
* Chlorine&lt;br /&gt;
* Potassium&lt;br /&gt;
* Aluminium&lt;br /&gt;
* Radium&lt;br /&gt;
* Fluorine&lt;br /&gt;
* Iron&lt;br /&gt;
* Welding fuel&lt;br /&gt;
* Silver&lt;br /&gt;
* Stable plasma&lt;br /&gt;
'''Upgraded (tier 4 matter manipulator)''':&lt;br /&gt;
* Acetone&lt;br /&gt;
* Ammonia&lt;br /&gt;
* Ash&lt;br /&gt;
* Diethylamine&lt;br /&gt;
* Oil&lt;br /&gt;
* Saltpetre&lt;br /&gt;
'''Emagged''':&lt;br /&gt;
* Space Drugs&lt;br /&gt;
* Morphine&lt;br /&gt;
* Toxin&lt;br /&gt;
* Carpotoxin&lt;br /&gt;
* Miner's Salve&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
'''Upgradeable parts''':&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Click expand to see upgrades:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* '''Better matter bins:''' greater power efficiency per unit dispensed.&lt;br /&gt;
* '''Better capacitor:''' faster recharging speed.&lt;br /&gt;
* '''Better power cell:''' larger maximum power capacity.&lt;br /&gt;
* '''Better manipulator:''' unlocks more chemicals. &amp;lt;s&amp;gt;Longer and more complex chemistry macros can be performed. At tier 1 manips, macros round to the nearest 5u, then 3u at tier 2, 2u at tier 3 and 1u at tier 4&amp;lt;/s&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== [[File:Chemheater.png|Chemical Heater]] Chemical Heater ===&lt;br /&gt;
Some chemical reactions will require you to heat the reagents in a [[Chemical Heater]]. Unless the recipes says otherwise, these reactions need you to heat the reagents ''above'' the required temperature.&lt;br /&gt;
This machine will heat/cool a beaker to the desired temperature, slowing down the heating/cooling speed as it approaches the target temperature. If you don't risk making the chemical explode by overheating it (like with [[#Methamphetamine|meth]]) you can just set it to a very high temperature to avoid this. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''Due to a rounding bug you sometimes need to heat chems 1 degree higher than the recipe says.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Upgrading the laser will increase the heating/cooling speed.&lt;br /&gt;
=== [[File:Chemmaster.gif|ChemMaster 3000]] ChemMaster 3000 ===&lt;br /&gt;
Separates, bottles, and makes pills/patches out of chemicals loaded inside. You can load pretty much any container - beakers, spray bottles, water bottles and so on.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum size for dispensed bottles is 30u, patches 40u and pills 50u. Use a chemistry bag [[File:Chemistry_bag.png]] to quickly move large quantities of bottles, patches or pills. &amp;lt;br&amp;gt;&lt;br /&gt;
Can be upgraded with bigger beakers to allow a bigger buffer. By default it contains two ordinary 50u beakers for a total buffer volume of 100u.&lt;br /&gt;
=== [[File:Blender.png|Reagent Grinder]] All-In-One Grinder ===&lt;br /&gt;
Grinds, crushes, liquefies and extracts reagents from materials placed into it.&amp;lt;br&amp;gt;&lt;br /&gt;
If there is a significant reagent associated with the item, the Reagent grinder will distill a pure sample inside the collection beaker.&amp;lt;br&amp;gt;&lt;br /&gt;
For example: Plasma/gold/uranium/metal sheets, donk pockets, fruits, dead mice.&lt;br /&gt;
=== [[File:Smoke_machine.png|Smoke Machine]] Smoke Machine ===&lt;br /&gt;
Dispenses any chemical inside as a [[#Smoke|smoke]] cloud. Needs to be secured by wrenching first.&amp;lt;br&amp;gt;&lt;br /&gt;
A great alternative to [[#Smoke|smoke]] [[Grenade|grenades]], but easily incites lynch mobs.&amp;lt;br&amp;gt;&lt;br /&gt;
Can only be obtained through the circuit board being printed, and the required parts being assembled first.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Upgradeable parts''':&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Click expand to see upgrades:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* '''Manipulator''': Unlocks the higher range settings.&lt;br /&gt;
* '''Matter bin''': Increases maximum capacity.&lt;br /&gt;
* '''Capacitor''': Increases efficiency.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Metabolism==&lt;br /&gt;
When a reagent enters a body, it will then &amp;quot;tick&amp;quot; or &amp;quot;cycle&amp;quot; about every 2 seconds (these are called &amp;quot;life ticks&amp;quot;, and are not to be confused with server ticks/tickrate). When this happens the body is purged of an amount of every reagent depending on their metabolism rates. This is the rate at which the chemical disappears from your body. It doesn't matter how many chems you have in your body, as they are all metabolized separately. If you are [[Guide_to_food_and_drinks#Hunger|hungry]] (sluggish), this will happen 20% slower, which makes chemicals have a bigger total effect since they last longer without being weaker per tick. Many mobs are &amp;quot;simplemobs&amp;quot; which means they don't have bloodstreams and can thus not be poisoned, sedated or healed with medicine. Monkeys and most playable humanoids are the exceptions to this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Active Pure Chemicals==&lt;br /&gt;
A.K.A. what happens when you eat or splash these. Their metabolism rate is 0.4u per cycle unless said otherwise. Unmentioned dispensable chemicals don't have any effects. Plasma and uranium requires you to grind mineral sheets to acquire.&lt;br /&gt;
*'''Chlorine''': Causes 1 brute damage per tick to a random body part.&lt;br /&gt;
*'''Copper''': Can be splashed on metal sheets to create bronze sheets.&lt;br /&gt;
*{{anchor|Ethanol}}'''Ethanol''': A decent alcoholic &amp;quot;beverage&amp;quot;, with a [[Guide_to_food_and_drinks#Drinks|booze power]] of 65. Increases success rate of [[Surgery|surgery]] and flammability when applied externally. Metabolism rate 0.2.&lt;br /&gt;
*'''Fluorine''': Causes 1 toxin damage per tick.&lt;br /&gt;
*'''Iron''': Slowly restores blood volume.&lt;br /&gt;
*'''Lithium''': Causes twitching, drooling, moaning and not being able to walk straight.&lt;br /&gt;
*'''Mercury''': Causes 1 brain damage per tick, twitching, drooling, moaning and not being able to walk straight.&lt;br /&gt;
*'''[[Plasma]]''': Causes 3 toxin damage per tick. Creates gas form plasma when spilled or heated to 323.15K (50°C). Not to be confused with Stable Plasma, which does nothing.&lt;br /&gt;
*'''Radium''': Slowly causes irradiation (2 per tick). Creates glowing green goo on floor if more than 3u is spilled.&lt;br /&gt;
*'''Sugar''': Gives nutrition. Causes hyperglycemic shock if overdosed (200u). Metabolism rate 0.8.&lt;br /&gt;
*'''Sulphuric Acid''': Causes 1 toxin damage and some instant brute damage to one body part when ingested, and slightly more brute damage when ''injected''. Destroys head-wear and causes burn damage when sprayed or splashed on someone. Counts as a [[#Toxins|toxin]].&lt;br /&gt;
*'''Uranium''': Causes slight (1 per tick) irradiation. Creates glowing green goo on floor if more than 3u is spilled.&lt;br /&gt;
*'''Welding Fuel''': Causes 1 toxin damage per tick. Makes people flammable if splashed on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
These are very basic chemicals that you'll use in a lot of other more complicated chems. They can still be toxic, though.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width:150px; background-color:#FFDD66;'|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='width:150px; background-color:#FFDD66;'|Formula&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:#FFDD66;'|Description&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Ash}}Ash &amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Ash}}&lt;br /&gt;
|Basic ingredient in a couple of recipes.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|Ash (Alternate Recipe) &amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Light a piece of paper on fire, and scoop up the resulting ashes with a beaker.&lt;br /&gt;
|Basic ingredient in a couple of recipes.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Carpet}}Carpet &amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Carpet}}&lt;br /&gt;
|Creates a dirty carpet on the floor.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Oil}}Oil &amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Oil}}&lt;br /&gt;
|Burns to ash in a small smoky fire. Used to maintain various systems in the [[Weapons Bay]].&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|Oil (Alternate Recipe) &amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Scoop up oil from destroyed cyborgs or robots off the ground with a beaker.&lt;br /&gt;
|Burns to ash in a small smoky fire. Used to maintain various systems in the [[Weapons Bay]].&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Phenol}}Phenol &amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Phenol}}&lt;br /&gt;
|Used for certain medical recipes.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Acetone}}Acetone &amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Acetone}}&lt;br /&gt;
|Common ingredient in other recipes.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Diethylamine}}Diethylamine &amp;lt;span style=&amp;quot;color:#604030;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Diethylamine}}&lt;br /&gt;
|A very potent fertilizer, and the base component of some medicines.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Ammonia}}Ammonia&amp;lt;span style=&amp;quot;color:#404030;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Ammonia}}&lt;br /&gt;
|An effective fertilizer which is better than what is available to the botanist initially, though it isn't as powerful as [[Diethylamine]] (results in 3 units instead of 4).&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Saltpetre}}Saltpetre&amp;lt;span style=&amp;quot;color:#60A584;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Saltpetre}}&lt;br /&gt;
|Ingredient for Bath Salts and Black Powder (results in 3 units instead of 5). Increases potency of plants.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Lye}}Lye&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Lye}}&lt;br /&gt;
|Useful in the manufacturing of wax items like soap.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|Lye (Alternate Recipe)&amp;lt;span style=&amp;quot;color:#FFFFD6;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Lye2}}&lt;br /&gt;
|Useful in the manufacturing of wax items like soap.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Medicines ==&lt;br /&gt;
&amp;quot;''And that's how I lost my medical license!''&amp;quot; Don't be this guy. Make these. Lots of these.&lt;br /&gt;
&lt;br /&gt;
See [[guide to medicine|Guide to Medicine]] for more information on what to use when.&lt;br /&gt;
===Core Healing Medicines===&lt;br /&gt;
These healing drugs form the &amp;quot;core&amp;quot; drugs used to heal the most common forms of damage. All other medical drugs outside of this section are either harder to make upgrades, or highly specific forms of healing for rarer situations.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width:150px; background-color:#FFDD66;'|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='width:150px; background-color:#FFDD66;'|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:#FFDD66;'|Treatment for&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:#FFDD66;'|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:#FFDD66;'|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:#FFDD66;'|Overdose Threshold&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:#FFDD66;'|Addiction Threshold&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Silver Sulfadiazine}}Silver Sulfadiazine&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Silver_Sulfadiazine}}&lt;br /&gt;
|Burn&lt;br /&gt;
|On touch, instantly heals burn damage, then heals over time while it stays in the system. Basic anti-burn healing drug.&amp;lt;br&amp;gt;On ingestion, deals minor toxin damage. Deals stamina damage when used.&amp;lt;br&amp;gt;If overdosed, deals oxygen damage.&lt;br /&gt;
|1 unit per tick&lt;br /&gt;
|100u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Styptic Powder}}Styptic Powder&amp;lt;span style=&amp;quot;color:#FF9696;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Styptic Powder}}&lt;br /&gt;
|Brute&lt;br /&gt;
|On touch, instantly heals brute damage. Basic anti-brute healing drug.&amp;lt;br&amp;gt;On ingestion, deals minor toxin damage.&amp;lt;br&amp;gt;If overdosed, deals oxygen damage.&amp;lt;br&amp;gt;Deals stamina damage when used.&lt;br /&gt;
|1 unit per tick&lt;br /&gt;
|100u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Saline-Glucose Solution}}Saline-Glucose Solution&amp;lt;span style=&amp;quot;color:#DCDCDC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Saline-Glucose Solution}}&lt;br /&gt;
|Brute, burn&lt;br /&gt;
|Has a 33% chance per metabolism cycle to heal brute and burn damage. Can be used as a substitute for blood if hooked up via IV drip.&amp;lt;br&amp;gt;If overdosed, deals either brute and burn damage or adds Sodium Chloride or Sugar.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|60u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Synthflesh}}Synthflesh&amp;lt;span style=&amp;quot;color:#FFEBEB;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Synthflesh}}&lt;br /&gt;
|Brute, burn&lt;br /&gt;
|Has a 100% chance of instantly healing brute and burn damage. &amp;lt;br&amp;gt;Touch based only. Does nothing while inside a mob. Deals stamina damage upon usage.&amp;lt;br&amp;gt;If overdosed, deals Toxin damage.&lt;br /&gt;
|1 unit per tick&lt;br /&gt;
|125u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Charcoal}}Charcoal&amp;lt;span style=&amp;quot;color:#000000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Charcoal}}&lt;br /&gt;
|Toxin&lt;br /&gt;
|Heals toxin damage at a rate of 2 per tick, will also slowly remove any other chemicals.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Salbutamol}}Salbutamol&amp;lt;span style=&amp;quot;color:#00FFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Salbutamol}}&lt;br /&gt;
|Suffocation&lt;br /&gt;
|Quickly heals oxygen damage at a rate of 3 per tick while slowing down suffocation. Great for stabilizing critical patients!&amp;lt;br&amp;gt;If overdosed, adds Histamine.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|25u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Bicaridine}}Bicaridine&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Bicaridine}}&lt;br /&gt;
|Brute&lt;br /&gt;
|Heals brute damage at a rate of 1.5 units per tick if brute damage is less than 50 otherwise it heals brute damage at a rate of 0.5 units per tick. If overdosed it will annihilate your liver, can kill an upgraded cybernetic liver.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|30u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Kelotane}}Kelotane&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Kelotane}}&lt;br /&gt;
|Burn&lt;br /&gt;
|Heals burn damage at a rate of 1.5 units per tick if below 50 burn damage otherwise it heals at a rate of 0.5 units per tick. If overdosed it will annihilate your liver, can kill an upgraded cybernetic liver.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|30u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Antitoxin}}Antitoxin&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Antitoxin}}&lt;br /&gt;
|Toxin&lt;br /&gt;
|Heals 2 toxin damage and removes 1u of other chemicals per tick. If overdosed damages your liver.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|30u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Dexalin}}Dexalin&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Dexalin}}&lt;br /&gt;
|Suffocation&lt;br /&gt;
|Heals 2 oxygen damage per tick (slower than Salbutamol). If overdosed damages the heart.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|30u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Dexalin+}}Dexalin Plus&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Dexalin Plus}}&lt;br /&gt;
|Suffocation&lt;br /&gt;
|Heals 4 oxygen damage per tick (slightly faster than Salbutamol). If overdosed deals a large amount of damage to the heart.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|25u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Tricordrazine}}Tricordrazine&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Tricordrazine}}&lt;br /&gt;
|Brute/Burn/Toxin&lt;br /&gt;
|Heals 1 of each damage type per tick. If overdosed deals 2 damage of toxin per tick and kills your liver.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|30u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Cryoxadone}}Cryoxadone&amp;lt;span style=&amp;quot;color:#0000C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Cryoxadone}}&lt;br /&gt;
|All types&lt;br /&gt;
|Required for the proper function of cryogenics. It heals all types of damage very swiftly (except clone damage, which is healed very slowly), but only when in a very cold environment. Is more effective in colder environments.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Pyroxadone}}Pyroxadone&amp;lt;span style=&amp;quot;color:#f7832a;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Pyroxadone}}&lt;br /&gt;
|All four basic types and cellular&lt;br /&gt;
|Inverse [[#Cryoxadone|Cryoxadone]] that heals faster the hotter the patient is. For max efficiency you need to be ''over'' 460°K and on fire. In optimal conditions every cycle will heal 15 burn ''before'' the damage taken from being on fire, which is usually faster than the fire hurts you (unless too hot). It will then also heal 10 brute, 10 toxin, 20 oxyloss and 10 cellular. Works on [[Guide_to_races#Jelly_and_Slime_Mutants|slimepeople]].&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Clonexadone}}Clonexadone&amp;lt;span style=&amp;quot;color:#0000C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Clonexadone}}&lt;br /&gt;
|Clone&lt;br /&gt;
|Quickly heals clone damage, but only when in a cold environment.&lt;br /&gt;
|0.6 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Mannitol}}Mannitol&amp;lt;span style=&amp;quot;color:#DCDCFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Mannitol}}&lt;br /&gt;
|Brain&lt;br /&gt;
|Quickly heals brain damage - best used in cryo alongside Cryoxadone, but will still heal if taken via other means. When Overdosed, slows the working speed of it.&lt;br /&gt;
|0.4 units per tick?&lt;br /&gt;
|35u If using the Brain Tumor Trait&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|System Cleaner}}System Cleaner&amp;lt;span style=&amp;quot;color:#DCDCFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/System Cleaner}}&lt;br /&gt;
|Toxin&lt;br /&gt;
|Quickly purges toxin damage in the rare case an IPC gets said damge.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Solder}}Solder&amp;lt;span style=&amp;quot;color:#DCDCFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Solder}}&lt;br /&gt;
|Brain&lt;br /&gt;
|Quickly heals brain damage and traumas, but only if you're an IPC.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Radioactive Disinfectant}}Radioactive Disinfectant&amp;lt;span style=&amp;quot;color:#EEFF8F;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Radioactive Disinfectant}}&lt;br /&gt;
|Radiation&lt;br /&gt;
|Purges radiation from IPC's.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Neurine}}Neurine&amp;lt;span style=&amp;quot;color:#EEFF8F;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Neurine}}&lt;br /&gt;
|Minor brain traumas&lt;br /&gt;
|Reacts with neural tissue, helping reform damaged connections. Chance every tick to cure [[Guide_to_Traumas#Basic_Traumas_Without_Prefix|basic traumas]]. More [[Guide_to_Traumas#Severe_Prefix|severe]] traumas usually require [[surgery]]. Quickly purges [[Guide_to_food_and_drinks#Neurotoxin |Neurotoxin]].&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Superior Healing Medicines===&lt;br /&gt;
These healing drugs are harder to make than the core healing drugs, however they are significantly better at healing.&lt;br /&gt;
&lt;br /&gt;
Also, many upgraded drugs can be overdosed with, leading to a negative outcome. Be sure to monitor how many units of chemicals someone is injected with.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width:150px; background-color:#FFDD66;'|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='width:150px; background-color:#FFDD66;'|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:#FFDD66;'|Treatment for&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:#FFDD66;'|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:#FFDD66;'|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:#FFDD66;'|Overdose Threshold&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:#FFDD66;'|Addiction Threshold&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Salicyclic Acid}}Salicyclic Acid&amp;lt;span style=&amp;quot;color:#D2D2D2;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Salicyclic Acid}}&lt;br /&gt;
|Brute&lt;br /&gt;
|If you have more than 50 brute damage, heals 4 units. If you have less than 50 brute damage, heals 0.5 units. Overdosing will make it double the healing speed of brute damage at the low price of taking toxin damage and the death of your liver. Deals stamina damage upon usage.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|25 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Oxandrolone}}Oxandrolone&amp;lt;span style=&amp;quot;color:#F7FFA5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Oxandrolone}}&lt;br /&gt;
|Burn&lt;br /&gt;
|If you have more than 50 burn damage, heals 4 units. If you have less than 50 burn damage, heals 0.5 units. Overdosing will double the healing speed of burn damage at the low price of taking toxin damage and the death of your liver. Deals stamina damage upon usage.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|25 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Omnizine}}Omnizine&amp;lt;span style=&amp;quot;color:#DCDCDC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Omnizine}}&lt;br /&gt;
|Brute, burn, toxin and suffocation&lt;br /&gt;
|Heals 0.5 of each damage type per tick. If overdosed it will deal 1.5 damage of each damage type per tick.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|30u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Carthatoline}}Carthatoline&amp;lt;span style=&amp;quot;color:#225722;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Carthatoline}}&lt;br /&gt;
|Toxin&lt;br /&gt;
|Used to treat severe toxin damage. Side effects include: Janitors forming unions, vomiting. If overdosed then it will start damaging your brain.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|25u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Pentetic Acid}}Pentetic Acid&amp;lt;span style=&amp;quot;color:#E6FFF0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Pentetic Acid}}&lt;br /&gt;
|Radiation, toxin&lt;br /&gt;
|Reduces massive amounts of radiation and toxin damage while purging other chemicals from the body.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Perfluorodecalin}}Perfluorodecalin&amp;lt;span style=&amp;quot;color:#FF6464;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Perfluorodecalin}}&lt;br /&gt;
|Suffocation&lt;br /&gt;
|Heals suffocation damage so quickly that you could have a spacewalk but causes minor toxin damage. Heals lungs. If overdosed will significantly damage the heart.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|30u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Atropine}}Atropine&amp;lt;span style=&amp;quot;color:#000000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Atropine}}&lt;br /&gt;
|Brute, burn and suffocation&lt;br /&gt;
|If patients health is critical it will heal 2 brute, burn and toxin damage per cycle, as well as stop any oxyloss. Good for stabilising critical patients.&amp;lt;br&amp;gt;If overdosed it will deal toxin damage. Side effects include: Minor Confusion.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|15u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Calomel}}Calomel&amp;lt;span style=&amp;quot;color:#19C832;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Calomel}}&lt;br /&gt;
|Purge&lt;br /&gt;
|Quickly purges the body of all chemicals. If your health is above 20, large amounts of toxin damage is dealt.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Hepanephrodaxon}}Hepanephrodaxon&amp;lt;span style=&amp;quot;color:#D2691E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Hepanephrodaxon}}&lt;br /&gt;
|Liver, Toxin&lt;br /&gt;
|Heals damage to the liver as well as toxin damage. If overdosed then it deals damage to the brain&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|10u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Mutadone}}Mutadone&amp;lt;span style=&amp;quot;color:#5096C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Mutadone}}&lt;br /&gt;
|Genetic&lt;br /&gt;
|Heals your genetic mutations.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Unique Healing Medicines===&lt;br /&gt;
These healing drugs preform a unique function that is not commonly used or seen in game.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width:150px; background-color:#FFDD66;'|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='width:150px; background-color:#FFDD66;'|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:#FFDD66;'|Treatment for&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:#FFDD66;'|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:#FFDD66;'|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:#FFDD66;'|Overdose Threshold&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:#FFDD66;'|Addiction Threshold&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Potassium Iodide}}Potassium Iodide&amp;lt;span style=&amp;quot;color:#14FF3C;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Potassium Iodide}}&lt;br /&gt;
|Radiation&lt;br /&gt;
|Reduces low radiation damage very effectively.&lt;br /&gt;
|0.8 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Ephedrine}}Ephedrine&amp;lt;span style=&amp;quot;color:#D2FFFA;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Ephedrine}}&lt;br /&gt;
|Stun&lt;br /&gt;
|Reduces stun times, increases run speed, and stabilizes crit.&amp;lt;br&amp;gt;If overdosed it will deal toxin and oxyloss damage.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|30u&lt;br /&gt;
|25u&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Diphenhydramine}}Diphenhydramine&amp;lt;span style=&amp;quot;color:#64FFE6;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Diphenhydramine}}&lt;br /&gt;
|Histamine Overdose&lt;br /&gt;
|Purges body of lethal Histamine and reduces jitteriness while causing minor drowsiness.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Morphine}}Morphine&amp;lt;span style=&amp;quot;color:#A9FBFB;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Morphine}}&lt;br /&gt;
|Movement Speed&lt;br /&gt;
|Will allow you to walk faster. Will eventually knock you out if you take too much.&amp;lt;br&amp;gt;If overdosed it will cause jitteriness, dizziness, force the victim to drop items in their hands and eventually deal toxin damage.&amp;lt;br&amp;gt;It is recommended to heat up the mixture &amp;lt;i&amp;gt;before&amp;lt;/i&amp;gt; adding hydrogen or carbon as the last ingredient to prevent accidentally making [[#Hydrocarbon|Hydrocarbon]].&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|30u&lt;br /&gt;
|25u&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Oculine}}Oculine&amp;lt;span style=&amp;quot;color:#FFFFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Oculine}}&lt;br /&gt;
|Eye&lt;br /&gt;
|Quickly heals eye damage and reverts blindness.&amp;lt;br&amp;gt;Mix below 333K or the recipe will result in [[#Hydrocarbon|Hydrocarbon]].&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Inacusiate}}Inacusiate&amp;lt;span style=&amp;quot;color:#6600FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Inacusiate}}&lt;br /&gt;
|Ear&lt;br /&gt;
|Instantly removes all ear damage. (Results in 2 units instead of 3)&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Epinephrine}}Epinephrine&amp;lt;span style=&amp;quot;color:#D2FFFA;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Epinephrine}}&lt;br /&gt;
|Stun + Brute, burn, suffocation and toxin&lt;br /&gt;
|20% chance each tick to reduce knockout/stun effects, minor stamina regeneration buff. Prevents oxygen damage from going over 35. If the patient is in crit, slowly heals toxins, brute, and burn.&amp;lt;br&amp;gt;If overdosed will deal toxin and stamina damage, and cause suffocation.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|30u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Antihol}}Antihol&amp;lt;span style=&amp;quot;color:#00B4C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Antihol}}&lt;br /&gt;
|Alcohol &lt;br /&gt;
|Helps remove Alcohol from someone's body, as well as eliminating its side effects.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Stimulants}}Stimulants&amp;lt;span style=&amp;quot;color:#78008C;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Traitor Adrenals or Stimpack&lt;br /&gt;
|Stun&lt;br /&gt;
|Increases run speed and eliminates stuns, can heal minor damage.&amp;lt;br&amp;gt;If overdosed it will deal toxin damage, stun and suffocation.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|60u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Insulin}}Insulin&amp;lt;span style=&amp;quot;color:#FFFFF0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Found in NanoMed Plus&lt;br /&gt;
|Sugar Dependency &lt;br /&gt;
|Increases sugar depletion.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Strange Reagent}}Strange Reagent&amp;lt;span style=&amp;quot;color:#A0E85E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Strange Reagent}}&lt;br /&gt;
|Death&lt;br /&gt;
|A miracle drug that can bring a dead body back to life! If the corpse has suffered more than 100 brute or burn damage it will fail, however.&amp;lt;br&amp;gt;If used on a living person it will deal Brute and Burn damage. &lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Life}}Life&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Life}}&lt;br /&gt;
|Life&lt;br /&gt;
|Can create a life form, however its not guaranteed to be friendly. May want to have Security on hot standby. (Results in 1 unit instead of 3)&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Synaptizine}}Synaptizine&amp;lt;span style=&amp;quot;color:#FF00FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Synaptizine}}&lt;br /&gt;
|Hallucination Decrease&lt;br /&gt;
|Helps Hallucinations go away much faster, and helps you recover from stuns faster. Also Purges Mindbreaker Toxin very quickly. Mildly toxic.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Rezadone}}Rezadone&amp;lt;span style=&amp;quot;color:#669900;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Rezadone}}&lt;br /&gt;
|Cellular Damage Healing&lt;br /&gt;
|Instantly heals all cellular damage, while healing brute and burn damage over time, if applied through touch to a burnt husk which has under 50 burn damage, then it cures them. If overdosed deals toxin damage. Very good for speedcloning.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|30u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Spaceacillin}}Spaceacillin&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Spaceacillin}}&lt;br /&gt;
|Infections&lt;br /&gt;
|An all-purpose antiviral agent. Prevents you from spreading any virus in your body.&lt;br /&gt;
|0.04 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Miner's Salve}}Miner's Salve&amp;lt;span style=&amp;quot;color:#6D6374;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Miner's Salve}}&lt;br /&gt;
|Improvised Patch Healing Chem&lt;br /&gt;
|Heals over time, but prevents you from telling how injured you are. Causes stomach cramps if not applied via touch/patch.&lt;br /&gt;
|0.16 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Haloperidol}}Haloperidol&amp;lt;span style=&amp;quot;color:#27870a;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Haloperidol}}&lt;br /&gt;
|Anti-Drug and Light Sedative&lt;br /&gt;
|Helps fight against the effects of most drugs, while purging them. However also causes drowsiness and stamina damage.&lt;br /&gt;
|0.16 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Leporazine}}Leporazine&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Leporazine}}&lt;br /&gt;
|Body temperature&lt;br /&gt;
|This keeps a patient's body temperature stable. High doses can allow short periods of unprotected EVA.&amp;lt;br&amp;gt;If overdosed, will randomly shift the patients body temperature from 200K to -200K.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|30u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Corazone}}Corazone&amp;lt;span style=&amp;quot;color:#F5F5F5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Corazone}}&lt;br /&gt;
|Heart attack&lt;br /&gt;
|Prevents cardiac arrest, fully protects from heart attack damage as well as liver failure.&amp;lt;br&amp;gt;If overdosed, adds Histamine.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|20u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Psicodine}}Psicodine&amp;lt;span style=&amp;quot;color:#F5F5F5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Psicodine}}&lt;br /&gt;
|Phobias and Mood&lt;br /&gt;
|Suppresses phobias and turns bad mood into neutral mood. Also reduces [[Status_Effects#Jitteriness|jitteriness]], [[Status_Effects#Dizziness|dizziness]], [[Status_Effects#Confusion|confusion]] and [[Status_Effects#Disgust|disgust]]. If overdosed it causes [[Status_Effects#Hallucinations|hallucinations]] and 1 toxin damage per tick.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|30 units&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Energized Jelly}}Energized Jelly&amp;lt;span style=&amp;quot;color:#CAFF43;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Energized Jelly}}&lt;br /&gt;
|Stun&lt;br /&gt;
|Reduces stun times by around 60% (depends) for [[Guide_to_races#Jellypeople|jellypeople]], while also speeding up [[Guide_to_races#Luminescents|Luminescent's]] cooldowns. Non-jelly lifeforms will just get shocked.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Regenerative Ooze}}Regenerative Ooze&amp;lt;span style=&amp;quot;color:#65d891;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Regenerative Ooze}}&lt;br /&gt;
|Healing&lt;br /&gt;
|Gradually regenerates all types of damage, without harming Oozling anatomy.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Regenerative Jelly}}Regenerative Jelly&amp;lt;span style=&amp;quot;color:#91D865;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Regenerative Jelly}}&lt;br /&gt;
|Healing&lt;br /&gt;
|Gradually regenerates all types of damage, without harming slime anatomy.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Liquid Electricity}}Liquid Electricity&lt;br /&gt;
|1 part [[#Liquid Electricity|Liquid Electricity]]&amp;lt;br&amp;gt;1 part Plasma &amp;lt;br&amp;gt;3 parts Ethanol&lt;br /&gt;
|Blood Loss for Ethereals&lt;br /&gt;
|Restores blood for [[Ethereals]]. Non-ethereals have a small chance to be lightly shocked while it is in their system. (Results in 3 units instead of 5)&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Modafinil}}Modafinil&amp;lt;span style=&amp;quot;color:#BEF7D8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Modafinil}}&lt;br /&gt;
|Sleep Suppressants&lt;br /&gt;
|Long-lasting sleep suppressant that very slightly reduces stun and knockdown times. Overdosing has horrendous side effects and deals lethal oxygen damage, will knock you unconscious if not dealt with. &lt;br /&gt;
|0.01 to 0.08 units per tick. &lt;br /&gt;
|Over 20u to under 10u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Narcotics ==&lt;br /&gt;
Narcotics are highly addicitve drugs that can aggressively, or passively, provide a benefit. Be wary as its very easy to become addicted, or overdose, on a narcotic.&lt;br /&gt;
&lt;br /&gt;
As a general rule of thumb, the more of a positive effect (or any effect) a narcotic can provide, the easier it is to get addicted or overdose on it.&lt;br /&gt;
&lt;br /&gt;
People who overdose or get addicted to Narcotics tend to usually end up dying to the negative effects or requiring immedient medical attention. Take in moderation.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width:150px; background-color:#FFDD66;'|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='width:150px; background-color:#FFDD66;'|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:#FFDD66;'|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:#FFDD66;'|Metabolism Rate&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:#FFDD66;'|Overdose Threshold&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='background-color:#FFDD66;'|Addiction Threshold&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Nicotine}}Nicotine&amp;lt;span style=&amp;quot;color:#60A584;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Nicotine}}&lt;br /&gt;
|Slightly reduces stun times.&amp;lt;br&amp;gt;If overdosed, deals toxin damage and oxygen damage &lt;br /&gt;
|0.05 units per tick&lt;br /&gt;
|15u&lt;br /&gt;
|10u&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Krokodil}}Krokodil&amp;lt;span style=&amp;quot;color:#0064B4;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Krokodil}}&lt;br /&gt;
|Provides messages of calmness and protection.&amp;lt;br&amp;gt;If overdosed it will deal significant Brain and Toxin damage.&amp;lt;br&amp;gt;If addicted too it will begin to deal fatal amounts of Brute damage as the subjects skin falls off.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|20u&lt;br /&gt;
|15u&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Crank}}Crank&amp;lt;span style=&amp;quot;color:#FA00C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Crank}}&lt;br /&gt;
|Reduces stun times by about 200%.&amp;lt;br&amp;gt;If overdosed or addicted it will deal significant Toxin, Brute and Brain damage.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|20u&lt;br /&gt;
|10u&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Methamphetamine}}Methamphetamine&amp;lt;span style=&amp;quot;color:#FAFAFA;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Methamphetamine}}&lt;br /&gt;
|Reduces stun times by about 300% and allows the user to quickly recover stamina while dealing a small amount of Brain damage.&amp;lt;br&amp;gt;If overdosed the subject will move randomly, laugh randomly, drop items and suffer from Toxin and Brain damage.&amp;lt;br&amp;gt;If addicted the subject will constantly jitter and drool, before becoming dizzy and losing motor control and eventually suffer heavy toxin damage.&amp;lt;br&amp;gt;A great deal of caution must be taken when heating this chemical, as it will explode if it reaches a temperature of or greater than 380 k.&lt;br /&gt;
|0.3 units per tick&lt;br /&gt;
|20u&lt;br /&gt;
|10u&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Bath Salts}}Bath Salts&amp;lt;span style=&amp;quot;color:#FAFAFA;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Bath Salts}}&lt;br /&gt;
|Makes the subject nearly impervious to stuns, however the subject will suffer Toxin and Brain damage, constant hallucinations and will lose motor control.&amp;lt;br&amp;gt;If overdosed the subject will lose even more motor control, drool and drop items in their hand.&amp;lt;br&amp;gt;If addicted the subject will suffer very severe Brain damage, severe hallucinations, complete loss of motor control and eventually fatal amounts of Toxin damage.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|20u&lt;br /&gt;
|10u&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Happiness}}Happiness&amp;lt;span style=&amp;quot;color:#FFF378;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Happiness}}&lt;br /&gt;
|Fills you with ecstatic numbness and causes minor brain damage. Highly addictive. If overdosed causes sudden mood swings.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|20u&lt;br /&gt;
|10u&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Aranesp}}Aranesp&amp;lt;span style=&amp;quot;color:#78FFF0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Aranesp}}&lt;br /&gt;
|The subject will think they are &amp;quot;amped&amp;quot; and regenerate stamina at an incredible rate, however the drug typically cause the subject to suffocate to death.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Space Drugs}}Space Drugs&amp;lt;span style=&amp;quot;color:#60A584;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Space Drugs}}&lt;br /&gt;
|An illegal compound which induces a number of effects such as loss of balance and visual artefacts. If overdosed causes hallucinations.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|30u&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Ketamine}}Ketamine&amp;lt;span style=&amp;quot;color:#c9c9c9;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Ketamine}}&lt;br /&gt;
|A heavy duty tranquilizer found to also invoke feelings of euphoria, and assist with pain. Popular at parties and amongst small frogmen who drive Honda Civics. If overdosed, will cause brain traumas.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|16u&lt;br /&gt;
|8u&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Pyrotechnics==&lt;br /&gt;
The manipulation of fire and matter.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width:150px; background-color:#FFDD66;'|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='width:150px; background-color:#FFDD66;'|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:#FFDD66;'|Description&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Stabilizing Agent}}Stabilizing Agent&amp;lt;span style=&amp;quot;color:#FFFF00;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Stabilizing Agent}}&lt;br /&gt;
|When mixed with certain pyrotechnics, it stabilizes the reaction and prevents the reaction for usage later. The stabilizing agent is not consumed when stabilizing explosives, and one unit is enough to stabilize any amount of explosives. '''This does not work on everything, so be warned!'''&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Foam Surfactant}}Foam Surfactant&amp;lt;span style=&amp;quot;color:#9E6B38;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Foam Surfactant}}&lt;br /&gt;
|Creates a large amount of foam when mixed with an equal amount of water. This foam carries any reagents along with it in the container, allowing you to apply reagents to large areas at a time. The foam will apply any carried reagents to any walls, floors, objects, or people and animals in the area of the foam. The reagents will be absorbed through a mob's exposed skin and somewhat through clothes unless completely impermeable(hardsuit/biohazard/medical gear). Foam is slippery!&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Smoke}}Smoke&amp;lt;span style=&amp;quot;color:#C8C8C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Smoke}}&lt;br /&gt;
|This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. The chemicals in the smoke will touch and react with everything that the smoke touches. Mobs caught within the smoke cloud without wearing a gas mask or breathing through a gas tank will ingest the smoke chemicals. Great for distributing toxins in a crowded area. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 374K to activate.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Flash Powder}}Flash Powder&amp;lt;span style=&amp;quot;color:#C8C8C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Flash Powder}}&lt;br /&gt;
|Flashes in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 374K to activate.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Phlogiston}}Phlogiston&amp;lt;span style=&amp;quot;color:#FA00AF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Phlogiston}}&lt;br /&gt;
|Turns into a spreading plasma fire if not stabilized during mixing. Makes you burn longer, and ignites you. Deals increasing fire damage based on how much you're burning up to 4 fire damage every 3 seconds. Can be stabilized with Stabilizing Reagent. Does not react immediately.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Napalm}}Napalm&amp;lt;span style=&amp;quot;color:#FA00AF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Napalm}}&lt;br /&gt;
|A substance that burns for much longer then other fuels. Inject it into someone and then apply heat for a warm toasty fireball human.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Sonic Powder}}Sonic Powder&amp;lt;span style=&amp;quot;color:#C8C8C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Sonic Powder}}&lt;br /&gt;
|Deafens in a radius that scales up with the amount detonated. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 374K to activate.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Pyrosium}}Pyrosium&amp;lt;span style=&amp;quot;color:#64FAC8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Pyrosium}}&lt;br /&gt;
|Comes into existence at 20K. As long as there is sufficient oxygen for it to react with, Pyrosium slowly heats all other reagents in the container up. Useful for delayed reactions.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Energized Ooze}}Energized Ooze&amp;lt;span style=&amp;quot;color:#CAFF43;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Energized Ooze}}&lt;br /&gt;
|Boosts Oozeling's nervous system, but only shocks other lifeforms.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Cryostylane}}Cryostylane&amp;lt;span style=&amp;quot;color:#0000DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Cryostylane}}&lt;br /&gt;
|Comes into existence at 20K. As long as there is sufficient oxygen for it to react with, Cryostylane slowly cools all other reagents in the container down. Useful for delayed reactions.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Chlorine Trifluoride}}Chlorine Trifluoride&amp;lt;span style=&amp;quot;color:#FFC8C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Chlorine Trifluoride}}&lt;br /&gt;
|When created it will create a temporary 3x3 fireball. Comes into existence at 1000K. A flammable substance so dangerous it can burn through the hull of the station. It lights you on fire when it comes into contact with you, and if it gets inside of you will burn you from the inside out. It metabolizes out of your body extremely fast, however.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Sorium}}Sorium&amp;lt;span style=&amp;quot;color:#5A64C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Sorium}}&lt;br /&gt;
|When detonated it will send any movable object or person flying away from the detonation point. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 474K to activate.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Liquid Dark Matter}}Liquid Dark Matter&amp;lt;span style=&amp;quot;color:#210021;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Liquid Dark Matter}}&lt;br /&gt;
|When detonated it will suck in any movable object or person. Can be stabilized with Stabilizing Reagent. If stabilized, heat to 474K to activate.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|Meth Explosion&amp;lt;span style=&amp;quot;color:#FAFAFA;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Meth Explosion}}&lt;br /&gt;
|If you are making Methamphetamine and mixing the ephedrine last, make sure you're using a chilled container, or it'll blow up just as if it was overheated. Definitely safer to just make the ephedrine separately. Blows up with the same strength as Black Powder.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Black Powder}}Black Powder&amp;lt;span style=&amp;quot;color:#000000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Black Powder}}&lt;br /&gt;
|Sparks, and then creates a violent explosion when heated to 474K.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Nitroglycerin}}Nitroglycerin&amp;lt;span style=&amp;quot;color:#808080;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Nitroglycerin}}&lt;br /&gt;
|A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing (results in 2 units instead of 3). Can be stabilized with Stabilizing Reagent. If stabilized, heat to 474K to activate.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Explosion}}Explosion&lt;br /&gt;
|{{RecursiveChem/Explosion}}&lt;br /&gt;
|This explodes immediately on mixing, which may knock you over or even kill you. Only useful in grenade production.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Holy Explosion}}Holy Explosion&lt;br /&gt;
|{{RecursiveChem/Holy Explosion}}&lt;br /&gt;
|This explodes immediately on mixing. If it combined at least 75 of each reagent, it results in a more powerful explosion, which also paralyzes and reveals [[revenant]]s and sets nearby [[Blood Cult|cultists]] on fire. Otherwise it behaves like a normal Water-Potassium explosion.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|EMP}}EMP&lt;br /&gt;
|{{RecursiveChem/EMP}}&lt;br /&gt;
|This reacts immediately on mixing, creating an electromagnetic pulse which affects electronics nearby; very useful for causing chaos.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Tesla Shock}}Tesla Shock&lt;br /&gt;
|{{RecursiveChem/Tesla Shock}}&lt;br /&gt;
|This reacts immediately on mixing, shooting electric bolts to anyone near the reaction, shocking people and disabling/damaging electronics.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Thermite}}Thermite&amp;lt;span style=&amp;quot;color:#550000;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Thermite}}&lt;br /&gt;
|A mixture that becomes extremely hot when ignited, and which can burn straight through walls when applied and ignited. Causes minor burn damage to humans when ingested.&lt;br /&gt;
|}&lt;br /&gt;
==Other Recipes==&lt;br /&gt;
These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of grenades, but many can be quite dangerous.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width:150px; background-color:#FFDD66;'|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='width:150px; background-color:#FFDD66;'|Formula&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style='background-color:#FFDD66;'|Description&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Barber's Aid}}Barber's Aid&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Barber's_Aid}}&lt;br /&gt;
|Changes your hair style, useful if you are bald! (Results in 5 units instead of 3)&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Concentrated Barber's Aid}}Concentrated Barber's Aid&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Concentrated Barber's Aid}}&lt;br /&gt;
|Grows your hair very long!&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Candle}}Candle&lt;br /&gt;
|{{RecursiveChem/Candle}}&lt;br /&gt;
|Creates a red candle for use in decoration or rituals.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Carbon Dioxide}}Carbon Dioxide&lt;br /&gt;
|{{RecursiveChem/Carbon Dioxide}}&lt;br /&gt;
|What the fuck is carbon dioxide?&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Colorful Reagent}}Colorful Reagent&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Colorful Reagent}}&lt;br /&gt;
|Use this to color EVERYTHING! Keep away from the clown and assistants!&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Condensed Capsaicin}}Condensed Capsaicin&amp;lt;span style=&amp;quot;color:#B31008;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Condensed Capsaicin}}&lt;br /&gt;
|A chemical agent used for self-defense and in police work (results in 5 units instead of 6).&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Corgium}}Corgium&lt;br /&gt;
|{{RecursiveChem/Corgium}}&lt;br /&gt;
|Creates your own Corgi!&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Cryptobiolin}}Cryptobiolin&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Cryptobiolin}}&lt;br /&gt;
|Causes confusion and dizziness. This is essential to make Spaceacillin.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Cooking Oil}}Cooking Oil&amp;lt;span style=&amp;quot;color:#EADD6B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Cooking Oil}}&lt;br /&gt;
|Used in food preparation and frying.&amp;lt;br&amp;gt;Metabolises at a rate of 4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Drying Agent}}Drying Agent&amp;lt;span style=&amp;quot;color:#A70FFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Drying Agent}}&lt;br /&gt;
|Creates a solution that when applied to galoshes, causes them to be extra absorbent and dry any wet tiling they step on (results in 3 units instead of 4).&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Foaming Agent}}Foaming Agent&amp;lt;span style=&amp;quot;color:#664B63;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Foaming Agent}}&lt;br /&gt;
|Used in Metal Foam production. Creates 1 unit instead of 2.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Fluorosurfactant}}Fluorosurfactant&amp;lt;span style=&amp;quot;color:#9E6B38;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Fluorosurfactant}}&lt;br /&gt;
|A perfluoronated sulfonic acid that forms a foam when mixed with water.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Smart Foaming Agent}}Smart Foaming Agent&amp;lt;span style=&amp;quot;color:#664B63;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Smart Foaming Agent}}&lt;br /&gt;
|An agent that yields metallic foam which conforms to area boundaries when mixed with light metal and a strong acid.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Metal Foam}}Metal Foam&lt;br /&gt;
|{{RecursiveChem/Metal Foam}}&lt;br /&gt;
|Creates lightweight metal foam walls. These can be easily torn through, but may be useful for plugging hull breaches. Can be made with either iron or aluminium.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Smart Metal Foam}}Smart Metal Foam&lt;br /&gt;
|{{RecursiveChem/Smart Metal Foam}}&lt;br /&gt;
|Creates lightweight metal foam walls in areas that have been breached. These can be easily torn through.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Fluorosulfuric Acid}}Fluorosulfuric Acid&amp;lt;span style=&amp;quot;color:#5050FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Fluorosulfuric Acid}}&lt;br /&gt;
|A highly caustic and dangerous substance. Keep away from faces and valuable equipment. Used in some other recipes.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Glycerol}}Glycerol&amp;lt;span style=&amp;quot;color:#808080;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Glycerol}}&lt;br /&gt;
|Requires blended corn, so thus help from the botanist. This is only useful in other reactions (results in 1 unit instead of 4). Slippery like water.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Methane}}Methane&amp;lt;span style=&amp;quot;color:#ccf6ff;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Methane}}&lt;br /&gt;
|A light, flammable hydrocarbon. Commonly used in the production of cryogenic fuel.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Laughter}}Laughter&amp;lt;span style=&amp;quot;color:#FF4DD2;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Laughter}}&lt;br /&gt;
|Causes you to laugh (results in 10 units instead of 2).&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Meat Product}}Meat Product&lt;br /&gt;
|{{RecursiveChem/Meat Product}}&lt;br /&gt;
|Creates a slab of chemically processed meat.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Nitrous Oxide}}Nitrous Oxide&lt;br /&gt;
|{{RecursiveChem/Nitrous Oxide}}&lt;br /&gt;
|Creates [[Guide to Atmospherics#The Gases and Their Functions|N2O]] in liquid form, which explodes when heated to 575K.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Plasma Solidification}}Plasma Solidification&lt;br /&gt;
|{{RecursiveChem/Plasma Solidification}}&lt;br /&gt;
|Solidifies a large amount of [[plasma]] into a bar.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Gold Solidification}}Gold Solidification&lt;br /&gt;
|{{RecursiveChem/Gold Solidification}}&lt;br /&gt;
|Solidifies a large amount of gold into a bar.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Adamantine Solidification}}Adamantine Solidification&lt;br /&gt;
|{{RecursiveChem/Adamantine Solidification}}&lt;br /&gt;
|Solidifies a large amount of adamantine into a sheet.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Plastic Sheets}}Plastic Sheets&lt;br /&gt;
|{{RecursiveChem/Plastic Sheets}}&lt;br /&gt;
|Creates a sheet of plastic, used [[Guide_to_construction#Plastic|in hand]] or in fabricators to make items.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Hair Dye}}Quantum Hair Dye&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Quantum Hair Dye}}&lt;br /&gt;
|Changes your hair color when you apply or spray it! (Results in 5 units instead of 3)&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Royal Bee Jelly}}Royal Bee Jelly&amp;lt;span style=&amp;quot;color:#00FF80;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Royal Bee Jelly}}&lt;br /&gt;
|Causes a Queen Bee to split in two when injected (results in 5 units instead of 50).&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Soap}}Soap&lt;br /&gt;
|{{RecursiveChem/Soap}}&lt;br /&gt;
|Creates a bar of soap, slightly faster cleaning than what you get on the station.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Sodium Chloride}}Sodium Chloride&amp;lt;span style=&amp;quot;color:#FFFFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Sodium Chloride}}&lt;br /&gt;
|Commonly known as table salt, Sodium Chloride is often used to season food.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Space Cleaner}}Space Cleaner&amp;lt;span style=&amp;quot;color:#A5F0EE;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Space Cleaner}}&lt;br /&gt;
|This is able to clean almost all surfaces of almost anything that may dirty them. The janitor is likely to appreciate refills.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Spray Tan}}Spray Tan&amp;lt;span style=&amp;quot;color:#FFC080;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Spray Tan}}&lt;br /&gt;
|Darkens the skin when sprayed or applied. Do not swallow!&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Space Lube}}Space Lube&amp;lt;span style=&amp;quot;color:#009CA8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Space Lube}}&lt;br /&gt;
|Space Lube is a high performance lubricant intended for maintenance of extremely complex mechanical equipment (results in 4 units instead of 3).&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Sterilizine}}Sterilizine&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Sterilizine}}&lt;br /&gt;
|When applied via touch or vapor, increases the success chance of surgical steps by 20%. Useful for surgery in less than ideal conditions.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Synthmeat}}Synthmeat&lt;br /&gt;
|{{RecursiveChem/Synthmeat}}&lt;br /&gt;
|Creates a slab of synthetic meat.&lt;br /&gt;
|-&lt;br /&gt;
!style='background-color:#FFEE88;'|{{anchor|Cryogenic Tyrosene}}Cryogenic Tyrosene&amp;lt;span style=&amp;quot;color:#009CA8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Cryogenic Tyrosene}}&lt;br /&gt;
|A high performance cryogenic fuel used in most small fighter craft. '''Will explode when heated above 130K.'''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Unstable Mutagen}}Unstable Mutagen&amp;lt;span style=&amp;quot;color:#00FF00;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Unstable Mutagen}}&lt;br /&gt;
|Causes mutations when injected into living people or plants. High doses may be lethal, especially in humans. Only useful for Botany and Virology.&lt;br /&gt;
|}&lt;br /&gt;
===Virology Recipes===&lt;br /&gt;
These chemicals are used to mutate viruses, and have few uses beyond that.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Formula&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Virus Food}} Virus Food&amp;lt;span style=&amp;quot;color:#899613;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Virus Food}}&lt;br /&gt;
|A chemical which allows viruses and bacteria to quickly grow. (Results in 15 units instead of 10)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Mutagenic Agar}} Mutagenic Agar&amp;lt;span style=&amp;quot;color:#A3C00F;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Mutagenic Agar}}&lt;br /&gt;
|Extremely similar to Unstable Mutagen. Only useful to Virology. It is used to get a virus symptom of level 3 only. (Results in 1 unit instead of 2)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Sucrose Agar}} Sucrose Agar&amp;lt;span style=&amp;quot;color:#41B0C0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Sucrose Agar}}&lt;br /&gt;
|Extremely similar to Mutagenic agar. Only useful to Virology. It is used to get a virus symptom of level 4 only.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Virus Plasma}} Virus Plasma&amp;lt;span style=&amp;quot;color:#A69DA9;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Virus Plasma}}&lt;br /&gt;
|Extremely similar to Plasma. Only useful to Virology. It is used to get a virus symptom of level 6 only. (Results in 1 unit instead of 2)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Weakened Virus Plasma}} Weakened Virus Plasma&amp;lt;span style=&amp;quot;color:#CEC3C6;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Weakened Virus Plasma}}&lt;br /&gt;
|Weakened variety of virus plasma. Only useful to Virology. It is used to get a virus symptom of level 5 only.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Virus Rations}} Virus Rations&amp;lt;span style=&amp;quot;color:#D18AA5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Virus Rations}}&lt;br /&gt;
|Depleted virus food. Only useful to Virology. It is used to get a virus symptom of level 1 only. (Results in 1 unit instead of 2)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Decaying Uranium Gel}} Decaying Uranium Gel&amp;lt;span style=&amp;quot;color:#D18AA5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Decaying Uranium Gel}}&lt;br /&gt;
|Powerful viral mutagen. Only useful to Virology. It is used to get a virus symptom of level 6 or 7. (Results in 1 unit instead of 2)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Unstable Uranium Gel}} Unstable Uranium Gel&amp;lt;span style=&amp;quot;color:#D18AA5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Unstable Uranium Gel}}&lt;br /&gt;
|Powerful viral mutagen. Only useful to Virology. It is used to get a virus symptom of level 7. (Results in 1 unit instead of 3)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Stable Uranium Gel}} Stable Uranium Gel&amp;lt;span style=&amp;quot;color:#D18AA5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Stable Uranium Gel}}&lt;br /&gt;
|Powerful viral mutagen. Only useful to Virology. It is used to get a virus symptom of level 8. (Results in 1 unit instead of 21)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Viral Base}} Advanced Virus Food Base&amp;lt;span style=&amp;quot;color:#D18AA5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Viral Base}}&lt;br /&gt;
|used to make Advanced Virus Food&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Highly Unstable Virus Food}} Advanced Virus Food&amp;lt;span style=&amp;quot;color:#D18AA5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Highly Unstable Virus Food}}&lt;br /&gt;
|Insanely powerful viral mutagen. Only useful to Virology. It is used to get a virus symptom of level 9. (Results in 1 unit instead of 21)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Anomalous Virus Food}} Anomalous Virus Food&amp;lt;span style=&amp;quot;color:#D18AA5;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Anomalous Virus Food}}&lt;br /&gt;
|Unusual viral mutagen. Only useful to virology. It is used to get a virus symptom of level 0. (Results in 1 unit instead of 6)&lt;br /&gt;
|}&lt;br /&gt;
===Mutation Toxins===&lt;br /&gt;
Obtainable through xenobiology, these chemicals transform humaniods in other humanoid [[Guide_to_races|races]].&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Formula&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Mutation Toxin}} Mutation Toxin&amp;lt;span style=&amp;quot;color:#13BC5E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Slimepeople|slimeperson]].&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Unstable Mutation Toxin}} Unstable Mutation Toxin&amp;lt;span style=&amp;quot;color:#13BC5E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Unstable Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into a random, safe race.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Stable Mutation Toxin}} Stable Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Stable Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Human|human]].&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Lizard Mutation Toxin}} Lizard Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Lizard Mutation Toxin}}}}&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Lizardpeople|lizardperson]].&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Felinid Mutation Toxin}} Felinid Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Felinid Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Felinids|felinid]].&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Moth Mutation Toxin}} Moth Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Moth Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Mothpeople|moth]].&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Squid Mutation Toxin}} Squid Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Squid Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into a squid.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Apid Mutation Toxin}} Apid Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Apid Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into an Apid.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Ethereal Mutation Toxin}} Ethereal Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Ethereal Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Ethereals|Ethereals]].&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Fly Mutation Toxin}} Fly Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Fly Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Flypeople|flyperson]].&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Pod Mutation Toxin}} Pod Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Pod Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Podpeople|podperson]].&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Golem Mutation Toxin}} Golem Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Golem Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Golems|golem]].&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Abductor Mutation Toxin}} Abductor Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Abductor Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into an [[Guide_to_races#Abductors|abductor]].&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|IPC Mutation Toxin}} IPC Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/IPC Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into an [[Guide_to_races#IPC|IPC]].&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Oozeling Mutation Toxin}}Oozeling Mutation Toxin&amp;lt;span style=&amp;quot;color:#611E80;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Oozeling Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into an Oozeling.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Advanced Mutation Toxin}} Advanced Mutation Toxin&amp;lt;span style=&amp;quot;color:#13BC5E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Advanced Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that slowly morphs the victim into a [[slime]].&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Skeleton Mutation Toxin}} Skeleton Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Skeleton Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Skeletons|skeleton]].&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Zombie Mutation Toxin}} Zombie Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Zombie Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into a non-infectious and comletely fake Zombie.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Ash Mutation Toxin}} Ash Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Ash Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into an Ash Walker.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Shadow Mutation Toxin}} Shadow Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Shadow Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Shadowpeople|shadowperson]].&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Plasma Mutation Toxin}} Plasma Mutation Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Plasma Mutation Toxin}}&lt;br /&gt;
|Mutagenic chemical that transforms into a [[Guide_to_races#Plasmaman|plasmaman]].&lt;br /&gt;
|}&lt;br /&gt;
==Toxins==&lt;br /&gt;
The deadliest of deadly chemicals. You can get a bunch of these through the traitor uplink, but if you don't wanna waste telecrystals you can mix it.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Damage dealt&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Metabolism Rate&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Toxin}}Toxin&amp;lt;span style=&amp;quot;color:#CF3600;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Toxin}}&lt;br /&gt;
|Toxin&lt;br /&gt;
|Will deal toxin damage over time.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Food Poisoning}}Food Poisoning&amp;lt;span style=&amp;quot;color:#D6D6D8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Food Poisoning}}&lt;br /&gt;
|Toxin&lt;br /&gt;
|Will deal a minor amount of Toxin damage.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Chloral Hydrate}}Chloral Hydrate&amp;lt;span style=&amp;quot;color:#000067;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Chloral Hydrate}}&lt;br /&gt;
|Stun, Toxin&lt;br /&gt;
|A powerful sedative which stuns after a bit, and becomes deadly if left in the system too long (results in 1 units instead of 5).&lt;br /&gt;
| 0.6 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Bone Hurting Juice}}Bone Hurting Juice&amp;lt;span style=&amp;quot;color:#AAAAAA77;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Bone Hurting Juice}}&lt;br /&gt;
|Stamina&lt;br /&gt;
|A strange substance that looks a lot like water. Drinking it is oddly tempting. Oof ouch. Overdose at 50u.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Mindbreaker Toxin}}Mindbreaker Toxin&amp;lt;span style=&amp;quot;color:#B31008;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Mindbreaker Toxin}}&lt;br /&gt;
|Hallucinations&lt;br /&gt;
|A potent hallucinogenic compound that is illegal under space law. Formerly known as LSD, but was renamed so people understand that it is not a &amp;quot;fun time&amp;quot;. (Results in 5 units instead of 3)&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Impedrezene}}Impedrezene&amp;lt;span style=&amp;quot;color:#C8A5DC;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Impedrezene}}&lt;br /&gt;
|Brain&lt;br /&gt;
|A narcotic that impedes one's ability by slowing down the higher brain cell functions. Causes massive brain damage (results in 2 units instead of 3).&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Mute Toxin}}Mute Toxin&amp;lt;span style=&amp;quot;color:#F0F8FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Mute Toxin}}&lt;br /&gt;
|Speech&lt;br /&gt;
|Makes the subject unable to speak for some time.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Mulligan Toxin}}Mulligan Toxin&amp;lt;span style=&amp;quot;color:#5EFF3B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Mulligan Toxin}}&lt;br /&gt;
|Identity&lt;br /&gt;
|Randomizes the subject's appearance.&lt;br /&gt;
|Infinite&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Lexorin}}Lexorin&amp;lt;span style=&amp;quot;color:#7DC3A0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Lexorin}}&lt;br /&gt;
|Suffocation&lt;br /&gt;
|Temporarily stops respiration and causes tissue damage. Large doses are fatal, and will cause people to pass out very quickly.&lt;br /&gt;
| 0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Initropidril}}Initropidril&amp;lt;span style=&amp;quot;color:#7F10C0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Initropidril}}&lt;br /&gt;
|Cardiac Arrest&lt;br /&gt;
|Deals heavy toxin damage over time, and a 25% chance to do one of the following: stun, cause loss of breath and oxygen damage, or cause your heart to stop. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib for a more reliable method.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Tirizene}}Tirizene&amp;lt;span style=&amp;quot;color:#6E2828;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Tirizene}}&lt;br /&gt;
|Stamina Damage&lt;br /&gt;
|Deals stamina damage over time, slowing down and causing collapse in large doses, but otherwise harmless.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Tiring Solution}}Tiring Solution&amp;lt;span style=&amp;quot;color:#6E2828;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Tiring Solution}}&lt;br /&gt;
|Stamina Damage&lt;br /&gt;
|Deals stamina damage over time, slowing down. Won't go higher than 50 stamina damage.&lt;br /&gt;
|0.6 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Polonium}}Polonium&amp;lt;span style=&amp;quot;color:#787878;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Polonium}}&lt;br /&gt;
|Radiation&lt;br /&gt;
|Cause significant Radiation damage over time. It's metabolized very slowly.&lt;br /&gt;
|0.05 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Pancuronium}}Pancuronium&amp;lt;span style=&amp;quot;color:#195096;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Pancuronium}}&lt;br /&gt;
|Paralysis and Suffocation&lt;br /&gt;
|Paralyses you after 10 seconds, with a 20% chance to cause 4 seconds of loss of breath.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Sodium Thiopental}}Sodium Thiopental&amp;lt;span style=&amp;quot;color:#6496FA;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Sodium Thiopental}}&lt;br /&gt;
|Knockout and Stamina&lt;br /&gt;
|Knocks you out after 11 seconds, and destroys your stamina.&lt;br /&gt;
|0.3 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Sulfonal}}Sulfonal&amp;lt;span style=&amp;quot;color:#7DC3A0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Sulfonal}}&lt;br /&gt;
|Knockout and Toxin&lt;br /&gt;
|1 toxin damage every 2 cycles, knocks you out after 22 cycles. Metabolized very slowly: two units are enough to trigger the knockout.&lt;br /&gt;
|0.05 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Amanitin}}Amanitin&amp;lt;span style=&amp;quot;color:#FFFFFF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Amanitin}}&lt;br /&gt;
|Delayed Toxin Damage&lt;br /&gt;
|On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Lipolicide}}Lipolicide&amp;lt;span style=&amp;quot;color:#F0FFF0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Lipolicide}}&lt;br /&gt;
|Weight Loss&lt;br /&gt;
|Drains nutrition and deals minor toxin damage, will deal more toxin damage if you are starving.&lt;br /&gt;
| 0.2 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Coniine}}Coniine&amp;lt;span style=&amp;quot;color:#7DC3A0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Coniine}}&lt;br /&gt;
|Toxin and breath loss&lt;br /&gt;
|1.75 toxin damage and 5 seconds of loss of breath per tick. EXTREMELY slow metabolization.&lt;br /&gt;
|0.024 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Curare}}Curare&amp;lt;span style=&amp;quot;color:#191919;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Curare}}&lt;br /&gt;
|Knockout, Oxygen, and Toxin&lt;br /&gt;
|Does 1 unit of toxin and 1 unit of oxygen damage every second, and knocks you out after 11 seconds. Metabolizes slowly.&lt;br /&gt;
|0.05 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Histamine}}Histamine&amp;lt;span style=&amp;quot;color:#FA6464;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Histamine}}&lt;br /&gt;
|Brute, toxin, oxyloss and eyesight&lt;br /&gt;
|Has a chance each tick to cause small amounts of brute damage or blur vision.&amp;lt;br&amp;gt;If overdosed (30 units) it will also deal a significant amount of Brute, Toxin and Oxyloss damage each tick.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Formaldehyde}}Formaldehyde&amp;lt;span style=&amp;quot;color:#B4004B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Formaldehyde}}&lt;br /&gt;
|Toxin&lt;br /&gt;
|Causes a moderate amount of Toxin damage over time. Has a chance to turn into 5 to 15 units of Histamine.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Venom}}Venom&amp;lt;span style=&amp;quot;color:#F0FFF0;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Venom}}&lt;br /&gt;
|Brute, toxin&lt;br /&gt;
|Will deal Toxin and Brute damage over time based on how much venom is in the body. Has a chance to turn into 5 to 10 units of Histamine.&lt;br /&gt;
|0.1 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Fentanyl}}Fentanyl&amp;lt;span style=&amp;quot;color:#64916E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Fentanyl}}&lt;br /&gt;
|Toxin, brain&lt;br /&gt;
|Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will knock the user unconscious.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Cyanide}}Cyanide&amp;lt;span style=&amp;quot;color:#00B4FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Cyanide}}&lt;br /&gt;
|Toxin, oxyloss&lt;br /&gt;
|Deals random amounts of toxin damage while slowly suffocating its target. Metabolizes slowly. '''Often extremely lethal'''.&lt;br /&gt;
|0.05 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Carpotoxin}}Carpotoxin&amp;lt;span style=&amp;quot;color:#003333;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Carpotoxin}}&lt;br /&gt;
|Toxin&lt;br /&gt;
|Deals constant toxin damage over time.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Zombie Powder}}Zombie Powder&amp;lt;span style=&amp;quot;color:#669900;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Zombie Powder}}&lt;br /&gt;
|Fake death, stun&lt;br /&gt;
|Paralyses people, and makes them appear dead to the most rudimentary of tests. Requires CarpoToxin, which must be harvested from Space Carp. Deals minor oxygen and toxin damage. (Results in 2 units instead of 15)&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Itching Powder}}Itching Powder&amp;lt;span style=&amp;quot;color:#C8C8C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Itching Powder}}&lt;br /&gt;
|Brute, annoyance&lt;br /&gt;
|Will cause annoying effects, as well as a chance that the subject will scratch themselves dealing slight amounts of Brute damage. Has a chance to transform into 1 to 3 units of histamine.&lt;br /&gt;
|0.16 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Mint Toxin}}Mint Toxin&amp;lt;span style=&amp;quot;color:#CF3600;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Mint Toxin}}&lt;br /&gt;
|Conditional death&lt;br /&gt;
|Instantly gibs fat people when ingested.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Slime Jelly}}Slime Jelly&amp;lt;span style=&amp;quot;color:#801E28;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Slime Jelly}}&lt;br /&gt;
|Toxin&lt;br /&gt;
|Heals brute damage over time, but randomly deals bursts of 20-60 toxin damage.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Slime Ooze}}Slime Ooze&amp;lt;span style=&amp;quot;color:#611e80;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Slime Ooze}}&lt;br /&gt;
|Toxin&lt;br /&gt;
|Heals brute damage over time, but randomly deals bursts of 1-10 toxin damage.&lt;br /&gt;
| 0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Mime's Bane}}Mime's Bane&amp;lt;span style=&amp;quot;color:#F0F8FF;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Mime's Bane}}&lt;br /&gt;
|Emote Mute&lt;br /&gt;
|A nonlethal neurotoxin that interferes with the victim's ability to gesture&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Heparin}}Heparin&amp;lt;span style=&amp;quot;color:#C8C8C8;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Heparin}}&lt;br /&gt;
|Brute, Bleeding&lt;br /&gt;
|Causes bleeding constantly while in the system of the victim.&lt;br /&gt;
|0.08 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Teslium}}Teslium&amp;lt;span style=&amp;quot;color:#20324D;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Teslium}}&lt;br /&gt;
|Random Shocks&lt;br /&gt;
|Randomly shocks the victim while it is in their system, ignoring any protection cause the shock comes from inside them. Also increases damage taken from normal shocks.&lt;br /&gt;
|0.2 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Rotatium}}Rotatium&amp;lt;span style=&amp;quot;color:#AC88CA;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Rotatium}}&lt;br /&gt;
|Toxin&lt;br /&gt;
|Causes the victim's screen to display a rocking motion and deals moderate toxin damage.&lt;br /&gt;
|0.24 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Anacea}}Anacea&amp;lt;span style=&amp;quot;color:#3C5133;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Anacea}}&lt;br /&gt;
|Toxin and Purges Medicines&lt;br /&gt;
|Metabolizes very slowly and quickly purges medicines in the victim while dealing light toxin damage.&lt;br /&gt;
|0.032 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Weed Killer}} Weed Killer&amp;lt;span style=&amp;quot;color:#4B004B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Weed Killer}}&lt;br /&gt;
|Toxin&lt;br /&gt;
|Kills weeds, causes minor toxin damage to humans.&lt;br /&gt;
| 0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Pest Killer}}Pest Killer&amp;lt;span style=&amp;quot;color:#4B004B;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Pest Killer}}&lt;br /&gt;
|Toxin&lt;br /&gt;
|Kills pests in hydroponics trays, causes minor toxin damage to humans. Deals heavy toxin damage to fly people.&lt;br /&gt;
|0.4 units per tick.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Plant-B-Gone}}Plant-B-Gone&amp;lt;span style=&amp;quot;color:#49002E;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|{{RecursiveChem/Plant-B-Gone}}&lt;br /&gt;
|Toxin&lt;br /&gt;
|A potent herbicide which is useful to replace the limited supply the botanist starts with. Causes minor toxin damage to humans. Deals heavy toxin damage to pod people.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|}&lt;br /&gt;
==Mushroom Chemicals==&lt;br /&gt;
Found primarily in Lavaland flora.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left; border: 3px solid #FFDD66; cellspacing=0; cellpadding=2; background-color:white;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:150px; background-color:#FFDD66;&amp;quot; |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#FFDD66;&amp;quot; |Metabolism Rate&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Entropic Polypnium}}Entropic Polypnium&amp;lt;span style=&amp;quot;color:#1D043D;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Poison&lt;br /&gt;
|Stamina, Brain, Toxin, Oxygen, and a bit of Eye Damage, Oh My! More than 5u will paralyze someone as well.&lt;br /&gt;
| 0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Tinea Luxor}}Tinea Luxor&amp;lt;span style=&amp;quot;color:#B5A213;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Other&lt;br /&gt;
|Makes the consumer glow.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#FFEE88;&amp;quot; |{{anchor|Vitrium Froth}}Vitrium Froth&amp;lt;span style=&amp;quot;color:#D3A308;background-color:white&amp;quot;&amp;gt;▮&amp;lt;/span&amp;gt;&lt;br /&gt;
|Medicine&lt;br /&gt;
|80% chance to heal 1 burn and 1 brute damage each tick.&lt;br /&gt;
|0.4 units per tick&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Reagent Delivery{{anchor|Reagent Delivery}}==&lt;br /&gt;
{{anchor|Under_the_hood}}There are different ways you can apply chemicals to a person or the environment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Delivery types ===&lt;br /&gt;
First of all, there are actually 5 types of delivery, called '''ingest''', '''inject''', '''vapor''', '''touch''' and '''patch'''. If you are not interested in the details, you can skip to [[#Smoke_vs_foam|Smoke vs Foam vs others]]. &amp;lt;br&amp;gt;&lt;br /&gt;
====Ingest====&lt;br /&gt;
Ingest and '''inject'''{{anchor|Inject}} both usually do the exact same thing. The reagent simply enters the target's bloodstream. Used by pills, cigarettes, e-cigarettes, inhaling [[#Smoke|smoke]] and drinking the reagent directly.&lt;br /&gt;
====Inject====&lt;br /&gt;
Works the same as '''ingest''', where the reagent simply enters the target's bloodstream. Used by syringes and IV-drips.&lt;br /&gt;
====Vapor====&lt;br /&gt;
Vapor is used by (ranged) spray bottles and [[#Fluorosurfactant|foam]]. A portion of the reagents will enter the bloodstream of the target, but clothes will protect from some/most/all of it depending on clothing. Any hardsuit typically makes the target completely immune to getting it into their bloodstream, if the helmet is closed. But if the reagent has a &amp;quot;vapor&amp;quot; based component, that component will still affect the target, like [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]. See more about [[#Fluorosurfactant|foam]] [[#Smoke_vs_foam|below]], with examples.&lt;br /&gt;
==== Touch====&lt;br /&gt;
Touch is used by [[#Smoke|smoke]] and splashing. If the reagent has a &amp;quot;touch&amp;quot; based component, that component will affect the target (such as the instant heal part of [[#Synthflesh|Synthflesh]]), without being blocked by clothing. Nothing at all will enter the target's bloodstream, with the exception of smoke if the target has no internals on. Currently all &amp;quot;touch&amp;quot; components are also &amp;quot;patch&amp;quot; components. See more on [[#Smoke|smoke]] [[#Smoke_vs_foam|below]], with examples.&lt;br /&gt;
==== Patch====&lt;br /&gt;
Patch is used by patches and medical gels. The reagent enters the target's bloodstream entirely AND if the reagent has a &amp;quot;patch&amp;quot; based component, that component will affect the target. Currently all &amp;quot;patch&amp;quot; components are also &amp;quot;touch&amp;quot; components.&lt;br /&gt;
===Smoke vs foam vs others ===&lt;br /&gt;
These are the major practical differences between pills, syringes, patches, cigarettes, [[#Smoke|smoke]], [[#Fluorosurfactant|foam]], splash and spray. &amp;lt;br&amp;gt;&lt;br /&gt;
====Pills====&lt;br /&gt;
Pills can be instantly [[#Ingest|ingested]] if used on yourself. It doesn't work if mouth is covered. [[Plasmaman|Plasmamen]] will have trouble taking these. Holds up to 50u. &amp;lt;br&amp;gt;&lt;br /&gt;
====Syringes====&lt;br /&gt;
Syringes can inject into people even with their mouths covered, either by hand or with a syringe gun. It doesn't work on players wearing hardsuits or other pierce-immune clothing, unless you use a piercing syringe or manage to aim for an exposed part of their body. [[Golem]]s are completely immune to syringes (even piercing syringes), but [[Guide_to_chemistry#Patches|patches]] do work on them. A syringe holds between 10-60u, depending on type. Common syringes hold 15u. &amp;lt;br&amp;gt;&lt;br /&gt;
====Patches====&lt;br /&gt;
Will add all reagents into a person's bloodstream through any clothing, including hardsuits. Also apply [[#Touch|touch]]/[[#Patch|patch]] based effects. Example: A patch of 20u [[#Synthflesh|Synthflesh]] will instantly heal 25 brute and burn (touch component), and also enter the target's bloodstream (which in this case does nothing). Usable by [[Plasmaman|plasmamen]]. Can hold up to 40u. &amp;lt;br&amp;gt;&lt;br /&gt;
====Cigarettes====&lt;br /&gt;
Can be dipped in reagents to be filled. If smoking/vaping, you will slowly [[#Ingest|ingest]] whatever reagents the cigarette/cigar/e-cig contains. Though, if the reagents are too diluted, they may not build up in your bloodstream fast enough to have any effect at all. E-cigarettes can be trimmed with a screwdriver and multitool to also create [[#Smoke|smoke]]. &amp;lt;br&amp;gt;&lt;br /&gt;
====[[#Smoke|Smoke]]====&lt;br /&gt;
When a smoke reaction occurs, the smoke will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. People who enter the smoke will be [[#Touch|touched]] by the reagents. If they do not have internals on, they will also [[#Ingest|ingest]] the reagents. The amount of smoke does not dilute the reagents. The reagents will be copied to every individual or tile (not walls, windows or doors) over the cloud's duration. Reagents that are special coded to affect floor/environment (such as blood, [[#Fluorosulfuric Acid|acid]] or [[#Space_Cleaner|Space Cleaner]]) will do so. Smoke will usually block sight. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Smoke example 1:''' Smoke containing 20u [[#Synthflesh|Synthflesh]]. Everyone caught in the cloud, including people wearing hardsuits, will slowly heal 25 brute and burn, if they stay in the smoke for its full duration (otherwise they will heal partially). Those who are not wearing internals will also [[#Ingest|ingest]] 20u of the medicine, making it enter their bloodstream (which does nothing in this case). &amp;lt;br&amp;gt;&lt;br /&gt;
'''Smoke example:''' Smoke containing 20u [[#Chlorine Trifluoride|Chlorine Trifluoride]](CLF3). CLF3 has a [[#Touch|touch]](and [[#Vapor|vapor]]) component, so everyone caught in the cloud, including people wearing hardsuits and internals, will catch on fire. It will also deal burn damage to the environment, since CLF3 is coded to do so. Those who are not wearing internals will also [[#Ingest|ingest]] 20u of the CLF3 and thus, start heating up from the inside, effectively burning from both in and out at the same time. &amp;lt;br&amp;gt;&lt;br /&gt;
====[[#Fluorosurfactant|Foam]]====&lt;br /&gt;
When a foam reaction occurs, the foam will consume any other reagent in its original containers, and spread that reagent to flooring and people/mobs who enter its area of effect. The foam will spread slower than smoke and is usually slippery. Reagents will be copied through the [[#Vapor|vapor]] type delivery to those affected over the duration of the foam, BUT the reagents will be heavily diluted depending on the amount of foaming reagent used. Any clothing will reduce how much of the reagents will enter a person's bloodstream. Furthermore, foam reagent bloodstream insertion is divided into several 'ticks'. A minimum amount of reagent is required per tick for it to enter a bloodstream. So if too little reagents are contained in the reaction, or too much foam is used, the foam will do nothing. These ticks are counted ''after'' dilution and protection from clothing. On the other hand, if you use very small amounts of foam, the reagents may instead multiply in the bloodstream to more than the original amount. Hardsuits with helmets on will make people immune to getting reagents into their bloodstream through foam. Despite dilution, the foam will still copy remaining chems such as [[#Fluorosulfuric Acid|acid]], [[#Chlorine Trifluoride|CLF3]], or [[#Space_Cleaner|Space Cleaner]] to any tile it touches (but not walls, windows or doors). Foam will not block sight. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Foam example 1:''' 250u foam containing 10u [[#Cyanide|Cyanide]] will spread a blue foam that does nothing to those it touches. The poison is too diluted to work at all. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Foam example 2:''' 20u foam containing 250u [[#Fluorosulfuric Acid|Fluorosulfuric Acid]]. A small area and everyone touched by the foam will have large amounts of acid slowly melting their clothing and the affected floor and items. Those who did not wear a hardsuit with helmet on will also have a large amount of acid in their bloodstreams, depending on what they were wearing and how long they were in the foam. If they had internals on or not doesn't matter. &amp;lt;br&amp;gt;&lt;br /&gt;
==== Splashing====&lt;br /&gt;
Throwing a beaker, or using a beaker on anything with harm intent, will splash its contents. The longer throw distance, the more the splash will spread out. A [[grenade]] will splash its content unless it also contains [[#Smoke|smoke]] or [[#Fluorosurfactant|foam]]. Splashing only does [[#Touch|touch]] delivery. This means most chemicals will do absolutely nothing when splashed. Reagents that have special properties to affect environment, such as Water, will do so where splashed (creates slippery tile). Reagents that have a [[#Touch|touch]] component will apply that component only. Example: If you throw a beaker of 80u [[#Synthflesh|Synthflesh]] at someone, you will instantly heal them for 100 brute and burn (and deal up to 150 toxin damage), since Synthflesh is touch/patch based. It doesn't matter if the target uses hardsuit or internals in this case. This means throwing a beaker of poison at someone will do nothing at all. Splashing can apply chemicals such as [[#Thermite|Thermite]] to walls. &amp;lt;br&amp;gt;&lt;br /&gt;
==== Spraying====&lt;br /&gt;
Spraying reagents will apply them to environments (if they have any such effect), and will enter hit people's bloodstreams through the [[#Vapor|vapor]] delivery. This means clothing will protect from some/most/all of the reagents, depending on what they are wearing. Using a hardsuit with helmet on makes them immune to getting the reagent into their bloodstream. Reagents such as [[#Fluorosulfuric Acid|acid]], [[#Chlorine Trifluoride|CLF3]], or [[#Space_Cleaner|Space Cleaner]] will still cause their special effects when sprayed on people/environments, but will not enter the bloodstream if the target is wearing too heavy clothing. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Beyond the Dispenser==&lt;br /&gt;
Just because it isn't found in the dispenser or the guide above doesn't mean you can't use it! Holy water, slime cores and plenty of other things can provide limitless fun for an enterprising and curious chemist.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Kenionatus</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Job_specific_guidelines&amp;diff=34769</id>
		<title>Job specific guidelines</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Job_specific_guidelines&amp;diff=34769"/>
		<updated>2022-10-07T06:55:55Z</updated>

		<summary type="html">&lt;p&gt;Kenionatus: Change some things to fit NSV&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
{{Speech&lt;br /&gt;
|name=Warren Den&lt;br /&gt;
|text= Ah, hello there, potion seller. I require your strongest job specific guidelines. This guide will help you not get banned. What, you saying its to complicated? Nah, you just gotta throw those tiders some guns and they'll bring you whatever ya want. Like that nice man with  the mosin over there, I wonder why he's breaking in?&lt;br /&gt;
|image=[[File:Generic_warden.png|64px|right]]&lt;br /&gt;
}}&lt;br /&gt;
==[[File:Generic_warden.png]]Job specific guidelines ==&lt;br /&gt;
===[[File:Captain_Ian.png]] Heads of Staff ===&lt;br /&gt;
*  Do not abandon the ship without a very good reason, e.g revolutionaries, nuclear bomb going off, or to recover something from space. Aka, do not derelict your duty.&lt;br /&gt;
*  Be active while playing a Head of Staff role. Do not go AFK in a locker, do your job, and in the event you must leave, ahelp so that your body may be offered to ghosts. Do not join a round as a head of staff if you are confident you cannot play the entire round.&lt;br /&gt;
* Follow the ships law and standard operating procedure, along with the role specific rules of your staff members, and of your role.&lt;br /&gt;
* You are expected to have a basic understanding of your department before playing a Head of Staff role.&lt;br /&gt;
===[[File:AI.gif]] Silicons ===&lt;br /&gt;
*  Do not ask for obscene names, and in the event you receive one, ahelp it to have it edited. This also applies for setting your name.&lt;br /&gt;
* While it is fun to loophole laws, do not obstruct the round on a default lawset. E.g, not allowing the ship to enter combat as it is harmful, when you are on Whiterapids Default.&lt;br /&gt;
=== [[File:Generic_hop.png]] Executive Officer ===&lt;br /&gt;
* Do not hand out all access like it’s candy on Halloween. Notify a department’s Head of Staff if you give someone access to their department if possible. This does not apply during emergencies, or when giving Engineers and Scientists additional access for the purposes of repairing and improving ship hull or equipment. Just ask yourself “Does this person need access to this location?”&lt;br /&gt;
* People should not be given additional access to do someone else’s job. For example, giving a Shaft Miner access to Science when Scientists are already working on research. This can lead up to said player powergaming.&lt;br /&gt;
* You are not a member of security, and should not involve yourself in security matters unless it is an emergency or you are Acting Captain.&lt;br /&gt;
=== [[File:Captain_action.png]] Captain ===&lt;br /&gt;
* Do not actively steal job-specific items from workplaces. While you are the Captain, you are not entitled to the krav maga gloves of the Warden just because you are the Captain. Taking items for no actual reason can warrant a ban.&lt;br /&gt;
=== [[File:Generic_hos.png]] Military Police ===&lt;br /&gt;
* You are not some random mall cop, you are a trained soldier and should act like one at all times.&lt;br /&gt;
* Know and follow Ship Law and Standard Operating Procedure.&lt;br /&gt;
* Do not bucklecuff prisoners, except during searches or during evacuation aboard a shuttle or escape pod.&lt;br /&gt;
* The armory is for emergencies only. Do not take any gear from the armory without a serious reason, and return it when finished. Confiscated weaponry should be stored in the armory, not carried around for personal use. No, you cannot give R&amp;amp;D a sniper rifle you confiscated from Sec.&lt;br /&gt;
* If you have nothing better to do, try NOT to be a stone wall. Roleplay. Tolerate the lawyer, apply ship law in context, and so forth. This is more of a suggestion than a rule, but being a no-fun shitler can get you banned if it happens consistently.&lt;br /&gt;
* You are not Judge Dredd, you are an enforcer of ship security. You follow ship law above all else, and have no authority outside of that.&lt;br /&gt;
* Military Police officers are held to a higher standard than John Q. Crewmember. Expect the other players/crewmembers to hold you responsible for the actions of Security as a whole. This does not mean you can fire the Captain because he wouldn’t give you extra access.&lt;br /&gt;
=== [[File:Generic_warden.png]] Warden ===&lt;br /&gt;
* You are expected to tend to the Armoury. In the event of a hostile event where weapons must be handed out, ensure they are distributed, and ensure that they are properly accounted for.&lt;br /&gt;
* On top of that, you must also account for prisoners. The authority when it comes to this is the Head of Security/Captain as the top dog, the Warden, and then your normal Military Police officer. The Captain can authorise Executions, while only you or the HoS can authorise permabrigging.&lt;br /&gt;
[[Category: Guides]]&lt;/div&gt;</summary>
		<author><name>Kenionatus</name></author>
	</entry>
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