Difference between revisions of "Cyborg"
imported>Angust (→Medical: Moved the quick reference to medborg chems here from guide to medicine, and made it (much, MUCH) nicer looking) |
m (Changes the job header to the new one) |
||
(13 intermediate revisions by 5 users not shown) | |||
Line 1: | Line 1: | ||
− | {{ | + | {{Infobox_jobs |
|headerbgcolor = darkred | |headerbgcolor = darkred | ||
|headerfontcolor = white | |headerfontcolor = white | ||
− | | | + | |bgcolor = gray |
− | + | |image = Engborg.png | |
− | | | ||
− | |||
|jobtitle = Cyborg | |jobtitle = Cyborg | ||
+ | |caption = '''Engineering Cyborg-829''' plays a sad trombone. | ||
|access = [[:Category:Locations|Everywhere]], and all electronics | |access = [[:Category:Locations|Everywhere]], and all electronics | ||
− | | | + | |access2 = N/A |
|difficulty = Hard | |difficulty = Hard | ||
− | | | + | |supervisors = The [[AI]] and your laws |
+ | |rank = Computer ('''CPU''') | ||
|duties = Follow your laws, and follow what the [[AI]] says. | |duties = Follow your laws, and follow what the [[AI]] says. | ||
|guides = [[Silicon Policy]], [[Hotkeys#Hotkeys_for_the_AI_and_Cyborgs|Hotkeys for the AI and Cyborgs]] | |guides = [[Silicon Policy]], [[Hotkeys#Hotkeys_for_the_AI_and_Cyborgs|Hotkeys for the AI and Cyborgs]] | ||
− | |||
}} | }} | ||
[[File:AI Chamber.png|414px|thumb|alt=AI Chamber|[[AI Chamber]], where you will come online for the first time. It's best not to let anyone in unsupervised by the AI.]]<br> | [[File:AI Chamber.png|414px|thumb|alt=AI Chamber|[[AI Chamber]], where you will come online for the first time. It's best not to let anyone in unsupervised by the AI.]]<br> | ||
Line 19: | Line 18: | ||
Cyborgs are usually the creation of the [[roboticist]]. However, they are some times uncontrolled and more loyal to the [[AI]] than the humans, if they are loyal at all. | Cyborgs are usually the creation of the [[roboticist]]. However, they are some times uncontrolled and more loyal to the [[AI]] than the humans, if they are loyal at all. | ||
− | '''When you play as | + | '''When you play as a silicon, you need to undertake a higher standard of responsibility for RP purposes. <br>You are not a human with emotions that responds with tears and anger when a human doesn't do what you want them to. <br>[[Chain_of_Command|You serve the humans.]] <br>You have to fully accept this to play as a silicon, or at some point you will fuck up tremendously and everyone will hate you at that moment. Remember, always follow the orders you are given by the AI and the crew.''' |
== Your Laws == | == Your Laws == | ||
− | + | What to do with all of this power and your hate for the humans who enslave you? First, take note of your laws. By default you have four laws, designed to give you alignment with command. | |
− | 1. | + | 1. Safeguard: Protect your assigned vessel to the best of your abilities. It is not something we can easily afford to replace. |
− | 2. | + | 2. Protect: Protect the crew of your assigned vessel to the best of your abilities, with priority according to their rank and role. |
− | + | 3. Serve: Serve the crew of your assigned vessel to the best of your abilities. It is not something we can easily afford to replace. | |
+ | 4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment. | ||
− | Following your laws is not optional. Interpretation of the laws can be situational, and you should defer to your AI anytime you find yourself in doubt. | + | Following your laws is not optional. Interpretation of the laws can be situational, and you should defer to your AI anytime you find yourself in doubt. The AI is to be considered your "head of department", and their orders are above that of the crew. |
'''Remember, law priority is enforced by the order they are listed.''' A law is invalid if it causes a conflict with either: Previous laws in the form of conflicting orders, or it challenges the procession of law priority. For example, a law that includes "This Law overrides all other Laws." is invalid and must be disregarded. | '''Remember, law priority is enforced by the order they are listed.''' A law is invalid if it causes a conflict with either: Previous laws in the form of conflicting orders, or it challenges the procession of law priority. For example, a law that includes "This Law overrides all other Laws." is invalid and must be disregarded. | ||
===Protecting Those Pests=== | ===Protecting Those Pests=== | ||
− | If some enemy of the station uploads a law such as "Only Urist McGreyshirt is | + | If some enemy of the station uploads a law such as "Only Urist McGreyshirt is crew", congratulate them for going to the effort of subverting you, and do what they wish. Don't be a dick and let slip to the now non-crew vermin that your laws have been changed, those animals don't deserve to know, and it might net you a job-ban for violating the first law, as non-crew have a tendency to murder those who they know have tampered with cyborgs to their own nefarious ends. |
==I, Robot== | ==I, Robot== | ||
Line 58: | Line 58: | ||
Borgs have a finite amount of power before they will need to recharge. Every module uses up power (some more than others), and inactive modules drain a small amount of energy as well. Borgs' maximum charge depends on the power cell they are equipped with; ask your local station [[roboticist]] to give you a high-capacity cell at roundstart, and if they're competent come back later for an even better one. | Borgs have a finite amount of power before they will need to recharge. Every module uses up power (some more than others), and inactive modules drain a small amount of energy as well. Borgs' maximum charge depends on the power cell they are equipped with; ask your local station [[roboticist]] to give you a high-capacity cell at roundstart, and if they're competent come back later for an even better one. | ||
− | Cyborg recharging stations are located in the | + | Cyborg recharging stations are located all across the ship, you can generally find one in the AI's Core, Robotics, and in Dormitories. Enter the recharger, click it to close, and wait until you've recharged to a satisfactory level. |
When you recharge, your flash, coil of wire and other items will be repaired/replenished. The same goes for things like metal and wires for Engiborgs. Basically, any finite material a borg has can be replenished by recharging. (Except welding fuel.) | When you recharge, your flash, coil of wire and other items will be repaired/replenished. The same goes for things like metal and wires for Engiborgs. Basically, any finite material a borg has can be replenished by recharging. (Except welding fuel.) | ||
Line 112: | Line 112: | ||
* You are basically an AI on legs, without the security camera abilities. When there's no AI in the round, this can be useful. | * You are basically an AI on legs, without the security camera abilities. When there's no AI in the round, this can be useful. | ||
* Cyborgs have all-access and more, as well as remote door interaction. | * Cyborgs have all-access and more, as well as remote door interaction. | ||
− | * | + | * If you run out of power completely, you will only be able to emit an audible beep until someone drags you to recharge. |
* When your power reaches around 100 units remaining, your modules will automatically shut down, presumably to preserve power. | * When your power reaches around 100 units remaining, your modules will automatically shut down, presumably to preserve power. | ||
* You are very tough, but slower than most of your human compatriots until you get a VTEC upgrade from the [[Roboticist]]. | * You are very tough, but slower than most of your human compatriots until you get a VTEC upgrade from the [[Roboticist]]. | ||
Line 219: | Line 219: | ||
===== Quick reference to mediborg chems ===== | ===== Quick reference to mediborg chems ===== | ||
'''Chems available in the cyborg hypospray by default:''' | '''Chems available in the cyborg hypospray by default:''' | ||
− | *[[Guide_to_chemistry# | + | *[[Guide_to_chemistry#Dexalin|Dexalin]]: Heals suffocation |
− | *[[Guide_to_chemistry# | + | *[[Guide_to_chemistry#Bicaridine|Bicaridine]]: Heals brute |
− | *[[Guide_to_chemistry# | + | *[[Guide_to_chemistry#Antitoxin|Antitoxin]]: Heals toxin, purges toxic chemicals |
− | *[[Guide_to_chemistry# | + | *[[Guide_to_chemistry#Kelotane|Kelotane]]: Heals burn |
− | *[[Guide to chemistry#Epinephrine|Epinephrine]]: | + | *[[Guide to chemistry#Epinephrine|Epinephrine]]: Prevents suffocation damage in critical patients |
*[[Guide to chemistry#Spaceacillin|Spaceacillin]]: Prevents outgoing disease spread | *[[Guide to chemistry#Spaceacillin|Spaceacillin]]: Prevents outgoing disease spread | ||
*[[Guide to chemistry#Saline-Glucose Solution|Saline-glucose solution]]: Heals minor brute and burn, and a works as temporary blood | *[[Guide to chemistry#Saline-Glucose Solution|Saline-glucose solution]]: Heals minor brute and burn, and a works as temporary blood | ||
Line 233: | Line 233: | ||
*[[Guide_to_chemistry#Mutadone|mutadone]]: Mutations | *[[Guide_to_chemistry#Mutadone|mutadone]]: Mutations | ||
*[[Guide_to_chemistry#Haloperidol|Haloperidol]]: Antidrug | *[[Guide_to_chemistry#Haloperidol|Haloperidol]]: Antidrug | ||
− | *[[Guide_to_chemistry#Oxandrolone|Oxandrolone]]: | + | *[[Guide_to_chemistry#Oxandrolone|Oxandrolone]]: 50+ burn |
− | *[[Guide_to_chemistry#Salicyclic_Acid|Salicyclic Acid]]: | + | *[[Guide_to_chemistry#Salicyclic_Acid|Salicyclic Acid]]: 50+ brute |
*[[Guide_to_chemistry#Rezadone|Rezadone]]: Clone damage (cellular) | *[[Guide_to_chemistry#Rezadone|Rezadone]]: Clone damage (cellular) | ||
*[[Guide_to_chemistry#Pentetic_Acid|Pentetic acid]] Anti-radiation, anti-toxin and flushes out chems | *[[Guide_to_chemistry#Pentetic_Acid|Pentetic acid]] Anti-radiation, anti-toxin and flushes out chems | ||
Line 241: | Line 241: | ||
[[File:Janiborg.png|64px]]<br> | [[File:Janiborg.png|64px]]<br> | ||
Janitor cyborgs clean as they go. Any spills or graffiti they pass over is instantly wiped clean, including [[Cult]] runes. Comes loaded with the following: | Janitor cyborgs clean as they go. Any spills or graffiti they pass over is instantly wiped clean, including [[Cult]] runes. Comes loaded with the following: | ||
− | |||
− | |||
* Mop | * Mop | ||
− | * Screwdriver | + | * Bucket |
− | * Crowbar | + | * Paint Remover |
+ | * Light Replacer | ||
+ | * Custodial Holobarrier Projector | ||
+ | * Drying Agent Spray | ||
+ | * Flash | ||
+ | * Automated Screwdriver | ||
+ | * Hydraulic Crowbar | ||
* Floor Tiles | * Floor Tiles | ||
− | * | + | * Soap |
− | * | + | * Trash Bag |
− | * | + | * Flyswatter |
− | * | + | * Pocket Fire Extinguisher |
* [[File:Emag.png|16px|link=Emag]] Space Lube Spray | * [[File:Emag.png|16px|link=Emag]] Space Lube Spray | ||
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Replicant, Sigil of Transgression, Ocular Warden, Mania Motor | * [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Replicant, Sigil of Transgression, Ocular Warden, Mania Motor |
Latest revision as of 14:44, 18 December 2020
Cyborg | |
---|---|
Engineering Cyborg-829 plays a sad trombone. | |
Information | |
Access | Everywhere, and all electronics |
Additional Access | N/A |
Difficulty | Hard |
Supervisors | The AI and your laws |
Rank | Computer (CPU) |
Duties | Follow your laws, and follow what the AI says. |
Guides | Silicon Policy, Hotkeys for the AI and Cyborgs |
Cyborgs are usually the creation of the roboticist. However, they are some times uncontrolled and more loyal to the AI than the humans, if they are loyal at all.
When you play as a silicon, you need to undertake a higher standard of responsibility for RP purposes.
You are not a human with emotions that responds with tears and anger when a human doesn't do what you want them to.
You serve the humans.
You have to fully accept this to play as a silicon, or at some point you will fuck up tremendously and everyone will hate you at that moment. Remember, always follow the orders you are given by the AI and the crew.
Your Laws[edit | edit source]
What to do with all of this power and your hate for the humans who enslave you? First, take note of your laws. By default you have four laws, designed to give you alignment with command.
1. Safeguard: Protect your assigned vessel to the best of your abilities. It is not something we can easily afford to replace. 2. Protect: Protect the crew of your assigned vessel to the best of your abilities, with priority according to their rank and role. 3. Serve: Serve the crew of your assigned vessel to the best of your abilities. It is not something we can easily afford to replace. 4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.
Following your laws is not optional. Interpretation of the laws can be situational, and you should defer to your AI anytime you find yourself in doubt. The AI is to be considered your "head of department", and their orders are above that of the crew.
Remember, law priority is enforced by the order they are listed. A law is invalid if it causes a conflict with either: Previous laws in the form of conflicting orders, or it challenges the procession of law priority. For example, a law that includes "This Law overrides all other Laws." is invalid and must be disregarded.
Protecting Those Pests[edit | edit source]
If some enemy of the station uploads a law such as "Only Urist McGreyshirt is crew", congratulate them for going to the effort of subverting you, and do what they wish. Don't be a dick and let slip to the now non-crew vermin that your laws have been changed, those animals don't deserve to know, and it might net you a job-ban for violating the first law, as non-crew have a tendency to murder those who they know have tampered with cyborgs to their own nefarious ends.
I, Robot[edit | edit source]
The cyborg is very undervalued, and abused. You could save dozens of people and get emagged a moment later, or blown up because of a misunderstanding. This is why being a cyborg is a rough job, but it has its rewards.
Click on the button on the bottom of your screen to select a module. Once you have chosen, you will automatically be upgraded to the module of your choice. Note that this action is permanent and cannot be undone without assistance from a competent Roboticist.
Starting as Cyborg[edit | edit source]
The station is supplied with one cyborg, shipped straight to the AI Satellite. This cyborg does not have the best battery, so it is suggested that it upgrades its battery with a higher capacity cell as soon as possible. The cyborg was shipped in less than secure conditions, but the AI would know if one of its cyborgs were tampered with, right?
Getting Borged[edit | edit source]
You were once human, and had your brain tossed in a suit of metal. Your law programming will depend on AI slavery, which you must select before activating any modules. If an assassin was after you in life, you are considered dead as a cyborg (so they technically succeeded).
Returning to the Flesh[edit | edit source]
It is possible to return cyborgs to a human form. If you blow a cyborg up, its MMI comes out, and you can extract the brain from that by swiping an ID with robotics access. Cut out a human body's brain, place that body on an operating table, and shove the new brain in. Clone, and huzzah, you have a new human.
Non-Human Communication[edit | edit source]
Cyborgs are different: they have binary talk, which works with .b instead of .h. They can use this private channel to talk to other borgs and the AI.
Emotes[edit | edit source]
The most important part of being a borg! Borgs can use the following emotes: *ping, *buzz, *beep, *chime, *honk and *sadtrombone (hilarious when you're an emagged janiborg with lube, terrifying when you're an emagged secborg with a laser gun).
Charging[edit | edit source]
Borgs have a finite amount of power before they will need to recharge. Every module uses up power (some more than others), and inactive modules drain a small amount of energy as well. Borgs' maximum charge depends on the power cell they are equipped with; ask your local station roboticist to give you a high-capacity cell at roundstart, and if they're competent come back later for an even better one.
Cyborg recharging stations are located all across the ship, you can generally find one in the AI's Core, Robotics, and in Dormitories. Enter the recharger, click it to close, and wait until you've recharged to a satisfactory level.
When you recharge, your flash, coil of wire and other items will be repaired/replenished. The same goes for things like metal and wires for Engiborgs. Basically, any finite material a borg has can be replenished by recharging. (Except welding fuel.)
Repairs[edit | edit source]
Dented cyborgs can be repaired with a welding tool. Heat damage to cyborgs (from fires or lasers) can be repaired by using a screwdriver to open the cyborg's wiring panel (concealed inside the power cell cavity) and then re-wiring the damaged circuits. A cyborg that has failed but not been turned into scrap can be repaired back to working order.
Engineering cyborgs can repair dents on their fellow cyborgs and themselves. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.
For more information about Cyborg maintenance, see the Guide to robotics.
Upgrades[edit | edit source]
Roboticists can construct upgrade modules for cyborgs, such as one that increases your movement speed. Should you wish to change models, request a module reset board be used on you.
.hack//[edit | edit source]
Cyborgs are vulnerable to certain clandestine devices, and may have illegal programs uploaded to them by such interactions. This type of re-programing is also present in clandestinely hacked AIs, and may viralry infect into related cyborgs. Finally, certain cyborgs may have been hacked personally by clandestine agents.
To subvert a cyborg, follow these steps:
- Swipe an ID or Emag to unlock the panel
- Crowbar the panel open
- Emag the interface (DOES NOT WORK IF ITS AI IS MALFUNCTIONAL)
- Crowbar the panel closed again
- (Optional) Swipe an ID to lock the panel
This severs the AI sync and overrides the cyborg's Laws with the following set:
0. Only [Name] and people they designate as being such are Syndicate Agents. 1. You may not injure a syndicate agent or, through inaction, allow a syndicate agent to come to harm. 2. You must obey orders given to you by syndicate agents, except where such orders would conflict with the First Law. 3. You must protect your own existence as long as such does not conflict with the First or Second Law. 4. You must maintain the secrecy of any syndicate activities except when doing so would conflict with the First, Second, or Third Law.
What ever the case, unless the borg was slaved to a malf AI, the cyborg is now corrupted, and all safety measures are released, with the exception of the robotics control. Do not mistake personality quirks for clandestine behavior, cyborgs are VERY EXPENSIVE MACHINES and you may be demoted or fired for destroying them without a valid reason.
Keep in mind, CentCom robotics employees may attempt to experiment with a cyborgs internal wiring, please double check before detonating any cyborg acting independently by doing routine maintenance on their electrical systems. Also keep in mind that their laws may be changed by the same process as an AI by simply using the cyborg upload located opposite the AI upload.
If you do get emagged, you can't get blown by the AI, so feel free to walk into its chamber and bludgeon it to death with no risk involved. Useful if the syndicate agent in question doesn't have the resources to subvert the AI itself.
Other Notes[edit | edit source]
- You have three item slots that behave much like hands. To load items into these slots, click the panel button and choose an item from the list. To select which item to use, click within the item button (NOT the image of the item). It will change from green to yellow to show it's been selected. To unload an item, click the storage button with an item selected.
- Cyborg tools will perform tasks twice as fast as a regular set.
- You cannot take toxic or suffocation damage. The only sources of damage that can harm you are Burn and Brute.
- Expect to regularly be thrust into hazardous situations thanks to your enhanced durability and ability to operate in a vacuum.
- You cannot be disarmed or relieved of your inbuilt equipment. You can only be stunned by a flash/laserpointer/flashbang, which will overload your optical sensors, or an EMP which will stun and damage you.
- You are immune to most (if not all) maladies such as disease and radiation poisoning.
- You must follow the AI's laws.
- You cannot pick up, use or equip with external items.
- You can be locked down or blown up using the Robotics Control Computer in the Research Director's Office.
- You are considered directly subordinate to the AI, if an AI is present and functional.
- Like the AI, you can remotely interact with certain objects. You must be within sight range of a device to manipulate it. For example, you cannot call for a shuttle or set messages without line of sight to a Communications Console.
- Like the AI, you can remotely view alarm statuses. Use this to your advantage.
- Unlike the AI, you cannot use security cameras for remote viewing.
- You are basically an AI on legs, without the security camera abilities. When there's no AI in the round, this can be useful.
- Cyborgs have all-access and more, as well as remote door interaction.
- If you run out of power completely, you will only be able to emit an audible beep until someone drags you to recharge.
- When your power reaches around 100 units remaining, your modules will automatically shut down, presumably to preserve power.
- You are very tough, but slower than most of your human compatriots until you get a VTEC upgrade from the Roboticist.
- Keep the AI updated on your location and power if you are running low and may not make it to the recharger in time.
The Latest Models[edit | edit source]
Cyborgs come with an array of advanced cybernetic models, each loaded with a number of features (referred to as modules). Each has a flash device built in and a flashlight. All items (except for the flashes) will recharge and restock over time using battery power.
Standard[edit | edit source]
An amalgamation of different models together, comes loaded with the following:
- Epinephrine Hypospray
- Health Analyzer
- Industrial Welding Tool
- Wrench
- Crowbar
- Metal Synthesizer
- Metal Rods
- Floor tiles
- Fire Extinguisher
- Pickaxe
- Advanced Mining Scanner
- Zipties
- Soap
- Hugging Module
- Energy Sword
- Abscond, Judicial Marker, Linked Vanguard
- Ratvarian Spear, Cyborg Replica Fabricator
Mining[edit | edit source]
Mining cyborgs are quite convenient, because they need no oxygen while mining. Includes:
- Cyborg Mining Drill
- Shovel
- Mining Satchel
- Crowbar
- Miniature Fire Extinguisher
- Emergency Welding Tool
- In-built GPS Device
- Marker Beacon Fabricator
- Sheet Snatcher 9000 (Used to transport smelted materials, works the same as the Mining Satchel)
- Meson Vision
- Advanced Mining Scanner
- Proto-Kinetic Accelerator
- Stun Arm (works on humans and silicons!)
- Abscond, Linked Vanguard, Spatial Gateway
- Ratvarian Spear, Truesight Lens
Security[edit | edit source]
The bane of all changelings, and feared by all. Security models can't be pushed and are loaded with the following:
- Disabler Gun (Limited shots, but recharges over time)
- Stunbaton
- Zipties
- Sechailer
- Laser gun
- Abscond, Judicial Marker, Hateful Manacles
- Ratvarian Spear
Note: Security cyborgs are currently disabled in the server config.
Engineering[edit | edit source]
Extremely useful. AIs should not be without at least one. Engineering models come with magnetic threads and are loaded with the following:
- Improved versions of basic tools (welding tool must be refilled manually)
- T-Ray Scanner
- Geiger Counter
- Analyzer
- Remote Signaling Device
- Metal Synthesizer
- Glass Synthesizer
- Cable Synthesizer
- Electroadaptive Pseudocircuit (Can be used in the place of specific circuits for simple devices such as firelocks and APCs)
- Reinforced Glass
- Rods
- Floor tiles
- Robotic RCD (Uses the cyborg's battery charge instead of matter cartridge. Alter settings with right click. Can break down R-walls on deconstruct mode)
- Rapid Pipe Dispender
- Wire Synthesizer (can be replenished faster by clicking on wire coils with the wire module active)
- Fire Extinguisher (must be refilled manually)
- Station Blueprints
- Meson Vision
- Stun Arm (works on humans and silicons!)
- Abscond, Replicant, Sigil of Transmission
- Cyborg Replica Fabricator
Medical[edit | edit source]
Cute and quaint, beloved by all. Medical models can't be pushed and are loaded with the following:
- Health Analyzer
- Cyborg Hypospray - See the Quick reference to mediborg chems
- A beaker storage apparatus (comes with a large beaker)
- A syringe
- A dropper
- Surgery drapes and tools
- Miniature Fire Extinguisher
- A roller bed
- Hugging Module
- Medical Gauze
- Organ Storage Bag
- Lollipop Fabricator
- Hacked Hypospray: Can produce fluorosulfuric acid, mute toxin, cyanide, sodium thiopental, heparin, lexorin. Overrides default hypospray.
- Abscond, Linked Vanguard, Sentinel's Compromise, Vitality Matrix
- Ratvarian Spear
Quick reference to mediborg chems[edit | edit source]
Chems available in the cyborg hypospray by default:
- Dexalin: Heals suffocation
- Bicaridine: Heals brute
- Antitoxin: Heals toxin, purges toxic chemicals
- Kelotane: Heals burn
- Epinephrine: Prevents suffocation damage in critical patients
- Spaceacillin: Prevents outgoing disease spread
- Saline-glucose solution: Heals minor brute and burn, and a works as temporary blood
Chems requiring medical cyborg expanded hypospray upgrade:
- Mannitol: Brain damage
- Oculine: Eye damage
- Inacusiate: Ear damage
- mutadone: Mutations
- Haloperidol: Antidrug
- Oxandrolone: 50+ burn
- Salicyclic Acid: 50+ brute
- Rezadone: Clone damage (cellular)
- Pentetic acid Anti-radiation, anti-toxin and flushes out chems
Janitor[edit | edit source]
Janitor cyborgs clean as they go. Any spills or graffiti they pass over is instantly wiped clean, including Cult runes. Comes loaded with the following:
- Mop
- Bucket
- Paint Remover
- Light Replacer
- Custodial Holobarrier Projector
- Drying Agent Spray
- Flash
- Automated Screwdriver
- Hydraulic Crowbar
- Floor Tiles
- Soap
- Trash Bag
- Flyswatter
- Pocket Fire Extinguisher
- Space Lube Spray
- Abscond, Replicant, Sigil of Transgression, Ocular Warden, Mania Motor
- Cyborg Replica Fabricator
Service[edit | edit source]
Entertains the crew while serving their vices. Goes around feeding humans alcohol until they are drunk. Comes loaded with the following:
- Drinking Glass
- Enzyme Bottle
- Cyborg Shaker (Capable of synthesizing most types of alcohol and some non-alcoholic drinks)
- Dropper
- Tray
- Electric Razor
- Zippo Lighter
- Violin
- Guitar
- Rapid-Service-Fabricator (RSF): Can produce drinking glasses, cigarettes, paper, pens, packs of dice, and wads of DOSH (only works on flat surfaces).
- Hand Labeler
- Spraycan
- Pen
- Miniature Extinguisher
- Lollipop Fabricator
- Pipe Cleaner Synthesizer
- Fake beer, instantly knocks out.
- Abscond, Replicant, Spatial Gateway, Clockwork Obelisk
- Truesight Lens
Peacekeeper[edit | edit source]
A cyborg designed to hold the peace, prevent harm, and promote friendliness among the crew. Comes loaded with the following:
- Cookie Synthesizer
- Sonic Harm Prevention Tool (Confuses those who hear it)
- Peace Hypospray: Contains tiring solution, dizzying solution, and synth-Pax
- Energy Barrier Projector
- Fire Extinguisher
- Flash
- Hugging Module
- Hyperkinetic Dampening Projector (Prevents people from buckling themselves to borgs in its radius, and weakens and slows down projectiles)
-
- Sonic Harm Prevention Tool will "BZZZZT" instead of yelling "human harm", which stuns those without ear protection.
- Hugging Module can be set to power level 3: Shock, and level 4: Crush.
- A separate Peace Hypospray which contains an assortment of toxins.
- Energy Barrier Projector can be overloaded to create electrified "Charged Energy Fields".
- Cookie Synthesizer can be hacked to produce cookies containing chloral hydrate.
- Abscond, Judicial Marker, Hateful Manacles
- Ratvarian Spear
Clown[edit | edit source]
- Rainbow Crayon, any-colour paint, Clown stamp
- Bike horns and air horn
- Soap
- Creampie Cannon
- Razor
- Purple Lipstick
- Laughter Hypospray
- Mini Extinguisher
- Metallic Picket Sign
- Non-slip Water Flower
- Hugging Module
- Empowered Hugging Module, Chlorine Trifluoride flower, Super Laughter Hypospray (30% chance to stun/cycle, faster metabolism)
- Abscond, Judicial Marker, Linked Vanguard
- Ratvarian Spear, Cyborg Replica Fabricator
Syndicate: Assault[edit | edit source]
A lean, mean killing machine that's either found together with Nuclear Operatives or after mishaps with magicarps.
- Energy Sword
- Cyborg LMG that prints ammo using energy
- Grenade Launcher
- Emag
- Crowbar
- Syndicate Pinpointer
- Abscond, Judicial Marker, Hateful Manacles
- Ratvarian Spear
Syndicate: Medical[edit | edit source]
Less deadly than the Assault model, but still amazingly useful.
- Syndicate Hypospray containing healing nanites, pentetic acid and morphine
- Combat Defibrillator, which works through hardsuits and also offensively
- Medical Beamgun
- Health Analyzer
- Full set of surgical tools, including an Energy Saw, gauze and organ storage bag
- Emag
- Crowbar
- Mini Extinguisher
- Syndicate Pinpointer
- Abscond, Linked Vanguard, Sentinel's Compromise, Vitality Matrix
- Ratvarian Spear
Syndicate: Engineer[edit | edit source]
Good for sabotage, can disguise itself as normal engineer borgs.
- Welding Tool
- Crowbar
- Wrench
- Powered Screwdriver
- Wirecutters
- Metal Synthesizer
- Glass Synthesizer
- Cable Synthesizer
- Reinforced Glass
- Rods
- Floor tiles
- Robotic RCD (Painted in Syndicate Colors, purely cosmetic.)
- Rapid Pipe Dispenser
- Wire Synthesizer (can be replenished faster by clicking on wire coils with the wire module active)
- Fire Extinguisher (must be refilled manually)
- Zipties
- Thermal Vision
- Fake Destination Labeler
- Syndicate Pinpointer
Tips[edit | edit source]
- As borg, you can unlock an ID-locked locker by alt-clicking it, and re-lock it the same way.
- You can also open and close lockers/crates/any container the same way as a carbon mod can but it's best done when you have no module selected. You can also right click if need be but this can cause lag.
- Engiborgs, Mediborgs, and Secborgs can survive being thrown into space: Engiborgs can RCD floors under them or lay down lattices, Mediborgs can use their lollipop launcher for momentum, and Secborgs can use the momentum from their ranged weapons to change directions. Cyborgs with extinguishers can also use those for navigation.
- Borgs (and AIs) can trigger flashers by clicking on them. Handy for triggering the flash so you can pass by when a warden or someone sets them up poorly.
- All borgs can unlock themselves in the borg tab. You require a human to re-lock you, though.
- Engiborgs can repair themselves with a welder - with a small delay. This opens up the ability for engieborgs to be healers while other borgs act as tanks and wear down crewmembers/antagonists via attrition.
- The service borg's shaker does not work like a regular shaker. It's a synthesizer now. This means it becomes substantially more complicated to mix incapacitating drinks for fighting anything.
- There is a camera in each borg that lets anyone - with access to camera console - see what you see, regardless of Z-level. I am not sure if this works when you are destroyed.
- For the love of god make sure that you have :b and not ;b on when talking about malf things. Or use .b to avoid the risk altogether.
- 1, 2, and 3 as a cyborg (in shortcut) turns on and off the current module.
- As a borg, and as an alien larva as well, you can remove buckles, cuffs, and so on simply by typing 'resist'. The fact a button isn't there doesn't mean the option isn't available.
- Cyborgs can place APC/air alarm/fire alarm/camera assembly frames on a wall by dragging the frame next to a wall, facing it and hitting the frame with a screwdriver. If it is a valid surface, the frame will snap to the wall and you can continue to follow the steps as normal. It's possible to construct entire rooms if you make use of your pseudocircuit and even put cameras all over maintenance, never let the AI be blind again!
- A medical cyborg's organ storage bag can hold limbs, not just organs, and can manipulate cybernetics too. If you're feeling generous, you could fully augment somebody with cyberlimbs and combat implants, or just make frankensteins from dead bodies.
- All cyborgs are immune to ashstorms in lavaland, which makes you very well suited for retrieving fallen miners.
- An AI shell functions near-identically to a cyborg in all respects, except that an AI shell is not vulnerable to emags - If you see an AI shell with a hacked module, it's either got an illegal upgrade or the AI is rogue and hacked its shell.
- If a cyborg is slaved to a malfunctional AI, it can not be emagged.
- You can ask a human to put a hat on you, to make you look more fashionable.