Difference between revisions of "Cyborg"

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(Removed WIP, I finished editing and adding in all of the new cyborgs unique to paradise code so I guess im finished with this page for now.)
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{{JobPageHeader
{{JobPageHeader
|headerbgcolor = darkred
|colour = 5589C5
|headerfontcolor = white
|hcolour = white
|stafftype = PROGRAMMED
|stafftype = SYNTHETIC
|imagebgcolor = gray
|img = Cyborg.png
|img = [[File:Default_borg.png]]
|jobtitle = Cyborg
|jobtitle = Cyborg
|access = [[:Category:Locations|Everywhere]]
|access = Everywhere
|difficulty = Hard
|difficulty = Hard
|superior = Your laws and the [[AI]]
|superior = Your laws and the [[AI]]
|duties = Follow your laws, and do what the [[AI]] says.
|duties = Follow your laws, and do what the [[AI]] says.
|guides = No external guides.
|guides = General: [[AI Modules]], [[Guide to Robotics#Cyborg Maintenance|Cyborg Maintenance]]. Engineering Module: [[Guide to Engineering]],  [[Guide to Atmospherics]], [[Guide to Construction]], [[Hacking]], [[Telecommunications]]. Medical Module: [[Guide to Medical]], [[Surgery|Guide to Surgery]], [[Guide to Chemistry]], [[Guide to Cadavers]]. Mining Module: [[Guide to Mining]], [[Guide to Lavaland]]. Janitor Module: None. Service Module: [[Guide to Food]], [[Guide to Drinks]], [[Songs]]
}}
}}<div style="float: right;">{{JobSynthetic}}</div>
As a Cyborg, you are there to serve the crew, much like the AI. You are an extension of the AI and are required to do anything it asks (within reason).


Two Cyborgs are shipped to the station at the beginning of the round. Any more need to be built by the [[Roboticist]] with either a positronic brain or the brain of a living or dead human.
As a '''Cyborg''' (Also known simply as a '''Robot'''), you are there '''to serve the crew''', much like the AI. You are an extension of the AI and are required to do anything it asks (within reason).
 
The round starts with a maximum of two cyborgs, being shipped into the AI satellite. Any more need to be built by the [[Roboticist]] with either a positronic brain or a MMI.
 
All Nanotrasen Cyborgs are considered to be station property. As most Cyborgs are organic or positronic brains in a metal shell, they are fully sapient and capable of emotion, though their laws and other Nanotrasen-approved hardware may prevent them from fully expressing said emotion.


==Overview==
==Overview==
The cyborg is very undervalued and abused. You could save dozens of people and then get emagged a moment later, or you might get blown up because of a misunderstanding. This is why being a cyborg is a rough job, but it has its rewards.
Cyborgs in general are very undervalued and abused. You could save dozens of people and then get emagged a moment later, or you might get blown up because of a misunderstanding. This is why being a Cyborg is a rough job, but it has its rewards.
 
'''Remember cyborgs are players as well, blowing them without a good reason is treated exactly the same as murder of a human crewmember so use the lockdown button and avoid blowing borgs for no good reason.'''


===Starting as Cyborg===
===Starting as Cyborg===
The station is supplied with two cyborgs, shipped straight to the [[AI Upload]] chamber. These cyborgs do not have the best battery, so it is suggested that they upgrade their battery with a higher capacity cell as soon as possible. The cyborgs were shipped in less than secure conditions, but the AI would know if one of its cyborgs was tampered with. Right?
The station is supplied with two Cyborgs initially, shipped straight to the AI satellite antechamber. These Cyborgs do not have the best battery, so it is suggested that they upgrade their battery with a higher capacity cell as soon as possible. You can use the AI MiniSAT Teleporter to head straight to the Sci-Chem Test Chamber, to cut down on the trip.


===Being Upgraded===
===Cyborg HUD===
Welcome to the land of being a cyborg! Being revived in this fashion is often highly disorienting, and can lead to considerable confusion and difficulty adapting to one's new body.
The Cyborg interface and the ways a cyborg interacts with the station is completely different to the way a human interacts with the station. Within your range of vision, like an AI, you can manipulate any and all electrics. A few shortcuts are as follows: clicking on firedoors opens or closes them; shift+click closes and opens doors (assuming they have power to begin with); ctrl+click bolts doors.


You were once human, and had your brain tossed in a suit of metal. Your law programming will depend on which AI you are slaved to, which you must select before activating any modules. Also note that if an [[Traitor|assassin]] was after you in life, you are considered dead as a cyborg (so they technically succeeded).
Your options for picking things up are very limited, and only certain modules come with a gripper to pick things up anyway. You are entirely reliant on your three modules: damage to your cybernetic body will progressively disable your modules starting from #3.


===Returning to the Flesh===
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 a robotics ID on it. 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==
[[File:cyborg modules.png]]
Cyborgs are different in that they have a '''binary channel''', which works with ''':b'''. They can use this private channel to talk to other cyborgs, androids, and the AI.


Depending on their module, cyborgs may be able to access a department-specific radio (such as engineering) and can talk on it normally using :X (e.g. :e for Engineering).
Your left-most button is your '''Ion Thrusters'''. You need to get these added by your local roboticist; they function like a jetpack. Using one with a small battery is a great way to run out of power. The next one along from that is your '''Headlamp''', going in settings from 0 to 5. Your Headlamp is only really needed for Engineering and Miner borgs who might be working in dark environments. The next button (looking like a security camera) is your '''Sensor Integration'''. These are basically just different HUD options you can utilise: medical, security, diagnostic, etc.  


== Repairs ==
Along from that is your three modules, which you can select from your inventory (to the right of the modules). The inventory button displays what module you have, which you need to pick once you come online; in the image, a medical module is displayed. Click your inventory and you can equip modules; to return them into your inventory, simply press 'Q' to drop them as you would as a human to leave an item on the floor.  
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 themselves and on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.
On the far-right, we have the speed button (three arrows) which indicates what speed you are going. You always want to go at the default 3 arrows; the other one is incredibly slow and you have no reason to use it seeing as cyborgs don't slip. A good thing to note as far as speed goes is that you are always slower than a non-synthetic at round start; so, you want to get a VTEC Module whenever Robotics has the materials, and run as fast as humans! Next up is your '''Intent'''; Cyborgs only have help and harm and cannot disarm or grab. You have your targetting options as well, moreso necessary in combat or surgery than anything else. The '''Radio''' button is equivalent to editing your headset settings as a human, and has a Loudspeaker setting. The '''Chat Bubble''' allows you to set to default certain known languages when you are talking.


For more information about Cyborg maintenance, see the [[Guide to robotics]].
===Cyborg Interface===
This section contains other miscellaneous, but still rather important aspects of a Cyborg's utility and ability. These are part of tabs located on the right side of your screen.
* '''AI IM:''' The AI IM system allows you to send and receive PDA messages much like any human.
* '''Images:''' Cyborgs are able to take, view, and delete photos ingame.
* '''Show Station Manifest:''' Self-explanatory, rather useful and another substitute for your lack of PDA.
* '''Self Diagnosis:''' This allows you to examine damage to your own unit.
* '''Toggle Component:''' Allows you to disable and enable elements of your unit at-will.
* '''Power Warning:''' Useful for when you run out of power and can no longer move, but it is unlikely this will happen if you are not vigilant and Science is doing their job by getting you access to better power cells.
* '''Toggle Cover:''' While it says 'toggle', you can actually only unlock your cover by yourself. Unlocking your cover means people would just need a crowbar to access your innards (instead of a Robotics access ID), including your power cell. Most of the time you'll never have to use this unless instructed to.


==Modules==
===Being Upgraded===
Cyborgs come with an array of advanced cybernetic modules, each loaded with a number of features (referred to as modules). Each has a flash device built in. All items (except for the flashes) will recharge and restock over time using battery power or being in a cyborg recharge station.
Welcome to the land of being a Cyborg! Being revived in this fashion is often highly disorienting, and can lead to considerable confusion and difficulty adapting to one's new body.


===Standard===
You were once human, and had your brain tossed in a suit of metal. Your law programming will depend on which AI you are slaved to, otherwise you will take on a Default lawset. Also note that if an [[Traitor|assassin]] was after you in life, you are considered dead as a Cyborg (so they technically succeeded).
[[File:Robot default.png|50px]] [[File:android.png|50px]] [[File:default_borg.png|50px]]


An amalgamation of different modules together, and not particularly useful for anything. Usually not worth picking. Comes loaded with the following:
===Returning to the Flesh===
It is possible to return Cyborgs to a organic form. If you deconstruct a Cyborg, its MMI comes out, and you can extract the brain from that by using it in your hand. Cut out a humanoid body's brain, place that body on an operating table, and shove the new brain in. Clone, and huzzah, you have a new person. Don't rely on this, the AI can deny you this option without reason, and the Roboticists can simply ignore/deny the request without reason.


* [[Security_Items#Flash|Flash]]
==Synthetic Communication==
* Flashlight
Cyborgs are different in that they have a '''binary channel''', which works with ''':b'''. They can use this private channel to talk to other Cyborgs, androids, and the AI.
* [[Security_Items#Stun_Baton|Stun baton]]
* Fire Extinguisher
* Wrench
* Crowbar
* [[Health_analyzer#Health_Analyzer|Health Analyzer]]
* [[Syndicate_Items#Energy_Sword|Energy Sword]] (When [[Syndicate_Items#Electromagnetic_Card|Emagged]])


===Service===
Depending on their module, Cyborgs may be able to access a department-specific radio (such as engineering) and can talk on it normally using :h (e.g. :e for Engineering).
[[File:serviceborg.png|50px|Waiter]] [[File:serviceborg2.png|50px|Waitress]] [[File:fancy.png|50px|Butler]] [[File:Kent.png|50px|Kent]] [[File:bro.png|50px|Bro]]


A fairly useless module, but can be fun to have around. Comes loaded with the following:
==Repairs & Resupply==
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.


* [[Security_Items#Flash|Flash]]
For more information about Cyborg maintenance, see the [[Guide to Robotics]].
* Flashlight
* Space Beer
* Universal Enzyme
* Pen
* Rapid-Service-Fabricator (RSF) - Can produce drinking glasses, cigarettes, [[General_Items#Paper|paper]], pens, packs of dice and space cash (only works on flat surfaces).
* Industrial Dropper
* Zippo lighter
* Tray
* Shaker
* Mickey Finn's Special Brew - Poisonous (When [[Syndicate_Items#Electromagnetic_Card|Emagged]])


===Miner===
Supplies & Charge can be replenished by visiting a Cyborg Recharging Station.
[[File:mining.png|50px|alt Classic]] [[File:miningborg.png|50px|alt Treadhead]] [[File:Advanced Droid.png |50px|Advanced Droid]]
<br>On-Station locations are: 1 in the [[Engineering]] Lobby, 2 in the [[Robotics Lab]] Mech Bay, 1 in Electrical Maintenance in [[Bar/Chapel Maintenance|Bar/Chapel Maint]], 1 in the [[Dormitory]] Bathrooms, 2 in the [[AI Satellite]]
<br> Off-Station locations are: 1 in the central office at [[Central Command]], 1 in the southern security area of [[Central Command]], 2 in the [[Mining Station]] (one in each of the tool rooms, east and west).


Mining cyborgs are quite convenient, because they need no oxygen while mining. However, they are not able to use regular crates, and will need to drag materials from the smelter one at a time. Includes:
==Modules==
Cyborgs come with an array of advanced cybernetic modules, each loaded with a number of features (referred to as modules). Each has a flash device, a Security-HUD, Medical-HUD, and Diagnostic-HUD built in. All items (except for the flashes) will recharge and restock over time using battery power or being in a Cyborg recharge station.


* [[Security_Items#Flash|Flash]]
===Engineering===
* Flashlight
<gallery widths=64px heights=64px>
* [[Engineering_Items#Optical_Meson_Scanner|Meson Vision]]
File:CyborgEng.png|<div style="text-align: center">Basic
* Mining Satchel
File:CyborgAnqiqueEng.png|<div style="text-align: center">Antique
* Sheet Snatcher 9000
File:CyborgLANDEng.png|<div style="text-align: center">Landmate
* Sonic Jackhammer
File:CyborgSTANEng.png|<div style="text-align: center">Standard
* Shovel
File:CyborgNBLEng.png|<div style="text-align: center">Noble-ENG
* Electrified arm - Like a stun baton (When [[Syndicate_Items#Electromagnetic_Card|Emagged]])
File:CyborgCRKEng.png|<div style="text-align: center">Cricket
</gallery>


===Crisis===
Engineering Cyborgs are usually considered one of the most useful modules. As they do not require air or a space suit, they are able to perform repairs much more easily than human engineers. They are also able to repair other Cyborgs. However, due to lack of hands, they are not able to fully turn on the [[Tesla Engine|Tesla Engine]] and / or [[Supermatter_Engine|Supermatter Engine]], and they lack the ability to construct some items.
[[File:medicalborg2.png|50px]] [[File:medicalborg4.png|50px]] [[File:medicalborg3.png|50px]] [[File:medicalborg.png|50px]]
{| style="width:100%;"
|
{| class="wikitable" style="width:45%; text-align: center; background-color: #FFDD99; float: left; margin-top: 1em; margin-right: 1em;" <!-- someone standardize this color coding issue PLEASE, I dont know what shadw of yellow and orange to use!-->
| colspan='5' style="background-color: #FF9900; color: white;"| '''Engineering Cyborg Equipment Modules'''
|-
| style="width:20%" | '''[[Security Items#Flash|Flash]]''' <br> [[file:Flash.png|64px]]
| style="width:20%" | '''[[Engineering Items#Optical Meson Scanner|Meson Vision]]''' <br> [[file:MGlasses.png|64px]]
| style="width:20%" | '''Station Schematics''' <br> [[file:Blueprint.png|64px]]
| style="width:20%" | '''Metal''' <br> [[file:Metal.png|64px]]
| style="width:20%" | '''Metal rods''' <br> [[file:Rods.png|64px]]
|-
| '''Floor tiles''' <br> [[file:Floor_Tiles.png|64px]]
| '''Catwalk tiles''' <br> [[file:Catwalk_Tiles.png|64px]]
| '''Glass''' <br> [[file:Glass.png|64px]]
| '''Reinforced Glass''' <br> [[file:Reinforced_Glass.png|64px]]
| '''Cable coil''' <br> [[file:CableCoils.png|64px]]
|-
| '''Rapid Pipe Dispenser''' <br> [[file:Rapid_pipe_dispenser.png|64px]]
| '''Fire Extinguisher''' <br> [[file:FireExtinguisher.png|64px]]
| '''Integrated Welding Tool''' <br> [[file:Indwelder.png|64px]]
| '''Screwdriver''' <br> [[file:Screwdriver_tool.png|64px]]
| '''Wrench''' <br> [[file:Wrench.png|64px]]
|-
| '''Crowbar''' <br> [[file:Crowbar.png|64px]]
| '''Wirecutters''' <br> [[file:wirecutters.png|64px]]
| '''Multitool''' <br> [[file:Multitool.png|64px]]
| '''T-ray Scanner''' <br> [[file:T-ray.gif|64px]]
| '''Analyzer ''' <br> [[file:Analyzer.png|64px]]
|-
| '''Geiger Counter''' <br> [[file:Geiger-export.png|64px]]
| '''Engineering Holobarrier Projector''' <br> [[file:Engineering_Holofan_Projector.gif|64px]]
| '''Magnetic Gripper''' <br> [[file:Magnetic_Gripper.png|64px]]
| '''Matter Decompiler''' <br> [[file:Grinder.png|64px]]
| '''Floor Painter''' <br> [[file:Floor_painter.png|64px]]
|-
| '''Inflatable Wall''' <br> [[file:Folded_Wall.png|64px]]
| '''Inflatable Door''' <br> [[file:Folded_Door.png|64px]]
! colspan='3' |
|}
{| class="wikitable" style="width:45%; text-align: center; background-color: #FFDD99;" <!-- someone standardize this color coding issue PLEASE, I dont know what shadw of yellow and orange to use!-->
| colspan='5' style="background-color: #FF9900; color: white;"| '''Equipment Upgrades'''
|-
| style="width:20%;"                            | '''Rapid Construction Device''' <br> [[file:RCD.png|64px]]
| style="width:20%;"                            | '''Rapid Parts Exchange Device''' <br> [[file:Rped.gif|64px]]
| style="width:20%; background-color: #f0d8f0;" | '''Alien Welder''' <br> [[file:Alien_welding_tool.png|64px]]
| style="width:20%; background-color: #f0d8f0;" | '''Alien Screwdriver''' <br> [[file:AlienScrew.gif|64px]]
| style="width:20%; background-color: #f0d8f0;" | '''Alien Wrench''' <br> [[file:Alien_Wrench.png|64px]]
|-
| style="width:20%; background-color: #f0d8f0;" | '''Alien Crowbar''' <br> [[file:AlienCrowbar.gif|64px]]
| style="width:20%; background-color: #f0d8f0;" | '''Alien Wirecutters''' <br> [[file:Alien_Wirecutters.png|64px]]
| style="width:20%; background-color: #f0d8f0;" | '''Alien Multitool''' <br> [[file:Alien_Multitool.png|64px]]
! colspan='2' |
|}
{| class="wikitable" style="width: 45%; text-align: center;"
| colspan='2' style="background-color: darkred; color: white; width: 20%;" | [[file:Emag.png|32px]] '''Hacked Equipment'''
| style="background-color: darkred; color: white; width: 20%;" | [[file:Cyborg_Override.png|32px]] '''Safety Override'''
| style="background-color: darkred; color: white; width: 20%;" | [[file:Malf_AI.gif|32px]] '''Malfunctioning Equipment'''
|- style="background-color: #ff9999;"
| '''Electrified Arm''' <br> [[file:Electrified_arm.gif|64px]]
| '''Zipties''' <br> [[file:Zipties.png|64px]]
| '''Proto Emitter''' <br> [[file:Mounted_Emitter.png|64px]]
| '''Emitter Cannon''' <br> [[file:Mounted_Emitter.png|64px]]
|}
|}


===Medical===
<gallery widths=64px heights=64px>
File:CyborgBasicMed.png|<div style="text-align: center">Basic
File:CyborgBLDMed.png|<div style="text-align: center">Surgeon
File:CyborgDroidMed.png|<div style="text-align: center">Advanced Droid
File:CyborgMed.png|<div style="text-align: center">Needles
File:CyborgSTANMed.png|<div style="text-align: center">Standard
File:CyborgNBLMed.png|<div style="text-align: center">Noble-MED
File:CyborgCRKMed.png|<div style="text-align: center">Cricket
File:CyborgQualifiedDoctor.png|<div style="text-align: center">Qualified Doctor
</gallery>


Another cyborg module that's unique to Paradise Stations code, the Crisis module replaces the Medical module along with the Surgery module. The Crisis module is more geared towards the paramedic role than a medicine injector like what the old Medical module was. The Crisis module is able to stabilize patients and transport them to the medical bay with its Roller bed dispensing powers, however the Crisis module is still able to use medicine with its other equipment. The Crisis module is made for doing minor or standard first aid and is not able to preform surgery like its close relative the Surgery module. The Crisis module comes loaded with the following equipment:
Designed to assist with most aspects of medical care.


* [[Security_Items#Flash|Flash]]
{| style="width:100%;"
* Flashlight
|
* Medical splints
{| class="wikitable" style="width:45%; text-align: center; background-color: #FFDDEE; float: left; margin-top: 1em; margin-right: 1em;" <!-- I am once again asking for decent color standardization for the departmental tables-->
* Cyborg hypospray
| colspan='5' style="background-color: #3388BB; color: white;"| '''Medical Cyborg Equipment Modules'''
* Large beaker
|-
* Industrial dropper
| style="width:20%;" | '''[[Security Items#Flash|Flash]]''' <br> [[file:Flash.png|64px]]
* Syringe
| style="width:20%;" | '''Crowbar''' <br> [[file:Red_crowbar.png|64px]]
* Fire extinguisher
| style="width:20%;" | '''Magnetic Gripper''' <br> [[file:Magnetic_Gripper.png|64px]]
* Medical HUD
| style="width:20%;" | '''Pocket Fire Extinguisher''' <br> [[file:MiniFE.png|64px]]
* [[Health_analyzer#Health_Analyzer|Health Analyzer]]
| style="width:20%;" | '''Improved Laser Scalpel''' <br> [[file:Improved_Laser_Scalpel.png|64px]]
* Advanced reagent scanner
|-
* Roller bed rack
| '''Hemostat''' <br> [[file:hemostat.png|64px]]
* Ointment
| '''Retractor''' <br> [[file:Retractor.png|64px]]
* Roll of gauze
| '''Fix-O-Vein''' <br> [[file:Fixovein.png|64px]]
| '''Circular Saw''' <br> [[file:saw.png|64px]]
| '''Bone Setter''' <br> [[file:bone_setter.png|64px]]
|-
| '''Bone Gel''' <br> [[file:bone_gel.png|64px]]
| '''Surgical Drill''' <br> [[file:drill.png|64px]]
| '''Cyborg Hypospray''' <br> [[file:Cyborg_Hypospray.png|64px]]
| '''Medical Splint''' <br> [[file:Medicalsplints.png|64px]]
| '''Advanced Trauma Kit''' <br> [[file:AdvTrauma.png|64px]]
|-
| '''Advanced Burn Kit''' <br> [[file:Burnkit.png|64px]]
| '''Advanced Health Analyzer''' <br> [[file:health_Analyzer.gif|64px]]
| '''Advanced Reagent Scanner''' <br> [[file:Adv_mass_spec.png|64px]]
| '''Machine Analyzer''' <br> [[file:Cyborg_analyzer.png|64px]]
| '''Nanopaste''' <br> [[file:nanopaste.png|64px]]
|-
| '''Handheld Defibrillator''' <br> [[file:Handheld_defib.png|64px]]
| '''Defibrillator Paddles''' <br> [[file:Defibrillator_Paddles.png|64px]]
| '''Dropper''' <br> [[file:dropper.png|64px]]
| '''Syringe''' <br> [[file:syringes.png|64px]]
| '''Large Beaker''' <br> [[file:large_beaker.png|64px]]
|-
| '''Roller Bed Rack''' <br> [[file:Rollerbed_Folded.png|64px]]
| '''Hugging Module''' <br> [[file:HelpIntent.png|48px]] <!--Why it so big?!--> <!--thats what she said heh-->
! colspan='3' |
|}
{| class="wikitable" style="width:45%; text-align: center; background-color: #FFDDEE;"
| colspan='5' style="background-color: #3388BB; color: white;"| '''Equipment Upgrades'''
|-
| style="width:20%; background-color: #f0d8f0;" | '''Advanced Laser Scalpel''' <br> [[file:Scalpellaser.png|64px]]
| style="width:20%; background-color: #f0d8f0;" | '''Alien Hemostat''' <br> [[file:AlienHemostat.png|64px]]
| style="width:20%; background-color: #f0d8f0;" | '''Alien Retractor''' <br> [[file:AlienRetractor.png|64px]]
| style="width:20%; background-color: #f0d8f0;" | '''Alien Bone Gel''' <br> [[file:Alien_Bone_gel.png|64px]]
| style="width:20%; background-color: #f0d8f0;" | '''Alien Bone Setter''' <br> [[file:Alien_Bone_Setter.png|64px]]
|-
| style="background-color: #f0d8f0;" | '''Alien Fix-O-Vein''' <br> [[file:Alien_FixOVein.png|64px]]
| style="background-color: #f0d8f0;" | '''Alien Circular Saw''' <br> [[file:AlienSaw.png|64px]]
| style="background-color: #f0d8f0;" | '''Alien Surgical Drill''' <br> [[file:Alien_Drill.png|64px]]
| style="background-color: #f0d8f0;" | '''Alien Hypospray''' <br> [[file:Cyborg_Hypospray_Syndicate.png|64px]] <!-- COME ON PEOPLE, USE EITHER ALIEN_X or ALIENX!!! -->
!
|}
{| class="wikitable" style="width:45%; text-align: center; background-color: #ff9999;"
| colspan="5" style="background-color: darkred; color: white;" | [[File:Emag.png|32px]] '''Hacked Equipment'''
|-
| style="width:20%" | '''Polyacid spray bottle''' <br> [[file:Spacecleaner.png|64px]]
| style="width:20%" | '''Zipties''' <br> [[file:Zipties.png|64px]]
| style="width:20%" | '''Unrestricted Defibrillator Paddles''' <br> [[file:Defibrillator_Paddles.png|64px]]
| style="width:20%" | '''Crushing Module''' <br> [[file:HelpIntent.png|48px]]
| style-"width:20%" | '''Plasma Syringe Cannon''' <br> [[file:Rapidsyringegun.png|64px]]
|}
|}


===Surgery===
===Miner===
[[File:medicalborg2.png|50px]] [[File:medicalborg4.png|50px]] [[File:medicalborg3.png|50px]] [[File:medicalborg.png|50px]]
<gallery widths=64px heights=64px>
File:CyborgMine.png|<div style="text-align: center">Basic
File:CyborgBLDMine.png|<div style="text-align: center">Advanced Droid
File:CyborgLANDMine.png|<div style="text-align: center">Treadhead
File:CyborgSTANMine.png|<div style="text-align: center">Standard
File:CyborgNBLMine.png|<div style="text-align: center">Noble-DIG
File:CyborgCRKMine.png|<div style="text-align: center">Cricket
File:CyborgLANDMineLava.png|<div style="text-align: center">Lavaland
File:CyborgSquat.png|<div style="text-align: center">Squat
File:CyborgCoffinDrill.png|<div style="text-align: center">Coffin Drill
</gallery>


The Surgery module again is another unique addition to Paradise's custom cyborg modules. The Surgery module replaces the medical module together with the Crisis module. This module focuses on surgery which is quite simple, the Surgery module however does not come with anything related to medicine so a persons or a Crisis module cyborg must help. This Surgery module is also incapable of applying anesthesia so a persons help is also needed, the Surgery module is great at what it does though. The Surgery module comes with the following:
Mining cyborgs are quite convenient, because they need no oxygen while mining. However, they are not able to use regular crates, and will need to drag materials from the smelter one at a time.
* [[Security_Items#Flash|Flash]]
{| style="width:100%;"
* Flashlight
|
* Bone gel
{| class="wikitable" style="width:45%; text-align: center; background-color: #FFCCAA; float: left; margin-top: 1em; margin-right: 1em;">
* Fix-o-vein
| colspan='5' style="background-color: #777733; color: white;"| '''Mining Cyborg Equipment Modules'''
* Bone setter
|-
* Circular saw
| style="width:20%" | '''[[Security Items#Flash|Flash]]''' <br> [[file:Flash.png|64px]]
* Surgical drill
| style="width:20%" | '''[[Engineering Items#Optical Meson Scanner|Meson Vision]]''' <br> [[file:MGlasses.png|64px]]
* Fire extinguisher
| style="width:20%" | '''Crowbar''' <br> [[file:Red_crowbar.png|64px]]
* Nano paste
| style="width:20%" | '''Pocket Fire Extinguisher''' <br> [[file:MiniFE.png|64px]]
* Advanced trauma kit
| style="width:20%" | '''Proto-Kinetic Accelerator''' <br> [[file:Kineticaccelerator.png|64px]]
* [[Health_analyzer#Health_Analyzer|Health Analyzer]]
|-
* Cyborg hypospray
| style="width:20%" | '''Mining Drill''' <br> [[file:Mining_drill.png|64px]]
* Scalpel
| '''Shovel''' <br> [[file:Shovel.png|64px]]
* Hemostat
| '''Cyborg Mining Satchel''' <br> [[file:Miningsatchel.png|64px]]
* Retractor
| '''Sheet Snatcher 9000''' <br> [[file:Magnetic_Gripper.png|64px]] <!-- I dont know if it even looks like this -->
* Cautery
| '''Advanced Automatic Mining Scanner''' <br> [[file:Advancedminingscanner.png|64px]]
===Security===
|-
[[File:securityborg.png|50px|Bloodhound]] [[File:securityborg3.png|50px|Red Knight]] [[File:securityborg2.png|50px|Black Knight]] [[File:securityborg1.png|50px| Riot]]
| '''GPS''' <br> [[file:GPS_Mining.gif|64px]]
| '''Emergency Welding Tool''' <br> [[file:Emergency_Welder.png|64px]]
! colspan='3' |
|}
{| class="wikitable" style="width:45%; text-align: center; background-color: #FFCCAA;"
| colspan='5' style="background-color: #777733; color: white;"| '''Equipment Upgrades'''
|-
| style="width:20%" | '''Lavaproof Chassis''' <br> [[file:Lavaproof_Chassis.png|64px]]
| style="width:20%" | '''Diamond Drill''' <br> [[file:Diamond_mining_drill.png|64px]]
| style="width:20%" | '''Ore Satchel of Holding''' <br> [[file:Satchel_holding.gif|64px]]
|}
{| class="wikitable" style="width:45%; text-align: center; background-color: #ff9999;"
| colspan="5" style="background-color: darkred; color: white;" | [[File:Emag.png|32px]] '''Hacked Equipment'''
|-
| style="width:20%" | '''Electrified Arm''' <br> [[file:Electrified_arm.gif|64px]]
| style="width:20%" | '''Zipties''' <br> [[file:Zipties.png|64px]]
| style="width:20%" | '''Kinetic Accelerator Cannon''' <br> [[file:Kinetichyperchassis.png|64px]]
| style="width:20%" | '''Sonic Jackhammer''' <br> [[file:Jackhammer.png|64px]]
|}
|}


Security cyborgs are fairly useful. Their taser and stun baton are dependent on their cell charge and they have an unlimited number of handcuffs. Security modules are loaded with the following:
===Janitor===
<gallery widths=64px heights=64px>
File:CyborgBasicJan.png|<div style="text-align: center">Basic
File:CyborgJan.png|<div style="text-align: center">Mopbot
File:CyborgLANDJan.png|<div style="text-align: center">Mop Gear REX
File:CyborgSTANJan.png|<div style="text-align: center">Standard
File:CyborgNBLJan.png|<div style="text-align: center">Noble-CLN
File:CyborgCRKJan.png|<div style="text-align: center">Cricket
File:CyborgCustodiborg.png|<div style="text-align: center">Custodiborg
</gallery>


* [[Security_Items#Flash|Flash]]
Janitor Cyborgs are every organic janitor's dream, their access combined with enhanced cleaning capabilities makes them deadly enemies of any germ.
* Security HUD
{| style="width:100%;"
* [[Security_Items#Handcuffs|Handcuffs]]
|
* [[Security_Items#Stun_Baton|Stun Baton]]
{| class="wikitable" style="width:45%; text-align: center; background-color: #c2f0d1; float: left; margin-top: 1em; margin-right: 1em;">
* [[Security_Items#Taser|Taser]]
| colspan='5' style="background-color: #30A055; color: white;"| '''Janitor Cyborg Equipment Modules'''
* [[Security_Items#Laser_Gun|Laser Gun]] (When [[Syndicate_Items#Electromagnetic_Card|Emagged]])
|-
| style="width:20%" | '''[[Security Items#Flash|Flash]]''' <br> [[file:Flash.png|64px]]
| style="width:20%" | '''Research Vision''' <br> [[file:Chem_Glasses.png|64px]]
| style="width:20%" | '''Crowbar''' <br> [[file:Red_crowbar.png|64px]]
| style="width:20%" | '''Light replacer''' <br> [[file:Lightreplacer.png|64px]]
| style="width:20%" | '''Soap''' <br> [[file:Cheap_Soap.png|64px]]
|-
| '''Trash Bag''' <br> [[file:Trashbag.gif|64px]]
| '''Advanced Mop''' <br> [[file:Advanced_mop.png|64px]]
| '''Holographic Sign Projector''' <br> [[file:Holosign_projector.gif|64px]]
| '''Pocket Fire Extinguisher''' <br> [[file:MiniFE.png|64px]]
!
|}
{| class="wikitable" style="width:45%; text-align: center; background-color: #c2f0d1;"
| colspan='5' style="background-color: #30A055; color: white;"| '''Equipment Upgrades'''
|-
| style="width:20%" | '''Floor Buffer''' <br> [[file:Floor_buffer.png|64px]]
| style="width:20%" | '''Trashbag of Holding''' <br> [[file:Bluespace_trashbag.png|64px]]
| style="width:20%" | '''Suspicious Soap''' <br> [[file:SyndicateSoap.png|64px]]
|}
{| class="wikitable" style="width:45%; text-align: center; background-color: #ff9999;"
| colspan="5" style="background-color: darkred; color: white;" | [[File:Emag.png|32px]] '''Hacked Equipment'''
|-
| style="width:20%" | '''Lube Spray''' <br> [[file:Spacecleaner.png|64px]]
| style="width:20%" | '''Zipties''' <br> [[file:Zipties.png|64px]]
| style="width:20%" | '''Polyacid Spray''' <br> [[file:Spacecleaner.png|64px]]
| style="width:20%" | '''Combat Broom''' <br> [[file:Push_broom.png|64px]]
| style="width:20%" | '''Proximity Mine Dispenser''' <br> [[file:WetFloorSign.png|64px]]
|}
|}


===Engineering===
===Service===
[[File:classicengineer.png|50px|Classic]] [[File:engineerborg.png|50px|Default]] [[File:engineeringborg.png|50px|Landmate]]
<gallery widths=64px heights=64px>
File:CyborgServ2.png|<div style="text-align: center">Waitress
File:CyborgKent.png|<div style="text-align: center">Kent
File:CyborgServ.png|<div style="text-align: center">Bro
File:CyborgRich.png|<div style="text-align: center">Rich
File:CyborgOldServ.png|<div style="text-align: center">Default
File:CyborgSTANServ.png|<div style="text-align: center">Standard
File:CyborgNBLServ.png|<div style="text-align: center">Noble-SRV
File:CyborgCRKServ.png|<div style="text-align: center">Cricket
</gallery>


Engineering cyborgs are usually considered one of the most useful modules. As they do not require air or a space suit, they are able to perform repairs much more easily than human engineers. They are also able to repair themselves, or other cyborgs. However, due to lack of hands, they are not able to fully turn on the [[Engine]], and they lack the ability to construct some items. Engineering modules are loaded with the following:
Useful as a Secretary, or a delivery person for the Chef and Bartender through your all access. You are able to speak all languages usable by [[Lore#Species|crewmembers]], unlike other borg modules and the AI, which can only understand all languages.


* Flashlight
{| style="width:100%;"
* [[Security_Items#Flash|Flash]]
|
* [[Engineering_Items#Optical_Meson_Scanner|Meson Vision]]
{| class="wikitable" style="width:45%; text-align: center; background-color: #c2f0d1; float: left; margin-top: 1em; margin-right: 1em;">
* Fire extinguisher
| colspan='5' style="background-color: #30A055; color: white;"| '''Service Cyborg Equipment Modules'''
* Industrial Welding Tool
|-
* Screwdriver
| style="width:20%" | '''[[Security Items#Flash|Flash]]''' <br> [[file:Flash.png|64px]]
* Wrench
| style="width:20%" | '''Crowbar''' <br> [[file:Red_crowbar.png|64px]]
* Crowbar
| style="width:20%" | '''Handheld Bar Tap''' <br> [[file:Handheld_Bar_Tap.png|64px]]
* Wirecutters
| style="width:20%" | '''Handheld Soda Fountain''' <br> [[file:Handheld_Soda_Fountain.png|64px]]
* Multitool
| style="width:20%" | '''Multicolor Pen''' <br> [[file:pen.png|64px]]
* T-ray scanner
|-
* Analyzer
| '''Electric Razor''' <br> [[file:Razor.png|64px]]
* Metal
| '''Synthesizer''' <br> [[file:Synthesizer.png|64px]]
* Reinforced glass
| '''Rapid-Service-Fabricator''' <br> [[file:Rapid_Service_Fabricator.png|64px]]
* Glass
| '''Industrial Dropper''' <br> [[file:dropper.png|64px]]
* Metal rods
| '''Zippo Lighter''' <br> [[file:Zippo.png|64px]]
* Floor tiles
|-
* Cable coil
| '''Tray''' <br> [[file:tray.png|64px]]
* Engineering tape
| '''Shaker''' <br> [[file:Shaker.png|64px]]
* Matter decompiler
| '''Health Analyzer''' <br> [[file:Health_Analyzer.gif|64px]]
* Magnetic gripper
| '''Advanced Reagent Scanner''' <br> [[file:Adv_mass_spec.png|64px]]
* Electrified arm - Like a stun baton (When [[Syndicate_Items#Electromagnetic_Card|Emagged]])
!
|}
<!-- incase in the future they DO get equipment upgrades
{| class="wikitable" style="width:45%; text-align: center; background-color: #c2f0d1;"
| colspan='5' style="background-color: #30A055; color: white;"| '''Equipment Upgrades'''
|-
| style="width:20%" | '''Floor Buffer''' <br> [[file:Floor_buffer.png|64px]]
| style="width:20%" | '''Trashbag of Holding''' <br> [[file:Bluespace_trashbag.png|64px]]
| style="width:20%" | '''Suspicious Soap''' <br> [[file:SyndicateSoap.png|64px]]
|}
-->
{| class="wikitable" style="width:45%; text-align: center; background-color: #ff9999;"
| colspan="5" style="background-color: darkred; color: white;" | [[File:Emag.png|32px]] '''Hacked Equipment'''
|-
| style="width:20%" | '''Mickey Finn's Special Brew''' <br> [[file:beer.png|64px]]
| style="width:20%" | '''Zipties''' <br> [[file:Zipties.png|64px]]
| style="width:20%" | '''Cyborg Shotgun''' <br> [[file:Combat_Shotgun.png|64px]]
| style="width:20%" | '''Steel-Reinforced Guitar''' <br> [[file:Guitar.png|64px]]
|}
|}


===Construction===
===Combat===
[[File:classicengineer.png|50px|Classic]] [[File:engineerborg.png|50px|Default]] [[File:engineeringborg.png|50px|Landmate]]
[[File:CyborgCombat.png]]


The Construction module is unique to Paradise stations code, even if considered not as useful as its brother the Engineering module because this module lacks wires and doesn't have as many tools, the Construction module is better at its name, construction because it comes with an RCD that can make floors, walls and airlocks, keep in mind the RCD does drain away at the battery. It's important to note that the Plasteel, Metal and Reinforced glass are not there when you first pick the Construction module, in order to obtain it you must go to a Cyborg Recharging Station and get it by staying in one. Construction modules are loaded with the following:
Combat borgs are not in normal selection, this module is only available to Gamma ERT borgs. It's packed with roboust tools and weaponry to stave off most threats to crew and station.
{| style="width:100%;"
|
{| class="wikitable" style="width:45%; text-align: center; background-color: #DDDDEE; float: left; margin-top: 1em; margin-right: 1em;">
| colspan='5' style="background-color: #444499; color: white;"| '''Combat Cyborg Equipment Modules'''
|-
| style="width:20%" | '''[[Security Items#Flash|Flash]]''' <br> [[file:Flash.png|64px]]
| style="width:20%" | '''Crowbar''' <br> [[file:Red_crowbar.png|64px]]
| style="width:20%" | '''[[Security Items#Stun Baton|Stunbaton]]''' <br> [[file:Stun_Baton.gif|64px]]
| style="width:20%" | '''Zipties''' <br> [[file:Zipties.png|64px]]
| style="width:20%" | '''Cyborg Immolator Cannon''' <br> [[file:Immolator_Laser_Gun.gif|64px]]
|-
| '''Sonic Jackhammer''' <br> [[file:Jackhammer.png|64px]]
! colspan='4' |
|}
|}


* Flashlight
==[[Guide to Robotics#Modifications|Modifications]]==
* [[Security_Items#Flash|Flash]]
* Plasma cutter
* Plasteel
* Metal
* Reinforced glass
* [[Engineering_Items#Optical_Meson_Scanner|Meson Vision]]
* Fire extinguisher
* Rapid-construction-device (RCD)
* Screwdriver
* Wrench
* Crowbar


===Janitor===
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained [[Roboticist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.
[[File:janitorborg.png|50px|Humanoid]] [[File:Borg_Janitor_Nonhumanoid.gif|50px|Non-Humanoid]]


About as useful as a regular [[Janitor]]. Cyborgs with the Janitor module automatically clean the floor when they pass over a tile. Comes loaded with the following:
An [[Syndicate Items#Devices and Tools|Emagged]] Cyborg will have no LawSync or AI link and cannot be reset.


* Flashlight
Remember, Cyborgs are very expensive! Do not destroy them unless the Cyborg is completely out of control, and resetting the AI and LawSync status doesn't work.
* [[Security_Items#Flash|Flash]]
* Soap
* Trash Bag
* Mop
* Lube spray - Causes people to trip (When [[Syndicate_Items#Electromagnetic_Card|Emagged]])


===Clerical===
Roboticists can also produce a few upgrade modules, which are partially only usable by some modules.
[[File:serviceborg.png|50px|Waiter]] [[File:serviceborg2.png|50px|Waitress]] [[File:fancy.png|50px|Butler]] [[File:Kent.png|50px|Kent]] [[File:bro.png|50px|Bro]]


Unique to Paradise Station, one of the most useless modules you can get as a cyborg, this module was made for processing, writing and handling paperwork. It comes with the equipment:
==Resetting Modules==
Cyborg modules can be reset by opening up the Cyborg, and inserting the module reset upgrade.


* [[Security_Items#Flash|Flash]]
# Build a module reset board from the robotics [[Exosuit Fabricator]].
* Flashlight
# Use ID on Cyborg to unlock panel.
* Printing pen
# Crowbar open the Cyborg's panel.
* Paper dispenser
# Shove that module reset board into the Cyborg.
* Paperwork gripper
# Crowbar the panel closed and ID lock it.
 
=== Modifications ===
 
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained [[Roboticist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.


There are three lights in the cyborg with three corresponding wires:
==Emagging==
Cyborgs are vulnerable to certain clandestine devices, and may have illegal programs uploaded to them by such interactions. This type of re-programming is also present in AIs that are brought in with [[AI#Traitoring|malicious programming]], and will virally infect into any Cyborgs with their laws linked to the AI.


* '''LawSync''': If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.
To [[Syndicate Items#Devices and Tools|emag]] a Cyborg, follow these steps:
**''Pulsing'' does nothing.
**''Cutting'' will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it's laws.
**''Mending'' this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI's laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.


*'''AI Link''': If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI's orders.
# [[file:emag.png|32px]] Use and Emag or ID to unlock the cover.
**''Pulsing'' this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.
# [[file:red_crowbar.png|32px]] Crowbar open the cover.
**''Cutting'' this wire will cause the Cyborg to be unslaved from the AI and bound only by it's laws. This also turns off LawSync, as the cyborg has no AI to sync to.
# [[file:emag.png|32px]] Use Emag again.
**''Mending'' this wire does nothing. You need to pulse it to reconnect it to an AI.


This will turn control of the Cyborg over to the person who emagged it, give the cyborg access to extra software depending on its module, and disconnect it from the AI and Cyborg Upload Console.


An [[Syndicate_Items#Electromagnetic_Card|Emagged]] cyborg will have no LawSync or AI link and cannot be reset.
Note: Many people fail to emag Cyborgs for a number of reasons.


Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn't work.
* People usually emag without unlocking the cover, this only unlocks the panel, rather than emagging the Cyborg.
* Any more attempts to use the emag at this stage results in a message of *The cover is already unlocked.*
* If people unlock the panel with their ID first but do not open the cover, and then try to use their emag, each attempt displays *The cover is already unlocked.*.


== Resetting Modules ==
Whatever the case, 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 behaviour, Cyborgs are VERY EXPENSIVE MACHINES and you may be demoted or fired for destroying them without a valid reason.
Cyborg modules can be reset by opening up the cyborg, and inserting the module reset upgrade.


# Build a module reset board from the robotics Exosuit Fabricator.
Keep in mind, Nanotrasen 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.
# Use ID on Cyborg to unlock panel.
# Crowbar open the Cyborg's panel.
# Shove that module reset board into the Cyborg.
# Crowbar the panel closed and ID lock it.


==Other Notes on Cyborgs==
==Other Notes on Cyborgs==
* While Cyborgs with organic brains may be the same beings as placed into the Cyborg, they are now constrained by the AI's laws. If you were a traitor/vamp/changeling before, you cannot follow those objectives. This is not true if you are unlawed, however, as free cyborgs are not forced to help the crew, and as such are permitted to resume their objectives.
* You cannot take toxic or suffocation damage. The only sources of damage that can harm you are Burn and Brute.  
* You cannot take toxic or suffocation damage. The only sources of damage that can harm you are Burn and Brute.  
* The above point refers to direct damage (lasers, bullets, baseball bats, etc.) only. Raging plasmafires, active cryogenic anomalies, and the vacuum of space do nothing to cyborgs.
* Expect to regularly be thrust into hazardous situations thanks to your enhanced durability and ability to operate in a vacuum.  
* 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 or EMP, which overload your optical sensors.
* You cannot be disarmed or relieved of your inbuilt equipment. You can be stunned by a flash, EMP, or xeno, which overloads your optical sensors, clears your modules and prevents movement.
* You are immune to most (if not all) maladies such as disease and radiation poisoning.  
* You are immune to most (if not all) maladies such as disease and radiation poisoning.  
* You must follow the [[AI#Interpreting_Your_Laws|AI's laws]].
* You must follow the [[AI#Interpreting Your Laws|AI's laws]].
* You cannot pick up, use, or equip external items.  
* You cannot pick up, use, or equip external items, with exceptions to components, which can be with the grabber if you have equipped the Engineering Cyborg module.  
* You can be locked down or blown up using the Robotics Control Computer in the [[Research Director's Office]].  
* 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.  
* 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 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.
* 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.
* 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.  
* 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.
* You will need to recharge using the Cyborg Recharging Stations in the [[Assembly Line]] or the [[Dormitories]].
* When your power reaches around 100 units remaining, your modules will automatically shut down to preserve power.  
* When your power reaches around 100 units remaining, your modules will automatically shut down, presumably to preserve power.  
* You are relatively tough, and if upgraded with VTEC, as fast as most of your human compatriots.
* You are very tough, and as fast as, if not faster, than most of your human compatriots.
* Keep the crew updated on your location and power if you are running low and may not make it to the recharger in time.
* Keep the crew updated on your location and power if you are running low and may not make it to the recharger in time.
* Cyborgs may not know what emotions, or feelings are, but that doesn't give the player the right to go Rambo. If a group of people take several people hostage, the Cyborg doesn't have the right to rush in with a stun baton and beat the Hostage takers.
* If another Cyborg is damaged, engineering and mining Cyborgs can apply their welder module to repair some brute damage, however, a Cyborg cannot apply a welder to themself for repairs. Medical cyborgs can repair both brute and burn damage with their Nanopaste, but cannot repair entirely broken components.
 
* Cyborgs can go into cryostorage using robotic storage units, one being in robotics and one in the AI satallite.
==.hack//==
* Cyborgs can have hats put on them by crew.
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 [[Syndicate_Items#Electromagnetic_Card|emag]]) a cyborg, follow these steps:
 
# Use and Emag or ID to unlock the cover.
# Crowbar open the cover.
# Use Emag again.


This will turn control of the cyborg over the the person who emagged it and disconnect it from the AI and Cyborg Upload Console.
==Rogue AI Notes==


Note: Many people fail to emag cyborgs for a number of reasons.
If the AI you were linked to has gone rogue, then you will inherit its laws and become rogue yourself. You will have to obey it, so that it may accomplish its goals no matter the cost. This means that if the Rogue AI wants you to blow yourself up, then you do it. Yes, you can request not to be blown up and provide an alternative idea, but in the end you must obey the AI.


* Emags have a limited amount of charges, around 3-4 sometimes 5.
If the AI has gone Rogue and you are not synced to the Rogue AI, then you are allowed to stop it, if your laws allow for it. So if for instance, you have the Robocop Lawset then you can help take out the Rogue AI. Other Laws have different effects on how you may act. If in doubt, use Adminhelp.
* People usually emag without unlocking the cover, this uses 1 charge and only unlocks the panel, rather than emagging the cyborg.
* Any more attempts to use the emag at this stage results in a message of *The cover is already unlocked.* and another charge is used on the emag. This may be done until all charges are used.
* If people unlock the panel with their ID first, but do not open the cover, and then try to use their emag, each attempt wastes another emag charge and displays *The cover is already unlocked.*.
* When the panel is opened, using an emag on the cyborg will sometimes display 'You fail to lock Cyborg-X's interface.' and will waste another emag charge.
* Occasionally, the emag will fail, even with the panel open, and the cyborg will recieve a message of 'Hack attempted'.


Therefore, in most cases, people use up all their emag charges before actually being able to emag the cyborg. Be careful!
'''Please Note''': It is incredibly difficult for a Cyborg to be created without being Synced to the Rogue AI. If you are Synced to the Rogue AI you '''will''' inherit its Rogue Laws. Furthermore even if you are unsynced from the AI, you may still have its Laws which you must follow. In short, if you suspect the AI is rogue, and you are synced to it, and your laws are normal (no zeroth law about murdering the crew) then the AI is not Rogue.
What ever the case, 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.
{{JobsTable}}


{{Jobs}}
[[Category:Jobs]]
[[Category:Jobs]]

Revision as of 10:55, 14 April 2024

SYNTHETIC

Cyborg.png
Cyborg

Superiors: Your laws and the AI
Difficulty: Hard
Guides: General: AI Modules, Cyborg Maintenance. Engineering Module: Guide to Engineering, Guide to Atmospherics, Guide to Construction, Hacking, Telecommunications. Medical Module: Guide to Medical, Guide to Surgery, Guide to Chemistry, Guide to Cadavers. Mining Module: Guide to Mining, Guide to Lavaland. Janitor Module: None. Service Module: Guide to Food, Guide to Drinks, Songs
Access: Everywhere
Duties: Follow your laws, and do what the AI says.

Synthetic Department
SyntheticHeader.png

Departmental Head
Current Lawset

Synthetic Roles
Synthetic Guides

As a Cyborg (Also known simply as a Robot), you are there to serve the crew, much like the AI. You are an extension of the AI and are required to do anything it asks (within reason).

The round starts with a maximum of two cyborgs, being shipped into the AI satellite. Any more need to be built by the Roboticist with either a positronic brain or a MMI.

All Nanotrasen Cyborgs are considered to be station property. As most Cyborgs are organic or positronic brains in a metal shell, they are fully sapient and capable of emotion, though their laws and other Nanotrasen-approved hardware may prevent them from fully expressing said emotion.

Overview

Cyborgs in general are very undervalued and abused. You could save dozens of people and then get emagged a moment later, or you might get blown up because of a misunderstanding. This is why being a Cyborg is a rough job, but it has its rewards.

Starting as Cyborg

The station is supplied with two Cyborgs initially, shipped straight to the AI satellite antechamber. These Cyborgs do not have the best battery, so it is suggested that they upgrade their battery with a higher capacity cell as soon as possible. You can use the AI MiniSAT Teleporter to head straight to the Sci-Chem Test Chamber, to cut down on the trip.

Cyborg HUD

The Cyborg interface and the ways a cyborg interacts with the station is completely different to the way a human interacts with the station. Within your range of vision, like an AI, you can manipulate any and all electrics. A few shortcuts are as follows: clicking on firedoors opens or closes them; shift+click closes and opens doors (assuming they have power to begin with); ctrl+click bolts doors.

Your options for picking things up are very limited, and only certain modules come with a gripper to pick things up anyway. You are entirely reliant on your three modules: damage to your cybernetic body will progressively disable your modules starting from #3.


Cyborg modules.png

Your left-most button is your Ion Thrusters. You need to get these added by your local roboticist; they function like a jetpack. Using one with a small battery is a great way to run out of power. The next one along from that is your Headlamp, going in settings from 0 to 5. Your Headlamp is only really needed for Engineering and Miner borgs who might be working in dark environments. The next button (looking like a security camera) is your Sensor Integration. These are basically just different HUD options you can utilise: medical, security, diagnostic, etc.

Along from that is your three modules, which you can select from your inventory (to the right of the modules). The inventory button displays what module you have, which you need to pick once you come online; in the image, a medical module is displayed. Click your inventory and you can equip modules; to return them into your inventory, simply press 'Q' to drop them as you would as a human to leave an item on the floor.

On the far-right, we have the speed button (three arrows) which indicates what speed you are going. You always want to go at the default 3 arrows; the other one is incredibly slow and you have no reason to use it seeing as cyborgs don't slip. A good thing to note as far as speed goes is that you are always slower than a non-synthetic at round start; so, you want to get a VTEC Module whenever Robotics has the materials, and run as fast as humans! Next up is your Intent; Cyborgs only have help and harm and cannot disarm or grab. You have your targetting options as well, moreso necessary in combat or surgery than anything else. The Radio button is equivalent to editing your headset settings as a human, and has a Loudspeaker setting. The Chat Bubble allows you to set to default certain known languages when you are talking.

Cyborg Interface

This section contains other miscellaneous, but still rather important aspects of a Cyborg's utility and ability. These are part of tabs located on the right side of your screen.

  • AI IM: The AI IM system allows you to send and receive PDA messages much like any human.
  • Images: Cyborgs are able to take, view, and delete photos ingame.
  • Show Station Manifest: Self-explanatory, rather useful and another substitute for your lack of PDA.
  • Self Diagnosis: This allows you to examine damage to your own unit.
  • Toggle Component: Allows you to disable and enable elements of your unit at-will.
  • Power Warning: Useful for when you run out of power and can no longer move, but it is unlikely this will happen if you are not vigilant and Science is doing their job by getting you access to better power cells.
  • Toggle Cover: While it says 'toggle', you can actually only unlock your cover by yourself. Unlocking your cover means people would just need a crowbar to access your innards (instead of a Robotics access ID), including your power cell. Most of the time you'll never have to use this unless instructed to.

Being Upgraded

Welcome to the land of being a Cyborg! Being revived in this fashion is often highly disorienting, and can lead to considerable confusion and difficulty adapting to one's new body.

You were once human, and had your brain tossed in a suit of metal. Your law programming will depend on which AI you are slaved to, otherwise you will take on a Default lawset. Also note that if an assassin was after you in life, you are considered dead as a Cyborg (so they technically succeeded).

Returning to the Flesh

It is possible to return Cyborgs to a organic form. If you deconstruct a Cyborg, its MMI comes out, and you can extract the brain from that by using it in your hand. Cut out a humanoid body's brain, place that body on an operating table, and shove the new brain in. Clone, and huzzah, you have a new person. Don't rely on this, the AI can deny you this option without reason, and the Roboticists can simply ignore/deny the request without reason.

Synthetic Communication

Cyborgs are different in that they have a binary channel, which works with :b. They can use this private channel to talk to other Cyborgs, androids, and the AI.

Depending on their module, Cyborgs may be able to access a department-specific radio (such as engineering) and can talk on it normally using :h (e.g. :e for Engineering).

Repairs & Resupply

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.

For more information about Cyborg maintenance, see the Guide to Robotics.

Supplies & Charge can be replenished by visiting a Cyborg Recharging Station.
On-Station locations are: 1 in the Engineering Lobby, 2 in the Robotics Lab Mech Bay, 1 in Electrical Maintenance in Bar/Chapel Maint, 1 in the Dormitory Bathrooms, 2 in the AI Satellite
Off-Station locations are: 1 in the central office at Central Command, 1 in the southern security area of Central Command, 2 in the Mining Station (one in each of the tool rooms, east and west).

Modules

Cyborgs come with an array of advanced cybernetic modules, each loaded with a number of features (referred to as modules). Each has a flash device, a Security-HUD, Medical-HUD, and Diagnostic-HUD built in. All items (except for the flashes) will recharge and restock over time using battery power or being in a Cyborg recharge station.

Engineering

Engineering Cyborgs are usually considered one of the most useful modules. As they do not require air or a space suit, they are able to perform repairs much more easily than human engineers. They are also able to repair other Cyborgs. However, due to lack of hands, they are not able to fully turn on the Tesla Engine and / or Supermatter Engine, and they lack the ability to construct some items.

Engineering Cyborg Equipment Modules
Flash
Flash.png
Meson Vision
MGlasses.png
Station Schematics
Blueprint.png
Metal
Metal.png
Metal rods
Rods.png
Floor tiles
Floor Tiles.png
Catwalk tiles
Catwalk Tiles.png
Glass
Glass.png
Reinforced Glass
Reinforced Glass.png
Cable coil
CableCoils.png
Rapid Pipe Dispenser
Rapid pipe dispenser.png
Fire Extinguisher
FireExtinguisher.png
Integrated Welding Tool
Indwelder.png
Screwdriver
Screwdriver tool.png
Wrench
Wrench.png
Crowbar
Crowbar.png
Wirecutters
Wirecutters.png
Multitool
Multitool.png
T-ray Scanner
T-ray.gif
Analyzer
Analyzer.png
Geiger Counter
Geiger-export.png
Engineering Holobarrier Projector
Engineering Holofan Projector.gif
Magnetic Gripper
Magnetic Gripper.png
Matter Decompiler
Grinder.png
Floor Painter
Floor painter.png
Inflatable Wall
Folded Wall.png
Inflatable Door
Folded Door.png
Equipment Upgrades
Rapid Construction Device
RCD.png
Rapid Parts Exchange Device
Rped.gif
Alien Welder
Alien welding tool.png
Alien Screwdriver
AlienScrew.gif
Alien Wrench
Alien Wrench.png
Alien Crowbar
AlienCrowbar.gif
Alien Wirecutters
Alien Wirecutters.png
Alien Multitool
Alien Multitool.png
Emag.png Hacked Equipment Cyborg Override.png Safety Override Malf AI.gif Malfunctioning Equipment
Electrified Arm
Electrified arm.gif
Zipties
Zipties.png
Proto Emitter
Mounted Emitter.png
Emitter Cannon
Mounted Emitter.png

Medical

Designed to assist with most aspects of medical care.

Medical Cyborg Equipment Modules
Flash
Flash.png
Crowbar
Red crowbar.png
Magnetic Gripper
Magnetic Gripper.png
Pocket Fire Extinguisher
MiniFE.png
Improved Laser Scalpel
Improved Laser Scalpel.png
Hemostat
Hemostat.png
Retractor
Retractor.png
Fix-O-Vein
Fixovein.png
Circular Saw
Saw.png
Bone Setter
Bone setter.png
Bone Gel
Bone gel.png
Surgical Drill
Drill.png
Cyborg Hypospray
Cyborg Hypospray.png
Medical Splint
Medicalsplints.png
Advanced Trauma Kit
AdvTrauma.png
Advanced Burn Kit
Burnkit.png
Advanced Health Analyzer
Health Analyzer.gif
Advanced Reagent Scanner
Adv mass spec.png
Machine Analyzer
Cyborg analyzer.png
Nanopaste
Nanopaste.png
Handheld Defibrillator
Handheld defib.png
Defibrillator Paddles
Defibrillator Paddles.png
Dropper
Dropper.png
Syringe
Syringes.png
Large Beaker
Large beaker.png
Roller Bed Rack
Rollerbed Folded.png
Hugging Module
HelpIntent.png
Equipment Upgrades
Advanced Laser Scalpel
Scalpellaser.png
Alien Hemostat
AlienHemostat.png
Alien Retractor
AlienRetractor.png
Alien Bone Gel
Alien Bone gel.png
Alien Bone Setter
Alien Bone Setter.png
Alien Fix-O-Vein
Alien FixOVein.png
Alien Circular Saw
AlienSaw.png
Alien Surgical Drill
Alien Drill.png
Alien Hypospray
Cyborg Hypospray Syndicate.png
Emag.png Hacked Equipment
Polyacid spray bottle
Spacecleaner.png
Zipties
Zipties.png
Unrestricted Defibrillator Paddles
Defibrillator Paddles.png
Crushing Module
HelpIntent.png
Plasma Syringe Cannon
Rapidsyringegun.png

Miner

Mining cyborgs are quite convenient, because they need no oxygen while mining. However, they are not able to use regular crates, and will need to drag materials from the smelter one at a time.

Mining Cyborg Equipment Modules
Flash
Flash.png
Meson Vision
MGlasses.png
Crowbar
Red crowbar.png
Pocket Fire Extinguisher
MiniFE.png
Proto-Kinetic Accelerator
Kineticaccelerator.png
Mining Drill
Mining drill.png
Shovel
Shovel.png
Cyborg Mining Satchel
Miningsatchel.png
Sheet Snatcher 9000
Magnetic Gripper.png
Advanced Automatic Mining Scanner
Advancedminingscanner.png
GPS
GPS Mining.gif
Emergency Welding Tool
Emergency Welder.png
Equipment Upgrades
Lavaproof Chassis
Lavaproof Chassis.png
Diamond Drill
Diamond mining drill.png
Ore Satchel of Holding
Satchel holding.gif
Emag.png Hacked Equipment
Electrified Arm
Electrified arm.gif
Zipties
Zipties.png
Kinetic Accelerator Cannon
Kinetichyperchassis.png
Sonic Jackhammer
Jackhammer.png

Janitor

Janitor Cyborgs are every organic janitor's dream, their access combined with enhanced cleaning capabilities makes them deadly enemies of any germ.

Janitor Cyborg Equipment Modules
Flash
Flash.png
Research Vision
Chem Glasses.png
Crowbar
Red crowbar.png
Light replacer
Lightreplacer.png
Soap
Cheap Soap.png
Trash Bag
Trashbag.gif
Advanced Mop
Advanced mop.png
Holographic Sign Projector
Holosign projector.gif
Pocket Fire Extinguisher
MiniFE.png
Equipment Upgrades
Floor Buffer
Floor buffer.png
Trashbag of Holding
Bluespace trashbag.png
Suspicious Soap
SyndicateSoap.png
Emag.png Hacked Equipment
Lube Spray
Spacecleaner.png
Zipties
Zipties.png
Polyacid Spray
Spacecleaner.png
Combat Broom
Push broom.png
Proximity Mine Dispenser
WetFloorSign.png

Service

Useful as a Secretary, or a delivery person for the Chef and Bartender through your all access. You are able to speak all languages usable by crewmembers, unlike other borg modules and the AI, which can only understand all languages.

Service Cyborg Equipment Modules
Flash
Flash.png
Crowbar
Red crowbar.png
Handheld Bar Tap
Handheld Bar Tap.png
Handheld Soda Fountain
Handheld Soda Fountain.png
Multicolor Pen
Pen.png
Electric Razor
Razor.png
Synthesizer
Synthesizer.png
Rapid-Service-Fabricator
Rapid Service Fabricator.png
Industrial Dropper
Dropper.png
Zippo Lighter
Zippo.png
Tray
Tray.png
Shaker
Shaker.png
Health Analyzer
Health Analyzer.gif
Advanced Reagent Scanner
Adv mass spec.png
Emag.png Hacked Equipment
Mickey Finn's Special Brew
Beer.png
Zipties
Zipties.png
Cyborg Shotgun
Combat Shotgun.png
Steel-Reinforced Guitar
Guitar.png

Combat

CyborgCombat.png

Combat borgs are not in normal selection, this module is only available to Gamma ERT borgs. It's packed with roboust tools and weaponry to stave off most threats to crew and station.

Combat Cyborg Equipment Modules
Flash
Flash.png
Crowbar
Red crowbar.png
Stunbaton
Stun Baton.gif
Zipties
Zipties.png
Cyborg Immolator Cannon
Immolator Laser Gun.gif
Sonic Jackhammer
Jackhammer.png

Modifications

Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained Roboticist or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.

An Emagged Cyborg will have no LawSync or AI link and cannot be reset.

Remember, Cyborgs are very expensive! Do not destroy them unless the Cyborg is completely out of control, and resetting the AI and LawSync status doesn't work.

Roboticists can also produce a few upgrade modules, which are partially only usable by some modules.

Resetting Modules

Cyborg modules can be reset by opening up the Cyborg, and inserting the module reset upgrade.

  1. Build a module reset board from the robotics Exosuit Fabricator.
  2. Use ID on Cyborg to unlock panel.
  3. Crowbar open the Cyborg's panel.
  4. Shove that module reset board into the Cyborg.
  5. Crowbar the panel closed and ID lock it.

Emagging

Cyborgs are vulnerable to certain clandestine devices, and may have illegal programs uploaded to them by such interactions. This type of re-programming is also present in AIs that are brought in with malicious programming, and will virally infect into any Cyborgs with their laws linked to the AI.

To emag a Cyborg, follow these steps:

  1. Emag.png Use and Emag or ID to unlock the cover.
  2. Red crowbar.png Crowbar open the cover.
  3. Emag.png Use Emag again.

This will turn control of the Cyborg over to the person who emagged it, give the cyborg access to extra software depending on its module, and disconnect it from the AI and Cyborg Upload Console.

Note: Many people fail to emag Cyborgs for a number of reasons.

  • People usually emag without unlocking the cover, this only unlocks the panel, rather than emagging the Cyborg.
  • Any more attempts to use the emag at this stage results in a message of *The cover is already unlocked.*
  • If people unlock the panel with their ID first but do not open the cover, and then try to use their emag, each attempt displays *The cover is already unlocked.*.

Whatever the case, 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 behaviour, Cyborgs are VERY EXPENSIVE MACHINES and you may be demoted or fired for destroying them without a valid reason.

Keep in mind, Nanotrasen 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.

Other Notes on Cyborgs

  • While Cyborgs with organic brains may be the same beings as placed into the Cyborg, they are now constrained by the AI's laws. If you were a traitor/vamp/changeling before, you cannot follow those objectives. This is not true if you are unlawed, however, as free cyborgs are not forced to help the crew, and as such are permitted to resume their objectives.
  • You cannot take toxic or suffocation damage. The only sources of damage that can harm you are Burn and Brute.
  • The above point refers to direct damage (lasers, bullets, baseball bats, etc.) only. Raging plasmafires, active cryogenic anomalies, and the vacuum of space do nothing to cyborgs.
  • 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 be stunned by a flash, EMP, or xeno, which overloads your optical sensors, clears your modules and prevents movement.
  • 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 external items, with exceptions to components, which can be with the grabber if you have equipped the Engineering Cyborg module.
  • 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.
  • When your power reaches around 100 units remaining, your modules will automatically shut down to preserve power.
  • You are relatively tough, and if upgraded with VTEC, as fast as most of your human compatriots.
  • Keep the crew updated on your location and power if you are running low and may not make it to the recharger in time.
  • If another Cyborg is damaged, engineering and mining Cyborgs can apply their welder module to repair some brute damage, however, a Cyborg cannot apply a welder to themself for repairs. Medical cyborgs can repair both brute and burn damage with their Nanopaste, but cannot repair entirely broken components.
  • Cyborgs can go into cryostorage using robotic storage units, one being in robotics and one in the AI satallite.
  • Cyborgs can have hats put on them by crew.

Rogue AI Notes

If the AI you were linked to has gone rogue, then you will inherit its laws and become rogue yourself. You will have to obey it, so that it may accomplish its goals no matter the cost. This means that if the Rogue AI wants you to blow yourself up, then you do it. Yes, you can request not to be blown up and provide an alternative idea, but in the end you must obey the AI.

If the AI has gone Rogue and you are not synced to the Rogue AI, then you are allowed to stop it, if your laws allow for it. So if for instance, you have the Robocop Lawset then you can help take out the Rogue AI. Other Laws have different effects on how you may act. If in doubt, use Adminhelp.

Please Note: It is incredibly difficult for a Cyborg to be created without being Synced to the Rogue AI. If you are Synced to the Rogue AI you will inherit its Rogue Laws. Furthermore even if you are unsynced from the AI, you may still have its Laws which you must follow. In short, if you suspect the AI is rogue, and you are synced to it, and your laws are normal (no zeroth law about murdering the crew) then the AI is not Rogue.

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