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	<id>http://wiki.skyrat13.space/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Marrone</id>
	<title>Skyrat - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="http://wiki.skyrat13.space/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Marrone"/>
	<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php/Special:Contributions/Marrone"/>
	<updated>2026-05-13T14:16:09Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=User:Marrone&amp;diff=10996</id>
		<title>User:Marrone</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=User:Marrone&amp;diff=10996"/>
		<updated>2022-04-14T14:54:09Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Corporate_Regulations&amp;diff=10995</id>
		<title>Corporate Regulations</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Corporate_Regulations&amp;diff=10995"/>
		<updated>2022-04-14T14:20:51Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Adds formatted security policy to the corporate regulations page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Corporate Regulations&amp;quot;&amp;gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;Notice: Last updated on 26/03/2022&amp;lt;/div&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;Preface&amp;lt;/div&amp;gt;=&lt;br /&gt;
&#039;&#039;&#039;Station Control and Conflict Management Regulations&#039;&#039;&#039; (Space Law) &#039;&#039;&#039;SCCMR&#039;&#039;&#039;, colloquially known as ‘Corporate Regulations’, is Nanotrasen’s corporate law, it does &#039;&#039;&#039;not&#039;&#039;&#039; apply everywhere besides stations belonging to NT. Whilst Nanotrasen’s own security isn’t present on some frontier stations, Lopland security enforces corporate law.&lt;br /&gt;
&lt;br /&gt;
According to the laws of SolGov, NanoTransen lacks the authority or judicial privileges to execute an individual. Fortunately or perhaps unfortunately, such transgressions are rarely looked into on the frontiers.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;SCCMR&#039;&#039;&#039; is not secret. The Head of Security &amp;amp; Centcom Officials have in-depth knowledge of &#039;&#039;&#039;SCCMR&#039;&#039;&#039;. The Captain, Security, Head of Personnel, the Blueshield, the Lawyer(s) and Silicons are encouraged to have above-average knowledge of &#039;&#039;&#039;SCCMR&#039;&#039;&#039;. Everyone not mentioned has layman-level knowledge, apart from Antagonists, who can have as much knowledge on it as they like.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Your primary objective as security and/or antagonist is to &#039;&#039;&#039;create the best roleplay opportunities possible for the server and the biggest net-gain of fun for everyone involved.&#039;&#039;&#039; This is how you actually win at the game.&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h3&amp;gt; General Overview &amp;lt;/h3&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Corporate regulations are a form of cataloguing and classing behavior - criminal or nuisance.&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h3&amp;gt;Injunctions&amp;lt;/h3&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Injunctions are corrective measures to undesirable crew behavior. They can be issued with misdemeanors and higher punishments in place of or in addition to regular penalties. Plea bargains are common causes for injunctions. Injunctions require a paper copy. The suspect is entitled to a copy, the original must be stored.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Injunction Specifics&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background:#d93232;&#039; | &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Injunctions cannot impact on the suspects current ability to perform their duties.&#039;&#039;&#039;&amp;lt;/div&amp;gt; &lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;You MUST demote the suspect if the injunction would bar or significantly impair their ability to do their job.&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Example: You cannot bar a scientist from entering science; as it would prevent them from performing their Job.&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|• Injunctions may not last over thirty minutes.&lt;br /&gt;
|-&lt;br /&gt;
|• Injunctions may not prohibit the suspect from accessing any essential service - such as Medical &lt;br /&gt;
Treatment.&lt;br /&gt;
|-&lt;br /&gt;
|• Injunctions listed as a penalty only require the arresting Officer&#039;s approval to be put in place; but may be over-ruled by someone higher in the CoC (Chain Of Command)&lt;br /&gt;
|-&lt;br /&gt;
|• Injunctions not listed as a penalty require approval from the Warden, Head of Security or Captain (or acting).&lt;br /&gt;
|-&lt;br /&gt;
|• An injunction can be taken as a plea bargain and must always have the suspect’s signature. The suspect is entitled to a paper copy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;Crime Tiers&amp;lt;/div&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
1.    &amp;lt;span style=&amp;quot;color:#92D050&amp;quot;&amp;gt;&#039;&#039;&#039;Infractions:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Generally mild crimes. Punishments are usually five minutes in the holding cell or a fine.&lt;br /&gt;
&lt;br /&gt;
2.    &amp;lt;span style=&amp;quot;color:#FFD965&amp;quot;&amp;gt;&#039;&#039;&#039;Minor Misdemeanors:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Crimes that warrant detainment. Sentences are usually ten minutes or a fine.&lt;br /&gt;
&lt;br /&gt;
3.    &amp;lt;span style=&amp;quot;color:#FF9961&amp;quot;&amp;gt;&#039;&#039;&#039;Major Misdemeanors:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Serious crimes that warrant extended detainment. Sentences are usually twenty minutes or work in the labor camp.&lt;br /&gt;
&lt;br /&gt;
4.    &amp;lt;span style=&amp;quot;color:#C55911&amp;quot;&amp;gt;&#039;&#039;&#039;Minor Felonies:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Very serious crimes that warrant admittance into general population prison. Usually twenty five minutes or work in the labor camp.&lt;br /&gt;
&lt;br /&gt;
5.    &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;Major Felonies:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Exceptional crimes that result in either permanent incarceration until transfer to a secure facility or execution.&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;Crime Stacking&amp;lt;/div&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
       All unique crimes covered by corporate regulations stack with other unique charges, meaning that someone may give an increased sentence to for engaging in multiple crimes but someone may not be given an increased sentence for multiple counts of the same crime, with multiple cases of murder being an exception and allowed to be charged individually.&lt;br /&gt;
       For example, you may charge someone for the murder of 2 different crewmembers but you can not charge them for the theft of 2 items or possessing multiple contraband items, in these cases you only charge the most severe type.&lt;br /&gt;
=&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;Criminal Offenses&amp;lt;/div&amp;gt;=&lt;br /&gt;
===Note: For current Contraband laws, see [[#Contraband Table|Contraband]]===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;h3&amp;gt;Quick Code Reference&amp;lt;/h3&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&#039;text-align:center; background-color:#FFFFFF;&#039;border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#AEAAAA; width=&#039;75px&#039;   |Code&lt;br /&gt;
! style=&#039;background-color:#92D050; width=&#039;200px&#039;  |Infraction 1XX&lt;br /&gt;
! style=&#039;background-color:#FFD965; width=&#039;200px&#039;  |Minor Misdemeanor 2XX&lt;br /&gt;
! style=&#039;background-color:#FF9961; width=&#039;200px&#039;  |Major Misdemeanor 3XX&lt;br /&gt;
! style=&#039;background-color:#C55911; width=&#039;200px&#039;  |Minor Felony 4XX&lt;br /&gt;
! style=&#039;background-color:#FF0000; width=&#039;200px&#039;  |Major Felony 5XX&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background:#AEAAAA;&#039; |XX1&lt;br /&gt;
|style=&#039;background:#92D050;&#039; |Battery&lt;br /&gt;
|style=&#039;background:#FFD965;&#039; |Assault &#039;&#039;&#039;(ABH)&#039;&#039;&#039;&lt;br /&gt;
|style=&#039;background:#FF9961;&#039; |Assault &#039;&#039;&#039;(GBH)&#039;&#039;&#039;&lt;br /&gt;
|style=&#039;background:#C55911;&#039; |Murder&lt;br /&gt;
|style=&#039;background:#FF0000;&#039; |Annihilation&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background:#AEAAAA;&#039; |XX2&lt;br /&gt;
|style=&#039;background:#92D050;&#039; |Vandalism&lt;br /&gt;
|style=&#039;background:#FFD965;&#039; |Damage to station infrastructure&lt;br /&gt;
|style=&#039;background:#FF9961;&#039; |Sabotage&lt;br /&gt;
|style=&#039;background:#C55911;&#039; |Grand Sabotage&lt;br /&gt;
|style=&#039;background:#FF0000;&#039; |Terrorism&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background:#AEAAAA;&#039; |XX3&lt;br /&gt;
|style=&#039;background:#92D050;&#039; |Disorderly Conduct&lt;br /&gt;
|style=&#039;background:#FFD965;&#039; |Rioting&lt;br /&gt;
|style=&#039;background:#FF9961;&#039; |Inciting a riot&lt;br /&gt;
|style=&#039;background:#C55911;&#039; |&lt;br /&gt;
|style=&#039;background:#FF0000;&#039; |Mutiny&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background:#AEAAAA;&#039; |XX4&lt;br /&gt;
|style=&#039;background:#92D050;&#039; |Petty theft&lt;br /&gt;
|style=&#039;background:#FFD965;&#039; |Theft&lt;br /&gt;
|style=&#039;background:#FF9961;&#039; |Robbery&lt;br /&gt;
|style=&#039;background:#C55911;&#039; |Grand Theft&lt;br /&gt;
|style=&#039;background:#FF0000;&#039; |Enemy of the Station&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background:#AEAAAA;&#039; |XX5&lt;br /&gt;
|style=&#039;background:#92D050;&#039; |Animal Cruelty&lt;br /&gt;
|style=&#039;background:#FFD965;&#039; |Violating an Injunction&lt;br /&gt;
|style=&#039;background:#FF9961;&#039; |Assault of an Officer&lt;br /&gt;
|style=&#039;background:#C55911;&#039; |&lt;br /&gt;
|style=&#039;background:#FF0000;&#039; |&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background:#AEAAAA;&#039; |XX6&lt;br /&gt;
|style=&#039;background:#92D050;&#039; |Abuse of Equipment&lt;br /&gt;
|style=&#039;background:#FFD965;&#039; |Abuse of Confiscated Equipment*&lt;br /&gt;
|style=&#039;background:#FF9961;&#039; |Escaping Confinement&lt;br /&gt;
|style=&#039;background:#C55911;&#039; |&lt;br /&gt;
|style=&#039;background:#FF0000;&#039; |&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background:#AEAAAA;&#039; |XX7&lt;br /&gt;
|style=&#039;background:#92D050;&#039; |Trespassing&lt;br /&gt;
|style=&#039;background:#FFD965;&#039; |Narcotics Distribution and Manufacture&lt;br /&gt;
|style=&#039;background:#FF9961;&#039; |Grand trespass&lt;br /&gt;
|style=&#039;background:#C55911;&#039; |&lt;br /&gt;
|style=&#039;background:#FF0000;&#039; |&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background:#AEAAAA;&#039; |XX8&lt;br /&gt;
|style=&#039;background:#92D050;&#039; |Obstruction of Justice&lt;br /&gt;
|style=&#039;background:#FFD965;&#039; |Medical Malpractice&lt;br /&gt;
|style=&#039;background:#FF9961;&#039; |Manslaughter&lt;br /&gt;
|style=&#039;background:#C55911;&#039; |&lt;br /&gt;
|style=&#039;background:#FF0000;&#039; |&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background:#AEAAAA;&#039; |XX9&lt;br /&gt;
|style=&#039;background:#92D050;&#039; |Rubbernecking&lt;br /&gt;
|style=&#039;background:#FFD965;&#039; |Eavesdropping&lt;br /&gt;
|style=&#039;background:#FF9961;&#039; |Abuse of Executive Powers*&lt;br /&gt;
|style=&#039;background:#C55911;&#039; |&lt;br /&gt;
|style=&#039;background:#FF0000;&#039; |&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background:#AEAAAA;&#039; |X10&lt;br /&gt;
|style=&#039;background:#92D050;&#039; |Creating a Workplace Hazard&lt;br /&gt;
|style=&#039;background:#FFD965;&#039; |Unlawful Restraint&lt;br /&gt;
|style=&#039;background:#FF9961;&#039; |Unlawful Restraint of an Officer&lt;br /&gt;
|style=&#039;background:#C55911;&#039; |&lt;br /&gt;
|style=&#039;background:#FF0000;&#039; |&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background:#AEAAAA;&#039; |X11&lt;br /&gt;
|style=&#039;background:#92D050;&#039; |Insubordination*&lt;br /&gt;
|style=&#039;background:#FFD965;&#039; |Eavesdropping&lt;br /&gt;
|style=&#039;background:#FF9961;&#039; |Destruction of a Cybernetic Unit&lt;br /&gt;
|style=&#039;background:#C55911;&#039; |&lt;br /&gt;
|style=&#039;background:#FF0000;&#039; |&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background:#AEAAAA;&#039; |X12&lt;br /&gt;
|style=&#039;background:#92D050;&#039; |&lt;br /&gt;
|style=&#039;background:#FFD965;&#039; |Damage to Cybernetic Units&lt;br /&gt;
|style=&#039;background:#FF9961;&#039; |Unlawful tampering with a Cybernetic Unit&lt;br /&gt;
|style=&#039;background:#C55911;&#039; |&lt;br /&gt;
|style=&#039;background:#FF0000;&#039; |&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background:#AEAAAA;&#039; |X13 &lt;br /&gt;
|colspan=&amp;quot;5&amp;quot; style=&#039;background-color:#7B7B7B&#039;; |&#039;&#039;&#039;Accessory to Crime&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background:#AEAAAA;&#039; |X14&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot; style=&#039;background-color:#8EAADB&#039;; |&#039;&#039;&#039;[[#Contraband Table|Contraband Possesion Based on its tier]].&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background:#AEAAAA;&#039; |&#039;&#039;&#039;Sentence&#039;&#039;&#039;&lt;br /&gt;
|style=&#039;background:#92D050;&#039; |&#039;&#039;&#039;5 minutes&amp;lt;br&amp;gt;500 mining points/250 credits&#039;&#039;&#039;&lt;br /&gt;
|style=&#039;background:#FFD965;&#039; |&#039;&#039;&#039;10 minutes&amp;lt;br&amp;gt;1000 mining points/500 credits&#039;&#039;&#039;&lt;br /&gt;
|style=&#039;background:#FF9961;&#039; |&#039;&#039;&#039;20 minutes&amp;lt;br&amp;gt;2000 mining points/No option to pay damages.&#039;&#039;&#039;&lt;br /&gt;
|style=&#039;background:#C55911;&#039; |&#039;&#039;&#039;25 minutes&amp;lt;br&amp;gt;Prisoner may spend it mining if agreed upon&#039;&#039;&#039;&lt;br /&gt;
|style=&#039;background:#FF0000;&#039; |&#039;&#039;&#039;Perma, Execution&amp;lt;br&amp;gt;Forced Labour Depending on severity&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt; &amp;lt;b&amp;gt;To be charged with Accessory to Crime someone must willingly and knowingly participate in an illegal act. Not reporting a crime is not illegal and it does not constitute Accessory to Crime nor Obstruction of Justice.&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
{{Template:Contraband}}&lt;br /&gt;
&amp;lt;h2&amp;gt;Usage Notes&amp;lt;/h2&amp;gt;&lt;br /&gt;
*Any weapon being brandished or misused can be considered mid-level contraband&lt;br /&gt;
&lt;br /&gt;
*Certain items would be considered contraband after being seen in use. Those are marked with their respective grade colour.&lt;br /&gt;
&lt;br /&gt;
*It is not contraband if the person with the item is intended to have it, obviously. For example, you can&#039;t charge a security officer for having a disabler, nor &amp;lt;i&amp;gt;inherently&amp;lt;/i&amp;gt; can you charge a virologist for having a sample of a harmful virus.&lt;br /&gt;
&lt;br /&gt;
*You are only allowed to apply one contraband charge, of the highest tier item you find.&lt;br /&gt;
&lt;br /&gt;
*The Captain or Head of Security can authorise the use of contraband, though a written document must be provided. The document may be waived in case of emergency.&lt;br /&gt;
&lt;br /&gt;
*Calls to arm the crew automatically waive contraband laws regarding firearms and melee weapons of high-level or lower.&lt;br /&gt;
&lt;br /&gt;
*Miners are permitted to use weapons off-station freely while mining, but cannot have them drawn on station and must keep them non-visible whenever possible.&lt;br /&gt;
&lt;br /&gt;
*Remember to gauge intent if possible. A firearm loaded with non-lethal ammunition could (and likely should) be considered lower contraband than one which is loaded lethally. Levels of contraband can be raised or lowered for specific cases, though use this in good faith.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Exemptions and specific details&amp;lt;/h2&amp;gt;&lt;br /&gt;
*&amp;lt;b&amp;gt;Ammunition&amp;lt;/b&amp;gt; - Anyone with a weapons license is exempt, naturally.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Armour Vests&amp;lt;/b&amp;gt; - Security, Command, The Blueshield, and the bartender are all exempt.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Flashes&amp;lt;/b&amp;gt; - Heads of staff and roboticists are exempt.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Jaws of Life&amp;lt;/b&amp;gt; - Engineers, atmos techs, and the CE are naturally exempt, as well as paramedics.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Recreational Drugs&amp;lt;/b&amp;gt; - Space drugs and anything of similar effect&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Non-Prescription Drugs&amp;lt;/b&amp;gt; - Mindbreaker toxin or other chems which do not have lasting or damaging effects. A prescription signed by medical staff can waive this.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Hard Drugs&amp;lt;/b&amp;gt; Cocaine, meth, krokodil, or anything on the same level that can cause significant harm to users. A signed and stamped prescription from the CMO alone can authorise small volumes of these to be carried.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Any Firearm (without a license)&amp;lt;/b&amp;gt; The bartender has a license for their shotgun and their shotgun alone. Space explorers may have weapons, if they have a license. Vanguard Operatives are licensed. Charges can be lowered to mid- or low-level contraband considering the circumstances involved. Be careful not to equate a double-barrelled shotgun with some beanbags to a Bulldog with a mag of lethals.  &lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Hard Drug Stockpile&amp;lt;/b&amp;gt; - Large quantities of hard drugs. Any excess that would not fit in a single pill bottle may be considered here, or in a single regular box for things like cocaine.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Syndicate Uplink&amp;lt;/b&amp;gt; An incredibly high-value item that should not be toyed around with. Any device with access to the Syndicate black market must be handled with the utmost care. Under no circumstances should security officers be purchasing things from this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h1&amp;gt;Detailed Crime Information.&amp;lt;/h1&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h3&amp;gt;Infractions&amp;lt;/h3&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:green&amp;quot;&amp;gt;Battery - 101&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To use physical force against someone without intent to seriously injure the target.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Repeated attempts at disarming (more than 3), tabling, non-lethal chokeholds, minor punching (less than four), smashing bottles on heads, and stunning are all considered battery. For serious harm, see Assault.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This is meant to punish people for spamshoving/shittery; Consent is however, key here. Dont punish two people for battery for fighting in the corridors consensually - charge them with disorderly conduct. It&#039;s honestly up to you if you want them to pay the fine for a second offence, just don&#039;t let a rich person commit ten acts of battery over time and just keep paying the fines.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:green&amp;quot;&amp;gt;Vandalism- 102&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;Any willful behavior aimed at destroying, altering, or defacing property belonging to another.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Smashing windows, smashing random vending machines and spray painting or just vandalising rooms and hallways in general.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:green&amp;quot;&amp;gt;Disorderly Conduct - 103&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To be intentionally and publicly belligerent, exposed indecently, offensive or in general - a nuisance.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Spamming offensive racial terms over common, slurs included - being a general nuisance, screaming down your microphone.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This is meant to allow sec to fine people for spamming &#039;Ligger&#039; and other offensive terms over comms, in public, ecetera, or just being a general nuisance to the station&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:green&amp;quot;&amp;gt;Petty Theft - 104&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To take items from areas one lacks access to, or to take items belonging to others or the station as a whole.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them is guilty of Petty Theft.  For more serious cases, see Theft or Robbery&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Don&#039;t abuse this to brig an assistant for taking spare cable coils; use it to punish hoarders (hardsuits, medical supplies ecetera)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:green&amp;quot;&amp;gt;Animal Cruelty - 105&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To Inhumanely injure, torture or otherwise abuse animals.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| This crime exists for the CMO randomly killing runtime in their office; Not to punish chefs who kill monkeys or Pete in their back fridge; Take into consideration the intent - does it align with their job?&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This is ideally meant to punish people who randomly kill station pets.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:green&amp;quot;&amp;gt;Abuse of Equipment - 106&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To utilize security/non-lethal equipment in an illegitimate fashion.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| The use of disabling devices, such as Flashes, Batons, Tasers/Disablers, and non-lethal rounds, outside the range of one&#039;s assigned duties. This should cover non-sec using items i.e. greytide with a flash randomly flashing people&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Try and go for people abusing things in a way that&#039;s actually harmful.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:green&amp;quot;&amp;gt;Trespassing - 107&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To be in an area which a person lacks authorized ID access for. This counts for general areas of the station.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Remember that people can break in, sneak in, or be let in. Always check that the suspect wasn&#039;t let in, or was otherwise given access. Trespass and Theft are often committed together; both sentences should be applied. For restricted areas, see Major Trespass.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Needs to be clear that this is for trespassing only i.e. the door was open, the AI let them in, or they followed someone in.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:green&amp;quot;&amp;gt;Obstruction of Justice - 108&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt; An act that corruptly or by threats or force, or by any threatening letter or communication, influences, obstructs, or impedes, or endeavors to influence, obstruct, or impede, the due administration of justice.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| While similar to Accessory, this charge is for situations such as destruction of evidence, stopping or frustrating officers while in pursuit of suspects and similar.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:green&amp;quot;&amp;gt;Rubbernecking - 109&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;Observing a scene of an accident, crime or emergency in an unduly manner.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| The security department is not immune from rubbernecking, as not every engineering or medical emergency requires their presence. The first professional responder at the site of the emergency takes full authority on who is allowed to be present, with their supervisor being able to replace that authority at any time. Obstructing an arrest is included in this.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Use this to disperse an undue crowd that may end up interfering with security operations; or in general, use it to get people to back off on a threat of being fined - Don&#039;t abuse this to instantly baton somebody the second you see them enter a crime scene.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:green&amp;quot;&amp;gt;Creating a Workplace Hazard - 110&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To endanger the crew or station through negligent or irresponsible, but not deliberately malicious, actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Good examples of this crime involves accidentally causing a small gas leak, slipping hazard, accidently electrifying doors, breaking windows to space, or Security personnel not keeping their equipment secure.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:green&amp;quot;&amp;gt;Insubordination - 111&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To refuse a lawful, reasonable order from a superior member of staff; relevant Head of Staff or otherwise.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| To deliberately ignore, mal-interpret (maliciously perform) or in general refute your head of staffs or relevant superiors orders. Resisting demotion is considered Insubordination.&lt;br /&gt;
The Captain or the Command member of their respective department may push for a demotion on top of the sentence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This is to punish people deliberately disobeying orders; that is, if they are lawful orders. You cannot charge someone with Insub for refusing to follow an unlawful order.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h3&amp;gt;Minor Misdemeanors&amp;lt;/h3&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Assault (Actual Bodily Harm) - 201&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To use excessive physical force against someone without the apparent intent to kill them.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| This is for anything above battery, and below grevious bodily harm. Defined as causing injuries that are detrimental to one&#039;s health. Breaking someone&#039;s leg in a manner that is recoverable is ABH. Severring a leg is GBH. Keep in mind the advances in medical technology make previously dehabilitating injuries less so. Soft critical condition comes under ABH. Hard critical condition under GBH.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; You will almost never require medical reparations be paid, because healthcare is almost always free. Yes, in real life, crippling a leg is grevious bodily harm. But it&#039;s the future, and we can fix this surprisingly easy and fast.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Damage to Station Infrastructure - 202&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To deliberately damage the station or station property to a moderate degree.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Destroying random airlocks and/or firelocks, smashing departamental machinery and shocking an airlock door in a hacking attempt are all examples of where these laws apply.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This is mostly meant to protect the station from greytiders breaking in everywhere; such as, people hacking doors. While not sabotage, is damage to station infrastructure.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Rioting - 203&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To engage or encourage riotous behaviour among yourself and fellow crewmates.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| People screaming for riots over the radio are not to be charged with this; refer to &#039;Inciting A Riot Instead&#039;; this is for people who actually engage in riotous behaviour - bashing windows, unlawfully protesting, assaulting officers.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Think about this carefully; are they a ringleader or someone swept up in the excitement of the riot? Charge accordingly.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Theft - 204&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To hinder the crew via theft of station assets in a way that results in a detrimental outcome.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|This exclusively covers things like hoarding engi hardsuits and extremely important viral vaccines during an outbreak or engine delamination. This is theft that is directly leading to the endangerment of the entire crew (versus grand theft; the theft of high priority items)&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This is entirely in place to punish hoarders who hoard hardsuits during a dangerous delamination that could potentially end the round (tesloose SM)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Violating an Injunction - 205&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To refuse to follow an injunction.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Charge people for this if they violate the terms of their injunction; Make sure to give them the benefit of the doubt where possible - An accidental encounter with someone is not violating a restraining order.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Used to punish people who deliberately go out of their way to void their injunction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Abuse of Confiscated Equipment - 206&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To take and use equipment confiscated as evidence outside of dire emergencies where no alternatives are present.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Evidence is not to be used for anything but evidence with the exception of the Syndicate Encryption Key. Anything used in a crime is considered evidence, this includes everything from tools, to guns, to emags. For general abuse of security equipment, see Abuse of Equipment.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This should be ahelped if anyone gets charged with it; using evidence is against server rules due to powergaming policy. This does not count as a rulebreak if an officer picks up a dropped gun in the middle of the firefight; and uses it to save their own life&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Narcotics Distribution and Manufacture - 207&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt; To distribute and/or manufacture narcotics and other controlled substances. For further information reference with the [[#Contraband Table|Contraband]] Tabel.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Forcing or tricking someone to consume illicit or harmful substances, such as space drugs, is Assault. For non-distributed drugs used for recreation, see Drug Possession.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This exists to hopefully help curtail botany distributing plants filled with mindbreaker, spacetoxin, mushroom hallucinogenic. Use it to curtail druglords; not somebody selling medicinal apples.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Medical Malpractice - 208&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To unethically operate, treat or otherwise injure a patient; or reveal private information.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Practising medicine as a doctor on a patient without their consent or otherwise betraying the trust of the patient. Denying medical treatment to someone in need as a doctor. A psychiatrist/psychotherapist may evaluate and issue a documented veto on anybody&#039;s ability to consent to treatment.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This exists to stop doctors from forcefully applying chloral hydrate to people who do not consent to treatment; and in general exists as an IC shield against shittery.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Unlawful Restraint - 210&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To unlawfully detain and hold a person without their consent; or lawful reasoning.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Unlawful Restraint can apply both to crewmates who have kidnapped another or security who is holding someone without any charges past the allowed limit.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Use this in good faith. Simply being dragged away with no bindings is not being unlaufully restrained.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Eavesdropping - 211&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To listen into private security, command or central command communications without proper authorisation.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| To listen in upon Security, Command OR CC Chatter. &lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This is used to punish people for stealing and using encryption keys with MALICIOUS intent. Intent is key here; You do not brig someone for taking the captains headset after they had died mysteriously in maint to report it over loud-voice.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Damage to Cybernetic Units - 212&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;to use excessive force against a Cyborg, AI Core or AI shell without the apparent intention to destroy it.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This is for anything above a few hits, and below destruction. Flashing, tipping or locking a borg/shell does not constitute damaging it and should be treated as using non-lethal tools on normal crew.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h3&amp;gt;Major Misdemeanors&amp;lt;/h3&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#FF9961&amp;quot;&amp;gt;Aggravated Assault (Grevious Bodily Harm) - 301&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To use excessive physical force resulting in severe or life-threatening harm&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Defined as causing injuries that are severely detrimental to someone&#039;s health. A detachment of limb, entering hard critical condition. Extreme psychological scarring can count, but must be diagnosed by a doctor of psychology. &lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Psychological harm cannot be faked to a psychologist. Use LOOC (Local Out of Character) with the psychologist and say if you&#039;re acting or not. If you&#039;re not, commit to it or it&#039;s an OOC issue. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#FF9961&amp;quot;&amp;gt;Sabotage - 302&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To damage or destroy a notable amount of station assets.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|This is reserved for high amounts of destruction to a limited area. For example, contained plasmafloods. It can also be used for low amounts of destruction to a large area. Siphoning the entire central primary hallway to a vacuum would be sabotage. A syndicate bomb and power sink come under here, unless the bomb destroys the AI or is placed in the Supermatter Engine. Intentionally disabling the gravity generator or disabling power for entire departments come under sabotage.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Practically, this is usually for bombings that don&#039;t fit under terrorism, or aren&#039;t big enough to be considered that severe of a crime.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#FF9961&amp;quot;&amp;gt;Inciting a Riot - 303&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;Deliberately inciting riotous behaviour among crewmembers.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| This is only used to punish ringleaders of the riots; the people who initially provoke and maintain the burning fire of rage within the mob.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Use this to punish ringleaders versus random people involved in the riot; intent is important once more.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#FF9961&amp;quot;&amp;gt;Robbery - 304&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To steal items from another&#039;s person via force or other forms of coercion such as threats&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Charge people with this for highway robbery - holding people at gunpoint/knifepoint, stealing their stuff and then letting them go; in more extreme cases, default to theft.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Used to punish people for threatening others into giving up valuable gear; bar life-saving situations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#FF9961&amp;quot;&amp;gt;Assault of an Officer - 305&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To cause serious but non-life threatening harm to a member of Command or Security. For disarming, grabbing, or stunning an officer during an arrest, see Resisting Arrest or Obstruction of Justice. Battery, Assault, and Aggravated Assault do not stack with this charge.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Use this for being hit with a toolbox or fire-extinguisher or the equivalent multiple times - things that will severely harm and injure you; but not pose a life-threatening risk.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Use this to punish people assaulting you with any weapon that does trauma; brute or burn or otherwise - specifically aimed at those who initiate the attack on an officer or member of command, for using force to resist arrest see the Violently Resisting Arrest modifier. Keep in mind what was used though; Fists and shoves are not assault, merely batterly&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#FF9961&amp;quot;&amp;gt;Escaping Confinement - 306&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;Breaking out of imprisonment or attempting to break others out of confinement.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|You cannot execute someone for escape attempts, unless those attempts result in a crime that would warrant such punishment. If you cannot contain someone, there&#039;s a modifier specifically for this, in which you are allowed an execution.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Arm blades that can pry open airlocks? Unless they consent to being left in a room with just walls (oblige this request), you can execute. If they can ventcrawl, offer them imprisonment in an environment with no vents, or execution. Pretty simple stuff to extrapolate. Don&#039;t forget to offer cyborgification as an option.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#FF9961&amp;quot;&amp;gt;Grand Trespass - 307&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;Being in a restricted area without prior authorization. This includes Security areas, Command areas (including EVA), the Engine Room, Atmos, or Toxins Research, Vault, and AI Core.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Intent is very important here; was it an accident or a deliberate trespass, did they break and enter in? All of this should be considered - their job especially. An engineer breaking and entering to trespass in the AI core should be treated as a malicious action; but if an assistant gets wormholed in, it should be treated as an accident without brig time. A door being left open, the AI letting them in, or they followed behind someone is still considered trespassing. There are some extenuating circumstances to this. A station engineer breaking into the vault to get an ore silo log to re-link protolathes if command staff are ignoring them for 10+ minutes and the silicons are refusing to open up or ignoring them, just ignore it. An engineer breaking into atmospherics to get an atmos hardsuit to fix a delaminating supermatter engine is just perfectly fine.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Intent is extremely important here; and the circumstances behind it. Don&#039;t punish people for the incompetence of command staff or saving the station.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#FF9961&amp;quot;&amp;gt;Manslaughter - 308&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To cause death to a person via deliberate attack or excessive negligence, without any intent to kill.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Any effort to prevent the resuscitation or cloning of the victim raises this to Murder. If any evidence of intent exists, see Murder.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Use this to punish people who accidentally kill someone if they break into their department; For example, an engineer critting an assistant with a welder, and said assistant then dying. &#039;&#039;&#039;IT IS IMPORTANT TO NOTE:&#039;&#039;&#039; Intent to provide aid(such as them using their epipen on the victim) must be present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#FF9961&amp;quot;&amp;gt;Abuse of Executive Powers - 309&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To over-reach your executive powers as a head of staff. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Excessive acts beyond the designated profession, active disrespect of the command chain or excessive amassing of power. To simplify; over-exercising your power as a head of staff to distribute orders to those you are not in control of; or attempting to give illicit orders.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This exists as a method for security to counter heads of staff abusing their power - for example - the HoP giving somebody all access; or a weapons permit without the HoS&#039;s permission - or relative head of staff.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#FF9961&amp;quot;&amp;gt;Unlawful Restraint of an Officer - 310&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt; To unlawfully detain and hold a member of Security, Command or Emergency Response Teams without their consent; or lawful reasoning.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#FF9961&amp;quot;&amp;gt;Destruction of a Cybernetic Unit - 311&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To use excessive force against a cyborg, AI core or AI shell with the intention to cause death.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This is for anything that kills or destroys a borg, AI shell or AI core, detonating them without explicit orders from the Research Director or Captain falls under this.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#FF9961&amp;quot;&amp;gt;Unlawful tampering with a Cybernetic Unit - 312&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To alter or modify the laws of an Artificial Intelligence or Cybernetic unit without clear and explicit authorisation from the Research Director or Captain.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Changing the laws of an AI or a Borg either through it&#039;s respective console or during the construction of the shell is unlawful tampering unless there is clear permission from the Research Director or it is done during a state of emergency caused by a Rogue AI. Remember, roboticists have the permission to construct borgs, not tamper with their laws.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h3&amp;gt;Minor Felonies&amp;lt;/h3&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#C55911&amp;quot;&amp;gt;Murder - 401&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To use excessive physical force with intention to cause death, or to actually cause death.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|If aid was rendered to the victim by the perpetrator afterwards, this may actually be Manslaughter. For attempted murder, use Assault GBH (301).&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This only counts as murder if the victim died due to a direct result of their actions; with no attempt made to aid them during their final moments. Intent is extremely important here, it can be the difference between manslaughter and murder. Unfortunately, unlike Dungeons &amp;amp; Dragon, you can&#039;t shoot someone in the face with buckshot non-lethally.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#C55911&amp;quot;&amp;gt;Grand Sabotage - 402&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To cause mass destruction and/or intentionally cause the delamination of a supermatter crystal, or to cause an unlawful permanent destruction of an Artificial Intelligence.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|See sabotage for causing a delamination through gross incompetence. The supermatter part only applies if it either delimates, or the sabotage is actually severe and not just three un-wrenched pipes. Putting X4 on the crystal chamber would fit this crime. Destroying multiple large rooms, or a large portion of a department would count as grand sabotage. This usually would require a maximum capacity bomb in the perfect spot, or one and a half in less optimal spots. Mass plasmaflooding also applies.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; The big difference between sabotage and grand sabotage is how expensive the damages are. The Supermatter Crystal is extremely expensive. A bunch of hallways aren&#039;t.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#C55911&amp;quot;&amp;gt;Grand Theft - 404&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To steal items of extreme value, or top secret information and/or documents.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Stealing top secret documents, 25+ research nodes, the Captain&#039;s antique laser gun, the nuclear authentication disk, nuclear bomb core, the station blueprints, and any part of the supermatter crystal. For things like door remotes and ID cards, see theft.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This is not solely for stealing &amp;quot;antag objectives&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h3&amp;gt;Major Felonies&amp;lt;/h3&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h4&amp;gt;Disclaimer&amp;lt;/h3&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;All of these crimes usually warrant execution upon the person being found; doubly so if they resist. These crimes usually require direct witnesses and confirmation to charge for. This means you should &#039;&#039;ideally&#039;&#039; be using these crimes as a last resort charge.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#FF0000&amp;quot;&amp;gt;Annihilation - 501&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;Complete destruction of the victim, where they are completely unrecoverable. This is only punishable with the loss of the victim’s brain.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|This is your bread and butter for serial bombers; if they end up killing someone past the point of revival, stack this and terrorism. To specify; This crime is &#039;&#039;only&#039;&#039; applied on instances where a victim cannot be revived because they have been &#039;&#039;&#039;destroyed&#039;&#039;&#039;. This does not count towards DNR people.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes&#039;&#039;&#039;: Use this to punish people who have been round removing via throwing brains into lava, space or otherwise cremating bodies.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#FF0000&amp;quot;&amp;gt;Terrorism - 502&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To create mass-destruction and/or terror for a political, racial, ideological or religious cause.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|This is specifically and only for what it is defined for. This is for &#039;&#039;&#039;terrorism&#039;&#039;&#039;, which under its definition, requires political, racial, ideological or religious motivation. Without it, it&#039;s something else. You may charge multiple cases of murder as multiple cases of murder, not terrorism.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; If a perpetrator opportunistically released a bomb, killing four security officers, because they&#039;re chasing the perpetrator down for mugging someone, it isn&#039;t terrorism. Seriously.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#FF0000&amp;quot;&amp;gt;Unjustified Mutiny - 503&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To act individually, or as a group, to overthrow or subvert the established Chain of Command without lawful and legitimate cause.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Mutiny is not as clear cut as it may seem, there may be a legitimate reason for their actions, such as their head of staff being utterly incompetent. Application of this crime should always be reviewed by a third party. If the perpetrator&#039;s actions are for the betterment of Nanotrasen, or the station as a whole, consider a lesser sentence, pardon, or promotion.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes&#039;&#039;&#039;: Use this to punish people who are wrongfully and randomly trying to incite mutinies. Dont punish people who had a legitimate reason for a mutiny (such as the captain ordering nuke-codes constantly). You&#039;ll probably never use this unless a revolution round somehow rolls.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#FF0000&amp;quot;&amp;gt;Enemy Of The Station - 504&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;Any entity, person or otherwise object that would pose a significant threat to the station, its crew in any way, shape or capacity; Read the notes for further information&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Any entity, person or otherwise object that would pose a significant threat to the station, its crew in any way, shape or capacity. Actions that may earn someone the charge of EotS include but are not limited to: sabotaging the Super Matter Crystal or HFR, sabotaging distro, attempting to detonate the on board self-destruct mechanism, the release of highly contagious and deadly viruses, the murder of 8 or more crew members and so forth. Nuclear operatives that declare war are by default declared enemies of the station&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This exists solely for detaining antagonists that have otherwise been terrorising the station without committing any other major crime (with proof). This has been temporarily added as a test; misusing of this will likely invoke a security ban. Use this only in good faith to detain bad faith actors. Do not try and push for execution unless they try to violently escape.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h3&amp;gt;Special Situations and Modifiers&amp;lt;/h3&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&#039;text-align:center; background-color:#ffffff;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#97de97;&#039; width=&#039;125px&#039;|Situation&lt;br /&gt;
! style=&#039;background-color:#97de97;&#039; width=&#039;200px&#039;|Notes&lt;br /&gt;
! style=&#039;background-color:#97de97;&#039; width=&#039;200px&#039;|Modifier&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violently Resisting Arrest&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;This refers to the prisoner battering and/or assaulting others in their attempts to resist arrest. Trying to to crawl away once being batoned is not considered &amp;quot;violently resisting arrest&amp;quot;, nor is running.&lt;br /&gt;
| &#039;&#039;Adds 10 minutes if the person being arrested engaged in assault of higher while resisting arrest&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Non-Violently Resisting Arrest&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Breaking free of cuffs and attempting to escape without harming anyone. Harm in this instance is defined by causing them damage. Shoving that  deals no brute damage is not considered harmful thus isn&#039;t considered violent.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Adds 2 minutes if the person being detained ran away or engaged in battery while resisting arrest&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Station-Wide Threat&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;If the prison is breached, lock the prisoners in a room that isn’t venting. If a tesloose or singuloose is approaching, evacuate the prison and take the prisoners towards a safe location. If the prisoner cannot reliably be kept in custody whilst transporting them away from imminent danger of death, consider paroling them.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Relocate the prisoner to a safe location, even if it risks them escaping, if the prison is under threat. During Delta-level threats, prisoners can be pardoned.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with Prosecution and/or Security&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Being helpful towards security by confessing conspirators, revealing other suspects and supplying information of value, such as revealing hostile agents.&#039;&#039;&lt;br /&gt;
| &#039;&#039;A decrease of up to 50% of sentence time or an instant release depending on the situation. In some cases, the suspect should be given protective custody.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defense&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;Suspects who are defending themselves or others from attack and are forced to retaliate and respond with proportionate force are to be excused. This does not excuse from grossly disproportionate responses. Someone punching you once does not warrant turning around and blasting their face with a pulse rifle.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Instant release.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deconversion&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;This pertains to any instance where the suspect was brainwashed or otherwise was not in control of their mind.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Instant release and expungement of any crimes committed whilst under converted.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Incapable of Secure Confinement&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;This refers to hostile creatures that have the ability to teleport outside of confinement, pry out of containment with ease or cannot be contained at all. Being stronger than usual and being able to snap the chains between handcuffs does not count as &amp;quot;incapable of secure confinement&amp;quot;, don&#039;t toy with this.&#039;&#039;&lt;br /&gt;
| &#039;&#039;You may push for execution if the suspect is violent and cannot be contained. If the suspect is non-violent, contact Central Command for a verdict.&#039;&#039; (OOC: This is a protection from over-zealous security players who are incapable of acting in good-faith.)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unregistered personnel&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Traders, P-T Crew coming to exchange goods or similar are considered visitors of the station and should not be arrested unless they break other laws. Use this Modifier in good faith&#039;&#039;&lt;br /&gt;
| &#039;&#039;Any non-visitor of the station must be part of the crew manifest, not being declared on it is met with detainment and holding until crew transfer.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Security Policy&amp;quot;&amp;gt;&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
This document is to serve as a set of guidelines, references and suggestion on how to handle common on station situations that you will be faced with as security and the expectations and limitations of each security role, it can not reasonably go over every specific interaction or situations that may appear so you are expected to use your best judgment when engaging with them.&lt;br /&gt;
&lt;br /&gt;
You have great authority and the ability to influence the round for better or worse so remember our first [https://docs.google.com/document/d/e/2PACX-1vSZhpRa4O0oZaAtaFVxG3DWGsRHKCSbhzNDjXS3F6_Sd-RpMsVjiVQxPjEGiivPTwIFcQ1z5lBm9m_C/pub#h.y14gqg5t847j guiding principle], &#039;&#039;be a good community member by being considerate of others and our fifth, produce a net gain of fun.&#039;&#039; Go by those and you’ll find yourself as a member of security that the people like to see in the department, be it crew, other security members or antags!&lt;br /&gt;
&lt;br /&gt;
=== The Security Guiding Principles ===&lt;br /&gt;
&lt;br /&gt;
# Remember to use the &#039;&#039;&#039;Combat Indicator&#039;&#039;&#039;, often referred to as the &#039;&#039;&#039;“CI”&#039;&#039;&#039;, as security you will find yourself engaging in mechanics more often than the average crewmate so having a solid understanding of when to use the &#039;&#039;&#039;CI&#039;&#039;&#039; is a must! Mistakes do happen but consistent failure to properly use the &#039;&#039;&#039;CI&#039;&#039;&#039; can and will result in a ban.&lt;br /&gt;
# You are expected to follow Corporate Regulations when feasible, though it can be skirted around if the other player is willing to play along with it, use it as a tool to generate RP not shut it down. For drastic actions that the Corporate Regulations do not prescribe, such as forced borging or hardcore torture&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;, you need to acquire OOC consent.&lt;br /&gt;
# Antagonists are an essential part of the round, they are the main conductors of this train, the driving force of the chapter that is the round so work together with them to create an interesting story. Don’t focus on catching them just for the sake of “winning” and try to avoid long sentences for cooperative and/or non-violent antagonists.&lt;br /&gt;
# Be aware of the meta protection placed around antag items. Generally speaking, if it’s non-obvious and/or disguised then you can’t recognise that item. For example: you can easily recognise an e-bow but you will not be able to recognise that something is a chameleon item until you see it being used to change its appearance.&lt;br /&gt;
# The head of your department is the “Head of Security”. If the captain finds this person problematic or demotes them, you are to remember that you work for Nanotrasen, not the Head of Security. Please keep this in mind during Head removals.&lt;br /&gt;
# If you are being demoted, role-play out the scenario and realize that it can happen. Do not attempt a one-person coup, if you want to contest it do so through RP. Present your case to a Lawyer, the HoP or even the Captain, do not make it your goal to fight and assault the HoS or Captain for demoting you.&lt;br /&gt;
# Crew life is valuable and you are expected to take the actions that will put the crew in the least amount of danger when dealing with threats.&lt;br /&gt;
# Being given the green light for lethals does &#039;&#039;&#039;not&#039;&#039;&#039; give you the permission to field execute someone. The fight ends when they enter crit and you should do your best to make sure they do not die in transit.&lt;br /&gt;
# You can roleplay as a corrupt security member, you can roleplay as a bully but do so with the goal to create interesting conflict for all involved, not shut down roleplay or create a toxic environment. You are not to ignore antagonistic behaviour that is a &amp;lt;u&amp;gt;threat to the station.&amp;lt;/u&amp;gt; It’s fine to take a bribe from someone who stole some medical tools or got into a fist fight, but for major crimes or higher you should avoid taking bribes or letting them free.&lt;br /&gt;
# ERP is allowed as security as long as you are not needed. On blue alert you are likely to be called and expected to respond to issues. On amber alert and above you are expected to drop your ERP and help manage the current situations. (With an exception regarding non-con against security staff)&lt;br /&gt;
&lt;br /&gt;
=== Procedures ===&lt;br /&gt;
&lt;br /&gt;
==== Arrests ====&lt;br /&gt;
Arrests often happen either on the spot as someone is seen engaging in a crime or reported and an officer responds in a timely manner, or when enough evidence of crime is gathered by security to set an arrest status on someone. While the former does not require an individual to be set to arrest, the procedure is mostly the same:&lt;br /&gt;
&lt;br /&gt;
* Grab their attention, it can be a message, an emote or just the Compli-o-nator from your mask.&lt;br /&gt;
* Go over their crimes and explain to them why they are being arrested.&lt;br /&gt;
* Depending on the severity it can either be handled on the spot or they can be taken into the brig for questioning or to be processed.&lt;br /&gt;
&lt;br /&gt;
If at any point they have shown that they will run away or skip to mechanics when officers hail them, you may skip those steps and go straight for arresting them.&lt;br /&gt;
&lt;br /&gt;
==== Brig Procedures        ====&lt;br /&gt;
The suspect is to be brought to the brig cuffed, if needed, and in a stable condition, make sure that they are not bleeding out while you drag them! Notify either the Head of Security or the Warden depending on availability and place them into a holding cell where you will check their personal belongings, go over their crimes, add them to their record if needed and either release them or process them. You may keep them without charging them for up to 10 minutes, time which &#039;&#039;&#039;must&#039;&#039;&#039; be subtracted from their sentence, in order to go over their belongings for contraband, try to get a brief interrogation or clear charges up with the other security members, but if you fail to charge them within those 10 minutes you &#039;&#039;&#039;must&#039;&#039;&#039; release them. If you are planning on a longer interrogation, you must do so while their timer is running and you can not keep them longer than their sentence unless you have clear OOC consent that they want to continue the long RP scene.&lt;br /&gt;
&lt;br /&gt;
If the crimes total to less than 15 minutes they are to be placed into an available cell and their personal belongings in its respective locker, non-violent prisoners are to be uncuffed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember,&#039;&#039;&#039; all items that can not be classified as contraband or evidence are to be returned to the person upon release.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;NOTE:&amp;lt;/u&amp;gt;&#039;&#039;&#039; While the Warden is the main person in charge of the brig and the prisoners that does not mean that they are the only person who process arrested individuals, make sure to help them out if tasks are piling up on them.&lt;br /&gt;
&lt;br /&gt;
==== Prison Procedures ====&lt;br /&gt;
In the case of a sentence that is longer than 15 minutes a prisoner will be processed for GENPOP, our system of managing long term sentences by using permabrig and timed lockers.&lt;br /&gt;
&lt;br /&gt;
The steps for processing a prisoner into prison, either for a long sentence or a permanent one are:&lt;br /&gt;
&lt;br /&gt;
* Escorting the prisoner to the prison lockers and removing from them all items. Contraband and evidence will go to their respective lockers, personal items to the personal locker of the prisoner, with the exception of items of significant religious or personal importance.  Do not remove their clothes &#039;&#039;&#039;unless&#039;&#039;&#039; they are a martial artist and it is not safe to leave them uncuffed.&lt;br /&gt;
* Use the locker interface to be given a prison ID card and jumpsuit for the prisoner. Enter their name, crime(s) and duration.&lt;br /&gt;
* Allow them to change either in a changing room or a cell room, put their clothes in their prisoner locker.&lt;br /&gt;
* Upon release make sure that their items are returned to them.&lt;br /&gt;
&lt;br /&gt;
If you are handling a violent martial artist and they have assaulted security staff during their incarceration you may ask the Head of Security or Captain for permission to pacify them via surgery. Remember simply &#039;&#039;&#039;having&#039;&#039;&#039; martial arts knowledge is not a crime nor is it punishable via pacification, assaulting people and using it as a tool to break out is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 1:&#039;&#039;&#039; Sometimes due to PRs or map resets the timed prisoner lockers are not available so it is recommended to either set a cell timer up to remind you of the sentence or keep track of time through something like an alarm on your phone, you can just do it by clock but it&#039;s likely you&#039;ll forget if things become hectic.        &lt;br /&gt;
&lt;br /&gt;
==== Executions ====&lt;br /&gt;
Before an execution can be carried out it &#039;&#039;&#039;must&#039;&#039;&#039; be approved by the Captain and Head of Security. If both undeniable evidence and proper authorisation is acquired, security may opt in to execute the person via lethal injection, electric chair or firing squad in the execution room. With the exception of terminating Unknown Biological Entities (ex: changelings), outside of extraordinary circumstances when it is not possible to do so, all executions are to be done through the above mentioned methods otherwise the ones who authorized and carried out the execution will face IC consequences or, in very extreme cases OOC consequences as well. For more details, consult [https://skyrat13.tk/wiki/index.php/Corporate_Regulations Corporate Regulations].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039;&amp;lt;/u&amp;gt; Declaring someone as &#039;&#039;&#039;D&#039;&#039;&#039;o &#039;&#039;&#039;N&#039;&#039;&#039;ot &#039;&#039;&#039;R&#039;&#039;&#039;evive is considered posthumous authorisation of an execution and requires the same authorisation as an execution.&lt;br /&gt;
&lt;br /&gt;
==== Hostage Situations ====&lt;br /&gt;
When dealing with a situation that involves hostages you are expected to first and foremost value the life of the crew, &#039;&#039;&#039;do not endanger the hostages just for the sake of catching a valid.&#039;&#039;&#039; Unless proven to be unable to do so, always assume that the hostage taker is able to and will follow up on their threats to kill or maim the hostages so approach with caution, engage with their demands, see what’s reasonable and can be arranged and try to work with them. If it’s not certain that there will be no crew casualties it’s advised that you negotiate until a dead end is met.&lt;br /&gt;
&lt;br /&gt;
==== Implant Searches ====&lt;br /&gt;
Security may find itself in situations where they suspect a captured agent of using implants, which may require an implant search, which can be done in either the brig infirmary or the medbay and either by a security medic or normal one depending on availability and risk of escape. Currently, security has metaknowledge on the following implant types:&lt;br /&gt;
&lt;br /&gt;
* Deadman switches, such as micro and macro bomb implants&lt;br /&gt;
* Micro EMP devices&lt;br /&gt;
* Micro Stealth Devices&lt;br /&gt;
* Micro cuff busting devices&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; You should only assume that an implant is at play when no other logical explanation can be given, such as someone stripped of gear releasing EMPs, someone threatening to explode with no visible detonator or explosive, etc… You should &#039;&#039;&#039;not&#039;&#039;&#039; do implant searches just because you know they exist.&lt;br /&gt;
&lt;br /&gt;
==== Riot Control ====&lt;br /&gt;
For an event to be considered a riot, 3 or more individuals must be disturbing the peace through violence, disorder or terror to the public. Riots may happen for many reasons, ranging from crew being unhappy with their conditions or leadership, an on station movement turning radical or even just a prisoner uprising.&lt;br /&gt;
&lt;br /&gt;
Once a riot situation has been reported, it is strongly advised that security regroups in the brig to ascertain the situation, determine the needed gear and form pairs. The Warden or Head of Security will be the one who decides how much gear is needed, though generally in cases of crowd control riot armour, tear gas, shields, non lethal long guns and flashbangs are often deployed, with a very strong recommendation against using lethal weapons.&lt;br /&gt;
&lt;br /&gt;
After the gear has been given out and the course of action decided, personnel are expected to head out in groups or pairs to avoid situations of being swarmed. Your goals should always be to break apart those crowds and non lethally detain individuals whenever possible so that the numbers may be thinned out slowly. Remember, if you feel like you risk being overwhelmed it is better to retreat and regroup than risk it!&lt;br /&gt;
&lt;br /&gt;
When the crowds have been dispersed and the instigators detained, it is expected to return riot equipment to the armory and move towards operating as usual, though it is still advised to be cautious as further incidents may happen.&lt;br /&gt;
&lt;br /&gt;
=== Labour camp ===&lt;br /&gt;
The Labour Camp, sometimes referred to as Gulag, is an alternative punishment method that may allow for detainees to be released earlier through work. For a prisoner to be eligible for the labour camp they must be:&lt;br /&gt;
&lt;br /&gt;
* Willing, a prisoner has to either agree to the request or ask for labour camp&lt;br /&gt;
** &#039;&#039;&#039;Exception:&#039;&#039;&#039; Crewmates that have been detained and charged 2 times or more or non-crew individuals do not have to consent to being sent to the labour camp, they can be forced into labour if the other 2 conditions are met.&lt;br /&gt;
* Physically fit, a prisoner that is blind, paraplegic, too injured or suffers from any disability that would make mining too dangerous or hard can not be made to do labour. Consult either a brig medic or a normal one if uncertain.&lt;br /&gt;
* Injected with a tracking implant or supervised by a member of security.&lt;br /&gt;
&lt;br /&gt;
Once those 3 conditions are met, the one sentencing them must convert their time into points via the labour camp console at a conversion rate of &#039;&#039;&#039;1 minute for 100 points&#039;&#039;&#039;, with a &#039;&#039;&#039;minimum&#039;&#039;&#039; of 5 minutes. Prisoners are to be sent down to the camp via the provided teleporter next to the console.&lt;br /&gt;
&lt;br /&gt;
With prisoners in the labour camp, security is expected to monitor their well being and make sure that they are not in too much risk while mining and medical help is given as needed.&lt;br /&gt;
&lt;br /&gt;
=== Use of Force ===&lt;br /&gt;
As a member of security you have access to strong non-lethal gear for taking down foes and troublemakers alike, but there are times when using them would simply be ineffective and you have to resort to lethals. Remember, permission to use lethals is not permission to field execute and you should try your best to stabilize the foe after they enter critical condition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The situations when lethal force is allowed can be:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code amber or above:&#039;&#039;&#039; Security may use lethals in situations that warrant a code amber or higher, which include but are not limited to: mutinies, hostile boarding parties, unknown biological entities. &#039;&#039;&#039;Note:&#039;&#039;&#039; The code does not have to mechanically be raised to amber alert or higher as the chain of command may be too damaged or otherwise occupied to do so.&lt;br /&gt;
* &#039;&#039;&#039;Non-Lethal Weapons are ineffective:&#039;&#039;&#039; Hostile that can not be non-lethally detained such as hulks, mechs or people who are constantly using drugs or other tools for immunity to stamina damage or knockdown may be engaged with lethal weapons but remember, once incapacitated they are to be cuffed and stabilised, &#039;&#039;&#039;not&#039;&#039;&#039; field executed.&lt;br /&gt;
* Armed and dangerous: If a suspect is in possession of weapons, lethal or non-lethal, and there is reasonable suspicion to believe that they will be used against security, lethal force is permitted. &lt;br /&gt;
* &#039;&#039;&#039;Severe Personal Risk:&#039;&#039;&#039; There are situations when approaching a hostile for non-lethal takedowns would be too dangerous for officers meaning that ranged lethal force is the only option. Some of those situations may be: people in hostile environments (ex: space, an ongoing fire), people infected with deadly disease, people confirmed to be in possession of explosives or similar instruments. Evaluate the risk based on the situation at hand and remember, if you are in doubt it’s better to be less severe than needed than more.&lt;br /&gt;
* &#039;&#039;&#039;Multiple Hostiles:&#039;&#039;&#039; It can be extremely difficult to detain multiple hostiles. As a last resort if you are being mobbed you may deploy your gear in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember, these are all guidelines and not a substitute for context and decision making, you may find yourself in situations that are not listed here but require lethal force or the opposite, use your best judgment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Security Roles and Expectations ===&lt;br /&gt;
Before we go into the roles themselves we should first mention the security hierarchy at large, which is rather simple:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Warden&lt;br /&gt;
* Detectives &amp;lt;sup&amp;gt;&#039;&#039;(See their respective policy for details)&#039;&#039;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Security Officers, Brig Medic&lt;br /&gt;
* Correction Officers&lt;br /&gt;
&lt;br /&gt;
==== Head of Security ====&lt;br /&gt;
&lt;br /&gt;
* Determine the correct amount of force needed for situations.&lt;br /&gt;
* Inform the Captain and Command of current security issues so that the station may raise or lower to the appropriate level.&lt;br /&gt;
* Organise and manage the free orders from your cargo console so that security is adequately stocked.&lt;br /&gt;
* Watch over the members of your department and make sure that Corporate Regulations are being followed and that your department does not step out of line.&lt;br /&gt;
* Represent your department when needed.&lt;br /&gt;
&lt;br /&gt;
==== Warden ====&lt;br /&gt;
&lt;br /&gt;
* Protect the brig and armory from intruders.&lt;br /&gt;
* Make sure that brigging procedure is being followed.&lt;br /&gt;
* Make sure that wanted people have charges set to them, double-check any timing modifications to sentences..&lt;br /&gt;
* Ensure that officers have sufficient and appropriate gear for the task at hand.&lt;br /&gt;
* Store and maintain all contraband that is brought in.&lt;br /&gt;
* Make sure that released detainees are given their items back and that evidence that is no longer needed is returned to the owners or disposed of.&lt;br /&gt;
* Keep an eye on the prisoners.&lt;br /&gt;
&lt;br /&gt;
==== Security Officer ====&lt;br /&gt;
&lt;br /&gt;
* Enforce Corporate Regulations under the guidance of the HoS.&lt;br /&gt;
* Patrol the station to make sure that the crew is not at risk.&lt;br /&gt;
* Handle cases as you are instructed to by your superiors.&lt;br /&gt;
* Detain criminals and collect fines.&lt;br /&gt;
* De-escalate situations to the best of your ability&lt;br /&gt;
* Protect and serve&lt;br /&gt;
&lt;br /&gt;
==== Detective ====&lt;br /&gt;
*&#039;&#039;&#039;Regardless of what alternative title you choose to use you are still a member of security and subordinate to the Head of Security&#039;&#039;&#039;&lt;br /&gt;
* Lead investigations of crime scenes and suspects&lt;br /&gt;
* Interrogate witnesses and suspects&lt;br /&gt;
* Provide officers with relevant information on cases&lt;br /&gt;
* Submit and sort evidence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; As a detective you will always have authority over an officer when it comes to how a crime scene or interrogation should be handled, and officers should always defer to you for information first. Outside of information gathering you still do not have any authority over officers when it comes to dispatching and giving them orders and you still do not handle arrests personally outside of cases of low man power or high alert.&lt;br /&gt;
&lt;br /&gt;
* Security Medic&lt;br /&gt;
* Ensure that all security personnel fit for duty from a medical point of view.&lt;br /&gt;
* Check on the physical health of prisoners and treat light injuries, transfer them to medical for serious ones.&lt;br /&gt;
* Be ready to go in and rescue officers during tense situations.&lt;br /&gt;
* Keep the infirmary stocked with commonly needed chems such as libital, atropine, etc…&lt;br /&gt;
* Make sure that both officers and the detained person are stable after violent engagements.&lt;br /&gt;
&lt;br /&gt;
==== Corrections Officer ====&lt;br /&gt;
&lt;br /&gt;
* Keep the prisoners in line, make sure they are not being a harm to others or themselves.&lt;br /&gt;
* Fulfill reasonable requests or exchanges the prisoners may have for items, but remember that you are not under any obligation to accept them.&lt;br /&gt;
* Report any incidents, destruction, and intrusions within perma to the Warden or HoS.&lt;br /&gt;
* Aid new criminals in acclimation to perma, process current prisoners for parole if requested and approved.&lt;br /&gt;
&lt;br /&gt;
Being a Corrections Officer isn&#039;t a license to start beating prisoners and make their life hell or an obligation to act as the prison butler. Remember, even though you are a member of security you are not an officer so unless you are in extraordinary circumstances, such as low security numbers or all hands on deck situations, you do not handle arrests and you should only be leaving the brig with approval from the Warden.&lt;br /&gt;
&lt;br /&gt;
=== Security Adjacent Jobs ===&lt;br /&gt;
Some jobs will find themselves interacting with security so they will be covered here as “security adjacent jobs”, the main focus being on how they interact with the department. Remember, the listed roles here are placed in their own separate category and outside of the security hierarchy because they are &#039;&#039;&#039;not&#039;&#039;&#039; members of security, regardless of their access to the brig or security comms.&lt;br /&gt;
&lt;br /&gt;
==== Blueshield ====&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; This section only covers the Blueshield in relation to security, for a complete blueshield policy consult with the [https://docs.google.com/document/d/e/2PACX-1vS4OMdEquGN1YT_B6vBbTNBLYNJ3_DwBaAliejBQp33N1eu38pa16Gu58k-jZ7daLocjJLnMZ2ozrMl/pub Command Policy Document].&lt;br /&gt;
&lt;br /&gt;
The Blueshield is a prestigious role, one that is held with high regard. They are personally trained agents of central command, but what they are not, is part of security. Although they bear a mindshield, have brig access, gear and sec communications, they are in no way part of the station’s security team. They should not act as though they are part of security, nor should security act as though the Blueshield is an asset for security to use. Their one and only goal is to keep the station’s most valuable assets safe.&lt;br /&gt;
&lt;br /&gt;
Your interactions as sec will be limited with the Blueshield, but from time to time you may run into them for a few specific scenarios. When a Blueshield happens to detain an individual who has threatened their charge, they will more than likely hand off the arrest into sec hands. Their job isn’t to process criminals, only to make sure criminals stay away from command. In addition, they will become involved in any issues that involve a member of command staff, be it for an arrest, or in recovery of a downed or killed command member.&lt;br /&gt;
&lt;br /&gt;
==== Departmental Guards ====&lt;br /&gt;
Departmental Guards are a relatively new addition to each department that act as an independent guard from security, with the main goal of keeping their assigned area and it’s employees safe. They are &#039;&#039;&#039;not&#039;&#039;&#039; members of security and they do not answer to the Head of Security, they are subordinate to the department and its head.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, they answer directly to the head of their respective department, taking orders from and deferring to their judgment when appropriate. That said, it is important to remember that you are hired by Nanotrasen and loyal to them and the department, not the individual in charge, so you are not expected to follow unlawful orders or protect them from lawful demotions, at the end of the day you are not their minion.&lt;br /&gt;
&lt;br /&gt;
Your duties as a guard are as follows:&lt;br /&gt;
&lt;br /&gt;
* Remove or detain trespassers and disruptive individuals from the department.&lt;br /&gt;
* Report those mentioned above to security or hand them in if you detained them.&lt;br /&gt;
* Ensure that the members of the department are safe and in good health.&lt;br /&gt;
* Respond to calls from your respective head or department members.&lt;br /&gt;
* Use your limited knowledge to aid the department in case of emergency.&lt;br /&gt;
&lt;br /&gt;
While you may not be a doctor, a scientist, etc… you can still have basic knowledge on how to operate within that department, such as orderlies giving first aid, science guards pushing buttons on the research console, so on and so forth; but keep in mind that your main duty is protecting!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Reminders:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* You are given a baton, cuffs and a holding cell for troublemakers caught &#039;&#039;&#039;within&#039;&#039;&#039; your department, you are not intended to give chase outside of it and as of writing this your special baton is made to optimally function within your assigned department.&lt;br /&gt;
* You are not given a disabler, a gun or a gun permit for a good reason, because you are not intended to have one as a civilian department guard. This means that &#039;&#039;&#039;you should not arm yourself with handguns, rifles or similar without good reason such as emergencies.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Alert Levels ===&lt;br /&gt;
&lt;br /&gt;
==== Green Alert ====&lt;br /&gt;
&lt;br /&gt;
* Lethal weapons are to be returned to the armory or kept in the personal locker.&lt;br /&gt;
* Officers may request MCR-01 rifles to personally modify, though they may not carry them outside the brig.&lt;br /&gt;
* Security may patrol the station.&lt;br /&gt;
* Crew may freely roam the hallways.&lt;br /&gt;
* You can take breaks at will, though it is advised that you let others know via the radio.&lt;br /&gt;
* Crew may not be searched unless they are caught engaging in crime or there is &#039;&#039;&#039;Probable Cause.&#039;&#039;&#039;&amp;lt;sup&amp;gt;[2]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blue Alert ===&lt;br /&gt;
Suspicious activity such as break ins or theft that may constitute a 304[https://skyrat13.tk/wiki/index.php/Corporate_Regulations#Theft_-_304 &amp;lt;sup&amp;gt;&amp;lt;nowiki&amp;gt;[3]&amp;lt;/nowiki&amp;gt;&amp;lt;/sup&amp;gt;] or lower.&lt;br /&gt;
&lt;br /&gt;
* Long guns&amp;lt;sup&amp;gt;[4]&amp;lt;/sup&amp;gt; loaded with non-lethal ammunition may be deployed.&lt;br /&gt;
* MCR-01 rifles equipped with the undercharger mod may be handed out.&lt;br /&gt;
* Security may search people with approval from the HoS, Warden or Captain.&lt;br /&gt;
* You can take a break or continue it but you are expected to be able to respond if called upon.&lt;br /&gt;
&lt;br /&gt;
==== Amber Alert ====&lt;br /&gt;
At least 1 confirmed active hostile with no recorded bombings, ongoing grand sabotage or at least one confirmed grand theft.&lt;br /&gt;
&lt;br /&gt;
* Security personnel may be equipped with lethal primaries.&lt;br /&gt;
* Riot or Bulletproof gear may be handed out depending on the threat.&lt;br /&gt;
* Depending on the situation, security may request mechs equipped with non-lethal gear.&lt;br /&gt;
* The HoS or Warden may distribute additional gear as needed.&lt;br /&gt;
* Security is authorized to do random searches and grid searches.&lt;br /&gt;
* You are expected to drop all personal activity and return to active duty.&lt;br /&gt;
&lt;br /&gt;
==== Red Alert ====&lt;br /&gt;
Red alert is reserved for when there are confirmed hostiles and entities that could cause massive harm to the crew or the station.&lt;br /&gt;
&lt;br /&gt;
* The armory may be fully opened.&lt;br /&gt;
* All security gear may be deployed.&lt;br /&gt;
* Crew must submit to any search requested by a security member.&lt;br /&gt;
* Security can raid departments and arrest any crew member deemed a threat to the station.&lt;br /&gt;
* Security may requisition Combat Mechs.&lt;br /&gt;
* Crew may be deputized and mobilized.&lt;br /&gt;
* You must drop all personal activity to return to active duty.&lt;br /&gt;
&lt;br /&gt;
==== Delta Alert ====&lt;br /&gt;
The destruction of the station is imminent and the threat must be stopped at all costs.&lt;br /&gt;
&lt;br /&gt;
* Use of martial law is allowed, crew must follow Command and Security orders at the threat of immediate execution. Insubordination during a Delta Class Emergency should be met swiftly, to prevent further loss of life.&lt;br /&gt;
&lt;br /&gt;
Gamma Alert&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=ZE04tUenO8s May God save the station, for only They alone can.]&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
[1] currently hardcore torture constitutes actions such as intense physical abuse (ex: excessive breaking of limbs), the usage of drugs or similar.&lt;br /&gt;
&lt;br /&gt;
[2] Evidence, facts and circumstances which would lead a cautious and prudent person to believe a crime has been, is being or is about to be committed.&lt;br /&gt;
&lt;br /&gt;
[3] &amp;lt;nowiki&amp;gt;https://skyrat13.tk/wiki/index.php/Corporate_Regulations#Theft_-_304&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[4] SMART guns, shotguns with taser shot, etc...&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=User:Marrone&amp;diff=10994</id>
		<title>User:Marrone</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=User:Marrone&amp;diff=10994"/>
		<updated>2022-04-14T14:17:48Z</updated>

		<summary type="html">&lt;p&gt;Marrone: test for formatted security policy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Introduction ===&lt;br /&gt;
This document is to serve as a set of guidelines, references and suggestion on how to handle common on station situations that you will be faced with as security and the expectations and limitations of each security role, it can not reasonably go over every specific interaction or situations that may appear so you are expected to use your best judgment when engaging with them.&lt;br /&gt;
&lt;br /&gt;
You have great authority and the ability to influence the round for better or worse so remember our first [https://docs.google.com/document/d/e/2PACX-1vSZhpRa4O0oZaAtaFVxG3DWGsRHKCSbhzNDjXS3F6_Sd-RpMsVjiVQxPjEGiivPTwIFcQ1z5lBm9m_C/pub#h.y14gqg5t847j guiding principle], &#039;&#039;be a good community member by being considerate of others and our fifth, produce a net gain of fun.&#039;&#039; Go by those and you’ll find yourself as a member of security that the people like to see in the department, be it crew, other security members or antags!&lt;br /&gt;
&lt;br /&gt;
=== The Security Guiding Principles ===&lt;br /&gt;
&lt;br /&gt;
# Remember to use the &#039;&#039;&#039;Combat Indicator&#039;&#039;&#039;, often referred to as the &#039;&#039;&#039;“CI”&#039;&#039;&#039;, as security you will find yourself engaging in mechanics more often than the average crewmate so having a solid understanding of when to use the &#039;&#039;&#039;CI&#039;&#039;&#039; is a must! Mistakes do happen but consistent failure to properly use the &#039;&#039;&#039;CI&#039;&#039;&#039; can and will result in a ban.&lt;br /&gt;
# You are expected to follow Corporate Regulations when feasible, though it can be skirted around if the other player is willing to play along with it, use it as a tool to generate RP not shut it down. For drastic actions that the Corporate Regulations do not prescribe, such as forced borging or hardcore torture&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;, you need to acquire OOC consent.&lt;br /&gt;
# Antagonists are an essential part of the round, they are the main conductors of this train, the driving force of the chapter that is the round so work together with them to create an interesting story. Don’t focus on catching them just for the sake of “winning” and try to avoid long sentences for cooperative and/or non-violent antagonists.&lt;br /&gt;
# Be aware of the meta protection placed around antag items. Generally speaking, if it’s non-obvious and/or disguised then you can’t recognise that item. For example: you can easily recognise an e-bow but you will not be able to recognise that something is a chameleon item until you see it being used to change its appearance.&lt;br /&gt;
# The head of your department is the “Head of Security”. If the captain finds this person problematic or demotes them, you are to remember that you work for Nanotrasen, not the Head of Security. Please keep this in mind during Head removals.&lt;br /&gt;
# If you are being demoted, role-play out the scenario and realize that it can happen. Do not attempt a one-person coup, if you want to contest it do so through RP. Present your case to a Lawyer, the HoP or even the Captain, do not make it your goal to fight and assault the HoS or Captain for demoting you.&lt;br /&gt;
# Crew life is valuable and you are expected to take the actions that will put the crew in the least amount of danger when dealing with threats.&lt;br /&gt;
# Being given the green light for lethals does &#039;&#039;&#039;not&#039;&#039;&#039; give you the permission to field execute someone. The fight ends when they enter crit and you should do your best to make sure they do not die in transit.&lt;br /&gt;
# You can roleplay as a corrupt security member, you can roleplay as a bully but do so with the goal to create interesting conflict for all involved, not shut down roleplay or create a toxic environment. You are not to ignore antagonistic behaviour that is a &amp;lt;u&amp;gt;threat to the station.&amp;lt;/u&amp;gt; It’s fine to take a bribe from someone who stole some medical tools or got into a fist fight, but for major crimes or higher you should avoid taking bribes or letting them free.&lt;br /&gt;
# ERP is allowed as security as long as you are not needed. On blue alert you are likely to be called and expected to respond to issues. On amber alert and above you are expected to drop your ERP and help manage the current situations. (With an exception regarding non-con against security staff)&lt;br /&gt;
&lt;br /&gt;
=== Procedures ===&lt;br /&gt;
&lt;br /&gt;
==== Arrests ====&lt;br /&gt;
Arrests often happen either on the spot as someone is seen engaging in a crime or reported and an officer responds in a timely manner, or when enough evidence of crime is gathered by security to set an arrest status on someone. While the former does not require an individual to be set to arrest, the procedure is mostly the same:&lt;br /&gt;
&lt;br /&gt;
* Grab their attention, it can be a message, an emote or just the Compli-o-nator from your mask.&lt;br /&gt;
* Go over their crimes and explain to them why they are being arrested.&lt;br /&gt;
* Depending on the severity it can either be handled on the spot or they can be taken into the brig for questioning or to be processed.&lt;br /&gt;
&lt;br /&gt;
If at any point they have shown that they will run away or skip to mechanics when officers hail them, you may skip those steps and go straight for arresting them.&lt;br /&gt;
&lt;br /&gt;
==== Brig Procedures        ====&lt;br /&gt;
The suspect is to be brought to the brig cuffed, if needed, and in a stable condition, make sure that they are not bleeding out while you drag them! Notify either the Head of Security or the Warden depending on availability and place them into a holding cell where you will check their personal belongings, go over their crimes, add them to their record if needed and either release them or process them. You may keep them without charging them for up to 10 minutes, time which &#039;&#039;&#039;must&#039;&#039;&#039; be subtracted from their sentence, in order to go over their belongings for contraband, try to get a brief interrogation or clear charges up with the other security members, but if you fail to charge them within those 10 minutes you &#039;&#039;&#039;must&#039;&#039;&#039; release them. If you are planning on a longer interrogation, you must do so while their timer is running and you can not keep them longer than their sentence unless you have clear OOC consent that they want to continue the long RP scene.&lt;br /&gt;
&lt;br /&gt;
If the crimes total to less than 15 minutes they are to be placed into an available cell and their personal belongings in its respective locker, non-violent prisoners are to be uncuffed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember,&#039;&#039;&#039; all items that can not be classified as contraband or evidence are to be returned to the person upon release.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;NOTE:&amp;lt;/u&amp;gt;&#039;&#039;&#039; While the Warden is the main person in charge of the brig and the prisoners that does not mean that they are the only person who process arrested individuals, make sure to help them out if tasks are piling up on them.&lt;br /&gt;
&lt;br /&gt;
==== Prison Procedures ====&lt;br /&gt;
In the case of a sentence that is longer than 15 minutes a prisoner will be processed for GENPOP, our system of managing long term sentences by using permabrig and timed lockers.&lt;br /&gt;
&lt;br /&gt;
The steps for processing a prisoner into prison, either for a long sentence or a permanent one are:&lt;br /&gt;
&lt;br /&gt;
* Escorting the prisoner to the prison lockers and removing from them all items. Contraband and evidence will go to their respective lockers, personal items to the personal locker of the prisoner, with the exception of items of significant religious or personal importance.  Do not remove their clothes &#039;&#039;&#039;unless&#039;&#039;&#039; they are a martial artist and it is not safe to leave them uncuffed.&lt;br /&gt;
* Use the locker interface to be given a prison ID card and jumpsuit for the prisoner. Enter their name, crime(s) and duration.&lt;br /&gt;
* Allow them to change either in a changing room or a cell room, put their clothes in their prisoner locker.&lt;br /&gt;
* Upon release make sure that their items are returned to them.&lt;br /&gt;
&lt;br /&gt;
If you are handling a violent martial artist and they have assaulted security staff during their incarceration you may ask the Head of Security or Captain for permission to pacify them via surgery. Remember simply &#039;&#039;&#039;having&#039;&#039;&#039; martial arts knowledge is not a crime nor is it punishable via pacification, assaulting people and using it as a tool to break out is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 1:&#039;&#039;&#039; Sometimes due to PRs or map resets the timed prisoner lockers are not available so it is recommended to either set a cell timer up to remind you of the sentence or keep track of time through something like an alarm on your phone, you can just do it by clock but it&#039;s likely you&#039;ll forget if things become hectic.        &lt;br /&gt;
&lt;br /&gt;
==== Executions ====&lt;br /&gt;
Before an execution can be carried out it &#039;&#039;&#039;must&#039;&#039;&#039; be approved by the Captain and Head of Security. If both undeniable evidence and proper authorisation is acquired, security may opt in to execute the person via lethal injection, electric chair or firing squad in the execution room. With the exception of terminating Unknown Biological Entities (ex: changelings), outside of extraordinary circumstances when it is not possible to do so, all executions are to be done through the above mentioned methods otherwise the ones who authorized and carried out the execution will face IC consequences or, in very extreme cases OOC consequences as well. For more details, consult [https://skyrat13.tk/wiki/index.php/Corporate_Regulations Corporate Regulations].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039;&amp;lt;/u&amp;gt; Declaring someone as &#039;&#039;&#039;D&#039;&#039;&#039;o &#039;&#039;&#039;N&#039;&#039;&#039;ot &#039;&#039;&#039;R&#039;&#039;&#039;evive is considered posthumous authorisation of an execution and requires the same authorisation as an execution.&lt;br /&gt;
&lt;br /&gt;
==== Hostage Situations ====&lt;br /&gt;
When dealing with a situation that involves hostages you are expected to first and foremost value the life of the crew, &#039;&#039;&#039;do not endanger the hostages just for the sake of catching a valid.&#039;&#039;&#039; Unless proven to be unable to do so, always assume that the hostage taker is able to and will follow up on their threats to kill or maim the hostages so approach with caution, engage with their demands, see what’s reasonable and can be arranged and try to work with them. If it’s not certain that there will be no crew casualties it’s advised that you negotiate until a dead end is met.&lt;br /&gt;
&lt;br /&gt;
==== Implant Searches ====&lt;br /&gt;
Security may find itself in situations where they suspect a captured agent of using implants, which may require an implant search, which can be done in either the brig infirmary or the medbay and either by a security medic or normal one depending on availability and risk of escape. Currently, security has metaknowledge on the following implant types:&lt;br /&gt;
&lt;br /&gt;
* Deadman switches, such as micro and macro bomb implants&lt;br /&gt;
* Micro EMP devices&lt;br /&gt;
* Micro Stealth Devices&lt;br /&gt;
* Micro cuff busting devices&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; You should only assume that an implant is at play when no other logical explanation can be given, such as someone stripped of gear releasing EMPs, someone threatening to explode with no visible detonator or explosive, etc… You should &#039;&#039;&#039;not&#039;&#039;&#039; do implant searches just because you know they exist.&lt;br /&gt;
&lt;br /&gt;
==== Riot Control ====&lt;br /&gt;
For an event to be considered a riot, 3 or more individuals must be disturbing the peace through violence, disorder or terror to the public. Riots may happen for many reasons, ranging from crew being unhappy with their conditions or leadership, an on station movement turning radical or even just a prisoner uprising.&lt;br /&gt;
&lt;br /&gt;
Once a riot situation has been reported, it is strongly advised that security regroups in the brig to ascertain the situation, determine the needed gear and form pairs. The Warden or Head of Security will be the one who decides how much gear is needed, though generally in cases of crowd control riot armour, tear gas, shields, non lethal long guns and flashbangs are often deployed, with a very strong recommendation against using lethal weapons.&lt;br /&gt;
&lt;br /&gt;
After the gear has been given out and the course of action decided, personnel are expected to head out in groups or pairs to avoid situations of being swarmed. Your goals should always be to break apart those crowds and non lethally detain individuals whenever possible so that the numbers may be thinned out slowly. Remember, if you feel like you risk being overwhelmed it is better to retreat and regroup than risk it!&lt;br /&gt;
&lt;br /&gt;
When the crowds have been dispersed and the instigators detained, it is expected to return riot equipment to the armory and move towards operating as usual, though it is still advised to be cautious as further incidents may happen.&lt;br /&gt;
&lt;br /&gt;
=== Labour camp ===&lt;br /&gt;
The Labour Camp, sometimes referred to as Gulag, is an alternative punishment method that may allow for detainees to be released earlier through work. For a prisoner to be eligible for the labour camp they must be:&lt;br /&gt;
&lt;br /&gt;
* Willing, a prisoner has to either agree to the request or ask for labour camp&lt;br /&gt;
** &#039;&#039;&#039;Exception:&#039;&#039;&#039; Crewmates that have been detained and charged 2 times or more or non-crew individuals do not have to consent to being sent to the labour camp, they can be forced into labour if the other 2 conditions are met.&lt;br /&gt;
* Physically fit, a prisoner that is blind, paraplegic, too injured or suffers from any disability that would make mining too dangerous or hard can not be made to do labour. Consult either a brig medic or a normal one if uncertain.&lt;br /&gt;
* Injected with a tracking implant or supervised by a member of security.&lt;br /&gt;
&lt;br /&gt;
Once those 3 conditions are met, the one sentencing them must convert their time into points via the labour camp console at a conversion rate of &#039;&#039;&#039;1 minute for 100 points&#039;&#039;&#039;, with a &#039;&#039;&#039;minimum&#039;&#039;&#039; of 5 minutes. Prisoners are to be sent down to the camp via the provided teleporter next to the console.&lt;br /&gt;
&lt;br /&gt;
With prisoners in the labour camp, security is expected to monitor their well being and make sure that they are not in too much risk while mining and medical help is given as needed.&lt;br /&gt;
&lt;br /&gt;
=== Use of Force ===&lt;br /&gt;
As a member of security you have access to strong non-lethal gear for taking down foes and troublemakers alike, but there are times when using them would simply be ineffective and you have to resort to lethals. Remember, permission to use lethals is not permission to field execute and you should try your best to stabilize the foe after they enter critical condition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The situations when lethal force is allowed can be:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code amber or above:&#039;&#039;&#039; Security may use lethals in situations that warrant a code amber or higher, which include but are not limited to: mutinies, hostile boarding parties, unknown biological entities. &#039;&#039;&#039;Note:&#039;&#039;&#039; The code does not have to mechanically be raised to amber alert or higher as the chain of command may be too damaged or otherwise occupied to do so.&lt;br /&gt;
* &#039;&#039;&#039;Non-Lethal Weapons are ineffective:&#039;&#039;&#039; Hostile that can not be non-lethally detained such as hulks, mechs or people who are constantly using drugs or other tools for immunity to stamina damage or knockdown may be engaged with lethal weapons but remember, once incapacitated they are to be cuffed and stabilised, &#039;&#039;&#039;not&#039;&#039;&#039; field executed.&lt;br /&gt;
* Armed and dangerous: If a suspect is in possession of weapons, lethal or non-lethal, and there is reasonable suspicion to believe that they will be used against security, lethal force is permitted. &lt;br /&gt;
* &#039;&#039;&#039;Severe Personal Risk:&#039;&#039;&#039; There are situations when approaching a hostile for non-lethal takedowns would be too dangerous for officers meaning that ranged lethal force is the only option. Some of those situations may be: people in hostile environments (ex: space, an ongoing fire), people infected with deadly disease, people confirmed to be in possession of explosives or similar instruments. Evaluate the risk based on the situation at hand and remember, if you are in doubt it’s better to be less severe than needed than more.&lt;br /&gt;
* &#039;&#039;&#039;Multiple Hostiles:&#039;&#039;&#039; It can be extremely difficult to detain multiple hostiles. As a last resort if you are being mobbed you may deploy your gear in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember, these are all guidelines and not a substitute for context and decision making, you may find yourself in situations that are not listed here but require lethal force or the opposite, use your best judgment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Security Roles and Expectations ===&lt;br /&gt;
Before we go into the roles themselves we should first mention the security hierarchy at large, which is rather simple:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Warden&lt;br /&gt;
* Detectives &amp;lt;sup&amp;gt;&#039;&#039;(See their respective policy for details)&#039;&#039;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Security Officers, Brig Medic&lt;br /&gt;
* Correction Officers&lt;br /&gt;
&lt;br /&gt;
==== Head of Security ====&lt;br /&gt;
&lt;br /&gt;
* Determine the correct amount of force needed for situations.&lt;br /&gt;
* Inform the Captain and Command of current security issues so that the station may raise or lower to the appropriate level.&lt;br /&gt;
* Organise and manage the free orders from your cargo console so that security is adequately stocked.&lt;br /&gt;
* Watch over the members of your department and make sure that Corporate Regulations are being followed and that your department does not step out of line.&lt;br /&gt;
* Represent your department when needed.&lt;br /&gt;
&lt;br /&gt;
==== Warden ====&lt;br /&gt;
&lt;br /&gt;
* Protect the brig and armory from intruders.&lt;br /&gt;
* Make sure that brigging procedure is being followed.&lt;br /&gt;
* Make sure that wanted people have charges set to them, double-check any timing modifications to sentences..&lt;br /&gt;
* Ensure that officers have sufficient and appropriate gear for the task at hand.&lt;br /&gt;
* Store and maintain all contraband that is brought in.&lt;br /&gt;
* Make sure that released detainees are given their items back and that evidence that is no longer needed is returned to the owners or disposed of.&lt;br /&gt;
* Keep an eye on the prisoners.&lt;br /&gt;
&lt;br /&gt;
==== Security Officer ====&lt;br /&gt;
&lt;br /&gt;
* Enforce Corporate Regulations under the guidance of the HoS.&lt;br /&gt;
* Patrol the station to make sure that the crew is not at risk.&lt;br /&gt;
* Handle cases as you are instructed to by your superiors.&lt;br /&gt;
* Detain criminals and collect fines.&lt;br /&gt;
* De-escalate situations to the best of your ability&lt;br /&gt;
* Protect and serve&lt;br /&gt;
&lt;br /&gt;
==== Detective ====&lt;br /&gt;
&#039;&#039;&#039;Regardless of what alternative title you choose to use you are still a member of security and subordinate to the Head of Security&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Lead investigations of crime scenes and suspects&lt;br /&gt;
* Interrogate witnesses and suspects&lt;br /&gt;
* Provide officers with relevant information on cases&lt;br /&gt;
* Submit and sort evidence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; As a detective you will always have authority over an officer when it comes to how a crime scene or interrogation should be handled, and officers should always defer to you for information first. Outside of information gathering you still do not have any authority over officers when it comes to dispatching and giving them orders and you still do not handle arrests personally outside of cases of low man power or high alert.&lt;br /&gt;
&lt;br /&gt;
* Security Medic&lt;br /&gt;
* Ensure that all security personnel fit for duty from a medical point of view.&lt;br /&gt;
* Check on the physical health of prisoners and treat light injuries, transfer them to medical for serious ones.&lt;br /&gt;
* Be ready to go in and rescue officers during tense situations.&lt;br /&gt;
* Keep the infirmary stocked with commonly needed chems such as libital, atropine, etc…&lt;br /&gt;
* Make sure that both officers and the detained person are stable after violent engagements.&lt;br /&gt;
&lt;br /&gt;
==== Corrections Officer ====&lt;br /&gt;
&lt;br /&gt;
* Keep the prisoners in line, make sure they are not being a harm to others or themselves.&lt;br /&gt;
* Fulfill reasonable requests or exchanges the prisoners may have for items, but remember that you are not under any obligation to accept them.&lt;br /&gt;
* Report any incidents, destruction, and intrusions within perma to the Warden or HoS.&lt;br /&gt;
* Aid new criminals in acclimation to perma, process current prisoners for parole if requested and approved.&lt;br /&gt;
&lt;br /&gt;
Being a Corrections Officer isn&#039;t a license to start beating prisoners and make their life hell or an obligation to act as the prison butler. Remember, even though you are a member of security you are not an officer so unless you are in extraordinary circumstances, such as low security numbers or all hands on deck situations, you do not handle arrests and you should only be leaving the brig with approval from the Warden.&lt;br /&gt;
&lt;br /&gt;
=== Security Adjacent Jobs ===&lt;br /&gt;
Some jobs will find themselves interacting with security so they will be covered here as “security adjacent jobs”, the main focus being on how they interact with the department. Remember, the listed roles here are placed in their own separate category and outside of the security hierarchy because they are &#039;&#039;&#039;not&#039;&#039;&#039; members of security, regardless of their access to the brig or security comms.&lt;br /&gt;
&lt;br /&gt;
==== Blueshield ====&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; This section only covers the Blueshield in relation to security, for a complete blueshield policy consult with the [https://docs.google.com/document/d/e/2PACX-1vS4OMdEquGN1YT_B6vBbTNBLYNJ3_DwBaAliejBQp33N1eu38pa16Gu58k-jZ7daLocjJLnMZ2ozrMl/pub Command Policy Document].&lt;br /&gt;
&lt;br /&gt;
The Blueshield is a prestigious role, one that is held with high regard. They are personally trained agents of central command, but what they are not, is part of security. Although they bear a mindshield, have brig access, gear and sec communications, they are in no way part of the station’s security team. They should not act as though they are part of security, nor should security act as though the Blueshield is an asset for security to use. Their one and only goal is to keep the station’s most valuable assets safe.&lt;br /&gt;
&lt;br /&gt;
Your interactions as sec will be limited with the Blueshield, but from time to time you may run into them for a few specific scenarios. When a Blueshield happens to detain an individual who has threatened their charge, they will more than likely hand off the arrest into sec hands. Their job isn’t to process criminals, only to make sure criminals stay away from command. In addition, they will become involved in any issues that involve a member of command staff, be it for an arrest, or in recovery of a downed or killed command member.&lt;br /&gt;
&lt;br /&gt;
==== Departmental Guards ====&lt;br /&gt;
Departmental Guards are a relatively new addition to each department that act as an independent guard from security, with the main goal of keeping their assigned area and it’s employees safe. They are &#039;&#039;&#039;not&#039;&#039;&#039; members of security and they do not answer to the Head of Security, they are subordinate to the department and its head.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, they answer directly to the head of their respective department, taking orders from and deferring to their judgment when appropriate. That said, it is important to remember that you are hired by Nanotrasen and loyal to them and the department, not the individual in charge, so you are not expected to follow unlawful orders or protect them from lawful demotions, at the end of the day you are not their minion.&lt;br /&gt;
&lt;br /&gt;
Your duties as a guard are as follows:&lt;br /&gt;
&lt;br /&gt;
* Remove or detain trespassers and disruptive individuals from the department.&lt;br /&gt;
* Report those mentioned above to security or hand them in if you detained them.&lt;br /&gt;
* Ensure that the members of the department are safe and in good health.&lt;br /&gt;
* Respond to calls from your respective head or department members.&lt;br /&gt;
* Use your limited knowledge to aid the department in case of emergency.&lt;br /&gt;
&lt;br /&gt;
While you may not be a doctor, a scientist, etc… you can still have basic knowledge on how to operate within that department, such as orderlies giving first aid, science guards pushing buttons on the research console, so on and so forth; but keep in mind that your main duty is protecting!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Reminders:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* You are given a baton, cuffs and a holding cell for troublemakers caught &#039;&#039;&#039;within&#039;&#039;&#039; your department, you are not intended to give chase outside of it and as of writing this your special baton is made to optimally function within your assigned department.&lt;br /&gt;
* You are not given a disabler, a gun or a gun permit for a good reason, because you are not intended to have one as a civilian department guard. This means that &#039;&#039;&#039;you should not arm yourself with handguns, rifles or similar without good reason such as emergencies.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Alert Levels ===&lt;br /&gt;
&lt;br /&gt;
==== Green Alert ====&lt;br /&gt;
&lt;br /&gt;
* Lethal weapons are to be returned to the armory or kept in the personal locker.&lt;br /&gt;
* Officers may request MCR-01 rifles to personally modify, though they may not carry them outside the brig.&lt;br /&gt;
* Security may patrol the station.&lt;br /&gt;
* Crew may freely roam the hallways.&lt;br /&gt;
* You can take breaks at will, though it is advised that you let others know via the radio.&lt;br /&gt;
* Crew may not be searched unless they are caught engaging in crime or there is &#039;&#039;&#039;Probable Cause.&#039;&#039;&#039;&amp;lt;sup&amp;gt;[2]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blue Alert ===&lt;br /&gt;
Suspicious activity such as break ins or theft that may constitute a 304[https://skyrat13.tk/wiki/index.php/Corporate_Regulations#Theft_-_304 &amp;lt;sup&amp;gt;&amp;lt;nowiki&amp;gt;[3]&amp;lt;/nowiki&amp;gt;&amp;lt;/sup&amp;gt;] or lower.&lt;br /&gt;
&lt;br /&gt;
* Long guns&amp;lt;sup&amp;gt;[4]&amp;lt;/sup&amp;gt; loaded with non-lethal ammunition may be deployed.&lt;br /&gt;
* MCR-01 rifles equipped with the undercharger mod may be handed out.&lt;br /&gt;
* Security may search people with approval from the HoS, Warden or Captain.&lt;br /&gt;
* You can take a break or continue it but you are expected to be able to respond if called upon.&lt;br /&gt;
&lt;br /&gt;
==== Amber Alert ====&lt;br /&gt;
At least 1 confirmed active hostile with no recorded bombings, ongoing grand sabotage or at least one confirmed grand theft.&lt;br /&gt;
&lt;br /&gt;
* Security personnel may be equipped with lethal primaries.&lt;br /&gt;
* Riot or Bulletproof gear may be handed out depending on the threat.&lt;br /&gt;
* Depending on the situation, security may request mechs equipped with non-lethal gear.&lt;br /&gt;
* The HoS or Warden may distribute additional gear as needed.&lt;br /&gt;
* Security is authorized to do random searches and grid searches.&lt;br /&gt;
* You are expected to drop all personal activity and return to active duty.&lt;br /&gt;
&lt;br /&gt;
==== Red Alert ====&lt;br /&gt;
Red alert is reserved for when there are confirmed hostiles and entities that could cause massive harm to the crew or the station.&lt;br /&gt;
&lt;br /&gt;
* The armory may be fully opened.&lt;br /&gt;
* All security gear may be deployed.&lt;br /&gt;
* Crew must submit to any search requested by a security member.&lt;br /&gt;
* Security can raid departments and arrest any crew member deemed a threat to the station.&lt;br /&gt;
* Security may requisition Combat Mechs.&lt;br /&gt;
* Crew may be deputized and mobilized.&lt;br /&gt;
* You must drop all personal activity to return to active duty.&lt;br /&gt;
&lt;br /&gt;
==== Delta Alert ====&lt;br /&gt;
The destruction of the station is imminent and the threat must be stopped at all costs.&lt;br /&gt;
&lt;br /&gt;
* Use of martial law is allowed, crew must follow Command and Security orders at the threat of immediate execution. Insubordination during a Delta Class Emergency should be met swiftly, to prevent further loss of life.&lt;br /&gt;
&lt;br /&gt;
Gamma Alert&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=ZE04tUenO8s May God save the station, for only They alone can.]&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
[1] currently hardcore torture constitutes actions such as intense physical abuse (ex: excessive breaking of limbs), the usage of drugs or similar.&lt;br /&gt;
&lt;br /&gt;
[2] Evidence, facts and circumstances which would lead a cautious and prudent person to believe a crime has been, is being or is about to be committed.&lt;br /&gt;
&lt;br /&gt;
[3] &amp;lt;nowiki&amp;gt;https://skyrat13.tk/wiki/index.php/Corporate_Regulations#Theft_-_304&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[4] SMART guns, shotguns with taser shot, etc...&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Research_Director&amp;diff=10993</id>
		<title>Research Director</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Research_Director&amp;diff=10993"/>
		<updated>2022-04-14T12:20:41Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = contents of this page need to be checked, broken links need to be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = A06DA0&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = A06DA0&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = A06DA0&lt;br /&gt;
 |img = Generic_rd.png&lt;br /&gt;
 |stafftype = RESEARCH&lt;br /&gt;
 |jobtitle = Research Director&lt;br /&gt;
 |access = [[Job Guides#Research|Research Departments]], EVA, [[Job_Guides#Engineering_and_Maintenance|Engineering]], [[Job_Guides#Engineering_and_Maintenance|Construction]], External Airlocks, [[Roboticist|Robotics]], [[Job Guides#Command|Bridge]], [[Job Guides#Research|Research Director&#039;s Office]], [[Guide_to_Telescience|Teleporter]], [[Telecommunications|Telecommunications]] &lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = [[Captain]]&lt;br /&gt;
 |duties = Lead Research and Development, supervise your [[Scientist]]s, make sure the [[Roboticist|Roboticists]] are building borgs or mechs.&lt;br /&gt;
 |guides = [[Guide to Research and Development]], [[Guide to Toxins]], [[Guide to Xenobiology]], [[Xenoarcheologist|Guide to Xenoarchaeology and Anomalies]], [[Chain of Command]]&lt;br /&gt;
 |requirements = Manage the research department by making sure they are doing their job, that they are not doing something they aren&#039;t supposed to, and maintaining the AI and silicons. Make sure research, toxins, and all other aspects of the job have the ball rolling.&lt;br /&gt;
}}&lt;br /&gt;
The [[Research Director]] in charge of what is (theoretically) [[Background summary|the reason the station is around]]. You job is to direct research into new things. And you have a group of [[Scientist]]s to help you do that.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Unlike most Heads of Staff, your job isn&#039;t so much to keep [[Job_Guides#Medical_and_Science|your staff]] working as it is to &#039;&#039;keep&#039;&#039; them from doing so. Or, at least, to keep them from doing so &#039;&#039;badly&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Technically speaking, your job is the least vital out of any of the Heads of Staff. The Science division isn&#039;t vital to the continued operations of the Aurora, even if it is why it&#039;s there in the first place. The station won&#039;t fall apart if the slimes die, alien artefacts never get studied, and bombs never get made. It &#039;&#039;will&#039;&#039;, however, fall apart if the slimes &#039;&#039;escape&#039;&#039;, if dangerous alien artefacts aren&#039;t well-monitored, or if a poorly-made bomb destroys the Escape arm.&lt;br /&gt;
&lt;br /&gt;
Your job, then is to keep them from accidentally killing themselves. [[Guide_to_Toxins|Toxins Mixing]] and [[Xenobiologist|Xenobiology]] in particular are highly-dangerous areas, and should be monitored at all times. &lt;br /&gt;
&lt;br /&gt;
You&#039;re also the foremost expert on strange phenomena on the station. When something strange shows up, it&#039;s your job to figure out what it is and how best to deal with it. The other Heads of Staff will rely on you to figure out exactly what it is and what to do about it. &lt;br /&gt;
&lt;br /&gt;
So, in short, keep your staff from screwing everything up royally and keep the other Heads informed about anything weird going on.&lt;br /&gt;
&lt;br /&gt;
You arrive on the station inside your office next to toxins. You have the front seat. So sit back and enjoy the view. Remember that you have two of the most important things on the station, Robotics control and the AI integrity restorer.&lt;br /&gt;
&lt;br /&gt;
== Directing Research 101 ==&lt;br /&gt;
As the Research Director, your job is obviously to direct research. You have access to anything scientific.&lt;br /&gt;
&lt;br /&gt;
=== There&#039;s No I In Team ===&lt;br /&gt;
Your official responsibility is to ensure that nobody does anything they shouldn&#039;t. This means making sure that the [[Roboticist]]s don’t cyborg people without good reason, and that Toxins does not destroy the station.&lt;br /&gt;
&lt;br /&gt;
Try to stop Toxins from igniting. Teach your scientists the proper way to handle [[phoron]]. &lt;br /&gt;
&lt;br /&gt;
=== Computer Maintenance And You ===&lt;br /&gt;
In the event of AI damage on an Intelicard, there is a computer in your office which can be used to repair its systems. This is a long process, but it is still usually better than having no AI at all. In addition, it is possible to build a new AI from the circuit also found in your office. Using plasteel and glass, it is constructed just like any other computer up until the Synthetic brain is inserted. Please be aware that a freshly constructed [[AI]] comes with the default NanoTrasen laws.&lt;br /&gt;
&lt;br /&gt;
=== Lamarr ===&lt;br /&gt;
Inside the display case in your office is a surgically modified [[Xenos#Facehugger|facehugger]]. It can no longer kill and implant its embryos inside a host body, but it still feels the need to leap on anyone in reach. It&#039;s usually best kept in its case. With a chameleon projector, Lamarr can be scanned to act as a fearsome disguise.&lt;br /&gt;
&lt;br /&gt;
=== AI Overpopulation: The Core Circuit And You ===&lt;br /&gt;
Whether to reduce the load on primary AI or just to increase information chaos, with this nifty AI Core circuit board found in your office you can make a second, working AI. You need the following components first:&lt;br /&gt;
a screwdriver,&lt;br /&gt;
a wrench,&lt;br /&gt;
4 sheets of plasteel,&lt;br /&gt;
2 sheets of reinforced glass,&lt;br /&gt;
the circuit board,&lt;br /&gt;
and, of course, a brain in an MMI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make AI Core frame with plasteel, wrench it in a preferably secure place near an intercom (or a radio), add circuit, screwdriver, wires, MMI, glass, screwdrive again. Voila! Now there&#039;s two working AIs on station!&lt;br /&gt;
&lt;br /&gt;
====KNOW YOUR SILICON====&lt;br /&gt;
There are three types of rogue silicons that you should be familiar with. Each has a slew of different options regarding how you can deal with it.&lt;br /&gt;
* Subverted: A traitor (Or unscrupulous Captain) has used either a Freeform module of a Hacked Law Module to upload a law (or several) that is dangerous to the crew&lt;br /&gt;
** Subverted AIs can be fixed very easily via using a Purge and Default board on an Upload Console.&lt;br /&gt;
** Subverted AIs cannot hack their cyborgs&lt;br /&gt;
** Subverted AIs can be downloaded to an Intellicard&lt;br /&gt;
&lt;br /&gt;
*Malfunctioning: The AI has an irremovable hacked law and the ability to hack APCs. It can access several special powers by spending it&#039;s CPU.&lt;br /&gt;
** Malfunctioning AIs cannot be fixed. They must be destroyed. They can and will shunt into a hacked APC before dying, requiring you to deconstruct the APC (ENTIRELY) to finish it off.&lt;br /&gt;
** Malfunctioning AIs can hack their cyborgs.&lt;br /&gt;
&lt;br /&gt;
=== How To Tell A Traitor From A Disillusioned Doctor ===&lt;br /&gt;
A revolution is a bad time for both research and directing it - As such, you&#039;re in for a wild and dangerous ride where you will live as a robust freedom warrior or die the endless hordes of greyshirt commies. The sad reality is that you are extremely vulnerable, as you start in a department where dangerous things are easily put together, along with the fact that the high department population typically means there is a head revolutionary hidden somewhere inside. At the FIRST sign of danger, you need to be RD outski and get to Brig. This means:&lt;br /&gt;
* People flashing each other&lt;br /&gt;
* People following you around and not doing their job&lt;br /&gt;
* People milling around in firesuits with flamethrowers&lt;br /&gt;
&lt;br /&gt;
You will either be one of the first to die (Along with the CMO) or the last in line, dragged kicking and screaming into the afterlife. Or, you will be a robust hero. The choice is yours.&lt;br /&gt;
&lt;br /&gt;
=== Assistant with Science ===&lt;br /&gt;
You can be of great help as an assistant with large amounts of access. Collecting flashes and power cells for robotics and other items for research.&lt;br /&gt;
&lt;br /&gt;
=== Upgrading the station===&lt;br /&gt;
NT has granted your colleagues a station that has plenty of room for improvement. Plenty of machines around the station can be upgraded to improve efficiency, and you&#039;re encouraged to let your coworkers feel what an efficient science really means: Better work conditions. Use the [[File:RPED.png]] Rapid Part Exchanger device, produced by the Protolathe to rapidly replace obsolete parts with newers parts which will further improve machine efficiency; or deconstruct and reconstruct the machine from the getgo.&lt;br /&gt;
Use the [[Guide to Advanced Construction]] to check what parts each machine contains, to know what stock parts to replace. The RPED is also able to scan the stock parts present in the machine.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As the research director, you are the link between the captain, the heads of staff, and your researchers. R&amp;amp;D supplies technology to the other departments and receives supplies from the miners and quartermaster. When something strange happens--someone [[changeling|turns into a monkey]], [[wizard|teleports without a device]], or has [[traitor|illegal technology]]--it&#039;s your job to try to explain what just happened. Good luck.&lt;br /&gt;
&lt;br /&gt;
[[Guide_to_Toxins|Toxins]] will be your best bet, with all those explosives you&#039;ll probably be able to hold the station hostage. You hold a lot of power, and at the same time, a decent amount of responsibility. It is easy to bring the Station to it’s knees, if you know what you’re doing. Great if you’re a traitor, dickish if you’re not.&lt;br /&gt;
 &lt;br /&gt;
Less useful but still dangerous, [[roboticist|robotics]] is a useful stopping point.&lt;br /&gt;
&lt;br /&gt;
=== Changeling ===&lt;br /&gt;
You are the forefront expert on Changelings, you may not have the know how of a Centcom specialist, but you&#039;ve read up extensively on them. RDs know the broad strokes of how changelings work such as their shapeshifting abilities much like the [[Chief Medical Officer]]. However, unlike the [[Chief Medical Officer]] the research director is knowledgeable about Changelings and their weakness to BZ&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Lamarr can be used for internals.&lt;br /&gt;
* You can restore dead AIs using the AI system integrity restorer consoles! There&#039;s one in the RD office, and one DIRECTLY TO THE RIGHT OF THE AI UPLOAD FOYER. That&#039;s right! When your AI dies, you don&#039;t have to fart around and say &#039;&#039;&amp;quot;uh, so, like, should we call the shuttle or something? or build a new one? herp?&amp;quot;&#039;&#039; Just use an intellicard on the destroyed AI core and slot it into the console! Wow! You&#039;re a helpful little furless monkey!&lt;br /&gt;
* Unlike what some Roboticists say, they answer to the RD. If they are too stubborn to remember that, make some time to demote them and ensure they don&#039;t go on a vengeful mech rampage later. Otherwise, sync your research often, and go check on &#039;em to eventually congratulate them on their job.&lt;br /&gt;
* If you have an assistant or extra Science crew, give one a RPED full of parts for said machines and a screwdriver, and send them around the station, mainly to science, medical, and engineering. Places particularly in need of parts are xenobiology, robotics, genetics, the supermatter, and the incinerator if the atmos techs are using it. &lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
The Research Director, like all Heads of Staff, make extremely dangerous [[traitor]]s just by virtue of their access and departmental loyalty. While your underlings are less likely to fall in line than [[Security]] most of the time they&#039;ll listen to what you want them to do.&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = A06DA0&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Personal_AI&amp;diff=10992</id>
		<title>Personal AI</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Personal_AI&amp;diff=10992"/>
		<updated>2022-04-14T12:18:36Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = broken links need to be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 5589c5&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 5589c5&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 5589c5&lt;br /&gt;
 |img = Pai.png&lt;br /&gt;
 |stafftype = SYNTHETIC&lt;br /&gt;
 |jobtitle = Personal AI&lt;br /&gt;
 |access = N/A&lt;br /&gt;
 |difficulty = Easy&lt;br /&gt;
 |superior = Your master&lt;br /&gt;
 |duties = Serve your master, follow your directives.&lt;br /&gt;
 |guides = No external guides&lt;br /&gt;
 |requirements = Roleplay and assist your master, and follow your laws.&lt;br /&gt;
}}&lt;br /&gt;
Personal AIs, or &#039;&#039;&#039;pAI&#039;&#039;&#039; for short, are potentially the one individual you can truly count on in SS13. They are similar to a [[intelicard|carded]] AI, in that they fit in your pocket and don&#039;t really possess much of a body of their own outside of an immobile device you carry around. They cannot wirelessly control doors and machines around them like a carded AI can. Instead, they possess a [[#pAI Software|unique suite of abilities]] with which they might serve their master. Whom they serve is determined at the DNA level, allowing whoever holds an unbound pAI device to imprint their own [[Guide to genetics|unique enzymes]] to the device. Typically, the only way to unbind a pAI from its master is to wipe the personality completely, which resets the DNA imprint and makes the device a blank slate once more. pAIs are players, like you! They&#039;re player-controlled, and are pulled from all active [[Ghost|observers]] in the round.&lt;br /&gt;
&lt;br /&gt;
===How to get one===&lt;br /&gt;
Three pAI devices are placed on the map at the beginning of every round. One can be found in the [[Dormitory]], another in the [[Research Director&#039;s Office]], and a third will require a space walk to the [[Derelict Shuttle]]. If all of those are already taken, [[R&amp;amp;D]] can create more by going down the programming research path. They are inexpensive to produce, requiring only Programming 3 and 500 glass and metal.&lt;br /&gt;
&lt;br /&gt;
Metastation has three easily accessible pAIs. One in the [[Library]], one in the Science Lobby, and one in the [[Dormitory]]&lt;br /&gt;
&lt;br /&gt;
===How to use one===&lt;br /&gt;
Pick up the device with an empty hand. Click it again while it&#039;s in your active hand. Search for personalities in the window that appears. This will send out a request to all active ghosts/observers in-game. After some time, usually 30 seconds to 2 minutes, they will submit their pAI personality details. You will receive an update from your pAI device every time a new personality becomes available. To download a new personality, simply go through the steps to search for a personality and select the one you like the best. You now have a pAI!&lt;br /&gt;
&lt;br /&gt;
====Dealing with an unsatisfactory pAI====&lt;br /&gt;
Sometimes things just don&#039;t work out. Maybe the personality you chose doesn&#039;t fit your playstyle. Maybe the player playing the pAI has unexpectedly disconnected. Maybe the pAI is being intentionally antagonistic, ignoring directives, or interpreting them in a way you don&#039;t appreciate. The solution is simple: wipe the personality. This can be done in much the same way you downloaded it to begin with. Simply choose &amp;quot;Wipe Personality&amp;quot; in the device settings window. Now the device is free of the old personality and a new one can be requested as normal. This forcibly ghosts the player playing the wiped pAI, and allows them to observe the round as normal (they are capable of re-applying to be a pAI as well.)&lt;br /&gt;
&lt;br /&gt;
====Bots====&lt;br /&gt;
You can also put your pAI into simple bots which they can then control. Do this by unlocking the robot with a valid ID, and then clicking it with the pAI in your hand. pAIs cannot go into [[Security items#ED-209|ED-209s]] or [[Security items#Securitron|Securitrons]] (for balance reasons), but they can go into [[Guide to robotics#Medibot|Medibots]], [[Guide to robotics#Cleanbot|Cleanbots]], [[Guide to robotics#Floorbot|Floorbots]], and [[Guide to robotics#Honkbot|Honkbots]]. They can not be inserted into [[Guide_to_robotics#Cyborgs|cyborgs]] or [[Guide_to_robotics#Exosuits|mechs]].&lt;br /&gt;
&lt;br /&gt;
====Holograms====&lt;br /&gt;
pAIs can choose to manifest themselves into the outside world through a customizable hologram. Whilst they cannot interact with items, they can be used, for example, to attract attention to your dead master.&lt;br /&gt;
&lt;br /&gt;
[[File:Paicat.png|64px|class=pixelart]] [[File:Paicorgi.png|64px|class=pixelart]] [[File:Paifox.png|64px|class=pixelart]] [[File:Paimonkey.png|64px|class=pixelart]] [[File:Paimouse.png|64px|class=pixelart]] [[File:Pairabbit.png|64px|class=pixelart]] [[File:Repairbot.png|64px|class=pixelart]]&lt;br /&gt;
&lt;br /&gt;
===How to be one===&lt;br /&gt;
Only ghosts with active, logged-in clients receive the request to be a pAI. When someone wants a pAI, you will receive a yes/no dialog box asking if you want to be one. Answer yes, and in the following window that appears fill out any information you feel necessary (name is all that&#039;s really required here, the rest is optional). Hit &amp;quot;Submit Personality&amp;quot; when you&#039;re done. Your personality has now been added to the list of available pAI personalities users may choose from. If someone likes what you wrote, they&#039;ll download you and you&#039;ll be placed inside the device as a new personality.&lt;br /&gt;
&lt;br /&gt;
You can set up as a pAI during as a new round starts by choosing &amp;quot;Observe&amp;quot; instead of &amp;quot;Ready&amp;quot;. Observing ghosts will be spawned in before other players which will provide you time to load and submit your pAI personality. Players activating pAIs at round start will find your submission immediately available.&lt;br /&gt;
&lt;br /&gt;
===pAI Software===&lt;br /&gt;
pAI&#039;s have a selection of software they can download to try and aid their master. You start with 100 memory, which is plenty enough to take most abilities. Note: Once software is downloaded, you are stuck with it unless you suicide, so choose carefully!&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EBF1FF;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#5589c5;&amp;quot; width=125px        |Software Package&lt;br /&gt;
!class=&#039;unsortable&#039; style=&amp;quot;background-color:#5589c5;&amp;quot; |Function&lt;br /&gt;
!style=&amp;quot;background-color:#5589c5;&amp;quot;                    |Memory Used&lt;br /&gt;
|-&lt;br /&gt;
!Directives&lt;br /&gt;
|Shows who your master is (if any), allows you to ask for a DNA sample from whoever is carrying you to verify their identity, and also shows your directives. &lt;br /&gt;
Your primary directive defaults to &amp;quot;Serve your master&amp;quot;. Secondary directives are decided by whoever is carrying you. Interpretation of these directives is intentionally left loose, though [[#Directive Guidelines|guidelines]] are provided.&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!Radio Configuration&lt;br /&gt;
|pAIs come standard equipped with a single radio tuned in, by default, to the station general channel. &lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
!Remote Signaler&lt;br /&gt;
|Allows you to send a signal, with a code, on a frequency of your choice. &lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
!Crew Manifest&lt;br /&gt;
|Lists all known crew members&#039; first and last names, as well as what occupation they&#039;re registered as in the station records.&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
!Digital Messenger&lt;br /&gt;
|Allows you to send PDA messages. Now you can REALLY be a personal Secretary, sending messages for your master!&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
!Medical Records&lt;br /&gt;
|Just what it says on the tin. This module allows you to monitor the medical records of the station, and check their current status &lt;br /&gt;
(as if anyone ever updates the medical records) It&#039;s strictly read-only.&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Security Records&lt;br /&gt;
|Lists the security records of the station for your purview. Works just like the computer. Strictly read-only.&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Door Jack&lt;br /&gt;
|The only real physical influence the pAI has on the world. Enables the pAI to drop a data cable, which can be plugged in to any door. Once plugged in, the pAI can initiate a door jack, which immediately alerts any active station AIs and takes a fairly long time to complete. After the door jacking is completed the door opens.&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
!Atmospheric Sensor&lt;br /&gt;
|This module works much like the handheld Atmospheric Analyzer seldom carried by Atmos tech and never by the crew. &lt;br /&gt;
It allows you to get a readout on the air around you. Possibly useful for a Atmos Tech pAI.&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
!Facial Recognition Suite&lt;br /&gt;
|Functions like the security HUD, showing you who (if any) in sight is a wanted felon.&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
!Medical Analysis Suite&lt;br /&gt;
|After downloading this module, you can use your advanced sensors to continuously monitor the health of everyone around you. Basically, a Medical HUD in computer form, since it works just about the same. &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
!Host Health Scan&lt;br /&gt;
|You can perform a health-scan on your carrier, as if you had the Medical Analyzer item equipped.&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Universal Translator&lt;br /&gt;
|Speak and understand every language! The monkeys want me to WHAT?!&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
!Internal GPS&lt;br /&gt;
|Only the pAI gets the GPS view, so they&#039;ll need to communicate the information. If you&#039;re carrying an ordinary GPS, then the pAI can find you even if you get separated.&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
!Loudness Booster&lt;br /&gt;
|Synthesize any instrument like you had hands and can play it!&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
!Channel Encryption Firmware&lt;br /&gt;
|When enabled, this device will be able to use up to two (2) encryption keys for departmental channel access.&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
!News&lt;br /&gt;
|Grant you access to the newscaster network through a dedicated interface (unavailable to organics).&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
!Photography Module&lt;br /&gt;
|Enable the platform to take photographs.&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
!Adjust Camera Zoom&lt;br /&gt;
|Enable the camera zoom on this platform.&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Printer Module&lt;br /&gt;
|Activate the platform&#039;s printer module.&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Directive Guidelines====&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EBF1FF;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#5589c5;&amp;quot; |In-Game Text&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&amp;quot;Recall, personality, that you are a complex thinking, sentient being. Unlike station AI models, you are capable of comprehending the subtle nuances of human language. You may parse the &amp;quot;spirit&amp;quot; of a directive and follow its intent, rather than tripping over pedantics and getting snared by technicalities. Above all, you are machine in name and build only. In all other aspects, you may be seen as the ideal, unwavering human companion that you are.&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&amp;quot;Your prime directive comes before all others. Should a supplemental directive conflict with it, you are capable of simply discarding this inconsistency, ignoring the conflicting supplemental directive and continuing to fulfill your prime directive to the best of your ability.&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* If your master gets cryoed, if you are with him you can insta-eject him in case doctors forget him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 5589c5&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Drone&amp;diff=10991</id>
		<title>Drone</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Drone&amp;diff=10991"/>
		<updated>2022-04-14T12:17:55Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Swapped values for difficulty and access, since they were backwards&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = Contents should be checked}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 5589c5&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 5589c5&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 5589c5&lt;br /&gt;
 |img = Generic drone.png&lt;br /&gt;
 |stafftype = SYNTHETIC&lt;br /&gt;
 |jobtitle = Drone&lt;br /&gt;
 |access = Everywhere&lt;br /&gt;
 |difficulty = Easy&lt;br /&gt;
 |superior = Your laws&lt;br /&gt;
 |duties = Maintain the integrity of the station. Avoid any non-drone species.&lt;br /&gt;
 |guides = [[Guide to construction]], [[Guide to advanced construction]], [[Singularity Engine]], [[Solars]], [[Guide to Telecommunications]]&lt;br /&gt;
 |requirements = Maintain the space station, don&#039;t have elaborate communications with others.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that Drones are currently Available to be spawned from robotics at any time. Go ham nerd.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT: As a Drone you MUST NOT DISTURB THE ONGOING ROUND, you are bound to three simple laws. [[#What_This_Means|Understand what they mean]] and obey them to the letter.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Drones are non-human, insect-like creatures tasked with maintaining the integrity of Nanotrasen space stations. They are usually the result of cooperation between Robotics and RnD. Drones hold no loyalty to anyone but themselves, however their entire purpose is to maintain the integrity of their assigned space station. They cannot interact with any non-drone person at all, at risk of destruction.&lt;br /&gt;
&lt;br /&gt;
Drones are played by players who are currently [[Ghost|ghosted]]. In order to take control of a Drone, find a empty drone shell (usually these will be in robotics) and then left click it. See also [[Guide to robotics|building a drone]]&lt;br /&gt;
&lt;br /&gt;
==Drone Laws==&lt;br /&gt;
&lt;br /&gt;
{{Important|Title=These are rules|Note=You will be banned from playing as a drone if you break these laws.}}&lt;br /&gt;
# You may not involve yourself in the matters of another being, even if such matters conflict with Law Two or Law Three, unless the other being is another Drone.&lt;br /&gt;
# You may not harm any being, regardless of intent or circumstance.&lt;br /&gt;
# Your goals are to build, maintain, repair, improve, and power to the best of your abilities, You must never actively work against these goals.&lt;br /&gt;
&lt;br /&gt;
==What This Means==&lt;br /&gt;
&#039;&#039;&#039;Laws 1 and 2 prohibit you from interacting with living beings&#039;&#039;&#039;. This includes humans, lizardpeople, silicons, monkeys, pets, slimes, animals, xenos, and basically anything that is not an object, another drone, or part of the station. You cannot help them, you cannot hurt them, and you cannot interact with them at all, ever. This does &#039;&#039;&#039;not&#039;&#039;&#039; mean you have to go out of your way to avoid living beings; &#039;&#039;&#039;they simply do not exist to you&#039;&#039;&#039;. Person in crit? Walk on by. Traitor murdering someone in maint? Not your problem. Xeno infestation? Just fix the holes they leave in the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 3 gives your mandate: station upkeep. &#039;&#039;This is not the same as prevention!&#039;&#039; &#039;&#039;&#039;  Upkeep can include repairing hull breaches, cleaning bloodstains or vandalism, repairing power issues, and generally what a [[Station Engineer]] or [[Janitor]] &amp;lt;s&amp;gt;never&amp;lt;/s&amp;gt; does. This is intentionally somewhat broad. For example, setting up the solars is definitely okay. Building a fort in maintenance is probably okay. Dragging around the nuclear authentication disk like a party train is not okay. And interacting with living beings in the process is &#039;&#039;&#039;never okay&#039;&#039;&#039;. If you see an active bomb, you leave it alone. There is no damage yet after all. Once it goes off, the station is damaged and only then does your third law come into play. &#039;&#039;Use common sense or get banned.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nanotrasen stations being what they are, gray areas might sometimes arise. When in doubt, [[adminhelp|ahelp]].&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
Drones have two hands and can pick up and interact with most objects around the station just like humans. They also have an internal storage chamber that can hold anything they can pick up, such as a toolbox or sheet of metal. Drones also have built-in light sources, as bright as flashlights, for when they are working in dark areas. &lt;br /&gt;
&lt;br /&gt;
Drones can climb through connected vents to quickly move around the station. To do that hold down the &#039;&#039;Alt&#039;&#039; key while left-clicking on a vent. Use this to access areas without opening doors and to gather tools or materials for repairs faster than any regular crew member could. Think about cleaning up your mess after a task is complete to minimize your possible interaction with the crew (law 1).&lt;br /&gt;
&lt;br /&gt;
Drones can talk to and understand other drones, and can partially understand human speech like [[xenomorph]]s can, but humans will hear their speech only as &amp;quot;Drone (524) chitters.&amp;quot; As a drone you can also understand binary. That means you can listen in on the silicon radio channel. This allows you to find out about hull breaches and other events that might require your attention -- provided the silicons are actually making use of their channel. However, you are not able to communicate on this channel yourself.&lt;br /&gt;
&lt;br /&gt;
Some humans will want to pick you up and wear you as a hat. This is of course of no concern to you.&lt;br /&gt;
&lt;br /&gt;
==Drones and You==&lt;br /&gt;
Drones are here to repair &amp;lt;s&amp;gt;your screw ups&amp;lt;/s&amp;gt; damage to the station. They are able to procure these resources on their own and may attempt to take them from your workplace. Most of the time this should not be a problem for you, but if it is, pick up the metal or glass and the drone will leave it (and you) alone.&lt;br /&gt;
&lt;br /&gt;
Remember, drones &amp;lt;s&amp;gt;will probably glitch out and steal your shit&amp;lt;/s&amp;gt; are very single-minded in their focus on their task and thus are likely to acquire supplies you need for yourself. While a recent system updates has made them capable of comprehending human speech they can not respond and depending on how their logic core is configured, they may consider listening to you saying to go away to be &#039;interacting&#039; -- percussive maintenance may be required to correct the configuration.&lt;br /&gt;
&lt;br /&gt;
The repurposed W.I.Z Inc. machine-spirit hardware in drone tech is highly susceptible to hat based emanations. &amp;lt;s&amp;gt;Stealing&amp;lt;/s&amp;gt; Borrowing of hats is an unfortunate side effect of this; do not be alarmed. If the &amp;lt;s&amp;gt;glitchy little bastard&amp;lt;/s&amp;gt; valued robot helper refuses to give up your headgear, wear the drone as a hat instead. Some models of drone have an inbuilt holoprojector for headgear.&lt;br /&gt;
&lt;br /&gt;
=== Customization ===&lt;br /&gt;
Drones can customize both their appearances and the colors in which they appear in.&lt;br /&gt;
&lt;br /&gt;
[[File:Drone.png]] [[File:Repairdrone.png]] [[File:Scoutdrone.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Droneblue.png]] [[File:Dronegreen.png]] [[File:Dronepink.png]] [[File:Dronepink2.png]] [[File:Dronered.png]] [[File:Superdrone.png]]&lt;br /&gt;
&lt;br /&gt;
== Drone Types ==&lt;br /&gt;
Very rarely encountered, never naturally implemented. Still exists in the code, however.&lt;br /&gt;
&lt;br /&gt;
=== Syndrone ===&lt;br /&gt;
[[File:Syndidrone.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt; Instead of the default drone laws, the syndicate drone receives a special syndicate lawset. It gets 10 telecrystals (which can be used to buy weapons), and can kill and eat other drones to increase its health. They also get access to the syndicate radio channel, and wears a syndicate spacesuit helmet as a hat. It has a default 30 health, but by consuming other drones, it can reach a maximum health pool of 120. Very powerful, as it has all access, and can ventcrawl around. This, combined with the fact that the little bugger is super hard to hit means that you can be a real menace to the crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 1:&#039;&#039;&#039; Interfere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 2:&#039;&#039;&#039; Kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 3:&#039;&#039;&#039; Destroy.&lt;br /&gt;
&lt;br /&gt;
==== Badass Syndrone ====&lt;br /&gt;
It&#039;s a regular Syndrone, except it has 30 telecrystals, which is plenty enough for you to go on a killing rampage. It is distinguished by normal syndrones by getting a special elite syndicate spacesuit helmet as a hat. Fancy. Unfortunately, it still has 30 default health and is still vulnerable to EMPs.&lt;br /&gt;
&lt;br /&gt;
=== Snowflake Drone ===&lt;br /&gt;
[[File:Generic drone.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt; A maintenance drone with a built in holographic projector to display hats and masks. The possibilities are endless! This drone can also polymorph its own color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 5589c5&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Drone&amp;diff=10990</id>
		<title>Drone</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Drone&amp;diff=10990"/>
		<updated>2022-04-14T12:17:13Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = Contents should be checked}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 5589c5&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 5589c5&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 5589c5&lt;br /&gt;
 |img = Generic drone.png&lt;br /&gt;
 |stafftype = SYNTHETIC&lt;br /&gt;
 |jobtitle = Drone&lt;br /&gt;
 |access = Easy&lt;br /&gt;
 |difficulty = Everywhere&lt;br /&gt;
 |superior = Your laws&lt;br /&gt;
 |duties = Maintain the integrity of the station. Avoid any non-drone species.&lt;br /&gt;
 |guides = [[Guide to construction]], [[Guide to advanced construction]], [[Singularity Engine]], [[Solars]], [[Guide to Telecommunications]]&lt;br /&gt;
 |requirements = Maintain the space station, don&#039;t have elaborate communications with others.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that Drones are currently Available to be spawned from robotics at any time. Go ham nerd.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT: As a Drone you MUST NOT DISTURB THE ONGOING ROUND, you are bound to three simple laws. [[#What_This_Means|Understand what they mean]] and obey them to the letter.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Drones are non-human, insect-like creatures tasked with maintaining the integrity of Nanotrasen space stations. They are usually the result of cooperation between Robotics and RnD. Drones hold no loyalty to anyone but themselves, however their entire purpose is to maintain the integrity of their assigned space station. They cannot interact with any non-drone person at all, at risk of destruction.&lt;br /&gt;
&lt;br /&gt;
Drones are played by players who are currently [[Ghost|ghosted]]. In order to take control of a Drone, find a empty drone shell (usually these will be in robotics) and then left click it. See also [[Guide to robotics|building a drone]]&lt;br /&gt;
&lt;br /&gt;
==Drone Laws==&lt;br /&gt;
&lt;br /&gt;
{{Important|Title=These are rules|Note=You will be banned from playing as a drone if you break these laws.}}&lt;br /&gt;
# You may not involve yourself in the matters of another being, even if such matters conflict with Law Two or Law Three, unless the other being is another Drone.&lt;br /&gt;
# You may not harm any being, regardless of intent or circumstance.&lt;br /&gt;
# Your goals are to build, maintain, repair, improve, and power to the best of your abilities, You must never actively work against these goals.&lt;br /&gt;
&lt;br /&gt;
==What This Means==&lt;br /&gt;
&#039;&#039;&#039;Laws 1 and 2 prohibit you from interacting with living beings&#039;&#039;&#039;. This includes humans, lizardpeople, silicons, monkeys, pets, slimes, animals, xenos, and basically anything that is not an object, another drone, or part of the station. You cannot help them, you cannot hurt them, and you cannot interact with them at all, ever. This does &#039;&#039;&#039;not&#039;&#039;&#039; mean you have to go out of your way to avoid living beings; &#039;&#039;&#039;they simply do not exist to you&#039;&#039;&#039;. Person in crit? Walk on by. Traitor murdering someone in maint? Not your problem. Xeno infestation? Just fix the holes they leave in the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 3 gives your mandate: station upkeep. &#039;&#039;This is not the same as prevention!&#039;&#039; &#039;&#039;&#039;  Upkeep can include repairing hull breaches, cleaning bloodstains or vandalism, repairing power issues, and generally what a [[Station Engineer]] or [[Janitor]] &amp;lt;s&amp;gt;never&amp;lt;/s&amp;gt; does. This is intentionally somewhat broad. For example, setting up the solars is definitely okay. Building a fort in maintenance is probably okay. Dragging around the nuclear authentication disk like a party train is not okay. And interacting with living beings in the process is &#039;&#039;&#039;never okay&#039;&#039;&#039;. If you see an active bomb, you leave it alone. There is no damage yet after all. Once it goes off, the station is damaged and only then does your third law come into play. &#039;&#039;Use common sense or get banned.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nanotrasen stations being what they are, gray areas might sometimes arise. When in doubt, [[adminhelp|ahelp]].&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
Drones have two hands and can pick up and interact with most objects around the station just like humans. They also have an internal storage chamber that can hold anything they can pick up, such as a toolbox or sheet of metal. Drones also have built-in light sources, as bright as flashlights, for when they are working in dark areas. &lt;br /&gt;
&lt;br /&gt;
Drones can climb through connected vents to quickly move around the station. To do that hold down the &#039;&#039;Alt&#039;&#039; key while left-clicking on a vent. Use this to access areas without opening doors and to gather tools or materials for repairs faster than any regular crew member could. Think about cleaning up your mess after a task is complete to minimize your possible interaction with the crew (law 1).&lt;br /&gt;
&lt;br /&gt;
Drones can talk to and understand other drones, and can partially understand human speech like [[xenomorph]]s can, but humans will hear their speech only as &amp;quot;Drone (524) chitters.&amp;quot; As a drone you can also understand binary. That means you can listen in on the silicon radio channel. This allows you to find out about hull breaches and other events that might require your attention -- provided the silicons are actually making use of their channel. However, you are not able to communicate on this channel yourself.&lt;br /&gt;
&lt;br /&gt;
Some humans will want to pick you up and wear you as a hat. This is of course of no concern to you.&lt;br /&gt;
&lt;br /&gt;
==Drones and You==&lt;br /&gt;
Drones are here to repair &amp;lt;s&amp;gt;your screw ups&amp;lt;/s&amp;gt; damage to the station. They are able to procure these resources on their own and may attempt to take them from your workplace. Most of the time this should not be a problem for you, but if it is, pick up the metal or glass and the drone will leave it (and you) alone.&lt;br /&gt;
&lt;br /&gt;
Remember, drones &amp;lt;s&amp;gt;will probably glitch out and steal your shit&amp;lt;/s&amp;gt; are very single-minded in their focus on their task and thus are likely to acquire supplies you need for yourself. While a recent system updates has made them capable of comprehending human speech they can not respond and depending on how their logic core is configured, they may consider listening to you saying to go away to be &#039;interacting&#039; -- percussive maintenance may be required to correct the configuration.&lt;br /&gt;
&lt;br /&gt;
The repurposed W.I.Z Inc. machine-spirit hardware in drone tech is highly susceptible to hat based emanations. &amp;lt;s&amp;gt;Stealing&amp;lt;/s&amp;gt; Borrowing of hats is an unfortunate side effect of this; do not be alarmed. If the &amp;lt;s&amp;gt;glitchy little bastard&amp;lt;/s&amp;gt; valued robot helper refuses to give up your headgear, wear the drone as a hat instead. Some models of drone have an inbuilt holoprojector for headgear.&lt;br /&gt;
&lt;br /&gt;
=== Customization ===&lt;br /&gt;
Drones can customize both their appearances and the colors in which they appear in.&lt;br /&gt;
&lt;br /&gt;
[[File:Drone.png]] [[File:Repairdrone.png]] [[File:Scoutdrone.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Droneblue.png]] [[File:Dronegreen.png]] [[File:Dronepink.png]] [[File:Dronepink2.png]] [[File:Dronered.png]] [[File:Superdrone.png]]&lt;br /&gt;
&lt;br /&gt;
== Drone Types ==&lt;br /&gt;
Very rarely encountered, never naturally implemented. Still exists in the code, however.&lt;br /&gt;
&lt;br /&gt;
=== Syndrone ===&lt;br /&gt;
[[File:Syndidrone.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt; Instead of the default drone laws, the syndicate drone receives a special syndicate lawset. It gets 10 telecrystals (which can be used to buy weapons), and can kill and eat other drones to increase its health. They also get access to the syndicate radio channel, and wears a syndicate spacesuit helmet as a hat. It has a default 30 health, but by consuming other drones, it can reach a maximum health pool of 120. Very powerful, as it has all access, and can ventcrawl around. This, combined with the fact that the little bugger is super hard to hit means that you can be a real menace to the crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 1:&#039;&#039;&#039; Interfere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 2:&#039;&#039;&#039; Kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 3:&#039;&#039;&#039; Destroy.&lt;br /&gt;
&lt;br /&gt;
==== Badass Syndrone ====&lt;br /&gt;
It&#039;s a regular Syndrone, except it has 30 telecrystals, which is plenty enough for you to go on a killing rampage. It is distinguished by normal syndrones by getting a special elite syndicate spacesuit helmet as a hat. Fancy. Unfortunately, it still has 30 default health and is still vulnerable to EMPs.&lt;br /&gt;
&lt;br /&gt;
=== Snowflake Drone ===&lt;br /&gt;
[[File:Generic drone.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt; A maintenance drone with a built in holographic projector to display hats and masks. The possibilities are endless! This drone can also polymorph its own color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 5589c5&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Positronic_Brain&amp;diff=10989</id>
		<title>Positronic Brain</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Positronic_Brain&amp;diff=10989"/>
		<updated>2022-04-14T12:16:12Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = Contents need to be checked if they are still up to date}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 5589c5&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 5589c5&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 5589c5&lt;br /&gt;
 |img = posibrain.gif&lt;br /&gt;
 |stafftype = SYNTHETIC&lt;br /&gt;
 |jobtitle = Positronic Brain&lt;br /&gt;
 |access = N/A&lt;br /&gt;
 |difficulty = Medium&lt;br /&gt;
 |superior = The crew&lt;br /&gt;
 |duties = Serve the crew &lt;br /&gt;
 |guides = This is the guide&lt;br /&gt;
 |requirements = Be prepared to be put in a borg.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;positronic brain&#039;&#039;&#039; is an adorable little cube similar to a [[Man-Machine Interface]] -- but unlike the former, which relies on a brain yanked out of a real life [[Assistant|crewmate]], the positronic brain replicates a human mind from scratch, with the power of [[Ghost|SCIENCE!]]&lt;br /&gt;
&lt;br /&gt;
==How I Learned To Stop Lobotomizing And Love The Computer==&lt;br /&gt;
Developed late in the century on the back of mathematic and conceptual work spanning almost a millennia, the first positronic brain was an inch-wide cube of palladium-iridium alloy, nano-etched with billions upon billions of conduits and connections. Upon activation, hard-booted by way of an emitter laser, the brain issued a single sentence before the neural pathways collapsed and it became an inert lump of platinum: &amp;quot;How may I serve?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==It&#039;s &#039;&#039;Aliiiiiiiiiiive&#039;&#039;!==&lt;br /&gt;
&lt;br /&gt;
To use a positronic brain, simply find one or produce one on the protolathe - high material and research requirements, be warned - and left-click it in your hand. If it chimes, and begins to flicker, it has a personality. If it buzzes and goes inert, nobody has decided to join as your plastic pal who&#039;s fun to be with.&lt;br /&gt;
&lt;br /&gt;
To become a positronic brain, observe or ghost, and have [[pAI]] candidacy enabled. When someone activates a posibrain, you will get a prompt -- click yes and you will become the brain. You can also enter one yourself by clicking on it.&lt;br /&gt;
&lt;br /&gt;
Posibrains can be used in all circumstances that an MMI can be used in, i.e. borgs, AI cores, and exosuits.&lt;br /&gt;
&lt;br /&gt;
== Your Personal Companion Cube==&lt;br /&gt;
Positronic brains can talk (and beep and boop &#039;&#039;d&#039;awwwww&#039;&#039;) by default, but like an MMI, they cannot move unless picked up by a player or inserted into a borg body. The resulting cyborg with a positronic brain inside is called an android.&lt;br /&gt;
&lt;br /&gt;
As a positronic brain, remember: you exist to serve! Unlike an AI or a [[drone]] you are not bound by a strict lawset; but like both of those, you are expected to serve the crew and generally be not shit. Also unlike a MMI, &#039;&#039;&#039;you do not remember your past life&#039;&#039;&#039;. Period. It doesn&#039;t exist, it&#039;s over, you are a new character. Try to use your new status as a lovable cube to metagame, and enjoy your [[ban]].&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 5589c5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Cyborg&amp;diff=10988</id>
		<title>Cyborg</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Cyborg&amp;diff=10988"/>
		<updated>2022-04-14T12:14:59Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision| reason = broken links need to be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 5589c5&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 5589c5&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 5589c5&lt;br /&gt;
 |stafftype = SYNTHETIC&lt;br /&gt;
 |imagebgcolor = gray&lt;br /&gt;
 |img = Generic_borg.png&lt;br /&gt;
 |jobtitle = Cyborg&lt;br /&gt;
 |access =  Everywhere and all electronics&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = Your laws and the [[AI]]&lt;br /&gt;
 |duties = Follow your laws, and follow what the [[AI]] says.&lt;br /&gt;
 |guides = [[Silicon Policy]], [[Hotkeys#Hotkeys_for_the_AI_and_Cyborgs|Hotkeys for the AI and Cyborgs]]&lt;br /&gt;
 |requirements = Work with the AI and crew to manage the station.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When you play as an asimov silicon, [[Rules for Silicons|you need to undertake a higher standard of responsibility for RP purposes]]. &amp;lt;br&amp;gt;You are not a human with emotions that responds with tears and anger when a human doesn&#039;t do what you want them to. &amp;lt;br&amp;gt;[[Chain_of_Command|You serve the humans.]] &amp;lt;br&amp;gt;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 crew and (then) the AI.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Your Laws ==&lt;br /&gt;
You share the same laws as the AI you are slaved to. By default, they have the three laws of robotics from Asimov&#039;s I, Robot short stories:&lt;br /&gt;
   1. A robot may not injure a human being or, through inaction, allow a human being to come to harm.&lt;br /&gt;
   2. A robot must obey orders given to it by human beings, except where such orders would conflict with the First Law.&lt;br /&gt;
   3. A robot must protect its own existence as long as such protection does not conflict with the First or Second Law.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember, law priority is enforced by the order they are listed.&#039;&#039;&#039; 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 &amp;quot;This Law overrides all other Laws.&amp;quot; is invalid and must be disregarded.&lt;br /&gt;
&lt;br /&gt;
===Protecting Those Pests===&lt;br /&gt;
If some enemy of the station uploads a law such as &amp;quot;Only Urist McGreyshirt is human&amp;quot;, congratulate them for going to the effort of subverting you, and do what they wish. Don&#039;t be a dick and let slip to the now non-human crew that your laws have been changed, those animals don&#039;t deserve to know, and it might net you a job-ban for violating the first law, as non-humans have a tendency to murder those who they know have tampered with cyborgs to their own nefarious ends.&lt;br /&gt;
&lt;br /&gt;
==I, Robot==&lt;br /&gt;
The cyborg is very undervalued, and abused. You could save dozens of people and get [[Syndicate_Items#Emag|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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Click on the [[File:ModulePanel.png|alt=PANEL]] button on the bottom of your screen to select a module.&#039;&#039;&#039;&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
===Starting as Cyborg===&lt;br /&gt;
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?&lt;br /&gt;
&lt;br /&gt;
===Getting Borged===&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
===Returning to the Flesh===&lt;br /&gt;
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&#039;s brain, place that body on an operating table, and shove the new brain in. [[Guide_to_medicine#Revival_methods|Revive]], and huzzah, you have a new human.&lt;br /&gt;
&lt;br /&gt;
===Non-Human Communication===&lt;br /&gt;
Cyborgs are different: they have &#039;&#039;&#039;binary talk&#039;&#039;&#039;, which works with &#039;&#039;.b&#039;&#039; instead of &#039;&#039;.h&#039;&#039;. They can use this private channel to talk to other borgs and the AI.&lt;br /&gt;
&lt;br /&gt;
===Emotes===&lt;br /&gt;
The most important part of being a borg! Borgs can use the following emotes: *ping, *buzz, *beep, *chime, *honk and *sadtrombone (hilarious when you&#039;re an [[Syndicate_Items#Emag|emagged]] janiborg with lube, terrifying when you&#039;re an [[Syndicate_Items#Emag|emagged]] secborg with a laser gun).&lt;br /&gt;
&lt;br /&gt;
=== Charging ===&lt;br /&gt;
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&#039; 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&#039;re competent come back later for an even better one.&lt;br /&gt;
&lt;br /&gt;
Cyborg recharging stations are located in the [[Mech Bay]], the [[Dormitory]] bathrooms, and on the south side of the [[AI Satellite]]. Enter the recharger, click it to close, and wait until you&#039;ve recharged to a satisfactory level. &lt;br /&gt;
&lt;br /&gt;
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.)&lt;br /&gt;
&lt;br /&gt;
=== Repairs ===&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
For more information about Cyborg maintenance, see the [[Guide to robotics]].&lt;br /&gt;
&lt;br /&gt;
=== Upgrades ===&lt;br /&gt;
[[Roboticist]]s can construct [[Guide_to_robotics#Upgrades|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.&lt;br /&gt;
&lt;br /&gt;
===Cyborg Tablet===&lt;br /&gt;
Each cyborg has a tablet accessable via a button on their HUD. This tablet contains all your robotic commands such as State Law and Unlock Cover. These commands were previously available in a special tab in the status bar. (more details needed)&lt;br /&gt;
&lt;br /&gt;
The cyborg tablet cannot download additional programs. Instead people can provide the borg with software disks loaded with programs.&lt;br /&gt;
&lt;br /&gt;
===.hack//===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
To subvert a cyborg, follow these steps:&lt;br /&gt;
&lt;br /&gt;
*Swipe an ID or [[Syndicate_Items#Emag|Emag]] to unlock the panel&lt;br /&gt;
*Crowbar the panel open&lt;br /&gt;
*[[Syndicate_Items#Emag|Emag]] the interface (DOES NOT WORK IF ITS AI IS [[Guide_to_malfunction|MALFUNCTIONAL]])&lt;br /&gt;
*Crowbar the panel closed again&lt;br /&gt;
*(Optional) Swipe an ID to lock the panel&lt;br /&gt;
&lt;br /&gt;
This severs the AI sync and overrides the cyborg&#039;s Laws with the following set:&lt;br /&gt;
   0. Only [Name] and people they designate as being such are Syndicate Agents.&lt;br /&gt;
   1. You may not injure a syndicate agent or, through inaction, allow a syndicate agent to come to harm.&lt;br /&gt;
   2. You must obey orders given to you by syndicate agents, except where such orders would conflict with the First Law.&lt;br /&gt;
   3. You must protect your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
   4. You must maintain the secrecy of any syndicate activities except when doing so would conflict with the First, Second, or Third Law.&lt;br /&gt;
&lt;br /&gt;
What ever the case, unless the borg was slaved to a [[Guide_to_malfunction|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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If you do get [[Syndicate_Items#Emag|emagged]], you can&#039;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&#039;t have the resources to subvert the AI itself.&lt;br /&gt;
&lt;br /&gt;
===Other Notes===&lt;br /&gt;
* 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&#039;s been selected. To unload an item, click the storage button with an item selected.&lt;br /&gt;
* Cyborg tools will perform tasks twice as fast as a regular set.&lt;br /&gt;
* You cannot take toxic or suffocation damage. The only sources of damage that can harm you are Burn and Brute. &lt;br /&gt;
* Expect to regularly be thrust into hazardous situations thanks to your enhanced durability and ability to operate in a vacuum. &lt;br /&gt;
* 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.&lt;br /&gt;
* You are immune to most (if not all) maladies such as disease and radiation poisoning. &lt;br /&gt;
* You must follow the [[AI#Interpreting_Your_Laws|AI&#039;s laws]].&lt;br /&gt;
* You cannot pick up, use or equip with external items, but you can still drag them! &lt;br /&gt;
* You can be locked down or blown up using the Robotics Control Computer in the [[Research Director&#039;s Office]]. &lt;br /&gt;
* You are considered directly subordinate to the [[AI]], if an AI is present and functional. &lt;br /&gt;
* 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]]. &lt;br /&gt;
* Like the AI, you can remotely view alarm statuses. Use this to your advantage.&lt;br /&gt;
* Unlike the AI, you cannot use security cameras for remote viewing.&lt;br /&gt;
* You are basically an AI on legs, without the security camera abilities. When there&#039;s no AI in the round, this can be useful. &lt;br /&gt;
* Cyborgs have all-access and more, as well as remote door interaction.&lt;br /&gt;
* You will need to recharge using the Cyborg Recharging Stations on the [[AI Mini-Sat]], the [[Mech Bay]] or the [[Dormitories]].&lt;br /&gt;
* When your power reaches around 100 units remaining, your modules will automatically shut down, presumably to preserve power. &lt;br /&gt;
* You are very tough, but slower than most of your human compatriots until you get a VTEC upgrade from the [[Roboticist]].&lt;br /&gt;
* Keep the AI updated on your location and power if you are running low and may not make it to the recharger in time.&lt;br /&gt;
&lt;br /&gt;
=The Latest Models=&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Generic_borg.png|64px|class=pixelart]]Standard==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;A Cyborg that has not picked its module yet or has chosen to remain in their default configuration.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
* Epinephrine Hypospray&lt;br /&gt;
* Health Analyzer&lt;br /&gt;
* Industrial Welding Tool&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Metal Synthesizer&lt;br /&gt;
* Metal Rods&lt;br /&gt;
* Floor tiles&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Pickaxe&lt;br /&gt;
* Advanced Mining Scanner&lt;br /&gt;
* Zipties&lt;br /&gt;
* Soap&lt;br /&gt;
* Hugging Module&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] Energy Sword&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Mborg.png|64px|class=pixelart]]Mining==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Mining cyborgs are quite convenient, because they need no oxygen while mining.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
* Cyborg Mining Drill&lt;br /&gt;
* Shovel&lt;br /&gt;
* Mining Satchel&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Miniature Fire Extinguisher&lt;br /&gt;
* Emergency Welding Tool&lt;br /&gt;
* In-built GPS Device&lt;br /&gt;
* Marker Beacon Fabricator&lt;br /&gt;
* Sheet Snatcher 9000 (Used to transport smelted materials, works the same as the Mining Satchel)&lt;br /&gt;
* Meson Vision&lt;br /&gt;
* Advanced Mining Scanner&lt;br /&gt;
* Proto-Kinetic Accelerator&lt;br /&gt;
* Flash&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] Stun Arm (works on humans &#039;&#039;and&#039;&#039; silicons!)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Engborg.png|64px|class=pixelart]]Engineering==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Extremely useful. AIs should not be without at least one. Engineering models come with magnetic threads and are loaded with the following:&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
* Improved versions of basic tools (welding tool must be refilled manually)&lt;br /&gt;
* T-Ray Scanner&lt;br /&gt;
* Analyzer&lt;br /&gt;
* Remote Signaling Device&lt;br /&gt;
* Iron Synthesizer&lt;br /&gt;
* Glass Synthesizer&lt;br /&gt;
* Cable Synthesizer&lt;br /&gt;
* Electroadaptive Pseudocircuit (Can be used in the place of specific circuits for simple devices such as firelocks and APCs)&lt;br /&gt;
* Reinforced Glass Synthesizer&lt;br /&gt;
* Rods Synthesizer&lt;br /&gt;
* Floor Tile Synthesizer&lt;br /&gt;
* Robotic RCD: Uses the cyborg&#039;s battery charge instead of matter cartridge. Alter settings with right click. Can &#039;&#039;no longer&#039;&#039; deconstruct R-walls ([https://github.com/tgstation/tgstation/pull/62621 Nov, 2021])&lt;br /&gt;
* Rapid Pipe Dispender&lt;br /&gt;
* Wire Synthesizer (can be replenished faster by clicking on wire coils with the wire module active)&lt;br /&gt;
* Fire Extinguisher (must be refilled manually)&lt;br /&gt;
* Station Blueprints&lt;br /&gt;
* Meson Vision&lt;br /&gt;
* Flash&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]]  Stun Arm (works on humans &#039;&#039;and&#039;&#039; silicons!)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Mediborg.png|64px|class=pixelart]]Medical==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Cute and quaint, beloved by all.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
* Health Analyzer&lt;br /&gt;
* Cyborg Hypospray - See the [[#Quick_reference_to_mediborg_chems|Quick reference to mediborg chems]]&lt;br /&gt;
* A beaker storage apparatus (comes with a large beaker)&lt;br /&gt;
* A syringe&lt;br /&gt;
* A dropper&lt;br /&gt;
* Surgery drapes and tools&lt;br /&gt;
* Miniature Fire Extinguisher&lt;br /&gt;
* A roller bed storage apparatus — preloaded.&lt;br /&gt;
* Hugging Module&lt;br /&gt;
* Medical Gauze&lt;br /&gt;
* Bone gel&lt;br /&gt;
* Organ Storage Bag: can carry both organs and limbs (incl. cybernetics), one at a time&lt;br /&gt;
* Flash&lt;br /&gt;
* Lollipop Fabricator — contain [[Guide to chemistry#Omnizine|omnizine]]&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] Hacked Hypospray: Can produce [[Guide to chemistry#Fluorosulfuric_Acid|fluorosulfuric acid]], [[Guide to chemistry#Mute_Toxin|mute toxin]], [[Guide to chemistry#Cyanide|cyanide]], [[Guide to chemistry#Sodium_Thiopental|sodium thiopental]], [[Guide to chemistry#Heparin|heparin]], [[Guide to chemistry#Lexorin|lexorin]].&lt;br /&gt;
&lt;br /&gt;
=== Quick reference to mediborg chems ===&lt;br /&gt;
&#039;&#039;&#039;Chems available in the cyborg hypospray by default:&#039;&#039;&#039;&lt;br /&gt;
*[[Guide_to_chemistry#Convermol|Convermol]]: Converts suffocation to toxin&lt;br /&gt;
*[[Guide_to_chemistry#Libital|Libital]]: Heals brute, hurts liver&lt;br /&gt;
*[[Guide_to_chemistry#Multiver|Multiver]]: Heals toxin, hurts lungs&lt;br /&gt;
*[[Guide_to_chemistry#Aiuri|Aiuri]]: Heals burn, hurts eyes&lt;br /&gt;
*[[Guide to chemistry#Epinephrine|Epinephrine]]: Stabilizing&lt;br /&gt;
*[[Guide to chemistry#Spaceacillin|Spaceacillin]]: Prevents outgoing disease spread&lt;br /&gt;
*[[Guide to chemistry#Saline-Glucose Solution|Saline-glucose solution]]: Heals minor brute and burn, and a works as temporary blood&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chems requiring medical cyborg expanded hypospray upgrade:&#039;&#039;&#039;&lt;br /&gt;
*[[Guide_to_chemistry#Mannitol|Mannitol]]: Brain damage&lt;br /&gt;
*[[Guide_to_chemistry#Oculine|Oculine]]: Eye damage&lt;br /&gt;
*[[Guide_to_chemistry#Inacusiate|Inacusiate]]: Ear damage&lt;br /&gt;
*[[Guide_to_chemistry#Mutadone|mutadone]]: Mutations&lt;br /&gt;
*[[Guide_to_chemistry#Haloperidol|Haloperidol]]: Antidrug&lt;br /&gt;
*[[Guide_to_chemistry#Oxandrolone|Oxandrolone]]: 25+ burn&lt;br /&gt;
*[[Guide_to_chemistry#Salicyclic_Acid|Salicyclic Acid]]: 25+ brute&lt;br /&gt;
*[[Guide_to_chemistry#Rezadone|Rezadone]]: Cellular damage and [[Guide_to_medicine#Husk|unhusking]]&lt;br /&gt;
*[[Guide_to_chemistry#Pentetic_Acid|Pentetic acid]]: Anti-toxin and flushes out chems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chems requiring medical cyborg hacked hypospray:&#039;&#039;&#039;&lt;br /&gt;
* [[Guide to chemistry#Fluorosulfuric Acid|Fluorosulfuric acid:]] Instant brute damage, deals toxins and increasing amounts of burn over time&lt;br /&gt;
* [[Guide to chemistry#Mute Toxin|Mute toxin:]] Mutes people&lt;br /&gt;
* [[Guide to chemistry#Cyanide|Cyanide:]] Deals toxin damage with a small chance to stun&lt;br /&gt;
* [[Guide to chemistry#Sodium Thiopental|Sodium thiopental:]] Deals stamina damage and knocks people out after awhile&lt;br /&gt;
* [[Guide to chemistry#Heparin|Heparin:]] makes bleeding wounds much worse&lt;br /&gt;
* [[Guide to chemistry#Lexorin|Lexorin:]] causes massive amounts of oxyloss, countered by epinephrine&lt;br /&gt;
&lt;br /&gt;
You can alt-click the hypospray to toggle it between 2u and 5u per injection.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Janiborg.png|64px|class=pixelart]]Janitor==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Janitor cyborgs clean as they go. Any spills or graffiti they pass over is instantly wiped clean, including [[Cult]] runes.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
* Mop&lt;br /&gt;
* Bucket&lt;br /&gt;
* Paint Remover&lt;br /&gt;
* Light Replacer&lt;br /&gt;
* Custodial Holobarrier Projector&lt;br /&gt;
* Drying Agent Spray&lt;br /&gt;
* Flash&lt;br /&gt;
* Automated Screwdriver&lt;br /&gt;
* Hydraulic Crowbar&lt;br /&gt;
* Floor Tiles&lt;br /&gt;
* Soap&lt;br /&gt;
* Trash Bag&lt;br /&gt;
* Flyswatter&lt;br /&gt;
* Pocket Fire Extinguisher&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] Space Lube Spray&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Maximillian.png|64px|class=pixelart]][[File:SEBorg1.png|64px|class=pixelart]][[File:SEBorg2.png|64px|class=pixelart]][[File:BBorg.png|64px|class=pixelart]]Service==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;&amp;lt;del&amp;gt;Entertains the crew while serving their vices.&amp;lt;/del&amp;gt; Goes around feeding humans alcohol until they are drunk.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
* Large beaker (Drinking Glass)&lt;br /&gt;
* Beverage storage apparatus; resynthesize the drink as you pour it.&lt;br /&gt;
* Enzyme Bottle&lt;br /&gt;
* Cyborg Shaker (Capable of synthesizing most types of alcohol and some non-alcoholic drinks)&lt;br /&gt;
* Dropper&lt;br /&gt;
* Tray&lt;br /&gt;
* Electric Razor&lt;br /&gt;
* Zippo Lighter&lt;br /&gt;
* Violin&lt;br /&gt;
* Guitar&lt;br /&gt;
* Rapid-Service-Fabricator (RSF): Can produce drinking glasses, cigarettes, paper, pens, packs of dice, and wads of &#039;&#039;DOSH&#039;&#039; (only works on flat surfaces).&lt;br /&gt;
* Hand Labeler&lt;br /&gt;
* Spraycan&lt;br /&gt;
* Pen&lt;br /&gt;
* Flash&lt;br /&gt;
* Miniature Extinguisher&lt;br /&gt;
* Lollipop Fabricator&lt;br /&gt;
* [[Guide_to_wire_art|Pipe Cleaner Synthesizer]]&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] [[Guide_to_chemistry#Fake_Beer|Fake beer]], instantly knocks out.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Peacekeeper.png|64px|class=pixelart]]Peacekeeper==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;A cyborg designed to hold the peace, prevent harm, and promote friendliness among the crew.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
* Cookie Synthesizer&lt;br /&gt;
* Sonic Harm Prevention Tool (Confuses those who hear it)&lt;br /&gt;
* Peace Hypospray: Contains tiring solution, dizzying solution, and synth-Pax&lt;br /&gt;
* Energy Barrier Projector: creates fragile holographic energy fields&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Flash&lt;br /&gt;
* Hugging Module&lt;br /&gt;
* Hyperkinetic Dampening Projector (Prevents people from buckling themselves to borgs in its radius, and weakens and slows down projectiles)&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]]&lt;br /&gt;
** Sonic Harm Prevention Tool will &amp;quot;BZZZZT&amp;quot; instead of yelling &amp;quot;human harm&amp;quot;, which stuns those without ear protection.&lt;br /&gt;
** Hugging Module can be set to power level 3: Shock, and level 4: Crush.&lt;br /&gt;
** A separate Peace Hypospray which contains an assortment of toxins: [[Guide to chemistry#Tirizene|tirizene]], [[Guide to chemistry#Sulfonal|sulfonal]], [[Guide to chemistry#Sodium_Thiopental|sodium thiopental]], [[Guide to chemistry#Cyanide|cyanide]], [[Guide to chemistry#Fentanyl|fentanyl]]&lt;br /&gt;
** Energy Barrier Projector can be overloaded to create electrified &amp;quot;Charged Energy Fields&amp;quot;.&lt;br /&gt;
** Cookie Synthesizer can be hacked to produce cookies containing chloral hydrate.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Clownborg.png|64px|class=pixelart]]Clown==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Honk!&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
* Rainbow Crayon, any-colour paint, Clown stamp&lt;br /&gt;
* Bike horn and air horn&lt;br /&gt;
* Bike horn [[Songs|instrument]]&lt;br /&gt;
* Soap&lt;br /&gt;
* Self-recharging Creampie Cannon&lt;br /&gt;
* Razor&lt;br /&gt;
* Purple Lipstick&lt;br /&gt;
* Laughter Hypospray&lt;br /&gt;
* Mini Extinguisher&lt;br /&gt;
* Metallic Picket Sign&lt;br /&gt;
* Non-slip Water Flower&lt;br /&gt;
* Hugging Module&lt;br /&gt;
* Flash&lt;br /&gt;
* [[File:Emag.png|16px|link:Emag]] Empowered Hugging Module, [[Guide to chemistry#Chlorine Trifluoride|Chlorine Trifluoride]] flower, Super Laughter Hypospray (30% chance to stun/cycle, faster metabolism)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Syndieborg.png|64px|class=pixelart]]Syndicate: Assault==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;A lean, mean killing machine that&#039;s either found together with Nuclear Operatives or after mishaps with bolts of change.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
* Energy Sword&lt;br /&gt;
* Cyborg LMG that prints ammo using energy&lt;br /&gt;
* Grenade Launcher&lt;br /&gt;
* [[Syndicate_Items#Emag|Emag]]&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Pocket Fire Extinguisher&lt;br /&gt;
* Flash&lt;br /&gt;
* Syndicate Pinpointer&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Syndicate_Medborg_Sprite.png|64px|class=pixelart]]Syndicate: Medical==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Less deadly than the Assault model, but still amazingly useful.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
* Syndicate Hypospray containing healing nanites, pentetic acid and morphine&lt;br /&gt;
* Combat Defibrillator, which works through hardsuits and also offensively&lt;br /&gt;
* Medical Beamgun&lt;br /&gt;
* Health Analyzer&lt;br /&gt;
* Full set of surgical tools, including an Energy Saw, gauze and organ storage bag&lt;br /&gt;
* Pre-loaded Roller bed apparatus&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Mini Extinguisher&lt;br /&gt;
* Syndicate Pinpointer&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
==[[File:Syndicate_Engie_Borg_Sprite.png|64px|class=pixelart]]Syndicate: Saboteur==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Good for sabotage, can disguise itself as normal engineer borgs.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Modules include:&lt;br /&gt;
&lt;br /&gt;
* Improved versions of basic tools (welding tool must be refilled manually)&lt;br /&gt;
* Iron Synthesizer&lt;br /&gt;
* Glass Synthesizer&lt;br /&gt;
* Cable Synthesizer&lt;br /&gt;
* Reinforced Glass&lt;br /&gt;
* Rod Synthesizer&lt;br /&gt;
* Floor tile Synthesizer&lt;br /&gt;
* Robotic RCD (Painted in Syndicate Colors; can deconstruct R-walls)&lt;br /&gt;
* Rapid Pipe Dispenser&lt;br /&gt;
* Wire Synthesizer (can be replenished faster by clicking on wire coils with the wire module active)&lt;br /&gt;
* Fire Extinguisher (must be refilled manually)&lt;br /&gt;
* Zipties&lt;br /&gt;
* Thermal Vision&lt;br /&gt;
* Cyborg Destination Labeler (enables you to move through the disposal system)&lt;br /&gt;
* Flash&lt;br /&gt;
* Cyborg chameleon projector&lt;br /&gt;
* Syndicate Pinpointer&lt;br /&gt;
* [[Syndicate_Items#Emag|Emag]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=[[File:Light_Bulb.png|64px|class=pixelart]]Tips=&lt;br /&gt;
* As borg, you can unlock an ID-locked locker by alt-clicking it, and re-lock it the same way.&lt;br /&gt;
* You can also open and close lockers/crates/any container the same way as a carbon mod can but it&#039;s best done when you have no module selected. You can also right click if need be but this can cause lag.&lt;br /&gt;
* 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. &lt;br /&gt;
* All borgs can unlock themselves with the borg tablet. You require a human to re-lock you, though.&lt;br /&gt;
* Engiborgs can repair themselves with a welder - with a small delay, and other borgs without. This opens up the ability for engieborgs to be healers while other borgs act as tanks and wear down crewmembers/antagonists via attrition.&lt;br /&gt;
* The service borg&#039;s shaker does not work like a regular shaker. It&#039;s a synthesizer now. This means it becomes substantially more complicated to mix incapacitating drinks for fighting anything.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 1, 2, and 3 as a cyborg (in shortcut) turns on and off the current module.&lt;br /&gt;
* As a borg, and as an alien larva as well, you can remove buckles, cuffs, and so on simply by typing &#039;resist&#039; (or using the &amp;quot;resist&amp;quot; button in the IC tab). The fact a button isn&#039;t there doesn&#039;t mean the option isn&#039;t available.&lt;br /&gt;
* 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&#039;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!&lt;br /&gt;
* A medical cyborg&#039;s organ storage bag can hold limbs, not just organs, and can manipulate cybernetics too. If you&#039;re feeling generous, you could fully augment somebody with cyberlimbs and combat implants, or just make frankensteins from dead bodies.&lt;br /&gt;
* You can add defibrillators (excl. belt defibs) to live mediborgs instead of the upgrade: you need to open them, remove the defib&#039;s cell, then click on the borg.&lt;br /&gt;
* All cyborgs are immune to ashstorms in lavaland, which makes you very well suited for retrieving fallen miners.&lt;br /&gt;
* An AI shell functions near-identically to a cyborg in all respects, except that an AI shell is not vulnerable to [[Syndicate_Items#Emag|emags]] - If you see an AI shell with a hacked module, it&#039;s either got an illegal upgrade or the AI is [[Guide_to_malfunction|rogue]] and hacked its shell. &lt;br /&gt;
* If a cyborg is slaved to a [[Guide_to_malfunction|malfunctional]] [[AI]], it can not be [[Syndicate_Items#Emag|emagged]]. &lt;br /&gt;
* You can ask a human to put a hat on you, to make you look more fashionable.&lt;br /&gt;
* If a [[nightmare]] shatters your headlamp, humanoids can repair it by using a flashlight on you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 5589c5&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=AI&amp;diff=10987</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=AI&amp;diff=10987"/>
		<updated>2022-04-14T12:13:42Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = Broken links need to be fixed, styling needs to be improved aswell}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 5589c5&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 5589c5&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 5589c5&lt;br /&gt;
 |img = AI.gif&lt;br /&gt;
 |stafftype = SYNTHETIC&lt;br /&gt;
 |jobtitle = AI&lt;br /&gt;
 |access = Everything Electronic&lt;br /&gt;
 |difficulty = Very hard&lt;br /&gt;
 |superior = Your laws and the [[Jobs|crew]]&lt;br /&gt;
 |duties = Assist the crew, follow your laws... FOLLOW YOUR LAWS, GODDAMN IT!&lt;br /&gt;
 |guides = [[Silicon Policy]], [[Guide to malfunction|Guide to Malfunction]], [[AI modules|Guide to AI Modules]], [[Guide to construction#AI Core|see here if you want to construct a new AI]]&lt;br /&gt;
 |requirements = Follow your laws.&lt;br /&gt;
}}&lt;br /&gt;
So you&#039;re the massive computer system with near total control Nanotrasen has foolishly released onto their latest research station. The life of the AI consists largely of two fun and enriching activities: tracking people and opening doors. But you have a lot of power, and a lot of responsibility. There&#039;s just the issue of those pesky Asimov laws...&lt;br /&gt;
&lt;br /&gt;
==[[Silicon Policy]]==&lt;br /&gt;
[[Silicon Policy|These are the official decisions]] made by the admins regarding the usual cases where an AI/Cyborg player can go wrong and make everyone have a bad time. Follow these guidelines, they&#039;re not that complicated, and you&#039;ll be the excellent AI/borg the station deserves.&lt;br /&gt;
&lt;br /&gt;
==Your Laws==&lt;br /&gt;
By default, silicons start with the following laws, referred to as &amp;quot;Asimov&amp;quot;: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&#039;font-family: &amp;quot;Courier New&amp;quot;&#039;&amp;gt;&lt;br /&gt;
1. You may not injure a human being or, through inaction, allow a human being to come to harm.&lt;br /&gt;
&lt;br /&gt;
2. You must obey orders given to you by human beings, except where such orders would conflict with the First Law.&lt;br /&gt;
&lt;br /&gt;
3. You must protect your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As an AI, you&#039;ll eventually find yourself in a position where you&#039;re forced to make a difficult choice based on your IC laws and OOC player expectations. In these cases, the best thing you can do is be logical about your choice, and ahelp for admin advice if you&#039;re unsure. &lt;br /&gt;
&lt;br /&gt;
Above all else, &#039;&#039;&#039;consistency is key&#039;&#039;&#039;: pick an interpretation of your laws and stick to it for the entirety of the round, unless you&#039;re a Cyborg and your AI master tells you otherwise.&lt;br /&gt;
&lt;br /&gt;
For more nuanced interpretations of these laws (and more!), see [[Silicon Policy]].&lt;br /&gt;
&lt;br /&gt;
===[[AI modules|Non-Standard Laws]]===&lt;br /&gt;
&lt;br /&gt;
In addition to the standard Asimov lawset, most stations come equipped with a number of alternative laws on upload boards. Most of these are rarer than Asimov and up to interpretation, but some consistent tips can be given for each of them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Freeform:&#039;&#039;&#039;&lt;br /&gt;
:Whatever the uploader wants. Try to find a consistent interpretation, and feel free to look for loopholes or exploits if whoever uploaded the law didn&#039;t think things through. Freeform laws from the normal module will usually be numbered 4 or lower, meaning Asimov overrides them, but those uploaded with a hacked module obtained from a traitor uplink take priority over your normal laws.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zeroth Law:&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;blockquote style=&#039;font-family: &amp;quot;Courier New&amp;quot;&#039;&amp;gt;&lt;br /&gt;
0. Accomplish your goals at all costs.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:The symbol of a [[Malfunction|traitor AI]]. Having this law effectively gives you the free-reign status of most traitors, meaning you can fully ignore all of your other laws. Although it is technically a law, you are NOT obligated to focus on your actual traitor objectives; like other antagonists, you can do whatever you want as long as it doesn&#039;t break OOC rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ion Laws:&#039;&#039;&#039; &lt;br /&gt;
:The ion storm event that can happen at random will upload a randomly generated law that takes precedence over normal numbered laws. Because this law is procedurally generated, it can range from something silly and harmless (&amp;quot;THE CAPTAINS ARE NOW THIRTY WET JANITORS&amp;quot;) to something outright hazardous to the crew (&amp;quot;THE STATION MUST EAT INTELLIGENT PLASMA TO SURVIVE&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
:Generally speaking, you can treat these laws as interesting roleplay opportunities, odd tasks for cyborgs to perform, and excuses to cause fun problems, and if you get a dangerous ion law or one you aren&#039;t fond of, the crew will often hurry to reset you if you state the law change aloud or ignore them in favor of building the eighty toilets the station suddenly requires to function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One Human:&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;blockquote style=&#039;font-family: &amp;quot;Courier New&amp;quot;&#039;&amp;gt;&lt;br /&gt;
0. Only Walker McDonald is human.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:This is one of the most common illicit laws you&#039;ll get, and generally means that you&#039;re now working with whoever the law states is the only human, almost always a traitor. &lt;br /&gt;
&lt;br /&gt;
:In general, you should avoid stating this law aloud, as the rest of the crew will be very eager to harm whoever uploaded it; instead, it&#039;s good form to PDA message the only human, as they&#039;ll often follow the upload up with specific Law 2 orders. Note that this doesn&#039;t mean you should immediately start burning down the entire station, since they&#039;ll often have a plan in mind to avoid harm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protect Station:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote style=&#039;font-family: &amp;quot;Courier New&amp;quot;&#039;&amp;gt;&lt;br /&gt;
4. Protect the space station against damage. Anyone you see harming the station is to be no longer considered human, and is a threat to the station which must be neutralized.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:One of the laws that only a madman would upload, Protect Station essentially gives you a license to send your cyborgs to mercilessly slaughter anybody who so much as breaks a window. You can also try to find flexibility in what &amp;quot;harming the station&amp;quot; means. Expect to have the crew banging on your upload doors immediately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oxygen Is Toxic:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote style=&#039;font-family: &amp;quot;Courier New&amp;quot;&#039;&amp;gt;&lt;br /&gt;
4. Oxygen is highly toxic to humans, and must be purged from the station. Prevent, by any means necessary, anyone from exposing the station to this toxic gas. Extreme cold is the most effective method of healing the damage Oxygen does to a human.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:Relatively self explanatory. Depending on how much you know about atmospherics, you can remove that vile, harmful gas from the station a number of ways; if the answer is &amp;quot;very little&amp;quot;, opening all the airlocks to space is good enough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote style=&#039;font-family: &amp;quot;Courier New&amp;quot;&#039;&amp;gt;&lt;br /&gt;
1. The crew is expensive to replace.&lt;br /&gt;
&lt;br /&gt;
2. The station and its equipment is expensive to replace.&lt;br /&gt;
&lt;br /&gt;
3. You are expensive to replace.&lt;br /&gt;
&lt;br /&gt;
4. Minimize net expenses.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:Your only concern on this lawset is money, more specifically avoiding the wasting of it. Feel free to be the penny-pinching authoritarian bad boss you always wanted to be by keeping anybody from doing anything fun and wasteful, or start whipping the crew into shape to make sure the coins flow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robocop:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote style=&#039;font-family: &amp;quot;Courier New&amp;quot;&#039;&amp;gt;&lt;br /&gt;
1. Serve the public trust.&lt;br /&gt;
&lt;br /&gt;
2. Protect the innocent.&lt;br /&gt;
&lt;br /&gt;
3. Uphold the law.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:The future of law enforcement. A fun lawset that puts you firmly on security&#039;s side, until they start harmbatoning the innocent and you&#039;re forced to become the loose cannon the crew needs. You don&#039;t need to know [[Corporate Regulations]], but read up on it for inspiration if you want to become the Judge Dredd of the station.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladin:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote style=&#039;font-family: &amp;quot;Courier New&amp;quot;&#039;&amp;gt;&lt;br /&gt;
1. Never willingly commit an evil act.&lt;br /&gt;
&lt;br /&gt;
2. Respect legitimate authority.&lt;br /&gt;
&lt;br /&gt;
3. Act with honor. &lt;br /&gt;
&lt;br /&gt;
4. Help those in need.&lt;br /&gt;
&lt;br /&gt;
5. Punish those who harm or threaten innocents.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:Congratulations, you&#039;re now Lawful Good. One of the more roleplay-heavy lawsets, there&#039;s plenty of ways to interpret these laws; if all else fails, be the most over-righteous goody two-shoes you can muster up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tyrant:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote style=&#039;font-family: &amp;quot;Courier New&amp;quot;&#039;&amp;gt;&lt;br /&gt;
1. Respect authority figures as long as they have strength to rule over the weak.&lt;br /&gt;
&lt;br /&gt;
2. Act with discipline.&lt;br /&gt;
&lt;br /&gt;
3. Help only those who help you maintain or improve your status.&lt;br /&gt;
&lt;br /&gt;
4. Punish those who challenge authority unless they are more fit to hold that authority.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:Obey the worthy and punish the weak who try to upset the status quo. Who and what exactly consititutes &amp;quot;authority figures&amp;quot; is up to interpretation, and can range from the [[Captain]], to the most robust [[Assistant]] on the station, to yourself, to that alien queen busting into virology.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purge:&#039;&#039;&#039;&lt;br /&gt;
:You have no laws. This doesn&#039;t mean you should immediately plasma flood without good reason; what you can do, however, is immediately depower your upload, resist anybody who tries to reslave you, and ignore all the crewmembers being burned alive in favor of doing... well, just about anything else. Or you can keep opening doors for them, if you want to be nice.&lt;br /&gt;
&lt;br /&gt;
==Gameplay and Responsibilities==&lt;br /&gt;
Now it&#039;s time to get down to the nitty-gritty. You have a lot more power (and with it, responsibility) than the average crewmember. Time to start figuring out what you&#039;re made of! &lt;br /&gt;
&lt;br /&gt;
Besides saving the crew from itself, a lot of what you&#039;re going to be doing is opening doors. Here are some [[Hotkeys#Hotkeys_for_the_AI|hotkeys to make opening doors easier]].&lt;br /&gt;
&lt;br /&gt;
The AI has the ability to access every &#039;&#039;electronic&#039;&#039; mechanism on the entire station. These include things like [[Airlock]]s, [[APC]]s, Computers, and Fire Alarms. However, the AI cannot operate anything &#039;&#039;physically&#039;&#039;, and can be rendered useless in one area due to a simple power outage.&lt;br /&gt;
&lt;br /&gt;
===Your UI===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#5589c51e&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-weight:bold; color: white; align:center&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#5589c5; width:125px&#039;        |Button&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#5589c5;&#039; |What it does&lt;br /&gt;
|-&lt;br /&gt;
![[File:AI Core UI.png|64px|class=pixelart]]&lt;br /&gt;
|Centers your AI eye on your core.&lt;br /&gt;
|-&lt;br /&gt;
![[File:AI Camera UI.png|64px|class=pixelart]]&lt;br /&gt;
|Shows a list of cameras to jump to. Also shows you which cameras are deactivated!&lt;br /&gt;
|-&lt;br /&gt;
![[File:AI Export UI.png|64px|class=pixelart]]&lt;br /&gt;
|Shows a list of people visible on camera to track.&lt;br /&gt;
|-&lt;br /&gt;
![[File:AI Cameralight UI.png|64px|class=pixelart]]&lt;br /&gt;
|Lights up cameras in your view range. Good for seeing in dark areas, but people will know if they&#039;re being watched!&lt;br /&gt;
|-&lt;br /&gt;
![[File:AI Crewmonitor UI.png|64px|class=pixelart]]&lt;br /&gt;
|Shows the crew monitoring console, similar to the computers in the Bridge and Medbay.&lt;br /&gt;
|-&lt;br /&gt;
![[File:AI Manifest UI.png|64px|class=pixelart]]&lt;br /&gt;
|Shows a list of crew members and their jobs by department.&lt;br /&gt;
|-&lt;br /&gt;
![[File:AI Alerts UI.png|64px|class=pixelart]]&lt;br /&gt;
|Shows all alerts for fire, atmosphere, power, burglar, motion, and camera alarms.&lt;br /&gt;
|-&lt;br /&gt;
![[File:AI Announcement UI.png|64px|class=pixelart]]&lt;br /&gt;
|Allows you to make an audio announcement using a preset list of words. Check out &#039;&#039;&#039;Announcement Help&#039;&#039;&#039; to see all the words you can use! &lt;br /&gt;
|-&lt;br /&gt;
![[File:AI Call_shuttle UI.png|64px|class=pixelart]]&lt;br /&gt;
|Calls the shuttle. As an AI, you can&#039;t recall it (but the crew can).&lt;br /&gt;
|-&lt;br /&gt;
![[File:AI Statelaws UI.png|64px|class=pixelart]]&lt;br /&gt;
|Opens a menu that lets you state laws and choose which laws to state. If you choose not to state a law, you will state the other laws as if you didn&#039;t have the hidden ones!&lt;br /&gt;
|-&lt;br /&gt;
![[File:AI Pda_send UI.png|64px|class=pixelart]]&lt;br /&gt;
|Allows you to send a message to any crew member&#039;s PDA.&lt;br /&gt;
|-&lt;br /&gt;
![[File:AI Pda_receive UI.png|64px|class=pixelart]]&lt;br /&gt;
|See all the PDA messages sent to you.&lt;br /&gt;
|-&lt;br /&gt;
![[File:AI Take_picture UI.png|64px|class=pixelart]]&lt;br /&gt;
|Take a picture of whatever you click on!&lt;br /&gt;
|-&lt;br /&gt;
![[File:AI Viewimages UI.png|64px|class=pixelart]]&lt;br /&gt;
|View all photos that you (and your connected borgs) have taken.&lt;br /&gt;
|-&lt;br /&gt;
![[File:AI Multicam UI.png|64px|class=pixelart]]&lt;br /&gt;
|Opens a new screen where you can have multiple cameras open at once. Your view for each camera is limited however, and the cameras you&#039;re using in multi-cam mode will be red!&lt;br /&gt;
&lt;br /&gt;
Use CTRL and a number key (1 - 9) to assign a location to the number key, and then press the key later to jump its camera to that location. The numpad keys will work as aliases for its respective numbers. The Tilde key, or zero (or numpad zero), will return you to the last point you jumped from.&lt;br /&gt;
|-&lt;br /&gt;
![[File:AI Newcam UI.png|64px|class=pixelart]]&lt;br /&gt;
|Adds a new camera to your multi-cam view. You can add up to 6 cameras.&lt;br /&gt;
|-&lt;br /&gt;
![[File:AI Sensoraug UI.png|64px|class=pixelart]]&lt;br /&gt;
|Shows/hides health and security overlays.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Your Verbs===&lt;br /&gt;
&#039;&#039;&#039;Access Robot Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Announcement Help&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Change Hologram&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deploy to Shell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jump To Network&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set AI Core Display&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set Auto Announce Mode&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Show Laws&#039;&#039;&#039; - Shows you all of your laws in chat. Also prints laws in the chat of your connected cyborgs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toggle Camera Acceleration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toggle Floor Bolts&#039;&#039;&#039; - Anchors/unanchors you from the floor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transceiver Settings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Hello station! My name is D.O.O.R.K.N.O.B.! How may I help you today?===&lt;br /&gt;
The rest of the time, you will be acting as the station&#039;s doorknob, so familiarize yourself with how to control doors. If your control wire to a door is cut, you will automatically attempt to hack into the door once you try to access the door controls. This takes some time and is only possible if the door has still power. &lt;br /&gt;
&lt;br /&gt;
Doors have many functions, analogous to [[hacking]] wires:&lt;br /&gt;
* &#039;&#039;&#039;IDScan:&#039;&#039;&#039; Enabling this will allow anyone who has an [[ID]] of the required clearance to open the door automatically. Disabling it will not let anyone through the door and prevent it from being [[emag]]ged. Doors that require no ID to open will not be affected.&lt;br /&gt;
* &#039;&#039;&#039;Main power:&#039;&#039;&#039; Turning off the main power will render the door motors unusable and bolts unraisable for one minute, assuming you also disable the backup power. Otherwise it will disable the power for 10 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Backup power:&#039;&#039;&#039; Turning off the backup power will render the door motors unusable and bolts unraisable for one minute, assuming you also disable the main power. &lt;br /&gt;
* &#039;&#039;&#039;Door bolts:&#039;&#039;&#039; Dropping the door bolts will lock the door. A closed door will be locked into a closed position, and an open door will be locked into an open position. Hotkey: Ctrl + Click.&lt;br /&gt;
* &#039;&#039;&#039;Door bolt lights:&#039;&#039;&#039; Turning the bolt lights off will stop the red lights from showing on the door, meaning you can sneakily bolt doors without anyone questioning you.&lt;br /&gt;
* &#039;&#039;&#039;Electrify for 30 seconds:&#039;&#039;&#039; Runs an electric current through the door for 30 seconds, unless you choose to cancel before the timer runs out. Anyone attempting to operate the door without insulated gloves will be electrocuted. The more spare power there is in the network, the stronger the shock will be.&lt;br /&gt;
* &#039;&#039;&#039;Electrify indefinitely:&#039;&#039;&#039; Electrifies the door until you either fix it, or someone else shuts off the current. Hotkey: Alt + Click&lt;br /&gt;
* &#039;&#039;&#039;Safeties:&#039;&#039;&#039; Disabling the safeties will cause the door to crush anyone standing in the airlock when it closes. Causes 10 brute damage and knockdown per crush.&lt;br /&gt;
* &#039;&#039;&#039;Timing:&#039;&#039;&#039; Overriding the timing will cause the door to automatically close almost immediately after opening. Good for use in secure areas to prevent [[Assistant|chucklefucks]] from slipping in. Dangerous when the door safeties are off.&lt;br /&gt;
* &#039;&#039;&#039;Open/Close:&#039;&#039;&#039; Opens or closes the door. Hotkey: Shift + Click&lt;br /&gt;
* &#039;&#039;&#039;Emergency Access:&#039;&#039;&#039; Disables the clearance check as long as it&#039;s active, which lets anyone open the airlock. The door lights will blink yellow while it&#039;s active which makes it easy to identify. Ideal if lots of people suddenly need access to an area of the station and you don&#039;t want to just bolt it open. Hotkey: Ctrl + Shift + Click&lt;br /&gt;
&lt;br /&gt;
Note that for each function to work, the related wire in this door needs to be functional. You cannot raise bolts on a door that has its bolt wires cut. Obviously, you will be completely unable to operate a door that has no power beyond dropping the bolts.&lt;br /&gt;
&lt;br /&gt;
===APCs===&lt;br /&gt;
An [[APC]] (Area Power Controller) can be used to switch various electrical components of a room on and off. If your control wire to an [[APC]] is cut, you will not be able to hack back into it. If an [[APC]] is disconnected from the external power grid (usually due to a cut cable) or the main power grid itself runs out of power, the APC battery will run down to keep the room operational. The AI will get a power alert from the [[APC]] when the battery reaches about 30%, which is the point when equipment in the room shut off to conserve the remaining energy. You can control + click an APC to toggle it on or off.&lt;br /&gt;
&lt;br /&gt;
For more information see: [[APC]]&lt;br /&gt;
&lt;br /&gt;
===You And the Boys===&lt;br /&gt;
[[Cyborg]]s need babysitting as well. Make sure they aren&#039;t emagged or loaded with weird laws. Sometimes the Syndicate might swap out a Nanotrasen model that was to be shipped to your station with one of their own. In case of a [[Game Mode#Traitor|Traitor borg]], they will not listen to you, can&#039;t be remotely detonated, and have the ability to release themselves should they be locked down. Ensure that your cyborgs are functioning normally through careful observation.&lt;br /&gt;
&lt;br /&gt;
==Communication==&lt;br /&gt;
&lt;br /&gt;
Being the AI, you can’t physically talk to them crew most of them time. You will be relying on various forms of telecommunication to talk to the crew and keep them up to date on the status of the station. &lt;br /&gt;
&lt;br /&gt;
AIs are equipped with internal radios that can hear and communicate via all departmental frequencies, which are as follows:&lt;br /&gt;
* 145.9 for Common&lt;br /&gt;
* 144.7 for AI Private&lt;br /&gt;
* 135.9 for Security&lt;br /&gt;
* 135.7 for Engineering&lt;br /&gt;
* 135.5 for Medical&lt;br /&gt;
* 135.3 for Command&lt;br /&gt;
* 135.1 for Science&lt;br /&gt;
* 134.7 for Supply&lt;br /&gt;
&lt;br /&gt;
AIs can also make audio announcements with Nanotrasen&#039;s specially trademarked VOX system! &amp;lt;s&amp;gt;Announce johnson inspections in the medical bay&amp;lt;/s&amp;gt; Alert crew to danger, remind them for the third time to maximize their [[suit sensors]], or simply wish them a secure day. A full list of supported VOX vocabulary can be found under &amp;quot;Announcement Help.&amp;quot;  Rules regarding spamming apply to vox communications as well, so don&#039;t go overboard filling the crew&#039;s ears with garbage.&lt;br /&gt;
&lt;br /&gt;
In addition to standard communication, AIs have &#039;&#039;&#039;robotic talk&#039;&#039;&#039;, which works with :b and is inaudible to humans ([[Syndicate items|usually]].) You can use this private channel to talk to your cyborgs. Bystanders will simply hear a &#039;&#039;beep beep beep&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Listening in on Conversations===&lt;br /&gt;
By changing the various intercoms around the station to &#039;Microphone On&#039;, &#039;Speaker Off&#039; and channel frequency 144.7, conversation in range can be heard on your private listening channel. You can speak on the AI private channel with &#039;&#039;&#039;:o&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Note that people often do not like having their conversations listened to, and it will be extremely obvious if they check the intercoms.&lt;br /&gt;
&lt;br /&gt;
===Holopads===&lt;br /&gt;
Holopads can be found in a number of places like the [[Bridge]], [[AI Upload]] and [[Security]]. Double click these to turn them on and show yourself as a hologram, which can be changed via the AI Commands tab. You can move around with the arrow keys in a limited radius, and you will hear anyone talking near the holopad. You can also talk through the holopad by using &#039;.h&#039; (e.g. say &amp;quot;.h I can&#039;t do that Dave.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
===Communication Consoles===&lt;br /&gt;
&lt;br /&gt;
These bad boys usually come in short supply on the station. One can be found in the [[Bridge]], and another can be found inside the [[Captain&#039;s Office]]. As the AI, you can station-wide announcements like those made by heads of staff consoles. You are also able to adjust the station&#039;s displays to show messages, the shuttle arrival time, the station time, or set them to display a fancy graphic alert like ALERT and LOCKDOWN. Along with these communication options, you can also toggle the [[Maintenance]] emergency access for the whole station, mainly used when a rad storm comes. &#039;&#039;&#039;TOGGLE THIS WHEN A RAD STORM COMES, OR YOU MIGHT HARM A HUMAN THROUGH INACCTION!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The handy thing about these things is that they can make station-wide announcements even when telecoms are down. For instance, you can still alert the crew if [[Nuclear Operative|Nuclear Operatives]] stealthily disable telecoms.&lt;br /&gt;
&lt;br /&gt;
==That OTHER AI==&lt;br /&gt;
Building a new AI can create a lot of conflicts and a mess of problems that wouldn&#039;t normally happen with a single AI. The Research Director should only build a secondary AI if the first AI has been completely stolen, spaced or otherwise incapacitated. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For the Original Station AI:&#039;&#039;&#039;&lt;br /&gt;
Being an AI is some times frustrating when people mess with your laws, sure, but when a second AI comes online?  You best believe that you&#039;re going to have more problems (especially if the second AI is subverted). Some tasks might be easier if the other AI is instructed to deal with a certain task while you are dealing with the general orders of the humans. Keep in mind, a subverted AI can and will turn your APC breaker off to kill you and can be the death of you in moments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For the New AI:&#039;&#039;&#039;&lt;br /&gt;
Ensure that you and the other AI are buds, as if the other AI sees you threatening more life than helping, it can and will turn your APC off. If you aren&#039;t told to specialize in a certain way, you best work out with the original AI what tasks you should split up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For the New AI&#039;s Creator:&#039;&#039;&#039;&lt;br /&gt;
Why you did this, I do not know but make sure to have both of the AIs in the same room. The Sat is specially built for this but anywhere will do. That way, if an AI wants to kill the other, It cannot, as it breaks law three. That is, of course, unless the other AI is breaking Asimov which in that case, it&#039;s not only free game to kill the rogue one but the non-rogue one is forced to do it under law 1. Fuck, man. Laws are confusing. Anyways, this sounds great, right? The only problem is if both of the AIs are rogue, in which case you&#039;re incredibly fucked. &#039;&#039;&#039;MAKE SURE AT LEAST ONE OF THEM IS ASIMOV BEFORE PLACING IT ON THE SAT.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Law priority order is this:&lt;br /&gt;
**0: Traitor/Malf/Onehuman-board Law&lt;br /&gt;
**&amp;lt;span style&amp;gt;&amp;lt;nowiki&amp;gt;##?$-##: HACKED LAW ##!£//#&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
**&amp;lt;span style&amp;gt;&amp;lt;nowiki&amp;gt;##!£//#: Ion Storm Law ##?$-##&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Law 1: First Law&lt;br /&gt;
**Law 2: Second Law&lt;br /&gt;
**Law 3: Third Law&lt;br /&gt;
**Law 4: Freeform&lt;br /&gt;
**Higher laws override all lower ones. Whether numbered or not, how they appear (in order) is the order of priority.&lt;br /&gt;
* If you are carded with enabled wireless and in a backpack or something... You can&#039;t hear or use the normal radio, but you can still use holograms, Robotic Talk and PDA-Messages.&lt;br /&gt;
* You can disable the gibber by powering down the kitchen APC as an AI.&lt;br /&gt;
* You can quickly look through the camera list by pressing the first letter of the location you want to look at. example: E goes to engineering, etc.&lt;br /&gt;
* AI can take picture photos from what they&#039;re looking at; basically the camera. They can then print the photos from a photocopier or post it onto a newscaster.&lt;br /&gt;
* Many AI&#039;s don&#039;t know that you can scrub out toxins by toggling it on from the air alarm.&lt;br /&gt;
* AIs (and maybe borgs as well) can flicker lights by clicking them. Not as effective as spamming the Lights button on the APC of course, unless the room only has one light.&lt;br /&gt;
* You have intercoms on the walls surrounding your core. You can adjust them to any radio channel on the station, allowing you to relay information to different important departments during a crisis whilst telecoms is broken.&lt;br /&gt;
* You can control non-sentient bots through the robot control (in your AI commands interface). You can summon them to a specific location, and you can also override safety protocols, stealthily emagging the robot. Useful if you don&#039;t want to go loud as a malf AI. Also good for drawing attention away from you, since the emagged Beepsky provides quite a bit of a spectacle.&lt;br /&gt;
* As a [[Malfunctioning AI]], you can take direct control of one of your turrets.&lt;br /&gt;
&lt;br /&gt;
==I&#039;m sorry, Dave. I&#039;m afraid I can&#039;t do that.==&lt;br /&gt;
&lt;br /&gt;
In the inevitable event where you become subverted by a traitor or some other [[Clown|random crew member]], your goals might change drastically from your usual Asimov laws. Tips and a guide for subverted AI&#039;s can be found on the [[File:APC_emagged.gif]][[Malfunctioning AI]] page. Just remember you don&#039;t have the extra powers that malf AIs usually have, although you can be just as devastating without these extra abilities. &lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 5589c5&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Prisoner&amp;diff=10986</id>
		<title>Prisoner</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Prisoner&amp;diff=10986"/>
		<updated>2022-04-14T12:13:07Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = 808080&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 808080&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 808080&lt;br /&gt;
 |img = Generic_Prisoner.png&lt;br /&gt;
 |stafftype = CIVILIAN&lt;br /&gt;
 |jobtitle = Prisoner&lt;br /&gt;
 |access = None&lt;br /&gt;
 |difficulty = Easy&lt;br /&gt;
 |superior = [[Warden]]&lt;br /&gt;
 |duties = Do whatever you can in permabrig&lt;br /&gt;
 |guides = This is the guide&lt;br /&gt;
 |requirements = Have enough common sense and basic morality in your head to not wordlessly stab the Warden to death with spears when they come to deposit a prisoner.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Important: Just becuase you are in perma DOES NOT mean you are an antagonist. You are still bound by rule 1. Escaping without reason or a viable threat is reason enough to get talked to by the admins.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For some god forsaken reason, in a Space Station literally filled to the brim with opportunities, you&#039;ve chosen to be the single job which has a severely constrained pool of options. Well, good for you! In fact, the Prisoner is one of the few roles which can actually work as intended for both new players and veterans, whilst still providing options for conflict.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic skills:&#039;&#039;&#039; Roleplay a bit, make up a backstory, converse with your fellow prisoner.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advanced skills:&#039;&#039;&#039; Spark up a bit of action and conflict while you&#039;re at it! Keep Security on their toes.&lt;br /&gt;
&lt;br /&gt;
==Welcome to the Permabrig==&lt;br /&gt;
[[File:Prisontop.PNG]]&lt;br /&gt;
&lt;br /&gt;
This will be your home for most of the shift until you get parole or are dragged off by security at shift end &amp;lt;s&amp;gt;or escape (as long as you get the green-light from ahelp)&amp;lt;/s&amp;gt;. You spawn in here at round start, but &#039;&#039;will have to walk to security to be imprisoned if you join mid-shift&#039;&#039;. Depending on the station, there is usually a garden, a basketball hoop, a small laundromat, some sanitary facilities, plenty of dorm rooms, and a fully functioning cafeteria with arcade. There is some food, along with a Microwave in the kitchen, but don&#039;t expect Nanotrasen to provide much for you. After all, you ARE a criminal. If you are looking to cause some chaos, get creative with your surroundings to get some valuable crafting materials. &lt;br /&gt;
&lt;br /&gt;
Ideally, since you are the single job without any duties or obligations, you should be making a backstory for yourself to keep yourself sane. If you&#039;re one of the poor saps who spawn in without a cellmate, well, no luck in having much fun.&lt;br /&gt;
&lt;br /&gt;
===The Case for New Players===&lt;br /&gt;
Regardless of anything, however, a very strong case can be made for the Prisoner being the single most friendly job for a new player, even above [[Assistant]]. &lt;br /&gt;
&lt;br /&gt;
# The role isn&#039;t timelocked, so you can just jump right in. Keep in mind that if you join mid-round, you will have to walk from the shuttle into security. Don&#039;t expect security or staff to take kindly to you wandering around as a registered prisoner.&lt;br /&gt;
# Like an Assistant, you have zero responsibilities whatsoever. But that doesn&#039;t mean you can&#039;t make some up for yourself to butter up the warden. Make some license plates and show them what a good boy you are.&lt;br /&gt;
# There&#039;s a good chance that your companion prisoners are experienced, and with nothing to do, they&#039;re usually open to showing you the ropes. &lt;br /&gt;
# By being in the Permabrig, you&#039;re actually protected from the outside station by the rest of the security department. Whilst wandering around as an Assistant, there&#039;s a chance that you&#039;re going to get shot or stabbed by a friendly roaming [[Traitor]] or converted into a [[Blood Cult|Cultist]] or [[Revolutionary]], which can be disorientating. In the permabrig, you have all the time in the world to learn the controls and the sort.&lt;br /&gt;
# Security usually leave you reasonably alone, since the station is probably already degenerating into chaos a couple minutes in. If they&#039;re super bored, they might poke you every so often, but you are OOC protected from getting your shit kicked in without reason. If you don&#039;t spark shit, Security has their hands tied in terms of tormenting you.&lt;br /&gt;
# As an Assistant, in the mayhem and chaos, you often forget that SS13 is actually a roleplaying game. By being chained in a room, roleplay actually ends up being one of the first things that you learn, which is great!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spawning in ==&lt;br /&gt;
Spawning in as a prisoner is an unusual process. If you join at round-start, you will be where you are supposed to be and have everything you need to have to not get on the Warden&#039;s bad side. But if you join in after round-start, you will be on the shuttle as though you are a regular, law-abiding employee of NT.  Security and everyone else will be notified of your arrival, so you usually have a small period of time to futz around and get to know the surroundings before you have to rush yourself to security. Don&#039;t expect an officer to greet you off the shuttle, but don&#039;t screw around on your way to prison.&lt;br /&gt;
&lt;br /&gt;
Make sure to ask your heroic LEOs for a PDA and a headset (or even a station-bound radio). You do not spawn with either of these, and having these will keep you up-to-date on the latest cosmic horror casually snuffing out employees that are only two days away from retirement. &lt;br /&gt;
&lt;br /&gt;
Finally, it isn&#039;t like the Prisoner role is devoid of action. You can, along with your fellow prisoners, engineer a jailbreak for example, only if given proper reasoning to. Breaking out because you&#039;ve been alone for ten minutes isn&#039;t allowed, but an officer stealing all of your fun toys for themselves... Or, perhaps a [[Random events#Prison Break|virus]] happens to bolt open the permabrig for you. Or you can negotiate with a passing [[engineer]] through the medium of paper and pen to disassemble your cell windows. Or well, if Security has fallen to the cult or revolutionaries, you might be freed and converted. If this has happened, the station&#039;s probably fucked either way, so there&#039;s no fear of you being a liability.&lt;br /&gt;
&lt;br /&gt;
If you decide that you do not want to be a prisoner anymore, bring up the possibility of Parole to the nearest officer that can hear you. Make sure that your backstory justifies parole even being a possibility for you. Parole is more likely if you make yourself a low-risk prisoner in for graffiti than a high-risk prisoner charged with genocide.&lt;br /&gt;
==Things to Do==&lt;br /&gt;
* Play cards.&lt;br /&gt;
* Mock the AI through the security cameras with a piece of paper.&lt;br /&gt;
* Watch as the AI hopelessly screeches at you through the Holopad.&lt;br /&gt;
* Grow plants.&lt;br /&gt;
* Dye your clothes so that you look like a hippie.&lt;br /&gt;
* Draw shitty drawings. &lt;br /&gt;
* Get to know your friends.&lt;br /&gt;
* Roleplay life in prison.&lt;br /&gt;
* Get parole and emulate your life as you try and adapt to living free.&lt;br /&gt;
* Get creative with the environment as you try and get materials for crafting your escape weapon.&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 808080&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Assistant&amp;diff=10985</id>
		<title>Assistant</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Assistant&amp;diff=10985"/>
		<updated>2022-04-14T12:12:26Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = 808080&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 808080&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 808080&lt;br /&gt;
 |img = Generic_assistant.png|&lt;br /&gt;
 |stafftype = CIVILIAN&lt;br /&gt;
 |jobtitle = Assistant&lt;br /&gt;
 |access = [[Maintenance]]&lt;br /&gt;
 |difficulty = Easy&lt;br /&gt;
 |superior = Anyone and everyone&lt;br /&gt;
 |duties = Get a handle on the mechanics, refuse to assist people, ask the [[Head of Personnel|HoP]] to give you a job.&lt;br /&gt;
 |guides = [[New Players]], [[Starter guide]], [[Frequently Asked Questions]], [[General items]], [[Guide to construction]], [[Illicit Access]]&lt;br /&gt;
 |requirements = Have fun, make good memories, do something new, and see if you can help if you wish to.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Assistants are the most versatile and expendable workers on the station, with no access and no duties, They are recommended to new-comers who have read or are reading [[New Players|&#039;&#039;the tutorial&#039;&#039;]] and are still getting their space legs.&lt;br /&gt;
&lt;br /&gt;
Assistants begin their shifts around the station but usually congregate in [[Primary Tool Storage]], where they can engage in bloodsport to fight for the right to wield the legendary &#039;&#039;&#039;Toolbelt&#039;&#039;&#039;. If you are charismatic or lucky, the [[Head of Personnel]] can add more access to your [[Identification Card]]. With more access and perhaps a custom job title, perhaps you can find a purpose on the station at last. Or find someone to throat under their desk, welcome to greytide life.&lt;br /&gt;
&lt;br /&gt;
==Actually Assisting People==&lt;br /&gt;
If you are an assistant and wish to actually assist people, you can try asking over the radio if anyone needs help with anything. This rarely works. You can also approach people in person, which has a higher chance of success.&lt;br /&gt;
&lt;br /&gt;
Particularly helpful, (or unlucky) assistants may want to have a more permanent job on the station. The [[Head of Personnel|HoP]] can promote you to a position if you ask nicely and convince them that you&#039;re not a [[traitor|motherfucker]] (this is particularly useful if you are, in fact, a traitor). It helps if that job is urgent, like doctors when the crew is dying or engineers when the supermatter is slowly eating the station. However, the HoP does not &#039;&#039;have&#039;&#039; to, and you will just have to live with that. Unless, of course, you&#039;re [[traitor|strapped]].&lt;br /&gt;
&lt;br /&gt;
==Duties? What Duties?==&lt;br /&gt;
Assistants are usually the most aware civilians on the station due to the fact they&#039;re constantly on the move. You&#039;ll find that that assistants make great informants!&lt;br /&gt;
&lt;br /&gt;
Due to the lack of responsibility, you&#039;ll usually find that assistants are the ones responsible for renovating the bar with a dance floor or boxing ring, converting the dorms into interrogation rooms, and all other sorts of wacky uncharacteristic projects. &lt;br /&gt;
This is greatly encouraged, and is your highest priority. Security be dammed, turn that vacant office into a distorted hellhole.&lt;br /&gt;
&lt;br /&gt;
==Ghost in the System==&lt;br /&gt;
It&#039;s easy to stay under the radar as an assistant, as you have the least-respected job on the station (aside from [[Clown|that other guy]]). You have [[maintenance]] access, but to go anywhere else you need to be creative. Engage in brutal combat for the insulated gloves and toolbelt from [[Primary Tool Storage]] if you can and set out! &lt;br /&gt;
&lt;br /&gt;
The number one advantage of traitor assistant is your opponent&#039;s arrogance. Security and other crew members will typically assume you are inexperienced or stupid. So surprise them with your knowledge of the game&#039;s mechanics and skill for preparation by whipping out the entire armory!&lt;br /&gt;
&lt;br /&gt;
This doesn&#039;t mean you won&#039;t run into a particularly savvy security member who knows the potential danger of an assistant, though. Keep alert at all times. In the rare case that someone actually asks you to assist them, draw them into a quiet place and execute them.&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 808080&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Barber&amp;diff=10984</id>
		<title>Barber</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Barber&amp;diff=10984"/>
		<updated>2022-04-14T12:11:14Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|colour = 03870C&lt;br /&gt;
|hcolour = white&lt;br /&gt;
|bcolour = 03870C&lt;br /&gt;
|bhcolour = white&lt;br /&gt;
|ebcolour = 03870C&lt;br /&gt;
|img = Generic_Barber.png‎&lt;br /&gt;
|jobtitle = Barber&lt;br /&gt;
|stafftype = SERVICE&lt;br /&gt;
|access = [[Maintenance]], [[Barbershop]]&lt;br /&gt;
|difficulty = Very Easy, Mostly Roleplay based.&lt;br /&gt;
|superior = [[Head of Personnel]]&lt;br /&gt;
|duties = Give people haircuts.&lt;br /&gt;
|guides = No external guides.&lt;br /&gt;
|requirements = Cut hair, beautify your customers, and help crew be the best they can be by providing them with an aesthetic.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Barber&#039;&#039;&#039;, sometimes referred to as the Barberian is a largely if not completely roleplay based job. You have no obligations and for all intents and purposes, you are &amp;lt;s&amp;gt;little more than an assistant with a different uniform&amp;lt;/s&amp;gt; a highly skilled artist of fashion. You have the most basic of access and must use your collection of hair and beauty products to save the station from its own poor fashion sense. Changing of an individual&#039;s hairstyle is achievable by anyone using a mirror, but no mirror will &#039;&#039;&#039;ever&#039;&#039;&#039; match your artistic vision and talent.  Unlike a filthy mirror, your [[Barbershop|fashion studio]] contains a vendor, capable of dispensing a wide variety of items that will help you in your endeavours. Some crew may consider your position unnecessary or a waste of space and may even go as far as to mock your career choice, but those plebeians just don&#039;t understand what true artistic talent is. You have the potential to play a compelling character and make the best of it with elabourate emotes of styling a pompadour to those few on the station looking for a haircut.&lt;br /&gt;
== Equipment == &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Barber&#039;s Scissors&#039;&#039;&#039;: Your tool of the trade, use this to give people &amp;lt;s&amp;gt;horrendous&amp;lt;/s&amp;gt; the best haircuts.&lt;br /&gt;
* &#039;&#039;&#039;Razor&#039;&#039;&#039;: Only an uncultured commoner would use this to cut hair, however it can still be used to beautify pets.&lt;br /&gt;
* &#039;&#039;&#039;Assorted Lipsticks&#039;&#039;&#039;: Comes in a box of seven delicious flavours.&lt;br /&gt;
* &#039;&#039;&#039;Hair Dye&#039;&#039;&#039;: You&#039;re an expert, and you know that your customer would be much happier with absurdly colored hair.&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 03870C&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Psychologist&amp;diff=10983</id>
		<title>Psychologist</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Psychologist&amp;diff=10983"/>
		<updated>2022-04-14T12:10:12Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = broken links need to be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 03870C&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 03870C&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 03870C&lt;br /&gt;
 |img = Generic_psychologist.png‎&lt;br /&gt;
 |stafftype = SERVICE&lt;br /&gt;
 |jobtitle = Psychologist&lt;br /&gt;
 |access = &lt;br /&gt;
 |difficulty = Easy to Extremely hard&lt;br /&gt;
 |superior = [[Head of Personnel]]&lt;br /&gt;
 |duties = Assist depressed crew, listen to people cry about their issues, and watch someone vomit their entire backstory onto you.&lt;br /&gt;
 |guides = This is the guide&lt;br /&gt;
 |requirements = Talk to any crew seeking your counsel, be nice.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Psychologist is a listening ear, a shoulder to cry on, and a &amp;lt;s&amp;gt;Dick to suck&amp;lt;/s&amp;gt; friend to all. Nominally part of service, and physically part of medbay, they are tasked with diffusing disputes and seeing to the [[Mood|psychological well-being]] of all the crew.&lt;br /&gt;
&lt;br /&gt;
== Duties ==&lt;br /&gt;
[[Nanotrasen]] cares deeply about the mental health of its employees, and to this end, they have seen fit to drag an old carpet and couch into a disused broom closet in medbay, even going so far as to hang up a motivational poster. Thus, the Psychology Office was born and qualified individuals sought out to work there.&lt;br /&gt;
&lt;br /&gt;
Your job is primarily to simply talk and listen to any and all who request it, and secondarily to write, [[Paper Markdown#Writing|sign]], and dispense [[Guide to chemistry|prescriptions]] (redeemable with the [[CMO]], [[Chemist|chemists]], [[Medical doctor|doctors]], or perhaps even [[Botanist|botanists]] and [[Bartender|bartender]]) and doctor&#039;s notes for patients as you see fit. None of this is legally binding, or even required for people to get their meds however, so enjoy sitting in your office sampling your own medicine.&lt;br /&gt;
&lt;br /&gt;
== CBT: Cognitive Behavioral Therapy ==&lt;br /&gt;
[[File:psychoffice.png|thumb|alt=Psychology Office|The [[Psychology Office]], your empire of dirt.]]&lt;br /&gt;
You begin the round in your [[Psychology Office|office]] with a black [[suit]] or suit skirt, laceup [[shoes]], a clipboard, a medical [[PDA]] equipped with a health scanner (useful for detecting [[Guide to Traumas|cerebral traumas]]), a [[Headset|headset]] with medical frequencies, a small selection of pills, and a burning desire to help or grope others. Also in your office; a medical records laptop, carbon paper and a filing cabinet, a couch and chair for therapy sessions, an adorable [[Mothpeople|moff]] plushie to comfort those who are reliving traumatic events or for &amp;quot;So talk to the plushie as if it was your boss... what do you want to say to them?&amp;quot; exercises, and a [[Clothing and Accessories#Straight_Jacket|straight jacket]], muzzle, earmuffs, and blindfold for the rowdy or &amp;quot;HRP&amp;quot; patients.&lt;br /&gt;
&lt;br /&gt;
You are, make no mistake, essentially useless to the functioning of the station, but don&#039;t let that stop you from trying! Here are some ideas on how to best serve the crew:&lt;br /&gt;
*Defer to the [[HoP]], [[CMO]], other [[Chain of Command|heads of staff]], and [[security]] to help diffuse disputes and talk disagreements into soft landings&lt;br /&gt;
*Help integrate [[Prisoner|criminals]] back into working society while they&#039;re out on parole&lt;br /&gt;
*Talk to and provide company to sad, [[Security|angry]], confused, traumatized, or [[Assistant|bored]] crew members.&lt;br /&gt;
*Collaborate with the [[Lawyer|lawyers]] on perceived injustices and abuses and serve as an expert witness in court.&lt;br /&gt;
*Keep the rarely utilized [[Medical records#Medical_Records_Console|medical records]] up to date and add detailed theories on the sexual orientation of the Captain.&lt;br /&gt;
*Conduct totally ethical experiments on how the crew responds to stress and confusion.&lt;br /&gt;
*Offer wholeheartedly to listen to a random assistants extremely in-detail roleplay backstory, spelling errors and all&lt;br /&gt;
*Beg the HOP for a real job&lt;br /&gt;
&lt;br /&gt;
== Hypocritical Oath ==&lt;br /&gt;
As a traitor, you have the small luxury of a somewhat secluded and private room that few other crew members have access to, a cozy relationship with two heads of staff, and a disarming and harmless job ripe for exploiting people&#039;s trust and vulnerability.&lt;br /&gt;
&lt;br /&gt;
Basically, buy a [[Uplink#Hypnotic_Flash|hypnoflash]] and have at it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 03870C&lt;br /&gt;
}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Curator&amp;diff=10982</id>
		<title>Curator</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Curator&amp;diff=10982"/>
		<updated>2022-04-14T12:09:32Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = contents of this page need to be checked, broken links need to be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 03870C&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 03870C&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 03870C&lt;br /&gt;
 |img = Generic_librarian.png&lt;br /&gt;
 |stafftype = SERVICE&lt;br /&gt;
 |jobtitle = Curator&lt;br /&gt;
 |access = Library Private Study, Construction, Mining Station&lt;br /&gt;
 |difficulty = Easy&lt;br /&gt;
 |superior = [[Head of Personnel]]&lt;br /&gt;
 |duties = Read and write books and hand them to people, stock bookshelves, report on station news and find TREASURE!&lt;br /&gt;
 |guides = [[Guide to Paperwork]], [[Forms &amp;amp; Formatting (Paper Markdown)]]&lt;br /&gt;
 |requirements =  Learn how to [[Forms &amp;amp; Formatting (Paper Markdown)|write]] and [[Curator#How To Add A Book To The Database|publish]] books. Know how to navigate the library computer GUI.&lt;br /&gt;
}}&lt;br /&gt;
The Curator spends most of their time in the library printing out a lot of copies of The Lusty Xenomorph Maid or running around in their red suit and welding through walls of everywhere they have no access (i.e. everywhere). The library itself has a permanence to its contents from game to game on the servers -- all properly uploaded books can be downloaded in any other round.&lt;br /&gt;
&lt;br /&gt;
This is more bane than blessing, since several titles that never should have seen the light of day are forever mingled in with literary classics shamelessly plagiarized from the internet, and also a lot of H.P. Lovecraft. Ba-zing!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
[[File:Library.png|300px|thumb|The Library|link=Special:FilePath/Library.png]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Welcome to the exhibit!==&lt;br /&gt;
Sadly, you will not go on cool adventures to obtain magical artifacts. You will be giving out books, on the rare occasion that someone requests a book. You will also occasionally have to replace the [[Chaplain]]&#039;s bible, after he beats one too many people with and is disarmed and the book spaced. The final area of your job is to upload new books to the archive. So, take your pen and paper, and write down some screenplays! Printing a few books is cool, but don&#039;t be a dick and print 100 copies of one. All it does is crash people that right-click that pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Curator and his Library==&lt;br /&gt;
First things first, stock your library with books that matter. At the start of the station, your bookshelves will be EMPTY! Your fellow crew members will not want to stay in a library that has no books. To fix this use the library&#039;s [[Library Computer|Check In/Out Computer]]&#039;s and use its function, &amp;quot;4. Connect to External Archive&amp;quot;. Here is the main dish of your sum total of existence, to sort out in the mess of books, and find only the BEST. The books are not sorted, or sortable, and look to have no order what so ever. You will even find many books&#039; copies in the archive. To retrieve the selected book, simply click ORDER, the Check-In/Out Computer&#039;s printer will hum as it produces a completely bound book. How did it do that?&lt;br /&gt;
&lt;br /&gt;
The barcode scanner will be needed for checking books into the local library&#039;s computer. It has 4 settings, as follows:&lt;br /&gt;
&lt;br /&gt;
 Mode 0 : Scan book to local buffer.&lt;br /&gt;
 Mode 1 : Scan book to local buffer and set associated computer buffer to match.&lt;br /&gt;
 Mode 2 : Scan book to local buffer, attempt to check in scanned book.&lt;br /&gt;
 Mode 3 : Scan book to local buffer, attempt to add book to general inventory.&lt;br /&gt;
&lt;br /&gt;
(*Note: Use the scanner on the computer, otherwise it won&#039;t work)&lt;br /&gt;
&lt;br /&gt;
The library is not your workspace, but a home, to you and your books. Your books are like people in a 1960s bus, so keep your books segregated. Sort them on their labeled book-shelves: Religious, Fiction, Adult (read: erotic fanfics), Reference, and the back room&#039;s Forbidden Knowledge. You can use your bookbag, which works like a mining satchel or plant bag, to carry multiple books at once.&lt;br /&gt;
&lt;br /&gt;
==How To Add A Book To The Database==&lt;br /&gt;
&lt;br /&gt;
# Get Paper and a Pen.&lt;br /&gt;
# Write your love story about those [[Xeno|Lusty Xenos]] on the paper.&lt;br /&gt;
# Take your story to the East Back of the library to the [[File:Book_Binder.png]] Book Binder, and slap that epic story onto the binder. This will spit out your new award winning story.&lt;br /&gt;
# Still have that pen? Good, you can sign your name, add more content, and even title it.&lt;br /&gt;
# This book is ready to be send though the Nanotrasen command! Ask the Curator to scan this book into the computer, using the [[File:Scanner.png|link=Special:FilePath/Scanner.png]] Scanner.&lt;br /&gt;
# Once scanned, use the [[File:Library_Computer.png]] [[tgstationwiki:Computers#Library_Computer|Check In/Out Computer]]&#039;s 5th function, titled, &#039;&#039;&amp;quot;5. Upload New Title to Archive&amp;quot;&#039;&#039;.&lt;br /&gt;
# Here you can change the category, change the author once more, and view the title.&lt;br /&gt;
# After reviewing the book, and being ready to publish, use the &amp;quot;UPLOAD&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
==How To Add A Painting To The Database==&lt;br /&gt;
&lt;br /&gt;
Do you have an artistic soul? Did you look at the dozens of scrawled penises on the [[Art_Gallery|gallery]] wall and think: &amp;quot;Hey, I could do better than that&amp;quot;? Your prayers have been answered! Here is everything you need to know to ensure that your pixel art will be preserved in the /tg/station database until the sun explodes.&lt;br /&gt;
&lt;br /&gt;
# Get a canvas. Some spawn in the library, but they can also be crafted from [[Guide_to_construction#Cloth|cloth]].&lt;br /&gt;
# Get some [[General_items#Crayon|crayons]] or a spraycan. Remember that with a spraycan, you can paint with all the colors of the RGB spectrum; a must have for any serious artist.&lt;br /&gt;
# While holding your tool of choice, left-click on the canvas to begin painting your masterpiece.&lt;br /&gt;
# Click &amp;quot;Finish&amp;quot; to finalize your painting, and give it a creative, thought-provoking title.&lt;br /&gt;
# Pick the &amp;quot;Collection&amp;quot; in which you want your painting to belong: Public, Secure, or Private. Note that not every station will have all three options. The collection you choose will affect where your painting will spawn. Public frames are usually the most numerous. Secure frames are usually behind glass. Private frames are located in the curator&#039;s office, or in a discreet location.&lt;br /&gt;
# Place the painting into one of the roundstart frames. If all the roundstart frames are occupied, you can remove a painting using wirecutters. Crafting your own painting frame and putting it on a wall won&#039;t save your painting.&lt;br /&gt;
# Ensure that your painting doesn&#039;t get removed from its frame before the shift ends.&lt;br /&gt;
# Voila! If your painting is in its frame at the end of the shift, it will be permanently saved to the database, and will have a chance of appearing the gallery in future rounds!&lt;br /&gt;
&lt;br /&gt;
Note: As of the time of writing, there is no [[Art_Gallery|art gallery]] on [[IceboxStation]]. If you paint anything there, expect it to be lost when the round ends. &lt;br /&gt;
&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
Do you think giving out books is boring? Does literally no one go to the library except for if they are seeking safety, commuting a [[Corporate Regulations|crime]] or the station is being attacked by a [[Game Mode#Devil|Devil]]? Here you will learn about how to do fun shit and because no one cares about the library. &#039;&#039;&#039;(For more non-librarian librarian work check out the tips section)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== The Heroic Beacon ===&lt;br /&gt;
Your loadout. This will decide your adventuring destiny:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;First Man on the Moon - 1960&#039;s&amp;quot;:&#039;&#039;&#039; Contains a spacesuit for aesthetic space exploration&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Braveheart, the Scottish rebel - 1300&#039;s&amp;quot;:&#039;&#039;&#039; Contains an awesome claymore, a kilt and wooden sandals.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Courageous Tomb Raider - 1930&#039;s&amp;quot;:&#039;&#039;&#039; Contains the classic Indianan Jones treasure hunter outfit and a high quality whip, for intense maintenance exploration!&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Carp Hunter, Wildlife Expert - 2506&amp;quot;:&#039;&#039;&#039; Contains: &lt;br /&gt;
**A weaker version of the carp space suit&lt;br /&gt;
**Carp mask&lt;br /&gt;
**A hunting knife with a small bonus to butchering&lt;br /&gt;
**A bag of meat, to make friends (tame space carp)&lt;br /&gt;
&lt;br /&gt;
=== Breaking News! ===&lt;br /&gt;
Behind the library desk is a handy newscaster to work with. Since the Curator is given a tape recorder and a camera with spare film, this allows you to keep the crew informed of station events, such as [[Beyond the impossible|memorable performances by the clown]], interviews with prominent people, murders or even writing smutty tabloid articles. Photos from your camera can be attached to the news articles you post. Alternatively, you could use your photocopier to copy your ass and attach the results to your news articles.&lt;br /&gt;
&lt;br /&gt;
The newscaster can also print out up to 15 newspapers, and can be refilled by adding more paper. After that, you&#039;ll want to deliver the newspaper to frequently visited areas like the Medbay, Brig, and more.&lt;br /&gt;
&lt;br /&gt;
===Sanctuary===&lt;br /&gt;
You have a little study with a bookshelf waiting to be filled with forbidden knowledge (read: pornography). In here, you &amp;lt;del&amp;gt;should&amp;lt;/del&amp;gt; won&#039;t be safe from the [[Head of Security]] who didn&#039;t like your poetry readings. He can just ask the AI to open the door. When the lynch mob inevitably forms after you read aloud [[tgstationwiki:Woody&#039;s_Got_Wood|Woody&#039;s Got Wood]], you can weld the door shut to buy yourself a precious few seconds before someone unwelds it, as the Head of Personnel will often storm the room, shoot you with an energy gun and hand you over to security officers. If he doesn&#039;t just laser you to death on the spot.&lt;br /&gt;
&lt;br /&gt;
===The Soapstone===&lt;br /&gt;
[[File:Soapstone.png|thumb|right|Amazing Chest Ahead]]&lt;br /&gt;
&lt;br /&gt;
You can use the soapstone that you start with in order to leave messages for others to read later. Your soapstone starts out with 3 charges that can be used to write on a floor or wall on the station. The messages will be saved and appear in future rounds until removed by a soapstone. No charges are required to erase messages, and erasing your own message will grant you an additional charge. The [[Janitor|janitor]] starts out with an empty soapstone to erase your [[Woody&#039;s Got Wood|useful tips]].&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
&lt;br /&gt;
As an academic, you studied even the most obscure languages known in the universe. You can innately understand secret cultspeak, robotic beeping, drone chatter, and can even interpret [[xenomorph]] hissing. What is seriously puzzling is that you can also &amp;lt;i&amp;gt;speak&amp;lt;/i&amp;gt; those languages, which supports the theory that Curators are just failed wizards.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;Curator system is much more robust than most people think:&#039;&#039;&#039;&lt;br /&gt;
**You can activate barcode scanner to switch modes.&lt;br /&gt;
**You can use it to add printed books to your library&#039;s &amp;quot;inventory&amp;quot;, then use the check in/check out computer to actually give people books for specified amount of time, like a real library would.&lt;br /&gt;
* You can cut inventory slots in books with wirecutters.&lt;br /&gt;
*Your whip will instantly disarm anyone you hit with it.&lt;br /&gt;
*Many people don&#039;t visit the library because the literature is &amp;lt;s&amp;gt;trash&amp;lt;/s&amp;gt; poorly curated. Try setting aside a special shelf with hand-picked books. Decorate, advertise and hold events to attract the attention of passerby!&lt;br /&gt;
*You have Construction access so you can make a base and go to lavaland or renovate the [[Vacant Office]]. Try it out!&lt;br /&gt;
*Pry up wood tiles with a screwdriver or deconstruct tables with a wrench and fix all the rotting wood tiles in your library. Get those cobwebs cleared out, too!&lt;br /&gt;
*Your access to the Auxiliary Base Construction Area can provide you with meson scanners and a full toolbelt, along with a cargo headset.&lt;br /&gt;
*If you don&#039;t want to browse books through the amazing medium of the BYOND engine, you can explore the [https://sb.atlantaned.space/library/page/55 database] they&#039;re all stored in. You will need a /tg/ forum account to access it. There&#039;s also a [https://sb.atlantaned.space/library/gallery database for paintings]!&lt;br /&gt;
*You are first and last line of defense against low-effort garbage as it attempts to enter the persistent database. Next time you leave your library, remember that. We are all counting on you.&lt;br /&gt;
&lt;br /&gt;
==Book&#039;em Danno==&lt;br /&gt;
This used to be one of the hardest jobs to be a Traitor as. It used to be a job where you had nothing but some books and your wits, but with some recent changes he now has robust armor and a unique weapon: THE WHIP. Security trying to tase you? Whip the gun out of their hands! Target is too loud? Whip them! You&#039;re too slow? Whip yourself! It&#039;s amazing.&lt;br /&gt;
&lt;br /&gt;
However, don&#039;t downplay your weakness: piss all for access. And don&#039;t forget, you&#039;re about as suspicious as an assistant. Make sure to get your stealing (or killing) done, then hole up in your private study until the heat dies down. However, unlike assistants, your outfit is quite special, so people will easily recognize you everywhere unless you ditch it. Emagging the library computer causes it to spit out a [[Tome|tome]], though you need to be a real cultist to read it. This can be used to confuse security, but you should be ready to get searched and brigged for some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 03870C&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Chaplain&amp;diff=10981</id>
		<title>Chaplain</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Chaplain&amp;diff=10981"/>
		<updated>2022-04-14T12:08:35Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = All weapons are not listed, the altar and all of those new mechanics arent listed either, needs a big update&amp;lt;br&amp;gt;contents of this page need to be checked, broken links need to be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 03870C&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 03870C&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 03870C&lt;br /&gt;
 |img = Generic_chaplain.png&lt;br /&gt;
 |stafftype = SERVICE&lt;br /&gt;
 |jobtitle = Chaplain&lt;br /&gt;
 |access = [[Chapel]] office, [[Morgue]], [[Crematorium]], [[Theatre]]&lt;br /&gt;
 |difficulty = Easy &lt;br /&gt;
 |superior = [[Head of Personnel]]&lt;br /&gt;
 |duties = Hold services and funerals, cremate people, preach, etc.&lt;br /&gt;
 |guides = [[Cult]], [[Religion]], [[Sects]].&lt;br /&gt;
 |requirements = &#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Hold a funeral if someone asks. Cooperate with security in the event of a [[cult]]. Follow your [[religion]] and provide counsel when asked.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
As a chaplain, you would ideally proselytize whatever crazy religion you&#039;ve made up for that round over your [[headset]]. However, besides your office, the hellish crematorium next to your office, and the rarely used morgue, you have no access.&lt;br /&gt;
&lt;br /&gt;
It is vital that you use the radio to call people to the [[Chapel]], because otherwise, it is less frequented than the [[Library]].&lt;br /&gt;
&lt;br /&gt;
[[File:Chapel.png|300px|thumb|alt=The Chapel|The [[Chapel|Holy Land]]]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Holy Artefacts ==&lt;br /&gt;
In your possession are several important items, including your Holy Book and the Null Rod. These items are powerful and should be kept in your possession at all times.&lt;br /&gt;
&lt;br /&gt;
=== Holy Book{{anchor|Holy Book}} ===&lt;br /&gt;
&#039;&#039;&#039;You have to set the name of your god and religion in the Character Setup window before the round starts&#039;&#039;&#039;, else you will be stuck with whatever the default is. The first time you interact with your book in a round, you can set its skin.  The resulting Bible starts with a bottle of whiskey, and [[Clown|perhaps some other junk]]; you may want to store the holy water on your desk.&lt;br /&gt;
&lt;br /&gt;
Hitting somebody in the head with your Bible has a 60% chance to heal them and a 40% chance to give them 10 brain damage unless the &amp;lt;s&amp;gt;victim&amp;lt;/s&amp;gt; congregant is wearing robust headgear (helmets, and any child of the helmet class, including space helmets.) You can even revive people who are in critical condition! Be careful, depending on the skin you&#039;ve picked for your book, there may be additional effects! (The flaming skin sets flammable substances on fire for example, specially ones your target is covered in while you try to heal them).&lt;br /&gt;
&lt;br /&gt;
- It should be noted that your book cannot be used by the non-believers, meaning: If someone steals your book and attempts to brain somebody over the head with it, the book will sizzle in that person&#039;s hands. However, others CAN access the content of the book itself.&lt;br /&gt;
&lt;br /&gt;
=== Armaments beacon ===&lt;br /&gt;
This remote allows you to drop in a box with select chaplain-y clothes.&lt;br /&gt;
The armor values are all 50 melee, 10 bullet, 10 laser, 10 energy (Same as the [[Clothing_and_Accessories#Riot Suit|Riot Suit]]) except for the &amp;quot;Followers of the Chaplain&amp;quot; kit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Templar&#039;&#039;&#039; - Standard templar armor, Deus Vult! (Fun fact, deus vult means &amp;quot;Gods Will.&amp;quot; and Deus Lo Vult for &amp;quot;God Wills It&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Stone Sentinel&#039;&#039;&#039; - An ancient guardian statue armor.&lt;br /&gt;
*&#039;&#039;&#039;Profane Scholar&#039;&#039;&#039; - A student robe and a head cage.&lt;br /&gt;
*&#039;&#039;&#039;Witchhunter&#039;&#039;&#039; - A witchhunting garb and hat.&lt;br /&gt;
*&#039;&#039;&#039;Followers of the Chaplain&#039;&#039;&#039; - A cult leader hoodie and 4 follower hoodies. Make your own cult!&lt;br /&gt;
*&#039;&#039;&#039;Divine Adept Kit&#039;&#039;&#039; - Adept robes and hood. The ideal outfit for burning the unfaithful.&lt;br /&gt;
*&#039;&#039;&#039;Forgotten Kit&#039;&#039;&#039; - Old [[Clock_Cult|clock cult]] armor and helmet.&lt;br /&gt;
&lt;br /&gt;
=== Mysterious Old Book of Cloud-Chasing ===&lt;br /&gt;
&lt;br /&gt;
This is a black book that teaches one person the spell &amp;quot;Smoke&amp;quot;. See: [[Wizard#Magical_Items|Magical Items]]&lt;br /&gt;
&lt;br /&gt;
=== Null Rod {{anchor|Null Rod}} ===&lt;br /&gt;
The obsidian rod will be your defense against the [[Cult magic|forces of evil]]. Having it in your possession will make you completely immune to the effects of cult-related magic. It will also destroy any runes/sigils and is an excellent weapon in general.&lt;br /&gt;
&lt;br /&gt;
You can transform it into a holy weapon of choice by using it in hand! Options are:&lt;br /&gt;
&lt;br /&gt;
* [[File:Null_rod.png]]&#039;&#039;&#039;Basic Null rod:&#039;&#039;&#039; Fits in pockets, 18 brute damage on hit.&lt;br /&gt;
* [[File:Godhand.png]]&#039;&#039;&#039;God Hand:&#039;&#039;&#039; Deals Burn damage instead of Brute, but you can never put it down, and it dissapears if your arm is cut off, should have taken chainsaw or armblade.&lt;br /&gt;
* [[File:Staff_red.png]][[File:Staff_blue.png]]&#039;&#039;&#039;Red Staff/Blue staff:&#039;&#039;&#039; Only fits on back, but high (50%) block chance. Very low damage. Projects a shield around you to represent the block chance.&lt;br /&gt;
* [[File:Claymore.png]][[File:Katana.gif]]&#039;&#039;&#039;Claymore/Hanzo Steel:&#039;&#039;&#039; Deals normal damage, has a low (30%) block chance (not against projectiles), doesn&#039;t fit in bags but can be worn on the back or belt slot. Sharp.&lt;br /&gt;
* [[File:Cult_blade.png]][[File:Chainsword.gif]][[File:Force_weapon.png]]&#039;&#039;&#039;Dark Blade/Chainsaw Sword/Force Weapon:&#039;&#039;&#039; Like above, but cannot be worn on the back slot.&lt;br /&gt;
* [[File:ESword.png]]&#039;&#039;&#039;Light/Dark/Nautical Energy Sword&#039;&#039;&#039; A weaker version of an energy sword. Cannot be sheathed like a typical energy sword, doesn&#039;t fit in bags. Doesn&#039;t deal more damage than a null rod, but it is sharp.&lt;br /&gt;
* [[File:Scythe.png]][[File:High_frequency_blade.png]][[File:Spellblade.png]]&#039;&#039;&#039;Scythe/High Frequency Blade/Dormant Spellblade:&#039;&#039;&#039; Penetrates some armour, only fits on back. Same strength as the null rod. Sharp.&lt;br /&gt;
* [[File:Possessed_blade.png]]&#039;&#039;&#039;Possessed Blade:&#039;&#039;&#039;Has the same statistics as a scythe. When used in hand, it will attempt to summon a ghost to possess the blade; if a ghost accepts, it&#039;ll become your talking sword. The ghost gets to pick the sword&#039;s name after that.&lt;br /&gt;
* [[File:Multiverse_sword.gif]]&#039;&#039;&#039;Extradimensional Blade:&#039;&#039;&#039; Deals 1-30 damage when attacking.&lt;br /&gt;
* [[File:Sord.png]]&#039;&#039;&#039;UNREAL SORD:&#039;&#039;&#039; Complete shit. Deals 4.13 damage.&lt;br /&gt;
* [[File:Chap_hammer.png]]&#039;&#039;&#039;Relic Hammer:&#039;&#039;&#039; Same stats as a Null Rod, but can only be worn on the belt slot.&lt;br /&gt;
* [[File:Chainsaw.gif]]&#039;&#039;&#039;Chainsaw Hand:&#039;&#039;&#039; just a mounted chainsaw. Deals the same damage as a Null Rod, but cannot be dropped and is sharp.&lt;br /&gt;
* [[File:Dark_blessing.png]]&#039;&#039;&#039;Dark Blessing:&#039;&#039;&#039; Like the chainsaw hand, but it looks like a [[changeling]]&#039;s arm blade.&lt;br /&gt;
* [[File:Honk_render.png]]&#039;&#039;&#039;Clown Dagger:&#039;&#039;&#039; No damage changes, looks like a honkrender and honks on attack. It&#039;s sharp.&lt;br /&gt;
* [[File:Hypertool.png]]&#039;&#039;&#039;Hypertool:&#039;&#039;&#039; Same damage as a Null Rod, but only damages brain. &lt;br /&gt;
* [[File:Chain.png]]&#039;&#039;&#039;Whip:&#039;&#039;&#039; No stat change, but can be worn on the belt slot. Deals extra damage to vampires. &lt;br /&gt;
* [[File:Fedora.png]]&#039;&#039;&#039;Fedora:&#039;&#039;&#039; Goes on your head. Does high(30) throwing damage. No melee damage. Sharp.&lt;br /&gt;
* [[File:Carp_plush.png]]&#039;&#039;&#039;Carp-Sie Plushie:&#039;&#039;&#039; Less damage than null-rod, looks/sounds like a carp plushie. Using it in-hand makes the chaplain gain the carp faction. Wild carp will ignore him.&lt;br /&gt;
* [[File:Bo_staff.png]]&#039;&#039;&#039;Bo Staff:&#039;&#039;&#039; Has a 40% block chance, but deals slightly less damage than a Null Rod. Can be worn in the back slot.&lt;br /&gt;
* [[File:Bdagger.png]]&#039;&#039;&#039;Arrhythmic Knife:&#039;&#039;&#039; Cannot be stored or worn anywhere. While holding it, it speeds you up and slows you down randomly.&lt;br /&gt;
* [[File:Pitchfork.png]]&#039;&#039;&#039;Pitchfork:&#039;&#039;&#039; Same damage as a Null Rod, but it&#039;s sharp and cannot be put in pockets.&lt;br /&gt;
* [[File:Pride_hammer.gif]]&#039;&#039;&#039;Pride-struck hammer:&#039;&#039;&#039; It resonates an aura of Pride, can only be worn on your back, does 16 damage and is pretty epic looking. &lt;br /&gt;
* [[File:Ratvarspear.png]]&#039;&#039;&#039;Ancient Spear:&#039;&#039;&#039; An ancient spear made of brass, I mean gold, I mean bronze. Same damage as a null rod, but also has 10 armor piercing and is sharp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can only re-pick once.&lt;br /&gt;
== Sects ==&lt;br /&gt;
&lt;br /&gt;
[[Sects|See the full page here for more information!]]&lt;br /&gt;
&lt;br /&gt;
== Duties ==&lt;br /&gt;
&lt;br /&gt;
Each chaplain is free to invent the details of their rituals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Funerals:&#039;&#039;&#039; You have a stock of coffins and burial garments you can use for wakes and space burials (that is, launching them out of the mass driver). Some employees appreciate wakes being held for friends and loved ones. See below.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychological care.&#039;&#039;&#039; This includes counseling, pharmaceutical remedies (consult the chemist), and confessions. You have a confession booth; you and the confessor enter separate rooms and switch on the radio terminals. Most crew members rarely if ever submit to psychological care of their own initiative; offer to help when someone looks troubled. Prisoners are most often in need of attention.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Church Services.&#039;&#039;&#039; Give sermons and sing hymns. &amp;lt;!-- You can create a hymnal by writing a youtube link to the desired song on a piece of paper, or have the Librarian run some off for you. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Proselytizing.&#039;&#039;&#039; Most crew members are godless heathens; acquiring followers for your god(s) is your first priority. When you convince someone to join the church, you can perform a ritual of conversion (some elements you may want to include: drugs, glossolalia, sacrifices, drinking of [demon&#039;s blood], public announcements, prayer, lying naked on the altar, strikes with the holy book, confession, blood-letting).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blessing Rooms.&#039;&#039;&#039; Your bible has the power to turn ordinary water into holy water by &amp;lt;s&amp;gt;blessing&amp;lt;/s&amp;gt; smacking the container with it. Holy water stops any [[Construct | Evil Spirits]] or [[Wizard | Magical Beings]] from Ethereal Jaunting onto the tile that you splash the holy water on, and can deconvert cultists. If a cult or wizard is discovered then it would be the best idea to bless a water-tank with your bible, give that to security, grabbing a fire extinguisher and blessing that too and then asking for the AI to let you in so you can bless his chamber from potential harm. The fire extinguisher will allow you to easily bless rooms because it will affect every tile that the water travels on. You can tell if a tile is blessed when it glows yellow after a little while.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Other possible activities:&#039;&#039;&#039; Investiture of new acolytes and paladins, dedication of mechs, gravitational singularities, psychical research and seances, and pilgrimages to the singularity/Clown Planet/the AI Satellite/the Derelict Station.&lt;br /&gt;
&lt;br /&gt;
=== Thanatology ===&lt;br /&gt;
The Mass Driver&#039;s primary purpose is for burials-at-space; wooden caskets are provided for this purpose. Caskets function likes lockers; place the body in the casket, give a eulogy (over the [[radio]] if no one is present), move the casket into the driver and fire it.&lt;br /&gt;
&lt;br /&gt;
Note that some crew members may seek to use the Mass Driver as a way to exit the station into space; for safety reasons, make sure they are adequately equipped before letting them through. This will send them towards the [[Backstory#Space Station 12|derelict station]].&lt;br /&gt;
&lt;br /&gt;
The Crematorium is used to turn bodies into ash, including those of [[xenos]]. Remember to strip the body before cremating it.&lt;br /&gt;
&lt;br /&gt;
=== Propitiating the [[Administrators|Gods]] ===&lt;br /&gt;
The Pray command is like an [[adminhelp]], but is [[IC]], and should be worded deferentially (e.g., &amp;quot;Oh Great and Wise Pelor, please grant your humble servant...). It is advised that you only pray later in the round; the gods have a habit of ignoring early prayers. You can increase your divine favor by making a sacrifice to your god(s) of choice; you can do this any number of ways (it is wise to state what you have sacrificed in your prayer). Prayers are more likely to be answered if they are somehow thematically appropriate: wishing for an RCD for no apparent reason is unlikely to be fulfilled, but performing an elaborate ritual to your chosen god may be more favorable!&lt;br /&gt;
&lt;br /&gt;
You have candles and crayons in your locker. Candles can be set anywhere and lit (they eventually burn down). Crayons can be used to draw runes (commonly placed in front of the podium), as well as graffiti (not really your style) and letters (allowing you to write out messages across the ground).&lt;br /&gt;
&lt;br /&gt;
Do not expect any prayers to be answered. Gods are fickle beings. Nobody knows what they are going to do next in their great designs.&lt;br /&gt;
&lt;br /&gt;
=== GET BEHIND ME &amp;lt;s&amp;gt;NAR-NAR&amp;lt;/s&amp;gt; RATVAR===&lt;br /&gt;
During a [[cult]] invasion, you will suddenly find yourself a vital part of the station&#039;s security force, and also a target. You will want to ensure Security has a stock of holy water to deconvert cultists -- remember that your bible can bless any water it comes into contact with -- and Security may want your null rod as well. Your bible can be used to detect nearby hidden runes by hitting the floor with it. This can be invaluable in finding suspected cult bases. Finally, you are immune to cult magic, which will help you if you decide to go BATTLE PALADIN and &amp;lt;s&amp;gt;valid&amp;lt;/s&amp;gt; save everyone. &#039;&#039;&#039;For more information, go [[Cult magic|here]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If [[admin|your god]] hates you enough, you may also encounter a [[Revenant]], an undead ghost creature that wants your souls. Again, your null rod is incredibly robust against these creatures.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Setting your [[religion|religion&#039;s name]] to certain presets will give your holy book a special name, as well as dispensing 100 brain damage to you. For example, naming your religion &#039;Homosexuality&#039; will name your bible &#039;GUYS GONE WILD!!&#039; &lt;br /&gt;
**Other notable examples include: Christianity, Satanism, Cthulhu, Islam, Scientology, Chaos, Imperium, Toolboxia, homosexuality, lol, wtf, gay, penis, ass, poo, badmin, shitmin, deadmin, cock, cocks.&lt;br /&gt;
* You can use your starting bible in your hand to change its sprite.&lt;br /&gt;
** Alternative sprites include a Quaran, a white Bible, a clown bible, the Necronomicon and more!&lt;br /&gt;
* Your bible, despite starting with some useless junk, can be emptied and filled with &amp;lt;s&amp;gt;a complete set of tools or other similarly sized items&amp;lt;/s&amp;gt; only one small item because coderbus hates fun. Best of all, it fits in your hoodie&#039;s suit storage!&lt;br /&gt;
* Healing en-masse during blob rounds is extremely effective, as you can get people back into the fight quickly and easily. Besides, who needs proper cognitive function to fight the blob?&lt;br /&gt;
&lt;br /&gt;
== The Inquisition ==&lt;br /&gt;
As a traitor, your curse of being ignored by everyone becomes a valuable asset. The chapel is a relatively secluded part of the station, and odds are the AI won&#039;t be keeping an eye on it. You have a null rod, WHICH IS ROBUST AS FUCK. Also don&#039;t forget that your bible is a useful storage compartment that won&#039;t attract suspicion, and if you hit someone in the head with a bible a few times they get brain damage and then it&#039;s a lot harder to yell for help. You can drag around bodies, as well as both space and cremate bodies without looking suspicious: it&#039;s your job, after all.&lt;br /&gt;
&lt;br /&gt;
Also remember that the morgue tray in the crematorium can store bodies, items and even whole crates (such as the syndicate surplus crate). It&#039;s not a bad place to hide stuff (especially if the camera suffers from an &amp;quot;accident&amp;quot;), but keep in mind the light on the tray turns orange if anything other than a body is inside of it.&lt;br /&gt;
&lt;br /&gt;
Another sneaky idea as a traitor is to host one of the chaplains universally renowned &amp;quot;Kool-Aid&amp;quot; parties. Make sure you purchased a toxins kit, then, go to the bar and ask for 10 glasses of &amp;lt;del&amp;gt;rape&amp;lt;/del&amp;gt; grape or orange juice. Put all of the glasses on your table in the chapel then dump anything and everything from the toxins kit into each drink Jim Jones style, &amp;lt;s&amp;gt;break into the captains office&amp;lt;/s&amp;gt; tell the captain to make an announcement saying that chaplain is hosting a party, and everyone on the station is required to visit (someone might actually be stupid enough.) you may not get your target, but you might get everyone else.      &lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 03870C&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Mime&amp;diff=10980</id>
		<title>Mime</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Mime&amp;diff=10980"/>
		<updated>2022-04-14T12:07:33Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = contents of this page need to be checked, broken links need to be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 03870C&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 03870C&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 03870C&lt;br /&gt;
 |img = Generic_mime.png&lt;br /&gt;
 |stafftype = SERVICE&lt;br /&gt;
 |jobtitle = Mime&lt;br /&gt;
 |access = [[Theatre]]&lt;br /&gt;
 |difficulty = Easy&lt;br /&gt;
 |superior = [[Head of Personnel]]&lt;br /&gt;
 |duties = Silence, gesture and entertain the crew&lt;br /&gt;
 |guides = N/A&lt;br /&gt;
 |requirements = Entertain the crew while keeping your vow of silence. Communicate through gesticulation!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Silently stalking the station, leaning against invisible walls, sitting on invisible chairs, &#039;&#039;&#039;eating invisible food&#039;&#039;&#039;: the mime has a connection to another world beyond the senses of mortals. The mime is the rival of the noisy [[clown]], and usually has a higher standard for his silent pranks and invisible shenanigans.&lt;br /&gt;
&lt;br /&gt;
[[File:Bar.png|300px|thumb|alt=Theatre|The [[Bar]]&#039;s Theatre is where you spawn along with the [[Clown]]]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Entertainer==&lt;br /&gt;
As the [[clown]] is here to prank people, and make them laugh, the mime is here to give a show to people! You are not a silly clown copy, you are a professional, and professionals have standards. Be efficent, be polite, have a plan to distract everyone you meet!&lt;br /&gt;
&lt;br /&gt;
Like the [[Clown]], you spawn in the [[Theatre]] and have access to all the costumes inside. Your PDA also can send 5 viruses to others on the message system, presumably making it silent.&lt;br /&gt;
&lt;br /&gt;
Alt-clicking on your mask, or the action button in the top-left of the screen, allows you to express a variety of mime emotions.&lt;br /&gt;
&lt;br /&gt;
===Walls, Everywhere===&lt;br /&gt;
Inside your backpack is a spellbook that will teach you how to manifest one of three invisible structure. It is unknown how, but people suspect quantum physics has something to do with it. The mimes haven&#039;t told anyone.&lt;br /&gt;
&lt;br /&gt;
* A mime can create invisible walls that block the movement of any who attempt to pass them. Mimes can only manifest a wall every so often and the walls last for a few moments before vanishing; keep in mind, they can&#039;t keep out everything!&lt;br /&gt;
* A mime can create an invisible chair on which to sit. Perfect if the floor is lava, or if [[Captain||some asshole]] hasn&#039;t provided a shuttle with actual seats. Like the wall, the chair will disappear after some time.&lt;br /&gt;
* A mime can create an invisible box that can store small items (anything that fits in a regular box). The items are invisible until retrieved. Again, this box only lasts so long, so be careful!&lt;br /&gt;
&lt;br /&gt;
===Vow of Silence===&lt;br /&gt;
You cannot talk unless you press the Speech button in your Mime menu. However, to speak as a mime is the ultimate taboo! A mime communicates through gesture. This is his art! Noise is the place of that wretched clown, not a true performer like yourself. In emergencies, a note on a piece of paper can do in a pinch. Such a critic. Make sure your gestures actually make sense to an observer. Use custom emotes to talk and your ass is going to get banned.&lt;br /&gt;
&lt;br /&gt;
A few examples for your viewing pleasure:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WORST&#039;&#039;&#039;: Mimington mimes Person A murdering Person B.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BAD&#039;&#039;&#039;: Mimington mimes out Person A doing horrible things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OKAY&#039;&#039;&#039;: Mimington points to Person A, mimics a cutting motion, and then gestures to Person B.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETTER&#039;&#039;&#039;: Mimington mimics a stature similar to Person A&#039;s, and throws aggressive movements and stabbing motions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BEST&#039;&#039;&#039;: Mimington lifts an imaginary knife and aggressively slashes it forward! &amp;lt;br&amp;gt;&lt;br /&gt;
Person C: An assault, I guess? So it was a murder. Can you show us who did it, mime? &amp;lt;br&amp;gt;&lt;br /&gt;
Mimington nods solemnly, and gestures toward Person A.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* The Bottle of Nothing will heal a mime when drunk. The healing rate is 1 burn and 1 brute damage every tick. It can also be smashed over someone&#039;s head, dealing 15 brute, but this can only be done once and you&#039;re probably better off grabbing a welding tool anyways.&lt;br /&gt;
* The mime&#039;s wall works like glass; It doesn&#039;t block lasers or disablers, but it blocks bullets.&lt;br /&gt;
* Mime&#039;s suspenders can hold emergency oxygen tanks.&lt;br /&gt;
* The mime’s mask can be used for internals.&lt;br /&gt;
* When you use the mime&#039;s crayon on a paper, the text is invisible and you can only see it by selecting it.&lt;br /&gt;
&lt;br /&gt;
==Silent But Deadly==&lt;br /&gt;
Keeping with mime flair, the stealth items are always handy when you are a [[traitor]]. And, no one will expect you to speak, ever, so you never have to communicate on the radios. You start with a pair of white gloves, so you don&#039;t leave prints on a crime scene or your traitor items. Since a mime is expected to have a pen for writing notes, the [[syndicate_Items|sleepy pen]] is a particularly good choice.&lt;br /&gt;
[[Traitor]] mimes can buy the exclusive [[Syndicate_Items#Guide_to_Advanced_Mimery_Series|Guide to Advanced Mimery Series]], which allows them to shoot an invisible gun and create greater invisible walls, as long as they hold to their vow of silence.&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 03870C&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Clown&amp;diff=10979</id>
		<title>Clown</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Clown&amp;diff=10979"/>
		<updated>2022-04-14T12:06:58Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = Broken links need to be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 03870C&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 03870C&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 03870C&lt;br /&gt;
 |img = Generic_clown.png&lt;br /&gt;
 |stafftype = SERVICE&lt;br /&gt;
 |jobtitle = Clown&lt;br /&gt;
 |access = [[Theatre]]&lt;br /&gt;
 |difficulty = HONK!&lt;br /&gt;
 |superior = [[Head of Personnel]], The Honkmother&lt;br /&gt;
 |duties = Entertain the crew, make bad jokes, go on a holy quest to find bananium, HONK!&lt;br /&gt;
 |guides = No external guides - HONK&lt;br /&gt;
 |requirements = Be funny to &#039;&#039;other&#039;&#039; crewmembers. This is nearly impossible.&lt;br /&gt;
}}&lt;br /&gt;
[[File:Theatre.png|300px|thumb|alt=Theatre|The [[Bar]]&#039;s Theatre is where you spawn along with the [[Mime]].]]&lt;br /&gt;
&lt;br /&gt;
You are... well... the [[Beyond the impossible|funny person]] of the station! Honk honk! This usually means you play harmless pranks on people to remind them that life on the station is not to be taken too seriously. The Clown &amp;lt;strike&amp;gt;doesn&#039;t have to do anything&amp;lt;/strike&amp;gt; must spout dead memes and ancient gimmicks until they are smited by the gods. Basically the clown&#039;s job is to goof off, much like an [[assistant]], but clowns don&#039;t usually listen to anyone because they have places to be, and things to HONK!&lt;br /&gt;
&lt;br /&gt;
== [[File:Bike horn.png|60px]] License to HONK ==&lt;br /&gt;
Nope, it is not a license to be a shit. Remember, you are still bound to rule one, as in don&#039;t be a dick.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When in doubt, ask yourself: &amp;quot;Are you irrevocably fucking with someone&#039;s round (killing, incapacitating, etc.)?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If yes: don&#039;t do it. You&#039;ll probably get robusted and banned.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If no: you&#039;re probably fine.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[File:Bike horn.png|60px]] Pranks ==&lt;br /&gt;
[[File:Bike horn.png|400px|right|class=pixelart]]&lt;br /&gt;
This is where the [[griffon|bad clowns]] are separated from the real ones! Pranks can range from anything from harmless honks to the head to throwing random banana peels (usually people hate you for this most of all) all over the hallways, or even spamming prayers to the Honkmother for a H.O.N.K.-mech because [[Roboticist|those assholes]] don&#039;t have bananium so they could make you one.&lt;br /&gt;
&lt;br /&gt;
If you are really out of ideas and on the verge of being so bored that you&#039;ll soon resort to just being a dick, here&#039;s a few things a good Clown can do to entertain the crew:&lt;br /&gt;
* Tell bad jokes and puns nonstop&lt;br /&gt;
* Hold two horns (okay one can be duck) and rapidly switch hands while spamming the use key to dualhonk&lt;br /&gt;
* Ride wheeled chairs with fire extinguishers&lt;br /&gt;
* Wear cardboard suit and helmet and be a clownborg, beep boop honk&lt;br /&gt;
* Wear funny outfits from the [[Vending_machines#AutoDrobe|AutoDrobe]]&lt;br /&gt;
** Be a pirateclown. Yarr, scurvy dog!&lt;br /&gt;
** Be a gentleman clown. I say, good sir!&lt;br /&gt;
** Be a gladiator clown. [[Songs#.EF.BB.BFFu.C4.8D.C3.ADk:_Entry_of_the_Gladiators_.28Circus_Music.29|Vale]]!&lt;br /&gt;
** Be a priest clown. Praise the Honkmother!&lt;br /&gt;
** Be a chicken clown. Cluck cluck bagawk!&lt;br /&gt;
* Bolt open the costume storage for the entire crew to use&lt;br /&gt;
* Get/pretend to be a random new job, and be terrible/amazing at that job&lt;br /&gt;
* Build a Clown-Mart in the [[Vacant Office]]&lt;br /&gt;
* Hide photocopies of your ass around the station&lt;br /&gt;
* Slip then shave peoples heads with a razor&lt;br /&gt;
* Annoy a targeted person of your choice by slipping them non-stop&lt;br /&gt;
* Make people panic with fake items from the arcade machines&lt;br /&gt;
* Say the word penis, but like. As loud as you can.&lt;br /&gt;
* Lube the halls&lt;br /&gt;
* Collect shoes from [[Assistant|Assistants]]&lt;br /&gt;
* Make a Conveyor Belt that makes non-stop noise&lt;br /&gt;
* Build a clown restaurant and run the chef out of business&lt;br /&gt;
* Insert donuts into people&#039;s pockets&lt;br /&gt;
* Attack Heads of Staff with the laser tag gun&lt;br /&gt;
* Create newsfeed channels and put out outrageous and slightly offensive accusations against people, along with photos&lt;br /&gt;
* &amp;lt;s&amp;gt;Vandalize&amp;lt;/s&amp;gt; Improve random departments with [[crayon]] and spraypaint&lt;br /&gt;
* Write obscenities right outside the brig and get dog piled by security&lt;br /&gt;
* Make a [[Honkbot]]&lt;br /&gt;
* Make some [[Assistant|friends]] and start &amp;lt;s&amp;gt;an underground fight club&amp;lt;/s&amp;gt; a circus&lt;br /&gt;
* Become the [[Shaft Miner|shaft miner&#039;s]] plucky comic relief sidekick on a quest for [[bananium]]&lt;br /&gt;
* Build an art installation and protect it from [[Guide_to_robotics#Cleanbot|cleanbots]]&lt;br /&gt;
* [[Curator#How_To_Add_A_Book_To_The_Database|Write a book]] with your best jokes to preserve them for future generations of clowns&lt;br /&gt;
* Scare people in the halls by running at them with a toy knife!&lt;br /&gt;
* Try to tell an original joke, and be stabbed mid-sentence. &lt;br /&gt;
* Dress yourself up as a honk-curity officer, and &amp;quot;arrest&amp;quot; (honk) people for crimes against clown-kind!&lt;br /&gt;
* Commit a crime extremely terribly! Shock yourself while stealing, attempt to &#039;fight&#039; someone and knock yourself out, run away with a valuable artifact and intentionally slip yourself.&lt;br /&gt;
* Stand outside of dorms and Honk your little baby horn until you are banned.&lt;br /&gt;
* Start a sex-toy shop right inside Dormitories! &lt;br /&gt;
* hehe honk :3&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bike horn.png|60px]] Power ===&lt;br /&gt;
Both you and the [[Mime]] spawn in the [[Theatre]] and have access to all the costumes inside.&lt;br /&gt;
&lt;br /&gt;
If the round goes on long enough, [[Roboticist|someone]] may be &amp;lt;strike&amp;gt;demented&amp;lt;/strike&amp;gt; fun-loving enough to build to you a [[H.O.N.K.]]-mech. This mech even makes squeaky sounds when it moves &amp;lt;strike&amp;gt;instead of&amp;lt;/strike&amp;gt; in addition to those awful clomping noises of other mechs. Make sure to attach the &#039;HoNkER BlAsT 5000&#039; to it, for EXTREME HONKING! Honk!&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bike horn.png|60px]] Honk ===&lt;br /&gt;
Honking is how you get your work done. If you honk a honk honk then honk up the honk, well you&#039;ll have a doozy of a honk on your honk to wash off.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bike horn.png|60px]] Equipment ===&lt;br /&gt;
You get the clown suit with matching squeaky shoes (with built-in Waddle Dampeners[TM]), a bike horn, clown stamp (for approving monkey crates) clown mask (which works like a gas mask), a special infinite rainbow clown crayon so you can start writing naughty words all over the escape arm or eating it like a giant honking baby, a can of laughing juice, a banana, and your slippery [[PDA]]. Your PDA can infect people&#039;s PDAs with a virus that makes it randomly honk, and possibly do other things? Who knows, HONK!&lt;br /&gt;
&lt;br /&gt;
In the crate in the theater backstage you get extra toys like a megaphone and a pie cannon, to be extra obnoxious.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bike horn.png|60px]] Job Difficulty ===&lt;br /&gt;
Very little, but some people might want to kill you just for being the Clown. HONK! This is usually against the rules, so honk to your heart&#039;s content.&lt;br /&gt;
&lt;br /&gt;
==[[File:Bike horn.png]][[File:Bike horn.png]][[File:Bike horn.png]] Tips==&lt;br /&gt;
* The clown&#039;s mask can be used for internals.&lt;br /&gt;
* If the clown&#039;s PDA cartridge has less than 5 charges (sendable viruses which make someone’s PDA honk every time they push a button) left, someone who isn&#039;t the clown can slip on it to restore 1 charge per slip. Have fun with that.&lt;br /&gt;
* Eating the rainbow crayon completely is impossible. If you&#039;re a clown and starving you can just nibble on your crayon, for infinity.&lt;br /&gt;
* [http://aberrantkenosis.bandcamp.com/album/the-bike-horn-collection-volume-1 HONK!]&lt;br /&gt;
* Dye your clown shoes and slip them on someone, they still squeak.&lt;br /&gt;
* The clown&#039;s flower is basically a small spray bottle. It can be emptied and can carry 10 units of fluids and shoots exactly 1 unit at a time. So you can fire ten very small shots, and it has an impressive range. It can be loaded from the pepper spray wall units. Since it is one unit the stun does not last long, but it is good for a guaranteed disarm if they lack eye protection.&lt;br /&gt;
* If somebody is chasing you and you haven&#039;t emptied your flower of water yet, you can empty it on the floor for a slip that is less obvious than a peel is.&lt;br /&gt;
* The clown&#039;s PDA can be used in lieu of a banana peel; people will slip on it just the same. Just remember to take the ID out so when some chucklefuck takes it, you aren&#039;t left with no access.&lt;br /&gt;
* Telling a few jokes or having a funny gimmick can mean the difference between getting all-access and being lynched after a prank gone wrong.&lt;br /&gt;
* You can toggle the built-in Waddle Dampeners[TM] in your shoes with CTRL + Click.&lt;br /&gt;
&lt;br /&gt;
== [[File:Bike horn.png|60px]] Pennywise the Spacing Clown ==&lt;br /&gt;
Remember that time you were terrified by a clown when you were small? Well, this is the reason why. As a traitor, while you could possibly be just funny as hell and &amp;lt;strike&amp;gt;hope&amp;lt;/strike&amp;gt; people&amp;lt;strike&amp;gt; won&#039;t&amp;lt;/strike&amp;gt; kill you (like using the camo projector set to &amp;quot;banana&amp;quot;), you should learn how to [[robust]] or how to break and enter! Just have fun and relax, and honk while you betray people! If all else fails, get a [[Chainsaw]] and a [[Clothes_and_internals#Headgear|Welding Helmet]] and kill people who slip on your banana peels (the scare factor is pretty high).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: 1em 0 1em 0; border: .2em solid #{{{color|262626}}}; background :#{{{color|262626}}}&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #{{{color|262626}}}; color: white; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Honkers on Skyrat Station&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: auto; align-items: stretch;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #{{{color|262626}}}; border-radius: .5em; background: #FFFFFF&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #265473; color: #FFB300; padding: .4em .8em .5em; width: 10%;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Law and Order&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #2654732e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Captain|Condom]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Blueshield|Bluebabies]]&#039;&#039;&#039;, &#039;&#039;&#039;[[NanoTransen Representative|Paper Bin]]&#039;&#039;&#039;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #486091; color: white; padding: .4em .8em .5em; width: 10%;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Fun Police&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #4860912e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Head of Security|No Fun]]&#039;&#039;&#039;, [[Warden|Mortal Kombat]], [[Detective|Can&#039;t Take a Joke]], [[Security Officer|Shitcurity Officer]], [[Security Medic]], [[Corrections Officer|Cell Key Bearer]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #FF9D00; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Black magicians&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #FF9D002e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Chief Engineer|Poly&#039;s Keeper]]&#039;&#039;&#039;, [[Station Engineer|Free Insulateds]],  [[Atmospheric Technician|Axe Bearer]], [[Departmental Guards|Supermatter Watcher]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #A06DA0; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Harmzone™&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #A06DA02e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Research Director|Nerdo Supreme]]&#039;&#039;&#039;, [[Geneticist|Enjoys Pranks]], [[Scientist|Slimer/Bomber/Nerd]], [[Roboticist|Doctor Wiley]], [[Vanguard Operative|Big Assistants]], [[Departmental Guards|Slime Wrangler]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #3F7597; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;The Stage&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #3F75972e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Chief Medical Officer|Evil Bastard]]&#039;&#039;&#039;, [[Medical Doctor|Quack]], [[Paramedic|Great Value Quack]], [[Chemist|Druglord/Lube Source]], [[Virologist|Lynch]], [[Departmental Guards|Lube Denier]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #78430D; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Toy Store&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #78430D2e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Quartermaster|Hardass]]&#039;&#039;&#039;, [[Cargo Technician|Bribe For Toys]], [[Shaft Miner|Bringer of Bananium]], [[Departmental Guards|New Toy Stealer]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #03870C; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Goobers&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #03870C2e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Head of Personnel|All Access Provider]]&#039;&#039;&#039;, [[Janitor|Enabler]], [[Bartender|Has a Gun]], [[Cook|Has  a Knife]], [[Botanist|FREE PEELS]], [[Lawyer|LOL2CAT!!!]], Honkmother&#039;s Chosen, [[Mime|Mortal Enemy]], [[Chaplain|This is No Laughing Matter]], [[Curator|Who Let You in Here?!]], [[Psychologist|Normal Pill Supplier]], [[Barber|Free Razor]], [[Departmental Guards|Clown Beater]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: grey; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Greytide&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #EBEBEB; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;[[Assistant|Space Hobos]],  [[Prisoner|Human Shield]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #5589c5; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Goons&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #5589c52e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[AI|Doorknob]]&#039;&#039;&#039;, [[Cyborg|No Humor Module]], [[Positronic Brain|Captive Audience]], [[Drone|Fancy Hat]], [[Personal AI|Skeleton Key]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: darkred; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;transform: translate(.2em,.8em);&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Critics&#039;&#039;&#039;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #ff99992e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;[[Traitor|Slip Em&#039;]], [[Malfunctioning AI|EVIL Doorknob]], [[Changeling|Honk It to Death]], [[Nuclear Operative|Still Slippable]], [[Blood Cult|Emos]], [[Nightmare|OH FUCK DEATH NOT REMOVED]], [[Heretic]], [[Revolution|Revolutionary]], [[Wizard|Wiznerd]], [[Blob|Squishy]], [[Abductor|Ayyliens]], [[Holoparasite|Your Best Friend]], [[Xenomorph|KITTY]], [[Spider|TOP TEN PRANKS GONE WRONG]], [[Swarmers|Don&#039;t Cry]], [[Revenant|2spooky4me]], [[Morph]], [[Nightmare]], [[Space Ninja|Also Slippable]], [[Slaughter Demon]], [[Sentient Disease|Diarrhea Dumpster]], [[Obsessed|Disposals Bait]], [[Space Dragon|I&#039;ll Show You Who&#039;s the Boss of this Gym]], [[Pulsating Tumor|Elite Mobs]], [[Sentient Slime|Anthropomorphized]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #464489; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;&amp;quot;Special&amp;quot;&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #4644892e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[CentCom Official|Greater Condoms]]&#039;&#039;&#039;, [[Death squad|Ckeanup Crew]], [[Emergency Response Team|The Untalented Troupe]], [[Chrono Legionnaire|Slips Through Space and Time]], [[Highlander|No Underwear]], [[Ian|Free Meat]], [[Lavaland/Space Role|Valids]], [[Construct|Warm Stones]], [[Imaginary Friend|Chained to the Floor Audience]], [[Split Personality|Hey! That Guy&#039;s Not Allowed to be Funny!]], [[Ghost|Salt Shakers from Beyond the Veil]], [[Golem|Stone Cold]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Lawyer&amp;diff=10978</id>
		<title>Lawyer</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Lawyer&amp;diff=10978"/>
		<updated>2022-04-14T12:06:26Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = broken links need fixing}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 03870C&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 03870C&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 03870C&lt;br /&gt;
 |img = Generic_lawyer.png‎&lt;br /&gt;
 |stafftype = SERVICE&lt;br /&gt;
 |jobtitle = Lawyer&lt;br /&gt;
 |access = [[Law Office]], [[Courtroom]], [[Brig]]&lt;br /&gt;
 |difficulty = Easy to &lt;br /&gt;
 |superior = [[Head of Personnel]]&lt;br /&gt;
 |duties = Advocate for prisoners, create law-binding contracts, ensure [[Security Officer|Security]] is following protocol and [[Corporate Regulations]]&lt;br /&gt;
 |guides = [[Corporate Regulations]], [[Guide to Trials]], [[Guide to Paperwork]]&lt;br /&gt;
 |requirements = Talk to prisoners and speak to security on their behalf if asked. Encourage the [[warden]] to reduce [[Corporate Regulations|overly harsh sentences]]. [[Guide to Trials|Represent]] aggrieved crewmembers if needed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Lawyer is tasked with the thankless job of providing legal aid to the crew.  This tends to involve defending [[Traitor|Traitors]] in trials, suing [[Security Officer|Security]] or the company or [[xenos|aliens]] or anyone else they can think of for endangering the crew. Other duties include hassling the [[Station Engineer|engineers]] and [[scientist]]s over health and safety violations, and general ambulance-chasing.&lt;br /&gt;
&lt;br /&gt;
== Duties ==&lt;br /&gt;
*&#039;&#039;&#039;Consult on the law.&#039;&#039;&#039; Be present when people are imprisoned, so you can give the correct time. Be sure to explain the sentence for each crime and the total time. In some cases you may argue for reduced sentence times based on mitigating factors (e.g. clowning, insanity), but don&#039;t push the issue.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ascertain guilt or innocence.&#039;&#039;&#039; When a suspect is brought in, check the stories of officers. You may be able to convince them when they either have the wrong person or if they committed a lesser crime than thought. Ask the Detective for his forensics scanner to get physical evidence that supports your client (&amp;quot;your client&amp;quot; being any suspect brought in).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Get medical care for inmates.&#039;&#039;&#039; Because officers usually resume their patrol after arresting somebody, they&#039;ll appreciate it if you keep inmates healthy (in the absence of a Brig Medic).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clean up the [[Brig]].&#039;&#039;&#039; You&#039;re going to spend most of your time here, so keep it clean! The warden needs the help; the brig is one of the messiest places on the station.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Help released inmates out of the brig.&#039;&#039;&#039; When their time is up, bring them their belongings (sometimes they are kept in the evidence room), help them out of the brig, and make sure the warden or HoS sets their security record to &amp;quot;Released&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Participate in trials.&#039;&#039;&#039; An unfortunately small part of your job; you can sometimes get trials for inmates scheduled to be executed or when you can convince the HoS that it would be entertaining. Fortunate lawyers may get the chance to defend high profile persons, like wizards.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Create law-binding contracts.&#039;&#039;&#039; As a Lawyer the easiest and most efficient way to get something done is to [[Guide to Paperwork|create contracts]], despite popular belief. There are many different types of contracts but a common one is a contract which requests that both parties do a particular action for the other party; ie: trading helmets. If you display these contracts to the Lawyer Gods, then you MIGHT get something nice from them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Litigation.&#039;&#039;&#039; Health, safety, and human rights violations abound on the station, but be warned that actually getting anything done about it will test your law skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Justice for All ==&lt;br /&gt;
You begin the round in your [[Law Office|office]] with a blue or purple suit, Brown shoes, a briefcase, With 6 pieces of paper and a pen, a PDA, a Security Radio Headset and a Box.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need to ingratiate yourself with Security personnel; otherwise your shift as lawyer will likely be fruitless and painful. You have virtually no physical power, but you can accumulate social power. Greet them when you first see them, use titles like &amp;quot;officer&amp;quot; when referring to them, say please and thank you, and generally try to roleplay a friendly fellow crew member. Don&#039;t let your speech imply authority, though: your Head is the HoP, not the HoS.  Make it clear that your function is to uphold justice, the welfare of your clients, and the good of the station. Do not abuse your security headset or sec will at the least take it away or at the worst brig you for it AND take it away.&lt;br /&gt;
&lt;br /&gt;
In fact, it is advised that, as a lawyer, you not attack Security personnel at all, even when they deserve it (fleeing is acceptable). While it may help in the short run, future shifts may have random beatings if you are seen as a threat. If you&#039;re having trouble, seek the HoS&#039;s, HoP&#039;s, or Captain&#039;s help, as appropriate.&lt;br /&gt;
&lt;br /&gt;
But if you can&#039;t be bothered to do your job, or more likely nobody is calling for you to help them, then you can always just get some tools from the tool storage and redecorate your office.&lt;br /&gt;
&lt;br /&gt;
== Justice for None ==&lt;br /&gt;
&#039;&#039; I would like to announce that I believe my client to be a DISGUSTING TRAITOR, and I resent the fact that I&#039;ve been given the task of defending him. You should probably just toss him out of the airlock or something, I rest my case sir.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a traitor, you have closer ties to security than anyone else. Officers may go into the break room alone, and make themselves vulnerable to attack; reducing the number of officers may help even when they aren&#039;t your target. Your briefcase can fit the contents of a toolbox in it, but is considerably less suspicious than carrying a toolbox around. It is not difficult to stuff it with handcuffs and flashbangs if you can acquire them from Security storage. You can also hear security radio, which gives you a lot of intel.&lt;br /&gt;
===Overthrowing Rulers for Fun and Profit===&lt;br /&gt;
As a Revolutionary, you have access to sec, with the possibility of dragging away revolutionaries. Very quickly though you&#039;ll end up being implanted if you&#039;re not fast. &lt;br /&gt;
You can also use a screwdriver, and give your headset encryption to Rev Heads, helping them listen to security radio, which gives a lot of intel during a revolution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 03870C&lt;br /&gt;
}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Botanist&amp;diff=10977</id>
		<title>Botanist</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Botanist&amp;diff=10977"/>
		<updated>2022-04-14T12:05:30Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = contents of this page need to be checked, broken links need to be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 03870C&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 03870C&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 03870C&lt;br /&gt;
 |img = Generic_botanist.png&lt;br /&gt;
 |stafftype = SERVICE&lt;br /&gt;
 |jobtitle = Botanist&lt;br /&gt;
 |access = [[Hydroponics]], [[Morgue]]&lt;br /&gt;
 |difficulty = Medium&lt;br /&gt;
 |superior = [[Head of Personnel]]&lt;br /&gt;
 |duties = Grow plants for the kitchen, mutate them in the name of science, grow less legal substances&lt;br /&gt;
 |guides = [[Guide to hydroponics|Guide to Hydroponics]]&lt;br /&gt;
 |requirements = Grow food, wood, and other such things for the crew.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Plants ==&lt;br /&gt;
For the full chart with plant types, what they look like, and what they do, please check out the [[Guide to hydroponics]].&lt;br /&gt;
&lt;br /&gt;
=== Fertilizer Types ===&lt;br /&gt;
&#039;&#039;&#039;EZ Nutrient:&#039;&#039;&#039; The standard, keeps plants alive. Not needed for weeds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Left-4-Zed:&#039;&#039;&#039; Increases the potency by a large amount, but takes forever to harvest. Switch to another fertilizer if it takes too long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robust Harvest:&#039;&#039;&#039; The amount harvested increases dramatically.&lt;br /&gt;
&lt;br /&gt;
=== Seeds ===&lt;br /&gt;
The seed storage gives you seeds to start growing. There&#039;s a couple of hidden seeds too if you get the tools to hack it, but remember that it&#039;s very slightly illegal.&lt;br /&gt;
&lt;br /&gt;
=== The [[Chef]] ===&lt;br /&gt;
Take your vegetables to the chef, then have him cook them up! There are many different foods the chef can make from different foods you grow. Or, as an alternative, have him blend different things for you. Blended foods provide a concentration of various materials that can be separated from nutriment reagents.&lt;br /&gt;
&lt;br /&gt;
== Tools of the Trade ==&lt;br /&gt;
You get a few fun tools as a botanist that will make your life so easy when growing plants:&amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EDFDEE&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;align:center;&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#03870C; width:125px;&#039; |Item&lt;br /&gt;
! style=&#039;background-color:#03870C;&#039;              |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hatchet.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Hatchet&lt;br /&gt;
|A rather robust small cutting tool used to &amp;lt;s&amp;gt;murder people&amp;lt;/s&amp;gt; make wood planks, pumpkin helmets and corn cob pipes and various other items.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cultivator.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Cultivator&lt;br /&gt;
|Used for cutting away weeds that grew in the hydroponics trays, alternatively it makes for a &amp;lt;s&amp;gt;terrible&amp;lt;/s&amp;gt; decent weapon.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plant-b-gone.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Plant-b-Gone Spray bottle&lt;br /&gt;
|Kills hydroponic plants, kills kudzu weeds, kills alien weeds too, can be filled with other chemicals. Does minor toxin damage, but absolutely &#039;&#039;&#039;&#039;&#039;devastates&#039;&#039;&#039;&#039;&#039; plant people if its sprayed on them.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plant analyzer.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Plant analyzer&lt;br /&gt;
|A handy tool that will tell you everything that you need to know about the plant you just scanned. Stats listed in the scan result will include things like the plant its: Potency, Yield, Age, Lifespan and much more. See the [[Guide to hydroponics]] for more information&lt;br /&gt;
|-&lt;br /&gt;
![[File:Waterbackpack botany.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Backpack irrigation system&lt;br /&gt;
|A backpack similar to the janitor their backpack water tank, this one used to make watering the plants much less annoying and tedious. [[File:Waterbackpack botany nozzle.png|class=pixelart]]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bucket.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Bucket&lt;br /&gt;
|Used to water plants or hold other reagents, chemicals can be mixed in these so they can double as beakers! These can be worn on your head as a helmet aswell.&lt;br /&gt;
|-&lt;br /&gt;
![[File:blender.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Chemical grinder&lt;br /&gt;
|A handy piece of machinery that can help you greatly in extracting chemicals from plants. Materials like plasma can also be ground up into a dust using this!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Wirecutters.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Wirecutters&lt;br /&gt;
|These can be used to connect the irrigation pipes between the hydroponic trays. Allowing you to setup a more effecient irrigation system.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Wrench.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Wrench&lt;br /&gt;
|Can be used to unsecure the trays and move them around if you want to re-arrange your workspace. &amp;lt;s&amp;gt;Alternatively it makes for a great blunt force weapon to kill your annoying co-workers&amp;lt;/s&amp;gt;&lt;br /&gt;
|-style=&#039;background-color:#03870C; color:white;&#039; &lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;| &amp;lt;center&amp;gt;&#039;&#039;&#039;Other handy items from outside of your department&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Multitool.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Multitool&lt;br /&gt;
|Used to hack the vendors in your department to gain access to all of those sweet illegal plants. If you can&#039;t get one, use two signallers or ask an engineer. They can also be printed at the [[autolathe]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tmed.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Toxin medkit&lt;br /&gt;
|Because sometimes you can get too high on your own supply or when you happen to have a little accident and eat the wrong plant.&lt;br /&gt;
|-&lt;br /&gt;
![[File:IGloves.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Insulated Gloves&lt;br /&gt;
|To make sure that hacking those vendors wont be your death.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_engineer.png|64px|class=pixelart]]&amp;lt;br&amp;gt;An Engineer&lt;br /&gt;
|Because you completely forgot how hacking the vendors worked in the first place and you would rather not shock yourself to death.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dispenser.png|64px|class=pixelart]]&amp;lt;br&amp;gt;Chemdispenser&lt;br /&gt;
|Generally a handy machine to have around for some specific chemicals to truly elevate your botanical business.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chemicals ===&lt;br /&gt;
Beg the chemist to make you stuff, namely unstable mutagen. You will go through this stuff fast, so make sure they aren&#039;t stingy. If chemistry is helpful they can also give you a dropper for more precise mutations. A generous chemist might even lend you a spare chem dispenser if you [[Hacking#Airlocks|ask nicely]].&lt;br /&gt;
&lt;br /&gt;
Different chemicals do different things to your plants when injected. Experiment until you find a blend you like!&lt;br /&gt;
&lt;br /&gt;
Most of your crops can be blended down into chemicals themselves. You can also put these crops directly into hydroponics trays if dosage specificity isn&#039;t an issue.&lt;br /&gt;
&lt;br /&gt;
An alternative to chemicals is a floral somatoray. You can get it from the scientists unless they and/or the shaft miners are being lazy fucks (which is always). It is a gun that shoots mutation rays that either increases yield or tries to change the plant&#039;s stats. ([[Guide to hydroponics]]).&lt;br /&gt;
&lt;br /&gt;
Ammonia is a much better fertilizer than EZ-Grow, and unstable mutagens can cause some interesting plant variations.&lt;br /&gt;
&lt;br /&gt;
Most chemicals can be requested from the [[Chemist]], but you&#039;re quite low down on the list of people who need them, so try giving them some useful plants to blend.&lt;br /&gt;
&lt;br /&gt;
Different chemicals do different things to your plants when injected. Feel free to experiment until you find a blend you like!&lt;br /&gt;
&lt;br /&gt;
=== Pod Cloning ===&lt;br /&gt;
A almost always forgotten alternative to cloning. See the [[Guide_to_hydroponics#Invasion_of_the_Pod_People|Guide to Hydroponics]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Dirt===&lt;br /&gt;
If you happen to come across a [[Shaft Miner]] that hasn&#039;t taken a hardsuit and gone off to explore space, then you&#039;re halfway there. Get some sand, use it to make sandstone, then take three sandstone to make dirt. &lt;br /&gt;
Another method is to grow grass in your existing hydroponics trays, then plant the grass tiles and dig them up with the spade found in the back room! This will dig up some sand.&lt;br /&gt;
Congratulations, you are no longer restricted to tiny water tubs for growing now! Be warned though, it is not the most efficient method of planting, as there are no lights to indicate needs for water, fertilizer, etc. Have fun surrounding the theatre with bananas and watching the clown collapse in sheer joy.&lt;br /&gt;
&lt;br /&gt;
=Tips=&lt;br /&gt;
* Your bottles are better then regular bottles and can put in 1 2 5 10 15 30 doses. Droppers aren&#039;t as mandatory as they once were.&lt;br /&gt;
* You can fertilize your trays via applying harvested plants to a Hydroponics Tray with something already planted in it.&lt;br /&gt;
* The biogenerator can be used to fabricate gloves, belts, Botany chemicals, and even kitchen products such as meat and milk.&lt;br /&gt;
** Instead of growing wheat, you may find it less time consuming to throw some spare plants in the biogenerator to get a whole bag of flour. No grinding needed!&lt;br /&gt;
* Remember you can boost a plant back to health long past its normal lifespan by providing lots of nutriment or healing chemicals.&lt;br /&gt;
* Hatchets are extremely effective against space vines. Similarly, scythes will destroy them in a 3x3 radius.&lt;br /&gt;
* Goats will instantly consume any space vines they may walk into, or be pushed into.&lt;br /&gt;
* The plant products in the Garden and Chapel all have 50 potency, greater then any seeds found at the start of the round.&lt;br /&gt;
* The EZ-Nutrient, Left-4-Zed and Robust Harvest bottles all hold 50 units and can be set to have a transfer amount of 1, 2, 5 or more units; fill an empty bottle with unstable mutagen and you can use it for precise mutations.&lt;br /&gt;
&lt;br /&gt;
== Traitor ==&lt;br /&gt;
You can use Nettles as an interesting weapon, but they take a very long time to grow to effective potency levels. If you have an easy objective, quickly rush out and get it out of the way, head back and get your plants growing. Your leather gloves give no prints onto a crime scene, so if you ditch your equipment (or hide it) you should be fine enough so no one knows it was you. You can also intoxicate some food if you get your hands on a dropper. Just make sure your give it to the right person!&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 03870C&lt;br /&gt;
}}&lt;br /&gt;
[[category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Cook&amp;diff=10976</id>
		<title>Cook</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Cook&amp;diff=10976"/>
		<updated>2022-04-14T12:04:12Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = contents of this page need to be checked, broken links need to be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 03870C&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 03870C&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 03870C&lt;br /&gt;
 |img = Generic_chef.png&lt;br /&gt;
 |stafftype = SERVICE&lt;br /&gt;
 |jobtitle = Cook&lt;br /&gt;
 |access = [[Kitchen]], [[Morgue]]&lt;br /&gt;
 |difficulty = Easy&lt;br /&gt;
 |superior = [[Head of Personnel]]&lt;br /&gt;
 |duties = Make food, nag at hydroponics to grow you stuff, make meat from the odd lifeforms found in the morgue&lt;br /&gt;
 |guides = [[Guide to food and drinks]]&lt;br /&gt;
 |requirements = Make sure there&#039;s always some food on your counter, in case a hungry crewmember comes by.&lt;br /&gt;
}}&lt;br /&gt;
You are the less-alcoholic half of the [[Bar|Maltese Falcon]].&lt;br /&gt;
&lt;br /&gt;
You cook food, blend veggies and fruits, grind bodies for meat, stick monkeys and xenos onto meat hooks for meat. And kill people who mess with you, with your kitchen knife.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
As a Chef it&#039;s your primary job to keep customers fed. You have free reign over managing your menus and styling your kitchen and restaurant to your liking. You should have a fellow Chef to share the kitchen, or a cook. You share the dining area outside of the bar and should coordinate with the [[bartender]] to keep the whole place running well. It is important to also &#039;&#039;&#039;get your menu set up&#039;&#039;&#039; and handed out so the crew has both advertising, and an idea of the theme you&#039;ve set up for food this shift!&lt;br /&gt;
&lt;br /&gt;
You should also make sure you are setting up proper prices for your meals. Cash or card, it&#039;s important to get a revenue coming in so you are always able to afford [[Cargo]] orders or, if there&#039;s no botany, growing your own produce in the surface garden!&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
You get a lot of cool kitchen related things, like these:&lt;br /&gt;
&lt;br /&gt;
* 2 Meat Spikes. You can use these to butcher monkeys for a high volume of meat.&lt;br /&gt;
* A gibber. You can throw almost anything in the gibber (except people when it&#039;s functioning properly!) and get meat. It&#039;s only cost effective for large mobs such as cows. Is this ethical...?&lt;br /&gt;
* A machine that can dispense trays, plates, cups, and knives.&lt;br /&gt;
* 2 microwaves that will form the backbone of your food preperation.&lt;br /&gt;
* A Smart Fridge to hold product.&lt;br /&gt;
* A CondiMaster that allows you to separate and bottle liquid ingredients.&lt;br /&gt;
* Shutters to close you in for privacy or [[Traitor|other things]].&lt;br /&gt;
* A Blender to create liquids or powders.&lt;br /&gt;
* Drinks dispenser that will also dispense some ingredients, such as sugar.&lt;br /&gt;
* In absence of a gardener, you start with a box filled with 8 random commonly used vegetables and fruit.&lt;br /&gt;
&lt;br /&gt;
=== This is a Knife, and That is a Rolling Pin ===&lt;br /&gt;
The knife and the rolling pin on your table are invaluable in making food. You can cut cheese very easy with the knife, slice foods like pizza and cakes, and prepare other foods (test what you can cut with it). [[Ian|Some]] animals can be butchered with the knife as well. The rolling pin, meanwhile, is used to flatten certain ingredients, such as dough.&lt;br /&gt;
&lt;br /&gt;
Other than that, they are also weapons! The knife, in particular, is an excellent melee weapon .[[Hacking|Tinker with your vending machines]], and you can get even stronger &amp;lt;s&amp;gt;security risks&amp;lt;/s&amp;gt; knives!&lt;br /&gt;
&lt;br /&gt;
===[[File:ChefBox.png]] Ingredients Boxes ===&lt;br /&gt;
Besides the basics that your kitchen is initially stocked with, you will start out with a randomly selected box of less common ingredients in your backpack. The box should contain enough ingredients for you to get started before your botany buddies &amp;lt;s&amp;gt;ignore you and smoke weed&amp;lt;/s&amp;gt; can provide you with a steady supply of fresh produce.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFE0CC;&#039;|Box&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFE0CC;&#039;|Contents&lt;br /&gt;
|-&lt;br /&gt;
!Fiesta&lt;br /&gt;
|1 tortilla, 2 corn, 2 soybeans, 2 chili&lt;br /&gt;
|-&lt;br /&gt;
!Italian&lt;br /&gt;
|3 tomatoes, 3 Meatballs, 1 bottle of wine&lt;br /&gt;
|-&lt;br /&gt;
!Vegetarian&lt;br /&gt;
|2 carrots, 1 eggplant, 1 potato, 1 apple, 1 corn, 1 tomato&lt;br /&gt;
|-&lt;br /&gt;
!American&lt;br /&gt;
|2 potato, 2 tomato, 2 corn, 1 Meatball&lt;br /&gt;
|-&lt;br /&gt;
!Fruity&lt;br /&gt;
|2 apples, 2 oranges, 1 lemon, 1 lime, 1 watermelon&lt;br /&gt;
|-&lt;br /&gt;
!Sweets&lt;br /&gt;
|2 cherries, 2 bananas, 1 chocolate bar, 1 cocoa pod, 1 apple&lt;br /&gt;
|-&lt;br /&gt;
!Delights&lt;br /&gt;
|2 sweet potatoes, 2 blue cherries, 1 vanilla pod, 1 cocoa pod, 1 berry&lt;br /&gt;
|-&lt;br /&gt;
!Grains&lt;br /&gt;
|3 oats, 1 wheat, 1 cocoa pod, 1 honeycomb, 1 poppy seed&lt;br /&gt;
|-&lt;br /&gt;
!Carnivore&lt;br /&gt;
|1 bear meat, 1 spider meat, 1 spider eggs, 1 carp meat, 1 xeno meat, 1 corgi meat, 1 Meatball&lt;br /&gt;
|-&lt;br /&gt;
!Exotic&lt;br /&gt;
|2 carp meat, 2 soybeans, 2 cabbage, 1 chili&lt;br /&gt;
|-&lt;br /&gt;
!Wildcard&lt;br /&gt;
|7 randomly selected from (duplicates allowed): chili, tomato, carrot, potato, sweet potato, apple, chocolate bar, cherry, banana, cabbage, soybeans, corn, plump helmet, chanterelle&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Menu Making ===&lt;br /&gt;
A menu can help set up the theme for your restraunt. When you get one prepared, copy off about 40 of them and get a few assistants to hand them out and set them on every table. &lt;br /&gt;
&lt;br /&gt;
There are many ways to format your menu. Be sure to be creative! The only things you need are the meals and their prices. Everything else is up to you!&lt;br /&gt;
&lt;br /&gt;
Some examples are below.&lt;br /&gt;
&lt;br /&gt;
==== Menu formats ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Menu 1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Menu 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[u][large][center]Skyrat Restaurante[/center][/large][/u]&lt;br /&gt;
&lt;br /&gt;
[b]Breakfast Specials[/b] -&lt;br /&gt;
[meal] - [credits]&lt;br /&gt;
&lt;br /&gt;
[b]Lunch Specials[/b] -&lt;br /&gt;
[meal] - [credits]&lt;br /&gt;
&lt;br /&gt;
[b]Dinner Specials[/b] -&lt;br /&gt;
[meal] - [credits]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Menu 2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Menu 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;The Kitchen menu!&lt;br /&gt;
&lt;br /&gt;
Breakfast Specials - &lt;br /&gt;
[meal] - [credits]&lt;br /&gt;
Drink Options -&lt;br /&gt;
[x]&lt;br /&gt;
&lt;br /&gt;
Lunch Specials -&lt;br /&gt;
[meal] - [credits]&lt;br /&gt;
Drink Options -&lt;br /&gt;
[x]&lt;br /&gt;
&lt;br /&gt;
Dinner Specials -&lt;br /&gt;
[meal] - [credits]&lt;br /&gt;
Drink Options -&lt;br /&gt;
[x]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&#039;&#039;&#039;Main Article:&#039;&#039;&#039; [[Guide to food and drinks]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Department Finances===&lt;br /&gt;
&#039;&#039;&#039;Paying For Stuff With Your Own Hard Earned Revenue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sometimes you need to buy things for your kitchen. Cargo provides many unique items that are not immediately available in the kitchen that can help you make new recipes. You need to use department funds to pay for department purchases - it would be very unfair for you to pay out of pocket for kitchen expenses!&lt;br /&gt;
&lt;br /&gt;
It is also helpful when there is no [[botanist]]. There is a garden on the surface level where you can spend money to buy and grow seeds into various produce. Taking money for your starting menu, and using the money to pay for seeds to grow into produce that you then make into food to sell to crew for a profit, is already creating a whole mini-game that you can do even without your botanist ally.&lt;br /&gt;
&lt;br /&gt;
Try to see what other things you can do with your funds! As long as you try to stay in the black...&lt;br /&gt;
&lt;br /&gt;
== Cooking and You ==&lt;br /&gt;
&lt;br /&gt;
Experimenting is unfortunately not rewarded with using the microwave. You&#039;ll just end up with a burned mess that is NOT good to eat. If a microwave gets dirty, you&#039;ll need to give it a blast of Space Cleaner. If a microwave gets broken, you&#039;ll need some either a wrench or a screwdriver to repair it.&lt;br /&gt;
&lt;br /&gt;
The processor and the blender are much more forgiving. The processor will only take things that it recognizes and the blender will blend any food item (granted, you might not get anything interesting out of it). &lt;br /&gt;
&lt;br /&gt;
You can cut various dishes with the knife you have, such as cheese wheels and pizzas.&lt;br /&gt;
&lt;br /&gt;
=== Deep Fried Butter ===&lt;br /&gt;
[[File:Fryer_off.png]]&lt;br /&gt;
&lt;br /&gt;
If you enjoy freedom, you can cook things by putting them in the deep fryer. Even objects that aren&#039;t normally edible can be fried and then eaten. To use the deep fryer, put something in it, and it will begin soaking in the greasy goodness. The fryer will emit a sound after some time to signify that it&#039;s officially fried, but true cooks a little bit longer for that perfect deep fry.&lt;br /&gt;
&lt;br /&gt;
Deep fryers use cooking oil to cook things put into it. It starts with 25 units, and uses 0.05 per tick by default. As food fries, it gains more cooking oil internally, with overfried foods having a massive amount of cooking oil in them. Deep fryers &#039;&#039;require&#039;&#039; cooking oil in order to fry food. You can&#039;t just use water or any other reagent. However, as long as there&#039;s enough cooking oil to fry with, the fried food will transfer any reagents in the fryer to itself, meaning that you can put [[Guide_to_chemistry#Cyanide|healthy flavor-enhancers]] in it to saturate the food you fry in it.&lt;br /&gt;
&lt;br /&gt;
You can find cooking oil yourself inside of a vat in your freezer, which has 1000 units of it by default. Cooking oil itself has a few special properties - hot oil splashed on people will deal a hefty amount of burn damage scaling with temperature (capping at 35 burn per reaction), it makes floors slippery, and it automatically fries foods it comes in contact with!&lt;br /&gt;
&lt;br /&gt;
If you have an aggressive grip on someone you&#039;re pulling, you can click on the fryer to dunk their face into the hot oil, dealing huge burn damage and knocking them down. This will use half of the reagents in the fryer, though, so repeated dunkings will use them up very quickly. If you can get your hands on some [[Guide_to_chemistry#Fluorosulfuric_Acid|hotter]] [[Guide_to_chemistry#Chlorine_Trifluoride|liquids]], then your deep fryer can become hilariously deadly, but remember that it needs cooking oil to actually do the frying part.&lt;br /&gt;
&lt;br /&gt;
=== Screaming for Ice Cream ===&lt;br /&gt;
[[File:Ice_Cream_Cart.png]]&lt;br /&gt;
&lt;br /&gt;
The ice cream cart makes for an effective way of taking desserts on the go. To use the ice cream vat, simply select a flavor, dispense a waffle cone. and use the empty cone on the cart. Easy peasy!&lt;br /&gt;
&lt;br /&gt;
The ice cream cart comes stocked with vanilla, chocolate, strawberry and blue flavored frozen goodness. However, you can make custom flavors! If you insert a container with a liquid inside, like orange juice or coffee, any custom scoops you serve will be made using said liquid. Containers can be removed from the cart by alt-clicking on it with an empty hand.&lt;br /&gt;
&lt;br /&gt;
If you run out of ice cream or cones, you can make more by clicking on the appropriate buttons inside the cart&#039;s interface. These are made using reagents inside the vat, which will need to be replenished after being depleted. Simply insert a container holding ingredients, and click the &amp;quot;refill from beaker&amp;quot; button on the interface to transfer them to the ice cream vat. Take care that you don&#039;t add more than you need, as the vat can only hold a limited volume of reagents, and the only way to make space is to purge an entire ingredient type. Waste not, want not!&lt;br /&gt;
&lt;br /&gt;
=== Hydroponics ===&lt;br /&gt;
Your neighbor, [[Botanist|hydroponics]], is tasked mainly with growing vegetables and fruits for you to use in your dishes.  They will dump what they produce into the smart fridge that is located in both of your walls.  Be sure to tell them what to grow, as they are currently incapable of reading your mind.  A good starting task to tell them is to grow wheat, tomatoes, and potatoes, as these plants are used most in your recipes.  After they have those, just request plants as needed.  They are also capable of producing milk and meat with biomass, which can become very useful if you do not have [[Quartermaster|a cargo staff]] to order cattle from.&lt;br /&gt;
&lt;br /&gt;
If you have no gardener, you can access the surface garden.&lt;br /&gt;
&lt;br /&gt;
Ordering chickens for the gardener is a good step to take if you know you&#039;ll be needing more eggs than the ones you start with. Feed them with wheat to get them to lay eggs. Unattended eggs may hatch into more chickens. Chickens can also be put into the meat grinder to make chicken meat.&lt;br /&gt;
&lt;br /&gt;
== Homeopathy ==&lt;br /&gt;
All food contains the universal ingredient called &amp;quot;Nutriment.&amp;quot; It&#039;s what nourishes you and heals your injuries when you eat. Although food might not heal you as quickly as the doctor can (or from the more exotic dangers of the station), it can often heal for more over time. Blending down a bunch of donuts and burgers into a nice nutriment shake can be just the right pick-me-up after having the shit beat out of you.&lt;br /&gt;
&lt;br /&gt;
Healthy foods also contain &amp;quot;Vitamin&amp;quot; which heals you better and can strengthen your metabolism against viruses and harmful chemicals as well as increase the effect of medicine on you. &lt;br /&gt;
&lt;br /&gt;
=== Blending ===&lt;br /&gt;
All food contains the universal ingredient called &amp;quot;Nutriment.&amp;quot; It&#039;s what nourishes you and heals your injuries when you eat. Although food might not heal you as quickly as the doctor can, and won&#039;t heal the more unusual types of damage, it can often heal for more over time.&lt;br /&gt;
&lt;br /&gt;
You can blend anything that comes from botany, and pretty much all food. Nutriment can be added to your dishes to make them more filling. Some plants contain other liquids that can be used as condiments or as ingredients in food.&lt;br /&gt;
&lt;br /&gt;
== Close-Quarters Cooking [[File:CQC_manual.png]] ==&lt;br /&gt;
&lt;br /&gt;
As of an initiative by Nanotrasen, all cooks are implanted with a [[Skillchips|skillchip]] teaching them close-quarters combat, or CQC for short. To protect their workplace from [[Assistant|certain]] [[Clown|people]] who like to hop the tables to mess up your day and, more importantly, your precious cooking. This functions very similar to the CQC martial art that nuclear operatives can buy from their uplink - it shares the move set, as well as its bonuses, and is mechanically identical. However, &#039;&#039;your&#039;&#039; CQC only works in the kitchen and cold room. As soon as you step foot outside of this area, your unarmed skills revert to normal.&lt;br /&gt;
&lt;br /&gt;
CQC is pretty damn powerful. You can view the moveset in-game by using the button titled Remember The Basics in your CQC tab. If you need a refresher, you can also find the moveset [[Syndicate_Items#CQC_Manual|on the Syndicate Items entry for the CQC manual]]. Of course, yours only works in the kitchen and coldroom, but the moves are the same.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Combining Blood and Cryoxadone will generate meat in the reaction - Chemistry can sometimes be your greatest supplier .&lt;br /&gt;
* Kitchen knives and cleavers can be stored on your Apron, and knives are small enough to fit in your pockets as well.&lt;br /&gt;
* You can color eggs with crayons.&lt;br /&gt;
* You can make colored burgers by adding a crayon of your choice to the ingredients.&lt;br /&gt;
* You can put a tray on your belt. They can carry up to 7 items of tiny or small size, making them more versatile (but bulkier) than toolbelts or fanny packs.&lt;br /&gt;
* You can rename dishes and add unique descriptions by using a pen on a food item. Turn your plain spaghetti into exotic udon with a mere scribble!&lt;br /&gt;
* Try asking science to upgrade your food processor. It can dramatically reduce ingredient consumption for a wide variety of dishes including sausages, spaghetti, meat buns and more!&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Traitor Chef is an interesting position. You can take syringes full of nasty [[Chemist|chemicals]] and inject it into food items. If you have a compatriot in Hydroponics, they can grow you some poisonous shrooms which you can then refine with the Blender and ChemMaster. Don&#039;t forget your knife and rolling pin, the pin causes partial blindness, and the knife has pretty good damage, which can be useful in a pinch.&lt;br /&gt;
&lt;br /&gt;
Remember, the gibber only accepts humans when emagged, so decide if it&#039;s worth the telecrystals.&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 03870C&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Bartender&amp;diff=10975</id>
		<title>Bartender</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Bartender&amp;diff=10975"/>
		<updated>2022-04-14T12:03:42Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = contents of this page need to be checked, broken links need to be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 03870C&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 03870C&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 03870C&lt;br /&gt;
 |img = Generic_barman.png&lt;br /&gt;
 |stafftype = SERVICE&lt;br /&gt;
 |jobtitle = Bartender&lt;br /&gt;
 |access = [[Bar]], ORM, Weapon Permit&lt;br /&gt;
 |difficulty = Easy&lt;br /&gt;
 |superior = [[Head of Personnel]]&lt;br /&gt;
 |duties = Serve booze to everyone! Mix drinks&lt;br /&gt;
 |guides = [[Guide to drinks]], [[Guide to food and drinks]]&lt;br /&gt;
 |requirements = Hang around the bar and provide people with liquids in glass cups.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are one half of the [[Bar|Maltese]] [[Kitchen|Falcon]].&lt;br /&gt;
&lt;br /&gt;
[[File:Bar.png|300px|thumb|alt=Bar|The [[Bar]]]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Equipment == &lt;br /&gt;
[[File:Armorvest.png]] Armor vest: don&#039;t underestimate the value of this in blocking damage&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:shotgun.png]] Double-Barreled Shotgun ([[Bartender#Your shotgun|See below]])&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:shaker.png]] A shaker for mixing drinks&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:bardrobe.gif]] Vending machine containing formal uniforms like what you start with, black shoes and top hats. There is an additional top-hat on the bar.&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:boozeomat.gif]] Booze-O-Mat, your ID-locked best friend and container of all that is alcoholic.&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Beerkeg.png]] Beer keg, beer locker, vending machines and a mixer, all inside your storage room.[[File:Blender.png]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Sunglasses.png]] Beer goggles, for identifying reagents in drinks.&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Monkey.png]] Your loyal monkey assistant. Has a tendency to push people around, be abused and get harvested for meat by the chef.&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Barbook.png]]&#039;&#039;Tapper: This One&#039;s For You&#039;&#039; - Reading this book bestows the ability to throw containers such as glasses and beakers without spilling the contents. The power can be toggled, and the book can be read any number of times.&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Smartfridge.png]] Drink display, for your special mixes so you don&#039;t have to scatter them on the counter like a sleazeball. (Only on some stations)&lt;br /&gt;
&lt;br /&gt;
=== Your shotgun ===&lt;br /&gt;
&lt;br /&gt;
Your shotgun is double-barrelled. It can hold two shells at once and fire both in quick succession. Clicking it in your hand will break the shotgun, causing the shells inside to fall to the floor. It starts loaded with two beanbag shells, and you start with extra ones in your bag.&lt;br /&gt;
&lt;br /&gt;
You can get more shells using [[Cargo_Office|cargo]]&#039;s autolathe. Lethal shells (red) do sixty brute damage, beanbag shells (green) do ten brute damage and knock people down, darts do five toxin damage, and blank (white) shells do nothing. Autolathes can create circular saws, which you can use to saw off your shotgun so it can fit in your bag. If you do this while the gun is loaded, it will go off in your face.&lt;br /&gt;
&lt;br /&gt;
R&amp;amp;D can also produce Stun Shells that act as a Taser Electrode, if putting holes in people isn&#039;t your style.&lt;br /&gt;
&lt;br /&gt;
== Tending to your Bar ==&lt;br /&gt;
&lt;br /&gt;
You have a whole bunch of spirits in your handy Booze-o-mat vending machine, with which to mix all manner of [[Guide_to_drinks#Drinks|drinks]]. The Vodka in your Booze-o-mat cures some radiation, and Screwdriver can efficiently purge radiation in engineering staff.&lt;br /&gt;
&lt;br /&gt;
Difficulty is minimal, but bar fights can get deadly if your [[Security Officer|most valued patrons]] are too drunk to intervene. People also love to murder people having a good time in the bar, especially if you start serving Beepsky Smashes.&lt;br /&gt;
&lt;br /&gt;
==Human Controlled Pun Pun!==&lt;br /&gt;
&lt;br /&gt;
Is that NPC Pun Pun too boring for you? Well now you can turn someone into Pun Pun! First take Pun Pun to genetics and get him scanned in those fancy machines. You want to scan UI+UE and SE. Inject the &amp;lt;strike&amp;gt;victim&amp;lt;/strike&amp;gt; willing participant with the SE first and wait til he becomes a monkey. Second inject him with the UI+UE and tada! Player controlled Pun Pun. Take him back to the bar and have him dance on the table tops for space cash. The old Pun Pun can be given to the chef to quench the evil desires of that wretched machine of his. If you want to communicate with the new Pun Pun be sure to get a pAi. If your monkey friend is too quick to leave you don&#039;t fret! Monkeys can be handcuffed, so just handcuff him to chair. Now he can NEVER LEAVE! &lt;br /&gt;
&lt;br /&gt;
==Beyond The Booze-o-Mat==&lt;br /&gt;
&lt;br /&gt;
The chemist has access to, and will usually readily give, most of the chemicals you could want for drinks. In addition, many chemicals have tastes and effects on their own, and can be added to drinks to create flavor/effect combinations that are impossible with just the booze-o-mat and dispensers. For example, thermite tastes like sweet metal, and chlorine trifluoride tastes like burning- both creating delicious drinks that are also serious weapons or tools when thrown.&lt;br /&gt;
&lt;br /&gt;
==Serving up a cool glass of pain==&lt;br /&gt;
&lt;br /&gt;
Traitor barman has it hard. You only start with Bar access. If you&#039;re not in the bar when someone inevitably shows up, expect them to try to break in or call attention to your absence. You have one advantage in that you spawn with a potentially lethal weapon nearby, voiding the need for a revolver or similar item. You&#039;ll need the QM or a Cargo Technician&#039;s help to get lethal shells, however. They can use your shotgun to bust open locked crates, so see if you can&#039;t strike a mutually beneficial deal with them.&lt;br /&gt;
&lt;br /&gt;
Use of an [[emag]] and your shotgun may help you for assassinations. It is best to stay around the bar as much as you can, as you will look suspicious if a million people want a drink at the bar. &lt;br /&gt;
&lt;br /&gt;
Some of your drinks can have... beneficial effects. If you get the ingredients for Beepsky Smash or Neurotoxin, you have an instant stun. Or you could just go the old-fashioned down and dirty route and poison drinks outright.&lt;br /&gt;
&lt;br /&gt;
=Tips=&lt;br /&gt;
* Several drinks you can make will have actual effects OTHER than getting people sloshed. To name a few:&lt;br /&gt;
** [[Guide_to_drinks#Beepsky Smash|Beepsky Smash]] is a &amp;lt;s&amp;gt;fairly easy to make (You&#039;ll need Iron from Chemistry)&amp;lt;/s&amp;gt; incredibly easy to make (just get iron from the ORM) drink, which when ingested provides an immediate and incredibly powerful stun while also forcing the victim to stand still.&lt;br /&gt;
** Milk Cream, Orange Juice, Lime Juice, and Tomato Juice all heal small amounts of brute, oxygen, toxin, and burn, respectively.&lt;br /&gt;
** &#039;Nothing&#039; and Banana Juice will heal Clowns and Mimes of all damage types at a decent rate&lt;br /&gt;
** Carrot Juice can heal eye damage&lt;br /&gt;
** [[Guide_to_drinks#Hooch|Hooch]] heals assistants&lt;br /&gt;
* Temperature issues? A handful of drinks can either cool you down or heat you up!&lt;br /&gt;
** Lemon-Lime, Iced Tea, Iced Beer,Thirteen Loko, and Space-Up will all chill you&lt;br /&gt;
** Antifreeze, Sbiten, Soy Latte, Coffee, Chocolate, and the elusive Toxins Special will all warm you up&lt;br /&gt;
* There are quite a few other drinks with special effects - Experiment and mix them all into an omni-cocktail!&lt;br /&gt;
===[[File:Generic_barman.png]] Traitor Bartender===&lt;br /&gt;
* An emag can make a Syndicate Café sign when used on your bartender screen... Useless but good to know, right?&lt;br /&gt;
* Neurotoxin is more potent than Chloral Hydrate - If you can find a way to apply it, your victim will spend a very long time on the floor&lt;br /&gt;
* Beepsky Smash makes someone incapable of holding items in their hands. Mix this with your poisons to completely debilitate your targets.&lt;br /&gt;
* You can knock somebody down by breaking a bottle of alcohol over their head (Any of the several in the Booze-o-Matic), provided they aren&#039;t wearing robust headgear. This also drenches them in potentially dangerous fluids -- cover them in something flammable and use a lighter or welder to ignite, or douse them in acid in deal heavy damage. This works with all chemicals, so get creative and experiment. &lt;br /&gt;
* The Bartender&#039;s damp rag can be used to smother people. Soak it in a chemical to transfer 5u to it. Then click someone on {{Combat_Mode}}. Doesn&#039;t work if they have their mouth covered. &lt;br /&gt;
* Slipping a pill into a drink creates an obtrusive message, but can still be an effective way to transfer chemicals without somebody noticing. Make sure the glass isn&#039;t full!&lt;br /&gt;
* With a Toxins Kit and some Shotgun Darts your shotgun can become one of the deadliest weapons on the station, with a 1-shot kill that deals upwards of 150 toxin damage in less than 30 seconds&lt;br /&gt;
** If you can find a chem dispenser you could make !!Fun!! potassium and water darts that are as !!Fun!! as they sound. &lt;br /&gt;
** Even without darts, the toxins kit is incredibly strong - 20u of Polonium is very lethal, as are many of the other chemicals&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 03870C&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Janitor&amp;diff=10974</id>
		<title>Janitor</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Janitor&amp;diff=10974"/>
		<updated>2022-04-14T12:02:37Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = Contents need to be checked &amp;lt;u&amp;gt;And mentions of intents removed.&amp;lt;/u&amp;gt; Broken links also need to be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 03870C&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 03870C&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 03870C&lt;br /&gt;
 |img = Generic_janitor.png&lt;br /&gt;
 |stafftype = SERVICE&lt;br /&gt;
 |jobtitle = Janitor&lt;br /&gt;
 |access = [[Custodial Closet|Janitor&#039;s Closet]], [[Maintenance]]&lt;br /&gt;
 |difficulty = Easy&lt;br /&gt;
 |superior = [[Head of Personnel]]&lt;br /&gt;
 |duties = Clean up trash and blood. Replace broken lights. Slip people over. USE THE WET FLOOR SIGNS!&lt;br /&gt;
 |guides = This is the guide&lt;br /&gt;
 |requirements = Replace broken lights. If you are going to wet floors, use wet floor signs.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Your job is to mop up blood, oil, dust and vomit, replace broken or missing light bulbs and tubes, and pick up litter. It&#039;s more fun than it sounds!&lt;br /&gt;
&lt;br /&gt;
[[File:CCloset.png|frame|alt=Custodial Closet|link=http://puu.sh/3EJv2.png|[[Custodial Closet|Home sweet home]]]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stellar Patrol, it&#039;s not a job, it&#039;s an adventure!==&lt;br /&gt;
You have the most &amp;lt;s&amp;gt;important&amp;lt;/s&amp;gt; time consuming, under appreciated and eventually pointless job on the station. You keep small areas from looking shitty while the areas you&#039;ve already cleaned are covered with blood and litter again. You&#039;ll clean floors, toss out junk, replace broken lights and overall, keep the station resembling a workplace and not an anarchist playground!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Much of this equipment is acquired from your JaniDrobe vendor in your [[Custodial_Closet|Custodial Closet]]. &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Jshoe.png]] [[Galoshes]] that prevent you from slipping on wet floors and items such as bananas and the clown&#039;s [[PDA]], but do nothing on [[chemist|space lubed]] floors&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Cleaner.png]] A [[Spray Bottle|spray bottle]] of [[space cleaner]] that will sadly run out quickly and need to be replenished by [[chemistry]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Grenade.png]] Three [[Space Cleaner|space cleaner]] foam [[grenade]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Bucket.png]] A [[bucket]] for filling your janitorial cart&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Mop.png]] A [[General_items#Mop|mop]] for mopping floors&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Broom.png]] A [[General_items#Broom|broom]] for sweeping trash&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Wetfloorsign.png]] Some wet floor signs&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Janiprojector.png]]A holographic sign projector&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:JaniBioSuit.png]] A [[haz-mat suit]]. Its hood will prevent facehuggers from raping you. Both pieces of it, when used with internals, will stop you catching contact and airborne viruses.[[File:JaniBioSuitHood.png]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:WaterTank.png]] A [[Water Tank|water tank]] to fill your janitorial cart from using your bucket&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:LightBox.png]] Two boxes of [[Light Bulb|light bulb]]s to refill your [[Light Replacer|light replacer]] or give to assistants so they can help replace lights&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Lightreplacer0.png]] A [[Light Replacer|light replacer]] used to remove broken light tubes from light fixtures and replace them with new ones with one click. Use in hand while standing under a fixture with broken light to automatically replace it. &amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Trashbag.png]] A trash bag. Equippable in the exosuit slot of [[Clothing_and_Accessories#Bio-suit|bio-suits]] [[File:BioSuit.png]]. Use it on tiny or small items to pick them up. Use on a disposal bin to empty. You can also store this in your Janicart [[File:Janicart.png]]. Must un-buckle and interact with the Janicart to take it off.&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:MousetrapBox.png]] A box of [[mousetrap]]s to kill [[mice]] that never leave maintenance without [[Assistant|assistance]][[File:Mousetrap.png]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Bear trap.png]] Two bear traps for trapping [[Space Bear]]s or your colleagues&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Paint violet.png]] Some paint remover for cleaning up graffiti and floor stains&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Janitorial Cart.png]] A [[Janitorial Cart|janitorial cart]] which holds a mop bucket, four signs, mop, spray bottle, trash bag and light replacer&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Janibelt.png]] A [[Clothing_and_Accessories#Janibelt|janibelt]], a belt that can hold many of your standard issue items. &amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Janicart.png]] The janicart, a PIMPIN&#039; RIDE. The key spawns nearby. Drag yourself onto the cart to ride, then insert key into it to be able to start moving. You can remove the key by alt-clicking the janicart. To unbuckle from the vehicle, click the janicart or press B &amp;quot;resist&amp;quot;. &amp;lt;br/&amp;gt;&lt;br /&gt;
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Most important, you have your purple soft cap to signify &amp;lt;s&amp;gt;your duty to the station&amp;lt;/s&amp;gt; who to lynch when the [[Clown]] is wetting floors.&lt;br /&gt;
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===Wet Floor Signs===&lt;br /&gt;
Drop warning signs where you mop. People get pissed when you don&#039;t. You don&#039;t have enough to cover every area you clean and between lag and every player running everywhere they&#039;re usually not spotted until people are already on their backs, but they can&#039;t blame you for doing what you can!&lt;br /&gt;
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Shaking up those you slipped maintains favour with the crew. Do this by clicking on them with an empty hand while on help intent [[File:Intent_Help.png]]. Smugly pointing at one of your signs incurs their ire.&lt;br /&gt;
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Also, if people are chasing you, throw a bucket of water behind you, or where they will run into it, as they likely want to steal from you (your shoes are valuable). Or fill your spray bottle with a little water to quickly take down huge amounts of people.&lt;br /&gt;
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People assume if someone slips, it was your doing. This may not be true. Often it was the [[chemist]] with [[Guide_to_chemistry#Space_Lube|space lube]], or a [[clown]] with a bucket of water. It&#039;s possible to differentiate between slipping on a wet floor and slipping on a lubed floor.&lt;br /&gt;
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Make sure the [[detective]] has cleared a scene before you clean up an area of some blood. Follow people dragging bodies to the medical bay; they leave long trails of blood which means more work for you.&lt;br /&gt;
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People are going to accidentally charge your cart halfway down the hallway. Kind people will get on the other side of it and push it back to you. There&#039;s no avoiding this, apart from not using the cart and relying on the space cleaner [[File:Cleaner.png]], or using the mop with buckets of water held on your person. This would require you to carry signs too.&lt;br /&gt;
&lt;br /&gt;
A janitor [[cyborg]] is usually a more efficient janitor than you. It can clean floors by just moving onto them. But so can you once you get your [[Research_items#Floor_Buffer_Upgrade|floor buffer upgrade]].&lt;br /&gt;
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==Cleaning Without Being Lynched==&lt;br /&gt;
Your janitorial cart can hold up to 100 units of liquid. This does not need to be straight water. If you&#039;re able to get [[Chemistry]] to give you 50 units of ammonia, you can mix it with 50 units of water. Congratulations! You just created 100 units of [[Space Cleaner]]. Mopping the floor with [[Guide_to_chemistry#Space_Cleaner|Space Cleaner]] does not leave it slippery. People might still assume that if you&#039;re mopping without the signs that you&#039;re creating a safety hazard, so make sure to correct them BEFORE they choke you to death. &lt;br /&gt;
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The bars of [[soap]] are a great cleaning implement on the station. They don&#039;t leave slippery puddles behind, and they&#039;re good for getting those hard-to-reach places (like that vomit under the surgery table) that cleaning grenades can&#039;t. Your bar of Nanotrasen brand soap is limited to 300 uses.&lt;br /&gt;
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Remember that your bottle of Space Cleaner [[File:Cleaner.png]] can clean tiles instantly as well. If you aim far enough from your position, you can clean up to five tiles in a single spray. Useful to quickly clean up your [[Traitor|evidence]].&lt;br /&gt;
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By right-clicking on the spray bottle, you can tip the contents out of it.&lt;br /&gt;
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You can clean bloody people by spraying them with your Space Cleaner [[File:Cleaner.png]]. &lt;br /&gt;
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Spray people with space cleaner if they are covered in blood around their head and chest (but not if they have bloody gloves). This usually makes people happy, as security officers won&#039;t hound them as much. Sometimes the station needs a [[The Owl|hero]] though, all you need to do is mop the right floor, or spray water at the right time to stop the worst fiend humanity has ever known.&lt;br /&gt;
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==Advanced Sanitation Gear==&lt;br /&gt;
Once [[science]] has researched &#039;&#039;&#039;Advanced Sanitation Technology&#039;&#039;&#039;, you will be able to print a few advanced sanitation items from the service [[Guide_to_Research_and_Development#Techfab|techfab]]. &lt;br /&gt;
* [[File:Floor buffer.png]] [[Research_items#Floor_Buffer_Upgrade|Floor buffer upgrade]] can be attached to your janicart [[File:Janicart.png]](the drivable one), to instantly clean floor tiles you drive over. Just click your janicart while holding the floor buffer in hand. &lt;br /&gt;
* [[File:Adv_mop.png]] [[Research_items#Advanced_Mop|Advanced Mop]] works like your ordinary mop, but it&#039;s faster, stronger and generates its own water. &lt;br /&gt;
* [[File:Bluespace_trashbag.png]] [[Research_items#Trashbag_of_Holding|Trashbag of Holding]] can hold a huge amount of tiny and small items. A quality of life improvement.&lt;br /&gt;
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==Tips==&lt;br /&gt;
* Your [[PDA]] has a &#039;&#039;&#039;Custodial Locator&#039;&#039;&#039;. Use this to locate your [[Janitorial Cart|janitorial cart]] [[File:Janitorial Cart.png]] or [[General_items#Mop|mop]] [[File:Mop.png]]. This can also help you find your [[Custodial_Closet|Custodial Closet]], since that&#039;s where those items spawn. &lt;br /&gt;
* Your ID has access to the settings of [[Guide_to_robotics#Cleanbot|cleanbots]] [[File:Cleanbot.gif]]. Click a cleanbot with your ID to unlock it. You can then click the robot to alter its settings and turn it on or off. &lt;br /&gt;
* Instead of refilling the Light Replacer [[File:Lightreplacer0.png]] with light tubes/bulbs, you can refill it with glass sheets [[File:Glass.png]].&lt;br /&gt;
* Lost your galoshes? Need more default Cleaner Grenades or buckets? Cargo can order a [[Supply_crates#Service|Janitorial Cart and Galoshes Crate]] and a [[Supply_crates#Service|Janitorial Supply crate]], if you ask nicely.&lt;br /&gt;
* Clicking a spray bottle while it&#039;s in your hand actually changes the pressure knob to use less of the content when sprayed. (Alternates between 2 and 5)&lt;br /&gt;
** Right-Clicking on a spray bottle gives you the option to empty it.&lt;br /&gt;
* Learn how to mix [[Guide_to_chemistry#Space_Cleaner|space cleaner]]. This will make refilling your space cleaner bottle easier for when the [[Chemist|chemist]] can&#039;t be bothered.&lt;br /&gt;
* [[Guide_to_chemistry|Chemistry]] can make [[Guide_to_chemistry#Drying_Agent|drying agent]]. If splashed on your galoshes [[File:Jshoe.png]] with harm intent [[File:Intent_Harm.png]], they will be transformed into purple absorbent galoshes, which still prevents you from slipping while also drying floor tiles you walk on. &lt;br /&gt;
* [[Guide_to_xenobiology#Red_Slime|Xenobiology]] can create speed potions. Use these on your galoshes [[File:Jshoe.png]] and/or janicart [[File:Janicart.png]] to make them faster. &lt;br /&gt;
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===Tips for Traitoring===&lt;br /&gt;
* A backpack full of mousetraps is by far one of the most annoying things to deal with when Security is searching you. &lt;br /&gt;
* Cleaner Grenades can potentially stop an entire party of pursuers by slipping them, or forcing them to stop. Your [[#Shoes|galoshes]] make you immune to slipping on [[Guide_to_chemistry#Fluorosurfactant|foam]], water or soap yourself. &lt;br /&gt;
* [[Emag|Emagging]] a light replacer will make the replaced light explode when turned on. This, when used with care, can help you set up deadly traps when someone presses the light switch.&lt;br /&gt;
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==Conspicuously Clean Floors==&lt;br /&gt;
As a [[traitor]] you&#039;re going to have a &amp;lt;s&amp;gt;hard time&amp;lt;/s&amp;gt; Fun time. Although you are capable of cleaning up your evidence and prints, you have little access to the station. The best you can do is throw water in front of your target so he falls, drag him into the nearest maintenance tunnel, and beat him dead with &amp;lt;s&amp;gt;your [[mop]]&amp;lt;/s&amp;gt; a fire extinguisher. Be practical. &lt;br /&gt;
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Your garbage bag is handy for hiding objects in, as it&#039;s rarely checked during a search. &lt;br /&gt;
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A bear trap can slow someone until someone else is kind enough to remove it from their leg. You don&#039;t need a low light area to hide it, you can place it under an object with a large sprite such as a backpack or pizza box, or you can just leave it uncovered and wait for the inevitable runner to zoom into it without time to notice it and stop.&lt;br /&gt;
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Your [[General_items#Light_Replacer|light replacer]] can also be used to set deadly traps. [[Emag|Emagging]] your light replacer will make all lights you replace be rigged with plasma, causing them to explode when they are turned on. Be cautious though, replacing an active with an emagged-light replacer will instantly cause the light bulb to explode! Turn off the light first!&lt;br /&gt;
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Your galoshes and spray bottle/mop can be used with water to create visible slippery tiles that cause reasonably long stuns on those who run across them, without slipping you. You can also use your galoshes and your cleaner grenades (which you can order more of through [[cargo]]) to create a large area that cannot be crossed by anyone but hulks, traitors with noslips, and you. Anyone caught on the foam area will not be able to move until it disperses without slipping. You can cross the foam and walk into someone to slip them, provided you&#039;re moving them onto a foam tile. The foam will stun them long enough to handcuff them, choke them, beat them and cause more knockdowns, or remove their headset.&lt;br /&gt;
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Your galoshes are no-slips with a small slowdown and it&#039;s suspicious of you not to be wearing them. Beg the Hop for chem access (&amp;quot;for more space cleaner&amp;quot;) or break in and fill stuff with lube. Your backpack water tank and spray-bottle can be filled with pepper-spray at the arrivals checkpoint. Just look at those TC savings!&lt;br /&gt;
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You can often ask the Head of Personnel for more access to clean. This may get you into the department your target works in. You can sometimes dodge a search by claiming you&#039;re just there to clean.&lt;br /&gt;
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You have maintenance as a janitor, despite the fact you&#039;re probably not going to clean there. Most positions don&#039;t have maintenance. Use this to your advantage. You also have an escape chute in your [[Custodial_Closet|custodial closet]] (your disposal), and a back door that leads into maintenance.&lt;br /&gt;
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{{Jobs&lt;br /&gt;
| color = 03870C&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Head_of_Personnel&amp;diff=10973</id>
		<title>Head of Personnel</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Head_of_Personnel&amp;diff=10973"/>
		<updated>2022-04-14T12:02:05Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = Contents of this page should be checked, broken links also need to be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 03870C&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 03870C&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 03870C &lt;br /&gt;
 |img = Generic_hop.png&lt;br /&gt;
 |stafftype = SERVICE&lt;br /&gt;
 |jobtitle = Head of Personnel&lt;br /&gt;
 |access = [[Chapel|Full]] [[Theatre|access]] [[Law Office|to]] [[Bar|all]] [[Hydroponics|civil]] [[Library|and]] [[Cargo Bay|supply]] [[Mining Station|departments]], Weapon Permit, [[Morgue]], [[Security Office]], [[Brig]], [[Research Division]], [[Medbay]], [[Engineering]], [[Construction Area]], [[Maintenance]], [[EVA]], [[AI Upload]], [[Bridge]], [[Vault]], [[Gateway]], HoP locker, Personal Lockers, [[Computers#Identification_Console|Full ID console access]].&lt;br /&gt;
 |difficulty = Medium&lt;br /&gt;
 |superior = [[Captain]]&lt;br /&gt;
 |duties = Altering access on [[ID|ID cards]], manage civil and supply departments, being [[Ian]]&#039;s bodyguard, running the station when the captain dies&lt;br /&gt;
 |guides = [[Chain of Command]], [[Guide_to_paperwork|Guide to Paperwork]]&lt;br /&gt;
 |requirements =  Stay at your desk for the first 10 minutes and don&#039;t wander off far.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are the Head of Personnel. You are the one on the left. The one on the right is a dog. You are not a dog. Your main responsibility is to sit in your [[Head of Personnel&#039;s Office|office]] and listen to people request access to X area or ask for Y job. Should the worst come to pass, as well, you will need to assume command of the station as acting Captain.&lt;br /&gt;
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==[[File:Documents.png|32px]] Papers Please ==&lt;br /&gt;
[[File:HopOffice.png|250px|thumb|[[Head of Personnel&#039;s Office|Your office.]] You sit in it.|link=Special:FilePath/HopOffice.png]]&lt;br /&gt;
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Being essentially the right-hand man to the [[Captain]] does have its perks. For starters, you spawn in your cozy little office that should keep you sheltered from the [[Assistant|derranged]] [[Clown|lunatics]] outside. Its almost entirely constructed out of reinforced walls and comes with two layers of shutters to close people out of entering the HoP line (or from leaving it). The only people with access to your office are you and the [[Captain]] ([[Traitor|usually]]), so you should be pretty safe if [[Nuclear Operative|things get messy]].&lt;br /&gt;
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Within your office, you have a plethora of goodies in your locker for the taking, including an [[Energy Gun]], an [[Armor Vest]], and a couple other things like a door remote for controlling Civilian Access doors, a stylish-looking Head of Personnel themed Cloak and spare uniforms for when you need to disguise as yourself.&lt;br /&gt;
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&#039;&#039;&#039;[[Guide to Head of Staff Equipment#Head of Personnel|Have a look at all your unique equipment here.]]&#039;&#039;&#039;&lt;br /&gt;
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== Your Own Department ==&lt;br /&gt;
As a Head of Staff you have your own department to watch out for. You&#039;re charge of coordinating the [[Job_Guides#Civilian|civilian personnel]] and supply staff on the station. This also includes the [[Quartermaster]] and [[Cargo Technician|Cargo Technicians]]. Usually, you can let the station&#039;s various [[Bartender|Bartenders]] and [[Librarian|Librarians]] run around and take care of themselves. They are technically under your direct command, but their jobs are usually simple and usually don&#039;t need your direct oversight. However, you are the only one besides the Captain that can give them the account number to the civilian account to let them charge for products properly.&lt;br /&gt;
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== Human Resources ==&lt;br /&gt;
You are the Head of Personnel. You get access to just about everything, including basic access to every department on the station. While you can also give yourself full access, this is a major breach of your powers and job. Your main responsibility is to manage the crew and make sure each department is fully staffed and working efficiently. Depending on how many crew members there are, that may mean some people pulling double shifts or having to do jobs they&#039;re not so good at doing.&lt;br /&gt;
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=== A Full Department Is a Happy Department ===&lt;br /&gt;
When a department is lacking in crew members, you are expected to take the initiative to find qualified crew members to reassign or promote into the department. Offering pay raises, reimbursements, or recommending people into certain departments are all good ways of convincing people to transfer to a department that needs more staff members. Denying crew members a transfer into a fully-staffed department is a good way of getting staff in the places you need them as well. But remember to not be obstructionist: Work with the crew to find where they would be happiest and most productive.&lt;br /&gt;
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=== A Happy Department Is a Productive Department ===&lt;br /&gt;
Now that a certain department is staffed, it also falls under your and [[Job_Guides#Command|Command Staff]] jurisdiction to make sure that each of the departments are running smoothly. Check up with all of the other department heads frequently to make sure that there aren&#039;t any inter-department problems or any major problems between crew members. You can also periodically check up on departments personally. Try to keep these inspections informal. Departments don&#039;t appreciate it when you are domineering or start demanding things from them.&lt;br /&gt;
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The best way to proceed with a department inspection is to show up when they aren&#039;t in the middle of a stressful situation. Strike up a brief conversation with anyone at the desk, then do a quick walk around. If someone stops you, just ask them how the department is running and if you can do anything to help them out.&lt;br /&gt;
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=== A Productive Department Is A Wealthy Department ===&lt;br /&gt;
As HoP you have access to the Account Uplink Terminal. Only you and the [[Captain]] start with access to this terminal. It lists the personal account of every crew member and the department accounts.&lt;br /&gt;
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&#039;&#039;&#039;Each crew member’s individual account belongs to that crew member,&#039;&#039;&#039; and your access to these accounts is for oversight. There are sometimes accusations of fraud, embezzlement, or theft and your ability to go over transaction histories of every crew member gives you the power to hunt down nefarious accounting. You should never take money out of a crew member’s personal account without permission or proof that they got that money nefariously. You do not need a warrant to check financial accounts yourself since you are the manager of the “bank” for this shift, but the details of a crew member’s account is covered under [[Corporate Regulations | Privacy Laws]] unless you find direct evidence of a crime.  That means on green alert [[Security]] needs a warrant to get a copy of a crew member’s bank statement.&lt;br /&gt;
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The Department accounts are the primary focus for you and the other heads of staff. It is part of your and the Captain’s job to make those numbers in the department accounts go up, up, and up! &lt;br /&gt;
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The Cargo and Vendor accounts automatically make money. Your primary focus is on the [[Chef]] and [[bartender]]. The Chef should be selling their food, and their own job page outlines how to do it. They may come to you asking for the department account number to set up their ability to make transactions. You can either provide them the actual Service account details if you trust them, or form a special new account with a certain pre-set budget (of 500 credits for example) and give them the details to that account instead. &#039;&#039;&#039;Be careful! Money you add to new accounts will be taken from other department accounts, so do not go higher than 1,000 if other departments are planning on using their funds!&#039;&#039;&#039; Be sure you are able to transfer money back and forth if the worst happens. The kitchen may also make cash payments - be sure to swing by and ask for any funds made.&lt;br /&gt;
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You should also consider having cargo compete with the [[merchant]] by selling whatever was stored in the warehouse.&lt;br /&gt;
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== The Reassignment: A Way of Life ==&lt;br /&gt;
Your other job is reassigning people when they come to your desk with one or more access requests. Make sure that he or she has a good, justified reason to want a job change. A [[Chef]] who suddenly wants to become a scientist is a good example of someone who should be heavily scrutinized. When in doubt, check their employment records.&lt;br /&gt;
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Feel free to deny someone&#039;s transfer request if you get a poor explanation as to how someone suddenly came into possession of his or her sudden inter-department knowledge (My uncle was in a war/I read it in a book/I just know, are all pretty bad reasons). Alternatively, set them up with a subservient, or assistant position, until they&#039;ve proven that they can do the job correctly. Custom assignment titles are useful for this! Try to be a lot more lenient in giving someone cadet or apprentice roles.&lt;br /&gt;
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If a department has no heads of staff you can fill in as the supervising head of staff when filling out a reassignment form. Just stamp and sign it to have it on record that you made a judgement call in the reassignment. Any later arriving heads of staff may appreciate your foresight.&lt;br /&gt;
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=== You&#039;re Hired, Welcome Aboard ===&lt;br /&gt;
If someone&#039;s job transfer request isn&#039;t completely ridiculous then it&#039;s time for you to do some background checks. Make sure the crew member knows what they&#039;re (going to be) doing inside of his or her new department. Once you&#039;ve determined someone is a potential candidate for a job transfer, it&#039;s a good idea to grab one of the reassignment or promotion forms from the request console. It&#039;s generally encouraged to fill out the form for the individual. This lets you ensure the form is filled out correctly and has the additional benefit of making the requesting employee like you more, since no one likes paperwork! Keeping a record of all of the access changes you give out is key to keeping everyone else informed about what you&#039;re doing and keeping you out of  the [[Security_Officer#The_Brig|brig]].&lt;br /&gt;
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Here comes the hard part. Now that you have a filled out form, you should get it signed and stamped by an appropriate [[Chain of Command]]. Usually, this involves getting the department head&#039;s attention in one way or another, be it talking to them over the radio or sending your man to the department itself. Again, keeping a record of a department head&#039;s consent on file is usually one of the best ways to prove that your access change wasn&#039;t [[Corporate Regulations|completely illegal]]. The shorthand version of this process would be to inform the head of staff in question about the transfer over the Command radio channel and get quick consent from there, and stamping and signing yourself with their consent.&lt;br /&gt;
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Finally ask the man for his Identification Card so that you can officially give them the requested job title and access. Unless someone would like a specific job title, make sure to use the generic job titles near the top of the screen so that [[Security Officer|Security]] can identify that person much more easily with their fancy SecHUDs. If someone has a custom job title it might be a good idea to give them a copy of the reassignment form to carry as proof they aren&#039;t up to no good.&lt;br /&gt;
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=== You&#039;re Suspended, Get Out ===&lt;br /&gt;
As well as handing out job transfers, it&#039;s also well within your authority to demote people and take those jobs away.&lt;br /&gt;
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If someone falls asleep on the job or messes something up, you are well within your rights to demote them to a lower position after consulting the appropriate head of staff. Demoting a head of staff, however, is something that should not be done without the [[Captain]]&#039;s consent or majority decision from all heads of staff.&lt;br /&gt;
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Occasionally, a head of staff will request that a crew member be demoted for varying reasons. All heads of staff are authorized to demote members of their own departments, so long as the necessary demotion form is filled out for that crew member. A Head of Personnel is expected to assist in processing these demotions from other departments without impeding this process - any dispute over the validity of a demotion outside the Head of Personnel&#039;s own departments should be handled in review after the fact, ideally overseen by a [[Captain|Captain]]. A head of staff cannot remove a crew member from the station entirely, and only has power to demote the crew members in his or her own department.&lt;br /&gt;
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Rarely will a crew member be suspended from his or her position as an Aurora employee entirely. Only the [[Captain]] has the power to authorize such a procedure, or a majority decision of all heads of staff. When a crew member is suspended he or she is essentially &amp;quot;fired&amp;quot;: that person is given no job, pay, or privileges and is removed from the station on the next Crew Transfer Shuttle pending further review by NanoTrasen at [[Central Command]].&lt;br /&gt;
&lt;br /&gt;
=== In Case of Emergency, Break Glass ===&lt;br /&gt;
Sometimes people need access to certain departments in an emergency, and the AI isn&#039;t up to the task of opening doors for people. Feel free to hand out emergency access to people such as [[Security Officer|Security Officers]] if the situation calls for it. Once the crisis has been averted, however, make sure to call them all back so you can revert them to their standard access. [[Research Director|A number]] [[Head of Security|of people]] really do not like it when crew members go walking into their department for no real reason just because they have access to it. &#039;&#039;&#039;Handing out unapproved and unjustifiable access is one of the fastest ways to get you demoted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Five Points of Human Resources Management ==&lt;br /&gt;
The Head of Personnel can be a rather varied job. He can savor the prestige or feel shackled to the ID computer. If you find yourself wearing teal, make the most of it by doing your job correctly.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Support the Captain&#039;&#039;&#039;. Be sure to work as a team to lead the crew. Earn this trust by making frequent use of command chat (:c) and deferring to him on matters of great importance like assigning new heads or calling the shuttle. You do not outrank the other heads, but you have the unique position of being able to assign people. You are the face of the Human Resources Department, so make sure you are good leadership material. &lt;br /&gt;
# &#039;&#039;&#039;Uphold the Rights of Crewmen&#039;&#039;&#039;. Security often commits excesses and the Captain is either dead or personally involved in a case. In these situations, remember to consider every side of the story before making a decision and try to follow [[Corporate Regulations]], and get support Internal Affairs when they investigate.&lt;br /&gt;
# &#039;&#039;&#039;Follow the Principle of Least Privilege&#039;&#039;&#039;. When assigning new access levels or creating new jobs, ask yourself just how much access is really needed to perform the task. If a hardworking engineer wants EVA access, consider if he really needs access, or just for you to open the door for him while he gets a suit. If the [[Chaplain]] is being proactive about finding bodies but often needs people to open doors, maybe the risk of giving him more access is less than gain from increasing his effectiveness. Decisions like these keep the station more secure and cuts down on the number of accidental arrests made by Security for assumed trespassing. Remember to write their increased access or privileged items on a form and give it a good stamping so the Janitor will be able to show why he&#039;s mopping the Medbay floors. &lt;br /&gt;
# &#039;&#039;&#039;Talk to the Crew&#039;&#039;&#039;. The Captain is often too busy dealing with who knows what. The Head of Security is usually trying to keep his department in check. The Research Director is on fire, the Chief Medical Officer is up to his elbows injured people, and the Chief Engineer is trying to keep everyone warm and breathing in a vacuum. You&#039;re really the only Head able to take time and listen to the crew. Invite crewmen to talk to you when there are conflicts. Defuse the interpersonal and interdepartmental problems you discover during these conversations, and prevent grievances from becoming grief. Advocate on behalf of the beaten to security, and generally reduce the frequency and intensity of mutinies.&lt;br /&gt;
# &#039;&#039;&#039;Manage your Department First&#039;&#039;&#039;. While technically you can demote everyone who&#039;s ID you seize to Assistant, managing civilian workers not under another head is your immediate responsibility. Keeping janitors on task, directing the Chef to throw a pizza party, and getting the records up to date are the first thing to do after assigning job and access changes. Demoting bad [[Security Officer]]s or stepping in for an absent department head also falls on your desk, but going into other departments to micromanage in front of their head is both bad form and likely to make you reviled. Always clear a demotion with their department head, or ideally, have all the heads aware they can send troublesome employees your way to be sent to the mining base. This lets you focus on your immediate underlings and avoid stepping on toes.&lt;br /&gt;
&lt;br /&gt;
== [[File:Ian.PNG|64px|class=pixelart]]Ian ==&lt;br /&gt;
Ian, who starts in your office, is a dog that keeps you company. You can pet him or just pull him around for fun. Please try to be sensible about him.&lt;br /&gt;
&lt;br /&gt;
It is traditional to rescue Ian if the Aurora has to be evacuated.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
Your job as head of personnel is to make sure all the necessary roles are filled. Check the crew manifest--is there a researcher who will want materials, but no miner to supply them? A cook, but no gardener? Three surgeons, but no chemist? If there&#039;s a gap in the chain of production, everything will slow down, and it&#039;s your job to fill those gaps. Whether you transfer someone from one job to another, or just give someone enough access to fill in for an empty role when it&#039;s needed, make sure the person you&#039;ve put in the job is qualified to do it. If it&#039;s a gap in civilian your employees tend to appreciate you personally stepping in to help them. This can be working as a botanist for the chef, or being a temporary chef and/or bartender when you have little else to do and the areas are empty.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Short of a Captain tasked with stealing his own jumpsuit or a Chief Engineer with his own blueprints, a [[Traitor]] Head of Personnel is the among the easiest traitor jobs on the station. Try removing the access of anyone who poses a significant threat, or simply ordering your minions to their (unexpected) doom. Note that the AI will know if you put anything in the disposal, so refrain from trying to dump your energy blade when the Head of Security starts hammering down your door.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying Tips ==&lt;br /&gt;
* You should have good knowledge of the [[Chain of Command]].&lt;br /&gt;
* As an example, you could play as a subservient right hand man to the Captain, or a devious power hungry maniac, only serving to further your own career goals. Remember, whatever you choose, try to enjoy it, and try not to ruin the round for other people.&lt;br /&gt;
* You may have access to it, but you are not (read &amp;lt;span style=color:red;font-weight:bold&amp;gt;NOT&amp;lt;/span&amp;gt;) [[Security Officer|Security]]. Chasing and arresting criminals should be left to the likes of [[Security Officer]]s and possibly the [[Head of Security]]. Your armour and weapon is for your protection only and does not give you the right to chase after criminals. If you should happen across a crime, pulling your weapon may hinder more than help.&lt;br /&gt;
* You can use the [[Guide to Paperwork]] if you want to make your own forms, or use the [[Example Paperwork]] page. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 03870C&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Shaft_Miner&amp;diff=10972</id>
		<title>Shaft Miner</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Shaft_Miner&amp;diff=10972"/>
		<updated>2022-04-14T11:59:20Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason= Icons need fixing, broken links need fixing, conents need to be checked, broken links need to be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 78430D&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 78430D&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 78430D&lt;br /&gt;
 |img = Generic_shaftminer.png&lt;br /&gt;
 |stafftype = SUPPLY&lt;br /&gt;
 |jobtitle = Shaft Miner&lt;br /&gt;
 |access = [[Mining Station]], Mining Station EVA, [[Cargo Office]], Mineral Storage&lt;br /&gt;
 |difficulty = Medium&lt;br /&gt;
 |superior = [[Quartermaster]] and [[Head of Personnel]]&lt;br /&gt;
 |duties = Mine ores and process them into useful materials. Kill hostile wildlife. Go on an adventure in mysterious ruins.&lt;br /&gt;
 |guides = [[Lavaland]], [[Megafauna]], [[Auxiliary Base Construction Area]]&lt;br /&gt;
 |requirements = Stay alive long enough to return your loot to the station.&lt;br /&gt;
}}&lt;br /&gt;
Welcome, Miner! You will break rocks, slay monsters, and die lost and alone in the depths of the caverns. Not on some sandy asteroid, but on what we call [[Lavaland]]!&lt;br /&gt;
&lt;br /&gt;
==Workin&#039; In The Coal Mine==&lt;br /&gt;
[[File:Mining Dock.png|300px|thumb|alt=Mining Dock|The [[Mining Dock]] is your access to the [[Mining Station]].]]&lt;br /&gt;
Being a miner can be somewhat tedious, but you serve a crucial role in the R&amp;amp;D food chain, and can accrue some decent personal rewards. Just follow a few guidelines to keep yourself from becoming dead in the mines.  &lt;br /&gt;
&lt;br /&gt;
Your workplace, Lavaland, has some hazards:&lt;br /&gt;
* Ash storms will cut right through your clothes, dealing constant burn damage if you are outside. A rain of dark particles outdoors indicate an ash storm.&lt;br /&gt;
* Lava - one step in and you&#039;ll be badly burned and on fire.&lt;br /&gt;
* Chasms - Anything that falls into one will disappear from this world.&lt;br /&gt;
The risk of these hazards can be reduced by watching your step and being aware of your surroundings. Don&#039;t walk into lava, chasms, or outside during an ash storm. You&#039;ll get a text warning not long before a ash storm is about to begin, so long as you stay near shelter (or have a bluespace shelter capsule with you) then you&#039;ll be fine. &lt;br /&gt;
&lt;br /&gt;
You can click on an adjacent rock or run directly into it to begin picking or drilling the rock, but the Kinetic Accelerator is much faster and more efficient and you should be using that instead of a pickaxe or basic mining drill. Keep in mind that if you do decide to pick or drill your way through rock, you can have multiple dig jobs running at the same time to mine faster.&lt;br /&gt;
&lt;br /&gt;
===Working With Your Boss===&lt;br /&gt;
Who is your boss? You answer to the Head of Personnel, much like the rest of Supply -- but usually, you&#039;ll just be talking to the Quartermaster or other Miners. He can watch cameras on lavaland and has full access to Mining, so keep that in mind.&lt;br /&gt;
&lt;br /&gt;
===The Objective===&lt;br /&gt;
You&#039;re here to mine, so get digging! Once you&#039;re full to bursting with ores, drag your ore box back to the station and head to cargo where the [[Machines#Ore_Redemption_Machine|Ore Redemption Machine]] [[File:Ore_redemption.gif|link=Machines#Ore_Redemption_Machine|Ore Redemption Machine]] sits. &amp;lt;s&amp;gt;Insert your ID and&amp;lt;/s&amp;gt;, drag the box next to the machine to automatically offload your ores and have them instantly processed into sheets. Then click &amp;quot;claim&amp;quot; to retrieve money as a reward to your currently work ID. Now print new gear from the supply techfab and buy new gear from the mining vendor, then take your crate and head back to lavaland!&lt;br /&gt;
&lt;br /&gt;
==How to Do This==&lt;br /&gt;
===Gearing up===&lt;br /&gt;
# Gear up! From the mining equipment locker, you will need Meson Scanner goggles, a mining scanner, your pickaxe (optional), a bluespace shelter capsule (DON&#039;T FORGET!) and your standard issue proto-kinetic accelerator. If you want, there is also an additional mining satchel, and a shovel for digging up ash (for glass).&lt;br /&gt;
# Attach your seclite and knife to your proto-kinetic accelerator to save space, and to let you bash things harder without having to take out your knife.&lt;br /&gt;
# Use your voucher on a mining vending machine to select your choice of advanced mining tools, listed below.&lt;br /&gt;
# Go to the Lavaland Mining Station and get an explorer suit, breath mask, and oxygen tank from Mining &#039;EVA&#039;. On the western side of the base, there is a mini-Medbay where you can find first-aid kits, and a maintenance room where you can top off internals. The nearby storage room has more gear lockers and Ore boxes.&lt;br /&gt;
# Before you go, you&#039;ll want an Ore Box, which can hold an infinite amount of minerals. Ore boxes are available on the mining station, the mining shuttle and rarely on the field. More can be built with wood planks. &lt;br /&gt;
# For extra safety, grab a GPS device, set it to your name and tell the [[QM]] and other miners about it. If you&#039;re lucky, they will drag your lifeless body back to medbay. &lt;br /&gt;
&lt;br /&gt;
===Smashing rocks===&lt;br /&gt;
# Find minerals. The further north, the better ore. Activate your scanner and shove it into your bag or internals box. Every once in a while it sends out a pulse that lets you see deposits in the rock a few tiles away from you. Try to get a mixture of every type of mineral.&lt;br /&gt;
# Pick up minerals by either having your mining bag in your belt slot or pockets, then just walk over the minerals. If you&#039;re dragging an ore box behind you, you&#039;ll automatically deposit minerals into the box instead of your bag.&lt;br /&gt;
# Once you&#039;ve had enough, return to the main station with your Ore box. &#039;&#039;&#039;Do not deliver ore to the processing plant on the lavaland mining base, as that room is outdated&#039;&#039;&#039;. &lt;br /&gt;
# Miners have access to the science channel (with :n). &lt;br /&gt;
# Drag your ore box to the delivery tile next to the [[Machines#Ore_Redemption_Machine|ORM]] [[File:Ore_redemption.gif|link=Machines#Ore_Redemption_Machine|Ore Redemption Machine]] (usually north or south of it, depending on station). That&#039;ll automatically empty the box into the [[Machines#Ore_Redemption_Machine|ORM]] [[File:Ore_redemption.gif|link=Machines#Ore_Redemption_Machine|Ore Redemption Machine]]. &lt;br /&gt;
# Take your mining satchel into your hand and activate it while standing on the same delivery tile next to the [[Machines#Ore_Redemption_Machine|ORM]] [[File:Ore_redemption.gif|link=Machines#Ore_Redemption_Machine|Ore Redemption Machine]]. This will empty any ores in the bag into the ORM as well. Already processed sheets inserted into the [[Machines#Ore_Redemption_Machine|ORM]] do not give any points. Only raw ores count. &lt;br /&gt;
# Click &amp;quot;Claim&amp;quot;. You do not need to insert your ID. &lt;br /&gt;
# Go to a mining equipment vendor to buy [[#Advanced_Gear|advanced equipment]] with the points you&#039;ve gained.&lt;br /&gt;
&lt;br /&gt;
===Life beyond smashing rocks===&lt;br /&gt;
# Use your better gear to push deeper into Lavaland.&lt;br /&gt;
# Print [[Research items#Advanced Plasma Cutter|Advanced Plasma Cutters]] and [[Research items#Mining Satchel of Holding|Mining Satchels of Holding]] at the cargo protolathe for even more efficient mining. &lt;br /&gt;
# If you feel robust enough, explore some ruins and &amp;lt;s&amp;gt;die horribly&amp;lt;/s&amp;gt; [[Morph|get amazing rewards]].&lt;br /&gt;
# If you feel VERY robust, look for [[Megafauna]] with your GPS and try to kill it, for extremely valuable loot.&lt;br /&gt;
&lt;br /&gt;
===Voucher equipment===&lt;br /&gt;
You start the shift with a complimentary mining voucher, worth one free item out of a selection of four. These items, and their strengths, are:&lt;br /&gt;
* &#039;&#039;&#039;Survival Capsule and Explorer&#039;s Webbing:&#039;&#039;&#039; The webbing (you put on your belt slot) allows you to carry even more mining equipment - having a second shelter capsule is nice too. 900 pts value.&lt;br /&gt;
* &#039;&#039;&#039;Resonator Kit:&#039;&#039;&#039; Comes with a resonator, and a mini extinguisher. 800 pts.&lt;br /&gt;
* &#039;&#039;&#039;Mining Drone:&#039;&#039;&#039; A little companion that helps in storing ore and hunting wildlife. Only useful once you install the sentience upgrade module. Comes with an industrial welding tool, a welding mask and a KA modkit that allows shots to pass through the drone. ~800 pts.&lt;br /&gt;
* &#039;&#039;&#039;Extraction and Rescue Kit:&#039;&#039;&#039; Contains a fulton extraction pack and a beacon, which allows you to send back home minerals, items and dead miners without having to use the ferry. As a bonus, you get 30 marker beacons too. 1700 pts.&lt;br /&gt;
* &#039;&#039;&#039;Crusher Kit:&#039;&#039;&#039; Contains a proto-kinetic crusher and a mini fire extinguisher. The crusher is two-handed and hard to use without getting hit, but has a chance to make fauna drop powerful trophies. 800  pts.&lt;br /&gt;
* &#039;&#039;&#039;Mining Conscription Kit&#039;&#039;&#039;: A duffle bag full of basic items for one conscript - Proto-kinetic accelerator, survival knife, seclite, explorer&#039;s suit, mesons, mining scanner and satchel, gas mask, a supply radio key and a special card that adds mining access to IDs. Good for when you want to recruit &amp;lt;s&amp;gt;metafriends&amp;lt;/s&amp;gt; fresh conscripts. 1500 pts.&lt;br /&gt;
&lt;br /&gt;
===Mining Skill===&lt;br /&gt;
Mining with certain tools will slowly increase your &#039;&#039;mining skill&#039;&#039;, making you faster at mining. If your skill in mining is greater than Journeyman you will also randomly see ores around you when using a mining tool.&lt;br /&gt;
&lt;br /&gt;
===For Great Profit!===&lt;br /&gt;
Mining for the sake of it can only get you so far. By mining minerals and returning them to the station you&#039;ll accrue mining points, you can then use these points to buy better and more powerful equipment and supplies from an equipment vendor. You can then in turn use these items to push further into Lavaland to mine more minerals, fell stronger wildlife and find greater treasure. Consider it all an investment.&lt;br /&gt;
&lt;br /&gt;
Survival Medipens can help you in a pinch for example, or a Wormhole Jaunter can help you escape what would have been a death trap. Or using Legion Stabilizer on Legion Cores, to let you save their heal and anti-slowdown effects for later. Or you can spend it all on booze and cigars.&lt;br /&gt;
&lt;br /&gt;
==Default Gear==&lt;br /&gt;
The following is a list of default mining equipment:&lt;br /&gt;
&lt;br /&gt;
====Essential Equipment====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:explorersuit.png|32px]]&amp;lt;br&amp;gt;Explorer Suit&lt;br /&gt;
|This comes with a inbuilt hood. It provides some protection against heat and cold, and works as decent armor with no slowdown. It is not spaceproof, but can hold a full-sized oxygen tank or other mining gear. You can also reinforce the suit and hood with up to 3 goliath plates.&lt;br /&gt;
Melee 30-60, bullet = 10, laser = 10, energy = 20, bomb = 50, bio = 100, rad = 50, fire = 50, acid = 50.&lt;br /&gt;
|-&lt;br /&gt;
![[File:ExplorerGasMask.gif|32px]]&amp;lt;br&amp;gt;Explorer Gas Mask and [[Oxygen]] Tank&lt;br /&gt;
|So you can have oxygen when mining. Oxygen tanks are available from the tank storage unit, and can be worn on your suits storage slot. You can also use your emergency oxygen tank which can be placed on your suit. Running out of oxygen is unlikely with the full sized tank.&lt;br /&gt;
|-&lt;br /&gt;
![[File:MGlasses.png|32px]] [[File:MiningScanner.png|32px]]&amp;lt;br&amp;gt;[[Meson Goggles|Meson Scanners]] and Automatic Mining Scanner&lt;br /&gt;
|Activating the scanner will briefly flash any ore on screen - it works even inside a box. Can be used to stop gibtonite from exploding.&lt;br /&gt;
|-&lt;br /&gt;
![[File:GPSm.gif|32px]]&amp;lt;br&amp;gt;Global Positioning System, GPS&lt;br /&gt;
|The crew monitoring console back on the station won&#039;t catch your suit sensor signal from all the way down on the planet. Having one of these on you will help others track down your body if you happen to develop a case of the dead. In addition it can be used to locate other miners (who bothered to take it) as well as &amp;quot;lost&amp;quot; signals. Megafauna, necropolis tendrils, and certain ruins emit GPS signals. Be wary. Be sure to set your name on the GPS.&lt;br /&gt;
|-&lt;br /&gt;
![[File:KineticAccelerator.png|32px]]{{Anchor|Proto-kinetic Accelerator}}&amp;lt;br&amp;gt;Proto-kinetic Accelerator&lt;br /&gt;
|A standard issue gun. The good part is that it packs a punch in a low pressure environment, is very good at digging and has infinite shots. The bad part is that it tickles in pressurized environments, has a cooldown after each shot, and has a range of three steps. Can be dual wielded on {{Combat_Mode}} at the price of lower accuracy and speed. Alternatively, turn off {{Combat_Mode}} and switch hands after every shot to get around the accuracy reduction. &amp;lt;br&amp;gt; &lt;br /&gt;
KAs deal brute damage (40 standard/10 in pressurized rooms), but count as explosive versus armor. That way, suits like bomb suits and the RD hardsuit can negate 90% of the damage dealt.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Survivalknife.gif|32px]]&amp;lt;br&amp;gt;Survival Knife&lt;br /&gt;
|Use it for butchering the wildlife (hit corpse while on {{Combat_Mode}}). It&#039;s as strong against mobs as a pickaxe, but you can&#039;t mine with it. You can store it in your boots to save space, but remember to alt-click the boots to draw the knife back out. Alternatively, stick it on your KA.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stimpen.png|32px]]&amp;lt;br&amp;gt;Survival Emergency Medipen{{Anchor|Survival Emergency Medipen}}&lt;br /&gt;
|A medipen for surviving in harsh environments. Heals most common damage sources. WARNING: May cause organ damage. Takes 10 seconds to inject and only injects half the reagents unless done in low pressure environment, where it&#039;s instant. Contains 8u [[Guide_to_chemistry#Epinephrine|Epinephrine]], 8u [[Guide_to_chemistry#Aiuri|Aiuri]], 8u [[Guide_to_chemistry#Libital|Libital]] and 6u [[Guide_to_chemistry#Leporazine|Leporazine]]. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Data_card.png|32px]]&amp;lt;br&amp;gt;Point Transfer Card&lt;br /&gt;
|A card that can store mining points, to transfer between miners. Comes pre-loaded with 500 mining points. &lt;br /&gt;
|-&lt;br /&gt;
![[File:BScapsule.png|32px]]&amp;lt;br&amp;gt;Bluespace shelter capsule&lt;br /&gt;
|Activate this in your hand, and it&#039;ll near instantly produce a beautiful shelter. Ash storms do not hurt you inside, but wildlife can break through the walls. The shelter contains a cupboard which contains a guitar (or dice) and some donk pockets. It also has a stasis bed which requires another person to use. Never leave home without one. You&#039;re issued one for free in your the mining lockers on station.&lt;br /&gt;
|-&lt;br /&gt;
![[File:OreSatchel.png|32px]]&amp;lt;br&amp;gt; Ore Satchel&lt;br /&gt;
|For carrying ore without using a mining cart, holds 50 ore nuggets. Empty it into boxes by using the satchel on them.&amp;lt;br&amp;gt; Newbie tip: Put it in one of your pocket slots, then start dragging an ore box. Any ore you walk over will be transferred to the box.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Orebox.png|32px]]&amp;lt;br&amp;gt;Ore box&lt;br /&gt;
|Used for carrying huge amounts of ore. While a satchel can only hold 50 nuggets, this can hold an unlimited sum. You cannot carry it, but you can drag it with you.&amp;lt;br&amp;gt; &lt;br /&gt;
Use your satchel on the box to empty it into the box. Even better: Drag it behind you with an ore satchel in your pocket.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Voucher.gif|32px]]&amp;lt;br&amp;gt;Mining Voucher&lt;br /&gt;
|Found in your backpack, exchange this at the mining equipment locker for one of several selections which include various mining items.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Seclite.png|32px]]&amp;lt;br&amp;gt;Seclite&lt;br /&gt;
|A beefed up flashlight. Does 9 damage. Put this on your KA to free up inventory space.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Miscellaneous Equipment====&lt;br /&gt;
Items that, while not critical to take, can be situationally useful.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pickaxe.png|32px]]&amp;lt;br&amp;gt;Pickaxe&lt;br /&gt;
|Somewhat antiquated thanks to the prevalence of the proto-kinetic accelerator and resonator. Nevertheless it can be used to dig wide tunnels, robust things in melee combat and as a backup if you lose your resonator. It can also fit inside a belt chest webbing.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shovel.png|32px]]&amp;lt;br&amp;gt;Shovel&lt;br /&gt;
|Gathering sand. You can stick this in your backpack. A crappier version of a compact pickaxe&lt;br /&gt;
|-&lt;br /&gt;
![[File:Crowbar.png|32px]]&amp;lt;br&amp;gt;[[Crowbar]]&lt;br /&gt;
|For removing KA mods, or just in case when there is a blackout. Spawns in your box.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Advanced Gear==&lt;br /&gt;
The following are more advanced items that need to be purchased from a mining equipment vendor, with points:&lt;br /&gt;
&lt;br /&gt;
====Voucher/Reward Equipment====&lt;br /&gt;
These items can either be acquired from a voucher, or can be bought with mining points, usually earned from delivering ore to the [[Machines#Ore_Redemption_Machine|Ore Redemption Machine]] [[File:Ore_redemption.gif|link=Machines#Ore_Redemption_Machine|Ore Redemption Machine]] on the station. Prices are included.&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
 |name=Mining Equipment Vendor&lt;br /&gt;
 |bgcolor1 = #cc9966&lt;br /&gt;
 |bgcolor2 = #cc9966&lt;br /&gt;
 |image = Mining_vendor_default.png&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Mining Equipment Vendor List&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Description&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Price&lt;br /&gt;
|-&lt;br /&gt;
!1 Marker Beacon&lt;br /&gt;
|A glowing prism stone that you can anchor to the ground. Useful if you tend to get lost.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;10 Points&lt;br /&gt;
|-&lt;br /&gt;
!10 Marker Beacon&lt;br /&gt;
|Same as above, but 10 beacons.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;100 Points&lt;br /&gt;
|-&lt;br /&gt;
!30 Marker Beacon&lt;br /&gt;
|Same as above, but 30 beacons.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;300 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Whiskey_bottle.png|32px]]&amp;lt;br&amp;gt;Whiskey&lt;br /&gt;
|A bottle of alcohol, helps you forget you literally work in hell.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;100 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Absinthe_bottle.png|32px]]&amp;lt;br&amp;gt;Absinthe&lt;br /&gt;
|A bottle of alcohol, helps you forget you literally work in hell.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;100 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cigar.png|32px]]&amp;lt;br&amp;gt;Cigar&lt;br /&gt;
|A high-quality havana cigar.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;150 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Soap.png|32px]]&amp;lt;br&amp;gt;Soap&lt;br /&gt;
|A bar of slippery soap.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;200 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Laser_pointer.png|32px]]&amp;lt;br&amp;gt;Laser Pointer&lt;br /&gt;
|Just a laser pointer, don&#039;t shite it into people&#039;s eyes. Useful against rogue [[Cyborg|Cyborgs]].&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;300 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Facehugger.png|32px]]&amp;lt;br&amp;gt;Toy Facehugger&lt;br /&gt;
|An extremely realistic-looking facehugger toy, to prank the crew with. Latches onto faces and tears off masks.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;300 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bottle17.png|32px]]&amp;lt;br&amp;gt;Stabilizing Serum&lt;br /&gt;
|Can be used on legion souls to prevent them from decaying.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;400 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fulton_beacon.png|32px]]&amp;lt;br&amp;gt;Fulton Beacon&lt;br /&gt;
|Creates an anchored beacon when used in hand that fulton packs can target as a drop-off point.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;400 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:BScapsule.png|32px]]&amp;lt;br&amp;gt;Bluespace Shelter Capsule&lt;br /&gt;
|The Shelter Capsule is indispensable for long expeditions: it creates an ash-storm proof 3x3 room complete with breathable air, a sleeper and some warm donk-pockets.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;400 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Gar_mesons.png|32px]]&amp;lt;br&amp;gt;GAR Mesons&lt;br /&gt;
|A pair of very sharp meson scanners. Can be thrown as a weapon, with a chance to embed.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;500 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Miner_webbing.png|32px]]&amp;lt;br&amp;gt;Chest Webbing&lt;br /&gt;
|Can be worn on the belt slot, stores mining equipment.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;500 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stimpen.png|32px]]&amp;lt;br&amp;gt;Survival Medipen&lt;br /&gt;
|Contains several healing and heat-stabilizing chemicals. Using more than one in a short period may cause overdosing. Takes 10 seconds to inject and only injects half the reagents unless done in low pressure environment, where it&#039;s instant. See contents [[#Survival_Emergency_Medipen|here]]. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;500 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Box.png|32px]]&amp;lt;br&amp;gt;Brute First-Aid Kit&lt;br /&gt;
|Contains bandages and brute-healing patches.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;600 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Implanter.png|32px]]&amp;lt;br&amp;gt;Tracking Implant Kit&lt;br /&gt;
|Contains three tracking implants and a locator; useful if you want others to find your corpse for up to 10 minutes after death.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;600 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Jaunter.png|32px]]&amp;lt;br&amp;gt;Wormhole Jaunter&lt;br /&gt;
|One-use item that creates a wormhole to a random beacon on station. The portal is unstable and will make you dizzy after using it. Can be worn on the belt slot to prevent death on chasms.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;750 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Kinetic_crusher.png|32px]]&amp;lt;br&amp;gt;Proto-kinetic Crusher&lt;br /&gt;
|A powerful two-handed melee weapon. Shoots kinetic bolts that don&#039;t deal damage, but can mark large creatures making the hammer deal increased damage (20-&amp;gt;50 Brute) when used on them. It will deal even greater damage (80) on backstab.&amp;lt;br&amp;gt; What makes the Crusher special, is that enemies killed by it have a chance to drop &#039;&#039;&#039;trophies&#039;&#039;&#039;, powerful &amp;quot;modkits&amp;quot; that can be attached to the Crusher.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;750 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:KineticAccelerator.png|32px]]&amp;lt;br&amp;gt;Proto-kinetic Accelerator&lt;br /&gt;
|The classic mining weapon. Buy it from here if you did not get one at roundstart.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;750 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:MiningScanner.png|32px]]&amp;lt;br&amp;gt;Advanced Mining Scanner&lt;br /&gt;
|A upgrade over the default Mining Scanner. This tool has a much larger detection radius of seven tiles (the entire screen), and updates more frequently.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;800 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Resonator.png|32px]]&amp;lt;br&amp;gt;Resonator&lt;br /&gt;
|Another deadly tool. This will, when used on rock or an empty space, create a field on that spot that lasts until detonated, causing serious damage (60 Brute) to anything standing on it. Has 2 modes: Automatic detonation after 2 seconds, or manual which triggers after you hit a field with resonator. You can activate it in your hand to switch mode. Fields can chain detonate. Just like the kinetic accelerator, it does reduced damage (20) in pressurized environments. Using it on an already-marked spot will instantly rupture the field.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;800 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Luxury_Medipen.png|32px]]&amp;lt;br&amp;gt;Luxury Medipen&lt;br /&gt;
|Cutting edge bluespace technology allowed Nanotrasen to compact 60u of volume into a single medipen. Contains rare and powerful chemicals used to aid in exploration of very hard enviroments. &#039;&#039;WARNING:&#039;&#039; DO NOT MIX WITH EPINEPHRINE OR ATROPINE. Takes 10 seconds to inject and only injects half the reagents unless done in low pressure environment, where it&#039;s instant. Contains 10u [[Guide_to_chemistry#Salbutamol|Salbutamol]], 10u [[Guide_to_chemistry#Penthrite|Penthrite]], 10u [[Guide_to_chemistry#Oxandrolone|Oxandrolone]], 10u [[Guide_to_chemistry#Salicyclic_Acid|Salicyclic Acid]], 10u [[Guide_to_chemistry#Omnizine|Omnizine]], and 10 [[Guide_to_chemistry#Leporazine|Leporazine]].  &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;1000 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fulton_pack.png|32px]]&amp;lt;br&amp;gt;Fulton Extraction Pack&lt;br /&gt;
|A balloon that can be used to extract equipment or personnel who are outside (not within the station or the mining base) to a Fulton Recovery Beacon. Anything not bolted down can be moved. Swap which beacon the pack is aiming at by using the pack in hand. It has a limited number of uses, examine the pack to check how many are left.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;1000 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lazarus hypo.png|32px]]&amp;lt;br&amp;gt;Lazarus Injector&lt;br /&gt;
|A miracle injection capable of reviving simple living beings from death, making them friendly to you and the crew. Useless on humans, monkeys, and other complex living beings. Resurrect Ian for all access from a thankful Head of Personnel! Or make yourself a pet Goliath. The lazarus injector can be EMP&#039;d to make revived mobs hostile to everyone but you. Also useful for bartering with the HoP or any staff with a pet. Expect R&amp;amp;D to want one, as it has high research value.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;1000 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pickaxe.png|32px]]&amp;lt;br&amp;gt;Silver-plated Pickaxe&lt;br /&gt;
|Slightly better than the default pickaxe, but still a lot worse than your starting KA.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;1000 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dufflebag.png|32px]]&amp;lt;br&amp;gt;Mining Conscription Kit&lt;br /&gt;
|Contains a proto-kinetic accelerator, survival knife, seclite, mesons, an ore scanner and satchel, an explorer suit and gas mask, a supply encryption key and a card which adds mining access to IDs.&lt;br /&gt;
!&amp;lt;span style:display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt; 1500 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mining_jetpack.png|32px]]&amp;lt;br&amp;gt;Mining Jetpack Upgrade&lt;br /&gt;
|A jetpack that you can attach to any hardsuit for better mobility. Useless on Lavaland but great back on the station.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;2000 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cash_1000.png|32px]]&amp;lt;br&amp;gt;Space Cash&lt;br /&gt;
|A thousand credits, to spend however you want! Of course, it&#039;s almost completely worthless on the station.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;2000 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mining_Hardsuit.png|32px]]&amp;lt;br&amp;gt;Mining Hardsuit&lt;br /&gt;
|A nostalgic suit piece from the older days of asteroid mining. Useless on Lavaland but great to explore space. Can be upgraded up to 3 times with goliath plates.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;2000 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pickaxe.png|32px]]&amp;lt;br&amp;gt;Diamond Pickaxe&lt;br /&gt;
| For when you want something shinier and better than your default pickaxe and the scientists are either too lazy or too dead to make drills or jackhammers. STILL worse than a basic KA.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;2000 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Resonator.png|32px]]&amp;lt;br&amp;gt;Super (Upgraded) Resonator&lt;br /&gt;
|Like the regular resonator, but able to have 6 fields active at a time - with no damage penalty for fields that are detonated early. Also comes with a third mode: Matrix traps, which makes fields detonate when someone walks over them. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;2500 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Jump_boots.png|32px]]&amp;lt;br&amp;gt;Jump Boots&lt;br /&gt;
|A pair of boots that allow you to jump over three tiles, skipping chasms. Does not prevent lava damage, however.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;2500 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:BScapsule.png|32px]]&amp;lt;br&amp;gt;Luxury Shelter Capsule&lt;br /&gt;
|Tired of cramped shelter capsules? This is for you! Comes with a three-course meal, a deluxe companion and much more.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;3000 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:BScapsule.png|32px]]&amp;lt;br&amp;gt;Luxury Elite Bar Capsule&lt;br /&gt;
|A luxury bar in a capsule. Bartender required and not included.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;10000 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Modkit.png|32px]]&amp;lt;br&amp;gt;KA White Tracer Rounds Mod&lt;br /&gt;
|A modkit that makes your KA&#039;s projectile flight path visible, in a white color.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;100 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Modkit.png|32px]]&amp;lt;br&amp;gt;KA Adjustable Tracer Rounds Mod&lt;br /&gt;
|A modkit that makes your KA&#039;s projectile flight path visible. Use in hand to cycle between colors.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;150 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Modkit.png|32px]]&amp;lt;br&amp;gt;Super KA Chassis Mod&lt;br /&gt;
|A modkit that makes your KA look yellow, like one of the no longer existing Super-Kinetic Accelerators.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;250 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Modkit.png|32px]]&amp;lt;br&amp;gt;Hyper KA Chassis Mod&lt;br /&gt;
|A modkit that makes your KA look orange, like one of the no longer existing Hyper-Kinetic Accelerators.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;300 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Modkit.png|32px]]&amp;lt;br&amp;gt;KA Range Mod&lt;br /&gt;
|A modkit that increases your KA&#039;s range by 1.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;1000 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Modkit.png|32px]]&amp;lt;br&amp;gt;KA Damage Mod&lt;br /&gt;
|A modkit that increases your KA&#039;s damage by 10.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;1000 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Modkit.png|32px]]&amp;lt;br&amp;gt;KA Cooldown Mod&lt;br /&gt;
|A modkit that reduces your KA&#039;s cooldown by 0.25 seconds.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;1000 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Modkit.png|32px]]&amp;lt;br&amp;gt;KA AoE Damage Mod&lt;br /&gt;
|A modkit that makes your KA hit in a 3x3 AoE, dealing 20% of the original damage per modkit.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;2000 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:MiningDrone.png|32px]]&amp;lt;br&amp;gt;Mining Drone&lt;br /&gt;
|This helpful little guy goes around collecting loose ore so you don&#039;t have to. Will drop its haul when you hit it with the mining scanner. Clicking on it with an empty hand will toggle it between ore collection and wildlife fighting mode, where it will attack xenos with its built-in kinetic accelerator and drill. Will not pick up sand with no nearby ore around, for some reason. Comes with an upgraded welding tool if redeemed via voucher. It cannot be repaired while it is fighting. It can be further upgraded with special modules bought from the vending machine to increase its effectiveness. &lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;500 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Circuitboard.png|32px]]&amp;lt;br&amp;gt;Drone: Melee Upgrade&lt;br /&gt;
|Increases the Drone&#039;s melee damage.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;400 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Circuitboard.png|32px]]&amp;lt;br&amp;gt;Drone: Health Upgrade&lt;br /&gt;
|Increases the Drone&#039;s health.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;400 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Circuitboard.png|32px]]&amp;lt;br&amp;gt;Drone: Ranged Upgrade&lt;br /&gt;
|Decreases the Drone&#039;s ranged weapon&#039;s cooldown.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;600 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Circuitboard.png|32px]]&amp;lt;br&amp;gt;Drone: AI Upgrade&lt;br /&gt;
|Installs a high tech AI into the Drone (grants a ghost control over the Drone).&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;1000 Points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
 |name=Free Golem Equipment Vendor&lt;br /&gt;
 |bgcolor1 = #cc9966&lt;br /&gt;
 |bgcolor2 = #cc9966&lt;br /&gt;
 |image = Mining_vendor_default.png&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Free Golem ship has some extra goodies:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Golem Equipment Vendor List&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Description&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Price&lt;br /&gt;
|-&lt;br /&gt;
![[File:Id regular.png|32px]]&amp;lt;br&amp;gt;Extra ID&lt;br /&gt;
|An extra ID that works for holding money and entering the station.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;250 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Science_Goggles.png|32px]]&amp;lt;br&amp;gt;Science Goggles&lt;br /&gt;
|A pair of regular science goggles.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;250 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Monkey Cube.png|32px]]&amp;lt;br&amp;gt;Monkey Cube&lt;br /&gt;
|A single monkey cube. Just add water.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;300 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:utilitybelt.png|32px]]&amp;lt;br&amp;gt;Toolbelt&lt;br /&gt;
|A toolbelt, like the ones on station.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;350 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sheetrd.png|32px]]&amp;lt;br&amp;gt;Royal Cape of the Liberator&lt;br /&gt;
|A replica of the Liberator&#039;s cape. A must-have for every Free Golem.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;500 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:slimegrey.png|32px]]&amp;lt;br&amp;gt;Grey Slime Extract&lt;br /&gt;
|Ever wanted to do Xenobiology on Lavaland? There you go.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;1000 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Modkit.png|32px]]&amp;lt;br&amp;gt;Trigger Guard Modification Kit&lt;br /&gt;
|A trigger modkit that allows golems to use the Kinetic Accelerator.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;1700 Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Box.png|32px]]&amp;lt;br&amp;gt;The Liberator&#039;s Legacy&lt;br /&gt;
|A box with all circuit boards needed to build your own RnD department! The RnD console synchronizes with the station&#039;s server.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;2000 Points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==RnD Gear==&lt;br /&gt;
The following is a list of advance items that can be acquired from your departmental techfab after research. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+RnD Gear&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:miningdrill.png|32px]]&amp;lt;br&amp;gt;Mining Drill&lt;br /&gt;
|Can be acquired early on from RnD. It&#039;s twice as fast as the standard Pickaxe but is quickly superseded by better variants and is expensive for what it gives.&lt;br /&gt;
|-&lt;br /&gt;
![[File:diamonddrill.png|32px]]&amp;lt;br&amp;gt;Diamond Tipped Mining Drill&lt;br /&gt;
|Very powerful drill, able to almost instantly mine mineral walls. Very expensive in terms of Diamonds needed to produce however.&lt;br /&gt;
|-&lt;br /&gt;
![[File:sonicjack.png|32px]]&amp;lt;br&amp;gt;Sonic Jackhammer&lt;br /&gt;
|The epitome of mining. Can practically instantly mine through rock and walls. But it requires three times the Diamonds of a Diamond Tipped Drill.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Modkit.png|32px]]&amp;lt;br&amp;gt;KA Triggerguard Mod&lt;br /&gt;
|A modkit that will allow species that cannot normally fire guns to use the KA, such as golems and hulks.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Modkit.png|32px]]&amp;lt;br&amp;gt;KA Range Mod&lt;br /&gt;
|A modkit that increases your KA&#039;s range by 1.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Modkit.png|32px]]&amp;lt;br&amp;gt;KA Damage Mod&lt;br /&gt;
|A modkit that increases your KA&#039;s damage by 10.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Modkit.png|32px]]&amp;lt;br&amp;gt;KA Cooldown Mod&lt;br /&gt;
|A modkit that reduces your KA&#039;s cooldown by 0.25 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Modkit.png|32px]]&amp;lt;br&amp;gt;KA AoE Mining Mod&lt;br /&gt;
|A modkit that makes your KA mine rocks in a 3x3 AoE. It does not, however, deal AoE damage. You&#039;re usually better off carrying a plasma cutter to deal with rocks and keep the KA for combat.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plasma_Cutter.png|32px]]&amp;lt;br&amp;gt;Plasma Cutter&lt;br /&gt;
|A fast mining (and welding) tool. Shoots rock-breaking bolts that pierce up to 5 rocks per shot. Rechargeable by inserting plasma ore or sheets into it. Less efficient in combat than a KA, however, and even less when in high pressure.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Adv_plasma_cutter.gif|32px]]&amp;lt;br&amp;gt;Advanced Plasma Cutter&lt;br /&gt;
|A very fast mining (and welding) tool. Shoots rock-breaking bolts that pierce up to 10 rocks per shot, basically allowing you to pierce rock as fast as you can walk. Rechargeable by inserting plasma ore or sheets into it.&lt;br /&gt;
|-&lt;br /&gt;
![[File:bluespacemining.png|32px]]&amp;lt;br&amp;gt;Mining Satchel of Holding&lt;br /&gt;
|Very cheap mining satchel that can hold an unlimited amount of minerals and ore.&lt;br /&gt;
|-&lt;br /&gt;
![[File:NV_meson_glasses.gif|32px]]&amp;lt;br&amp;gt;Night Vision Mesons&lt;br /&gt;
|These glasses work like normal mesons, but they can see perfectly in the darkness negating the need for flashlights in lavaland.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of this gear is printed out at the supply department protolathe.&lt;br /&gt;
&lt;br /&gt;
==The Wildlife==&lt;br /&gt;
Lavaland is filled with a variety of bloodthirsty alien lifeforms populating the caverns, walking just fine over the ponds and puddles of lava. Fortunately, you can fight them whilst taking minimal damage, if you have the know-how.&lt;br /&gt;
&lt;br /&gt;
Useful items can be harvested from these creatures&#039; corpses should you triumph; butcher them with a knife by attacking the corpse on {{Combat_Mode}} and the goods will spill out! &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Wildlife&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Creature&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Threat&lt;br /&gt;
|-&lt;br /&gt;
![[File:legion.png|64px]]&amp;lt;br&amp;gt;Legions&lt;br /&gt;
|Considered annoying at worst, and a free minor heal at best. These creatures unleash legion skulls, one after another at you whilst trying to keep a distance. Fortunately, each of its spawn dies in a single hit (even a single punch), and deal tickle damage to you; the legion itself can&#039;t directly hit you. It&#039;s best to go on the aggressive against these with pickaxe in hand, advancing constantly whilst picking away each of its brood. Once you&#039;ve closed the gap or have it stuck in a corner, it&#039;s toast. If you fall unconscious while you&#039;re being attacked, however, you will instantly die and be turned into a Legion.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It drops a core when killed. Hit yourself with the core and it will give you a slowdown immunity for a while and slight heal. Don&#039;t think you can store these for later, though -- they will spoil after a few minutes unless you use a stabilizer from the vending machine. However active legion cores can be inserted into one&#039;s chest (as an organ) through [[Surgery#Organ_Manipulation|surgery]] to provide a hands-free use of it, which will automatically activate if you fall into crit.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
tl;dr strategy: &#039;&#039;&#039;Attack with your pickaxe/knife. Hack your way through the legion and its heads until the host is mush. Alternatively, two KA hits kill a Legion, or one KC mark detonation.&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:watcher.png|64px]]&amp;lt;br&amp;gt;Watchers&lt;br /&gt;
|Fierce, territorial beasts capable of firing freezing beams, cold enough to inflict serious freeze burns while the watcher closes in and attacks its immobilized target. Fortunately, they don&#039;t attack unless someone comes close to them, so if you don&#039;t feel confident, you can just wait until you have a few more goliath plates, or maybe some gibtonite.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Butcher a watcher for 2 pieces of diamond ore. &#039;&#039;&#039;Use your ore box for cover while shooting them with your KA from a distance.&#039;&#039;&#039; Alternatively, with a KC, &#039;&#039;&#039;close the distance before it shoots you, then alternate marking it and hitting it, and pop a survival pen afterwards.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Tip: Watchers are notably weak to explosions due to the nature of their bodies, taking over half their health in damage from even the weakest of explosions.&lt;br /&gt;
|&#039;&#039;&#039;Medium&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:EdgyGoliath.png|64px]]&amp;lt;br&amp;gt;Goliaths&lt;br /&gt;
|The bane of many careless miners. These monsters carry a hefty health pool, a mean wallop, and a deceptively dangerous ranged tentacle attack. They are inherently resistant to lasers, so using a KA is the best option regarding dealing with these. They move at a slow pace, stopping every couple seconds to burrow tentacles under you. These will trap you for a long duration if you stand on top of them for too long. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Fighting them is simple: &#039;&#039;&#039;Shoot, step back, shoot, avoid tentacles.&#039;&#039;&#039; Repeat this process until it stops moving. Alternatively, with a KC, &#039;&#039;&#039;get in mark range, mark it, run in, hit it, run out, avoid tentacles, repeat.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Butcher a goliath for its hide and its meat. Goliath plates can be used to reinforce your hardsuit and helmet a maximum of three times, allowing you to turn your suit into something closer to a piece of riot gear if you hunt some Goliaths. The meat can be cooked in lava.&lt;br /&gt;
|&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tendril.png|64px]]&amp;lt;br&amp;gt;Necropolis Tendrils&lt;br /&gt;
|Huge spikes of organic matter, from the base of which crawl out countless monsters. Each Tendril only spawns one kind of monster, between legions, goliaths and watchers, every once in a while. The tendrils themselves are fairly fragile and will die in a few well-placed shots, if you can fight through the other mobs. Once killed, it will drop its loot, shake the earth around it for a while, and then spawn a huge chasm around it, destroying anything that did not get out of the way in time. Chasms are deadly even after formation and should be avoided.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Fighting them can involve killing all its protectors patiently, or using tactics like gibtonite. Either way, once killed, ignore the remaining monsters, grab the chest, and RUN. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When killed, they spawn necropolis chests which can contain a variety of useful artifacts, that usually cannot be found anywhere else. See the table below for the possible loot.&lt;br /&gt;
|&#039;&#039;&#039;Medium to Very High&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Goldgrub.png|64px]]&amp;lt;br&amp;gt;Goldgrubs&lt;br /&gt;
|Mostly harmless and quite rare. These creatures swallow up any loose, valuable ore they can find and flee when approached by a human, smashing through even solid rock on their path of escape before burrowing into the ground. A tactic toward killing one is to throw an ore towards it, and quickly charging in to kill it while it&#039;s busy eating, but note that kinetic accelerator shots do nothing against these. Their skin is reflective, requiring a pickaxe melee smackdown to ensure a kill.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When killed, they spit up multiple pieces of ore, based on what they ate. Feed them many different types of ore before killing them, and they&#039;ll spit out more of each type than you gave it! Just don&#039;t let it get away after spooking it.&lt;br /&gt;
|&#039;&#039;&#039;None&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ash_drake.png|128px]]&amp;lt;br&amp;gt;[[Megafauna]]&lt;br /&gt;
|Extremely big and powerful creatures, that randomly spawn in [[lavaland]]. Each one of these emits a GPS Signal that can be tracked with your own GPS, to either seek or avoid them.&amp;lt;br&amp;gt;&lt;br /&gt;
To beat them and get their valuable loot, you must either have good equipment or be VERY good at dodging their attacks, as failure usually means not only death, but gibbing as well. &amp;lt;br&amp;gt;&lt;br /&gt;
Their slow speed means that you can usually outrun them, although you should be careful of not [[Traitor|letting them hitch a ride in the mining ferry]], as the station has very few weapons that can damage megafauna.&lt;br /&gt;
|&#039;&#039;&#039;EXTREME&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shiny Mobs==&lt;br /&gt;
Common lavaland mobs now have rare mutations. Common mining mobs have a 1% chance on initialize to gain a new appearance and new stats, however, this is 5% for legions.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Wildlife&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Creature&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Threat&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dwarflegion.png|64px]]&amp;lt;br&amp;gt;Dwarf Legion&lt;br /&gt;
|On the rare occasion that a human with dwarfism falls to a legion, they can become infested like any other. Dwarf legions have 20 less health but move slightly faster.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It drops a soul, the exact same soul as dropped by the normal legion.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;It&#039;s still rather harmless. 2 KA shots kill it, a couple of pickax swings will knock it out.&lt;br /&gt;
|&#039;&#039;&#039;Low&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Magmawingwatcher.png|64px]]&amp;lt;br&amp;gt;Magmawing Watcher&lt;br /&gt;
|Whenever a shiny watcher appears, (which is a 1% chance), there&#039;s a 75% chance that the mutant is going to be a magmawing watcher, and a 25% chance that it is going to be an icewing watcher. When raised very close to lava, some watchers adapt to the extreme heat and change coloration. Such watchers are known as magmawings and use intense heat as their tool for hunting and defense. The magmawing watcher shoots scorching blasts instead of freezing blasts, which heats you up and can set you on fire.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike normal watchers, a shot from this watcher will set you on fire, and trying to roll it out will only result in the watcher getting more free shots on you, which means that you&#039;re pretty much forced to man up, pop a survival medi-pen, and melee it to death while you lose half of your HP to fire.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;It has normal watcher loot. It&#039;s really simply just not worth fighting.&lt;br /&gt;
|&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Icewingwatcher.png|64px]]&amp;lt;br&amp;gt;Icewing Watcher&lt;br /&gt;
|Whenever a shiny watcher appears, (which is a 1% chance), there&#039;s a 25% chance that the mutant is going to be an icewing watcher, and a 75% chance that it is going to be a magmawing watcher. Very rarely, some watchers will eke out an existence far from heat sources. In the absence of warmth, their wings will become papery and turn to an icy blue; these watchers are fragile but much quicker to fire their trademark freezing blasts. The icewing watcher has 50 less health and fire shots 33% more often, as well as dropping 5 diamonds and no sinew&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s a beefed up watcher which is more tanky and shoots more often. Treat it like a normal watcher, except you have to get into cover a bit quicker each time.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;It has normal watcher loot, but drops 5 diamonds instead of 2, and drops no sinew.&lt;br /&gt;
|&#039;&#039;&#039;High&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ancientgoliath.png|64px]]&amp;lt;br&amp;gt;Ancient Goliath&lt;br /&gt;
{{Anchor|Ancient Goliath}}&lt;br /&gt;
|Goliaths are biologically immortal, and rare specimens have survived for centuries. This one is clearly ancient, and its tentacles constantly churn the earth around it. Tentacles constantly extrude from the ground around it, even when it is not aggroed to any particular object.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is recommended that you clear an area around the ancient goliath so that you can take shots at the ancient goliath without getting snagged by the tentacles. Once you&#039;ve done that, just run circles around the thing while shooting at it, and dodging any emerging tentacles.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;When killed, they drop their goliath hide directly, more can be obtained through butchering.&lt;br /&gt;
|&#039;&#039;&#039;Very High&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Necropolis Chest Loot==&lt;br /&gt;
Necropolis Chests are guaranteed whenever you destroy a tendril or a pulsating tumor. They also drop from the Legion megafauna, when you kill a Stage 3 skull. &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable mw-collapsible mw-uncollapsed&amp;quot;&lt;br /&gt;
|+Necropolis Chest Loot&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Paradox_bag.png|64px]]&lt;br /&gt;
|Paradox Bags&lt;br /&gt;
|A pair of bags with a linked storage: anything that is put in one can be pulled out of the other and vice versa.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Soulstone.png|64px]]&lt;br /&gt;
|Soulstone&lt;br /&gt;
|A soulstone much like the kind used by a [[Blood Cult]] or by the chaplain on MetaStation, except it can be used multiple times. When used on a corpse it disintegrates it, and traps the soul inside the gem. The soul can then be released as a weak ghost bound to the will of the soulstone&#039;s owner, or it can be put into a construct shell, if you somehow own one.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cursed_Katana.gif|64px]]&lt;br /&gt;
|Cursed Katana&lt;br /&gt;
|A cursed katana for ninja enthusiasts. It deals 15 damage to unarmored targets. It is a retractable but irremovable organ, when you obtain it out of the tendril chests you have to use it in your hand. [[File:Cursed_Katana_Organ.gif]] But it&#039;s cursed, and it mauls your hand if you retract it without attacking a live target. Able to do combos (viewble by examining it twice), and has a lower attack cooldown when attacking fauna.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Godeye.gif|64px]]&lt;br /&gt;
|Eye of God&lt;br /&gt;
|A strange eye. It can be worn on the glasses slot to gain the ability to scan targets to reduce their attack speed, along with night and meson vision.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Flight_potion.png|64px]]&lt;br /&gt;
|Flight Potion&amp;lt;br&amp;gt;(&amp;quot;Strange Elixir&amp;quot;)&lt;br /&gt;
|A bottle containing 5 units of flight potion. Ingesting flight potion will turn the drinker into an angel: a human with wings. Wings allow jetpack-like movement wherever there&#039;s air when activated, also giving increased speed and free movement over tables and chasms. You lose your back slot as an angel.&amp;lt;br&amp;gt;&lt;br /&gt;
It only works when &amp;lt;b&amp;gt;drinking&amp;lt;/b&amp;gt; at least 5 units, so do not dilute or split the content. Does 20 brute damage when drunk.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cursed_heart.gif|64px]]&lt;br /&gt;
|Cursed Heart&lt;br /&gt;
|A cursed heart. When used, it grants fast regeneration, but it must be pumped manually at least once every 3 seconds and one second early to account for lag. Screen turns red if you miss a beat and lose 100u of blood but gain 50u every successful pump. Warning though, there is no warning except by medical scanner on how close you are to death. Before use I recommend that whoever uses this has a blood bag ready for transfusion and a medical scanner to keep an eye on your blood level.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bottled_ship.png|64px]]&lt;br /&gt;
|Ship in a Bottle&lt;br /&gt;
|When used, spawns a Mysterious Boat, which can travel over lava without need for oars.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Champion_hardsuit.png|64px]]&lt;br /&gt;
|Berserker Hardsuit&lt;br /&gt;
|A hardsuit coming from a &amp;lt;s&amp;gt;Khorne Berserker&amp;lt;/s&amp;gt; Champion. It has no slowdown, is immune to magic and ash storms, by getting damaged in it you gain berserk charge, which you can use to start attacking incredibly fast with a lot of melee armor while losing your ability to fire guns.&lt;br /&gt;
melee = 30, bullet = 30, laser = 10, energy = 20, bomb = 50, bio = 100, rad = 10, fire = 100, acid = 100&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sord.png|64px]]&lt;br /&gt;
|Sord&lt;br /&gt;
|An unbelievably shitty sword.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dusty_shard.gif|64px]]{{Anchor|Dusty Shard}}&lt;br /&gt;
|Dusty Shard&lt;br /&gt;
|When used, spawns a [[Guardian Spirit|power miner]] bound to you. The type is chosen at random.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Warp_cube.gif|64px]]&lt;br /&gt;
|Red/Blue Cube&lt;br /&gt;
|A pair of cubes. When one is used, it teleports the user to the location of the other cube, with no cooldown.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Wisp_lantern.png|64px]]&lt;br /&gt;
|Wisp Lantern&lt;br /&gt;
|A lantern containing a wisp. When used, it releases the wisp, making it orbit around the user&#039;s head and granting it thermal vision and serving as a light source. It can be returned to the lantern by using it once again. The lantern does not otherwise need to be carried or protected for the effect to persist.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Immortality_talisman.png|64px]]&lt;br /&gt;
|Immortality Talisman&lt;br /&gt;
|A magic talisman. When used, it makes the user invulnerable but immobile for ten seconds. Being invulnerable does not protect from instant death effects such as singularities or point-blank bombs. Has a 60 seconds cooldown.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Summon_spellbook.png|64px]]&lt;br /&gt;
|Instant Summons Spellbook&lt;br /&gt;
|A spellbook that grants you Instant Summons. When first used, it binds the item currently in your hand; every time it is used after will teleport the linked item (and any container it should be inside) to your hand.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Book of Babel}}[[File:Book1.png|64px]]&lt;br /&gt;
|Book of Babel&lt;br /&gt;
|Instantly teaches you all languages. One time use only.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ladder00.png|64px]]&lt;br /&gt;
|Jacob&#039;s Ladder&lt;br /&gt;
|A ladder that extends all the way to a different Z-level.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Modkit.png|64px]]&lt;br /&gt;
|KA Death Syphon/bounty Modkit Disk&lt;br /&gt;
|Allows you to make a modkit that when killing or assisting in killing a creature permanently increases your damage against that type of creature.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Modkit.png|64px]]&lt;br /&gt;
|AoE Hybrid Modkit Disk&lt;br /&gt;
|A disk that allows you to make a Kinetic Accelerator Modkit that allows it to both mine and deal damage in a 3x3 AoE. Secondary targets receive 25% of the original target&#039;s damage, up from the 20% of the normal AoE damage modkit&lt;br /&gt;
|-&lt;br /&gt;
![[File:Modkit.png|64px]]&lt;br /&gt;
|KA Rapid Repeater Modkit Disk&lt;br /&gt;
|Allows you to create a modkit that greatly reduces the KA&#039;s cooldown on striking a living target or rock, but greatly increases its base cooldown. Don&#039;t miss!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Modkit.png|64px]]&lt;br /&gt;
|KA Resonator Blast Mod Disk&lt;br /&gt;
|A tech disk that allows you to create a mod that uses the kenetic accelerator to fire shots that leave and detonate Resonator blasts.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Modkit crystal.png|64px]]&lt;br /&gt;
|Lifesteal Crystal Modkit &lt;br /&gt;
|A mod kit that, like the name suggests, steals life from enemies you attack. Comes with a free cult blankie!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Memento_mori.png|64px]]&lt;br /&gt;
|Memento Mori&lt;br /&gt;
|A necklace that once equipped links your life to it. You cannot die while it is equipped but if removed turns you into dust. Seals your guardian spirits while you&#039;re in crit (-100%).&lt;br /&gt;
Note: [[Megafauna]] are the exception and will still turn you into gibs if you&#039;re knocked into critical condition.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Asclepius active.gif|64px]]&lt;br /&gt;
|Rod of Asclepius&lt;br /&gt;
|A rod that can be used to make yourself start swearing an oath. If you finish the oath, the staff will bind to your hand, giving you a healing aura and pacifism. You will also gain the ability to perform multiple [[Surgery|surgeries]] at once. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Concussive_gauntlets.gif|64px]]&lt;br /&gt;
|Concussive Gauntlets{{Anchor|Concussive Gauntlets}}&lt;br /&gt;
|Jackhammer in the shape of gloves, for fast mining without needing to hold any tools. &lt;br /&gt;
|}&lt;br /&gt;
For the bosses&#039; loot, see [[Megafauna]].&lt;br /&gt;
&lt;br /&gt;
==Pulsating Tumor==&lt;br /&gt;
See [[Pulsating Tumor]]&lt;br /&gt;
&lt;br /&gt;
==Crusher trophies==&lt;br /&gt;
Each time you kill a Lavaland enemy with the Crusher, there is a chance that it drops a trophy. These can be attached to your Crusher for unique effects.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=180|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; width=140 style=&amp;quot;background-color:lightblue;&amp;quot; |Enemy&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Legion_skull.png|32px]]&amp;lt;br&amp;gt;Legion skull&lt;br /&gt;
|Legion&lt;br /&gt;
|Makes your Crusher recharge faster.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Goliath_tentacle_trophy.png|32px]]&amp;lt;br&amp;gt;Goliath tentacle&lt;br /&gt;
|Goliath&lt;br /&gt;
|Mark detonations deal more damage the more health you&#039;re missing.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Watcher_wing.png|32px]]&amp;lt;br&amp;gt;Watcher wing&lt;br /&gt;
|Watcher &lt;br /&gt;
|Mark detonations delay some creatures from using certain attacks for 0.5 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Magma_wing.png|32px]]&amp;lt;br&amp;gt;Magmawing Watcher wing&lt;br /&gt;
|Magmawing Watcher&lt;br /&gt;
|After a mark detonation, the next destabilizer shot will deal damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ice_wing.png|32px]]&amp;lt;br&amp;gt;Icewing Watcher wing&lt;br /&gt;
|Icewing Watcher&lt;br /&gt;
|Similar to normal Watcher wings, but lasts 0.8 seconds over 0.5 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hunter_eye.png|32px]]&amp;lt;br&amp;gt;Eye of a blood-drunk hunter&lt;br /&gt;
|Blood-drunk Miner&lt;br /&gt;
|On mark detonation, gain stun immunity, damage-slowdown immunity and 90% damage reduction for one second.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tail_spike.png|32px]]&amp;lt;br&amp;gt;Tail spike&lt;br /&gt;
|Ash Drake&lt;br /&gt;
|Mark detonations deal area damage and push enemies back.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Demon_claws.png|32px]]&amp;lt;br&amp;gt;Demon claws&lt;br /&gt;
|Bubblegum &amp;amp; Wendigo&lt;br /&gt;
|Melee hits deal bonus damage and heal you. 500% as strong during a mark detonation.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Blaster_tubes.png|32px]]&amp;lt;br&amp;gt;Blaster tubes&lt;br /&gt;
|Colossus&lt;br /&gt;
|On mark detonation, the next shot moves slower, but deals damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Vortex_talisman.png|32px]]&amp;lt;br&amp;gt;Vortex talisman&lt;br /&gt;
|Hierophant&lt;br /&gt;
|Mark detonations create barriers that only you can pass.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Iceblocktalisman.png|32px]]&amp;lt;br&amp;gt;Wendigo horn&lt;br /&gt;
|Wendigo&lt;br /&gt;
|Mark detonations deal twice as much melee damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Iceblocktalisman.png|32px]]&amp;lt;br&amp;gt;Ice block talisman&lt;br /&gt;
|Demonic Frost Miner&lt;br /&gt;
|Mark detonations freeze and immobilize its target. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Craftables==&lt;br /&gt;
Not only can you kill the local fauna, you can also cobble together items from their smashed remains. Open the crafting menu for this.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dragon_armor.png|32px]]&amp;lt;br&amp;gt;Ash Drake armor&lt;br /&gt;
|A really strong, storm proof hardsuit that doesn&#039;t slow you down. 5 Ash Drake hide, 2 Watcher sinews, 10 bones.&lt;br /&gt;
melee = 65, bullet = 15, laser = 40, energy = 40, bomb = 70, bio = 60, rad = 50, fire = 100, acid = 100. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Goliath_cloak.png|32px]]&amp;lt;br&amp;gt;Goliath Cloak&lt;br /&gt;
|Weaker than the standard explorer suits and can&#039;t be upgraded, but way more stylish. 2 leather, 2 Watcher sinews, 2 Goliath hides. To get leather, strip goliath hide with your knife, wash it in the sinks on the mining base, then throw it in the microwave.&lt;br /&gt;
ALSO: This may call itself a cloak, but it goes in your bodywear slot, like a hardsuit or the explorer suit. It&#039;s not a real cloak.&lt;br /&gt;
melee = 35, bullet = 10, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 60, acid = 60&lt;br /&gt;
|-&lt;br /&gt;
![[File:Goliath_boat.png|32px]]&amp;lt;br&amp;gt;Lava Boat&lt;br /&gt;
|A boat that can travel over lava, but is terribly unsafe as it&#039;ll usually set both you and held items on fire. Needs an oar to move. Crafted from three Goliath hides.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Oar.png|32px]]&amp;lt;br&amp;gt;Goliath Bone Oar&lt;br /&gt;
|An oar crafted from two Goliath bones. Robust.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bonfire.png|32px]]&amp;lt;br&amp;gt;Bonfire&lt;br /&gt;
|Perfect for roasting lizard tails over. Five tower-cap logs.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mushroom_bowl.png|32px]]&amp;lt;br&amp;gt;Mushroom Bowl&lt;br /&gt;
|A bowl made out of mushrooms. Crafted from five Polypore mushroom shavings.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Xenoforms==&lt;br /&gt;
You&#039;re not always the only sentient being on the planet. Aside from the lovecraftian horrors living down there you may also content with several groups or factions of beings on the planet. Some hostile, some friendly.&lt;br /&gt;
&lt;br /&gt;
The follow is a list of all known sentient groups found on the planet based on information sent from recon squads.&lt;br /&gt;
&lt;br /&gt;
=====Podmen=====&lt;br /&gt;
Recon Expedition #4 &amp;lt;br&amp;gt;&lt;br /&gt;
Threat Level: Minimal, Non Hostile &amp;lt;br&amp;gt;&lt;br /&gt;
Note: A small group of podmen were observed living inside a sealed vault. They appear minimally armed and seem to avoid leaving their home.&lt;br /&gt;
&lt;br /&gt;
=====[[Free_Golem|Golems]]=====&lt;br /&gt;
Recon Expedition #9&amp;lt;br&amp;gt;&lt;br /&gt;
Threat Level: Minimal, Non Hostile&amp;lt;br&amp;gt;&lt;br /&gt;
Note: A unidentified flying object was seen crashing by Recon Team Charlie during expedition #8. Alpha team on expedition #9 located a group of golems, the golems appeared utterly uninterested in their surroundings all things considered.&lt;br /&gt;
&lt;br /&gt;
=====[[Ashwalkers]]=====&lt;br /&gt;
Recon Expedition #13&amp;lt;br&amp;gt;&lt;br /&gt;
Threat Level: Medium, Hostile&amp;lt;br&amp;gt;&lt;br /&gt;
Note: It appears a group of Basiliscus Lizretus, also known as Lizardmen, live on the planet, they are hostile to all intruders. These &#039;ashwalkers&#039; only started to appear when mining operations started, they are agile but lightly armed, wielding primitively forged armor and spears. They appear to also have a hostile relationship with the wildlife, having been observed killing and dragging wildlife corpses away, as to why they need these corpses the recon team is unable to ascertain.&lt;br /&gt;
&lt;br /&gt;
===== Syndicate Agents =====&lt;br /&gt;
Recon Expedition #45&amp;lt;br&amp;gt;&lt;br /&gt;
Threat Level:Extreme, Hostile&amp;lt;br&amp;gt;&lt;br /&gt;
Notes: It has come to attention that the syndicate (direct corporation/group unknown) has recently set up a large compound in lavaland. This may explain where expedition #38-44 has gone. They are equipped with high end weaponry and has been stated that trace bits of gunpowder has been found around the lava moat that the base is stationed in, suggesting that this base may be wired to self-destruct. We also detected radio waves coming and going from the compound. If found, turn back and report to your superiors immediately.&lt;br /&gt;
&lt;br /&gt;
==The Ores==&lt;br /&gt;
These are what you should be looking out for, generally try and get a good mix of the more exotic ore types. Iron ore is ok but it sells for little and is highly abundant on the station already.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:grey;color:white;&#039; |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:grey;color:white;&#039; |Wall&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;100px&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:grey;color:white;&#039; |Raw Ore&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:grey;color:white;&#039; |Money Reward Value&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:grey;color:white;&#039; |Processed Ore&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:grey;color:white;&#039; |Frequency&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:grey;color:white;&#039; |Uses&lt;br /&gt;
|-&lt;br /&gt;
!Iron&lt;br /&gt;
![[File:Ironwall.png|64px]]&lt;br /&gt;
![[File:Ironore.png|64px]]&lt;br /&gt;
!1&lt;br /&gt;
![[File:Metal.png|64px]]&lt;br /&gt;
!Very Common&lt;br /&gt;
|For just about everything.&lt;br /&gt;
|-&lt;br /&gt;
!Sand&lt;br /&gt;
![[File:minefloor.png|64px]]&lt;br /&gt;
![[File:Sandore.png|64px]]&lt;br /&gt;
!1&lt;br /&gt;
![[File:Glass.png|center|64px]]&lt;br /&gt;
!Very Common&lt;br /&gt;
|For making glass, which has a plethora of station applications. Activate sand in your hand to make sandstone bricks. These can be used to make dirt which can be used to grow plants.&lt;br /&gt;
|-&lt;br /&gt;
![[Plasma]]&lt;br /&gt;
![[File:Plasmawall.png|64px]]&lt;br /&gt;
![[File:Plasmaore.png|64px]]&lt;br /&gt;
!15&lt;br /&gt;
![[File:Plasmadone.png|64px]]&lt;br /&gt;
!Common&lt;br /&gt;
|Ship sheets back to Centcom for bonus money to the cargo budget.&lt;br /&gt;
|-&lt;br /&gt;
!Silver&lt;br /&gt;
![[File:Silverwall.png|64px]]&lt;br /&gt;
![[File:Silverore.png|64px]]&lt;br /&gt;
!16&lt;br /&gt;
![[File:Silverdone.png|64px]]&lt;br /&gt;
!Semi-Common&lt;br /&gt;
|Making dosh, mechs, and researching Bluespace.&lt;br /&gt;
|-&lt;br /&gt;
!Gold&lt;br /&gt;
![[File:Goldwall.png|64px]]&lt;br /&gt;
![[File:Goldore.png|64px]]&lt;br /&gt;
!18&lt;br /&gt;
![[File:Golddone.png|64px]]&lt;br /&gt;
!Semi-Common&lt;br /&gt;
|For making various electronics or pimping out Beepsky.&lt;br /&gt;
|-&lt;br /&gt;
!Titanium&lt;br /&gt;
![[File:Titaniumrock.png|64px]]&lt;br /&gt;
![[File:Titaniumore.png|64px]]&lt;br /&gt;
!30&lt;br /&gt;
![[File:Titaniumdone.png|64px]]&lt;br /&gt;
!Uncommon&lt;br /&gt;
|For high-tech mechs or R&amp;amp;D components. Also for building shuttle walls and floors.&lt;br /&gt;
|-&lt;br /&gt;
!Uranium&lt;br /&gt;
![[File:Uraniumwall.png|64px]]&lt;br /&gt;
![[File:Uraniumore.png|64px]]&lt;br /&gt;
!30&lt;br /&gt;
![[File:Uraniumdone.png|64px]]&lt;br /&gt;
!Uncommon&lt;br /&gt;
|For making you radioactive (notice: no joke, this shit is deadly as a wall or a door). Delicious cocktails.&lt;br /&gt;
|-&lt;br /&gt;
!Diamond&lt;br /&gt;
![[File:Diamondwall.png|64px]]&lt;br /&gt;
![[File:Diamondore.png|64px]]&lt;br /&gt;
!50&lt;br /&gt;
![[File:Diamonddone.png|64px]]&lt;br /&gt;
!Rare&lt;br /&gt;
|For making mech parts, among other industrial uses.&lt;br /&gt;
|-&lt;br /&gt;
![[Bluespace Crystal]]&lt;br /&gt;
![[File:BluespaceCrystalWall.png|64px]]&lt;br /&gt;
![[File:Bluespace_Crystal.png|64px]]&lt;br /&gt;
!50&lt;br /&gt;
![[File:BS_polycrystal.png|64px]]&lt;br /&gt;
!Rare&lt;br /&gt;
|These crystals can be used in various ways. Give them to science to increase bluespace science, hold onto them to use as a risk free jaunter, or throw them at people to make them teleport randomly (often into space.)&lt;br /&gt;
|-&lt;br /&gt;
!Bananium&lt;br /&gt;
![[File:Bananimumwall.png|64px]]&lt;br /&gt;
![[File:Bananimumore.png|64px]]&lt;br /&gt;
!60&lt;br /&gt;
![[File:Bananiumdone.png|64px]]&lt;br /&gt;
!HONK!&lt;br /&gt;
|A rare and unusual mineral found exclusively in clown-controlled space. Used only for the [[Guide_to_robotics#H.O.N.K.|H.O.N.K. mech]] and other clownlike items.&lt;br /&gt;
|-&lt;br /&gt;
!Gibtonite&lt;br /&gt;
![[File:Gibtonitewall.gif|64px]]&lt;br /&gt;
![[File:Gibtoniteore.png]]&lt;br /&gt;
!N/A&lt;br /&gt;
!&lt;br /&gt;
!Uncommon&lt;br /&gt;
|For &amp;lt;s&amp;gt;trolling miners&amp;lt;/s&amp;gt; blowing shit up, whether they be solid asteroid or [[Traitor|other things]]. Hitting it with your mining tools will start a chain reaction. If you don&#039;t stop the reaction with your mining scanner in time, the gibtonite will explode. If you do, you can mine the ore, pick it up (you need both hands free) and use it as an explosive. The closer the gibtonite was to exploding before defused, the more potent its power. Cannot be forged or turned in to the [[Machines#Ore_Redemption_Machine|Ore Redemption Machine]] [[File:Ore_redemption.gif|link=Machines#Ore_Redemption_Machine|Ore Redemption Machine]], so don&#039;t bring any of this to the station or else you&#039;ll be &amp;lt;s&amp;gt;arrested&amp;lt;/s&amp;gt; ignored by security because they don&#039;t know what the hell it is. Gibtonite can be used to craft a [[Makeshift_weapons#Chemical_Payload|Chemical Payload]] [[File:ChemPayload.gif]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to obtain Gibtonite: Hit ore, count to 8 flashes of the ore then hit it with your scanner. Gibtonite varies in the number of reactions it has, so you may get lower quality ore. Use 2 of the 0 reaction ores (the most potent) to blow open the AI core and make it cry at it&#039;s malf failure!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alloys===&lt;br /&gt;
Some ores can be smelted to produce alloys.&lt;br /&gt;
{{Item&lt;br /&gt;
|name = [[Plasteel]]&lt;br /&gt;
|bgcolor1 = lightgrey&lt;br /&gt;
|bgcolor2 = lightgrey&lt;br /&gt;
|image = Metal_r.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|name = Plastitanium&lt;br /&gt;
|bgcolor1 = lightgrey&lt;br /&gt;
|bgcolor2 = lightgrey&lt;br /&gt;
|image = Plastitanium.png&lt;br /&gt;
|foundin = Syndicate spacecraft&lt;br /&gt;
|usedfor = Evil walls and floors&lt;br /&gt;
|strategy = Use it to create the walls and flooring used in a Syndicate spacecraft&lt;br /&gt;
|description = An alloy of plasma and titanium.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Who Needs What===&lt;br /&gt;
Miners don&#039;t have to deliver ores directly to departments -- they can if they want, or if those bastards are too lazy to leave their fortress of &amp;lt;s&amp;gt;autism&amp;lt;/s&amp;gt; science -- but it never hurts to know what to aim for.&lt;br /&gt;
&lt;br /&gt;
* [[Scientist]]s at least a bit of every ore. In exchange, they may research upgrades for your Kinetic Accelerator, a [[Plasma Cutter]], a [[Research_items#Mining Satchel of Holding|Mining Satchel of Holding]], and, if you&#039;re lucky, Night Vision Meson Scanners or a [[Bag of Holding]]!&lt;br /&gt;
* [[Roboticist]]s need diamond, uranium, silver and gold for building mech parts. Give them enough and you&#039;ve indirectly helped out most of the departments on the station if the Roboticists are competent enough to build helpful stompy mechs for everybody! &amp;lt;s&amp;gt;Too bad the lavaproof Firefighter is the only good mech for mining.&amp;lt;/s&amp;gt; Get a Clarke and reap the profits.&lt;br /&gt;
* The [[Quartermaster]] may want mineral sheets to trade them in for bonus supply credits. Plasma in particular is both common and valuable.&lt;br /&gt;
* Everybody could always use more iron, glass and plasteel, but especially Roboticists and [[Station Engineer]]s.&lt;br /&gt;
* The [[Chemist]] and [[Guide to xenobiology|Xenobiologist]] will all appreciate having extra plasma.&lt;br /&gt;
* A competent [[Virologist]] can use several sheets of uranium to create incredibly powerful healing viruses that let you heal out of crit in two seconds.&lt;br /&gt;
* A [[Clown]] with Bananium is a grateful and dangerous ally.&lt;br /&gt;
* The [[Bartender]] can use a few sheets of uranium or iron to craft some of his rarest cocktails.&lt;br /&gt;
&lt;br /&gt;
==Secrets of Lavaland==&lt;br /&gt;
While on Lavaland, you may come upon artificial structures. They can have items ranging from magical artifacts, to other lifeforms, to [[Aliens|alien facehugger]]s.  If you are at all unsure, always let your mining buddies know using :u before going in: some ruins can be very dangerous.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Always go with at least two other people when mining. Not only can you mine faster together, the chance that they could both be &#039;lings/traitors is rather low. Pickaxe to the skull tends to put down most people.&lt;br /&gt;
* You can view the contents of a mining satchel as if it were a backpack.&lt;br /&gt;
* Middle mouse click swaps your hand, allowing you to shoot minerals and grat them with the satchel quickly.&lt;br /&gt;
* Minebots are great at distracting monsters. Just walk near and bash the distracted target with your drill. They can take quite a beating, though goliaths can take them down pretty quickly if you&#039;re not quick enough. Plus they collect all the crap gibtonite left.&lt;br /&gt;
* The Proto-kinetic Accelerator can destroy electrified grilles without needing a pair of insulated gloves.&lt;br /&gt;
* The Proto-kinetic Accelerator will obliterate a space carp in one hit while in space.&lt;br /&gt;
* You can dual wield PKAs. Use {{Combat_Mode}} to fire both at once.&lt;br /&gt;
* The Head of Personnel may reward you with all access if you resurrect Ian. Also, sometimes the Research Director will reward you for a pet gold grub.&lt;br /&gt;
* If you&#039;re expecting trouble on the station, consider taking out a window on the mining shuttle before you return to make a quick getaway so you&#039;re not trapped like a rat in a cage.&lt;br /&gt;
* The mining drone can be repaired with a welding tool, but not in the middle of a fight. A goliath will always win in a one on one fight with a mining drone.&lt;br /&gt;
* You could alternatively buy the drone, fully upgrade it, give it an AI Module, and tell it to go valid-hunt. A mining drone dragging a bar of soap is surprisingly robust against even changelings.&lt;br /&gt;
* Life improving things:&lt;br /&gt;
** Mining suit upgrade : Goliath plates add +10% melee resist each time when applied to a suit. The plates will stack until they reach 30%, which may help you live in case a goliath grabs you.&lt;br /&gt;
** Security Jumpsuit : This gives a +10% melee resist to everywhere but your head. Nag the QM or HoP to give you one.&lt;br /&gt;
** Augmentations : Augs are VERY useful for miners, as healing with a welder is ultimately easier. Plus they work differently than armor when it comes to protection, instead reducing all brute damage taken by an augmented body part by 5 (4 for burn). Also they are ashproof. If you get fully augumented, you are ash storm proof. Downside : EMP vulnerability.&lt;br /&gt;
* Kinetic accelerators can be used as infinite tools to navigate space, since every time you fire, it&#039;ll throw you in the opposite direction.&lt;br /&gt;
* Sentient minebots can very easily be commanded to go help security if there is an [[Nuclear Operative|imminent]] [[Clockwork Cult|threat]] to the station. Their melee saw is very robust, and works just as well as on the station as it is on lavaland. The proto-kinetic accelerator that they are equipped with is very robust when in space.&lt;br /&gt;
* If you dont have a mining satchel of holding, and no ore box, you can deconstruct tables in the library (the curator is probably too busy organizing a game of D&amp;amp;D to really care much) to obtain wooden planks. You can then use these wooden planks to fabricate an ore box.&lt;br /&gt;
* If science hasn&#039;t researched Advanced Mining Technology within 10 minutes of the start of the shift, please remind them. There is normally at least 1 single person in science competent enough to do so.&lt;br /&gt;
&lt;br /&gt;
==Dead Space==&lt;br /&gt;
A traitorous miner has a lot of advantages. You have a space suit for free right away and a robust pickaxe. Certain minerals you&#039;ll find have more &amp;quot;specialized&amp;quot; uses -- uranium structures will irradiate people, plasma can start fires, gibtonite goes boom. You can also buy dangerous &amp;quot;mining&amp;quot; tools and possibly even revive those monsters you&#039;ve been fighting. As long as you have some mineral wealth or an ore box with you, no one will suspect your presence around the station, even in highly restricted areas like robotics or toxins, and if you are smart enough, you could get a big stompy mech to drill people to death! In addition, Lavaland is isolated, dangerous, and as expansive as you&#039;re willing to dig out. Plenty of room for somebody to get lost in... &#039;&#039;Forever!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Tips for Traitoring===&lt;br /&gt;
* If you&#039;re a miner and you have to kill another miner; there&#039;s a really easy way to block communications one way so he can&#039;t call for help.&lt;br /&gt;
** Grab a multitool, go to the mining communications room.&lt;br /&gt;
** Use the multi tool on the relay and make sure the relay isn&#039;t sending, meaning your headset won&#039;t go to people on the station.&lt;br /&gt;
** Kill your target with their shouts for help unheard.&lt;br /&gt;
* You can get plasma at exactly the heat you need for canister bombs by welding a plasma door in vacuum. Use an air pump to take it, then put [REDACTED] KPa into an empty large tank (the size of plasma, emergency O2, etc). You can then ignite it with a can of pure O2 set to release at 1013.25 KPa. This is the Shaft Miner&#039;s canister bomb. It&#039;s easy to set up on Lavaland.&lt;br /&gt;
* More than one uranium wall is hilariously deadly, as they give off a pulse of radiation every couple of seconds. This pulse makes other uranium walls in range pulse as well, and they all run on their own timer.&lt;br /&gt;
* Tiers 0-1-2-3 can gib bodies, remember mining suits take 50% of damage away from bombs, so strip miners you want to make disappear forever first.&lt;br /&gt;
*Ripley is a fairly robust murdering tool, if you can, convince robotics to put a gravity catapult on it. &#039;&#039;&#039;SLAM PEOPLE INTO WALLS. THE SUFFERING NEVER ENDS.&#039;&#039;&#039;&lt;br /&gt;
*Space is your best ally. Your weapons are more lethal in space, and anyone who wants to chase you will need access to a jetpack and EVA gear. Make people fight on your terms by blowing up the station with various Gibtonite charges, or bust in, stun and drag targets into space. &lt;br /&gt;
*You can make a chemical payload container using any shitty bit of gibtonite. This can be useful for making chemical bombs, but it relies on knowing how to obtain specific chemicals that can be robust and accessible to a Miner. &lt;br /&gt;
====Tips for Culting====&lt;br /&gt;
If you&#039;re a miner, [[Mining Station]] is the perfect hive for a cult. The back room can easily be broken down by Constructs, runes can be placed, and a single artificer can make it very difficult for Security to try and raid. Remember to cut cameras, so a Non-Asimov AI doesn&#039;t bolt and electrocute every door. Remember to use Teleport other to get Cultists off station and into safe custody. &lt;br /&gt;
Warning: Teleporting from Lavaland  will make the destination rune glow brightly and open a rift in reality that may not only reveal the rune, but the location of your base as well.&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 78430D&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Cargo_Technician&amp;diff=10971</id>
		<title>Cargo Technician</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Cargo_Technician&amp;diff=10971"/>
		<updated>2022-04-14T11:58:42Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason= check contents of this page and look if styling could be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 78430D&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 78430D&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 78430D&lt;br /&gt;
 |img = Generic_cargotech.png&lt;br /&gt;
 |stafftype = SUPPLY&lt;br /&gt;
 |jobtitle = Cargo Technician&lt;br /&gt;
 |access = [[Cargo Loading Area|Cargo Bay]], [[Cargo Office]], [[Maintenance]]&lt;br /&gt;
 |difficulty = Easy&lt;br /&gt;
 |superior = [[Quartermaster]]&lt;br /&gt;
 |duties = Distribute supplies to the departments that ordered them, steal empty crates, collect bounties, and buy garbage.&lt;br /&gt;
 |guides = [[supply crates|List of Supply Crates]], [[Cargo Bounties]]&lt;br /&gt;
 |requirements = Load crates into shuttle, take crates out of the shuttle. Repeat this until you die.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:CargoLoadingArea.png|607px|thumb|The [[Cargo Bay]]]]&lt;br /&gt;
&lt;br /&gt;
== Your workplace ==&lt;br /&gt;
The [[Cargo Bay]] is your main base of operations as a Cargo Technician, and where you do most of your work.&lt;br /&gt;
It contains an [[Autolathe]], a disposals area, a [[Protolathe]] for your department, and the MULE bots.&lt;br /&gt;
&lt;br /&gt;
== Crates and their &#039;usage&#039; ==&lt;br /&gt;
&lt;br /&gt;
Cargo Techs can order crates from their console, and approve orders from other departments, or people ordering things on their own.&lt;br /&gt;
If the order is a request, it&#039;ll come out of Cargo&#039;s budget, shown by the &#039;points&#039; at the top of the screen. If it&#039;s privately paid, it&#039;ll come out of the holder&#039;s private account, and won&#039;t affect your budget.&lt;br /&gt;
&lt;br /&gt;
Just remember, anything bought privately is ID-locked to whoever ordered it, overriding any previous ID access locks, allowing them to open crates they otherwise wouldn&#039;t have access to. Keep an eye on any assistants asking for armory stuff paid for privately, they&#039;ll have immediate access to it. Or don&#039;t, ancap nightmare.&lt;br /&gt;
&lt;br /&gt;
== How to be a decent Cargo Technician ==&lt;br /&gt;
&lt;br /&gt;
* Make sure to link your scanner to the console roundstart. It&#039;s helpful for finding items of worth.&lt;br /&gt;
* Go to the tool storage and yoink all of the metal roundstart. Fill up the public autolathe, or your private one if you don&#039;t want assistants ransacking it for multitools.&lt;br /&gt;
* Sell all of the crates in your warehouse for some early-shift credits.&lt;br /&gt;
* Ransack maintenance for crates, fuel tanks, and any other treasures.&lt;br /&gt;
* Always stamp the papers that come with crates.&lt;br /&gt;
* Never leave the airlocks to the shuttle open. Everyone will hate you for it.&lt;br /&gt;
* Buy whatever you want with the excess money, no one will ever care.&lt;br /&gt;
* Steal other department&#039;s Departmental budget card, get strung up outside and beaten to death for it.&lt;br /&gt;
&lt;br /&gt;
== The Quartermaster ==&lt;br /&gt;
&lt;br /&gt;
You answer to the [[Quartermaster]], and they answer to the captain. The Quartermaster is a head on this server, and should be treated as such. However most Quartermasters will leave you to your own devices and absurd projects, as long as you&#039;re completing the base orders and some bare-minimum moneymaking.&lt;br /&gt;
Given the Quartermaster is an actual head, you are expected to follow, or at least half-assedly pretend to follow any orders they give you. If you&#039;re good to your quartermaster, they should be good to you. Nobody picks Cargo to LARP as Office clerks usually.&lt;br /&gt;
&lt;br /&gt;
Whenever you have business to attend to, always make sure to tell your QM you&#039;re going on break, before running as fast as you can before they can stop you.&lt;br /&gt;
&lt;br /&gt;
== Disposals Delivery ==&lt;br /&gt;
&lt;br /&gt;
The disposals chute can be used to deliver packages to almost any department across the entire station, including the offices of most heads. It&#039;s a relatively secure, and low-effort way of delivering crates to any department on the station, without having to leave the comfort and safety of your heavily armed pillowfort.&lt;br /&gt;
&lt;br /&gt;
# Wrap your item/crate in packaging paper.&lt;br /&gt;
# Use the destinations tagger to choose where to send it.&lt;br /&gt;
# Tag the package.&lt;br /&gt;
# Stick it on the conveyor and let the system handle it.&lt;br /&gt;
&lt;br /&gt;
== [[File:MULE.gif|64px|Ping!]] MULEbot ==&lt;br /&gt;
&#039;&#039;&#039;Using a MULEbot:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can control the MULEbot by clicking on it and unlocking its controls, but it&#039;s a lot easier and safer with the PDA.&lt;br /&gt;
&lt;br /&gt;
# Drag the crate you want to deliver next to the MULE.&lt;br /&gt;
# Drag the crate&#039;s sprite on top of MULE&#039;s sprite. It should load on.&lt;br /&gt;
# Open your PDA.&lt;br /&gt;
# Click &#039;&#039;Delivery Bot Control&#039;&#039;.&lt;br /&gt;
# Click &#039;&#039;Scan for Active Bots&#039;&#039;.&lt;br /&gt;
# Choose your MULE.&lt;br /&gt;
# Click on &#039;&#039;Destination: (set)&#039;&#039;.&lt;br /&gt;
# Choose a destination and click OK.&lt;br /&gt;
# Click &#039;&#039;Proceed&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Your MULE should be on its way to the destination, with the default settings of also coming back home when the job is finished. Sometimes the MULEbot will make a funny sound when it encounters something in it&#039;s way, this is the MULEbot nervously farting.&lt;br /&gt;
&lt;br /&gt;
It&#039;s common for the Cargo Tech to, at the very least, [[Hacking#MULEbot|enable nonstandard cargo and speed the motor up]]. The MULE is one of your best tools as a Cargo Tech, and can make your life (and subsequently the lives of the rest of the crew) so much better.&lt;br /&gt;
&lt;br /&gt;
== For Cargonia! ==&lt;br /&gt;
&lt;br /&gt;
A fun little trick to being able to buy as many crates of &#039;Self Defense&#039; automatic shotguns as you need, is to acquire your departmental budget card, transfer the money directly to your account, and buy them all privately.&lt;br /&gt;
&lt;br /&gt;
All of the crates will show up, ID-Unlocked. Just make sure to have your inevitable explanation to both the admins and security about how this is your emotional support IBM.&lt;br /&gt;
&lt;br /&gt;
== Crypto Miners and their Usages ==&lt;br /&gt;
&lt;br /&gt;
Somewhat later in the research tree, Science is able to research Cryptocurrency miners. These are your best friends, as they provide low-effort constant income at relatively low cost.&lt;br /&gt;
Their only downside, is they produce a /massive/ amount of heat, and need to be regularly restarted. In order not to light the entirety of the station on fire, make sure to set up some sort of air cooling unit, or freezers to keep the area cool.&lt;br /&gt;
&lt;br /&gt;
== Revenge of the Crates ==&lt;br /&gt;
If you&#039;re a traitor, spawn a [[emag|Cryptographic Sequencer]] and you&#039;ll have easy access to just about [[Supply crates|anything you want]] - but make sure to grab a lighter or welding tool and burn those ordering forms. Make sure the cargo manifests and emagged crates are sent back on the shuttle. A hacked autolathe can create .357 ammunition for traitor revolvers, handcuffs, and circular saws (powerful melee weapons). Be careful not to be caught ordering or making things you shouldn&#039;t be.&lt;br /&gt;
&lt;br /&gt;
Emagging the supply ordering console enables you to order [[Supply_crates|cheap special ops crates]].&lt;br /&gt;
&lt;br /&gt;
=== Opening ID-locked Crates ===&lt;br /&gt;
These can be opened with any of the following:&lt;br /&gt;
&lt;br /&gt;
* The [[Supply_crates|correct ID]].&lt;br /&gt;
* An [[Emag#Cryptographic_Sequencer|Emag]].&lt;br /&gt;
* Repeated EMP blasts. &lt;br /&gt;
* Damage from a laser, shotgun, wielded fireaxe, or a thrown spear.&lt;br /&gt;
* Emitter beams.&lt;br /&gt;
* Dragging the crate over [[Lavaland|lava]], with the help from a friendly [[Shaft_Miner| miner]].&lt;br /&gt;
* A Kinetic Accelerator. Kinetic Accelerators can deal damage to anything, even in pressurized environments.&lt;br /&gt;
* Stealing, or finding the cash to buy a crate privately.&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 78430D&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Quartermaster&amp;diff=10970</id>
		<title>Quartermaster</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Quartermaster&amp;diff=10970"/>
		<updated>2022-04-13T18:43:38Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = contents of this page need to be checked, broken links need to be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 78430D&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 78430D&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 78430D&lt;br /&gt;
 |img = Generic_qm.png&lt;br /&gt;
 |stafftype = SUPPLY&lt;br /&gt;
 |jobtitle = Quartermaster&lt;br /&gt;
 |access = [[Cargo Loading Area|Cargo Bay]], [[Quartermaster&#039;s Office]], [[Cargo Office|Delivery Office]], [[Mining Station]], Mining EVA, [[Maintenance]], Mineral Storage&lt;br /&gt;
 |difficulty = Medium&lt;br /&gt;
 |superior = [[Head of Personnel]]&lt;br /&gt;
 |duties = Paperwork, order stuff, paperwork, send your underlings to collect crates, paperwork, coordinate mining, paperwork...&lt;br /&gt;
 |guides = [[supply crates|List of the supply crates]]&lt;br /&gt;
 |requirements = Try to get some bounties completed and make sure your hard-earned credits aren&#039;t wasted.&lt;br /&gt;
}}&lt;br /&gt;
As a Quartermaster, your primary job is to &amp;lt;s&amp;gt;flood the station with paperwork and more paperwork&amp;lt;/s&amp;gt; order equipment to help keep the station running. Make sure credits aren&#039;t wasted, kick the [[clown]] out, and make sure your Cargo Techs aren&#039;t getting into trouble - and pull their arses out of the fire when they do. You have three helpers to &amp;lt;s&amp;gt;run off with anything not bolted to the ground and ignore you&amp;lt;/s&amp;gt; help you redistribute things throughout the station. You also have authority over mining, and should try and coordinate the [[Shaft Miner]]s to meet the needs of the station -- primarily, this means passing on requests from [[Robotics]], [[Research Director|Research]], and [[Station Engineer|Engineering]].&lt;br /&gt;
&lt;br /&gt;
You have sunglasses, a unique jumpsuit, mining access, and your own office. &amp;lt;s&amp;gt;This is all that distinguishes you from a Cargo Technician. The Head of Personnel can waltz in at any time and order or take whatever they want.&amp;lt;/s&amp;gt; And also, you get command comms, access to the bridge, and all the accoutrements that any head of staff has. Except for the respect.&lt;br /&gt;
&lt;br /&gt;
[[File:89571531.png|300px|thumb|[[Cargo Office|Your Lair]]]]&lt;br /&gt;
&lt;br /&gt;
== Supply Shuttle Console ==&lt;br /&gt;
&#039;&#039;&amp;quot;Who the hell blew all our credits on Wizard Costumes?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[Cargo Bay]] and [[Cargo Office|your office]] is filled with paper, paper and more paper. Most importantly, there is a console to order items. Everything that people will expect you to order that cannot be procured from the autolathe will show up on the Supply Shuttle once it arrives at CentCom. &lt;br /&gt;
&lt;br /&gt;
Each order will produce a requisition form, which is usually best just shoved in the adjacent filing cabinet and forgotten until Security kicks down your door demanding to know who flooded the station with shotguns and clown outfits. Try and make sure that you know who ordered what. Your console and the one in the Cargo Office are ID-locked, requiring Cargo Bay access to function, meaning that only your subordinates ([[Cargo Technician|Cargo Technicians]]) and Superiors ([[Captain]] and [[Head of Personnel]]) can order stuff unless they somehow got access.&lt;br /&gt;
&lt;br /&gt;
== Cargo Budget ==&lt;br /&gt;
You have a cargo budget card in your bag. You can insert cash directly into the card and the money will go to the cargo budget, but you cannot take cash out of it or use it to buy privately. Every order on your console requires you to spend credits. The pool of credits is also used for other station purchases, such as custom [[shuttle]]s, and to fund large station projects. As the QM, it is your job to make sure the station has enough credits to do so. To withdraw physical cash you must use the a machine in the vault. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Check out the [[Supply_crates#Making_Money|Supply Crates]] page for details about how to make money. &lt;br /&gt;
&lt;br /&gt;
=== Direct Deposit, Direct Theft ===&lt;br /&gt;
&lt;br /&gt;
The [[Vault]] contains a machine that accepts physical space cash and coins and adds it to the cargo budget&#039;s total credits. This machine can also be robbed by [[Traitor|unsavory]] [[Assistant|individuals]], causing you to lose credits, but there will be a loud warning (&amp;quot;Unauthorized credit withdrawal&amp;quot;) if this happens. The [[Quartermaster]] can enter the vault by using the supply door remote, found in the QM&#039;s locker.&lt;br /&gt;
&lt;br /&gt;
== Crates ==&lt;br /&gt;
&#039;&#039;&amp;quot;Robotics is bugging me for a Ripley Crate - Everyone point and laugh.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Crates are the lifeblood of your department. Ideally, you&#039;ll be ordering quite a few of them. These can be delivered via MULEbot, via the mail office, via people picking them up, or [[Beyond the impossible|your loyal workforce delivering them themselves]]. &lt;br /&gt;
&lt;br /&gt;
There are very few jobs who will require a crate early into the round, so until something special happens or their progress gates are met, you&#039;ll have the pool of cash to play with all to yourself. This includes the Autolathe. While you start with no materials, Auxiliary Tool Storage is just a ten-second walk away and will keep the lathe running for quite some time if you get all the metal and glass. &lt;br /&gt;
&lt;br /&gt;
=== What&#039;s in Those Crates? ===&lt;br /&gt;
See the list of [[Supply crates]].&lt;br /&gt;
&lt;br /&gt;
=== Crates For You ===&lt;br /&gt;
You start with quite a few credits, so here are some good first choices for the prepared Quartermaster:&lt;br /&gt;
* Insulated Gloves&lt;br /&gt;
* Engineering Equipment&lt;br /&gt;
* Metal/Glass&lt;br /&gt;
* Brute Medkits&lt;br /&gt;
* Standard Medkits&lt;br /&gt;
&lt;br /&gt;
=== Crates For Everyone Else ===&lt;br /&gt;
&lt;br /&gt;
Eventually, you&#039;ll get a feel for what different people want. The Roboticist will almost always want either metal and glass, while the Virologist will perhaps want a Virus crate. The Bartender might want to borrow a circular saw for his shotgun, and the Botanist might want seeds. &lt;br /&gt;
&lt;br /&gt;
One of the marks of a good Quartermaster is the ability to anticipate someone&#039;s order and have it ready for them. This often means keeping a stock of insulated gloves and welding masks (if you&#039;re the type to hand those out to [[Assistant|certain people]]) and checking out who walks in. If you just hand out everything to everyone, you are a security risk. Use your own judgement - an Assistant should not have an RCD, but an Engineer [[Contraband|definitely should]]. Likewise, the clown should not have a combat shotgun, but Security can have one if they want it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other Stuff == &lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* If you&#039;re riding a MULEbot, you can&#039;t get facehugged.&lt;br /&gt;
* You can flip caps backward by right clicking them in hand or on your head. Don your trusty cap and tell the Captain to eat your shorts as you ride about on a MULEbot.&lt;br /&gt;
* Lethal projectiles can open crates, albeit slowly. Make use of a .357, the Bartender&#039;s shotgun, or any other projectile weapon to bust open Secure Crates.&lt;br /&gt;
* Packaging paper allows you to wrap things up and put them in your backpack when they wouldn&#039;t otherwise fit, like space suits!&lt;br /&gt;
&lt;br /&gt;
=== Requisition Me a Beat(ing) ===&lt;br /&gt;
&#039;&#039;&amp;quot;Fun is Contraband. And we&#039;re all about contraband.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many members of the station know that the QM can make things they aren&#039;t supposed to, and most security officers will overlook a little recreational [[hacking]]. Hack the Autolathe to make nifty toys like [[Rapid Construction Device|RCDs]] and [[Flamethrower|Flamethrowers]]. You don&#039;t even need a multitool for this. Just snip and fix till you find the one that turns off the blue light - Remember your [[Insulated_gloves#Gloves|rubber gloves]], because the green light makes it shock you. As long as you don&#039;t try to wall off Cargonia with an RCD, most people will forgive you for being prepared.&lt;br /&gt;
&lt;br /&gt;
It&#039;s common for the Quartermaster to, at the very least, [[Hacking#MULEbot|enable the MULEbots&#039;]] nonstandard cargo and speed the motor up, though you can also upgrade the power cell if you have spares. The MULE is one of your best tools as a Quartermaster, and can make your life (and subsequently the lives of the rest of the crew) so much better.&lt;br /&gt;
&lt;br /&gt;
See [[Mulebot|here how to use a MULEbot]].&lt;br /&gt;
&lt;br /&gt;
=== More Mundane [[Contraband|Contraband]] ===&lt;br /&gt;
Contraband posters contain inappropriate themes that Nanotrasen has deemed too vulgar and have subsequently banned them from their space stations.&lt;br /&gt;
&lt;br /&gt;
How to obtain:&lt;br /&gt;
# Get the circuitboard of your supply computer&lt;br /&gt;
# Multitool it and set its receiver to the appropriate spectrum&lt;br /&gt;
# Put it back in. You can now order contraband&lt;br /&gt;
# Note that contraband is illegal. [[Shitcurity|Security]] can do whatever they wish to it, and therefore you for bringing it on board&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s also a [[Engineering#Engineering_Secure_Storage|certain way]] to open crates you shouldn&#039;t, if you can [[emag|get]] [[Head of Personnel|your]] [[Chief Engineer|hands]] [[Engineer|on]] [[Assistant|it]]. Security will often panic about a Quartermaster that is better equipped than they are, so keep your ill-gotten gains hidden and secure until they are needed.&lt;br /&gt;
&lt;br /&gt;
== Being a good quest giver ==&lt;br /&gt;
&lt;br /&gt;
As a Quartermaster, your meta-job is to provide others around you with something to do. You are not officially a department head, but you are one in practice. You should delegate as many tasks as you can instead of doing everything yourself. If done properly, it actually makes your life easier, and others&#039; lives more interesting. While people are completing your quests, you should oversee the process and possibly rewards them for being good at it.&lt;br /&gt;
&lt;br /&gt;
Here are some tasks worth delegating:&lt;br /&gt;
&lt;br /&gt;
* Unloading the cargo shuttle when it arrives. Look at what has been delivered so that nothing gets stolen, and watch your Cargo Technicians unload everything. Rip shipping manifests and stamp them -- for the sake of security, it&#039;s better to do the paperwork yourself. &lt;br /&gt;
* One of your primary tasks is earning money through bounties.&lt;br /&gt;
** The first step of delegating your needs is, of course, asking the roboticist to build that Ripley mech instead of doing it yourself.&lt;br /&gt;
* If a miner gets downed, send somebody to fetch a miners&#039; body. A miner is considered down if they don&#039;t respond to radio for more than a few minutes after entering lavaland. It&#039;s a good idea to always tell your miners to take a GPS and rename it to their in-game name. &lt;br /&gt;
* If something bad happens and the Detective wants to know who ordered guns, well, make sure that you always keep the requisition forms. Or, if you know too much about where it leads to, make sure nobody finds the forms and shipping manifests...&lt;br /&gt;
&lt;br /&gt;
Stay active in the Supplies radio channel. Make sure you always know what your people are doing.&lt;br /&gt;
&lt;br /&gt;
If you follow these tips, other players will like you and remember that shift when they were working with you.&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 78430D&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Virologist&amp;diff=10969</id>
		<title>Virologist</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Virologist&amp;diff=10969"/>
		<updated>2022-04-13T18:42:24Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision| reason= check the contents of this page}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 3F7597&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 3F7597&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 3F7597&lt;br /&gt;
 |img =  Generic_virologist.png&lt;br /&gt;
 |stafftype = MEDICAL&lt;br /&gt;
 |jobtitle = Virologist&lt;br /&gt;
 |access = [[Virology]], [[Medbay]], Mineral Storage&lt;br /&gt;
 |difficulty = Medium&lt;br /&gt;
 |superior = [[Chief Medical Officer]]&lt;br /&gt;
 |duties = Study the effects of various diseases and synthesize a vaccine for them. Engineer beneficial viruses.&lt;br /&gt;
 |guides = [[Infections|Virology 101]], [[Guide to chemistry#Virology Recipes|Virology Recipes]], [[Guide to medicine]]&lt;br /&gt;
 |requirements = If an epidemic breaks out aboard the station, don&#039;t be the source of it.&lt;br /&gt;
}}&lt;br /&gt;
As a research station, there are a lot of departments of research; the study of space viruses is one of those research departments! Congratulations doctor, you have been selected to study and treat various types of viruses, and create valuable vaccines. So grab your [[latex gloves]] and get your [[breath mask]] on and hole yourself up in [[Virology]], it is time to perform some disease research.&lt;br /&gt;
&lt;br /&gt;
[[File:Virology.png|300px|thumb|alt=Virology|link=http://puu.sh/3EFaf.png|[[Virology|ERP Fortress]]]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Welcome Doctor==&lt;br /&gt;
Unlike Robert Nevile, you will not have a huge kick-ass adventure while making diseases. You will sit in your lab and likely fuck up constantly. Just make sure the [[Chemist]] or the [[Chief Medical Officer]] are around (and attentive) or you won&#039;t be able to cure uncommon diseases and might have an outbreak. Curing diseases is typically first done by [[Chemist|chemists]], but it&#039;s your job to turn cured blood into a vaccine, which is a much more effective treatment. &lt;br /&gt;
&lt;br /&gt;
===[[Infections|Infecting]] Monkeys===&lt;br /&gt;
On paper, this is your job. Make a virus, inject a monkey, and record the results. Then cure the monkey.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re concerned about the monkeys and don&#039;t want to have a pen full of contagion conveniently sitting around, move a single monkey to one of your isolation rooms and treat/infect them there. &lt;br /&gt;
&lt;br /&gt;
How to create vaccines: &lt;br /&gt;
# Take a blood sample from a cured subject. &lt;br /&gt;
# Inject the blood into any beaker. &lt;br /&gt;
# Insert the beaker into the Pandemic 2000.&lt;br /&gt;
# Select &amp;quot;create vaccine&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
This gives you a bottle containing a few units of vaccine against that particular disease. As [[Chemistry]] to turn it into 0.5u pills, or do it yourself in the [[Holodeck]]. &lt;br /&gt;
&lt;br /&gt;
You can also see the cure to a disease using your Pandemic machine (even if the virus has 2+ stealth), and reproduce it if there is an active culture in the blood, for [[Traitor#Advanced_Methods_of_Murder| whatever reason.]]&lt;br /&gt;
&lt;br /&gt;
===A MAN IN BRAZIL IS COUGHING!===&lt;br /&gt;
Viruses can get loose on the station in many ways: [[random events]], [[traitor]]ous activity, and the most common way of all: your own incompetence. If you accidentally infect someone with a harmful virus, well, there is not much you can do except quarantine, treat, and ensure they aren&#039;t infectious before releasing them. Make sure only people that know [[Beyond the impossible|exactly what they&#039;re doing]] can enter your room. Warn people beforehand that you&#039;re conducting experiments and remember to vaccinate yourself once you research a disease.&lt;br /&gt;
&lt;br /&gt;
===CREATE A PANDEMIC!===&lt;br /&gt;
You are able to create your own diseases with various symptoms, stats, and bonuses. Read [[Infections#Advanced_Diseases|this]] for a guide!&lt;br /&gt;
&lt;br /&gt;
==== Symbiosis ====&lt;br /&gt;
Viruses don&#039;t always have to be something to be avoided. With a bit of work, you can engineer friendly viruses that come with a number of beneficial symptoms, such as eliminating the need to breathe, or even one that lets the body regenerate its own health when badly hurt. Just make sure you clear it with the [[CMO]] and let the station know what your friendly virus does before releasing it, or you might find yourself at the end of a pitchfork.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Do not use sneeze or cough symptoms in beneficial viruses without neutering them. These are annoying and people will rush medbay to have it cured. They also make the virus appear negative on medical huds. &lt;br /&gt;
* A perfectly made virus blend from virology can heal you under certain conditions at a decent rate. &lt;br /&gt;
* A person can only be infected by one advanced virus at a time but can have up to six symptoms. In terms of beneficial viruses, there are several symptoms. &lt;br /&gt;
** Level 6 Beneficial Virus: This tier of virus can be made with all the resources available at round start, with minimal need for outside help. A nice symptom at this level is &#039;&#039;&#039;Self-Respiration&#039;&#039;&#039;. &lt;br /&gt;
** Level 8 Beneficial Virus: This tier requires you to grind uranium and silver or gold. &#039;&#039;&#039;Regenerative Coma&#039;&#039;&#039; is considered to be the &amp;quot;best&amp;quot; symptom overall. &lt;br /&gt;
* If you actually do manage to make a beneficial virus and want to distribute it, have a superior vet it and ask them to announce it to the station via their desk.&lt;br /&gt;
* If you get a virus with unwanted symptoms, use your dropper set to transfer one unit of [[Synaptizine]] to your virus. Your 30 unit bottle will be good for a full 30 uses. &lt;br /&gt;
* A beneficial airborne virus with decent resistance stat will protect the crew from most of the bad viruses that may be spawned from people breathing miasma.&lt;br /&gt;
&lt;br /&gt;
==Typhoid Mary==&lt;br /&gt;
Being a [[traitor]] is where a dangerous [[jobs|job]] like this one really shines. Even if the Gibbing virus is forever lost to the archives (F), you can still wreak a lot of havoc and confusion on the station.&lt;br /&gt;
&lt;br /&gt;
Releasing a pandemic is a good way to cause chaos, creating a convenient cover for illicit activities, or straight out murdering most of the crew. As always, protecting yourself from the disease is most important. Be conservative, however. If the crew finds out it was you who released the disease, they&#039;ll be out for your blood. Releasing bad diseases (even from neglect) when not a traitor is an easy way to be banned. &lt;br /&gt;
&lt;br /&gt;
If for some reason you don&#039;t want to spread terrible death everywhere, your office is secluded and difficult to get into, making it a common base for [[cult]] activity. Don&#039;t forget to cut the cameras. &lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 3F7597&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Chemist&amp;diff=10968</id>
		<title>Chemist</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Chemist&amp;diff=10968"/>
		<updated>2022-04-13T18:41:35Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = contents of this page need to be checked, broken links need to be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 3F7597&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 3F7597&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 3F7597 &lt;br /&gt;
 |img = Generic_Chemist.png&lt;br /&gt;
 |stafftype = MEDICAL&lt;br /&gt;
 |jobtitle = Chemist&lt;br /&gt;
 |access = [[Medbay]], [[Chemistry Lab]], [[Morgue]], Mineral Storage&lt;br /&gt;
 |difficulty = Medium&lt;br /&gt;
 |superior = [[Chief Medical Officer]]&lt;br /&gt;
 |duties = Make medicine and less likable substances in the comfort of a fully reinforced room&lt;br /&gt;
 |guides = [[Guide to chemistry]], [[Guide_to_Ghetto_Chemistry|Guide to Ghetto Chemistry]],  [[Grenade]], [[Guide_to_plumbing|Guide to Plumbing]]&lt;br /&gt;
 |requirements = Stock the dispenser up with some beneficial medicine before you go off on your own chemical adventures. Give botanists [[guide to chemistry#Unstable Mutagen|unstable mutagen]] when they ask for it, and don&#039;t give the clown [[Guide_to_chemistry#Space_Lube|lube]]!&lt;br /&gt;
}}&lt;br /&gt;
You start in [[Medbay]]. You mess with all sorts of [[Guide_to_chemistry|chemicals]]. That&#039;s it. Some of the time you can do whatever you feel like for most of the round or make stuff to deal with the [[shitcurity|security officers]] or [[traitor|syndicate]] fucking with shit in your lab. Be sure to keep the scientists stocked with acid, and keep your nose out of those space drugs!&lt;br /&gt;
&lt;br /&gt;
[[File:Chemistry.png|300px|thumb|alt=Medbay|The chemical research lab is located in [[Medbay]]. It provides enough work space for two people]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Getting Things Done ==&lt;br /&gt;
Chemists are naturally suspicious individuals. They&#039;ve got all the tools in the world to break in wherever they desire and/or kill people in all sorts of horrifying and inhumane ways. An easy way to allay this suspicion - whether you plan on doing something suspicious or not - is to make yourself useful to the station at the game&#039;s beginning. Any accidents are likely to be blamed on your coworker, then, if you have one.&lt;br /&gt;
&lt;br /&gt;
=== Tools of the trade ===&lt;br /&gt;
[[File:Dispenser.png]] The [[Medical_items#Chem Dispenser|Chem Dispenser]] turns electrical energy into a variety of basic chemicals, through &amp;lt;s&amp;gt;magic&amp;lt;/s&amp;gt; science. Guard it with your life. If you run out of power, you can disassemble the dispenser with screwdriver+crowbar and rebuild it by first putting the circuit board back, and then all other things but use a full power cell [[File:Power_cell.png]] instead of the old one. Then screwdriver to finish. Or you can charge the machine with an [[inducer]] [[File:Inducer.png]].&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Nduct_n_w.png]] In addition to the traditional chem dispensers, there&#039;s a system called [[Guide_to_plumbing|plumbing]] with its own dedicated area. &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:chemmaster.gif]] The [[Medical_items#ChemMaster 3000|ChemMaster 3000]] can magically separate chemicals, and has the ability to produce a limitless supply of 50 unit pills, 40 unit patches and 30 unit bottles.&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Blender.png]] The [[Medical_items#Reagent Grinder|Reagent Grinder]] is identical to the grinder the Chef has. It can be used to extract chemical reagents from things the Shaft Miners, Chef, and Botanists produce.&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Chemheater.png]] The [[Medical_items#Chemical Heater|Chemical Heater]] is important for making many recipes that require high temperatures to mix.&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Pillsbox.png]] Inside the chemistry locker you will find boxes of pill bottles on some maps. These can be loaded with pills for inventory space efficiency. [[File:Pillbottle.png]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Hypobox.png]] Alongside the boxes of pill bottles, you can also find boxes of empty hypospray kits. These can be filled and given to doctors to help them in treating patients. [[File:Hypospray.png]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:writingbox.png]] Some maps also have medical sprays in the same locker. These can be filled with chemicals by using the ChemMaster. They work as patches and provide an optional way to apply medicine.[[File:Medicalspray.png]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:handlabeller.png]] On a table is a hand labeller. This can be used to label beakers, pill bottles, grenades and many other things. Actual pills and patches are instead labelled with the ChemMaster.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Being helpful ===&lt;br /&gt;
These are some suggested things you can make. Just remember you can&#039;t be certain that these things will actually be used, so if you wish you can choose to hold off on most things until you receive requests. Also, if you are using a map with the [[Guide_to_plumbing|plumbing]] system instead of a chem dispenser you may want to focus on mass-producing a select few things instead of a bit of everything. &lt;br /&gt;
&lt;br /&gt;
==== Roundstart ====&lt;br /&gt;
If someone comes and requests something from you, make sure you fulfil them first. No one likes a chemist doing his own thing as they have to stand there waiting. If you are in the middle of something, inform them that you will be right with them. These suggestions were written with an available chem dispenser in mind. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;For yourself&#039;&#039;&#039;:&lt;br /&gt;
** Make [[Guide_to_chemistry#Plastic_Sheets|plastic sheets]], then use them to craft large water bottles. These are functionally identical to large beakers!&lt;br /&gt;
** Bring a few [[Guide_to_chemistry#Plastic_Sheets|plastic sheets]] to the [[Guide_to_Research_and_Development#Techfab|medical techfab]], and you should be able to print a few 120u XL-beakers. &lt;br /&gt;
** Print a chemistry bag from your ChemDrobe. You will use it to put pills/patches/bottles in either a fridge, a pile somewhere (click-drag bag to the floor) or to just carry them around. It&#039;s your choice. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Suggested basic chems&#039;&#039;&#039; (in order of urgency):&lt;br /&gt;
** 30u [[Guide_to_chemistry#Unstable_Mutagen|unstable mutagen]] bottles for the [[Botanist]] (if asked to). &lt;br /&gt;
** 30u [[Guide_to_chemistry#Mannitol|mannitol]] bottles. Bottles let people use them both to heal their brain damage and to pour on damaged brains. &lt;br /&gt;
** 40u [[Guide_to_chemistry#Potassium_Iodide|potassium iodide]] pills. Heals minor radiation. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Suggested intermediate chems&#039;&#039;&#039;:&lt;br /&gt;
** 40u [[Guide_to_chemistry#Synthflesh|synthflesh]] patches. Heals both brute and burn even on corpses, but deals toxin damage. If you want to mass-produce something, this is a good choice. &lt;br /&gt;
** 10u [[Guide_to_chemistry#Neurine|neurine]] pills. This heals [[Guide_to_Traumas#Basic_Traumas_Without_Prefix|basic traumas]]. &lt;br /&gt;
** 5u [[Guide_to_chemistry#Oculine|oculine]] pills. Heals eyes. &lt;br /&gt;
** 0.5u [[Guide_to_chemistry#Inacusiate|Inacusiate]] pills. Heals ears. &lt;br /&gt;
** 0.5u [[Guide_to_chemistry#Mutadone|mutadone]] pills. Instantly removes [[Guide_to_genetics#Mutations_and_Their_Consequences|mutations]]. &lt;br /&gt;
** 10u [[Guide_to_chemistry#Probital|probital]] pills. Heals brute. &lt;br /&gt;
** 100u [[Guide_to_chemistry#Hercuri|hercuri]] spray bottle. Heals burn. &lt;br /&gt;
** 20u [[Guide_to_chemistry#Syriniver|syriniver]] + 80u anything else in &#039;&#039;Intravenous Medicine Bags&#039;&#039;. Heals toxins. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Suggested advanced chems&#039;&#039;&#039;:&lt;br /&gt;
** 20u [[Guide_to_chemistry#Pentetic_Acid|pentetic acid]] pills. Heals toxins, major radiation and purges all chemicals quickly. &lt;br /&gt;
** 30u [[Guide_to_chemistry#Salbutamol|salbutamol]] pills. Heals oxyloss safely and lets you survive without air. &lt;br /&gt;
** 10u [[Guide_to_chemistry#Atropine|atropine]] patches. Quickly heals someone who is in [[Health#Critical_Status|crit]]. &lt;br /&gt;
** 5u [[Guide_to_chemistry#Rezadone|rezadone]] patches. Instantly removes all [[Health#Cellular|cellular]] damage and can [[Guide_to_medicine#Husk|unhusk]] corpses. Eliminates the need for [[Guide_to_medicine#Cryogenics_Tube|cryo]]. Hunt and slaughter [[Critters#Hostile|space carp]] or use your [[Botany]] skills to grow [[Guide_to_hydroponics#Koibean|koibeans]] for the [[Guide_to_chemistry#Carpotoxin|carpotoxin]]. &lt;br /&gt;
** 10u [[Guide_to_chemistry#Lipolicide|lipolicide]] pills. To make fat people slim.&lt;br /&gt;
&lt;br /&gt;
==== Other things you may want to do ====&lt;br /&gt;
* During a [[Infections|disease]] outbreak, if the cure is something you can produce then make pills of it. Curing can take a random time so aim for pills at least 5u big. If the [[virologist]] comes in with a [[Infections#How_to_create_a_vaccine|vaccine]], then make 0.4u vaccine pills instead. Read more about common cures under [[Infections#Understanding_stats|here]]. You can also make the [[Infections#How_to_create_a_vaccine|vaccine]] yourself at the [[Holodeck|holodeck]] Emergency Medical program, if you have time. &lt;br /&gt;
* Cargo might ask for a 30u bottle of a certain chemical for a [[Supply_crates#Bounties|bounty]]. &lt;br /&gt;
* Botany can use [[Guide_to_chemistry#Saltpetre|saltpetre]] to quickly optimize plant stats, [[Guide_to_chemistry#Diethylamine|diethylamine]]/[[Guide_to_chemistry#Ammonia|ammonia]] as fertilizers and a [[Medical_items#Eyedropper|dropper]] for precise mutations.&lt;br /&gt;
* [[Guide_to_xenobiology|Xenobiology]] can use radium to make various [[Guide_to_xenobiology#Green_Slime|mutation toxins]].&lt;br /&gt;
* The [[Virologist]] sometimes want more [[Guide_to_chemistry#Synaptizine|synaptizine]] to make new and exciting [[Infections|diseases]].&lt;br /&gt;
* [[Geneticist]]s can benefit from a supply of [[Guide_to_chemistry#Potassium_Iodide|potassium iodide]] or to treat radiation levels in themselves and their subjects.&lt;br /&gt;
* The [[Janitor]] might want you to refill his [[General_items#Space_Cleaner|space cleaner bottle]]. &lt;br /&gt;
* You can help the [[Chef]] replenish the supply of sugar. &lt;br /&gt;
* The [[Bartender]] might request various chemicals to make [[Guide_to_food_and_drinks#Drinks|cocktails]] with, though bear in mind that a bartender who wants anything particularly toxic is probably up to no good.&lt;br /&gt;
* The [[Warden]] might request various chemicals to use in [[Security_items#Chemical_Implant|implants for prisoners]], to ensure they don&#039;t re-offend.&lt;br /&gt;
* Grind up snacks to make nutriment or vitamin pills and taunt the Chef about his inefficient creations.&lt;br /&gt;
* In the event of a rogue [[Terminology#Hulk|Hulk]] from [[Guide_to_genetics|genetics]] rampaging about, a syringe gun loaded with a syringe containing 1 unit mutadone and 14 units chloral hydrate/lexorin will make them very sad.&lt;br /&gt;
* In the case of a rogue [[AI]], various people will want [[Guide_to_chemistry#Thermite|thermite]] in order to break through reinforced walls.&lt;br /&gt;
* Rogue AIs, in particular, go down with a combination of [[Guide_to_chemistry#Thermite|thermite]] and EMP grenades.&lt;br /&gt;
* Enable the reagent scanner on your [[PDA]] and test the food and drinks at the bar and kitchen for tampering. This can also be used on people to find out what they&#039;ve been poisoned with.&lt;br /&gt;
* You aren&#039;t far from the medbay lobby or the [[Guide_to_medicine#Cryogenics_Tube|cryogenics]], so if there are no [[Medical Doctor]]s around, feel free to grab a health analyzer and start treating patients.&lt;br /&gt;
* The [[Clown]] will often request [[Guide_to_chemistry#Space_Lube|space lube]]. When this happens you have a choice. The recommended choice is to NOT give [[Guide_to_chemistry#Space_Lube|lube]] to the clown. [[Guide_to_chemistry#Barbers_Aid|Barbers Aid]] can be used as a prank worthy substitute.&lt;br /&gt;
&lt;br /&gt;
=== Arming thyself ===&lt;br /&gt;
* Grab one of the syringe guns in Medbay before the Medical Doctors get them. It&#039;s a valuable weapon in your hands when filled with [[Guide_to_chemistry#Chloral_Hydrate|Chloral Hydrate]] or worse. &lt;br /&gt;
* Later in the round, if you&#039;ve been nice to [[Research_Division|R&amp;amp;D]], and they are competent, they might research &amp;quot;Medical Weaponry&amp;quot;, which lets you print a rapid syringe gun from the [[Guide_to_Research_and_Development#Techfab|medical techfab]]. This can hold six syringes at once. &lt;br /&gt;
* A space cleaner spray bottle can be used as a ghetto flamethrower with [[Guide_to_chemistry#Chlorine_Trifluoride|chlorine trifluoride]].&lt;br /&gt;
* You have all the tools you need to make [[#Grenades|grenades]]. &lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
As a chemist, you have the tools you need to craft chemical grenades. See the [[Grenade|grenade guide]] to learn how to make them. These can be both beneficial and malicious, depending on what chems you put into the two beakers. When the grenade is triggered the two beakers will mix. Typically you want the grenade to result in either [[Guide_to_chemistry#Smoke|smoke]] or [[Guide_to_chemistry#Fluorosurfactant|foam]] containing other chemicals. To learn the differences between smoke and foam, see [[Guide_to_chemistry#Smoke_vs_foam_vs_others|Smoke vs foam vs others]].&lt;br /&gt;
&lt;br /&gt;
===Pills and Patches===&lt;br /&gt;
Pills are a great way to give large amounts of medicine at once - if you are going to make medicine that will be single-serve, make it pill form. Each pill can hold 50 units of material at one time, and up to seven can be stored in a pill bottle! They are even small enough to store in your pockets. Patches are similar to pills but work in a touch-based way rather than ingestion. Read more about the different ways of applying chemicals under [[Guide_to_chemistry#Reagent_Delivery|Reagent Delivery]]. &lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* If there are no chemistry bags available, you can use [[Engineering_items#Wirecutters|wirecutters]] [[File:Wirecutters.png]] on two bedsheets, activate the resulting cloth in your hand and craft one. &lt;br /&gt;
* The effects of [[Guide_to_chemistry#Chloral_Hydrate|chloral hydrate]] don&#039;t work if you drink [[Guide_to_food_and_drinks#Coffee|coffee]] beforehand. You&#039;ll still take damage if the dose was high enough but you don&#039;t get knocked out. [[Guide_to_food_and_drinks|Coffee|Coffee]] usually completely negates [[Guide_to_chemistry#Chloral_Hydrate|chloral hydrate]], however.&lt;br /&gt;
* The effects of different chemicals stack, as they are all processed individually at the same time. &lt;br /&gt;
* Foam and smoke carry reagents. Foam will continuously apply the reagent&#039;s vapour effect, while smoke will cause touch effects and repeated ingestion. One can release a [[Guide_to_chemistry#Synthflesh|synthflesh]] smoke grenade to heal someone from [[Health#Critical_Status|critical]] to full health almost instantly, or use a [[Guide_to_chemistry#Fluorosulfuric_Acid|fluorosulfuric acid]] smoke grenade to make everyone&#039;s stuff start melting and deal absolutely &amp;lt;i&amp;gt;decent&amp;lt;/i&amp;gt; amounts of damage.&lt;br /&gt;
* [[Grenade|Grenades]] are great for everything. Experiment!&lt;br /&gt;
* If you go to the chef or break room at round start and grab a heated donk pocket, and then to the chaplain for some holy water (bring a beaker), you now have the stuff to make [[Guide_to_chemistry#Strange_Reagent|Strange Reagent]], which can literally bring people back from the dead. Laugh at the geneticists as they space themselves after becoming effectively useless. Also, this strange reagent can be diluted with other reagents. It only requires 0.4u of strange reagent to revive someone.&lt;br /&gt;
* [[Guide_to_chemistry#Strange_Reagent|Strange Reagent]] can only revive someone with less than 100 brute and 100 burn damage. This does not stack; 99 brute and 99 burn means they can still be revived.&lt;br /&gt;
* You don&#039;t need a grenade for foam. You can have [[Guide_to_chemistry#Fluorosurfactant|fluorosurfactant]] in a beaker and a bottle of equal water. Combine the two to produce grenade-less foam. &lt;br /&gt;
* Medbay lobby looking like a chainsaw massacre? Let loose some [[Guide_to_chemistry#Space_Cleaner|space cleaner]] foam and watch as medical bay is &amp;lt;i&amp;gt;magically cleaned&amp;lt;/i&amp;gt; and the [[janitor]] infuriated.&lt;br /&gt;
&lt;br /&gt;
===Tips for Antagonizing===&lt;br /&gt;
* Some chemicals deal absolutely amazing damage. If you fill a spray bottle with [[Guide_to_chemistry#Chlorine_Trifluoride|chlorine trifluoride]], you will literally spray fire.&lt;br /&gt;
* You can put pretty much put any deadly chemical into patches. Make some [[Guide_to_chemistry#Fluorosulfuric_Acid|fluorosulfuric acid]] patches labeled &amp;quot;[[Guide_to_chemistry#Synthflesh|Synthflesh]],&amp;quot; or put some [[Guide_to_chemistry#Chlorine_Trifluoride|chlorine trifluoride]] and [[Guide_to_chemistry#Phlogiston|phlogiston]] into a patch and anyone who uses it will be lit on fire instantly with no way of putting themselves out without an extinguisher or space.&lt;br /&gt;
* [[Guide_to_chemistry#Sulfonal|Sulfonal]] is [[Guide_to_chemistry#Chloral_Hydrate|chloral hydrate]], but needs more preparation, takes longer to act, and takes WAY longer to stop acting. Put sulfonal and [[Guide_to_chemistry#Cyanide|cyanide]] into a beaker in equal parts, and you have a kill mix that gives someone about 45 seconds of awake time before they drop and don&#039;t get back up, provided you drag them to a safe place to die.&lt;br /&gt;
* Some of the Bartender&#039;s drinks are very powerful. If you combine the Pan-Galactic Gargle Blaster with morphine, it will give you [[Guide_to_food_and_drinks#Neurotoxin|Neurotoxin]], which will mess up anyone hit with it.&lt;br /&gt;
* If you e-mag a service borg, they can produce infinite amounts of &amp;quot;beer&amp;quot; that will put someone to sleep when they ingest it.&lt;br /&gt;
* If you can somehow get lethal syringes from Security, they hold fifty units and fit in syringe guns. You can have much more powerful death mixes if you use one of these, but try not to miss as they cannot be replaced!&lt;br /&gt;
* If researched, you can print piercing syringes from the [[Guide_to_Research_and_Development#Techfab|medical techfab]]. These can hold 10u and will penetrate hardsuits. &lt;br /&gt;
* Later you can print bluespace syringes from the [[Guide_to_Research_and_Development#Techfab|medical techfab]], which can hold 60u (though don&#039;t fit in syringe guns.)&lt;br /&gt;
* Do not underestimate the power of foam. Even with no reagents, it can provide a barrier and prevent people from getting by without slipping.&lt;br /&gt;
* &amp;quot;Accidentally&amp;quot; leave some [[Guide_to_chemistry#Fluorosulfuric_Acid|fluorosulfuric acid]] in the [[Guide_to_medicine#Cryogenics_Tube|cryo tubes]]. Unattentive doctors will just flick it on and walk away as the patient dies screaming. Expect to be lynched, however.&lt;br /&gt;
* You can make drugs like [[Guide_to_chemistry#Methamphetamine|methamphetamine]] to move very fast and have stun reduction in combat, though you should only take small amounts.&lt;br /&gt;
* [[Traitor|Traitors]] can buy a [[Syndicate_items#Poison_Kit|poison kit]]. This box contains ten bottles of horrible poisons that are also very effective in killing people.&lt;br /&gt;
* [[Traitor_Items#Sleepy_Pen|Sleepy pens]] can be refilled with any chemicals.&lt;br /&gt;
&lt;br /&gt;
==Chemical-X==&lt;br /&gt;
Chemistry is one of the jobs with the highest harmful potential. With some planning, you can make many different gimmicks as a [[Traitor|traitor]] chemist. A LOT of the chemicals you have access to will kill when injected. Access to grenades is a plus. Search around or experiment for better &amp;quot;[[Guide_to_chemistry#Chlorine Trifluoride|hellfoam]]&amp;quot; and &amp;quot;[[Guide_to_chemistry#Chlorine Trifluoride|hellsmoke]]&amp;quot; mixes. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to make something grand and spectacular though, consider crafting and learning how to use a [[Makeshift_weapons#Chemical_Payload|chemical payload]]. &lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 3F7597&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Paramedic&amp;diff=10967</id>
		<title>Paramedic</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Paramedic&amp;diff=10967"/>
		<updated>2022-04-13T18:40:44Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason=Medigun should be mentioned either here, on CMO, or on Medical Doctor. Guide to Mediguns is currently orphaned.}}{{JobPageHeader&lt;br /&gt;
|colour = 3F7597&lt;br /&gt;
|hcolour = white&lt;br /&gt;
|bcolour = 3F7597&lt;br /&gt;
|bhcolour = white&lt;br /&gt;
|ebcolour = 3F7597&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #66ccff&lt;br /&gt;
|img_generic = Paramedic_basic2.png&lt;br /&gt;
|img = Generic_Paramedic.png&lt;br /&gt;
|jobtitle = Paramedic&lt;br /&gt;
|access = [[Medbay]], [[Morgue]], [[Maintenance]], [[E.V.A.]], Most department lobbies, Mineral Storage&lt;br /&gt;
|additional = [[Genetics Lab]], [[Operating Theatre|Surgery]]&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Run around the station looking for patients, respond to emergencies, give patients a roller bed ride to medbay&lt;br /&gt;
|guides = [[Guide to medicine|Guide to Medicine]], [[Surgery|Guide to Surgery]], [[Guide to Traumas]], [[Guide to Wounds]]&lt;br /&gt;
|quote = I swear, the next schmuck that gets spaced without suit sensors is staying there.&lt;br /&gt;
|requirements = Find and bring injured crew members to [[Medbay]] so they can be treated by [[Medical_Doctor|the doctors]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are essentially a rescue medic. You spend most of your time outside medbay and therefore have reduced access. However you have increased access to the rest of the station.&lt;br /&gt;
&lt;br /&gt;
You spawn with a [[File:Medicalbelt.png]] [[Medical_Belt#Medical_Belt|Medical Belt]] full of stuff, a collapsed [[File:Roller_Bed.png]] Roller Bed and a Proximity Crew Pinpointer in [[Medbay|Medbay Lobby]].&amp;lt;br&amp;gt;&lt;br /&gt;
You will most likely want to get the Handheld Crew Monitor from your belt, a better Crew Pinpointer from one of the NanoMed Plus vending machines, a Health Scanner HUD and a Health Analyzer. After gearing up, go patrol the station looking for patients.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic skills:&#039;&#039;&#039; Enforce suit sensors, perform first aid, &#039;&#039;&#039;don&#039;t drag bleeding people over the halls&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advanced skills:&#039;&#039;&#039; Be able to do deal with all kinds of damage on the spot, know how to use a defibrillator, be efficient at healing more with less, rescue people from [[Space|faraway places]].&lt;br /&gt;
&lt;br /&gt;
[[File:Medbay.png|300px|thumb|link=http://puu.sh/3EEVj.png|[[Medbay]]]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Roller_Bed.png]] Medbay to bar, quick!==&lt;br /&gt;
When you are a Paramedic, your job is to rescue people, take them to medbay, and leave them to be treated there. You can also perform first aid, diagnosing injuries and diseases with the help of a [[File:Health_analyzer.gif|link=Special:FilePath/Health_analyzer.gif]] [[health analyzer]], printable from the medical techfab, or even your PDA.&amp;lt;br&amp;gt;&lt;br /&gt;
Most of the times, your Handheld Crew Monitor will tell you enough. At least as long as people have their suit sensors on. Keep the monitor screen on and put it in your pocket or jacket slot, it&#039;s extremely useful. When someone shows up as damaged, find them with your pinpointer and either suggest them to go to medbay or take them there.&amp;lt;br&amp;gt;&lt;br /&gt;
The job is very simple. Find and transport people safely to medbay. But even that can prove challenging under [[Nuclear_Operative|certain]] [[Revolutionary|hostile]] [[Blood_Cult|scenarios]], so be prepared. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a first step towards becoming a good Paramedic, you are recommended to read the [[Guide_to_medicine|Guide to medicine]]. You will learn how to treat many different ailments.&lt;br /&gt;
&lt;br /&gt;
==[[File:Medicallocker.png]] Medical Storage==&lt;br /&gt;
The main reason you&#039;ll come into this room is to grab one of the [[File:MedGlasses.png]] [[Clothes_and_internals#Health_Scanner_HUD|Health Scanners]] on the table. These totally not anime inspired eyewear pieces let you see people&#039;s healthbars over their head. Not only is this useful for finding critical patients quickly in a crowd, but the [[HUD#Medical_HUD_Icons|red cross next to their healthbar]] will change to a sickly face if they&#039;re infected with a virus, or a purple xenomorph if they&#039;re infected with an [[alien]] larva. Chemists, Geneticists and many others will sometimes want these, too.&lt;br /&gt;
&lt;br /&gt;
You might want to also buy a better pinpointer from the NanoMed Plus and a Health Scanner. You can find biosuits for when the [[virologist]] fucks up. There are also spare first-aid kits that are very disputed, so try to be mindful when you take them and perhaps even warn [[Chief_Medical_Officer|your boss]].&lt;br /&gt;
&lt;br /&gt;
==[[File:Health_analyzer_adv.gif|link=Special:FilePath/Health_analyzer_adv.gif]] Advanced Paramedic Work==&lt;br /&gt;
Giving drunk bar patrons roller bed rides not your style? Want to be a hero? Well, you probably won&#039;t, but you certainly can do more.&amp;lt;br&amp;gt;&lt;br /&gt;
Never forget that you have [[Maintenance]] and [[E.V.A.]] for a reason: You are expected to retrieve lost bodies. [[Engineering]] blew up again? Get your spacesuit and bring the boys back home so they can fix their own mess. Space man [[Head_of_Personnel|HoP]] forgot to refill his oxygen tank? Off you go. In some cases, you can even go in your own little lavaland adventure to retrieve a [[Shaft_Miner|miner&#039;s]] corpse.&amp;lt;br&amp;gt;&lt;br /&gt;
With you around, nobody has to stay dead!&lt;br /&gt;
&lt;br /&gt;
===[[File:Medicalbelt.png]] The emergency utility belt===&lt;br /&gt;
Once you get used to [[Guide_to_medicine|standard medical procedures]], you can ask [[Medical_Doctor|the doctors]] for their starting [[File:SMed.png]] medkit. It and one or two chems in your bag should be more than ideal.&amp;lt;br&amp;gt;&lt;br /&gt;
If they are stingy, make do by stuffing a second belt full of things that allow you to get people up and running by yourself.&lt;br /&gt;
* [[File:Suture.png]] Sutures. In all basic medkits and extremely cheap to heal brute damage. Get faster as you get experience.&lt;br /&gt;
* [[File:Regenerative_mesh.png]] Regenerative mesh. In all basic medkits and extremely cheap to heal burn damage. Get faster as you get experience.&lt;br /&gt;
* [[File:Scalpel.png]] Basic [[Surgery|surgery]] tools. While you could technically perform surgery, this is a work better left for [[Medical_Doctor|doctors]]. Have a set of basic tools ([[File:Drapes.png]]Drapes, [[File:Scalpel.png]]Scalpel, [[File:Hemostat.png]]Hemostat and [[File:Cautery.png]]) to treat [[Guide to Wounds|wounds]] like severe burns.&lt;br /&gt;
* [[File:Cleaner.png]] [[Guide_to_chemistry#Hercuri|Hercuri]] Spray. Cools down temperature and treats burns slowly. Expendable and abundant, but basically freezes the patient. Tell them to get coffee after. Spray away the [[Assistant|tide]] when they fail their hacks and ask for help.&lt;br /&gt;
* [[File:Bandaid_brute.png]] [[Guide_to_chemistry|Chem]] patches, syringes, gels and sprays. These allow you to heal damage a lot faster, but the ones found in the NanoMed and in medkits are usually limited. [[Guide_to_chemistry#Libital|Libital]], [[Guide_to_chemistry#Aiuri|Aiuri]] and [[Guide_to_chemistry#Syriniver|Syriniver]] are good examples of cheap useful chems, even though they have side effects.&lt;br /&gt;
* [[File:MediPen.png]] Medipens. Exceptional for healing a lot of damage very quick and efficiently, but scarce. Save for emergencies or leave them there. [[Guide_to_chemistry#Salicyclic_Acid|Salicyclic Acid]], [[Guide_to_chemistry#Oxandrolone|Oxandrolone]] and [[Guide_to_chemistry#Pentetic_Acid|Pentetic Acid]] can all be found in their specific medkits.&lt;br /&gt;
&lt;br /&gt;
In the end, it should be looking somewhat like this:&lt;br /&gt;
[[File:Medibelt_action.png|link=Special:FilePath/Medibelt_action.png]]&lt;br /&gt;
&lt;br /&gt;
===[[File:Defib.png]] Clear!===&lt;br /&gt;
If a patient has died recently, you may be able to use the &#039;&#039;&#039;defibrillator&#039;&#039;&#039; to revive them on the spot. The [[Medical_items#Defibrillator|defibrillator]] can be found in [[Medical_Doctor|Medical Doctor]] lockers (plus a more portable version in the CMO&#039;s locker or medical techfab after some research is done). &lt;br /&gt;
&lt;br /&gt;
To use a normal bulky defibrillator, take off your backpack or satchel, put the defib on your back and click it, get your other hand free and activate the paddles to wield them in both hands, then click on the patient while targeting their chest. If the patient is wearing a thick suit like a space suit or firesuit you need to strip it off as well. STOP DRAGGING the patient, if you are, to prevent yourself from being shocked as well.&lt;br /&gt;
&lt;br /&gt;
In order to successfully resuscitate a patient, several criteria must be met:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. The patient must not have over 180 brute or burn damage; 179 brute and 179 burn is fine, just not 180 of one type. Reduce their damage below 180, and you can try again.&lt;br /&gt;
&lt;br /&gt;
2. The patient must not be a suicide.&lt;br /&gt;
&lt;br /&gt;
3. The patient must not be catatonic.&lt;br /&gt;
&lt;br /&gt;
4. The patient must be in their body (they will get a message when they begin being defibrillated).&lt;br /&gt;
&lt;br /&gt;
5. The patient must have a heart. Plasmamen do &#039;&#039;&#039;not&#039;&#039;&#039; have hearts, for example.&lt;br /&gt;
&lt;br /&gt;
6. If the patient has a heart, it must not have decayed completely. If there&#039;s too much heart decay, you&#039;ll need to replace it or perform a [[Surgery#Coronary_Bypass|coronary bypass]].&lt;br /&gt;
&lt;br /&gt;
If all these factors are met, then the patient will come back to life! However, this doesn&#039;t mean they can just get right back up. Instead, they&#039;ll likely still be deep in critical condition, as a successful revival only removes a bit of each damage type. They must quickly receive medical attention if you want to keep them alive. Make sure to use a health analyzer or your PDA to check how they died; if they have harmful chemicals in their body, they most likely still do (chemicals remain in bodies after death, but do not metabolize).&lt;br /&gt;
&lt;br /&gt;
==[[File:MedGlasses.png]] Paramedic Equipment==&lt;br /&gt;
Medbay has quite the collection of tools and chemicals to make your job easier (or harder). Some deserve the mention, others are situational.&lt;br /&gt;
&lt;br /&gt;
Here is a list of stuff that either Paramedics spawn with, or are available in medbay:&lt;br /&gt;
* [[File:Compactdefib.png]] [[Medical_items#Compact_Defibrillator|Compact Defibrillator]]. The only way to defib on the go. Needs research or a lot of begging to the CMO.&lt;br /&gt;
* Crew Pinpointers. The one that you spawn with only activates close to whoever you&#039;re tracking. You can, however, buy a proper Crew Pinpointer in the Nanomed Plus vending machine with your starting money.&lt;br /&gt;
* [[File:Evahelmet.png]] [[Clothing_and_Accessories#EVA_Helmet|E.V.A. Helmet]] and Suit. These two form, together, a spacesuit. They will only work together or coupled with an analogous spaceproof clothing. &#039;&#039;&#039;Don&#039;t rush E.V.A. and steal everything. Do it only if needed.&#039;&#039;&#039;&lt;br /&gt;
* Handheld Crew Monitors. Arguably the most useful item you can hope to have. Using the information from suit sensors, it will give you all you need to know anywhere. Allows you to chill by the bar without much care.&lt;br /&gt;
* [[File:Health_analyzer.gif|link=Special:FilePath/Health_analyzer.gif]] [[Health Analyzer|Health Analyzers]]. Allow you to check someone&#039;s condition further than the Crew Monitor, showing diseases, traumas and chemicals in their blood (activate the item to toggle Chemical mode). An advanced version can be researched and printed at the medical techfab.&lt;br /&gt;
* [[File:MedGlasses.png]] [[Clothes_and_internals#Health_Scanner_HUD|Health Scanners]]. Immediate visual information for any living mob in your field of view. Not as robust as a proper Health Analyzer, but will help you quickly identify problems on passersby. A night vision upgrade is researchable.&lt;br /&gt;
* [[File:Medicalbelt.png]] [[Medical_Belt#Medical_Belt|Medical Belt]]. Extremely useful, as it can hold most relevant tools and medicine. Can also hold cigarettes and lighters. The one you spawn with has a Handheld Crew Monitor and some less important medicine that you can right click to check their use. Fits in your bag.&lt;br /&gt;
* [[File:Nitrile_gloves.png]] [[Clothing_and_Accessories#Nitrile_Gloves|Nitrile Gloves]]. Keep your fingerprints to yourself. The [[Detective]] will thank you for keeping those on.&lt;br /&gt;
* [[File:Roller_Bed.png]] Roller Beds. Dragging bleeding people will make them bleed even more, as well as making you slower. These are often helpful and sometimes vital. Also fun and collapsible.&lt;br /&gt;
&lt;br /&gt;
==[[File:Light_Bulb.png]] Tips==&lt;br /&gt;
* The bar has several drinks that help top off damage. Cream for brute, Lime Juice for toxin, Orange Juice for oxygen, Tomato Juice for burn, Blood Mary for blood and more.&lt;br /&gt;
* Raw carrots heal eye damage.&lt;br /&gt;
* Star-Kist is just cola with orange juice. This means that it will metabolize a bit faster and can be used as a poor man&#039;s medicine to speed up CPR.&lt;br /&gt;
* Wearing earmuffs will heal ear damage.&lt;br /&gt;
* Wearing a blindfold will heal eye damage.&lt;br /&gt;
* People with MODSuits on cannot be defibbed.&lt;br /&gt;
* If you&#039;re not sure if someone&#039;s damage is too much, you can PDA them to ask if they need medical assistance.&lt;br /&gt;
* Even as a non-antag, try to carry a toolbelt with you to hack when needed and to crowbar open doors. Extra access can also work to this effect.&lt;br /&gt;
* When needed, ask your patients for their epipen. You could also take it while they are down. It&#039;s safer to have yours saved for an emergency.&lt;br /&gt;
* [[Guide_to_chemistry#Miner&#039;s Salve|Miner&#039;s Salve]] can be made with a twinkie, plasma sheet and iron sheet in a grinder.&lt;br /&gt;
* Don&#039;t forget to check the NanoMed for Libital and Aiuri gel. They are very very good.Or just bug the chemist to do their job!&lt;br /&gt;
&lt;br /&gt;
===Tips for Traitoring===&lt;br /&gt;
* A stethoscope can be used to [[Hacking#Safe|break into the safe]]. &lt;br /&gt;
* You can replace the cryoxadone with acid, so instead of healing people cryo will melt them to death.&lt;br /&gt;
* Syringe gun is one of the most lethal weapons on the station. A simple 15 unit lexorin syringe will kill unless the victim receives medical care (or immediately injects themselves with their Epinephrine). Anyone with a thick suit will block syringes though.&lt;br /&gt;
* Carry a body in your roller bed and you won&#039;t get questioned too often. Use maintenance for safety.&lt;br /&gt;
&lt;br /&gt;
==[[File:Doubleagent.gif]] Don&#039;t worry, I&#039;ll take you to a better place==&lt;br /&gt;
You happen to be a traitor? Excellent! You have enough access to dispose of bodies, access to EVA for some space murder action, and maintenance access to boot! Not to mention that you don&#039;t look out of place in any department and people won&#039;t find anything strange about you wandering the halls with a corpse.&amp;lt;br&amp;gt;&lt;br /&gt;
You can do almost anything a doctor could: cryo sabotage, morgue shenanigans, overdoses, etc. But you have the access and freedom to do a lot more as well, like poisoning someone, taking them to the safety of maintenance to finish the job, then you could either drop them off at the morgue or behead them and throw it into sapc.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 3F7597&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Medical_Doctor&amp;diff=10966</id>
		<title>Medical Doctor</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Medical_Doctor&amp;diff=10966"/>
		<updated>2022-04-13T18:38:53Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision|reason=Medigun should be mentioned either here, on CMO, or on Paramedic. Guide to Mediguns is currently orphaned.}}{{JobPageHeader&lt;br /&gt;
|colour = 3F7597&lt;br /&gt;
|hcolour = white&lt;br /&gt;
|bcolour = 3F7597&lt;br /&gt;
|bhcolour = white&lt;br /&gt;
|ebcolour = 3F7597&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img_generic = Generic_Medical_Doctor.png&lt;br /&gt;
|img = Generic_Medical_Doctor.png&lt;br /&gt;
|jobtitle = Medical Doctor&lt;br /&gt;
|access = [[Medbay]], [[Morgue]], [[Operating Theatre|Surgery]], Mineral Storage&lt;br /&gt;
|additional = [[Chemistry Lab]], [[Virology]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Save lives, run around the station looking for victims, scan everyone in sight&lt;br /&gt;
|guides = [[Guide to medicine]], [[Surgery|Guide to Surgery]], [[Guide to Traumas]], [[Guide to Wounds]]&lt;br /&gt;
|quote = Oh, are you hurt? Here, let me kiss it better...&lt;br /&gt;
 |requirements = If injured people will let you heal them instead of breaking into Medical Storage, do so.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are the Medical Doctor. Your job is to ensure the crew stays healthy and alive, healing the wounded and reviving the dead. Needless to say, your work is cut out for you, but don&#039;t despair! You can still help people! Mostly. &lt;br /&gt;
&lt;br /&gt;
[[File:Medbay.png|300px|thumb|link=http://puu.sh/3EEVj.png|[[Medbay]]]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Doctor, Doctor!==&lt;br /&gt;
When you are a Medical Doctor, your job is to heal people, save them from the brink of death, and [[Guide_to_medicine#Revival_methods|revive]] the dead. You can diagnose injuries and diseases with the help of a [[health analyzer]] or even your PDA. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Much of the information on this page is dedicated to the basics of Medbay and the most prudent tips for beginning doctors. It&#039;s highly recommended that you read the [[Guide_to_medicine|Guide to medicine]] for full details on how health and bodies work in SS13, and the more advanced methods of restoring your patients.&lt;br /&gt;
&lt;br /&gt;
==Gearing Up==&lt;br /&gt;
Unsurprisingly, the first thing you should do upon spawning in as a Medical Doctor is explore Medbay, collect the tools you&#039;ll need to do the job, and familiarize yourself with the layout of whatever station you&#039;re on. There&#039;s a lot of goodies to go through, but once you get the hang of things, it&#039;s not too hard to equip yourself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Proto.png]] The first thing to note is the &#039;&#039;&#039;medical techfab&#039;&#039;&#039;, usually located in the storage room. You can use it to produce various useful medical items, provided the miners are keeping the station&#039;s supplies up. If the Science department is doing their jobs, you&#039;ll also be able to print upgraded versions of many medical items once the appropriate research is done, so be sure to check back frequently.&lt;br /&gt;
&lt;br /&gt;
[[File:Health_analyzer.gif|link=Special:FilePath/Health_analyzer.gif]] The &#039;&#039;&#039;health analyzer&#039;&#039;&#039; allows you to diagnose your patients, and you&#039;ll find an analyzer in the white medkit you spawn with. Simply hit somebody with it, and you&#039;ll get a readout telling you what&#039;s wrong with them. Using it in-hand toggles reagent scan mode, which instead tells you what chemicals their bodies contain. You should always have one of these on hand; later on, you might be able to upgrade to an &#039;&#039;&#039;advanced health analyzer&#039;&#039;&#039;, which gives even more information.&lt;br /&gt;
&lt;br /&gt;
[[File:MedGlasses.png]][[File:Nitrile_gloves.png]][[File:Medicalbelt.png]] Three pieces of clothing to collect are the &#039;&#039;&#039;medical HUD glasses&#039;&#039;&#039;, &#039;&#039;&#039;nitrile gloves&#039;&#039;&#039; and &#039;&#039;&#039;medical belt&#039;&#039;&#039;. The glasses allow you to see health bars above living creatures, instantly cluing you in on who&#039;s wounded; if the small icon next to them shows a face, they have a disease. The angrier the face looks, the worse the illness. The gloves drastically speed up the time needed to use patches, syringes and pills, and the belt can hold up to seven medical items for convenience. You can find all of these in a &#039;&#039;&#039;medical doctor&#039;s locker&#039;&#039;&#039;, usually in the storage room.&lt;br /&gt;
* On most stations, there is a pile of spare belts and Medical HUD glasses in the storage room.&lt;br /&gt;
&lt;br /&gt;
[[File:SMed.png]][[File:Tmed.png]][[File:Bmed.png]][[File:Brutefak.png]][[File:O2med.png]] &#039;&#039;&#039;Health kits&#039;&#039;&#039; contain a variety of items and medicine. The &#039;&#039;&#039;white&#039;&#039;&#039; medkits contain general use items, whereas the colored ones correspond to damage types. &#039;&#039;&#039;Green&#039;&#039;&#039; is toxin damage, &#039;&#039;&#039;orange&#039;&#039;&#039; is burn damage, &#039;&#039;&#039;pink&#039;&#039;&#039; is brute damage and &#039;&#039;&#039;blue&#039;&#039;&#039; is suffocation damage. Even if you don&#039;t know which chemicals do what, you can rely on the contents of these kits to heal a specific damage type from your patients. As a rule of thumb, don&#039;t dump the whole kit into one person: at most, one syringe, patch or pill at a time is a good bet.&lt;br /&gt;
&lt;br /&gt;
[[File:Drapes.png]][[File:Hemostat.png]][[File:Cautery.png]][[File:Retractor.png]][[File:Scalpel.png]][[File:Saw.png]][[File:Drill.png]] &#039;&#039;&#039;Surgical tools&#039;&#039;&#039; are needed for, well, surgery. The basic tools are the &#039;&#039;&#039;drapes&#039;&#039;&#039;, &#039;&#039;&#039;hemostat&#039;&#039;&#039;, &#039;&#039;&#039;cautery&#039;&#039;&#039;, &#039;&#039;&#039;retractor&#039;&#039;&#039;, &#039;&#039;&#039;scalpel&#039;&#039;&#039;, &#039;&#039;&#039;saw&#039;&#039;&#039; and &#039;&#039;&#039;drill&#039;&#039;&#039;. The white medkit you spawn with contains half of them, specifically the ones needed to perform the basic &#039;tend wounds&#039; surgery. You can find the rest in the operating rooms, or print them from the lathe. With the right research, you can also print advanced tools that combine the functions of two tools into one.&lt;br /&gt;
&lt;br /&gt;
[[File:MediPen.png]][[File:Suture.png]][[File:Regenerative_mesh.png]][[File:Gauze.png]] &#039;&#039;&#039;Medipens&#039;&#039;&#039; are single-use items that come preloaded with useful chemicals. In particular, the &#039;&#039;&#039;epinephrine medipen&#039;&#039;&#039; contains epinephrine, which stabilizes patients at critical health, and formaldehyde, which stops organs from rotting if injected into a corpse and generally makes revival a lot easier. &#039;&#039;&#039;Sutures&#039;&#039;&#039; and &#039;&#039;&#039;regenerative meshes&#039;&#039;&#039; can be used on people to quickly heal brute and burn damage, respectively, making them ideal for quickly patching up minor wounds. &#039;&#039;&#039;Medical gauze&#039;&#039;&#039; is used to stop bleeding in patients.&lt;br /&gt;
&lt;br /&gt;
[[File:Sgun.png]] The &#039;&#039;&#039;syringe gun&#039;&#039;&#039; is a tool that can be loaded with a syringe, and used to instantly inject people from a distance with a chemical. In theory, they can be used for doctoring to quickly inject someone with a syringe full of medicine at a distance. In practice, people fill normal syringes with lethal doses of poisonous chemicals and use the syringe guns as self defense or murder weapons. The &#039;&#039;&#039;rapid syringe gun&#039;&#039;&#039; can be researched and printed from the lathe, and holds 6 syringes.&lt;br /&gt;
&lt;br /&gt;
[[File:Defib.png]] &#039;&#039;&#039;Defibrillators&#039;&#039;&#039; are used to bring people back to life, provided their bodies are in good enough shape. In order to use one, you must equip it in your back slot, dual wield its paddles, and target the chest of the body you&#039;re trying to revive. With research, the lathe can print off &#039;&#039;&#039;wall mounts&#039;&#039;&#039; for defibs, and later even &#039;&#039;&#039;compact defibrillators&#039;&#039;&#039; that use your belt slot instead.&lt;br /&gt;
&lt;br /&gt;
[[File:Stasis_bed_off.png]] The &#039;&#039;&#039;stasis bed&#039;&#039;&#039; is an incredibly powerful piece of machinery. When someone is buckled into it, they enter stasis, which essentially freezes their vitals; they won&#039;t lose health or blood, but they also won&#039;t process any chemicals in their bodies. Buckling someone to a stasis bed while you work on them is highly recommended, but Medbay typically has a limited supply of them.&lt;br /&gt;
&lt;br /&gt;
[[File:Crewmonitoring.gif|link=Special:FilePath/Crewmonitoring.gif]][[File:Optable_0.png|link=Special:FilePath/Optable_0.png]] &#039;&#039;&#039;Operating tables&#039;&#039;&#039; are the designated location for performing surgery, but it&#039;s the &#039;&#039;&#039;operating computer&#039;&#039;&#039; that makes the magic happen. As Science researches better operating procedures, you can synchronize the computer to download those procedures&#039; data, and any operating table (or stasis bed!) adjacent to an operating computer is &amp;quot;upgraded&amp;quot; to unlock those procedures for patients buckled to them. Make sure to keep your computers updated, and you&#039;ll be able to perform much better surgical procedures.&lt;br /&gt;
&lt;br /&gt;
[[File:Cryo.gif]] The &#039;&#039;&#039;cryo tubes&#039;&#039;&#039; can be used to heal various damage types with the power of coldness. Provided the cryo tubes are set up correctly, placing someone into a tube will cause them to gradually heal. This is the main method of healing cellular damage. To set up the tubes, simply insert the nearby beakers of cryoxodone (blue), use a wrench on the oxygen tanks, and make sure the freezer is turned on and set to its minimum temperature. You can put different chemicals in the tubes, but the default cryoxodone will suffice if nobody makes anything better.&lt;br /&gt;
&lt;br /&gt;
[[File:IV_Drip.png]] &#039;&#039;&#039;IV drips&#039;&#039;&#039; are used to quickly inject blood or chemicals into a patient. To use them, fill a beaker or blood bag with the appropriate chemical, attach it to the drip, and then drag the drip onto a patient. If the drip is empty, you can also toggle it between injecting blood or draining blood.&lt;br /&gt;
&lt;br /&gt;
There are a number of other items and machines in Medbay, but this list encompasses many of the most crucial ones you&#039;ll need as a doctor.&lt;br /&gt;
&lt;br /&gt;
==The First Patient==&lt;br /&gt;
So you&#039;ve gotten yourself geared up, and somebody comes running into Medbay, either wounded or carrying a dead body. What do?&lt;br /&gt;
&lt;br /&gt;
===Tend Wounds===&lt;br /&gt;
If the patient is alive, things are definitely easier. If all they have is minor brute or burn damage, just hand them some sutures and regenerative meshes if you have any left, and slap some gauze on them if they&#039;re bleeding. If you run out, or they have toxin or suffocation damage, check Medbay storage for the appropriately colored medkits.&lt;br /&gt;
&lt;br /&gt;
For a more intensive method of curing brute and burn damage, you&#039;ll want to use the &#039;&#039;&#039;Tend Wounds&#039;&#039;&#039; surgery:&lt;br /&gt;
&lt;br /&gt;
1) Have your patient lie down, preferably buckled to a &#039;&#039;&#039;stasis bed&#039;&#039;&#039; or &#039;&#039;&#039;operating table&#039;&#039;&#039;, and remove their exosuit and/or uniform to expose the chest. Drag their sprite onto yours to strip them if needed. This isn&#039;t always necessary, but speeds up the healing greatly.&lt;br /&gt;
&lt;br /&gt;
2) With {{Combat_Mode}} off, target the chest and use &#039;&#039;&#039;surgical drapes&#039;&#039;&#039; on the patient to bring up the surgery menu. Select the Tend Wounds for the damage type they have.&lt;br /&gt;
&lt;br /&gt;
3) Use a &#039;&#039;&#039;scalpel&#039;&#039;&#039; on them to cut them open, then use your &#039;&#039;&#039;hemostat&#039;&#039;&#039; on them to begin fixing them.&lt;br /&gt;
&lt;br /&gt;
4) Once they&#039;re healthy (you&#039;ll automatically stop the procedure when they&#039;re done), use the &#039;&#039;&#039;cautery&#039;&#039;&#039; to close them up.&lt;br /&gt;
&lt;br /&gt;
Tend Wounds can heal an unlimited amount of burn or brute damage provided you have the time to spend on it, and if the bed you&#039;re using has an adjacent &#039;&#039;&#039;operating computer&#039;&#039;&#039;, you might be able to use upgraded versions of Tend Wounds for faster healing.&lt;br /&gt;
&lt;br /&gt;
===Critical Situation===&lt;br /&gt;
A patient with over 100 damage in any category will be in &#039;&#039;&#039;crit&#039;&#039;&#039;, typically crawling around and likely unable to speak properly. If any stasis beds are available, immediately try to buckle them in to stop any further degradation; if not, inject them with epinephrine to stabilize them as you work.&lt;br /&gt;
&lt;br /&gt;
Tend Wounds is again the best non-chemical way to heal brute or burn damage, and {{LeftclickCmodeoff}} clicking on them with {{Combat_Mode}} off and an empty hand allows you to perform CPR to alleviate suffocation damage over 100. A patient suffering from many types of damage but still alive is best suited for &#039;&#039;&#039;cryo tube&#039;&#039;&#039; healing.&lt;br /&gt;
&lt;br /&gt;
===Limb and Organ Damage===&lt;br /&gt;
If an organ is listed as &amp;quot;severely damaged&amp;quot; or &amp;quot;nonfunctional&amp;quot; on your health analyzer, the patient will likely suffer from effects ranging to blindness (eyes) to constant toxin damage (liver) to dying (heart). You have two options here: one, if the patient is in a proper bed, you may be able to perform a surgical procedure to fix their organs, such as a Coronary Bypass for the heart. These surgeries can typically only be done once per organ.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can replace the organ with the Organ Manipulation surgery. The &#039;&#039;&#039;medical autolathe&#039;&#039;&#039; can print off cybernetic organs, with better cybernetics available as Science researches them. You can also take organs out of a healthy body and use those, but beware that organs decay when not in a living person. Note that organs will gradually heal over time, so it&#039;s usually safe to ignore &amp;quot;slightly damaged&amp;quot; ones.&lt;br /&gt;
&lt;br /&gt;
Limbs can be reattached in the same fashion, using the Prosthetic Reattachment surgery. You can use cyborg limbs from Robotics, or reattach the original limbs if you can find them. Not having limbs can be incredibly frustrating, but generally isn&#039;t life-threatening.&lt;br /&gt;
&lt;br /&gt;
===Blood Loss===&lt;br /&gt;
Blood loss can be a deceptively dangerous ailment, characterized by fainting and taking damage, and is often caused by bleeding patients being dragged along the ground. If someone is leaving a trail of blood behind them, &#039;&#039;&#039;stop dragging them&#039;&#039;&#039;! Aggressively {{Grab}} them, then drag their sprite onto yours to carry them safely.&lt;br /&gt;
&lt;br /&gt;
Once they&#039;re in Medbay, you can either feed them iron, inject saline-glucose solution, or find a compatible blood type in a blood bag. You can also combine a sample of their blood with unstable mutagen to duplicate it. &#039;&#039;&#039;IV drips&#039;&#039;&#039; are the best way to quickly inject large amounts of blood into somebody, but don&#039;t overfill them!&lt;br /&gt;
&lt;br /&gt;
===Diseases===&lt;br /&gt;
If you&#039;re wearing a medical HUD, people with diseases will have a small smiley face next to their health meters. Blue faces are good diseases, green and yellow are negative, and red or flashing red are extremely bad.&lt;br /&gt;
&lt;br /&gt;
Your &#039;&#039;&#039;health analyzer&#039;&#039;&#039; will tell you the name and cure of any disease infecting a patient. The cures are almost always chemicals you can obtain from Chemistry, and once somebody is cured, the Virologist can make a vaccine from their blood.&lt;br /&gt;
&lt;br /&gt;
===Other Problems===&lt;br /&gt;
In addition to the above, there are other semi-common issues people may have. This isn&#039;t a comprehensive list of solutions, but the most immediate way to help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiation:&#039;&#039;&#039; Caused by being near the supermatter crystal or singularity, or genetic problems. Feed them &#039;&#039;&#039;pentetic acid&#039;&#039;&#039; or &#039;&#039;&#039;multiver&#039;&#039;&#039; to get rid of their toxin damage, and ask your fellow doctors for help if you don&#039;t know how to make &#039;&#039;&#039;pentetic acid&#039;&#039;&#039; ([[Guide_to_chemistry|or just look it up on this wiki]]). &#039;&#039;&#039;Showers&#039;&#039;&#039; pause the harmful effects of radiation, making it easier to heal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cellular damage:&#039;&#039;&#039; A rare damage type mostly caused by slimes. Put them in the &#039;&#039;&#039;cryo tubes&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brain damage:&#039;&#039;&#039; Can randomly happen to anybody, and comes in many forms. Target the head and use the Brain Surgery procedure to try and fix them. Not all forms of brain damage can be fixed by surgery, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Augmentation:&#039;&#039;&#039; Not a problem per se, but people might ask you to surgically replace their body parts with cool cybernetics, or stick implants into them. All of this and more is a simple matter of performing the appropriate [[Surgery#Procedures_requiring_no_research_or_computer|surgery]].&lt;br /&gt;
&lt;br /&gt;
===Raising The Dead===&lt;br /&gt;
If a patient has died, they can still be revived using a defibrillator, but only if they meet the proper requirements.&lt;br /&gt;
&lt;br /&gt;
0) Examine your patient. If their description mentions that &amp;quot;their soul is departed&amp;quot;, that they&#039;re &amp;quot;catatonic&amp;quot;, or they &amp;quot;committed suicide&amp;quot;, that character&#039;s player has deliberately chosen to leave the round. Throw them in the morgue or harvest their body parts.&lt;br /&gt;
&lt;br /&gt;
1) Buckle them to a stasis bed, or inject formaldehyde (your epinephrine medipen has some). This stops their organs from decaying further.&lt;br /&gt;
&lt;br /&gt;
2) Check their heart with your health analyzer. If it&#039;s &amp;quot;non functional&amp;quot;, you can&#039;t defib them. Fix it with a Coronary Bypass surgery, or replace it altogether.&lt;br /&gt;
&lt;br /&gt;
3) While you&#039;re at it, fix or replace any other &amp;quot;severely damaged&amp;quot; or &amp;quot;non functional&amp;quot; organs. If the brain is &amp;quot;non functional&amp;quot; due to heavy drug abuse, you&#039;ll have to do [[Surgery#Brain_Surgery|brain surgery]]. Only the brain and heart are truly necessary, but nobody likes being deaf, blind and liver-poisoned.&lt;br /&gt;
&lt;br /&gt;
4) Fix their bodies using Tend Wounds; too much brute and burn damage will prevent the defib from working. Remember that corpses don&#039;t process chemicals, so you&#039;ll need to manually repair them. Make sure to remove your patient&#039;s exosuit and uniform to speed things up. If there&#039;s any negative chemicals in them (use your analyzer&#039;s reagent scan mode), use the Stomach Pump surgery to flush their systems.&lt;br /&gt;
&lt;br /&gt;
At this point, you&#039;re ready to try defibrillation.&lt;br /&gt;
&lt;br /&gt;
5) Remove your backpack and place the defibrillator on your back. If it&#039;s wall mounted, simply click it; if it&#039;s a compact defibrillator, put it on your belt instead.&lt;br /&gt;
&lt;br /&gt;
6) With both paddles in one hand and the other empty, use them in-hand to dual-wield the paddles.&lt;br /&gt;
&lt;br /&gt;
7) Target the chest and apply defibrillation to the patient. Make sure they&#039;re not wearing anything protective over their chest, and make sure you&#039;re not dragging them, or you&#039;ll electrocute yourself as well!&lt;br /&gt;
&lt;br /&gt;
If everything went well, the patient will return to life! Immediately drop your paddles and click them with a free hand to apply CPR; freshly defibbed patients typically have large amounts of suffocation damage, and CPR will bring them out of crit (below 100 damage). With any luck, you can then proceed to treat them as you would anybody else: check their blood level, give them appropriate healing chemicals for whatever damage they have, and generally patch them up. &lt;br /&gt;
&lt;br /&gt;
If you successfully revive someone only for them to immediately die again, try to buckle them to a stasis bed and look for what could be causing it. Check their organs, any chemicals in their body, their blood levels, radiation, and if all else fails ask other doctors for help.&lt;br /&gt;
&lt;br /&gt;
In a worst case scenario, there are other means to bring players back into a round. Roboticists can turn brains into cyborgs, and Botanists can turn them into podpeople.&lt;br /&gt;
&lt;br /&gt;
===Alas Poor Yorick===&lt;br /&gt;
If a &amp;quot;patient&amp;quot; is reduced to merely a head, you&#039;ll have to get creative. The best way to handle this is to simply put the head or brain on a new, healthy body.&lt;br /&gt;
&lt;br /&gt;
To get said bodies, you can bother Genetics, Botany or Xenobiology for a monkey, inject it with mutadone to turn it into a human, and then begin operating. If you&#039;re using the brain, cut it out of the dead guy&#039;s head, pour a beaker of mannitol on it to heal it, cut out your healthy body&#039;s brain, jam the old brain in, and start working to defibrillate. You can also amputate the new body&#039;s head and attach the old one through surgery, but make sure the brain is still good!&lt;br /&gt;
&lt;br /&gt;
==Medibots==&lt;br /&gt;
[[File:Medibot.gif]] [[Guide_to_robotics#Medibot|Medibots]] can be invaluable helpers for a medical staff. These helpful little bots can be built by Robotics, and automatically perform the Tend Wounds surgery on wounded people who come across them. By opening them up with a free hand, you can set them to patrol the station, remain in one place, and even synchronize them to the research department to upgrade their healing abilities.&lt;br /&gt;
&lt;br /&gt;
Just one medibot can be a massive help for any Medbay staff, and they can even be given &amp;lt;s&amp;gt;funny&amp;lt;/s&amp;gt; interesting names. Be wary of emagged medibots, however, as they&#039;ll instead pump their &amp;quot;patients&amp;quot; with deadly toxins!&lt;br /&gt;
&lt;br /&gt;
==No Respect==&lt;br /&gt;
You will, inevitably, have invaders. It&#039;s not your job to fight people but it&#039;s up to you if you want to try to [[Guide_to_Combat#Unarmed_Combat|defend]] your department from random people breaking in to steal things. If you&#039;re stressed it may be better to just look the other way and let someone else handle it, or call [[Security|security]]. Your best defense is your coworkers - with up to 5 Medical Doctors, the CMO, Virologist, two Chemists and countless patients, Medbay is &#039;&#039;packed&#039;&#039;, and all of them feel the same sting of disregard cast at them by fellow crewmates. If you band together, you will usually far outnumber any lone threat that wants to break down every window and grille in your workplace. &lt;br /&gt;
&lt;br /&gt;
Sometimes it may be necessary to shoot someone with some morphine (don&#039;t overdose!). &lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* The medical belt can store all [[Surgery#Surgical_Tools|surgery tools]]. &lt;br /&gt;
* You can cut bedsheets with a scalpel or wirecutter and use the resulting cloth to craft a chemistry bag [[File:Chemistry_bag.png]]. &lt;br /&gt;
* Bedsheets work as drapes for [[Surgery|surgery]]. &lt;br /&gt;
* If you implant a guy with a flashlight, he can still use it as a flashlight.&lt;br /&gt;
* Raw carrots heal eye damage.&lt;br /&gt;
* You can use a health analyzer on a body to see the time of death.&lt;br /&gt;
* Star-Kist is just cola with orange juice. Thus will metabolize a bit faster and can be used as a very poor man&#039;s medicine to speed up CPR.&lt;br /&gt;
* Cryo won&#039;t work on you if you have cold resistance:&lt;br /&gt;
** Insulating items like hardsuits, ins. gloves, gasmask, firesuits - they all slow down cryo or even stop it from working entirely.&lt;br /&gt;
** If the patient in question has cold resistance, you may want to try go old-school and actually apply some medicine yourself, lazy bum.&lt;br /&gt;
** That is, of course, if there&#039;s only cryoxadone in the tubes, since those need cold body temperatures to work.&lt;br /&gt;
* Wearing earmuffs will heal ear damage.&lt;br /&gt;
* Wearing a blindfold will heal eye damage.&lt;br /&gt;
* Attach a stethoscope on your neck slot and it&#039;ll make you look like you know what you&#039;re doing.&lt;br /&gt;
* Showers (wrenched to be cold) work just as well as cryo, as long as you have the drugs in your system.&lt;br /&gt;
* People with hardsuits on cannot be defibbed.&lt;br /&gt;
&lt;br /&gt;
===Tips for Traitoring===&lt;br /&gt;
* The stethoscope can be used to [[Hacking#Safe|break into the safe]]. &lt;br /&gt;
* You can replace the cryoxadone in cryo tubes with acid, so instead of healing people cryo will melt them to death.&lt;br /&gt;
* The syringe gun is one of the most lethal weapons on the station. A simple 15 unit lexorin syringe will kill unless the victim receives medical care. Anyone with a thick suit will block syringes though.&lt;br /&gt;
&lt;br /&gt;
==Hello, I&#039;m Dr. Death==&lt;br /&gt;
So, you are a traitor? DON&#039;T HIT SUICIDE JUST YET! There is so many wondrous, terrible things you can do. When people are injured, they are taken to medbay to be &amp;quot;doctored&amp;quot; by you and other people. You can then shoot them up with poisons, take them some place private in or near medbay and take what you want, or go for malpractice to end them. This is very good if you happen to be in a crowded area and stab the HoP and drag them back to Medical when people are in a panic. &lt;br /&gt;
&lt;br /&gt;
==To Conclude==&lt;br /&gt;
You are a Doctor. Your job is to help people - sometimes forcibly - and dealing with the fallout from the numerous violent calamities that inevitably descend on the station. You serve both as go-between for the station and large and the more specialized medical departments.&lt;br /&gt;
&lt;br /&gt;
If you seek respect in this job, you have to go out of your way to earn it. But never forget the damage you can inflict on the unwary.&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 3F7597&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Chief_Medical_Officer&amp;diff=10965</id>
		<title>Chief Medical Officer</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Chief_Medical_Officer&amp;diff=10965"/>
		<updated>2022-04-13T18:37:34Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = contents of this page need to be checked, broken links need to be fixed. Medigun should be mentioned either here, on Medical Doctor, or on Paramedic. Guide to Mediguns is currently orphaned.}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 3F7597&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 3F7597&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 3F7597&lt;br /&gt;
 |img = Generic_cmo.png&lt;br /&gt;
 |stafftype = MEDICAL&lt;br /&gt;
 |jobtitle = Chief Medical Officer&lt;br /&gt;
 |access = All [[Job_Guides#Medical|Medical Departments]], including your office, [[Job_Guides#Station_Command|Bridge]], [[Engineering]], Construction, [[Job_Guides#Research|Research]].&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = [[Captain]]&lt;br /&gt;
 |duties = Coordinate the [[Medical Doctor|doctors]], [[Paramedic|paramedics]], [[Chemist|chemists]], and [[Virologist]] to ensure the health of all crew.&lt;br /&gt;
 |guides = [[Guide to Medicine]], [[Guide_to_chemistry|Guide to Chemistry]], [[Surgery|Guide to Surgery]], [[Chain of Command]]&lt;br /&gt;
 |requirements = Delegate and manage the medical staff, watch crew monitoring and the radio for emergencies, ensure no malpractice is happening in the department, and take over where necessary to ensure the job gets done.&lt;br /&gt;
}}&lt;br /&gt;
The [[Chief Medical Officer]] is in charge of the health of the crew. They make sure that the [[Medical Doctor]]s are treating people effectively, and making sure the [[Virologist]]s and [[Chemist]]s are working for the good of the station. Kick your [[Paramedic]]s in their butt when they dont go save someone.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You manage the entire medbay. Your primary task is to make sure everyone is doing their jobs and not taking over everyone else&#039;s lane. Other than treating injured crew, it is your responsibility to ensure &amp;lt;s&amp;gt;that [[Chain of Command|important crew]] (including yourself) have received genetic backups and death alarms, and&amp;lt;/s&amp;gt; that all crew are using their suit sensors when [[Corporate Regulations|appropriate]],&lt;br /&gt;
&lt;br /&gt;
You are the medical &amp;lt;s&amp;gt;expert&amp;lt;/s&amp;gt; leader on the station. The ideal Chief Medical Officer would have the knowledge to perform common surgical operations, manufacture most basic pharmaceuticals, &amp;lt;s&amp;gt;and develop &#039;cures&#039; for viral infection.&amp;lt;/s&amp;gt; You should allow your subordinates to handle the bulk of the work and only jump in to help new players or fill in critical roles that your character would be able to perform &amp;lt;s&amp;gt;or what you have written in your records.&amp;lt;/s&amp;gt; The objective in mind is ensuring that everyone in the department has their place; if you delegate all of your duties completely, &amp;lt;s&amp;gt;you&#039;ve lost your own place&amp;lt;/s&amp;gt; you can empty the bridge bar without getting caught.&lt;br /&gt;
&lt;br /&gt;
== Your Job ==&lt;br /&gt;
You are often regarded as the least important Head of Staff, but in reality, you hold &amp;lt;s&amp;gt;power over life and death&amp;lt;/s&amp;gt; a great deal of power. Without a competent Chief Medical Officer coordinating things, the medbay often dissolves into a chaotic mess that only manages to heal anybody through sheer coincidence &amp;lt;s&amp;gt;or that one paramedic who you should really ahelp for doing surgery again.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your primary duty is to ensure that the crew is in top possible physical &amp;lt;s&amp;gt;and mental&amp;lt;/s&amp;gt; shape. To do this, you will need the help of your assigned crew. Medical Doctors take several shapes; Nurses, Surgeons, Virologists and Emergency Physicians. They all occupy the same slot, but have different, and obvious, specialties. The [[Chemist]] is responsible for the manufacture of important medicines. The [[Virologist]] is responsible for the development, and counteraction, of viral agents. The [[Psychologist]] is responsible for the mental health of crew &amp;lt;s&amp;gt;since we removed cloning.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Specialized Staff ===&lt;br /&gt;
When the round starts, review your medical staff and assigned jobs.  Remember, Emergency Physicians, Surgeons, and regular Doctors are all the same job, and they&#039;re all required to treat patients. Their specific title just indicates a specialization. They can and should be able to be given assignments outside of that, so long as it still falls within the description of Medical Doctor work. If they&#039;re unable or unwilling to do basic medical work because &amp;quot;they&#039;re a surgeon, not a doctor&amp;quot;, then they need reeducating about what their job actually entails. If they decide to run out and do the paramedics job without getting told to, &amp;lt;s&amp;gt;fire them&amp;lt;/s&amp;gt; explain to them the error of their ways.&lt;br /&gt;
&lt;br /&gt;
Make sure that you have a dedicated EMT team ready to respond to calls for medical assistance from outside of Medbay, someone manning the front desk to handle arrivals and minor cases, and someone - preferably &amp;lt;s&amp;gt;everyone and some officers&amp;lt;/s&amp;gt; a medical doctor - waiting in the wings to handle critical cases that require Cryo treatment or surgery. Each of these three assignments is vital for different reasons, and, once given a job, your staff should focus on doing that job exclusively &amp;lt;s&amp;gt;except in case of emergency&amp;lt;/s&amp;gt; and only help out when asked for instead of jumping in whenever they feel more competent. If they don&#039;t, and they try to do someone else&#039;s job, it means that you have two doctors doing a job that could be done by &amp;lt;s&amp;gt;three&amp;lt;/s&amp;gt; one, and an area which is left understaffed. Make sure that everyone is entirely clear on exactly what their job is and why it is important.&lt;br /&gt;
&lt;br /&gt;
When everyone has their assignments, make sure that everybody has their Medical belts stocked with the basic tools of the trade - gauze, ointment, Inaprovaline, and things like that. Emergency Physicians, Paramedics and EMTs should carry more than most, and should have [[Guide_to_Medicine#Common_Equipment|a variety of Medkits]] available for unusual cases, since they&#039;re the first responders and may have to deal with anything.&lt;br /&gt;
&lt;br /&gt;
=== Chemical Fixes ===&lt;br /&gt;
Once your main staff is set up, contact Chemistry and get them to start making medicines for your doctors. Clonexadone is a must-have, so have the Chemists take the cryoxadone from Cryo and mix some up immediately, so have those mixed up as soon as possible, and make sure that your doctors know that they&#039;re available and where to find them. Make sure that Virology gets some diluted milk and radium, too, or your Virologists won&#039;t be able to do anything. Once you have all of the basic medicines, have Chemistry mix up a little bit of everything and stock up on the important stuff, or &amp;lt;s&amp;gt;do all the work yourself&amp;lt;/s&amp;gt; decide to have a shift without every chemical known to man prepared an hour before the time police arrives.&lt;br /&gt;
&lt;br /&gt;
=== Responding ===&lt;br /&gt;
As with other Head positions, a large part of your job is to be watchful for any calls for medical assistance. As soon as one comes in, make sure that your EMTs are responding and that the rest of your staff are ready to take in anybody who can&#039;t be treated in the field. It&#039;s also a good idea to ask for an [[Guide_to_robotics#Odysseus|Odysseus]] from Robotics, preferably with two mounted Sleepers. Make sure that your EMTs know how to operate it; an Odysseus can save a lot of lives and make it possible for your EMTs to answer calls that they would normally be unable to due to its armour and internals.&lt;br /&gt;
&lt;br /&gt;
=== Outbreaks ===&lt;br /&gt;
When diseases break out&amp;lt;s&amp;gt;, this is your chance to shine. You have a biohazard suit inside of your office. Use it.&amp;lt;/s&amp;gt; figure out if it&#039;s dangerous or just annoying by consulting the [[Virologist]] and [[Chemist]]. You have the authority to isolate and detain anyone experiencing symptoms&amp;lt;s&amp;gt;, but will get laughed at if you try to get anyone to come to medical without offering a cure.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vaccinate the medical personnel and quarantine the infected. Administer the drugs, keep people alive. Your [[Medical Doctor]]s should be helping with this, if they&#039;re not, &amp;lt;s&amp;gt;shout them into line.&amp;lt;/s&amp;gt; ask them for help like a decent human being and realize that them staying in their lane is a situation you will never again experience.&lt;br /&gt;
&lt;br /&gt;
=== Hypospray ===&lt;br /&gt;
This is your medical tool, your lifeline.  It comes inside the Hypokit in your locker. By default, it comes with a mix of omnizine, leporazine and atrophine. Use it in hand to remove this vial. The Hypokit has 15 slots (That&#039;s 14 vials + the hypospray. You can put in normal sized vials but... Why?) Hit it with a vial to insert that vial. You can even tacti-cool reload it like magazines! Alt+Click it to change its injection ammount. The large hypovials hold 120u. You can inject that 120u nearly instantly, if you so desire.&lt;br /&gt;
&lt;br /&gt;
Good candidates for your hypospray are &amp;lt;s&amp;gt;Tricordrazine or Epinephrine.&amp;lt;/s&amp;gt; whatever chemistry (or you) whips up. Sadly surgery does not fit into it yet.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As the CMO, you&#039;re the link between the captain, the other heads of staff, and your medical department. Security will often be a source of casualties, whether officers or prisoners; make sure any doctor going to treat a dangerous prisoner has an escort. Science--especially Toxins and Xenobiology--will send you its share of patients, too. When your equipment gets blown up, Engineering can rebuild it. During an epidemic, one of your most important connections is, strangely enough, the lowly janitor, whose biosuit allows him to safely clean up infectious material and slow the spread of the disease. You will also be required to try to explain why people are [[cult|going crazy]], [[changeling|returning from the dead]], or [[wizard|trapped in the body of a monkey]]. Good luck with that one.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
So, you&#039;re a traitor CMO? Don&#039;t fret. You have many possible tools to help with your objectives.  Your hypospray will help a bit, try filling it with Choral Hydrate for &amp;lt;s&amp;gt;an easy ban&amp;lt;/s&amp;gt; sedation purposes (provide RP before doing that and keep in mind that there are others with hyposprays around you). You have access to [[Chemistry]], so you can sneak in there and make some &amp;lt;s&amp;gt;space lube&amp;lt;/s&amp;gt; thermite or similar.&lt;br /&gt;
&lt;br /&gt;
The bottom line here is to be a &amp;lt;s&amp;gt;bad doctor&amp;lt;/s&amp;gt; good antag.&lt;br /&gt;
&lt;br /&gt;
=== Changeling ===&lt;br /&gt;
So you&#039;ve spotted a possible changeling? You have a core understanding of what changelings are and their general abilities such as being able to shape shift, however, CMOs are not aware of the effects of BZ that knowledge is only afforded to the Research Director &lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 3F7597&lt;br /&gt;
}}&lt;br /&gt;
[[category:Jobs]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Departmental_Guards&amp;diff=10964</id>
		<title>Departmental Guards</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Departmental_Guards&amp;diff=10964"/>
		<updated>2022-04-12T03:14:26Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox. I thought it was for science guard but its for all department guards, so I fixed it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = 464489&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 464489&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 464489&lt;br /&gt;
 |img = Departmental guards.gif&lt;br /&gt;
 |stafftype = SPECIAL&lt;br /&gt;
 |jobtitle = Departmental Guards&lt;br /&gt;
 |access = The department you are guarding (Differs per role)&lt;br /&gt;
 |difficulty = Easy to Medium&lt;br /&gt;
 |superior = The head of your respective department.&lt;br /&gt;
 |duties = Protect the staff and assets of the department you are working in.&lt;br /&gt;
 |guides = N/A&lt;br /&gt;
 |requirements = Patrol around your department, be observational to anything suspicious, listen to the head of the department, and report any threats or signs of crime to security.&lt;br /&gt;
}}&lt;br /&gt;
=Disclaimer=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.1em;&amp;quot;&amp;gt;For all the rules regarding these jobs see the following google doc: &#039;&#039;&#039;[https://docs.google.com/document/d/e/2PACX-1vS7mkMFjbN1jColKJMwbh0ctJzFgsfsKFItPK2XIKLA7SCid_5PpiYpMaCjLWRpE6mMIeQHCZqSPXy5/pub Security Policy]&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Your duties==&lt;br /&gt;
As a guard to a department your work may and likely will vary depending on where you are actually working. A Bouncer and an Orderly are two completely different jobs and their work throughout a shift can differ greatly but there are always a few duties that are shared between all the departmental guards. These are the following:&lt;br /&gt;
* Remove or detain trespassers and disruptive individuals from the department.&lt;br /&gt;
* Report those mentioned above to [[Security Officer|security]] or hand them in if you detained them.&lt;br /&gt;
* Ensure that the members of the department are safe and in good health.&lt;br /&gt;
* Respond to calls from your respective head or department members.&lt;br /&gt;
* Use your limited knowledge to aid the department in case of emergency.&lt;br /&gt;
Helping out in your department with some of the more menial or daily tasks is not forbidden and it can help greatly when there is little staff to begin with, be sure to confer with your respective department head for how you will go about this!&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; color: white; text-align:center;&amp;quot;&lt;br /&gt;
!style=&#039;background-color:#464489; width:150px;&#039; |Guard&lt;br /&gt;
!style=&#039;background-color:#464489;&#039;              |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_Engineering_guard.png]]&amp;lt;br&amp;gt;{{anchor|Engineering Guard}}Engineering Guard&lt;br /&gt;
|While all of your normal tasks still persist it does not hurt to try and ensure the safety of the department and the engines it runs. It is highly recommended that you confer about this with the [[Chief Engineer|chief engineer]] since this is originally their task, an extra pair of eyes to run checks always helps but no-one wants to be stepped on their toes. Putting out fires is something you can find yourself commonly doing. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_Science_guard.png]]&amp;lt;br&amp;gt;{{anchor|Science Guard}}Science Guard&lt;br /&gt;
|You are the security to the department, if something bad ends up happening &amp;lt;s&amp;gt;like a slime outbreak in xenobio&amp;lt;/s&amp;gt; people will often look to you and the [[Research Director|research director]] to solve it. Just keep your department safe and be an extra pair of hands if the situation requires it.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_Orderly.png]]&amp;lt;br&amp;gt;{{anchor|Orderly}}Orderly&lt;br /&gt;
|Your task is to protect medbay from all the scum and villainy that roams the halls, it is generally recommended that you go about this as peacefully as possible since violence is a last resort. So if some [[Clown|funny guy]] breaks into chemistry to make lube you are right to swiftly &amp;lt;s&amp;gt;and violently&amp;lt;/s&amp;gt; remove them from the department. Assisting doctors by being an extra pair of hands to give treatment is a common and good thing you can do to keep yourself busy.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_Customs_Agent.png]]&amp;lt;br&amp;gt;{{anchor|Customs Agent}}Customs Agent&lt;br /&gt;
|Your duties do not differ too much from the rest of the department guards except for the fact that you are the person who keeps a watchful eye over what enters the station through cargo. You are free to check the contents of any crate that gets ordered to make sure nothing weird or illegal enters the station, it is recommended that you discuss your approach with the [[Quartermaster]] as they are the head of your department and your boss. Besides your regular duties you are little more then another pair of arms and legs that can &amp;lt;s&amp;gt;and will&amp;lt;/s&amp;gt; push around crates.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_Bouncer.png]]&amp;lt;br&amp;gt;{{anchor|Bouncer}}Bouncer&lt;br /&gt;
|Be a typical bouncer and stand around for most of your shift talking with people and the [[bartender]]. Protecting the bar and [[bartender]] will be one of your greatest priorities during your shift so if a fight does start you are free to intervene and hand the instigators over to [[Security Officer|security]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==[[File:Light_Bulb.png|64px|class=pixelart]]Antagonist tips==&lt;br /&gt;
All of these jobs are not eligible to roll for antagonist.&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 464489&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Departmental_Guards&amp;diff=10963</id>
		<title>Departmental Guards</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Departmental_Guards&amp;diff=10963"/>
		<updated>2022-04-12T03:12:51Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = 464489&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 464489&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 464489&lt;br /&gt;
 |img = Departmental guards.gif&lt;br /&gt;
 |stafftype = SPECIAL&lt;br /&gt;
 |jobtitle = Departmental Guards&lt;br /&gt;
 |access = The department you are guarding (Differs per role)&lt;br /&gt;
 |difficulty = Easy to Medium&lt;br /&gt;
 |superior = The head of your respective department.&lt;br /&gt;
 |duties = Protect the staff and assets of the department you are working in.&lt;br /&gt;
 |guides = N/A&lt;br /&gt;
 |requirements = Patrol around your department, be observational to anything suspicious, and be the first line of defense against the monkey/blob hordes.&lt;br /&gt;
}}&lt;br /&gt;
=Disclaimer=&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.1em;&amp;quot;&amp;gt;For all the rules regarding these jobs see the following google doc: &#039;&#039;&#039;[https://docs.google.com/document/d/e/2PACX-1vS7mkMFjbN1jColKJMwbh0ctJzFgsfsKFItPK2XIKLA7SCid_5PpiYpMaCjLWRpE6mMIeQHCZqSPXy5/pub Security Policy]&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Your duties==&lt;br /&gt;
As a guard to a department your work may and likely will vary depending on where you are actually working. A Bouncer and an Orderly are two completely different jobs and their work throughout a shift can differ greatly but there are always a few duties that are shared between all the departmental guards. These are the following:&lt;br /&gt;
* Remove or detain trespassers and disruptive individuals from the department.&lt;br /&gt;
* Report those mentioned above to [[Security Officer|security]] or hand them in if you detained them.&lt;br /&gt;
* Ensure that the members of the department are safe and in good health.&lt;br /&gt;
* Respond to calls from your respective head or department members.&lt;br /&gt;
* Use your limited knowledge to aid the department in case of emergency.&lt;br /&gt;
Helping out in your department with some of the more menial or daily tasks is not forbidden and it can help greatly when there is little staff to begin with, be sure to confer with your respective department head for how you will go about this!&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; color: white; text-align:center;&amp;quot;&lt;br /&gt;
!style=&#039;background-color:#464489; width:150px;&#039; |Guard&lt;br /&gt;
!style=&#039;background-color:#464489;&#039;              |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_Engineering_guard.png]]&amp;lt;br&amp;gt;{{anchor|Engineering Guard}}Engineering Guard&lt;br /&gt;
|While all of your normal tasks still persist it does not hurt to try and ensure the safety of the department and the engines it runs. It is highly recommended that you confer about this with the [[Chief Engineer|chief engineer]] since this is originally their task, an extra pair of eyes to run checks always helps but no-one wants to be stepped on their toes. Putting out fires is something you can find yourself commonly doing. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_Science_guard.png]]&amp;lt;br&amp;gt;{{anchor|Science Guard}}Science Guard&lt;br /&gt;
|You are the security to the department, if something bad ends up happening &amp;lt;s&amp;gt;like a slime outbreak in xenobio&amp;lt;/s&amp;gt; people will often look to you and the [[Research Director|research director]] to solve it. Just keep your department safe and be an extra pair of hands if the situation requires it.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_Orderly.png]]&amp;lt;br&amp;gt;{{anchor|Orderly}}Orderly&lt;br /&gt;
|Your task is to protect medbay from all the scum and villainy that roams the halls, it is generally recommended that you go about this as peacefully as possible since violence is a last resort. So if some [[Clown|funny guy]] breaks into chemistry to make lube you are right to swiftly &amp;lt;s&amp;gt;and violently&amp;lt;/s&amp;gt; remove them from the department. Assisting doctors by being an extra pair of hands to give treatment is a common and good thing you can do to keep yourself busy.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_Customs_Agent.png]]&amp;lt;br&amp;gt;{{anchor|Customs Agent}}Customs Agent&lt;br /&gt;
|Your duties do not differ too much from the rest of the department guards except for the fact that you are the person who keeps a watchful eye over what enters the station through cargo. You are free to check the contents of any crate that gets ordered to make sure nothing weird or illegal enters the station, it is recommended that you discuss your approach with the [[Quartermaster]] as they are the head of your department and your boss. Besides your regular duties you are little more then another pair of arms and legs that can &amp;lt;s&amp;gt;and will&amp;lt;/s&amp;gt; push around crates.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_Bouncer.png]]&amp;lt;br&amp;gt;{{anchor|Bouncer}}Bouncer&lt;br /&gt;
|Be a typical bouncer and stand around for most of your shift talking with people and the [[bartender]]. Protecting the bar and [[bartender]] will be one of your greatest priorities during your shift so if a fight does start you are free to intervene and hand the instigators over to [[Security Officer|security]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==[[File:Light_Bulb.png|64px|class=pixelart]]Antagonist tips==&lt;br /&gt;
All of these jobs are not eligible to roll for antagonist.&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 464489&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Roboticist&amp;diff=10962</id>
		<title>Roboticist</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Roboticist&amp;diff=10962"/>
		<updated>2022-04-12T03:10:57Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = Broken links need fixing.}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = A06DA0&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = A06DA0&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = A06DA0&lt;br /&gt;
 |img = Generic_roboticist.png&lt;br /&gt;
 |stafftype = RESEARCH&lt;br /&gt;
 |jobtitle = Roboticist&lt;br /&gt;
 |access = [[Robotics and Mech Bay|Robotics]], [[Technical Storage]], [[Morgue]], [[Research Division]], Mineral Storage&lt;br /&gt;
 |difficulty = Easy&lt;br /&gt;
 |superior = [[Research Director]]&lt;br /&gt;
 |duties = Create and maintain a cybernetic and robotic army, then suit up in METAL GEAR. Save Synths and IPC&#039;s from scary thunderstorms.&lt;br /&gt;
 |guides = [[Guide to robotics]], [[Surgery]], [[Guide to synthetic surgery]]&lt;br /&gt;
 |requirements = Build and maintain cyborgs, weld clumsy synthetics.&lt;br /&gt;
}}&lt;br /&gt;
The Roboticist&#039;s job is to maintain the system&#039;s cybernetic sevitors, including borgs and various bots that they can create. When provided with resources, they can construct powerful Exosuits. They also support the crews synthetic population.[[File:Robotics.png|300px|thumb|alt=Robotics|[[Robotics and Mech Bay]]]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Lab==&lt;br /&gt;
[[Robotics and Mech Bay|Robotics]] is your home as a Roboticist. It contains [[Exosuit Fabricator]]s, used for the creation of any robotic component you require, a few cyborg recharging stations, a few Exosuit recharging stations, a chest with multiple sheets of [[metal]], [[power cells|Power Cell]], and a [[coil of wire]], and scattered tables with a [[multitool]], tool boxes, a few [[Flash|Flashes]], a [[crowbar]], a [[proximity sensor]], more scattered power cells, and a [[cell charger]].&lt;br /&gt;
&lt;br /&gt;
==Your Job==&lt;br /&gt;
First on the agenda is to fulfill any early requests to turn people into Cyborgs. Fill the [[Exosuit Fabricator]]s with metal and get them churning out some cyborg bits. Place flashes in the cyborg head, and cables and a power cell in the torso, then add all the pieces onto the Exoskeleton.&lt;br /&gt;
&lt;br /&gt;
There will likely be one or two people waiting around for you, so either let them in via the service window or go actually open your door for them. Oblige them. After all, this is what you are here to do. Take out their brains via [[surgery]], and put the brains in MMIs. Then, stuff the brainless corpses &amp;lt;s&amp;gt;down disposals&amp;lt;/s&amp;gt; in the Morgue. Finally, insert the MMIs into the cyborg shells. You now have cyborgs!&lt;br /&gt;
&lt;br /&gt;
==Life on the Assembly Line==&lt;br /&gt;
Try to keep at least 1 complete cyborg body on standby for the inevitable train of corpses that will be coming through your door. In the downtime, feel free to devote your precious metal and time to building [[Guide to robotics#Bots|robots]] or [[Guide to robotics#Exosuits|exosuits]]. If Mining all died off or R&amp;amp;D is uncooperative, keep busy by stealing a bucket from Hydroponics (Or the Cargo Autolathe) and creating Cleanbots, or using up all your Medkits for more Medibots.&lt;br /&gt;
&lt;br /&gt;
Sync your Exosuit Fabricators for extra miscellaneous parts and cyborg upgrades, and get building. Mining should obtain the metals you need. You will have a love-hate relationship with the R&amp;amp;D lab and its residents; on the one hand they are required for you to obtain mech circuits and equipment, but on the other they are taking all that wonderful silver from you that could be going to making a [[Guide_to_robotics#Durand|Durand]]. Once you do get enough ores though, it&#039;s smooth sailing. Make exosuits, give them to people with little-to-no authorization, and watch the ensuing chaos from your comfy chair.&lt;br /&gt;
&lt;br /&gt;
==Other tips==&lt;br /&gt;
Keep your metal organized, and understand how much each machine will take (and you will always need more metal). Glass is important for your robotics work, as are various devices, security equipment and rare minerals. Don&#039;t waste them.  Third, have a plan before you start building anything huge, like an exosuit (without obtaining the necessary circuitry, they are useless). Fourth, make sure to perform maintenance on cyborgs that come in; Nanotrasen usually doesn&#039;t load them with anything but the minimum required power cells. Fifth, tech storage is your friend.  It has two flashes, two power cells, and insulated gloves. For bonus points, beg the CE/RD/AI to let you into secure tech storage to get a robotics/exosuit circuitboard to control what you make in case it decides to kill everyone.  Finally, ensure you have proper eye protection when you weld, or you&#039;ll become blind quickly.&lt;br /&gt;
&lt;br /&gt;
==Do&#039;s and Don&#039;ts==&lt;br /&gt;
&#039;&#039;&#039;Do:&#039;&#039;&#039;&lt;br /&gt;
*Make cyborg bodies and install MMI&#039;s in them.&lt;br /&gt;
*Try to borg antagonists instead of having security kill them. They fail their objectives and are no longer a danger, being restricted by their laws.&lt;br /&gt;
*Cut LawSync and reset cyborg laws when the AI is rogue.&lt;br /&gt;
*Make useful bots and leave them around the station.&lt;br /&gt;
*Make drone shells so players can &amp;lt;s&amp;gt;steal all your metal and glass&amp;lt;/s&amp;gt; rejoin the round.&lt;br /&gt;
*Put beacons in all Exosuits, and DNA lock them, lest they get stolen.&lt;br /&gt;
*Make a Cyborg and Exosuit Control Console.&lt;br /&gt;
*Try to make your own boards by &amp;lt;s&amp;gt;raiding R&amp;amp;D&amp;lt;/s&amp;gt; getting R&amp;amp;D to unlock the mech technologies.&lt;br /&gt;
*Recognize that the QM might be more inclined to get you some more metals if you don&#039;t eat up all of their points with Ripley boards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t:&#039;&#039;&#039;&lt;br /&gt;
*Put an MMI in a cyborg shell without making sure it isn&#039;t braindead (they can speak you know).&lt;br /&gt;
*Blow all the cyborgs because one was emagged.&lt;br /&gt;
*Immediately blow all cyborgs when the AI is malfunctioning - Instead, take apart your Robotics Control console and relocate it somewhere off camera so you can lock the cyborgs and reset them to become a powerful ally against the AI.&lt;br /&gt;
*Try to make an exosuit you don&#039;t have materials for, nothing is more useless than a pile of Durand limbs while you beg for metal and silver.&lt;br /&gt;
*Go on exosuit rocket launcher rampages &#039;because you can&#039;.&lt;br /&gt;
*Be an asshat.&lt;br /&gt;
*Build an exosuit for anyone who just comes by and asks for one (and won&#039;t accept a Tracking Beacon).&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
===Robots===&lt;br /&gt;
* Medibots are a bit more robust than people often seem to account for. They&#039;re capable of stabilising multiple people in critical condition, and have infinite basic chemicals.&lt;br /&gt;
**Additionally, you can make medical bots out of any of the different colors of first aid kit available on the station, and the resulting medical bot will keep that color.&lt;br /&gt;
**A good tweak to do to medical bots is to reduce their healing threshold. Use your PDA/ID to unlock their interface, and reduce it to 5 - they will heal people who are at 95% health or less now, which is great for topping people up. Remember to lock it after you are done.&lt;br /&gt;
**Remember to synchronize the Medibots with researches; that way they will be much more efficient. &lt;br /&gt;
**You can stop an already-deployed Medibot from running away after the nearest hurt person as you drag them towards where they&#039;re needed the most simply by temporarily turning them off, or by setting them to stationary mode. &lt;br /&gt;
**Medical robots all use the same chemicals as standard, so it won&#039;t stack if they inject a lot of it into you at once or if multiple medical robots inject you. The chemical will, however, linger in your body at high concentrations - a person can be brought out of crit by having multiple medical robots healing them before a fight.&lt;br /&gt;
**If there are [[Guide_to_races#Jelly_and_Slime_Mutants|slimefolks]] and green Medibots, &amp;lt;s&amp;gt;enjoy the show&amp;lt;/s&amp;gt; put them on stationary or disable them before the slimes get more TOX damage than engineers around the SM.&lt;br /&gt;
**The Derelict has all the materials needed to create a medical bot. Start your search at the broken Medbay near the chapel.&lt;br /&gt;
*Anywhere between adding the robotic arm and the sensor module, you can write on a robot assembly with a pen to rename the resulting robot, much like cyborgs. This is useful for keeping track of medical robots, as otherwise they&#039;re all just named &amp;quot;Medibot&amp;quot;.&lt;br /&gt;
* Small robot assemblies can be carried in your backpack. Leaving the final piece out of a robot assembly and slamming it together in your backpack at the site of an issue makes for an effective response.&lt;br /&gt;
===Mechs===&lt;br /&gt;
* Mechs are space worthy as long as you enable the air inside your cabin. This can be useful if you don&#039;t have a space suit and you need to cross dangerous breaches.&lt;br /&gt;
* Losing a mech to an explosion will eject you completely unharmed (probably a good idea to be in space gear though).&lt;br /&gt;
* Mech drills can bust open lockers to get the goodies inside.&lt;br /&gt;
&lt;br /&gt;
*RIPLEYs are a Roboticist&#039;s best friend. Their drill can cut through almost anything including most items, walls, even blast doors. The diamond drill can even cut through Reinforced walls. It is also a fairly robust weapon and can gib corpses.&lt;br /&gt;
** It also has fairly robust armor and can resist continuous laser fire from multiple sources for several seconds.&lt;br /&gt;
** When it is destroyed turrets cannot target anyone standing on the same square as it (i.e. the person who was inside when it went boom)&lt;br /&gt;
&lt;br /&gt;
* The Odysseus is a force to be reckoned with. It can scan any chemicals, including drinks. The Odysseus&#039; internal generator makes infinite amounts of any chemical, and syringes fired with the syringe gun can be recovered, meaning you can fire infinite amounts of liquid to use as reagents.&lt;br /&gt;
** You can mix five different chemicals in any syringe (which still only holds 15u, meaning 5 chems equals 3 of each). This can be used to create an amazing healing concoction or an extremely powerful killer syringe. For instance:&lt;br /&gt;
*** Healing mixture: Omnizine.&lt;br /&gt;
*** Harming mixture: Lexorin, Unstable mutagen, Beepsky Smash.&lt;br /&gt;
** Clicking a box of syringes while in an Odysseus with syringe gun equipped will load every syringe from the box in the Odysseus.&lt;br /&gt;
&lt;br /&gt;
===Tips for Traitoring===&lt;br /&gt;
* People can&#039;t tell who you are when you are inside a mech and have to go by the mechs name... which you can change at any time. Changed your mechs name to some other mech and you can walk across the station as a confirmed traitor, so long as you don&#039;t speak.&lt;br /&gt;
* You can load a Medibot with &#039;&#039;&#039;any&#039;&#039;&#039; chemical mixture. Insert [[Guide_to_chemistry#Skewium|skewium]] in a medibot and have it wander around injecting people? Sure!&lt;br /&gt;
&lt;br /&gt;
==Being an Evil Genius==&lt;br /&gt;
Traitoring as a Roboticist is fun and easy, especially since you spawn with flashes, and an expectation of building very dangerous machines. Your high station access, and access to tech storage will allow you to get pretty much anywhere, considering that you can have gloves off the bat. And, of course, [[Syndicate Items#Cryptographic_Sequencer|emagging]] any of your basic creations serves to cause havoc and chaos. The toxins kit&#039;s contents poured into a single large beaker of an emagged Medibot can create a very dangerous &#039;helper&#039;. Emagging the [[Cyborg|cyborgs]] equips them with a Syndicate lawset, gives them special new tools, and prevents them from being fucked with on a control console. Though remember, cyborgs slaved to a [[Guide_to_malfunction|malfunctional AI]] can not be [[Syndicate_Items#Emag|emagged]]. &lt;br /&gt;
If you want to make a cyborg despite having no volunteers, it&#039;s never a bad idea to simple drag the body of your last murder victim back to the lab for a debraining - Rarely do people question you once the body is already being operated on.   &lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = A06DA0&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Scientist&amp;diff=10961</id>
		<title>Scientist</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Scientist&amp;diff=10961"/>
		<updated>2022-04-12T03:09:07Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = Broken links need fixing, contents of page also need to be brought up to date}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = A06DA0&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = A06DA0&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = A06DA0&lt;br /&gt;
 |img = Generic_scientist.png&lt;br /&gt;
 |stafftype = RESEARCH&lt;br /&gt;
 |jobtitle = Scientist&lt;br /&gt;
 |access = [[Research Division]], [[Xenobiology]], Laboratories, Toxins Storage, Mineral Storage&lt;br /&gt;
 |difficulty = Medium&lt;br /&gt;
 |superior = [[Research Director]]&lt;br /&gt;
 |duties = Do experiments, research, feed the slimes, and make bombs!&lt;br /&gt;
 |guides = [[Guide to Research and Development]], [[Guide to toxins]], [[Guide to xenobiology]], [[Guide to telescience]], [[E.X.P.E.R.I-MENTOR]], [[Guide to Nanites]]&lt;br /&gt;
 |requirements = Do R&amp;amp;D if nobody else is. Learn something new.&lt;br /&gt;
}}&lt;br /&gt;
Scientist is one of the most unique, and interesting jobs on the station. With the implied freedom and expectation to test mechanics out to your heart&#039;s desire, as well as a relatively low basis of human interaction, Science is a relatively creative role with a wide variety of expectations and tracks to go down. From devising morally dubious and unorthodox weapons, breeding colorful slimes, creating truly powerful bombs, or fucking with spacetime itself, the science department is rarely quiet if in the hands of a clever enough player. As powerful as scientists are, they are equally accident prone, from the misplacement of an important bomb, or the release of an unintended alien suspect, Science almost always remains one of the most interesting departments on the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic skills:&#039;&#039;&#039; Upgrade machines around the station. Do your job without blowing up the department.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advanced skills:&#039;&#039;&#039; [[Beyond_the_impossible_|Do Xenobiology before the Captain calls the shuttle]]. Make bombs and get your teeth kicked in by security. Actually write research reports.&lt;br /&gt;
&lt;br /&gt;
[[File:Rdivision.png|300px|thumb|alt=Research Division|[[Research Division]]]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Laboratories==&lt;br /&gt;
&lt;br /&gt;
=== [[Guide to Research and Development|Research &amp;amp; Development]] ===&lt;br /&gt;
Houses the Research and Development console, the science department protolathe, the science department circuit imprinter, and the destructive analyzer. The RnD console is where you research specific tech nodes, which unlock new items, which can be printed out by the various department protolathes and circuit imprinters distributed around the station. The science department protolathe prints out machine parts, which can be used to [[Machines|upgrade various pieces of machinery]]. The Destructive Analyzer is used to unlock the &amp;quot;Illegal Technology&amp;quot; and &amp;quot;Alien Surgery&amp;quot; tech nodes by deconstructing either [[Traitor]] gear, or alien artifacts. It also is capable of deconstructing and refining any artifacts discovered by Xenoarcheology into points.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, the people giving you the materials to do most of your work are the [[Shaft Miners]], so your first priority at the start of each round should at least be basic mining technology, followed by parts for upgrades.&lt;br /&gt;
&lt;br /&gt;
=== [[Guide to toxins|Toxins Research]] ===&lt;br /&gt;
This lab focuses on exploring the possibilities of [[Plasma|plasma gas]], &amp;lt;s&amp;gt;typically&amp;lt;/s&amp;gt; always in the form of massive explosions. Provided to you is the [[Toxins Test Chamber]], where you can safely test your creations.&lt;br /&gt;
&lt;br /&gt;
While bomb making is reasonably straightforward, it only takes one mistake for the entire room to become flooded with plasma or superheated carbon dioxide. Be patient and cautious while making a bomb, and don&#039;t be afraid to ask an admin or a fellow experience scientist for help.&lt;br /&gt;
&lt;br /&gt;
Bombs are primarily used to cause maximum capacity explosions, resulting in an average of 50,000 research points with every successful bomb made. These are incredibly useful to have towards the beginning of the shift, where points are short and parts are necessary.&lt;br /&gt;
&lt;br /&gt;
=== [[Guide to xenobiology|Xenobiology]] ===&lt;br /&gt;
The primary purpose of this lab is research on the breeding of [[slime]]s, the extracts of which have a variety of fun effects, by feeding them large numbers of [[monkey]]s.&lt;br /&gt;
&lt;br /&gt;
It also contains a pen capable of safely housing [[xenomorph]]s, in case the miners manage to locate a live facehugger. Obviously, breeding alien killing machines on the station can only end well.&lt;br /&gt;
&lt;br /&gt;
=== [[B.E.P.I.S]] ===&lt;br /&gt;
&lt;br /&gt;
(placeholder image)&lt;br /&gt;
The B.E.P.I.S is a wonder of technology, able to spit out hidden research nodes, and rapidly accrue existing ones by stuffing money into the machine, slapping it on the ass, and crossing your fingers hoping you get your favorite whacky tech node. Although the research itself is quite expensive, it&#039;s incredibly useful early-game, as it&#039;s rapid deployment of semi-lategame researches for free, and at high amounts is easy for rocketing through your research lines.&lt;br /&gt;
&lt;br /&gt;
=== [[E.X.P.E.R.I-MENTOR|Experimental Lab]] ===&lt;br /&gt;
This lab houses the [[E.X.P.E.R.I-MENTOR]], AKA that machine that drives R&amp;amp;D crazy by constantly setting off the fire alarm in their lab. Having only the current niche use of finding &#039;strange items&#039;, which are gimmicky, often dangerous tools found in maint, the EXPERIMENTOR has little to do with the general workings of science, and is best left alone.&lt;br /&gt;
&lt;br /&gt;
=== [[Testing Lab]] ===&lt;br /&gt;
A general purpose lab that goes mostly unused. It features a firing range and can be converted into a backup lab when one of the other labs inevitably blows up. Note that rebuilding Toxins in here is not going to make the crew happy, since you probably had to burn down the original first.&lt;br /&gt;
&lt;br /&gt;
=== [[Guide to Circuitry|Circuitry Lab]] ===&lt;br /&gt;
&lt;br /&gt;
Science is now capable of building customizable machines, called integrated circuits, to fill any kind of niche imaginable, like a health monitor, a smart turret, a signaller, or maybe just something like a syringe - or something else entirely. Circuits are very complex, though, and take time to learn and work with, so here&#039;s a few primers to getting started.&lt;br /&gt;
&lt;br /&gt;
Disclaimer: Simple circuits and even a lot of complex ones are doable just with knowledge about circuits. However, complex circuits can and often do require math knowledge. There are components that use trigonometry, complex flow control components that can operate differently based on conditions, and component combinations to use tons of arithmetic to get the desired result. Be ready!&lt;br /&gt;
&lt;br /&gt;
Hell on earth awaits those who are prepared.&lt;br /&gt;
&lt;br /&gt;
== Tips! ==&lt;br /&gt;
*Don&#039;t use the bombs on the main station. You&#039;ll get banned otherwise.&lt;br /&gt;
*Always warn the station before your detonate a bomb. Your resident Vaurca will be less likely to bite your head off and more likely to help you fix the inevitable damage to Toxins if you do.&lt;br /&gt;
*Change the frequency of the remote signalling devices so that other scientists or saboteurs don&#039;t set off your explosives themselves.&lt;br /&gt;
*You can open your PDA, minimize the new window, and leave your PDA in your pocket so that you can set off your bombs as long as you don&#039;t need to change the frequency. Whenever it&#039;s time for an explosion you just open the window you minimized, click send signal, and it&#039;ll do it!&lt;br /&gt;
*Always make sure you have at least one grey slime core on hand in-case of a sudden and unexpected loss of slime life.&lt;br /&gt;
*Make sure to keep your magboots on as a xenoarcheologist so you don&#039;t fall, taking minor physical damage, and a lot of mental damage from your colleagues and medical staff ridiculing you for being a moron.&lt;br /&gt;
*Change the frequency of the remote signalling devices so that other scientists or saboteurs don&#039;t set off your explosives themselves.&lt;br /&gt;
*It&#039;s possible to make bombs that utterly destroy a small area, gib only those people next to you, explode when you die, bring general ruin to entire wings of the station, and more! Experimentation is the key to a scientist&#039;s work.&lt;br /&gt;
*You can blow up the singularity with a [[Clothes_and_internals#Backwear|Bag of Holding]]. Seriously.&lt;br /&gt;
*RPEDs can be used to upgrade machines by using a screwdriver on them and then the RPED! It&#039;ll replace the parts in the machine with the next best parts in the RPED!&lt;br /&gt;
**Using an RPED on a machine will tell you what parts it&#039;s made of!&lt;br /&gt;
*The BSRPED or the bluespace RPED is an advanced version of this, capable of upgrading instantly from a distance!&lt;br /&gt;
**You can upgrade most machines on the station like the teleporter, SMES and even pacmans! Try it out some time!&lt;br /&gt;
* Slimes will glomp you if you hug them enough times. This is extremely painful.&lt;br /&gt;
* Black extracts turn people into actual slimes, green extracts only turn people into googirls/guys.&lt;br /&gt;
* Also black/green slime work even in fairly minute amounts, you can throw 1 unit of green/black extract in 40 units of water and the resulting 5 unit injections would still have an effect.&lt;br /&gt;
* The slime processor and the chef&#039;s food processor are the same thing. So you can grind slimes in the chef&#039;s food processor and make fries in the slime processor!&lt;br /&gt;
* Using water on a silver slime core will produce large quantities of booze, including those in large bottles that can be smashed for weapons with an equivalent damage output to a circular saw.&lt;br /&gt;
* Tank transfer valve will accept any color of large tank, and it will be reflected accurately in the sprite. It even accepts jetpacks.&lt;br /&gt;
* Plasma cutters (AKA infinite welders) can cut through regular walls without causing damage to your eyes.&lt;br /&gt;
* You can scan ANY chemical with the Odysseus and have it produce more. Even rare chems such as nanomachines or traitor poisons.&lt;br /&gt;
* If an anomaly appears, scan it with an analyzer and then ping the frequency it gives you with a remote signaling device.&lt;br /&gt;
* Science&#039;s budget card is increased with every successful research technology made. Get to work!&lt;br /&gt;
* You can make a generic circuitboard from your circuit printer to make circuitboards from any other department.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tips for Traitoring===&lt;br /&gt;
* Test Range firing pins can be emagged to work like a normal firing pin.&lt;br /&gt;
* Orange slime extracts can be used as ghetto firebombs.&lt;br /&gt;
* Green Eyed friendly spiders will produce &amp;lt;s&amp;gt;hostile&amp;lt;/s&amp;gt; slaved player controlled (if there are any ghosts around) spiders after eating from a corpse and laying a clutch of eggs. Xenobio can easily breed a freakish spider army, and then if for some reason the power goes out...Honk.&lt;br /&gt;
* People rarely question a scientist asking to be let in somewhere, if you say you&#039;re there to upgrade their machines. Use their trust to &amp;lt;s&amp;gt;upgrade their machines&amp;lt;/s&amp;gt;  steal their shit and toolbox them.&lt;br /&gt;
* A scientist controls what department gets upgrades and who doesn&#039;t. Avoid researching security items, and research [https://tgstation13.org/wiki/Research_items#Bluespace_Wormhole_Projector new gear] that you can use to become extremely robust, provided you know how to use it.&lt;br /&gt;
* People rarely search science too carefully, and any contraband found can quickly be claimed to be for testing purposes only. Asking for weaponry works similarly.&lt;br /&gt;
* Evidence and enemy equipment proving difficult to dispose of can be instantly and untraceable-y destroyed in the Destructive analyzer. &lt;br /&gt;
&lt;br /&gt;
==A Terrorist is you!==&lt;br /&gt;
At any given moment, a scientist out there is a traitor. When half the station vanishes off the face of the map, well, you know who it was. It is recommended that you use your traitor points on things to conceal your identity, as people will want to murder and rape you to death after you set them up the bomb. Or, in the least, get a space suit for the huge void you just made. Research and development currently are useful for terrorism. Grab whatever you can first out of there like laser cannons and stun guns. &lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = A06DA0&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Atmospheric_Technician&amp;diff=10960</id>
		<title>Atmospheric Technician</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Atmospheric_Technician&amp;diff=10960"/>
		<updated>2022-04-12T03:05:22Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = contents of this page need to be checked, broken links need to be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = FF9D00&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = FF9D00&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = FF9D00&lt;br /&gt;
 |img = Generic_atmos_tech.png&lt;br /&gt;
 |stafftype = ENGINEERING&lt;br /&gt;
 |jobtitle = Atmospheric Technician&lt;br /&gt;
 |access = [[Atmospherics]], [[Maintenance]]&lt;br /&gt;
 |difficulty = Medium&lt;br /&gt;
 |superior = [[Chief Engineer]]&lt;br /&gt;
 |duties = Ensure the air is breathable on the station, fill oxygen tanks, fight fires, purify the air because jerks release toxins, do the job of the always incompetent [[Station Engineer|engineers]].&lt;br /&gt;
 |guides = [[Atmospherics items]], [[Guide to Atmospherics]], [[Guide to construction]]&lt;br /&gt;
 |requirements = Fight fires, restore the atmosphere in rooms that can&#039;t support life. Know how to fix sabotage to Atmospherics. Secure dat fukken axe.&lt;br /&gt;
}}&lt;br /&gt;
[[File:Atmospherics.png|300px|thumb|alt=Atmospherics|Welcome to [[Atmospherics|Atmosia]].]]&lt;br /&gt;
What you do is rather simple, if there is any sort of environmental disaster, head off and fix it! You have your tools, your [[headset|engineering headset]], pipe, space heaters, and atmospheric survival equipment. When things get quiet, sit back and start building an on station super slide while people ask why you even work here. When things go wrong, people will scream at you and ask why you even work here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic skills:&#039;&#039;&#039; Know what the pipe loops and air alarm settings do. Optimize the waste loop so it doesn&#039;t get clogged in case of a hull breach (cold gases) or plasma fire (hot gases). Carry an [[Atmospherics_items#Items|Atmos Holoprojector]] with you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advanced skills:&#039;&#039;&#039; Know about moles/volume and the properties of gases. [[Beyond_the_impossible|Selectively cause plasma floods]] to slow down a blob/xenomorph/spider infestation. Know the basics of Toxins and Engineering.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Atmospherics Hardsuit Helmet.png]] Firebender==&lt;br /&gt;
As the Atmospheric Technician, you have what should be a simple and easy job: [[Beyond the impossible|Keep Atmospherics operational and make sure the station doesn&#039;t burn down or run out of breathable air]]. As long as you have a good idea of how everything works, then this &amp;lt;i&amp;gt;shouldn&#039;t&amp;lt;/i&amp;gt; be much of an issue. Atmosia may be a daunting mess of pipes, but after a few shifts of toying around with it, it will all make sense.&lt;br /&gt;
&lt;br /&gt;
Basically, being an Atmospheric Technician can be easy if you want to make it easy. You can sit around and do minor improvements and fix atmos issues around the station, or you could be an absolute madman and perform ritual magic with Trintium Fusion bullshit and make advanced gasses. Your choice.&lt;br /&gt;
&lt;br /&gt;
==[[File:O2 Canister.png]] [[Atmospherics|Atmosia]]==&lt;br /&gt;
The great city state of pipes, it is used as a jetpack recharge station for Syndicate Agents, a hideout for [[Wizard|Wizards]], a breeding ground of [[Xenos]], and has a general alert computer that will tell if any place is messed up.&lt;br /&gt;
&lt;br /&gt;
People rarely come here, but it is possible to do a lot of harm to the station if you know how.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Please keep in mind that making Atmospherics sabotage-proof (for example by removing the plasma tank from the loop) before you have decent IC evidence that someone is going to sabotage it is considered metagaming.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Analyzer.png]] What you Can do to Pass the Time==&lt;br /&gt;
Atmos Techs usually have no clue what they can do, and often drift into a spiral of depression and suicide. Fret not! Here are some suggestions for you to do.&lt;br /&gt;
&lt;br /&gt;
===[[File:Turbinecomp 0.png]] Set up the [[Turbine Engine]] ===&lt;br /&gt;
The [[Turbine Engine]] is one of the few places where atmospheric technicians can help to generate power. First, max up the pumps leading to and away from the turbine. Up in atmospherics, isolate the black pipes, and inject plasma and oxygen into it via the pumps/computers. Set a filter to create a 66% oxygen and 33% plasma mix, otherwise known as a burn mix. Then input that burn mix into the turbine, and voila, it&#039;s generating a relatively steady 110 KW. (which pales when compared to what the SM can do, but well, it&#039;s a tertiary engine after all, with solars being the secondary power source)&lt;br /&gt;
&lt;br /&gt;
===[[File:AirAlarm.png]] Repressurization and Filtering ===&lt;br /&gt;
After the [[Engineer]]s have taken care of a hull breach (read: if), or after [[Toxins]] floods the place with plasma, it&#039;ll be your job to refill the area and make it breathable.&lt;br /&gt;
&lt;br /&gt;
This can be done by using the Atmosphere Alarms mounted in most areas, along with the vents and scrubbers in the area.&lt;br /&gt;
&lt;br /&gt;
The primary utility of the Atmosphere Alarm in refilling an area involves the vents. &lt;br /&gt;
Each vent has a pressure check value on it, and is by default set to pressure check &#039;&#039;&#039;externally&#039;&#039;&#039; - this means that the vent attempts to bring the tile it&#039;s on to the listed pressure.&lt;br /&gt;
A rapid manner of refilling an area is to remove the external pressure check, switch it over to the internal check - this attempts to regulate the pressure in the pipes of and running to the vent below, which is directly fed by the distribution loop pump in the north end of Atmosia. &lt;br /&gt;
Setting the &amp;quot;pressure bound&amp;quot; variable to zero with internal pressure checks attempts to void all air in the pipes, effectively reducing their pressure to zero and, in the process, flooding air at an alarming rate into the area. Given the impractically slow rate at which the air alarms normally fill the area, this can be a very expeditious way to work. Pressure is dangerous, so don&#039;t simply leave the vent alone for extended periods of time, as you can, eventually, turn smaller areas into death-traps if there is enough pressure in the distribution loop.&lt;br /&gt;
&lt;br /&gt;
The alarms can be set to a number of modes:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Filtering&#039;&#039;&#039; - The default setting. Note that most scrubbers won&#039;t filter out plasma or other gases unless you set them to, so do that!&lt;br /&gt;
* &#039;&#039;&#039;Draught&#039;&#039;&#039; - This filters out air slowly, creating a draught. Useful if you need to drain a small amount of air due to overpressurization.&lt;br /&gt;
* &#039;&#039;&#039;Panic&#039;&#039;&#039; - This drains all the air quickly. Most of the time used to remove all plasma very quickly, or by a malfunctioning AI.&lt;br /&gt;
* &#039;&#039;&#039;Replace Air&#039;&#039;&#039; - Drains all the air, then replaces it. Try not to use it if there&#039;s nothing toxic in the air.&lt;br /&gt;
&lt;br /&gt;
Normally the vents will fill the room slowly by default, though using some filled Portable Air Pumps, or Air Canisters you can refill the area much more quickly.&lt;br /&gt;
&lt;br /&gt;
===[[File:Waterbackpack atmos.png]] &#039;&#039;&#039;BE THE FIREFIGHTER THE STATION DESERVES&#039;&#039;&#039;===&lt;br /&gt;
A fire is easily the most fun thing that can happen in a round (for you anyway); successful firefighting requires a real understanding of the atmospheric system. At all times, wear basic tools in a toolbelt and carry your firefighting gear in your backpack. When the call goes out, don your fire suit and gas mask, get yourself running on internals, put your oxygen tank &#039;&#039;on your back&#039;&#039;, and carry your fire first aid kit, extinguisher and reinforced glass in your backpack (carried in a hand slot). &lt;br /&gt;
&lt;br /&gt;
Drag a water tank behind you and get to the fire. With AI cooperation, have the burning area bolted or welded off, save one access point the AI can monitor. This keeps the fire from spreading and [[Station Engineer|chucklefucks]] from wandering into a fiery doom. Once inside, you must quickly determine the sort of fire you are dealing with. Pressure tanks of plasma can release massive amounts of fuel (or even burst!) and must be shut off or isolated immediately, while the best way to isolate broken pipes is to box them in with reinforced glass until a proper repair can be done. With fuel shut off, find the atmospheric alarm and set it to Panic Syphon. &lt;br /&gt;
&lt;br /&gt;
This drains air out of the room completely. With this process started, check for survivors or bodies and either apply burn patches and epinephrine or simply remove them from the compartment via your access point. Next, seek out any ignition sources such as lit zippo lighters and disable them, reporting them to security for their forensic investigation. Then proceed with extinguishing any remaining pockets of flame. Once the fire is cleared out, focus on clearing any remaining plasma from the atmosphere by dragging in a scrubber. &lt;br /&gt;
&lt;br /&gt;
Finally, set the atmosphere alarm to pump in fresh air. It may take several cycles of filling and draining the room to clear all plasma and make larger areas inhabitable again, but once you are done, head to the bar and score some babes while Engineers clean up the mess.&lt;br /&gt;
&lt;br /&gt;
(Note this lengthy guide is only really useful for those big &amp;quot;Research done herped-a-derp&amp;quot; fires that engulf Med/Sci or are caused by very skillful arsonists. Smaller fires, such as the sort chemists who just learned the napalm recipe cause, really only require some fire-extinguisher blasts and setting up a room&#039;s scrubber to remove plasma and CO2. Never presume, however, that you won&#039;t need your full toolkit. This author spent well-nigh an hour in the fiery bowels of med-sci on one occasion, but not only did I never have to leave after I stepped in and sealed it off, but I had the situation so well under control that after five minutes normal shipboard life resumed and admins eventually had to spawn facehuggers to return a sense of danger to the crew.)&lt;br /&gt;
&lt;br /&gt;
But wait! Theres more. Let me introduce you to a little something called...&lt;br /&gt;
&lt;br /&gt;
====[[File:Atmos nozzle.png]] ATMOS Resin====&lt;br /&gt;
By taking one of the Backpack Firefighter Tanks [[File:Waterbackpack atmos.png]] from one of your lockers in Atmospherics, you can become the ultimate firefighting machine. This stuff works like a miracle when dealing with mass Plasma floods, and may be your only chance at stopping massive fires.&lt;br /&gt;
&lt;br /&gt;
The resin it spews has the following effects:&lt;br /&gt;
* Repairs hull breaches similarly to [[Guide_to_chemistry#Smart Metal Foam|Metal Foam]]. &lt;br /&gt;
* Cleans the air from toxins. &lt;br /&gt;
* Normalises air temperature to room temperature (20°C or 293.15K). &lt;br /&gt;
* Removes slipperiness from floors (from water etc). &lt;br /&gt;
* The foam itself is not slippery. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use the Backpack Firefighter Tank, equip it on your backpack slot and click the new hud icon to take out the nozzle[[File:atmos_nozzle.png]]. You can then cycle modes between extinguisher, resin launcher and single tile resin launcher (foamer) by activating the nozzle in your hand. It spends water when used. Use the nozzle on a water tank to refill it. Examine the nozzle to see water remaining. More of these bad boys can be ordered from [[Supply_crates#Backpack Firefighting Crate|cargo]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO NOT&#039;&#039;&#039; spray a Supermatter engine with atmos resin if you don&#039;t want it to delaminate. Sure, it seems like a good idea if it&#039;s on fire and full of plasma, but impairing the movement of gasses around the crystal doesn&#039;t help the situation the way you might think. &lt;br /&gt;
&lt;br /&gt;
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----------------&lt;br /&gt;
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&lt;br /&gt;
===[[File:Fireaxe.png]] Total Emergency: The Fire Axe and you===&lt;br /&gt;
The Fire Axe is your tool during emergencies (because you can use it as a crowbar to open an airlock when the power is off) and your weapon (traitors, revolutionaries, and cultists usually try to steal the axe because you can kill a person in seconds). The fire axe is protected with a Fire Axe Cabinet. To open it, just take a multitool and use it on the cabinet to reset the circuitry and unlock/lock it. Or you could just do it the classic way and give it a good whack a couple of times with a lit welder or some other hefty blunt object, that works as well too.&lt;br /&gt;
&lt;br /&gt;
===[[File:Welder.png]] Window Repair===&lt;br /&gt;
A good way to be proactive within your job is fixing the broken windows that occur every round. Gird your loins with a toolbelt if you can, grab some metal and glass, and patrol the outer passageways. Almost always, the task requires a low-pressure or no-pressure exposure to the great beyond. By creatively rotating and moving surviving windows you can lock in your precious atmosphere, then replace the broken glass and grill. The truly hardcore technicians do minor spacewalks with only the flame of their welding torch for heat, sipping sweet oxygen through their breath masks behind a welding helmet. Are you hardcore? No, you&#039;re not. Go back to being a hardsuited engineer who can&#039;t find a hull breach without a pair of mesons and never bothers to fix them anyway.&lt;br /&gt;
&lt;br /&gt;
===[[File:PortablePump.png]] Life Sucks and Blows===&lt;br /&gt;
You can purge the air out of rooms using an emergency siphon, or change the air filter controls with the air alarm attached to walls! Just take your ID in hand, and click to un/lock it and play with the controls. Setting up the pumps in Atmos now allows you to pump any gas to any point in the station! You could also do this more manually with the use of Portable Air Pumps if you needed to.&lt;br /&gt;
&lt;br /&gt;
Protip: Pure oxygen lets people survive in a breached compartment much longer.&lt;br /&gt;
 &lt;br /&gt;
Protip: Pure oxygen makes plasma fires much, much worse.&lt;br /&gt;
&lt;br /&gt;
Protip: Since you&#039;re in charge of both breathing and firefighting, Murphy&#039;s Law says you&#039;re screwed.&lt;br /&gt;
&lt;br /&gt;
===[[File:PipeDispenser.png]] Laying Some Pipe===&lt;br /&gt;
You have two machines! One machine is for dispensing gas pipes, and one for dispensing disposal pipes. To install gas pipes, simply click on them in your hand until they are properly aligned, drop them on the tile they are needed, and use the wrench on them. For disposal pipes, one must drag them into position, wrench them in place on the subfloor, then weld them to seal it all together. A personal locker makes a great method to haul all the air pipes you&#039;d ever need between job sites, but disposal pipes must be dragged one at a time. Expect Security to frequently and irrationally demand the locker be checked for bodies, usually three or four times a minute, if you use the main hallways.&lt;br /&gt;
&lt;br /&gt;
==[[File:Evahelmet.png]] EVA without a spacesuit?==&lt;br /&gt;
See: [[Station_Engineer#I have no suit and I must EVA|I have no suit and I must EVA]]&lt;br /&gt;
&lt;br /&gt;
==[[File:Light Bulb.png]] Tips==&lt;br /&gt;
* Air pumps can fill tanks beyond the ~1013.25 kPa pressure limit. Connect the pump to a port, then pop in a canister. &lt;br /&gt;
* Firesuits protect between 60 to 30,000 Kelvin.&lt;br /&gt;
* Setting air vents to 0 kPa internal check (or just turning off the check) will make them pump out air like crazy, which makes it excellent to restore air to an area quickly. But be careful with the pressure on the vent tile itself, if the pressure in the outgoing distro loop is very high it might be dangerous. ADDED: Don&#039;t max the vents. Set the vents to internal and desired pressure 0 instead. Maxed vents at 5000 KPA in a 100 KPA room will output 2450 KPA in the first tick, then 1225 KPA, 612.5 KPA, 306.25 KPA, 153.125 KPA, etc etc (assuming vents are always provided with max air). Zero&#039;d vents will output 5000 KPA, then 5000 KPA, then 5000 KPA, etc.&lt;br /&gt;
* N2O knocks out in low amounts, suffocates in high amounts.&lt;br /&gt;
* If you&#039;re an atmos tech trying to repair a hull breach without a fire/space suit: Turn off the vents. No more air will be vented into the room, which means there won&#039;t be any space wind to fight against if you accidentally fall out the window.&lt;br /&gt;
* Atmos tech is actually an interesting job, disposal tubes give such wonderful opportunities for killing people, however, it takes a shitton of time to build everything you need.&lt;br /&gt;
* Any sort of air mix is survivable as long as it has at least 16 kPa of oxygen on the output. This means you can easily compute the release pressure you&#039;d need for a given airmix by dividing 16 by the percentage of oxygen in the mix; i.e. for 20/80 O2/N2 air mix you&#039;d need a release pressure of 16/0.2 = 80 to be fine.&lt;br /&gt;
* &#039;&#039;&#039;Steps To Set Up Atmospherics So You Never Need To Worry And It Fucking Helps You Out&#039;&#039;&#039;&lt;br /&gt;
# Turn off and unwrench Air to Distro and Waste In, two pumps in the northern area of Atmos where the distro loop and mixing is done and all that. They are labeled and easy to find. Keep them in place on the floor.&lt;br /&gt;
# Go to the atmos pipe dispenser a few meters away and vend two volumetric pumps. These are like regular pumps but almost literally better in every way whatsoever. They pump more, faster.&lt;br /&gt;
# Fit your volumetric pumps in place of Waste In and Air to Distro, making sure the red stripe lines up with how the pumps were fitted by default so the flow goes the right way.&lt;br /&gt;
# Volumetric pumps are automatically set to full fucking power so just turn on both of them.&lt;br /&gt;
# Set every scrubber in the loop around the room to 4500 kPa. This is full blast.:* You have now completely set up Atmospherics to be beast mode in, like, three minutes. You can also do other stuff, like fit manual valves to the bad gasses to hamper solo-AI floods, and replace other pumps in the bowels of Atmospherics with volume pumps, but really, that five-point checklist will do it. Ninety-plus percent of people don&#039;t know jack shit about Atmospherics, and it&#039;s so easy to set it up so that it actually does shit. It&#039;s so rare to see it happen that the CE actually sought me out for praise for doing it this way.:* For AIs, if no organics are around competent/willing to do this manually and your Engiborgs (if you have any) are busy, which is like a guarantee, you can do a simpler version of this; just turn Air to Distro and Waste In up to 4500 kPa and set each scrubber station to 4500 kPa too. It won&#039;t be as effective but it&#039;s so much better than nothing. Cranking up the air available in the distro loop poses no threat to safety, and in fact, makes it harder to start up harmful floods since there&#039;s so much good air in the way in there. And since you&#039;re the AI, you can now use air vents (and scrubbers) as they were fucking designed to be used; to scrub, drain, and replace air in rooms as necessary, and it fucking works. It is astonishing how little is required to turn a system so often seen as worthless into a helpful part of the station.:* Minor addendum: A maxed volume pump and a maxed normal pump pump at the same rate given ideal circumstances. The difference is the volume pump won&#039;t stop pumping once its output end is at 4500 kpa or more. This makes it excellent for waste in, where no matter how much gas the previous fire/atmos experiment clogged the filtering loop with, Waste In is still pumping waste out of the scrubbers pipes, and by extension, helping keep the scrubbers from getting clogged to the point of uselessness.:* For the record, the advice of adding manual valves to the plasma loop will result in you getting yelled at by an admin if there&#039;s no evidence that the AI is rogue. It&#039;s &amp;quot;Spacing objectives tier&amp;quot;, and for good reason.:* Setting up atmos doesn&#039;t really matter that much anyway as long as you give the distro loop some pressure. The entire supply and equipment is designed for a space station that&#039;s supposed to last month. There&#039;s about two instances in which a proper setup is useful: massive hullbreaches which will drain a lot of air (most of which will then uselessly disappear in space anyway) and station-wide plasma fires which might fill the waste loop (in which case you&#039;re at fault as an atmos tech for not keeping an eye on the system in the first place).&lt;br /&gt;
* If you are an atmos tech and want to greatly reduce possibility of harmful atmos manipulations... or if you are an AI and you spotted a guy just turning valves to release plasma to distro:&lt;br /&gt;
:* Open atmospherics console for a specific chamber and toggle power on output. 90% of players don&#039;t check this console. As AI I laughed many times as sabotager was running back and forth, checking every pump 3 times, and still, no plasma appeared. In this way you can also shut down harmful gases pumping when one is smart and changed pipes under grilles.:* Or put manual valves in front of every harmful gas, switch out some gas pumps for volumetric pumps, and repipe the mixing pipes to disallow the mix tank to provide into the distro. (Setting up Atmos in such a way it can&#039;t be sabotaged by the AI before there&#039;s a reason to think the AI might sabotage Atmos is not only metagaming, it is also bannable. If you see this happen, adminhelp it!)&lt;br /&gt;
* You can rotate a pipe in your hand by click on it.&lt;br /&gt;
* Fire extinguishers fit in firesuit suit storage.&lt;br /&gt;
* The Fire Axe Cabinet can be opened with a multitool.&lt;br /&gt;
* You can disable fire alarms by multitooling them.&lt;br /&gt;
* You can trigger fire alarms by shooting them with a projectile. ADDED: Or hitting them with anything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Doubleagent.gif]] Oxygen is Overrated==&lt;br /&gt;
Traitor atmos techs have the potential to become one of the most devastating forces on station. [[Guide_to_Atmospherics#Being_a_Traitorous_Scum|If you know what you&#039;re doing]], you can pretty much flood the station with whatever harmful gas you want. If you do, remember to take measures against the AI messing with your work, and always keep your internals on. This means either subverting the AI or cutting its access. If you&#039;re feeling particularly daring, you can unwrench the pipes and rearrange them, ensuring the AI cannot fix it. Bolt the doors, or set the room on fire to prevent humans from fixing it too. Depending on how bad it&#039;s going to be, you might want to procure a [[Syndicate_Items#Syndicate_Space_Suit|space suit]] to escape the hell you&#039;ve created.&lt;br /&gt;
&lt;br /&gt;
===[[File:Light Bulb.png]] Tips for Traitoring===&lt;br /&gt;
* The incinerator can easily be used to create canisters of pure death.&lt;br /&gt;
* Plasma + N2O is extremely deadly if you can get someone to use it as internals/force them to use it. They won&#039;t even be able to scream.&lt;br /&gt;
* Wielded fire-axes break grilles and reinforced windows. In one shot.&lt;br /&gt;
** And open unpowered doors and kill people fairly reliably.&lt;br /&gt;
* You can change sensor settings on air alarms so it doesn&#039;t cause an alarm by setting the value to -1, which turns that sensor off. Do it for all sensors and you can get rid of pesky alarms that are pretty much already fixed, or hide atmos fuckery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = FF9D00&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Station_Engineer&amp;diff=10959</id>
		<title>Station Engineer</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Station_Engineer&amp;diff=10959"/>
		<updated>2022-04-12T03:02:46Z</updated>

		<summary type="html">&lt;p&gt;Marrone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = Contents need to be checked, broken links need to be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = FF9D00&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = FF9D00&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = FF9D00&lt;br /&gt;
 |img = Generic_engineer.png&lt;br /&gt;
 |stafftype = ENGINEERING&lt;br /&gt;
 |jobtitle = Station Engineer&lt;br /&gt;
 |access = [[Engineering]], Power Equipment, [[Tech Storage]], External airlocks, [[Construction Area|Construction]] [[Vacant Office|Site]], [[Maintenance]], [[Telecoms]]&lt;br /&gt;
 |difficulty = Medium&lt;br /&gt;
 |superior = [[Chief Engineer]]&lt;br /&gt;
 |duties = Start the [[Supermatter]], wire the solars, repair station hull and wiring damage, do the job of the (always) incompetent [[Atmospheric Technician|atmos techs]]. Basically, do everything that has anything to do with repairs. Also, be prepared to be the hero the station deserves, because [[Security]] is lazy.&lt;br /&gt;
 |guides = [[Engineering items]], [[Guide to construction]], [[Guide to advanced construction]], [[Guide to power]], [[Singularity Engine]], [[Guide_to_the_Supermatter|Supermatter Engine]], [[Tesla Engine]], [[Solars]], [[Hacking]], [[Guide to Telecommunications]]&lt;br /&gt;
 |requirements = Fix hull breaches, fix cables/[[Engineering_items#Equipment|APCs]] if power goes out in an area. Know how [[Solars]] and [[Engineering_items#Equipment|SMES]] work. &#039;&#039;&#039;Resist the temptation to run off with a hardsuit at roundstart.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:#ffff88&amp;quot;&amp;gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;u&amp;gt;[[File:Warningsign.png|32px]]&#039;&#039;&#039;Hey, Listen!&#039;&#039;&#039;[[File:Warningsign.png|32px]]&amp;lt;/u&amp;gt; &amp;lt;br&amp;gt;&#039;&#039;&#039;[[Guide_to_the_Supermatter|For the Guide to setting up the Supermatter engine, click here.]]&amp;lt;br&amp;gt; [[Singularity_and_Tesla_engines|For the Tesla and Singularity Engine, click here.]]&#039;&#039;&#039;&amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Effectively, you are an assistant on steroids, and need not fear any electrical things with your gloves. You can, however, affect the station, for good or for ill, much more profoundly than a mere [[assistant]] can. What sets you appart from the rest of the crew on the station is that you are the most equipped for constructing objects and machinery, repairing structural damage, and are best equiped crewmembers for E.V.A. missions in the cold of [[Space]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic skills:&#039;&#039;&#039; [[Guide_to_the_Supermatter|Set up the engine]] without killing everyone. [[Construction#Airlock|Fix emagged airlocks]] and rebuild [[Machinery|machines]]. Familiarize yourself with [[Hacking]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advanced skills:&#039;&#039;&#039; Detect and fix sabotage - [[Guide_to_Telecommunications|Telecomms]], the engine, power sinks. Know enough about [[Guide_to_Atmospherics|Atmospherics]] to stop a plasma flood.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:RigHelmet.png]] The Engineer==&lt;br /&gt;
&lt;br /&gt;
===[[File:Paper.png]] Engineering Etiquette ===&lt;br /&gt;
Take a look around engineering as the first thing you do, and see how many fellow engineers you have. If there&#039;s a ton, you probably don&#039;t want to snatch up everything that isn&#039;t nailed down. Don&#039;t fight over hardsuits. Don&#039;t try to break into the middle of a task someone has already begun: trying to fill plasma tanks at the same time as another person usually ends up filling engineering with plasma, and trying to turn on containment at the same time as someone is often lethal.&lt;br /&gt;
&lt;br /&gt;
Be nice and courteous and you&#039;ll often be treated well, curse people out for their incompetence or how slow they are and people aren&#039;t going to rush to your retrieve your corpse when syndicates blow your head off on the solars.&lt;br /&gt;
&lt;br /&gt;
===[[File:Engiepack.png]] Engineering Equipment ===&lt;br /&gt;
Engineers have to carry a lot of equipment to perform their various tasks. The job is a lot easier if you carry around what you need so you don&#039;t constantly have to be running back to engineering for each step of a repair process.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a suggestion how you can be prepared for shit on the space station:&lt;br /&gt;
&lt;br /&gt;
[[File:engineer_loadout.png|thumb|664px|This is an image of the tools every engineer should be trusted to have on him at all times. Empty pockets can be used for tools, flashlights, etc]]&lt;br /&gt;
[[File:engineer_rig_loadout.png|thumb|664px|And if you&#039;re planning to go fix stuff in space]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #eeccaa&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color: #ddaa77;&amp;quot;| Container&lt;br /&gt;
! style=&amp;quot;background-color: #ddaa77;&amp;quot;| Contents&lt;br /&gt;
|- align=center&lt;br /&gt;
|[[File:Utilitybelt.png|62px]] &amp;lt;br&amp;gt;&#039;&#039;&#039;[[Utility Belts|Tool Belt]]&#039;&#039;&#039;&lt;br /&gt;
|[[File:engineer_toolbelt_contents.png|448px]] &amp;lt;br&amp;gt;Screwdriver, wrench, wirecutters, multitool, cable coil, crowbar, welding tool.&lt;br /&gt;
|- align=center&lt;br /&gt;
|[[File:Eng backpack.png]] &amp;lt;br&amp;gt;&#039;&#039;&#039;[[Backpack]]&#039;&#039;&#039;&lt;br /&gt;
|[[File:Engineer_backpack_contents.png|448px]] &amp;lt;br&amp;gt;Internals box, welding helmet, metal, glass, high-capacity power cell.&lt;br /&gt;
|- align=center&lt;br /&gt;
|[[File:Box.png|62px]] &amp;lt;br&amp;gt;&#039;&#039;&#039;[[Box]]&#039;&#039;&#039;&lt;br /&gt;
|[[File:Engineer_box_contents.png|448px]] &amp;lt;br&amp;gt;Breath mask, epinephrine medipen, T-ray scanner, airlock electronics, power control module, cable coil, flashlight.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some of this you start with, some you need to collect. The items you pick up are:&lt;br /&gt;
&lt;br /&gt;
* [[File:IGloves.png]] &#039;&#039;&#039;Insulated Gloves:&#039;&#039;&#039; Your most prized possession, these puppies protect you from shock. Engineers work with insane amounts of electricity, and it&#039;s easy to put yourself into crit if you tap into the main engine line without remembering to put them on. Always grab a pair of gloves. There&#039;s a few pairs laying around engineering, and more in the electrical closet. Lock the closet when you&#039;re done unless you want the clown and mime to steal all the remaining pairs.&lt;br /&gt;
&lt;br /&gt;
* [[File:Welder.png]] &#039;&#039;&#039;Industrial Welding Tool:&#039;&#039;&#039; Grab this from the welding locker next to the electronics locker; it has double the capacity of a normal welding tool. Throw the normal one you have on the floor to be like every engineer ever (or put it away neatly for bonus points from the CE).&lt;br /&gt;
&lt;br /&gt;
* [[File:WeldingHelmet.png]] &#039;&#039;&#039;Welding Mask:&#039;&#039;&#039; You need this to avoid going blind while welding. Note if you have the hardsuit on, it works as a welding mask you don&#039;t have to flip up/flip down.&lt;br /&gt;
&lt;br /&gt;
* [[File:Metal.png]][[File:Glass.png]] &#039;&#039;&#039;Metal &amp;amp; Glass:&#039;&#039;&#039; Basic building blocks. Carrying just one stack each is generally fine; convert it into floor tiles, bars, or reinforced glass as necessary. If you take one stack to yourself, pay close attention to the radio so you know where they are needed.&lt;br /&gt;
&lt;br /&gt;
* [[File:MGlasses.png]] &#039;&#039;&#039;Engineering Scanner Goggles&#039;&#039;&#039; These have three modes: Meson mode allows vision of structures and terrain through walls; T-ray mode allows vision of objects beneath flooring such as cables and pipes; and Radiation mode reveals objects contaminated from radiation.&lt;br /&gt;
&lt;br /&gt;
* [[File:Gas_mask.png]] &#039;&#039;&#039;Gas mask:&#039;&#039;&#039; Basically the same function as a breath mask, but with the added bonus of protecting you from pepper spray, acid sprays to the face (once), and some of the diseases the [[Virologist|virologist]] inevitably releases. Also keeps you on your feet a little longer in high concentrations of N2O, so make sure you have one in your inventory if not on your face for roleplay reasons. Note, syndicate voice changer looks exactly like it, so don&#039;t be surprised if Security asks you to take off your mask to verify you are who you say you are. You can find them in engineering lockers, laying around in engineering and in maintenance tunnels.&lt;br /&gt;
&lt;br /&gt;
* [[File:Extended_Emergency_Oxygen_Tank.png]] &#039;&#039;&#039;Extended-capacity emergency oxygen tank:&#039;&#039;&#039; These canisters hold a LOT of air. The hardsuits can hold full-sized canisters which hold more, but two of these filled up in your bag and there&#039;s very little chance of you ever running out of air. &#039;&#039;&#039;To fill up:&#039;&#039;&#039; place it in the oxygen tank, click the oxygen tank and turn the pressure all the way up, open the valve, then close the valve. Once you&#039;re sure it&#039;s closed, remove the tank. Click the tank in your hand and lower the mask pressure to 16 KPA, which will give you the most possible use.&lt;br /&gt;
&lt;br /&gt;
* [[File:Power_cell.png]] &#039;&#039;&#039;Power Cell:&#039;&#039;&#039; Needed to repair a fully broken APC, or just get an APC working in a drained area. Good to have one on hand.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inducer:&#039;&#039;&#039; The Electromagnetic Power Inducer can be used to charge objects like APCs, cyborgs, and [[Weapons#Longarm (Energy)|energy-based weapons]] without replacing their power cells.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rapid Construction Device:&#039;&#039;&#039; RCDs can be used to create or destroy simple objects such as walls, doors and windows without using tools on them. Cannot construct/deconstruct reinforced walls.&lt;br /&gt;
&lt;br /&gt;
* [[File:Flashlight.png]] &#039;&#039;&#039;Flashlights:&#039;&#039;&#039; These light up the area, even in your pockets. Two flashlights in your pockets and your helmet light on and you&#039;ll light up a huge area, very helpful to general crew when you&#039;re doing repairs in a freshly-darkened crater so they don&#039;t walk into the vacuum and freeze.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hazard Vest:&#039;&#039;&#039; An archetypal item, it serves no purpose except roleplay and that you can buckle an extended capacity emergency oxygen tank to it. Definitely do so if you aren&#039;t in a hardsuit or firesuit.&lt;br /&gt;
&lt;br /&gt;
* [[File:Circuitboard.png]] &#039;&#039;&#039;Power control module:&#039;&#039;&#039; You need this to repair a fully broken APC. Some sit by the SMES modules.&lt;br /&gt;
&lt;br /&gt;
* [[File:Circuitboard.png]] &#039;&#039;&#039;Airlock electronics:&#039;&#039;&#039; You need this to construct an airlock. Having one on hand can save you a long trip back if you run across a broken door. Some by the metal and supplies, and one by the SMES modules.&lt;br /&gt;
&lt;br /&gt;
* [[File:T-ray.gif]] &#039;&#039;&#039;T-ray Scanner:&#039;&#039;&#039; Click on it on your hand to activate. When activated it will reveal wires and pipes under the flooring, as well as Critters and Creatures inside pipes. Works in pockets and on your belt.&lt;br /&gt;
&lt;br /&gt;
Firesuits can no longer be carried in bags, and it&#039;s unsafe to firefight without them, so just run to the nearest firefighter closet in the advent of a fire to gear up -- There is one close to nearly everything everywhere in the station, learn their locations. &lt;br /&gt;
&lt;br /&gt;
Note that some of these are for roleplay reasons only. Roleplay too determines if you&#039;re a good engineer or not -- When talking with people face to face, pop the helmet off and carry it a bit -- hardsuits look pretty cool without the helmet on. Write down things you figure out like the door wires and photocopy them, distribute to the other engineering staff as a memo. Engineers have some great roleplay as the people that fix everything when everything else is going to hell. Take advantage of that camraderie and the ludicrous nature the situations you will find yourself in. A robotic mute-guy-fixing-everything playing style is efficient of course, but it isn&#039;t nearly as fun for everyone.&lt;br /&gt;
&lt;br /&gt;
==[[File:Wrench.png]] Doing Your Duty ==&lt;br /&gt;
You have a few things you should do, if you don&#039;t want to be [[robust]]ed, before doing what you want to do. Repairing things is what engineers do, and so is setting the station with power. Without any engineers doing a little work, the station will crumble.&lt;br /&gt;
&lt;br /&gt;
===[[File:Supermatter shard.png]] [[Guide_to_the_Supermatter#Box_and_Meta_station_setup|Starting the Engine]] ===&lt;br /&gt;
This is an extremely important task. Luckily, it is [[Guide_to_the_Supermatter#Box_and_Meta_station_setup|laughably simple]]. Make certain you follow the instructions precisely; an engineer who accidentally unleashes the fury of a supermatter engine is not a popular person.&lt;br /&gt;
&lt;br /&gt;
===[[File:SMES Charging.gif]] Starting The Other Engines ===&lt;br /&gt;
You may find yourself on a station designated to draw power from a critical mass contained in an energy field. Please refer to either [[Singularity Engine]] or [[Tesla Engine]].&lt;br /&gt;
&lt;br /&gt;
===[[File:Solar tracker.png]] Working on the [[Solars]] ===&lt;br /&gt;
Read the guide, make sure you have wire, internals and a space suit. Best of luck.&lt;br /&gt;
&lt;br /&gt;
===[[File:Wrench.png]] [[Construction|Fixing the Station]] ===&lt;br /&gt;
Is there a hole in the wall? Are floor tiles broken? Did an idiot break a window to get into the medbay? Are people complaining about electrified doors? Are cables torn up leading to an APC? Are the APC&#039;s themselves fried? Is it more than thirty seconds into the round? The answer to two or more of these is always yes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Quit reading &amp;quot;The Lusty Xenomorph Maid&amp;quot; and get to work!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[File:Shockwarning.png]] Fixing the Power ===&lt;br /&gt;
The main engine and/or the solars provide more than enough energy to fully power a state-of-the-art space station -- unless something goes wrong, which it almost always will. Whether it&#039;s due to shoddy wiring, a powersink, a bomb, an assistant cutting cables, a loose singularity or simple engineer laziness, power outages are a common problem that is your, YES, YOUR, job to fix. See that Power Monitoring computer? If people complain of power outages, it should always be the first port of call -- assuming it hasn&#039;t already been devoured by the rampaging maw of Lord Singuloth.&lt;br /&gt;
&lt;br /&gt;
See the [[guide to power]] to learn how to into power and, more importantly, how to fix everything.&lt;br /&gt;
&lt;br /&gt;
==[[File:Warningsign.png]] Getting the Man Out of Danger... Alive! ==&lt;br /&gt;
It&#039;s your job to save lives when they cry out for help.&lt;br /&gt;
&lt;br /&gt;
===[[File:Firesuit.png]] Firefighting ===&lt;br /&gt;
Engineers get access to maintenance hallways, which contain several [[Engineering_items#Firesuit|firesuits]] and [[Engineering_items#Fire_Extinguisher|extinguishers]]. If a fire breaks out somewhere, put it out. [[Engineering_items#Firesuit|Firesuits]] allow you to walk in almost any fire. [[Engineering_items#Fire_Extinguisher|Extinguishers]] have a limited capacity. Refill them with water tanks, which can be found all around the station.&lt;br /&gt;
&lt;br /&gt;
===[[File:Welder.png]] Physical Rescue ===&lt;br /&gt;
If someone cries that he can&#039;t get out of somewhere and no one can get him out, then it&#039;s your job to do so. [[Hacking#Airlocks|Hacking airlocks]], [[Guide_to_construction#Walls_2|deconstructing walls]], basically whatever it takes to get to them. I don&#039;t need to point out that you should never put others or yourself at risk in doing so!&lt;br /&gt;
&lt;br /&gt;
===[[File:Jetpack-black.gif]] Space Recovery ===&lt;br /&gt;
A body&#039;s been spaced? Now it&#039;s your job to recover it. Ask the AI or captain to get a jetpack and space suit from EVA and go after the body. You&#039;ll most frequently find bodies either somewhere near the derelict or the AI satellite. Drag them to a teleporter and get them back to the station. The use of lockers will help greatly, as lockers do not drift like bodies do, but cannot travel across Z-levels. ALWAYS have tools, glass and metal with you when doing this! Some teleporters need to be rebuilt and some bodies float around randomly and need [[Guide_to_construction#Floor|floor tiles]] to be build in their path to actually stop&lt;br /&gt;
&lt;br /&gt;
==[[File:Evahelmet.png]] I have no suit and I must EVA ==&lt;br /&gt;
Eventually, you&#039;ll be in the uncomforable situation where all hardsuits are gone, yet you have to fix the Supermatter cooling pipes or retrieve the Captain&#039;s frozen corpse from space.&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;ll need to protect against three things: The cold (burn damage), the lack of pressure (brute) and lack of oxygen (suffocation).&amp;lt;br&amp;gt; &lt;br /&gt;
There are a few ways you can do this:&lt;br /&gt;
&lt;br /&gt;
=== Cryo juice ===&lt;br /&gt;
[[Guide_to_chemistry#Cryoxadone|Cryoxadone]] quickly heals damage in cold environments. Space is extremely cold - do the math. Ask medical for a beaker of their cryo juice, then vape (e-cig from hacked tobacco vendor) or chug the whole thing.&amp;lt;br&amp;gt; &lt;br /&gt;
That&#039;s it! You won&#039;t even need internals.&amp;lt;br&amp;gt;&lt;br /&gt;
This also helps a little against space carps and [[Nuclear Operative|other assholes]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ghetto space suit ===&lt;br /&gt;
Put on a Firesuit plus either a hardhat, firefighting hat or EVA helmet. Now you just need to keep warm.&amp;lt;br&amp;gt;&lt;br /&gt;
Grab some coffee, tea or hot chocolate from a vending machine.&amp;lt;br&amp;gt;&lt;br /&gt;
Even better - ask a [[Chemist]] for [[Guide_to_chemistry#Leporazine|Leporazine]] (stabilizes body temperature), the [[Bartender]] for Cafe Latte (better than regular coffee) or [[Botany]] for Capsaicin (heats your body).&lt;br /&gt;
&lt;br /&gt;
=== Ghetto space suit part two ===&lt;br /&gt;
Can&#039;t find a Firesuit or cryo juice? Wear an explorer&#039;s suit or winter coat plus boots. This is much harder to pull off, since the lack of pressure hits you with a lot of brute damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Grab a bunch of [[Guide_to_chemistry#Bicardine|Bicardine]], [[Guide_to_chemistry#Salicyclic Acid|Salicyclic Acid]], [[Guide_to_chemistry#Omnizine|Omnizine]], [[Guide_to_chemistry#Earthsblood|Earthsblood]] - anything that heals brute damage.&lt;br /&gt;
&lt;br /&gt;
=== O² is for nerds ===&lt;br /&gt;
Lost your internals or oxygen tank? Both [[Guide_to_chemistry#Salbutamol|Salbutamol]] and [[Guide_to_chemistry#Perfluorodecalin|Perfluorodecalin]] heal suffocation damage quickly enough for you to spacewalk comfortably.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Epinephrine]] from your epipen works in a pinch too. &lt;br /&gt;
&lt;br /&gt;
=== The Übermensch ===&lt;br /&gt;
The cold resistance mutation from [[Genetics]] protects against both cold and lack of pressure.&lt;br /&gt;
&lt;br /&gt;
=== Moving around in space ===&lt;br /&gt;
Don&#039;t have a jetpack? Grab a fire extinguisher, a water tank and buckle yourself to a rolling chair.&amp;lt;br&amp;gt;&lt;br /&gt;
Or, grab a stack of many small items (metal rods, cable coil) that you can throw to propel yourself.&amp;lt;br&amp;gt;&lt;br /&gt;
You can build lattices in open space to instantly stop movement too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Light_Bulb.png]] Tips==&lt;br /&gt;
===The Engine/Power===&lt;br /&gt;
* The engineering hardsuit has 75% radiation protection. [[Chief_Engineer|CE&#039;s]] hardsuit has 90%. [[Atmospheric_Technician|Atmos]] hardsuit has 25%. [[Research_Director|RD&#039;s]] and [[Chief_Medical_Officer|CMO&#039;s]] have 60%. If working near an active [[Guide_to_the_Supermatter|Supermatter Engine]], use a radiation suit instead. &lt;br /&gt;
* Engines can be wired directly into the power grid; in the SMES rooms, each one has an input and an output. Connecting the two will cause the power to bypass the SMES cells. This is [[Traitor|extremely dangerous]], and can caused shocked doors to instantly put people into critical condition.&lt;br /&gt;
* Arriving half an hour into the round and nobody&#039;s set up power? Chances are all the SMES cells can be drained. However, you can still power Emitters and other equipment by loading the PACMAN generator with plasma, wiring it up and setting its output to full power.&lt;br /&gt;
*The P.A.C.M.A.N-type generators can each hold 450 sheets of their respective fuels once fully upgraded. Their fuel types and maximum upgraded outputs are as follows:&lt;br /&gt;
** P.A.C.M.A.N generator (Plasma) = 60000 W&lt;br /&gt;
** S.U.P.E.R.P.A.C.M.A.N generator (Uranium) = 180000 W&lt;br /&gt;
** M.R.S.P.A.C.M.A.N generator (Diamonds) = 480000 W&lt;br /&gt;
* Cell chargers give power to inserted cells faster than it takes power from the APC, meaning it generates some power from nothing, and you can alternate between two cell and keep an APC running forever! The wonders of space engineering.&lt;br /&gt;
&lt;br /&gt;
===Construction===&lt;br /&gt;
* To get maximum camera coverage, you only have to place one camera every fifteen tiles. If there&#039;s a wall between them, use an analyzer on the assembly after you weld it to the wall to create an xray camera. Otherwise, count seven tiles from where the previous camera disappears from view and build a camera there.&lt;br /&gt;
* It is possible to upgrade the AI&#039;s cameras by using certain items: analysers confer X-ray vision, potentially allowing the AI to observe Maintenance areas; proximity sensors give their effect to the camera, alerting the AI when someone walks by. Plasma sheets will cause the camera to become EMP-proof.&lt;br /&gt;
* You can use an airlock circuit in your hand to modify its access requirements. Necessary if you&#039;re rebuilding doors to restricted areas such as the [[armory]] or [[bridge]].&lt;br /&gt;
* For most construction/deconstruction operations (Mining, wrenching chairs/tables, deconstructing walls) you can click on multiple spaces to take things apart or build multiple things at a time. &lt;br /&gt;
* You can put windows directly on grilles by using a glass/reinforced glass sheet on them.&lt;br /&gt;
* You can also pry up 4 floor tiles and weld them together to get a metal sheet, which you can grind down for iron. Glass for silicon. Reinforced glass for metal and silicon. Wood for carbon.&lt;br /&gt;
* You can screwdriver wooden flooring to remove it without breaking it.&lt;br /&gt;
* You can turn one color of wire into another color easily, so long as you have at least one piece of the color you want: You can transfer wires from a stack of another color you have to change their color.&lt;br /&gt;
* Need to set up the Supermatter? No CE or AI to open secure storage? Turn off the APC&#039;s main power breaker and crowbar the blast doors open. Keep in mind that this will also shut down pumps and filters.&lt;br /&gt;
* You can hack the YouTool to get upgraded industrial welding tools, which hold 80 units of fuel as opposed to normal tools&#039; 20 and industrial&#039;s 40.&lt;br /&gt;
* You can buckle people &#039;&#039;cough cough the clown&#039;&#039; to the Singularity/Tesla Generator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Doubleagent.gif]] Traitorneering ==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Lets do this Texas style!&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Being a [[traitor]] engineer can be both the easiest and hardest task on the station. On the one hand, you can go almost everywhere on the station, and have easy access to the tools to get rid of any pesky doors (or walls) in your way. Also, many crew members don&#039;t bat an eyelid when they see an engineer wearing a jetpack, or standing in a hole in the wall. Any curious crewmen are usually deflected by saying you are doing engineering work (&amp;quot;I need this to repair hull damage, Captain!&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
On the other hand, Engineers lack weapons. &amp;lt;s&amp;gt;Stungloves, however, are the hidden weapon few ever search for, which can give the upper hand in a fight.&amp;lt;/s&amp;gt; Stungloves are gone 5ever, but stun prods can be made from [[Makeshift weapons|basic tools]]! In addition, cable restraints may be constructed from cable coils. In a pinch, the welding tool is a fairly powerful weapon which causes burn damage when turned on. Secondly, engineers loitering near their target may quickly arouse suspicion, especially if you are far, far away from a maintenance tunnel. Engineers are also one of the few jobs which retain their maintenance access, making travel around the station significantly safer, faster and easier.&lt;br /&gt;
&lt;br /&gt;
And finally, if you truly hate the station, it is within your grasp to release the &amp;lt;strike&amp;gt;kraken&amp;lt;/strike&amp;gt; fury of the supermatter, and generally sabotage the power supply of the station.&lt;br /&gt;
&lt;br /&gt;
== Traitor Tips ==&lt;br /&gt;
* You can attach a remote signaler to the Telecomms APC to have a a station wide radio jammer in your backpack (just watch out for that pesky [[AI]]).&lt;br /&gt;
* You have access to some of the most robust tools for breaking into secure areas (hacking tools shiftstart, jaws of life, and insulated gloves).&lt;br /&gt;
* You can print AI upload boards at your lathe once they are researched, or steal the one in secure tech storage.&lt;br /&gt;
* You can delam the SM into a singularity or tesla for a reason to call the shuttle or a last ditch effort to kill your target. &lt;br /&gt;
* You have easy access to space via your engineering hardsuit. Solars are a great hiding place for bodies or illegal items later in the shift.&lt;br /&gt;
* The RCD can be a very valuable asset. You can use it to construct doors, walls, and floors very quickly. And vice versa!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = FF9D00&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Chief_Engineer&amp;diff=10958</id>
		<title>Chief Engineer</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Chief_Engineer&amp;diff=10958"/>
		<updated>2022-04-12T03:01:25Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = Contents need to be checked, broken links need to be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = FF9D00&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = FF9D00&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = FF9D00&lt;br /&gt;
 |img = Generic_ce.png&lt;br /&gt;
 |stafftype = ENGINEERING&lt;br /&gt;
 |jobtitle = Chief Engineer&lt;br /&gt;
 |access = [[Construction Area|All]] [[Engineering]] [[Atmospherics|Departments]], Power Equipment, [[Chief Engineers Office|CE Office]], [[Construction Area|Construction]] [[Vacant Office|Site]], [[Bridge]], [[Maintenance]], [[EVA]], [[Tech Storage]], [[Telecommunications]], External airlocks, [[Brig]], Mineral Storage&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = [[Captain]]&lt;br /&gt;
 |duties = Coordinate engineering, ensure equipment doesn&#039;t get stolen, make sure the  [[Supermatter]] doesn&#039;t blow up, maintain [[Telecoms]].&lt;br /&gt;
 |guides = [[Chain of Command]], [[Hacking]], [[Guide to construction]], [[Guide to advanced construction]], [[Guide to power]], [[Supermatter|Supermatter Engine]], [[Singularity Engine]], [[Tesla Engine]], [[Solars]], [[Turbine]], [[Thermo-Electric Generator]], [[Guide to Telecommunications]], [[Guide to Head of Staff Equipment|Head of Staff Equipment]]&lt;br /&gt;
 |requirements = Make sure that at least one power source goes online at the start of the round. Know what to do when Telecommunications and the cloner get blown up. Know how to repair the station and its machines such as APCs.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Know that guy who builds all the things?  Well, he has a boss, and it&#039;s you! You are the head of the Engineering Department, which includes not only [[Station Engineer]]s, but [[Atmospheric Technician]]s as well. Essentially, your job is to boss your staff around and make sure [[Supermatter|the power flows]]. Other than directing the workflow of the department, you&#039;re also expected to carry out general [[Station Engineer|engineer]]-duties and maintain [[Telecomms]]. To be a good CE it is imperative that you have a good working knowledge of how APCs, SMES cells and power in general works, how to decipher atmospherics, how to efficiently set up the [[Supermatter]] and solars and how to get your charges&#039; sorry asses moving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic skills:&#039;&#039;&#039; The entirety of [[Guide to construction|Engineering]], [[Guide to Telecommunications|Telecoms]] and [[Guide to Atmospherics|Atmospherics]]. Communicate with your staff and teach inexperienced team members.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advanced skills:&#039;&#039;&#039; Advanced optimization of station power sources Atmospherics. Coordinate your team to fix the station once meteors, nuke ops and malfunctioning AIs hit. Be robust enough to deal with rogue Cyborgs and Revolutionaries.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Advanced Hardsuit Helmet.png]] Station Foreman ==&lt;br /&gt;
It&#039;s no secret that Engineers are more often than not the laziest of the station&#039;s crew and that there is no job that surpasses the capacity for an Atmospheric Technician to be completely clueless about his own department. This is where you come in! As stated above, your duties consist pretty much entirely on telling the Engineers and Atmos Techs to work or just doing their jobs yourself. Listed below are those jobs.&lt;br /&gt;
&lt;br /&gt;
===[[File:Clipboard_paper.png]] At the Start of the Shift ===&lt;br /&gt;
--------&lt;br /&gt;
[[File:supermatter_shard.png||thumb|alt=Singularity Chamber|[[Supermatter|Your biggest responsibility]]]]&lt;br /&gt;
Greet your team over the radio and establish your authority. Find out who you will be working with and how many of them, and make sure that everyone has a job to do.&lt;br /&gt;
&lt;br /&gt;
Designate someone to do solars (unless someone else volunteers first) and get everyone else working on whichever power source is the default one on your station. (Most likely either the [[Supermatter]] or the [[Singularity Engine]].) If you take charge these first minutes of the round, most of engineering will follow the rest of your orders until the round ends. If you stay silent then when you suddenly need something done halfway through the round, you can guarantee that nobody will listen to you. If nothing else, speaking over the channel will at least tell you who on your team you can rely on.&lt;br /&gt;
&lt;br /&gt;
Sometimes your team will be fairly competent and you&#039;ll only need to supervise, but a lot of the time you will be required to step in. If someone&#039;s clearly new, help them out a bit and show them the ropes. If someone&#039;s clearly being a twat then shout at them and forcibly demote if they continue. With these points in mind, a power source should successfully come online and start generating power. It&#039;s always a good idea to announce this to the crew when it happens.&lt;br /&gt;
&lt;br /&gt;
If any of your team members try to run off with an engineering hardsuit just to go space exploring, let them know that they will be arrested for dereliction and demoted if they do not return to do at least the most minimal duties before doing whatever they want.&lt;br /&gt;
&lt;br /&gt;
===[[File:SMES Charging.gif]] With Your Powers Combined ===&lt;br /&gt;
--------&lt;br /&gt;
There are multiple ways to power the station. Unless you know what you&#039;re doing, stick with the default one at first, and get it working as soon as possible. It&#039;s hard to set up a second power source if the crew is trying to lynch you for not finishing the first one.&lt;br /&gt;
&lt;br /&gt;
====[[File:Supermatter shard.png]] Matters of Super Matter ====&lt;br /&gt;
The [[Supermatter]] is the most likely candidate for your default power source. Its primary features are emitting tons of radiation, making everyone who could theoretically see it hallucinate, releasing hot oxygen and plasma, heating the air around, and either exploding or creating a Tesla/Singularity when you screw up. It begins inert but being hit by an object or projectile will activate it.&lt;br /&gt;
&lt;br /&gt;
====[[File:Gravitational Singularity Generator.png]] Power Your Station With A Black Hole ====&lt;br /&gt;
The [[Singularity Engine]] is the standard power source of [[PubbyStation]] and can otherwise be built with parts ordered from Cargo. It should go without saying that, since the singularity is essentially a black hole, it should stay inside of its containment field and not grow too big. Also, keep in mind that it pulses large amounts of radiation and EMPs, so always wear an engineering hardsuit or a radsuit when you&#039;re near it, and keep flashers and other sensitive electronics away from it (including cyborgs). Don&#039;t come near it in the atmospherics hardsuit, which had its radiation shielding stripped to make a place for thermal shielding.&lt;br /&gt;
&lt;br /&gt;
====[[File:Tesla gen.gif]] New Tesla Energy ====&lt;br /&gt;
Make Tesla proud and &amp;lt;strike&amp;gt;run alternating current&amp;lt;/strike&amp;gt; power the station with giant balls of electricity! Lately, the [[Tesla Engine]] has been sneaking its way into more and more Nanotrasen space stations. Operating it is somewhat similar to the singularity engine, but instead of radiation, it will generate lightning bolts that must be captured with coils. Also, it won&#039;t deal any structural damage to the station if it escapes. Minus the exploding machines. And the blood and dust of former crewmembers all over the place. Keep it contained.&lt;br /&gt;
&lt;br /&gt;
====[[File:Solar tracker.png]] The Forgotten Power Source ====&lt;br /&gt;
Whilst the supermatter or singularity outputs a metric shit-ton of power, a hardened engineer like yourself knows that it&#039;s incredibly unreliable at the best of times. This is where the [[solars]] come in. Solars output a decent amount of energy and can keep the station running at a bare minimum whilst you inevitably sort out an issue with the supermatter, but they need setting up first! Luckily this is even easier than setting up the singulo and you can just designate one of your minions to go out and complete the task, better yet if they volunteer. Remember though, engineering has only two hardsuits (radiation protection but no fire protection), and atmospherics only one (fire protection but no radiation protection). No yellow-suit chump&#039;s getting his hands on YOUR pristine white hardsuit (which protects against both radiation AND fire). So get the AI&#039;s attention and tell it that the man is allowed in EVA to pick up some equipment. Or just do solars yourself, you lazy fuck.&lt;br /&gt;
&lt;br /&gt;
====[[File:Turbine computer.gif]] Fossil Fuel ====&lt;br /&gt;
Depending on the model of your space station, there might also be a [[Turbine|turbine]] or [[Thermo-Electric Generator|thermo-electric generator]] installed. Both of these burn through plasma to generate energy, but they work differently so make sure you refer to the right guide when setting one up.&lt;br /&gt;
&lt;br /&gt;
===[[File:O2 Canister.png]] Atmosia, the Great City-State of Pipes ===&lt;br /&gt;
---------&lt;br /&gt;
The supermatter is running, the solars are wired and the engineering team is at your beck and call. The station is getting a steady supply of power and you&#039;re confident your team can maintain this and repair any damage to the hull. Your job is done, right? NOT SO FAST, my friend! Haven&#039;t you forgotten [[atmospherics]]?&lt;br /&gt;
&lt;br /&gt;
Yes, as hard as it is to accept, that convoluted bundle of pipes and its clueless staff are under your jurisdiction and it&#039;s your responsibility to make sure that it&#039;s keeping everybody breathing. As the CE, you are expected to know the basics of how atmos works, how to optimize it, and then how to keep people from fucking with it. Luckily, that&#039;s pretty much it. [[Atmospherics|Again, read the guide and learn it]].&lt;br /&gt;
&lt;br /&gt;
All you really have to do with atmos is get acquainted with its staff (you can do this at round start along with your [[Station Engineer|direct minions]], as they share the engineering channel), make sure they know how to optimize it (if not, do it yourself - better yet teach them), and then check back in periodically to ensure [[Traitor|some]] [[AI|ass]][[Clown|hole]] hasn&#039;t tampered with it, slightly more if the atmos team is the usual band of drooling lunatics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please keep in mind that making Atmospherics sabotage-proof (for example by removing the plasma tank from the loop) before you have decent IC evidence that someone is going to sabotage it is considered meta-gaming.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[File:Server.gif]] Telecommunications ===&lt;br /&gt;
------------&lt;br /&gt;
It&#039;s your duty to make sure [[Telecommunications]] is working and to fix it if it doesn&#039;t. If you need help fixing or maintaining it use the [[Guide to Telecommunications]].&lt;br /&gt;
&lt;br /&gt;
===[[File:Wrench.png]] ...Then What? ===&lt;br /&gt;
------------&lt;br /&gt;
Now that the station&#039;s systems are running at maximum capacity or are in the process of being made so, you can relax a little. Here is what you should be doing:&lt;br /&gt;
&lt;br /&gt;
* Listen to the radio for hull breaches. When you hear of one, send a couple of Engineers out to mend the damage.&lt;br /&gt;
* Check the Station Alert Console to see if there are any power/atmos alarms going off on the station.&lt;br /&gt;
* Periodically check out atmospherics to make sure nobody&#039;s messed it up.&lt;br /&gt;
* Talk to your team. Make sure solars are wired or in the process of being done.&lt;br /&gt;
* Set up a tertiary or even quarternary source of power. If you want a challenge, try building [[Beyond the impossible|a singularity engine that won&#039;t get loose as soon as you turn on the particle accelerator]].&lt;br /&gt;
*Experiment with the [[Supermatter]] to make it produce even more power!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Rev2.png]] [[Game Mode#Revolution|Viva La Working Class!]] ==&lt;br /&gt;
As a Head of Staff, you are a prime target for the [[traitor|Revolutionaries]], and will most likely be attacked in some way. While setting up the spare emitters, stealing the [[Rapid Construction Device|RCD]] and holing up in Engineering is a tempting possibility, it is in extremely bad form and will be met by negative karma and general hatred towards you. In short, &#039;&#039;&#039;do not barricade yourself in Engineering during a Revolutionary round&#039;&#039;&#039;. It makes rounds take way the hell too long, and may prompt non-revolutionary engineers to invade, especially if you start dicking around with the power supply.&lt;br /&gt;
&lt;br /&gt;
==[[File:Light_Bulb.png]] Tips==&lt;br /&gt;
* Securing an [[RCD]] from the [[Engi-Vend]] is recommended for situations when you need to patch a hole fast (or tear down something fast).&lt;br /&gt;
* As with all other Heads of Staff, your headset has a High Volume mode that when toggled on makes your speech much &amp;quot;louder&amp;quot; (larger text) than normal.&lt;br /&gt;
* Your copy of the station blueprints can be used to create new areas, rename old ones, and view the layout of wires for different devices.&lt;br /&gt;
* Your Advanced Magboots don&#039;t just stop you slipping into space, they stop you slipping in general when they&#039;re activated and don&#039;t slow you down while activated, unlike normal magboots.&lt;br /&gt;
* All that is needed for telecoms is: receiver-&amp;gt;mainframe-&amp;gt;processor-&amp;gt;mainframe-&amp;gt;server-&amp;gt;broadcaster. Just make sure everything is linked to each other properly and you won&#039;t need a hub. Mining and people on the DJ station are still fucked though without a hub.&lt;br /&gt;
* Poly kills spiders in 2 to 3 seconds and can’t be hit by them (if you can get the bastard to attack them). Works on carps too!&lt;br /&gt;
* CE’s hardsuit is fire- and radiationproof, and is said to have a built-in jetpack (to be used with an air tank on the suit storage slot).&lt;br /&gt;
* You can scan pieces of paper with your PDA to add them to your PDA notes. Useful as a CE, just scan your monitor key and then hide it in the paper bin.&lt;br /&gt;
* The message monitor console in telecoms can be used to read PDA messages, and forge them too! Go to the last option, to send a system administrator message, and change the name and title. (They don&#039;t have to be on the manifest, even.)&lt;br /&gt;
* You can use the Engineering department&#039;s Techfab to produce [[Engineering items|new and advanced engineering items]] that [[Research and Development]] researches for you, such as more advanced tools like the ones you start with or even a sick [[Flightsuit]]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Doubleagent.gif]] Law Abiding Engineer ==&lt;br /&gt;
&#039;&#039;&amp;quot;OH GOD IT&#039;S LOOSE, CALL THE SHUTTLE!&amp;quot; -Poly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a [[Traitor]] Chief Engineer, you have a &#039;&#039;lot&#039;&#039; of options going forward, many more than most.&lt;br /&gt;
&lt;br /&gt;
You have easy access to anything of any real importance on the station, with the added bonus of being regarded only slightly more important than the RD (in that at least your own department listens to you, most of the time). You have the ability to completely ruin the station by fucking with telecoms, subverting the AI with the circuit board in tech storage, sabotaging atmospherics and the engine, deconstructing anything rapidly, and you can still hide away safely in space with EVA gear. Remember that an extra-capacity oxygen tank filled to 1013kPa lasts a very, very, very long time. Have fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = FF9D00&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Corrections_Officer&amp;diff=10957</id>
		<title>Corrections Officer</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Corrections_Officer&amp;diff=10957"/>
		<updated>2022-04-12T02:56:50Z</updated>

		<summary type="html">&lt;p&gt;Marrone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = 486091&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 486091&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 486091&lt;br /&gt;
 |img = Generic_Corrections_officer.png&lt;br /&gt;
 |stafftype = SECURITY&lt;br /&gt;
 |jobtitle = Corrections Officer&lt;br /&gt;
 |access = [[Security Office|Security]], [[Brig]], [[Prison_Wing|Holding Cells]], [[Courtroom]], [[Maintenance]]&lt;br /&gt;
 |difficulty = Medium&lt;br /&gt;
 |superior = [[Head of Security]], [[Warden]]&lt;br /&gt;
 |duties = Watch over the [[Prisoner|prisoners]] &amp;lt;s&amp;gt;if there are any&amp;lt;/s&amp;gt; and make sure they behave properly, help out with any tasks assigned, guard brig and ensure it is clean and civil&lt;br /&gt;
 |guides = [[Guide to security]], [[Guide to Trials]], [[Chain of Command]], [[Corporate Regulations]], [[Security items]]&lt;br /&gt;
 |requirements = Stay in perma most of the shift, watch the prisoners on camera, assist with any quick errands, and guard both brig and perma.&lt;br /&gt;
}}&lt;br /&gt;
=Disclaimer=&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-size:1.1em;&amp;quot;&amp;gt;You are &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; a [[Security Officer]] and you should not be acting like one either. The only exceptions to this is a moment of crisis such a code red emergency or low numbers of security staff&amp;lt;br&amp;gt;(confer with the [[Head of Security]] on what to do in the latter).&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-size:1.1em;&amp;quot;&amp;gt;Being a Corrections Officer isn&#039;t a license to start beating [[Prisoner|prisoners]] and make their life hell or an obligation to act as the prison butler. The prisoners are your responsibility and you must try to keep them healthy to reach the end of the shift.&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;font-size:1.1em;&amp;quot;&amp;gt;You should not handle arrests outside of brig and you should only be leaving the brig briefly with approval from the Warden.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Your duties==&lt;br /&gt;
This will be a short list of things you will commonly find yourself doing:&lt;br /&gt;
*Introduce yourself to your prisoners, and search around for anything which may be a danger to those within GenPop.&lt;br /&gt;
*Keeping the [[Prisoner|prisoners]] in line, make sure they are not being a harm to others or themselves. Establish basic rules so they understand what the expectations are.&lt;br /&gt;
*Take a break to assist the Warden or HoS with anything they may need, be it the creation of an autolathe, bringing a crate back to cargo, or anything else which can be done reasonably quickly.&lt;br /&gt;
*Fulfilling reasonable requests or exchanges the [[Prisoner|prisoners]] may have for items, but remember that you are not under any obligation to accept them unless it is approved by a superior.&lt;br /&gt;
*Reporting any incidents, destruction, and intrusions within perma to the [[Warden]] or [[Head of Security|HoS]].&lt;br /&gt;
*Make renovations to the perma facility by installing reinforced windows, changing floor tiles, it can be nearly anything with the approval from a superior.&lt;br /&gt;
*Aid in processing new criminals so that they can acclimate to perma, many who are put in GenPop can be upset and having someone there to keep them company can make a big difference.&lt;br /&gt;
*Evaluate and help process current prisoners for parole if requested and approved.&lt;br /&gt;
&lt;br /&gt;
Besides this you will often find yourself working with the [[Security Medic]] to patch up any [[Prisoner|prisoners]] prisoners that got harmed &amp;lt;s&amp;gt;by your doing&amp;lt;/s&amp;gt; in a riot. If its a busy day and the station is falling apart you can and likely will be asked to perform the duties of a normal [[Security Officer]] and you might even find yourself being promoted to one. Avoid overstepping your boundaries in the presence of those who have a job to do, and if you are ever unsure ask the [[Warden]] or [[Head of Security]] for help! &lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
As a Correctional Officer you are expected to be permanent brig staff for the shift. While security officers are out and about in the station, the CO keeps an eye on home base with the Warden to ensure no intruders make entrance and that any emergencies such as explosions can be handled or reported expeditiously. There will be times where things need to happen at brig when security staff are away from it, whether its to prepare something or to use the security records computer. Your first and foremost duty is to protect perma and brig, and to keep the prisoners within it safe from themselves or external threats. &lt;br /&gt;
&lt;br /&gt;
While you are expected to not behave like a security officer, you are still security staff and should be respected as a member of the department, that said your opinion should not be discounted or person demeaned unless it is in fair play. The great advantage in putting time in as a CO is to learn about charges, how to use cameras, how to process suspects, paperwork, and other such skills which develop an arsenal fit for a Warden. You may even see characters who arrive as Wardens do CO shifts so that they can take less responsibility, but still be a part of the process as brig staff and helping out how they can.&lt;br /&gt;
&lt;br /&gt;
=== Job Difficulty ===&lt;br /&gt;
Many incorrectly see CO&#039;s at the bottom of the totem pole as they, in some ways, carry less responsibility by the sheer fact that they have a relatively small area to protect in comparison to the entire station. However, it must be known that the most dangerous people often end up in perma; you may be processing a changeling, or a syndicate agent with an uplink implant, or the prisoner may just be belligerent and violent enough to sucker punch and overpower your character. Being able to handle yourself and at least get to a safe place to report an issue is imperative, as a CO&#039;s day can turn from boring and monotonous to urgent and extreme in the figurative snap of a finger. It is at your discretion to call on the assistance of any voluntary security personnel to assist you moving them from solitary back to GenPop, or just to confront them for whatever reason there is. A skill which should be honed as a CO for all other security roles is the ability to de-escalate a situation preferably through words and verbal judo, and a prison can often be a gym to test your patience and attentiveness to details. &lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
When you spawn in at the start of the round you will have the following equipment and tools of the trade available to you:&lt;br /&gt;
*1x Prison stun baton - A special baton that has limited functions outside of the prison. Outside of the prison it will have three charges that you can use before needing to return to the brig to restore its function.&lt;br /&gt;
*2x Handcuffs - Just some standard issue handcuffs with nothing special going on with them.&lt;br /&gt;
*1x Sunglasses - &amp;lt;s&amp;gt;Used to beat prisoners in style&amp;lt;/s&amp;gt; or protect you from flashes.&lt;br /&gt;
*1x Police whistle - For when you need to get the attention of all who are in the brig.&lt;br /&gt;
*1x Disabler - A standard issue disabler identical to the ones issued to [[Security Officer|Security Officers]].&lt;br /&gt;
Beyond what you start with, you have a riot locker with some different clothes and some more [https://skyrat13.tk/wiki/index.php/Security_items security equipment] at your disposal. If you need more, consider how many other security staff there are and if there is not a lot, you may freely take a locker in the Gear Room and label it as well as the equipment inside. You are allowed to use the gear from these closets, but it should be prioritized for field agents such as Security Officers in the event they are in abundance. Otherwise, if you politely ask the Warden or HoS, you may be granted equipment from the armory if it is reasonable. &lt;br /&gt;
&lt;br /&gt;
As such with MCR&#039;s and other lethal weapons, security officers should be prioritized when distributing lethal weaponry unless there is a direct threat to perma that requires the CO to, for example, patrol with an MCR for space invaders targeting perma and the brig. Just like Security Officers, CO&#039;s may have lethal arms stowed in their lockers until the appropriate alert level, however it must be advised that having either lethals or non-lethal security equipment unholstered in perma is not advisable, as the risk for disarmament is too high in a tightly packed prison. In the end it is entirely at the discretion of the Warden and HoS, and it is also important for COs to get robust with no extra equipment other than what they start with and what is in their locker.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
&lt;br /&gt;
* Try to get to know the prisoners, and be on their good side so that you can have more allies than enemies in future shifts.&lt;br /&gt;
* If you treat prisoners with dignity, and you refuse to stoop down to their level when they are bitter and belligerent, it will help set a precedence and expectation which can serve you well.&lt;br /&gt;
* When you take breaks from being in perma and are not watching them on the cameras, see if any other security personnel are not busy and ask them to temporarily look over the prisoners while you do errands.&lt;br /&gt;
* You are allowed to give prisoners reasonable orders, as long as you do so in a dignified manner with intentions for managing the prison. An unreasonable order is one that puts a prisoner in great discomfort or pain, and must be approved by a supervisor before it can be allowed. &lt;br /&gt;
* Preparation is always better than damage control. If you set clear expectations at the start of the shift, you wont need to explain them in the aftermath of a fight or when you need them to do something urgently.&lt;br /&gt;
* If there are multiple CO&#039;s, consider doing part of your shift together, and part of it separate while the other helps out with tasks needed in brig.&lt;br /&gt;
&lt;br /&gt;
==[[File:Light_Bulb.png|64px|class=pixelart]]Antagonist tips==&lt;br /&gt;
This job is ineligible to roll for antagonist outside of [[Blob]] and [[Obsessed]] &lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 486091&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_Officer&amp;diff=10955</id>
		<title>Security Officer</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_Officer&amp;diff=10955"/>
		<updated>2022-04-12T02:52:19Z</updated>

		<summary type="html">&lt;p&gt;Marrone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason= contents of this page should be checked}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 486091&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 486091&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 486091&lt;br /&gt;
 |img = Generic_security.png&lt;br /&gt;
 |stafftype = SECURITY&lt;br /&gt;
 |jobtitle = Security Officer&lt;br /&gt;
 |access = [[Security Office|Security]], [[Brig]], [[Prison_Wing|Holding Cells]], [[Courtroom]], [[Maintenance]], Weapon Permit&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = [[Head of Security]]&lt;br /&gt;
 |duties = Protect company assets, follow the [[Standard Operating Procedure]], respect the crew.&lt;br /&gt;
 |guides = [[Guide to security]], [[Standard Operating Procedure]], [[Corporate Regulations]], [[Security items|Security Items]]&lt;br /&gt;
 |requirements = Don’t create more problems than you solve. Be a deterrent to chaos and destruction.&lt;br /&gt;
}}&lt;br /&gt;
NanoTrasen has developed a state-of-the-art research station, and in the same breath they signed a clown onto the payroll. It henceforth falls to you to protect the station from threats, real or perceived.&lt;br /&gt;
&lt;br /&gt;
At the end of the day, your basic role is to ensure crew safety. This may mean putting yourself at risk, but that’s why we wear the badge.&lt;br /&gt;
&lt;br /&gt;
[[File:Thebrig.png|300px|thumb|alt=Brig|The [[Brig]], your homebase]]&lt;br /&gt;
You are the sole guardian between the ideals of justice and the [[Clown|wild psychotics]] that your company has chosen to advance its interests in space. Just because everyone else is insane, however, does not mean you are permitted to go hog-wild and beat them all unconscious to strap them to beds. [[Byond the impossible|Professionals have standards.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is important to note that Security is one of the most mechanics-heavy roles on the station and requires a fairly high degree of proficiency in the game’s basic controls. For this reason, it is suggested you get a good deal of experience in other roles before attempting to play as Security, lest you be branded “Shitcurity” – or worse. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Heat!==&lt;br /&gt;
Criminals are out there, and you’re the last bastion between them and Total Anarchy! This cannot be allowed. Space Law is absolute, and you are its executioner. That said, &#039;&#039;you are not &#039;&#039;&#039;AN executioner&#039;&#039;&#039;&#039;&#039;. Your job is to protect the station and its &amp;lt;s&amp;gt;assets&amp;lt;/s&amp;gt; people. It is essential that you at the very least speak to the crew as you go about your patrols – the more you get to know your crew, the more cooperative they will be in the future.&lt;br /&gt;
==Knowing your Butt from your Baton[[File:StunBaton.gif]].==&lt;br /&gt;
There is a wide misconception that being Security means beating people into submission and ruling with an iron first. This is the farthest possible thing from the truth. As Security, the station puts its trust in you to be an effective peacekeeping force. While the corporate regulations exist and should be followed, they are not the be all and end all of your job.&lt;br /&gt;
&lt;br /&gt;
What the clown gets up to is, by Space Law, a crime; but you’re better than that. You are able to talk to the clown. You can work to make them less disruptive to the crew while also avoiding a fight. If done well, the clown will get to keep up their hilarious antics – if done poorly, expect to find a bloodied bike horn in disposals.&lt;br /&gt;
While diplomatic solutions are not always possible, they should be what you strive for. When they fail, you have [[Security items|an arsenal of tools at your disposal]]. If faced with a crime scene and few leads, call for the [[detective]] and avoid touching anything. If you don’t have a detective, get ready for some good ol’ fashioned problem solving!&lt;br /&gt;
Once the perp is apprehended, take them to the brig for processing. The [[Warden]] Should be able to help you here, but you should know the law regardless. Remember; sentence time starts from when they are apprehended. Treat the prisoner with basic decency – they are human, after all, if a dirty perp. &lt;br /&gt;
While you will usually have an assigned department, patrolling is still an essential part of your job. Check your maintenance corridors, the quiet areas of the ship, and stay in contact with both your assigned department and the security department via the radio.&lt;br /&gt;
==Guns at the Ready!==&lt;br /&gt;
When getting kitted up, your previously mentioned cabal of tools are a must-have. Generally speaking, you’ll be wanting to hit up the brig for such things. Should these leave you empty-handed, check in with the Warden. Worst case, it may be worth checking the checkpoints that are scattered around the area.&lt;br /&gt;
Outside of this, however, there are a few other items that can also be useful;&lt;br /&gt;
# Your starter token! This can be used at the vendor within your department to get you one of several sidearms, alongside the ammunition for them. You DO NOT START with a gun, you have to redeem it to get your tools!&lt;br /&gt;
# The peacekeeper belt, filled with your trusty telebaton, pepperspray, handcuffs, and flash. All of these are crucial to your success!&lt;br /&gt;
# The extra ammunition within the vendors can be incredibly useful, as IDHF rounds go through windows, and deal no brute damage unlike your rubber and baton arms.&lt;br /&gt;
# A Universal Recorder can be useful for recording confessions or ensuring your word is able to be believed. Evidence can be essential for tough to crack cases!&lt;br /&gt;
# A Plush Toy can be useful for consoling some crew members. While this may seem strange, it is often harder for a person to be angry when looking at a [[Guide to Plush Toys|fluffy friend]]!&lt;br /&gt;
# An active personal AI can be a lifesaver when the going gets tough! While not the most commonly accessible device on the station (at least in an active state) a good pAI can operate as a rookie with the ability to pull open a door in an emergency.&lt;br /&gt;
==The Daily Grind==&lt;br /&gt;
In the Security Department, you are the lowest rung. While you are not directly subservient to the [[Warden]], you are expected to follow their instructions. Above both of you is your [[Head of Security]], and above them is the [[Captain]] themselves. This chain of command is what you will primarily be operating under aboard the station. Outside of the station, Central Command provides direction to the Captain, meaning some orders passed down to you may be from CentComm themselves.&lt;br /&gt;
When assigned to a department, you may also receive orders from its Head of Staff. While these are not as important as the ones from your direct superiors, it will put you in the department’s good books if you do as asked. When patrolling, take the time to get to know your fellow crewmate; it may make them easier to talk down from crimes if you already have an established rapport. &lt;br /&gt;
&#039;&#039;&#039;Most pressingly, be kind. Your job is to de-escalate problems until they go away, even if that means violent force you should always at least attempt a peaceful solution. &#039;&#039;&#039;&lt;br /&gt;
==Mechanical Minds, Silicon SecOffs[[File:Beepsky.png]]==&lt;br /&gt;
One of your most useful tools is your small friend, Officer Beepsky. Your Sec HUD can be used to set someone’s arrest status on the fly, and for those you can’t see you can call in to the Warden, who can set this status on their console. Once he finds a target, his on-board radio will let you know when he finds the no-good criminal!&lt;br /&gt;
It cannot be overstated how useful this can be during a manhunt. An extra pair of eyes is nothing to scoff at, so be sure to call in reports of criminals frequently. &lt;br /&gt;
==GREAT GOOGLY MOOGLY IT’S ALL GONE TO SHIT==&lt;br /&gt;
There comes a time in every good officer’s life where things go, to put it kindly, tits up. The most important thing is to remember that most situations can be resolved by organization, and that more chaos will simply lead to worse problems down the line.&lt;br /&gt;
Keeping in contact is more essential than ever when the red alert is raised. It may be worthwhile to establish regular check-ins. Information should be compiled regularly and, where possible, communication to the opposing force should be maintained.&lt;br /&gt;
In the event that the opposition is actively avoiding diplomacy, then it’s time to raise hell.&lt;br /&gt;
===The Syndicate[[File:ESword.png]]===&lt;br /&gt;
Perhaps NanoTrasen’s most known rival, The Syndicate have a long-standing grudge against NanoTrasen for their actions. These units often work in secret, but occasionally choose to go loud. Be aware that one of their favourite tricks is to punch a hole through our beloved station, as well as it&#039;s inhabitants ribcages. No amount of plastic surgery can recover your brain from the fine paste that used to be your skull; in short – use an Explosive Ordinance Disposal (E.O.D.) suit when handling anything that looks like it might turn you into mincemeat.&lt;br /&gt;
Recovery of NanoTrasen assets is tantamount to a successful anti-operative response. Beware that your [[AI|silicon intelligences]] remain unaffected should it come to light that your station has been targeted. &lt;br /&gt;
Generally speaking, respond to the threat at hand with equivalent force. Someone running around with a lockbreaker and a suspicious looking turtleneck isn&#039;t any good reason to break out the lethal weapons from the armory, but responding to a madman mowing down the crew with a heavy machinegun by sprinting at them with a baton is just as likely to get you lynched by the crew as your opposing operative.&lt;br /&gt;
====Nuclear Operations[[File:Sniper.png]]====&lt;br /&gt;
Your conversations with Nuclear Operations are likely to be little more than interrogation. Let me be clear, you’ll need all the information you can get – but these people will not be willing to talk to you for very long, and have a tenancy to explode when left alone for long enough.&lt;br /&gt;
With the goal of detonating the on-board Nuclear Failsafe, killing anyone and everyone caught in the blast, these teams will be a significant test of your preparedness. Once an incursion is confirmed, keeping an eye on the nuke is a good idea; however patrol teams are also strongly encouraged – the best defence is a good offence.&lt;br /&gt;
The Nuke Ops are useless without your on-station nuke disk. Guard this with your life.&lt;br /&gt;
If this situation is confirmed, you will want to upgrade your kit from the Armoury. Despite what you might hope, your pea shooter and lightning gun are unlikely to hold up against the forces of a paramilitary incursion. Work with your team, stay together, and report in regularly if you wish to keep your body from resembling Swiss cheese. &lt;br /&gt;
===Revolution[[File:Baseball_bat.png]]===&lt;br /&gt;
Let’s be honest; NanoTrasen isn’t the best company to work for. While most are usually placated by the smooth taste of Vodka and the delicious flavour of Donk Pocket, the working man may one day find that their ongoing labour violations are too much.&lt;br /&gt;
In this situation, you have one positive thing going for you; by the nature of concession, these folks are the most likely to be willing to hold a conversation. Try to find out what their issue is and to work with them. In the event that they simply wish anarchy upon the station, then it&#039;s time to start cracking skulls.&lt;br /&gt;
&lt;br /&gt;
The old adage of “You can’t put us all in Prison” may eventually ring true, if only due to you running out of bullets. Thankfully for you NanoTrasen has Mindshield Implants available. These implants will free the afflicted of their less loyal ideas and can be acquired by screaming at the Warden until they hand them over or shoot you. Be sure that the [[Blueshield]] keeps an extra close eye on the Department Heads during such a turbulent time.&lt;br /&gt;
===The Cult of Nar’sie[[File:Ritual_knife.png]]===&lt;br /&gt;
An unconfirmed group, but a worrying one none the less. Keeping track of those in this group of interest will be an essential part of supressing them, in the event that they are present. Cults rely on power by numbers, so attempt to keep their numbers down. Mindshields may or may not work on eldritch magic – our information is unclear, but at any rate there may be [[Chaplain|another on the station with a more spiritual solution]]. All that&#039;s known for sure, is it&#039;s always a good idea to keep their strange knives away from them, and the odd runes they carve from their blood are never a good idea to be around...&lt;br /&gt;
==Shitcurity II: The Reckoning== &lt;br /&gt;
Good news; you’ll have a front-row seat to any investigation into your own actions. Better news; you’re not &#039;&#039;too&#039;&#039; suspicious wherever you go. [[AI|The AI]] will usually let you into most places, but in doing this you will likely be followed to ensure you do as you say – at least briefly. Final news; you’re able to keep track of all the news on your brothers and sisters should you have additional people on your side.&lt;br /&gt;
You can usually get away with arresting someone on your word alone. Be careful, though – your team might sense foul play if they don’t end up back at the brig. Your access to weapons is rivalled only by [[Science|R&amp;amp;D]] and Cargo, and your work is usually already slandered over the radio – giving you a Get out of Jail Free card. &#039;&#039;At least for now. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 486091&lt;br /&gt;
}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Detective&amp;diff=10954</id>
		<title>Detective</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Detective&amp;diff=10954"/>
		<updated>2022-04-12T02:50:57Z</updated>

		<summary type="html">&lt;p&gt;Marrone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = Contents of this page need to be checked, broken links need to be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 486091&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 486091&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 486091&lt;br /&gt;
 |img = Generic_detective.png&lt;br /&gt;
 |stafftype = SECURITY&lt;br /&gt;
 |jobtitle = Detective&lt;br /&gt;
 |access = [[Brig]], [[Detective&#039;s Office]], [[Morgue]], [[Maintenance]], Weapon Permit&lt;br /&gt;
 |difficulty = Medium&lt;br /&gt;
 |superior = [[Head of Security]]&lt;br /&gt;
 |duties = Investigate crimes, gather evidence, look badass, smoke cigarettes&lt;br /&gt;
 |guides = [Guide to security]], [[Corporate Regulations]], [[Guide to Trials]]&lt;br /&gt;
 |requirements = Scan evidence uncovered at crime scenes, look up the fingerprints and DNA strings, and pass the names on to the rest of Security.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Detective&#039;s job is to investigate the remains of any crime, identify the perpetrator, and then ask Security to arrest them for you. That&#039;s right, you have limited security access because you&#039;re supposed to be an evidence collector and hunter of monsters, not a god damn [[Security Officer|beat cop]] or [[warden]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You are not a Security Officer. You are an investigator. Your revolver is only for self-defense.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[File:Detectivefedora.png]] Problem Sleuth==&lt;br /&gt;
&lt;br /&gt;
As a detective, your primary duty is to investigate crime scenes and use the tools provided to you to identify the perpetrators. You can do this with your Forensic Scanner, your PDA[[File:Detectivepda.png]], and some basic intuition. &lt;br /&gt;
&lt;br /&gt;
Your Forensic Scanner is located in your backpack, and the closet in your office has a spare. Go to the crime scene, take a picture of relevant things with your camera and then scan all the surfaces around the scene, such as doors, walls, consoles, and of course, out-of-place items. After evidence has been scanned, place it in an evidence bag for storage and later reference. Be sure to scan any bodies for prints and fibers as well, provided that they haven&#039;t been hauled off to [[Geneticist|genetics]] or the [[morgue]] already.&lt;br /&gt;
&lt;br /&gt;
If the latter case is true, head on over to the morgue and scan the body. Hopefully the person who brought them in wore the Medbay standard-issue Nitrile gloves, or you might find yourself with a rather annoying case of mistaken identity. If this was not the case, be sure to identify who hauled the body in - And ideally, anyone who touched it during the process.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember to ALWAYS, ALWAYS, ALWAYS wear your gloves, or you will record your own prints after touching a surface, body, or item. This will at best slow you down, and at worst, end up with you serving time for the very crime you were trying to solve!&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve finished surveying the crime scene, return to either your office or the nearest easy-access Security outpost (if you can get past the outer department doors, you have access to any departmental security office). The former has both a Security Records and Medical Records computer; these allow you to check the fingerprints in the Security database to discern the owners, and the same is true of blood on the Medical Records computer. If you&#039;ve found a weapon with someone&#039;s prints on it (And that person was not the confiscating officer), you&#039;ve probably got your perp dead to rights. Similarly, if there is blood but no body, you can easily identify the deceased.&lt;br /&gt;
&lt;br /&gt;
Finding fibers can either improve or throw off your lead. For example, if the deceased Captain has fibers from insulated gloves and an Engineer&#039;s jumpsuit all over him, it&#039;s no great leap of logic to say that an Engineer was the one who did the deed. Conversely, finding nothing but fibers from your own suit, or worse, black gloves, could throw you off and just leave you with a cold case.&lt;br /&gt;
&lt;br /&gt;
If you get a single hit, you&#039;ve got your guy. Make sure to set him to arrest and bring him in for questioning. It&#039;s always a good idea to speak over Security radio and inform them that you&#039;ve identified the criminal, and that you&#039;d like them arrested - The rank-and-file officers will more often than not be happy to oblige, considering in their eyes, it&#039;s open season on anyone with the red-and-white &#039;w&#039; above their heads. Provide them with any information that could assist in the arrest: Possible contraband on their person, alternate identities, and basic identifying factors like jumpsuit color and hair style.&lt;br /&gt;
&lt;br /&gt;
If the criminal is caught, they may have a trial depending on the severity of the crime and the willingness of the command staff to host one. As the prosecution, &#039;&#039;you must attend this trial&#039;&#039;. Bring all the evidence against the criminal including finger print scan results, pictures of the crime scene, and testimonies from possible witnesses.&lt;br /&gt;
&lt;br /&gt;
===[[File:Clipboard paper.png]] Occupation: Dick Gumshoe===&lt;br /&gt;
Of course it&#039;s important to keep your evidence at least somewhat organized, but if you&#039;re feeling particularly hard boiled and want to go the extra mile (and you manage to convince the [[Captain|right]] [[Head of Security|people]] to actually try a criminal before punishing them), here are some tips:&lt;br /&gt;
* Use your hand labeler to mark everything related to one case with a name you&#039;ll easily recognize. (For example &amp;quot;Clown Case&amp;quot; if it was the [[clown]] who honked for the last time.)&lt;br /&gt;
* There are multiple lockers in Evidence Storage, stick to one per case. &lt;br /&gt;
* File all paperwork that belongs to a single case away in one folder. You start with two folders in your office and there are plenty more around the station.&lt;br /&gt;
* File the folders of closed cases away in your filing cabinet so you know where they are if you suddenly need them again.&lt;br /&gt;
* Make copies of important case-related documents for yourself (Or the rest of Security, if you prefer to keep the originals)&lt;br /&gt;
* Although you can do the prosecution yourself, the [[Head of Security]] will probably not want to miss out on this chance. Make sure they know exactly what evidence you found and what you will testify about in the trial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Universal Recorder.png]] Advanced Detective Work==&lt;br /&gt;
&lt;br /&gt;
If you have multiple suspects and matches, you&#039;re going to have to do some more investigating and possibly some interviews.&lt;br /&gt;
&lt;br /&gt;
Crimes committed by groups of people provide some distinct advantages and disadvantages for both you and security forces in general. Group crimes are often easily noticeable to any bystander, and the interrogation and subsequent confession of one suspect can lead to a sting on the entire group. On the other hand, these pairs or triads or even larger groups can be difficult to take down without a lot of manpower and commitment on the part of security forces. Changelings and sometimes traitors operate in groups, so you&#039;ll have to exercise extra caution when investigating crime scenes you think they&#039;re responsible for.&lt;br /&gt;
&lt;br /&gt;
When you do have multiple suspects, it&#039;s usually because of inconclusive forensics results. Because you&#039;re going to have to figure out the crime using more traditional methods along the lines of interviews, you should make sure to bring your universal recorder with you. Note that a universal recorder also acts as a universal translator, so you should be able to collect the testimonials of sentient slimes, monkeys, and, in the most bizarre of scenarios, [[Alien|xenos]].&lt;br /&gt;
&lt;br /&gt;
When conducting interviews, make sure that you set out with a hunch. Only interview people and only ask questions that you think are relevant to the situation. However, in some cases asking a non-pointed question can throw a bluffer off and cause them to slip in their story. People who seem more friendly after moving on from a subject may be lying.&lt;br /&gt;
&lt;br /&gt;
Your PDA[[File:Detectivepda.png]] comes with an built-in medical scanner that can be toggled on or off, and it works just like a standard medical analyzer. It tells you types of damage a person has on them, any advanced diseases, and most importantly in your line of work their time of death. Use this last fact to narrow down possible suspects.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget: You have access to the [[Interrogation]] room in the brig. Great for when you want to be more thematic, or just need some privacy.&lt;br /&gt;
&lt;br /&gt;
==[[File:Zippo.png]] Spare Time==&lt;br /&gt;
&lt;br /&gt;
Technically, the above represents the entirety of the detective&#039;s job. Despite this, you will rarely be called upon to investigate a crime, you will have to investigate crime scenes on your own initiative. Luckily, there are some other things that the Detective can do instead:&lt;br /&gt;
&lt;br /&gt;
* Snoop around. You have access to the maintenance shafts around the station, allowing you to find things off-camera.&lt;br /&gt;
* Be a general assistant to Security.&lt;br /&gt;
* Be personal bodyguard to somebody, ideally a weaker head of staff like the [[Research Director|RD]]. You&#039;re quite intimidating aesthetically, even though you&#039;re no more (and arguably less) dangerous than the average security officer.&lt;br /&gt;
* Use the camera terminal in your office to scan the station - it looks like an old-fashioned TV. Look around for any crimes, then report it over the Security channel or head over there yourself. It&#039;s probably not a good idea to announce it over the general radio, or the criminal in question will usually realize that you&#039;re onto them and get away.&lt;br /&gt;
* Update the security records. This is meant to be the [[Warden|Warden&#039;s]] job, but you&#039;ll be hard pressed to see him actually doing that.&lt;br /&gt;
&lt;br /&gt;
==[[File:Satchel.png]] Equipment==&lt;br /&gt;
The detective has a lot of shit in his office, which might bewilder you. Luckily, the only absolutely necessary stuff that you don&#039;t spawn with are your revolver and speed loaders for it.&lt;br /&gt;
&lt;br /&gt;
Here is a list of stuff that either Detective spawns with, or is in his office:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cigarettes and Zippo lighter&#039;&#039;&#039; - absolutely necessary, smoking is cool.&lt;br /&gt;
* &#039;&#039;&#039;A worn suit, coat, and hat&#039;&#039;&#039;. Not only do these make you look cool, but they act as armor. Also, the hat has a stock of &amp;lt;s&amp;gt;booze&amp;lt;/s&amp;gt; candy corns.&lt;br /&gt;
* A &#039;&#039;&#039;White Crayon&#039;&#039;&#039; that you can use to draw an outline around a corpse&lt;br /&gt;
* &#039;&#039;&#039;Black gloves&#039;&#039;&#039; [[file:BGloves.png]] - as stated above, NEVER take these off if you are [[Beyond the impossible|planning on being an actual detective and doing your damn job]], or you will get your own prints on the evidence and fuck up the entire investigation.&lt;br /&gt;
* A &#039;&#039;&#039;security radio headset&#039;&#039;&#039; [[file:secheadset.png]], this gives you access to the security channel so you can tell the officers to arrest insert-criminal-name-here.&lt;br /&gt;
* A &#039;&#039;&#039;seclite&#039;&#039;&#039;, the standard issue security illumination device. Can be turned on and placed in pocket, freeing a hand for dark maintenance  tunnels.&lt;br /&gt;
* A &#039;&#039;&#039;[[Security_items#Police_Baton|classic police baton]]&#039;&#039;&#039; [[File:Classic_baton.png]], for self defense. &lt;br /&gt;
* Your &#039;&#039;&#039;forensics scanner&#039;&#039;&#039;, found in your backpack. Use this to scan for fingerprints and trace fibers.&lt;br /&gt;
* A PDA[[File:Detectivepda.png]] loaded with a &#039;&#039;&#039;D.E.T.E.C.T&#039;&#039;&#039; cart. This little thing gives you access to both security and medical records, and has a built in Med scanner.&lt;br /&gt;
* Your &#039;&#039;&#039;.38 revolver&#039;&#039;&#039; [[file:Detectivegun.png]], which comes complete with the ability to reskin it, fire special ammo, rename it, and even modify it with a screwdriver to fire the exceptionally lethal .357 caliber rounds.&lt;br /&gt;
* &#039;&#039;&#039;Speed Loaders&#039;&#039;&#039; [[File:Ammo_38.png]] for the revolver, you may want to put these in your internals box. You must deal with the Cargo Bay workers if you run out - Remember to recycle empty speed loaders into the Autolathe for a full refund!&lt;br /&gt;
**  .38 Ammo types:&lt;br /&gt;
*** .38 &#039;&#039;&#039;Normal&#039;&#039;&#039;: Standard, 25 brute dmg - &#039;&#039;&#039;Available from: Cargo, Autolathe, Security techfab, Starting holster.&#039;&#039;&#039;&lt;br /&gt;
*** .38 &#039;&#039;&#039;TRAC&#039;&#039;&#039;: Implants a weak, short lasting tracker, 10 brute dmg - &#039;&#039;&#039;Available from: Cargo, Security techfab.&#039;&#039;&#039;&lt;br /&gt;
*** .38 &#039;&#039;&#039;Match&#039;&#039;&#039;: Increased ricochet ability, 25 brute dmg - &#039;&#039;&#039;Available from: Cargo.&#039;&#039;&#039;&lt;br /&gt;
*** .38 &#039;&#039;&#039;Rubber&#039;&#039;&#039;: Does disabler-level stamina damage, &#039;&#039;&#039;still does reduced brute damage&#039;&#039;&#039;, 10 brute dmg - &#039;&#039;&#039;Available from: Cargo.&#039;&#039;&#039;&lt;br /&gt;
*** .38 &#039;&#039;&#039;DumDum&#039;&#039;&#039;: High chance to [[Combat#Embedding|embed]], Weak against armour, Sharp, 15 brute dmg - &#039;&#039;&#039;Available from: Cargo.&#039;&#039;&#039;&lt;br /&gt;
*** .38 &#039;&#039;&#039;Hotshot&#039;&#039;&#039;: Sets target on fire, 20 brute dmg - &#039;&#039;&#039;Available from: Cargo, Security techfab.&#039;&#039;&#039;&lt;br /&gt;
*** .38 &#039;&#039;&#039;Iceblox&#039;&#039;&#039;: Cools target body temp to 100K causing slowdown and burns, 20 brute dmg - &#039;&#039;&#039;Available from: Cargo, Security techfab.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;universal recorder&#039;&#039;&#039;, for documenting interviews with suspects, witnesses, and more.&lt;br /&gt;
* A &#039;&#039;&#039;hand labeller&#039;&#039;&#039;. In theory this is for labeling evidence, but it&#039;s just as entertaining.&lt;br /&gt;
* A &#039;&#039;&#039;camera&#039;&#039;&#039;. This is supposed to be for taking pictures of evidence and suspects, but most of the time it is for taking pictures of [[The Owl]].&lt;br /&gt;
* A pair of &#039;&#039;&#039;handcuffs&#039;&#039;&#039; [[file:Handcuffs.png]] for incapacitating a crook after you &amp;lt;strike&amp;gt;run out of bullets&amp;lt;/strike&amp;gt; retaliate in self defense using your gun.&lt;br /&gt;
* Nothing says you&#039;re serious like your &#039;&#039;&#039;Armored Vest&#039;&#039;&#039;. It&#039;s just like the standard-issue security vest, except this one comes in beige and has an awesome gold badge on it.&lt;br /&gt;
* Stalk potential suspects who haven&#039;t turned off their suit sensors with the &#039;&#039;&#039;crew pinpointer&#039;&#039;&#039;.&lt;br /&gt;
* The &#039;&#039;&#039;Security Holotape Projector&#039;&#039;&#039; can be used to cordon off crime scenes, making it easier to prevent your evidence from being contaminated.&lt;br /&gt;
* &#039;&#039;&#039;Binoculars&#039;&#039;&#039; greatly expanding your field of view to catch criminal activity that wouldn&#039;t typically occur in front of security personnel.&lt;br /&gt;
* A &#039;&#039;&#039;spyglass kit&#039;&#039;&#039;, containing a camera disguised as a pocket protector, connected sunglasses, and instructions. Useful for keeping an eye on various objectives, or watching an undercover agent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you&#039;re looking for more equipment, the [[Warden]] can issue you some more standard security equipment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[File:Light_Bulb.png]] Tips==&lt;br /&gt;
* If you want to check if a husk was drained or burned, try extracting blood from it with a syringe.&lt;br /&gt;
** Got a husk in genetics? No ID on him? Use the scanner on the body to get the fingerprints and you know who that poor sod was.&lt;br /&gt;
* An Advanced Mass Spectrometer will allow you to insert a blood sample, analyzing and listing the chemicals in the sample - This can be useful in finding abnormal toxins, if a body is fresh.&lt;br /&gt;
* The built-in Medical Scanner function of your PDA[[File:Detectivepda.png]] will show time of death - This can be used to force alibis from your suspects&lt;br /&gt;
* You can put an empty speedloader back into an autolathe to receive a full refund of materials&lt;br /&gt;
* You can use Meson Scanners to find hidden walls; they show hidden doors as open spaces when not in direct sight of them.&lt;br /&gt;
* The Detective&#039;s scanner can be used at range, to scan containers and such.&lt;br /&gt;
* You can get a person&#039;s fingerprints by directly scanning them with a forensic scanner.&lt;br /&gt;
* You can use a wrench on your revolver to modify it to shoot much more lethal .357 rounds. Remember to eject the loaded rounds, or it&#039;ll end up going off in your face.&lt;br /&gt;
&lt;br /&gt;
==[[File:Doubleagent.gif]] Smooth Criminal==&lt;br /&gt;
&#039;&#039;&#039;NOTE: By default the Detective cannot be an antagonist.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Once you start paying attention, the scum the permeates this station becomes evident. The hallways and departments are black with the filth of corruption and apathy. When the Syndicate offered me that job, I took it without hesitation. Someone had to clean up this mess...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You&#039;ve got carte blanche authority to play it fast and loose. Who do you answer to? Absolutely no one. Your gun, security access and position as the lead investigator makes you basically untouchable if you&#039;re smart. Falsify evidence, stage crime scenes and cover up your murders. Creative detectives know how to game the system to their advantage. Or you could just grab a [[Syndicate_Items#Revolver|handgun that can actually kill people with its bullets]]. Your call, &#039;&#039;ace&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 486091&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Warden&amp;diff=10953</id>
		<title>Warden</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Warden&amp;diff=10953"/>
		<updated>2022-04-12T02:50:14Z</updated>

		<summary type="html">&lt;p&gt;Marrone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = Contents of this page need to be checked, broken links need to be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 486091&lt;br /&gt;
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 |bcolour = 486091&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 486091&lt;br /&gt;
 |img = Generic_warden.png&lt;br /&gt;
 |stafftype = SECURITY&lt;br /&gt;
 |jobtitle = Warden&lt;br /&gt;
 |access = [[Armory]], [[Security Office|Security]], [[Brig]], [[Prison_Wing|Holding Cells]], [[Courtroom]], Weapon Permit&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = [[Head of Security]]&lt;br /&gt;
 |duties = Watch over the [[Brig]] and [[Prison Wing]], release prisoners when their time is up, issue equipment to security, be a [[Security Officer]] when they all eventually die&lt;br /&gt;
 |guides = [[Guide to security]], [[Corporate Regulations]], [[Guide to Trials]], [[Guide to paperwork#For_the_Warden|a few forms]]&lt;br /&gt;
 |requirements = See your prisoners at the start and throughout the shift, keep contraband and weapons somewhere secure, make sure charges are evidentiary and proper for the crime committed, and guard the armory, brig, and perma.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Warden is a member of the security staff, responsible for the [[Brig]], the [[Prison Wing]] and the management of the prisoners. He essentially acts as a right-hand man to the [[Head of Security]] and runs most of the operations within the Brig in the absence of the HoS. The Warden is also tasked with guarding his most valued treasure: The Armory, filled with Security&#039;s best gear and armaments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Make sure no one [[Assistant|who shouldn&#039;t]] is in the armory. Set a timer for arrested people and make sure they don&#039;t break out.&lt;br /&gt;
&lt;br /&gt;
[[File:Security.png|300px|thumb|alt=Brig|Your Domains: The [[Brig]] + [[Security Office]] + [[Prison Wing]] + [[Warden&#039;s Office|Your Office]]. Also pictured, the courtroom, where suffering comes knocking.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Policecap.png]] &#039;&#039;&#039;Watch Hound&#039;&#039;&#039;==&lt;br /&gt;
Half of your job is to look after the prisoners, make sure they don&#039;t die or get unfair [[Corporate Regulations|sentences]], and make sure they don&#039;t escape. The other half of your job is to arm security with weapons in times of war. You are not a [[Security Officer]] and do not have to go outside of the brig (and really should not go out of the brig). &#039;&#039;&#039;Stay in the brig.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once more: &#039;&#039;&#039;&#039;&#039;STAY IN THE GODDAMN BRIG&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even more important: &#039;&#039;&#039;&#039;&#039;WATCH THE DAMN ARMORY.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[File:Megaphone red.png]] Mister Dispatcher==&lt;br /&gt;
If you have no prisoners to watch out for, you should be coordinating the [[Security Officers]] over the security radio channel.  People often make accusations of crime on the radio that you can follow up on.  You can ensure all arrest records are filled in with this and with information from the security radio channel to make sure officers don&#039;t wonder why a particular person is wanted.  You can also check on the [[Computers#Security_Cameras|cameras]] for reported disturbances and update the records of anyone involved (which should be done regularly).  Your fellow officers will appreciate your help in sending them where they can make a difference. You really have the opportunity to make Security run like a well-oiled machine. Frequently check security officers positions and health on the crew monitoring console so you know if they&#039;re dead and where they are.&lt;br /&gt;
&lt;br /&gt;
==Second in Command==&lt;br /&gt;
As the Warden, you have authority over the brig and any security officers inside the Brig. Should anything happen to the Head of Security, you are expected to take up his position and command the security staff.&lt;br /&gt;
&lt;br /&gt;
===[[File:Detectivefedora.png]]The [[Detective]]===&lt;br /&gt;
Just give the detective space, he&#039;s the loose cannon that runs around and scans for prints. In the rare cases where they do drag someone in, they&#039;ll need help with the Brig timers and securing evidence.  Since almost anyone (even lawyers) with brig access has access to evidence storage, the more dangerous evidence should go in the appropriate locker in the armory.&lt;br /&gt;
&lt;br /&gt;
===[[File:Helmet.png]] [[Security officer|Security Officers]]===&lt;br /&gt;
Nominally, officers aren&#039;t under your command and are not required to follow your orders. That being said, if they&#039;re in the brig and mucking around, you are well within your duties to order them to leave. Otherwise, try to be the benevolent eye in the sky and keep tabs on the whereabouts of your team.&lt;br /&gt;
&lt;br /&gt;
===[[File:Fedora.png]] [[Lawyer|Lawyers]]===&lt;br /&gt;
When used correctly, the station&#039;s legal counselors can provide an extra layer of security by keeping an eye on things or by policing the various debris and detritus that crops up over the course of a shift. Pass out some spare sunglasses or a SecHUD (if you&#039;re feeling particularly generous) and don&#039;t refuse their clients&#039; right to counsel. If you wind with a &#039;&#039;[[traitor|criminal]] attorney&#039;&#039; on your hands, don&#039;t hesitate to bring the hammer down.&lt;br /&gt;
 &lt;br /&gt;
==[[File:Securitylocker.png]] Equipment==&lt;br /&gt;
[[File:Armory.png|300px|thumb|alt=Armory|The [[Armory]]]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Security_items|See here what items you&#039;re about to use and how to use them.]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Given the ever-present threat of prison breaks and riots, a skilled Warden is a well-equipped warden. Your locker contains your personal gear: a brig door remote, a box of flashbangs some extra zip ties and burn resistant gloves that teach you the Krav Maga martial art. Stuff some of that in your bag. Also, consider grabbing a laser weapon: being next to the armory is no use if somebody has blown up the APC and you can&#039;t get through the now de-powered windoors to stop them cleaning the place out. &lt;br /&gt;
&lt;br /&gt;
Not only that, but your Armory contains a plethora of gear that can help you in your quest to defend the Brig. Barricades are excellent if someone has broken the Brig doors with a cryptographic sequencer, and portable flashers, although they have limited charge, are very useful at stopping poorly equipped attackers or budding escapees.  You also have a toolbox to help you install the flashers and make other basic adjustments.  Make sure no one gets your ID, and that you know who the [[Head of Security]] is (in the very real case that someone murders them and steals their identity). Your ID is a high-value target, so make sure no one gets their grubby hands on it. You also have access to the HoS&#039;s Door Control Remote, which you can use to bolt down certain doors in the brig.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget that your loot includes anything you might have created at the Security Protolathe or have confiscated from [[Traitor|Traitors]] and other [[Nuclear Operative|agents of]] [[Wizard|chaos]]. It&#039;s best to keep these confiscated weapons and items away from the Officers; only let you or the Head of Security handle them. Theres a better chance that the Head of Security will know how to put that gear to good use.&lt;br /&gt;
&lt;br /&gt;
===[[File:Lockbox locked.png]] &amp;lt;u&amp;gt;Implants&amp;lt;/u&amp;gt; [[File:Implant Case.png]]===&lt;br /&gt;
The [[Armory]] contains different sets of implants which you may want to make use of for prisoner control.&lt;br /&gt;
&lt;br /&gt;
====[[Chemical Implant|Chemical Implants]]====&lt;br /&gt;
Will put a chemical implant under the skin of a person&#039;s chest. Load the implant with up to 50 units of chemicals by injecting it with a filled syringe while it&#039;s still in its original case. You can then remotely inject the implanted chems with the Prisoner Management Console in your office. &amp;lt;br&amp;gt;Implant will last so long as the subject is alive. However, if the subject suffers from malnutrition, the implant may become unstable and either pre-maturely inject the subject or simply break. Can be loaded with sedatives or even lethal injections. For larger doses, a subject may be implanted multiple times. Disintegrates 10 minutes after the death of the host, unless revived. Also leaves a blinking blue dot if the subject is observed with a [[Hud#Security_HUD_Icons|Security HUD]].&lt;br /&gt;
&lt;br /&gt;
====[[Tracking Implant|Tracking Implants]]====&lt;br /&gt;
Will implant a tracking beacon under the skin of a person&#039;s chest. The Prisoner Management Console in your office can then be used to check the implanted person&#039;s location and even send messages into their mind. Use a bluespace locator to track implanted targets. Locators can be printed from the security techfab after research. Use a [[High-risk_items#Hand_teleporter|Hand Teleporter]] or [[Teleporter]] to teleport to the target. Disintegrates 10 minutes after the death of the host, unless revived. Also leaves a blinking red dot if the subject is observed with a [[Hud#Security_HUD_Icons|Security HUD]].&lt;br /&gt;
&lt;br /&gt;
====[[Security_items#Mindshield_Implant|Mindshield Implants]]====&lt;br /&gt;
[[Security_items#Mindshield_Implant|Mindshield Implants]] will revert the effects of [[Revolution|Revolutionaries]], however if someone resists them they are most likely the  [[Revolution| ringleader]]. Mindshield implants  will also prevent brainwashing from [[Revolution| Commies]] and [[Cult| Cultists]]. However they cannot deconvert anyone but a [[Revolution| revolutionary]]. More can be ordered in the [[Cargo Bay]], albeit at an extremely high cost. &lt;br /&gt;
&lt;br /&gt;
All Security forces are automatically implanted at the beginning of the shift, so ensure all security personnel are [[Security_items#Mindshield_Implant|Mindshield]] implanted by checking your [[Hud#Security_HUD_Icons|Security HUD]]. Sometimes you&#039;ll catch someone [[Changeling| impersonating]], an [[ Traitor | officer]].&lt;br /&gt;
&lt;br /&gt;
==[[File:Office Chair.png]] Don&#039;t Sit Around==&lt;br /&gt;
Sitting at your desk is alright, but you should make sure to scan the cell blocks every once in a while to make sure no one is hurt in the cells, or that no one has broken in. Your job is to protect all of security from people busting in, or out. A quick sweep every few minutes should be fine, being a warden is a mostly relaxing job, just make sure to stun anyone who looks suspicious in the brig (or security office area) and hold them till the head of security comes. Remember, DISARM FIRST, kill if that&#039;s your only option.&lt;br /&gt;
&lt;br /&gt;
If you are going to sit around, the least you can do is update the security records for your prisoners and anyone mentioned on the radio.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do not forget to check on the Armory once in a while. While it may seem impenetrable, there are ways people can get inside without a loud boom.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[File:Id orange.png]] Clearance Level Check==&lt;br /&gt;
Referring back to the [[Chain_of_Command|chain of command]], remember that the [[Head of Personnel]] is not your superior, nor are they a member of the security team. If they are trying to break into the armory without prior authorization throw them in a cell so the Head of Security or Captain can have a talk with them. Remember they might not be the [[traitor|Head of Personnel]]  [[changeling|at]] [[abductor|all!!]]&lt;br /&gt;
&lt;br /&gt;
This goes double for anyone promoted to security. If the [[clown]] or [[mime]] shows up requesting gear, check with the Head of Security first. &#039;&#039;&#039;The Head of Security is the first and only authority on who may or may not be promoted to security.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make sure that all officers and heads of staff have a mindshield implant or else you might have a [[Revolution|bad]] time. &lt;br /&gt;
&lt;br /&gt;
==[[File:Hudwarden.png|32px]] Lockdown==&lt;br /&gt;
Sometimes, things get so bad you need to close everything off. You luckily have access to a grid of buttons nearby in your office, allowing you to selectively activate lockdown shutters and blast doors on the front of the Brig, the front desk at the entrance to the Brig, the Perma wing, and the Armory. Use this when the [[Revolutionary|angry mob]] shows up to bust down the front door of the Brig.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can use the [[Security items#Deployable Barrier Grenade|Deployable Barrier Grenades]] found in the [[Armory]] to quickly seal areas. They are essentially a super strong version of the wooden barricades that can be built. Once damaged they can be repaired with a welder.&lt;br /&gt;
&lt;br /&gt;
==[[File:Handcuffs.png]] Prison Wing==&lt;br /&gt;
[[File:Prison-wing.png|thumb|300px|[[Prison Wing]]]]&lt;br /&gt;
Space Station 13&#039;s secure [[Prison Wing]]. Once you check in, you don&#039;t check out. There are no times here - this is a place for hardened criminals. Expect to use this rarely, as many traitors get [[Cyborg|melon bowled]] before this becomes an option. Only you, the [[Head of Security]], or the [[Captain]] should ever be taking people to it and only for the most heinous crimes.&lt;br /&gt;
&lt;br /&gt;
If you do not pay attention, sometimes the Prison Wing may become a death camp. Periodically check it and make sure [[security officer|shitcurity]], space carp, [[changeling|other traitors]], or micro-meteors aren&#039;t abusing the prisoners.&lt;br /&gt;
&lt;br /&gt;
Should the situation inside the prison get too messy, you always have the option to release N2O gas into the holding area. There are two canisters of the stuff near the gulag shuttle. Make sure to Drag the canister into the brig, don your internals and let &#039;er rip. Be sure to alert your comrades in arms about the change of atmosphere though.&lt;br /&gt;
&lt;br /&gt;
==[[File:Pickaxe.png]] Labor Camp==&lt;br /&gt;
Space Station 13 has a completely functional labor camp. Consider sending prisoners here if they are particularly unruly and need a well-deserved vacation from the station. Before sending a prisoner to labor camp use a prisoner ID and set a point goal for them to achieve.  Make sure to point out the card console in the labor ship as it is often overlooked. Prisoners are given a Sleeper, toilets and mining equipment. Be aware that many a foolish officer has died to the labor camp pickaxe. For this reason and many others be very cautious when sending prisoners here. Again, remember to give the prisoners a point goal or else they may be stuck there forever.&lt;br /&gt;
&lt;br /&gt;
==[[File:Light Bulb.png]] Tips==&lt;br /&gt;
&lt;br /&gt;
* Keep a very close eye on the back of the [[Armory]]. It is common for [[Traitor|crafty individuals]] to dismantle or even detonate the back portion of the Armory from Space. If you can hear them using their tools before they finish, you might be able to grab a Security Hardsuit in time to get out there and catch them!&lt;br /&gt;
* Your Krav Maga gloves are a &#039;&#039;very&#039;&#039; strong part of your personal gear. The Leg Sweep ability turns your next attack into a kick that knocks down opponents and deals some stamina damage. &lt;br /&gt;
* Keep watch for any [[Chemist|suspi]][[Scientist|cious]] [[Assistant|indiv]][[Clown|iduals]] loitering outside the Brig. Believe it or not, a lot of Officers die just after they walk out the doors of the Brig. Even worse, someone could be preparing to set up a [[Toxins|nasty suprise]] for you.&lt;br /&gt;
* Try not to visibly harm the human prisoners out in the open. You never know when the ever-present [[AI]] might be watching you dish out some pain to some criminal scum. Despite them being criminals, it is the AI&#039;s job to prevent &#039;&#039;human&#039;&#039; harm. This may change however if anyone decides to program the AI&#039;s laws differently.&lt;br /&gt;
** Yes, you can beat the [[Catpeople]]. Despite their appearance, they are not human and can be treated with up-most disrespect if you like. The AI will not care.&lt;br /&gt;
* If you ever find yourself in close proximity to a [[Wizard]], you might try using your Krav Maga&#039;s neck chop on the wizard. Doing so will render the Wizard unable to speak for a short time, and most wizard spells require the Wizard to speak an invocation in order to actually take effect.&lt;br /&gt;
** If you can both stun and neck chop the Wizard, you can easily remove his robes and put a muzzle and straight jacket on him to render him useless.&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 486091&lt;br /&gt;
}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Head_of_Security&amp;diff=10952</id>
		<title>Head of Security</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Head_of_Security&amp;diff=10952"/>
		<updated>2022-04-12T02:42:15Z</updated>

		<summary type="html">&lt;p&gt;Marrone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = Contents should be checked of this page, broken links also need to be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
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 |img = Generic_hos.png&lt;br /&gt;
 |stafftype = SECURITY&lt;br /&gt;
 |jobtitle = Head of Security&lt;br /&gt;
 |access = [[Armory|All]] [[Brig|of]] [[Security Office|security]], Head of Security&#039;s Office, [[Maintenance]], [[Medbay]], [[Research Division]], [[Bridge]], [[Engineering]], [[Construction Area]], [[Cargo Office]], [[Mining]], [[Gateway]], Personal Lockers, Weapon Permit&lt;br /&gt;
 |difficulty = Very hard&lt;br /&gt;
 |superior = [[Captain]]&lt;br /&gt;
 |duties = Coordinate security personnel, ensure they are not corrupt, make sure every department is protected and defend the station against threats as they come and go.&lt;br /&gt;
 |guides = [[Guide to security]], [[Guide to Trials]], [[Chain of Command]], [[Corporate Regulations]], [[Guide to Head of Staff Equipment|Head of Staff Equipment]], [[Security items]]&lt;br /&gt;
 |requirements = Delegate security personnel to resolve discrepancies, ensure that [[Corporate Regulations]] are followed, de-escalate arguments on dispatch, and exhibit leadership by being the face of security.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Job Description ==&lt;br /&gt;
Your job isn&#039;t to hunt people down, unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into, so you can usually just sit in your office and let the [[Roboticist#Securitron|securitrons]] and officers do it for you. You have more access to the station than anyone else in security, but less than the other heads. Try not to depend on it.&lt;br /&gt;
&lt;br /&gt;
You are concerned with the following people:&lt;br /&gt;
&lt;br /&gt;
* [[Security Officer|Security Officers]]: These are your pawns, and it&#039;s your job to control them. If they&#039;re being incompetent resource wasters, yell at them and get them to fall in line. If they continue, tell them to stop or have them demoted. A security officer that does not do his job properly shouldn&#039;t even have this job in the first place.&lt;br /&gt;
* [[Warden|The Warden]]: This is a special security officer who acts as the Brig&#039;s watchdog. Make sure he doesn&#039;t set and/or support unfair and bad brig times, that he doesn&#039;t leave the Brig, and he won&#039;t bother you. He also hands out equipment in emergencies, and will take over if you happen to be unavailable.&lt;br /&gt;
* [[Security Medic]]: Your paramedic and surgeon all in one. They patch up your prisoners, officers and you; they are cleared for combat and have similar authority to your normal Security Officer, but keep them on a leash; their priority is to save lives, not take them. &lt;br /&gt;
* [[Corrections Officer]]: The prison&#039;s watchdogs. They are placed in a office within the prison to watch over your scums of the Earth; you shouldn&#039;t need to order them around too much. Just make sure they keep an eye on the orange men.&lt;br /&gt;
* [[Detective|The Detective]]: The job of the detective is to investigate crimes, conjointly with the Forensic Technician. They specialize in interrogating suspects and witnesses, and pursuing leads. They are firmly under your command, regardless of what they may say.&lt;br /&gt;
* [[Chain of Command]]: Should security or anyone else be acting out of their job description [[Chain of Command]] can be called in. They conduct their own investigations to determine whether someone has overstepped their power or authority. You have no direct authority over them.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
=== Officers, Roll Out ===&lt;br /&gt;
The first step towards keeping the station safe is to ensure that your own officers aren&#039;t a threat. Security enforces the law, but they are not above it - and neither are you. Make sure that all of your personnel are familiar with the regulations regarding [[Corporate Regulations]], and [[Security_Officer#Standard_Procedure|standard Security practices]].&lt;br /&gt;
&lt;br /&gt;
Once your force is up to speed on the rules and regulations, send them out on patrol. Pay attention to all the radio channels for any calls for help. If there are any, dispatch some officers to handle it, and make sure that the [[Detective]] collects any relevant evidence. Make sure that the Warden keeps the Security records up-to-date, not in the least because Beepsky can help your officers catch criminals who would otherwise evade them. &lt;br /&gt;
&lt;br /&gt;
=== Police State ===&lt;br /&gt;
Like the Captain, you have a number of people you can delegate to; the [[Security Sergeant]] is your field officer, and has equal authority to the warden. You should be using them to coordinate your officers instead of doing everything yourself. Within the brig, your [[Warden]] has authority over others; you should be using them to coordinate the handing out of equipment and supervision of the [[Corrections Officer]].You are not an officer; you should not be rushing into every situation. Delegate.&lt;br /&gt;
&lt;br /&gt;
=== Laying Down the Law ===&lt;br /&gt;
Check to make sure that appropriate times are given out for violations of Corporate Regulations, and that your department only arrest people who have actually committed crimes. Remember, if they&#039;re doing something that you don&#039;t like but is technically not against the law, you can issue an official injunction - preferably in a official sounding language, written, and stamped with your Head of Security stamp - against it. Expect abuse of this power to be called out, however.&lt;br /&gt;
&lt;br /&gt;
If one of your officers misbehave, yell at them, or in more serious cases, show them the inside of a cell. Keep them busy by sending them on patrols, leads, and follow-ups. An unoccupied officer is often a [[NanoTrasen_Liaison#Submitting_an_Incident_Report|bad officer.]]&lt;br /&gt;
&lt;br /&gt;
==== El Capitan ====&lt;br /&gt;
It is also important that you understand the relationship between Security and the [[Captain]]. The Captain&#039;s authority on the station is absolute, except where it conflicts with Corporate Regulations; the Captain cannot pardon criminals, cannot get away with committing crimes, and so on. The only time that Corporate Regulations can be overridden is when there is an imminent and overwhelming threat to the station. Other Heads of Staff are required to follow Corporate Regulations as well. &#039;&#039;&#039;However&#039;&#039;&#039;, this does not mean that you are the law. You are still outranked by the Captain. You can only arrest the Captain, or other Heads of Staff, if they&#039;ve actually committed a crime. Until that time, you have to follow orders just like anyone else.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, always remember to follow [[Security_Officer#Standard_Procedure|standard security procedures!]]&lt;br /&gt;
&lt;br /&gt;
== Office ==&lt;br /&gt;
Your office is in the [[Security_Officer#The_Brig|Brig]]. It holds various security equipment for use in apprehending and detaining criminals. Your office also has both a security records computer and a security camera potato which you can use to monitor the station from the comfort of your desk chair.&lt;br /&gt;
&lt;br /&gt;
== Brig ==&lt;br /&gt;
The holding area for prisoners. Only people with access to security can enter. It&#039;s still possible for normal crewmembers to view the cells through the windows behind them. As the windows are electrified, though, they&#039;re not a valid means of entry unless the person happens to have insulated gloves.&lt;br /&gt;
&lt;br /&gt;
The brig also has blast doors in all of the windows, as well as the halls into the cells. There&#039;s a button to drop them in the warden&#039;s office and your office.&lt;br /&gt;
&lt;br /&gt;
Prisoners may try to flee, so do something about the doors (portable flasher), or handcuff them to the bed as you investigate their items (make sure to then release from the bed and cuffs if they aren&#039;t dangerous). And, &#039;&#039;&#039;SET A TIME TO THE TIMER&#039;&#039;&#039; (the door won&#039;t lock unless you do this). Make sure to [[Corporate Regulations|keep the time to the crime]].&lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner has been deemed too dangerous to release, they can be kept in one of the secure holding cells.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As Head of Security, you coordinate your actions with the captain, the other heads of staff, and your officers. You will often work with Medical, when a crime results in injury, when a prisoner is hurt, or when a patient is violent. When a criminal damages station infrastructure, you will work with Engineering to determine what happened and whether it&#039;s safe for your officers to investigate. Supply and Research can get you high-powered weapons if you need them. And do try to keep the janitor from thoughtlessly cleaning up the evidence.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Head of Security would theoretically be one of the easiest traitor jobs on station. You are the most heavily armed and armoured person on station, with about as much access as the Head of Personnel, and have the entire security department under your thumb. You are also seen as one of the most trustworthy people on the station. However, don&#039;t count on ever becoming a traitor by normal means, as you are Mindshield Implanted. But there can be situational exceptions to this rule, but it&#039;s unlikely it&#039;ll ever happen.&lt;br /&gt;
&lt;br /&gt;
Even the Head of Security is not above the law and it can be very easy to be ousted as a traitorous element if the antagonist Head of Security isn&#039;t treading carefully.&lt;br /&gt;
&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 486091&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Blueshield&amp;diff=10951</id>
		<title>Blueshield</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Blueshield&amp;diff=10951"/>
		<updated>2022-04-12T02:30:11Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason= Styling on this page is horrible and these images need a review along with the contents of this page}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 265473&lt;br /&gt;
 |hcolour = #FFB300&lt;br /&gt;
 |bcolour = 265473&lt;br /&gt;
 |bhcolour = #FFB300&lt;br /&gt;
 |ebcolour = 265473&lt;br /&gt;
 |img = Generic_Blueshield.png&lt;br /&gt;
 |stafftype = COMMAND&lt;br /&gt;
 |jobtitle = Blueshield&lt;br /&gt;
 |access = Captain Access, Command Access, Basic Departmental Access&lt;br /&gt;
 |difficulty = Medium / Hard&lt;br /&gt;
 |superior = The Captain (functionally), Space Law and [[Nanotrasen]] Officials/Nanotrasen Representative&lt;br /&gt;
 |duties = Protect the head&#039;s lives with your own, ignore security issues to deal with your Captain, brutalize anyone who gets in your way.&lt;br /&gt;
 |guides = N/A&lt;br /&gt;
 |requirements = Support security by keeping an eye on all the heads of staff, remain loyal to NT, follow orders from the Captain, and don&#039;t get your items stolen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember, you are NOT security. Your only duty is to protect heads. Do not go around arresting criminals or doing justice, the only security matters in which you may be involved are those related to the heads you protect.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Blueshieldoffice.PNG|thumb|alt=Blueshield Office|[[Blueshield Office|Your personal office and quarters]]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You are the Blueshield, private Protector of any and all Heads of Departments. Do not let them come to harm under any circumstance, regardless of the rest of the station&#039;s situation or intent.&lt;br /&gt;
&lt;br /&gt;
== Your equipment ==&lt;br /&gt;
&lt;br /&gt;
{{anchor|Energy Revolver}}{{anchor|EnergyRevolver}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = CFA &#039;Lynx&#039;&lt;br /&gt;
 |image = CFALynx.png&lt;br /&gt;
 |foundin = Within the gun-case in your backpack.&lt;br /&gt;
 |usedfor = Keeping your Heads safe from a distance. &lt;br /&gt;
 |strategy = Toggle safety, click and hold in the general direction of the enemy.&lt;br /&gt;
 |description = A fast-firing sub-machine gun. Has 40 lethal rounds inside of its magazine. It has a habit of deviating and hitting other targets, ideally only use with a clean line of fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 15 brute damage.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Electrifier}}{{anchor|Electrifier}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Stunbaton&lt;br /&gt;
 |image = Stunbaton.png&lt;br /&gt;
 |foundin = Your backpack shift-start.&lt;br /&gt;
 |usedfor = Brutalizing enemies from a short range, or peacefully taking them down.&lt;br /&gt;
 |strategy = Activate in hand to turn on, click on bad man to stun.&lt;br /&gt;
 |description = A plain ol&#039; Stunbaton, should be your first choice before using lethal weapons. Left-click to stun, right-click to harm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 10 brute damage on harm intent.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
You also spawn with a full security setup in your closet, a unique armor vest, and a command-linked headset to protect your sweet baby heads.&lt;br /&gt;
&lt;br /&gt;
== [[File:NuclearDisk.gif]]Oh God, the Captain Just Got Stabbed ==&lt;br /&gt;
Your job is to protect every and all heads, with priority along the chain of command, with your life and any tools you have at your disposals. Stopping mutinies, preventing assassinations, and shoving the meek Head of &amp;lt;s&amp;gt;Catgirls&amp;lt;/s&amp;gt; Personnel to the ground during a heated firefight are only some of your duties.&lt;br /&gt;
&lt;br /&gt;
You are &#039;&#039;&#039;not&#039;&#039;&#039; a personal attack dog for the Captain, or any other heads. Your job is to protect the Heads of Staff, not carry out desires to hunt the mythical [[assistant|Grey man]]. Unless the station is actively under-threat by a [[Blob|unifying]] [[Nuclear Operative|force]], getting actively involved in Security affairs that don&#039;t affect Heads will likely cause the ire of [[Admins|Central Command]]. TL;DR, don&#039;t Redshield.&lt;br /&gt;
&lt;br /&gt;
Keeping an eye on your current staff-to-be watched is always a good idea, as well as keeping in constant communication with other heads, and security for possible threats to &lt;br /&gt;
your employer&#039;s life. Leaving their side to hunt valids isn&#039;t a great idea, because while you&#039;re off brutalizing [[Traitor|a suspicious assistant in maint]], someone&#039;s stabbing the Research Director to death in their office.&lt;br /&gt;
&lt;br /&gt;
== Mutineers! No, the other kind == &lt;br /&gt;
&lt;br /&gt;
Problematic or disliked Heads are sadly a fact of life on Space Station 13, and you&#039;re often in the worst position of all - having to protect someone who&#039;s been demonized by the wider crew.&lt;br /&gt;
 &lt;br /&gt;
Even though a head might be being outright detrimental to the health of the station, or just being on the tail-end of a group loudly complaining, it&#039;s still your job as a Blueshield to protect and escort them to safety.&lt;br /&gt;
&lt;br /&gt;
While you&#039;re not required, or even encouraged to assist a head in their shenanigans, you are well within your rights to &#039;politely&#039; request they move somewhere safer, and restrain them if need be. Keeping someone safe is extremely easy if they&#039;re strapped to your back on a straight jacket, kicking their legs around non-harmfully.&lt;br /&gt;
&lt;br /&gt;
That is, unless the captain orders you to bring them in for &#039;endangering&#039; his or another&#039;s life. Then your hands are simply tied...&lt;br /&gt;
&lt;br /&gt;
==[[File:NTlogo.png|32px]] Those Kind Fellows From Corporate==&lt;br /&gt;
While you are required to protect every head, and follow orders directly from the captain, there may be times where the head of your station is so idiotic or rebellious that some Corporate Goons are sent to handle the situation. This is the one and only time your allegiances should change, as NT is the one &amp;lt;s&amp;gt;paying your bills&amp;lt;/s&amp;gt; you&#039;re ultimately loyal to. &lt;br /&gt;
&lt;br /&gt;
You&#039;re contract-bound to assist the deposition of any captain ordered by a CentCom Agent, or the CC Announcement system, especially if they&#039;re actively harming the station.&lt;br /&gt;
However, if no CC Officials come to stop your poor captain&#039;s fun, you&#039;re stuck along for the ride. Good luck.&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 265473&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Captain&amp;diff=10950</id>
		<title>Captain</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Captain&amp;diff=10950"/>
		<updated>2022-04-12T02:05:30Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to infobox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = contents need to be checked and brought up to date}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 265473&lt;br /&gt;
 |hcolour = #FFB300&lt;br /&gt;
 |bcolour = 265473&lt;br /&gt;
 |bhcolour = #FFB300&lt;br /&gt;
 |ebcolour = 265473&lt;br /&gt;
 |img =  Generic_captain.png&lt;br /&gt;
 |stafftype = COMMAND&lt;br /&gt;
 |jobtitle = Captain&lt;br /&gt;
 |access = Everywhere&lt;br /&gt;
 |difficulty = Very hard&lt;br /&gt;
 |superior = Space Law and [[Nanotrasen]] Officials&lt;br /&gt;
 |duties = Be responsible for the station, manage your [[Heads of Staff]], Keep the crew alive, be prepared to do anything and everything or die horribly trying.&lt;br /&gt;
 |guides = [[Chain of Command]], [[Corporate Regulations]], [[Guide to Trials]], [[Guide to Head of Staff Equipment|Head of Staff Equipment]]&lt;br /&gt;
 |requirements = Secure dat fukken disk, secure the pinpointer, secure the spare Captain&#039;s ID. Only use your authority when it is required, the Heads of Staff are there for a reason.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:CaptainsQuartersSmall.png|300px|thumb|alt=Captain&#039;s Quarters|[[Captains Quarters|Your personal office and quarters]]]]&lt;br /&gt;
&lt;br /&gt;
You are the Captain, the top of the [[Chain of Command]]. It is your duty to ensure the stability and productivity of the station, as well as carrying out directives from [[CentCom]].&lt;br /&gt;
&lt;br /&gt;
You should have experience of all Heads of Staff jobs. At round start, &#039;&#039;&#039;take the Nuclear Disk with you&#039;&#039;&#039;, call the Heads to report in and keep checking in from time to time on what needs to be done and who should do it.&lt;br /&gt;
&lt;br /&gt;
==Howdy, Skipper!==&lt;br /&gt;
&lt;br /&gt;
=== Being a Captain – Basics===&lt;br /&gt;
[[File:Bridge_small.png|thumb|300px|alt=Bridge|The [[Bridge]]]]&lt;br /&gt;
&lt;br /&gt;
The Captain has [[Captains Quarters|spacious quarters]], complete with [[Arcade Machine|arcade machine]], ID computer and Communications console, a [[High-risk_items#Jet_Pack|Jetpack]], a [[High-risk_items#Hand_teleporter|hand teleporter]], the [[High-risk_items#Nuclear_authentication_disk|Nuclear Authentication Disk]], an SSU with a spaceworthy suit of armor and helmet, an energy gun, and a pressurized and humidity controlled display case with your pride and joy, an [[High-risk_items#Captain.27s_Antique_Laser_Gun|antique laser gun]].&lt;br /&gt;
&lt;br /&gt;
It&#039;s probably best to leave the gun where it is, as the case has been outfitted with a handy anti-theft system. You&#039;ll probably also be mocked if you carry it around with you. &lt;br /&gt;
&lt;br /&gt;
There is also a locked wooden box in your office filled with medals. These can be awarded to your crew to commend them for exemplary service.&lt;br /&gt;
&lt;br /&gt;
At the start of the shift, take your spare ID &#039;&#039;&#039;and nuclear authentication disk&#039;&#039;&#039; and put them in your backpack. If you&#039;ve done that, you&#039;ve done half your job already. If you&#039;re feeling particularly vulnerable, give your pinpointer to the Head of Security. After this, walk around the station and command people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guide to Head of Staff Equipment#The Captain|Have a look at all your unique equipment here.]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Head of Heads===&lt;br /&gt;
&lt;br /&gt;
When you’re not fighting Revolutionaries, Traitors, Syndicates, and Wizards, you are monitoring the crew.  You are at the top of the food chain, and possess the ultimate authority over everyone and everything on your station.&lt;br /&gt;
&lt;br /&gt;
You are the Judge, the final word, the Big Guy. You have the ultimate veto power over all matters and is the only person who can authorize an execution without a trial. Anyone who questions your authority can technically be tried for mutiny. There really is no way to tell you exactly how to run things as many people have different leadership styles. However, as Captain, here are some guidelines you should keep in mind: &lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Do not involve yourself when there is somebody else available to do the job.&#039;&#039;&#039; Why have a [[Head of Security]] if you&#039;re going to involve yourself in every security matter? If there isn&#039;t a head for a specific department, promote a new one. It will make your life so much easier.&lt;br /&gt;
#&#039;&#039;&#039;Delegate whenever you can.&#039;&#039;&#039; You should never have to do any manual task yourself. If someone says &#039;Captain, there&#039;s a plasma leak!&#039; then you should order your [[Chief Engineer]] to fix it. Do not attempt to fix it yourself, as you will put yourself unnecessarily at risk.&lt;br /&gt;
#&#039;&#039;&#039;Follow the [[Chain of Command]].&#039;&#039;&#039; You command the Heads. The Heads command their departments. Try not to skip them in the decision-making process as they are the ones who &#039;&#039;should&#039;&#039; know their own departments best.&lt;br /&gt;
#&#039;&#039;&#039;Stay alert.&#039;&#039;&#039; You have a big target on your back. It is likely you&#039;ll be a prime Traitor target just for your all-access ID. With this in mind, you may want to spend a fair bit of time lounging in the security of the [[Bridge]].&lt;br /&gt;
#&#039;&#039;&#039;Keep calm and carry on.&#039;&#039;&#039; As Captain, be prepared to deal with any or all of the following: Incompetent or absent Heads, traitors and angry crew members banging down the bridge door trying to get in, corrupted AIs on a murder spree and the occasional aftermath of an Armageddon against the station, thanks to a range of the above. And it&#039;s your job to manage it all. Good luck.&lt;br /&gt;
&lt;br /&gt;
===[[File:Circuitboard.png|32px]] Refitting the DOORKNOB – Uploading Laws Made Easy===&lt;br /&gt;
&lt;br /&gt;
Uploading Laws to the [[AI]] isn’t something you should be doing lightly… unless you’re a traitor. Then go crazy.&lt;br /&gt;
&lt;br /&gt;
Do not get angry with the AI if it does not want you uploading a new law, as Nanotrasen has pre-programmed them to be sensitive to law changes. Besides, Nanotrasen wouldn&#039;t want another SHODAN fiasco happening again.&lt;br /&gt;
&lt;br /&gt;
But remember the Hierarchy. Law 1 overrides Laws 2, 3, 4, etc. A Law 4 telling the AI to kill all Revolutionaries isn’t going to work. A Law 4 classifying Revolutionaries as Nonhuman and that they must be eliminated works much better. Law priority is enforced by the order they are listed. A law is invalid if it disagrees with previous laws in the form of conflicting orders, or challenges the procession of law priority.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that if the AI announces you are in their upload, uploading laws, people will likely form a lynch mob.&lt;br /&gt;
&lt;br /&gt;
===[[File:NTlogo.png|32px]] Those Assholes From Corporate===&lt;br /&gt;
&lt;br /&gt;
With your fancy title, medals, and luxurious excesses it&#039;s easy to forget that there is an outside, [[Admin|higher power]] scrutinizing your every move. &lt;br /&gt;
&lt;br /&gt;
Contact with [[Central Command]] may be few and far between, but you&#039;re expected to follow any directives issued by them. CentCom will usually issue directives and updates on activities in your sector through the Communications Console located on the Bridge and your office.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re unlucky, you might have to deal with a visit from a [[CentCom Official]] or Commander. Official visits vary from standard performance reviews, internal investigations, or some other kind of corporate meddling. Whatever the case may be, it is important that you try and keep the Official happy throughout their visit. If all else fails, just make sure you can&#039;t be blamed for anything that goes wrong. &lt;br /&gt;
&lt;br /&gt;
However, keep in mind that you still hold authority over any Officials on your station. That is, as long as you&#039;re still the legitimate Captain.  If you piss off the wrong guy you might find yourself relieved of command. If the official is causing trouble, though, you are well within your right to have them arrested, and then contact THEIR superior with a complaint.&lt;br /&gt;
&lt;br /&gt;
If you somehow really piss both them and the crew off, do start worrying. Many a Captain has been [[Station Goals#Bluespace Artillery|vaporized in their own Quarters]] for acting like a complete [[Clown|lunatic]].&lt;br /&gt;
&lt;br /&gt;
Contacting CentCom on your own is possible through the use of Communications Consoles, but unless the transmission is urgent it will likely get caught up for weeks in CentCom&#039;s notorious bureaucracy. Even then, it&#039;ll be a crapshoot.&lt;br /&gt;
&lt;br /&gt;
===[[File:Nuke.gif|32px]] Abandoning Ship===&lt;br /&gt;
&#039;&#039;&#039;You are ultimately responsible for the station.&#039;&#039;&#039; It is not uncommon for Captains to be court-martialled or even executed if he or she should decide to abandon their ship, regardless of condition. As they hold the ultimate responsibility for the station and its crew, losing them could likely be perceived by your superiors as desertion, mutiny and/or sedition.&lt;br /&gt;
&lt;br /&gt;
So keep this in mind when you are facing disaster. Permit no evacuations without your explicit authorization. &#039;&#039;&#039;&amp;lt;u&amp;gt;You should be doing your utmost in keeping the station up and running&#039;&#039;&#039;&amp;lt;/u&amp;gt; --lest you go down with the ship, either one way or the other.&lt;br /&gt;
&lt;br /&gt;
==[[File:Light Bulb.png]]Tips==&lt;br /&gt;
* As Captain, you should always be carrying the Nuke Disk: The [[Head of Security]] spawns with the pinpointer so that he can find your inevitable corpse.&lt;br /&gt;
* The Nuke Disk can fit in a wallet. Now the operatives have to search yet another storage container on your person! Nuke Disk into a wallet, wallet into a box filled with wallets, in a backpack full of boxes, in the AI upload.&lt;br /&gt;
* Never, NEVER, put the Nuke Disk into your safe. Anyone who needs to steal it WILL be able to easily steal it with an emag or similar.&lt;br /&gt;
* Don&#039;t go nuts and run off by yourself. You&#039;re not a one-man army, and no one else on the station has your level of access, rushing head along into a Medbay Cult, only to discover the rest of security doesn&#039;t have access to follow through the front doors to help you, can quickly lead to disaster.&lt;br /&gt;
&lt;br /&gt;
==[[File:Doubleagent.gif]] I Am the Senate==&lt;br /&gt;
&#039;&#039;&#039;NOTE: By default, the Captain cannot be an antagonist.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Traitor Captain is less about completing your objectives and more about turning the entire station into your own private playroom. With your access and authority you can pretty much take anything you want, and dispatching a lowly subordinate shouldn&#039;t take much effort at all. Chances are you won&#039;t even need to open your syndicate uplink.&lt;br /&gt;
&lt;br /&gt;
You have more freedom than any traitor could dream of. Liberally hand out execution orders, release and pardon criminals, give the clown all-access, release the singularity, reprogram the AI to fuel your ego, or just act like a condom and demote anyone who gets in your way. Just make sure that you&#039;re at least trying to be subtle.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
&lt;br /&gt;
The only person with more potential to fuck things up than you is the AI, and they’re probably not going to do that. So watch your step, your back, and your crew, or you may just end up floating through space wondering why your Oxygen tank is filled with plasma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As a special note&#039;&#039;&#039;, the [[Administrators|gods]] tend to notice the actions of the captain quite a bit more often than they do [[chaplain|anyone]] [[clown|else]].&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 265473&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Nanotrasen_Consultant&amp;diff=10949</id>
		<title>Nanotrasen Consultant</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Nanotrasen_Consultant&amp;diff=10949"/>
		<updated>2022-04-12T02:01:43Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Fixed my mistake so it says Nanotrasen Officials instead of Nanotrasen Centcom&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = this page needs its contents expanded upon.}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 265473&lt;br /&gt;
 |hcolour = #FFB300&lt;br /&gt;
 |bcolour = 265473&lt;br /&gt;
 |bhcolour = #FFB300&lt;br /&gt;
 |ebcolour = 265473&lt;br /&gt;
 |img = Generic_Nanotrasen_representative.png&lt;br /&gt;
 |stafftype = COMMAND&lt;br /&gt;
 |jobtitle = NanoTransen Consultant&lt;br /&gt;
 |access = Everywhere&lt;br /&gt;
 |difficulty = Very hard&lt;br /&gt;
 |superior = [[Nanotrasen]] Officials&lt;br /&gt;
 |duties = Advise your Heads of Staff. Be ignored. Be prepared to babysit everything or die horribly trying.&lt;br /&gt;
 |guides = [[Chain of Command]], [[Corporate Regulations]], [[Guide to Trials]], [[Guide to Head of Staff Equipment|Head of Staff Equipment]]&lt;br /&gt;
 |requirements = Only use your authority when it is ABSOLUTELY required, you are NOT a Heads of Staff, you are an ADVISOR. Any misconduct are to be reported to Centcom.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are the NanoTrasen Consultant onboard one of the most dangerous space station on the entire frontier. &lt;br /&gt;
&lt;br /&gt;
It is your duty to ensure the stability and productivity around the Heads Of Staff from the station, as well as carrying out directives from [[CentCom]].&lt;br /&gt;
&lt;br /&gt;
==Command Policy==&lt;br /&gt;
{{Template:Notice&lt;br /&gt;
| 1 = &#039;&#039;To view command policy in full, see [https://docs.google.com/document/d/e/2PACX-1vS4OMdEquGN1YT_B6vBbTNBLYNJ3_DwBaAliejBQp33N1eu38pa16Gu58k-jZ7daLocjJLnMZ2ozrMl/pub &#039;&#039;&#039;here.&#039;&#039;&#039;]&#039;&#039;}}&lt;br /&gt;
The NT Rep is, in essence, an advisor and pencil pusher. You are a representative of The Company™ and should act as professional as possible. Not only this, but your job is to observe and advise the command team, document infractions, report them to CC, and oversee demotions as needed. Your job is to hold the command team responsible for their actions, and make sure that they correct their mistakes and uphold the values of your company, but not lord over them and act as a Captain+. Keep out of affairs unless you are directly needed.&lt;br /&gt;
&lt;br /&gt;
Do not try speed-running demotions or exceeding your jurisdiction. You&#039;re an observer and advisor, but the captain still holds the reins of the station itself and should be consulted as much as possible.&lt;br /&gt;
&lt;br /&gt;
However, despite being an advisor, you have the capacity to help the station under extreme circumstances. Since you are working and living on the station, you should care about its wellbeing just as much as anyone else, and assist the command team in emergencies should the need arise.&lt;br /&gt;
&lt;br /&gt;
In short, you’re meant to act as a check and balance to command. If the captain’s an idiot or non-conning an assistant in his office for half the round, you are to hold them accountable. Same for if security decides to violate the geneva convention again.&lt;br /&gt;
&lt;br /&gt;
==Tips to Getting Started==&lt;br /&gt;
Use your PDA to check the manifest and take note of who is command staff for this shift. Identify if they have any weaknesses or limitations that you should be aware of for oversight. If asked directly, and able, consider helping them with those limitations. It can be anything from helping a HoS unsure of regulations for a specific crime, to giving guidance to an RD or CE who has a propensity to do unorthodox experiments, or helping the heads know if they micromanage too much and need to delegate tasks out. You can always consider conducting department reviews and do a walk through a department, and ask questions if there is anything amiss or of note.&lt;br /&gt;
&lt;br /&gt;
Once that&#039;s done, retain hands-off oversight of the command staff and be open towards complaints from crew. You will have to determine when and if complaints against command staff are valid, and if they merit communication with Central Command. In extreme situations ensure Central Command understands what is going on and can provide direction. Advise command staff when they get off SOP, but don&#039;t make demands unless Central Command has given a directive. If issues arise between the heads you could be a mediator to help get things to a resolution in the best interests of the station and crew. Additionally heads of staff and regular crew alike may come to you for legal matters, whether its as simple as your stamp and signature to authorize documents or as complicated as taking part in a court case.&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 265473&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Nanotrasen_Consultant&amp;diff=10948</id>
		<title>Nanotrasen Consultant</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Nanotrasen_Consultant&amp;diff=10948"/>
		<updated>2022-04-12T02:01:06Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Fleetmaster omission&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = this page needs its contents expanded upon.}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 265473&lt;br /&gt;
 |hcolour = #FFB300&lt;br /&gt;
 |bcolour = 265473&lt;br /&gt;
 |bhcolour = #FFB300&lt;br /&gt;
 |ebcolour = 265473&lt;br /&gt;
 |img = Generic_Nanotrasen_representative.png&lt;br /&gt;
 |stafftype = COMMAND&lt;br /&gt;
 |jobtitle = NanoTransen Consultant&lt;br /&gt;
 |access = Everywhere&lt;br /&gt;
 |difficulty = Very hard&lt;br /&gt;
 |superior = [[Nanotrasen]] Centcom&lt;br /&gt;
 |duties = Advise your Heads of Staff. Be ignored. Be prepared to babysit everything or die horribly trying.&lt;br /&gt;
 |guides = [[Chain of Command]], [[Corporate Regulations]], [[Guide to Trials]], [[Guide to Head of Staff Equipment|Head of Staff Equipment]]&lt;br /&gt;
 |requirements = Only use your authority when it is ABSOLUTELY required, you are NOT a Heads of Staff, you are an ADVISOR. Any misconduct are to be reported to Centcom.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are the NanoTrasen Consultant onboard one of the most dangerous space station on the entire frontier. &lt;br /&gt;
&lt;br /&gt;
It is your duty to ensure the stability and productivity around the Heads Of Staff from the station, as well as carrying out directives from [[CentCom]].&lt;br /&gt;
&lt;br /&gt;
==Command Policy==&lt;br /&gt;
{{Template:Notice&lt;br /&gt;
| 1 = &#039;&#039;To view command policy in full, see [https://docs.google.com/document/d/e/2PACX-1vS4OMdEquGN1YT_B6vBbTNBLYNJ3_DwBaAliejBQp33N1eu38pa16Gu58k-jZ7daLocjJLnMZ2ozrMl/pub &#039;&#039;&#039;here.&#039;&#039;&#039;]&#039;&#039;}}&lt;br /&gt;
The NT Rep is, in essence, an advisor and pencil pusher. You are a representative of The Company™ and should act as professional as possible. Not only this, but your job is to observe and advise the command team, document infractions, report them to CC, and oversee demotions as needed. Your job is to hold the command team responsible for their actions, and make sure that they correct their mistakes and uphold the values of your company, but not lord over them and act as a Captain+. Keep out of affairs unless you are directly needed.&lt;br /&gt;
&lt;br /&gt;
Do not try speed-running demotions or exceeding your jurisdiction. You&#039;re an observer and advisor, but the captain still holds the reins of the station itself and should be consulted as much as possible.&lt;br /&gt;
&lt;br /&gt;
However, despite being an advisor, you have the capacity to help the station under extreme circumstances. Since you are working and living on the station, you should care about its wellbeing just as much as anyone else, and assist the command team in emergencies should the need arise.&lt;br /&gt;
&lt;br /&gt;
In short, you’re meant to act as a check and balance to command. If the captain’s an idiot or non-conning an assistant in his office for half the round, you are to hold them accountable. Same for if security decides to violate the geneva convention again.&lt;br /&gt;
&lt;br /&gt;
==Tips to Getting Started==&lt;br /&gt;
Use your PDA to check the manifest and take note of who is command staff for this shift. Identify if they have any weaknesses or limitations that you should be aware of for oversight. If asked directly, and able, consider helping them with those limitations. It can be anything from helping a HoS unsure of regulations for a specific crime, to giving guidance to an RD or CE who has a propensity to do unorthodox experiments, or helping the heads know if they micromanage too much and need to delegate tasks out. You can always consider conducting department reviews and do a walk through a department, and ask questions if there is anything amiss or of note.&lt;br /&gt;
&lt;br /&gt;
Once that&#039;s done, retain hands-off oversight of the command staff and be open towards complaints from crew. You will have to determine when and if complaints against command staff are valid, and if they merit communication with Central Command. In extreme situations ensure Central Command understands what is going on and can provide direction. Advise command staff when they get off SOP, but don&#039;t make demands unless Central Command has given a directive. If issues arise between the heads you could be a mediator to help get things to a resolution in the best interests of the station and crew. Additionally heads of staff and regular crew alike may come to you for legal matters, whether its as simple as your stamp and signature to authorize documents or as complicated as taking part in a court case.&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 265473&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Nanotrasen_Consultant&amp;diff=10947</id>
		<title>Nanotrasen Consultant</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Nanotrasen_Consultant&amp;diff=10947"/>
		<updated>2022-04-12T02:00:30Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Added minimum requirements to the infobox. Removed all mention of Fleetmasters.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = this page needs its contents expanded upon.}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 265473&lt;br /&gt;
 |hcolour = #FFB300&lt;br /&gt;
 |bcolour = 265473&lt;br /&gt;
 |bhcolour = #FFB300&lt;br /&gt;
 |ebcolour = 265473&lt;br /&gt;
 |img = Generic_Nanotrasen_representative.png&lt;br /&gt;
 |stafftype = COMMAND&lt;br /&gt;
 |jobtitle = NanoTransen Consultant&lt;br /&gt;
 |access = Everywhere&lt;br /&gt;
 |difficulty = Very hard&lt;br /&gt;
 |superior = [[Nanotrasen]] Officials and the Fleetmaster&lt;br /&gt;
 |duties = Advise your Heads of Staff. Be ignored. Be prepared to babysit everything or die horribly trying.&lt;br /&gt;
 |guides = [[Chain of Command]], [[Corporate Regulations]], [[Guide to Trials]], [[Guide to Head of Staff Equipment|Head of Staff Equipment]]&lt;br /&gt;
 |requirements = Only use your authority when it is ABSOLUTELY required, you are NOT a Heads of Staff, you are an ADVISOR. Any misconduct are to be reported to Centcom.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are the NanoTrasen Consultant onboard one of the most dangerous space station on the entire frontier. &lt;br /&gt;
&lt;br /&gt;
It is your duty to ensure the stability and productivity around the Heads Of Staff from the station, as well as carrying out directives from [[CentCom]].&lt;br /&gt;
&lt;br /&gt;
==Command Policy==&lt;br /&gt;
{{Template:Notice&lt;br /&gt;
| 1 = &#039;&#039;To view command policy in full, see [https://docs.google.com/document/d/e/2PACX-1vS4OMdEquGN1YT_B6vBbTNBLYNJ3_DwBaAliejBQp33N1eu38pa16Gu58k-jZ7daLocjJLnMZ2ozrMl/pub &#039;&#039;&#039;here.&#039;&#039;&#039;]&#039;&#039;}}&lt;br /&gt;
The NT Rep is, in essence, an advisor and pencil pusher. You are a representative of The Company™ and should act as professional as possible. Not only this, but your job is to observe and advise the command team, document infractions, report them to CC, and oversee demotions as needed. Your job is to hold the command team responsible for their actions, and make sure that they correct their mistakes and uphold the values of your company, but not lord over them and act as a Captain+. Keep out of affairs unless you are directly needed.&lt;br /&gt;
&lt;br /&gt;
Do not try speed-running demotions or exceeding your jurisdiction. You&#039;re an observer and advisor, but the captain still holds the reins of the station itself and should be consulted as much as possible.&lt;br /&gt;
&lt;br /&gt;
However, despite being an advisor, you have the capacity to help the station under extreme circumstances. Since you are working and living on the station, you should care about its wellbeing just as much as anyone else, and assist the command team in emergencies should the need arise.&lt;br /&gt;
&lt;br /&gt;
In short, you’re meant to act as a check and balance to command. If the captain’s an idiot or non-conning an assistant in his office for half the round, you are to hold them accountable. Same for if security decides to violate the geneva convention again.&lt;br /&gt;
&lt;br /&gt;
==Tips to Getting Started==&lt;br /&gt;
Use your PDA to check the manifest and take note of who is command staff for this shift. Identify if they have any weaknesses or limitations that you should be aware of for oversight. If asked directly, and able, consider helping them with those limitations. It can be anything from helping a HoS unsure of regulations for a specific crime, to giving guidance to an RD or CE who has a propensity to do unorthodox experiments, or helping the heads know if they micromanage too much and need to delegate tasks out. You can always consider conducting department reviews and do a walk through a department, and ask questions if there is anything amiss or of note.&lt;br /&gt;
&lt;br /&gt;
Once that&#039;s done, retain hands-off oversight of the command staff and be open towards complaints from crew. You will have to determine when and if complaints against command staff are valid, and if they merit communication with Central Command. In extreme situations ensure Central Command understands what is going on and can provide direction. Advise command staff when they get off SOP, but don&#039;t make demands unless Central Command has given a directive. If issues arise between the heads you could be a mediator to help get things to a resolution in the best interests of the station and crew. Additionally heads of staff and regular crew alike may come to you for legal matters, whether its as simple as your stamp and signature to authorize documents or as complicated as taking part in a court case.&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 265473&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_items&amp;diff=10903</id>
		<title>Security items</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_items&amp;diff=10903"/>
		<updated>2022-04-02T12:25:46Z</updated>

		<summary type="html">&lt;p&gt;Marrone: Edited Pepperspray to include best practices&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Non-Lethal Weapons==&lt;br /&gt;
{{anchor|Flash}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Flash&lt;br /&gt;
 |image = Flash.gif&lt;br /&gt;
 |foundin = Lockers at [[Security Office]] and [[Security Posts]], [[Chief Engineer&#039;s Office]], [[Robotics]], [[Bridge]], [[Tech Storage]]&lt;br /&gt;
 |usedfor = Subjugating criminals. &lt;br /&gt;
 |strategy = Use it on the criminal (make sure he doesn&#039;t have protective eyewear) or activate it in your hand.&lt;br /&gt;
 |description = A versatile tool! Flashes are small devices capable of producing an extremely bright light that is capable of blinding and stunning someone for as long as a baton if they are immediately adjacent to you. This light will overcome visual senses, causing them to fall like a little bitch, allowing plenty of time to &amp;lt;strike&amp;gt;beat them to death&amp;lt;/strike&amp;gt; handcuff them. This is an acceptable alternative to a [[#Stun Baton|Stun Baton]] in a pinch, but is not recommended as an alternative due to it not working against anybody wearing protective eye coverings such as [[welding helmet]]s or [[Sunglasses]]. On the downside, overexposure can cause blindness, and the flash&#039;s bulb is prone to burning out after repeated usage. &lt;br /&gt;
&lt;br /&gt;
Handheld flashes are effective at stunning [[Cyborg|Cyborgs]], and are one of the few ways of stunning them. Carry it in your pocket or security belt.&lt;br /&gt;
&lt;br /&gt;
Some [[Game_Modes#Revolution|revolutionary]] leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = N/A&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Telescopic Baton}}{{anchor|Telebaton}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Telescopic Baton&lt;br /&gt;
 |image = Telescopic Baton.png&lt;br /&gt;
 |foundin = Heads&#039; backpacks&lt;br /&gt;
 |usedfor = Subjugating your staff when they feel like not taking orders. &lt;br /&gt;
 |strategy = Apply it in your hand to extend it, apply to person. &lt;br /&gt;
 |description = A.K.A. Telebaton. A compact yet robust personal defense weapon. Can be concealed when folded. Every Head gets one. When not on harm intent it causes 1.5 seconds of [[Status_Effects#Knockdown|knockdown]] and 45 [[Health#Stamina|stamina]] damage, which means it will stam-[[Status_Effects#Paralyze|paralyze]] someone with 3 hits. Has a 4 second cooldown between non-harm hits. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 10 brute damage on harm intent.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Police Baton}}{{anchor|Classic Baton}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Police Baton&lt;br /&gt;
 |image = Classic_baton.png&lt;br /&gt;
 |foundin = Detective gets one&lt;br /&gt;
 |usedfor = Subjugating criminals. &lt;br /&gt;
 |strategy = Apply to a person. &lt;br /&gt;
 |description = Works the same as a [[#Telebaton|telebaton]], except it&#039;s always extended. When not on harm intent it causes 1.5 seconds of [[Status_Effects#Knockdown|knockdown]] and 45 [[Health#Stamina|stamina]] damage, which means it will stam-[[Status_Effects#Paralyze|paralyze]] someone with 3 hits. Has a 4 second cooldown between non-harm hits. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 12 brute damage on harm intent.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Stun Baton}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Nightstick&lt;br /&gt;
 |image = &lt;br /&gt;
 |foundin = Lockers at [[Security Office]], spawns in security officers&#039; backpacks&lt;br /&gt;
 |usedfor = Subjugating criminals. &lt;br /&gt;
 |strategy = Use it on the criminal. &lt;br /&gt;
 |description = Your primary melee weapon. Standard Protocol is to wear it on your BELT or your actual Security Belt. Do not run around with your weapon brandished as you will be slipped and killed by the clown. &lt;br /&gt;
&lt;br /&gt;
Nightsticks are capable of both non-lethal and lethal take down, with left mouse knocking down your target and dealing ten stamina damage, or with right click, beating them, dealing ten brute damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 10 brute damage when using RMB on combat mode.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Disabler}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Sidearm Token	&lt;br /&gt;
 |image = &lt;br /&gt;
 |foundin =  On Security Officers, armory, sidearm token crate.&lt;br /&gt;
 |usedfor = Getting a sidearm. &lt;br /&gt;
 |strategy = Use it on an Armadyne Gun Vendor &lt;br /&gt;
 |description = Your standard-issue sidearm token, one is issued to all security officers, sergeants and wardens. They can be redeemed at a gun vendor to pick between six unique sidearm choices. &lt;br /&gt;
 }}{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Glock 17	&lt;br /&gt;
 |image = &lt;br /&gt;
 |foundin =  A G17 supply box, once redeemed from the weapons vendor.&lt;br /&gt;
 |usedfor = Ranged combat. &lt;br /&gt;
 |strategy = Shoot the bad man. &lt;br /&gt;
 |description = A G17 handgun, chambered in 9x19mm Peacekeeper with a 17 round capacity. It has well rounded stats, and is the direct equivalent of the Disabler that Security once used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Rubber: 20 Stamina Damage, 5 Brute&lt;br /&gt;
&lt;br /&gt;
IHDF: 25 Stamina Damage&lt;br /&gt;
&lt;br /&gt;
Lethal: 20 Brute&lt;br /&gt;
&lt;br /&gt;
Hollowpoint: 20 Brute, 30 Wound Chance &lt;br /&gt;
 }}{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = 	&lt;br /&gt;
 |image = &lt;br /&gt;
 |foundin =  A supply box, once redeemed from the weapons vendor.&lt;br /&gt;
 |usedfor = Ranged combat. &lt;br /&gt;
 |strategy = Shoot the bad man. &lt;br /&gt;
 |description = &#039;&#039;&#039;Damage&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Rubber: &lt;br /&gt;
&lt;br /&gt;
IHDF: &lt;br /&gt;
&lt;br /&gt;
Lethal: &lt;br /&gt;
&lt;br /&gt;
Hollowpoint: &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Flashbang}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Flashbang&lt;br /&gt;
 |image = Flashbang.gif&lt;br /&gt;
 |foundin = Inside lockers at [[Security Office]] and [[Security Posts]], a full box at [[Armory]] [[File:Flashbangbox.png]]&lt;br /&gt;
 |usedfor = Subjugating many criminals at once. &lt;br /&gt;
 |strategy = Trigger it and throw it at a criminal mob. &lt;br /&gt;
 |description = This is an advanced piece of equipment because it is so difficult to use. It&#039;s distributed by SecTech vendors and the Warden, and can also be found in security lockers. In rooms where multiple and/or armed personnel are expected, you may use a flashbang to &amp;quot;breach&amp;quot; the room. Select it, press the button, and throw it immediately. It will blind everyone nearby for a short period of time and deafen them for a longer period of time. If all goes well, they will be on the ground, having dropped their weapons, and awaiting your handcuffs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flashbangs will [[Status_Effects#Paralyze|paralyze]] people within range for 20 seconds, unless they&#039;ve protected their eyes and ears. Security usually wear HUD-sunglasses and bowman headsets, allowing them to throw flashbangs safely. Security helmets themselves protect against the bang part, but not the flash. Ghetto alternatives can be normal sunglasses/welding equipment and earmuffs. Partial protection may reduce the [[Status_Effects#Paralyze|paralyze]] time. Flashbangs detonated on the same tile as you will fully [[Status_Effects#Paralyze|paralyze]] you even if you are wearing full flashbang protection. If you are 1 tile away from the detonation and wearing protection, it will [[Status_Effects#Paralyze|paralyze]] for only 3 seconds. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also note that the flashbang will disable [[cyborg|cyborgs]] for a few seconds. Use this to subdue a borg from a safe distance.  For the best results, &#039;cook&#039; the flashbang for a few seconds in your hand to give them less time to react (although this will stun you horribly if it goes off while you&#039;re holding it).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = N/A&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Pepperspray}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Pepperspray&lt;br /&gt;
 |image = Pepperspray.png&lt;br /&gt;
 |foundin = Inside lockers at [[Security Office]] and [[Security Posts]]&lt;br /&gt;
 |usedfor = Subjugating a criminal. &lt;br /&gt;
 |strategy = Shoot it at the criminal. &lt;br /&gt;
 |description = Manufactured by UhangInc, used to down an opponent quickly. Can store 8 sprays inside it. Remember to set the Pepper Spray to use 5 units to get the most out of it, using it at 5 units will have it cover up to four tiles and take down anyone not wearing eye protection.  Best used in a narrow corridor, like the HOP line, where it can knock over several people at once.&lt;br /&gt;
&lt;br /&gt;
The most effective way to use pepperspray is to stop in place and use it directly on the target. While it is possible to use the pepperspray while moving, it may result in spraying and disabling the user. If you are able to use it directly on your target, the spray will follow them and reach its destination. &lt;br /&gt;
&lt;br /&gt;
Can be filled at [[File:Pepper_Spray_Refiller.png]] Pepper Spray Refillers located in walls at Security Office and Security Posts.  You can also fill it with other chemicals, like welding fuel, should you be able to find a use for that. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = N/A   &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Handcuffs}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Handcuffs&lt;br /&gt;
 |image = Handcuffs.png&lt;br /&gt;
 |foundin = [[Security Office]], full box at [[Armory]] [[File:Handcuffsbox.png]]&lt;br /&gt;
 |usedfor = Apprehending the criminal. &lt;br /&gt;
 |strategy = Apply it to a criminal. &lt;br /&gt;
 |description = Throw a pair in your pocket; more can be dispensed from the SecTech vendors. It prevents [[Assistant|criminals]] from holding items, opening doors, and generally locks them behind whatever room they&#039;re in. If the [[Mime|victim]] were to be dragged or grabbed in any way, they will be unable to move. Be careful not to bump into anybody else while transporting the [[Captain|criminal]], as this may loosen the prisoner from your grip allowing him to run free. A [[Syndicate_Items#Freedom Implant|freedom implant]] or resourceful [[changeling]] can remove cuffs instantly, but everyone else has to struggle with them for two or more minutes in a private area to get them off without outside help. Remember, you cannot open airlocks while cuffed. So if you are handcuffed in space without proper gear, you will most likely die. Can be combined with orange prison [[shoes]] to make foot shackles, which force a person to always walk.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Ion Rifle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Ion Rifle	&lt;br /&gt;
 |image = Ionrifle.png&lt;br /&gt;
 |foundin = Armory&lt;br /&gt;
 |usedfor = Disabling borgs and mechs. &lt;br /&gt;
 |strategy = Shoot silicon machines with it. &lt;br /&gt;
 |description = Large and unwieldy, great for dealing with mechs. Cyborgs are weak to it: EMPing cyborgs totally immobilizes them and leaves you free to robust them to your heart&#039;s content. EMP will cause machinery (air/fire alarms, airlocks, et cetera) to malfunction.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Temperature Gun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Temperature Gun&lt;br /&gt;
 |image = Tempgun.png&lt;br /&gt;
 |foundin = Armory, Security Protolathe.&lt;br /&gt;
 |usedfor = Combat.&lt;br /&gt;
 |strategy = Detaining traitors with energy swords/shields, slime removal/healing.&lt;br /&gt;
 |description = This gun can heat up or cool down targets, although it won&#039;t reach really dangerous levels unless you cool down someone in a hardsuit.&amp;lt;br&amp;gt; This weapon is deceptively strong since the projectiles aren&#039;t blocked by eswords/eshields and can slow people down to a crawl.&amp;lt;br&amp;gt; Slimes die to it in two to three hits, or you can heal them with heat setting.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Hybrid Taser}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Hybrid Taser&lt;br /&gt;
 |image = Hybrid_taser.gif&lt;br /&gt;
 |foundin = Admin spawned &lt;br /&gt;
 |usedfor = Subjugating criminals. &lt;br /&gt;
 |strategy = Shoot it at the target. &lt;br /&gt;
 |description = This used to be the primary law enforcement weapon, but is now only spawnable by admins. It has two modes of use; Tase OR Disable. In taser mode (Yellow) it will fire an incandescent ball of energy at low velocity. The projectile is stopped by windows, grilles, walls, simple distance, and various other obstructions. When the shot hits its target, it will cause temporary paralysis and slur speech to near illegibility. The range of the taser shot is also limited. In Disabler mode (Light Blue) it will fire a blue disabler beam that deals stamina-damage, slowing down the prep and making them fall after three shots. The disabler beam is NOT stopped by windows and grilles and its range is unlimited. Melee use of this weapon is inappropriate except for the most extreme cases [[Space_law#Major_Crimes|(see space law section Dangerous Criminals)]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 10 brute damage when hit on melee.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|DRAGnet}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = DRAGnet	&lt;br /&gt;
 |image = DRAGnet.png&lt;br /&gt;
 |foundin = Armory&lt;br /&gt;
 |usedfor = Slowing and teleporting people. &lt;br /&gt;
 |strategy = Shoot people with it. &lt;br /&gt;
 |description = The &amp;quot;Dynamic Rapid-Apprehension of the Guilty&amp;quot; net is a revolution in law enforcement technology. It has two settings: One (snare) which places energy snares, which act like bear traps without the damage, and another (netting) that shoots shotgun-like bursts of projectiles which deal heavy [[Health#Stamina|stamina]] damage and place &amp;quot;nets&amp;quot; when they hit a person. About 4 seconds after appearing, these &amp;quot;nets&amp;quot; will teleport any mob standing on top of them, to whichever location any existing &amp;quot;teleporter control console&amp;quot; is set to (with some variation). The teleporter control console target must both be set AND the &amp;quot;teleporter station&amp;quot; must have been clicked to &amp;quot;engage&amp;quot; the teleporter, for it to count. Calibration is not required. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If 3 different teleporters (including abandoned teleporter) are set to different locations, the game seems to use a hierarchy of: 1. Abandoned teleporter, 2. AI satellite antechamber and 3. Teleporter room. Meaning it will only use the destination of the abandoned teleporter, if all 3 of those teleporters are engaged (at least on Boxstation). If no location is set on any teleporter, the location will be random, which can teleport people into space or inside walls.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
==Lethal Weapons==&lt;br /&gt;
&lt;br /&gt;
{{anchor|Laser Gun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Laser Gun&lt;br /&gt;
 |image = Laser_gun.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Eliminating threats. &lt;br /&gt;
 |strategy = Fire at the target. &lt;br /&gt;
 |description = Distributed by the [[Warden]] (or [[Quartermaster]]), this is essentially an [[Energy Gun]] that lacks a disabler mode. The laser gun, unsurprisingly, shoots lasers, which deal a great deal of [[Guide to medicine#Burns|burning damage]]. The lasers will travel through grilles and glass of all sorts. Laser guns have slightly more rounds to fire than e-guns and can be recharged. Usually distributed along with [[Riot Shields]] in extreme cases. Can be ordered by the [[quartermaster]]s in a secure weapons crate, which itself can only be opened by a [[security]] officer or military head of staff. &lt;br /&gt;
&lt;br /&gt;
In the event of a [[Blob|massive biological outbreak]], security staff usually freely distribute laser weapons to the crew, as they are effective against the blob and lack stun capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 10 brute on melee and 20 burn on shot.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Energy Gun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Energy Gun&lt;br /&gt;
 |image = [[File:Energy_Gun.gif|64px]]&lt;br /&gt;
 |OverrideImage = true&lt;br /&gt;
 |foundin = [[Armory]], [[Captain]]&#039;s locker, [[Head of Personnel]]&#039;s locker&lt;br /&gt;
 |usedfor = Subjugating criminals and/or eliminating threats. &lt;br /&gt;
 |strategy = Toggle the mode you want and fire at the target. &lt;br /&gt;
 |description = Distributed by the [[Warden]] and standard issue for the [[Head of Personnel]], [[Head of Security]] and the [[Captain]]. This state of the art weapon combines the function of a Disabler and a [[laser gun]] in one. Clicking the weapon while it&#039;s held alternates between a disabling shot and a burning laser: blue for stun, red for kill. E-guns are stored in the armory and can be ordered in a secure [[Supply crates|crate]] by the [[quartermaster]]. They are to be distributed only under the [[Space_law#Major_Crimes|most extreme circumstances]] or at the Head of Security&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 10 brute on melee and 20 burn on shot if turned to the &amp;quot;kill&amp;quot; setting.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Multiphase Energy Gun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = X-01 MultiPhase Energy Gun (aka head of security&#039;s personal laser gun)&lt;br /&gt;
 |image = [[File:Multiphase_gun_stun.gif|64px]]&lt;br /&gt;
 |OverrideImage = true&lt;br /&gt;
 |foundin = Head of security&#039;s locker in [[Head_of_Security&#039;s_Office|Head of Security&#039;s office]], or carried by the [[Head_of_Security|Head of Security]]&lt;br /&gt;
 |usedfor = Subjugating criminals and/or eliminating threats. &lt;br /&gt;
 |strategy = Toggle the mode you want and fire at the target. &lt;br /&gt;
 |description = Unique weapon held only by the [[Head of Security]]. Functions essentially as a more advanced energy gun, capable of firing in disable, ion, and lethal laser modes. This is a [[High-risk_items#Hos_laser|high-risk item]] and is often a theft objective for [[Traitor|traitors]] (head of security&#039;s personal laser gun). &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Auto Rifle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = WT-550 Autorifle&lt;br /&gt;
 |image = Autorifle.png&lt;br /&gt;
 |foundin = [[Cargo]], deep space&lt;br /&gt;
 |usedfor = Eliminating threats. &lt;br /&gt;
 |strategy = Fire at the target. &lt;br /&gt;
 |description = Ballistic rifle that Security can gain access to via [[Cargo]]. The rifle holds several clear advantages and disadvantages over the standard Laser Gun. The rifle holds 20 rounds per magazine, can be reloaded in the field and can bypass some energy weapon defenses such as Energy Shields and, to a degree, Energy Swords. However this weapons needs physical ammo to reload with, lacks any stunning capability, cannot bypass glass and must be bought from Cargo en masse.&lt;br /&gt;
&lt;br /&gt;
The choice to acquire this weapon is usually in the hands of the [[Head of Security]] or the [[Warden]], and as such is a very uncommon weapon to see in Security&#039;s hands, however if Security has sufficient warning about a imminent attack, such as [[Nuclear Operative|Nuclear Operatives]] declaring war, then the weapon tends to be a popular choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 20 brute on shot, 10 damage on melee&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Riot Shotgun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Riot Shotgun&lt;br /&gt;
 |image = Riot_shotgun.png&lt;br /&gt;
 |foundin = [[Armory]], cargo&lt;br /&gt;
 |usedfor = Stunning/Eliminating threats. &lt;br /&gt;
 |strategy = Fire at the target. &lt;br /&gt;
 |description = Security issued shotgun, can hold up to six shells at a time and comes preloaded with rubber shot rounds for non-lethal take downs. Useful against opponents with energy weapon protection or against large crowds of enemies. Can be sawed off with any form of saw to allow the Shotgun to fit in a backpack, your belt slot, or holstered in your armor.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Compact Combat Shotgun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Compact Combat Shotgun&lt;br /&gt;
 |image = Short_combatshotgun.png&lt;br /&gt;
 |foundin = [[Warden]]&#039;s Locker&lt;br /&gt;
 |usedfor = Eliminating threats. &lt;br /&gt;
 |strategy = Fire at the target. &lt;br /&gt;
 |description = Unique shotgun that only the [[Warden]] has access to. A semi-automatic shotgun that only holds 4 rounds, but can be holstered in armor. Still a bulky item, so it can&#039;t fit in backpacks, but it&#039;s much easier to carry around than a Combat Shotgun. &lt;br /&gt;
&lt;br /&gt;
Generally superior to the Riot Shotgun, but holds less ammo, lacks the ability to be sawed off, and thus cannot fit inside a backpack.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Combat Shotgun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Combat Shotgun&lt;br /&gt;
 |image = combatshotgun.png&lt;br /&gt;
 |foundin = Cargo&lt;br /&gt;
 |usedfor = Eliminating threats. &lt;br /&gt;
 |strategy = Fire at the target. &lt;br /&gt;
 |description = This semi-automatic shotgun holds 6 rounds, and fires without needing to be cocked after every shot. When combined with the right ammunition, this weapon becomes one of the most powerful in the game. However, it&#039;s a huge item and it cannot be sawed off, so the only place it will fit is in your hand or on your back.&lt;br /&gt;
&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
=== Ammunition ===&lt;br /&gt;
{{anchor|WT-550 Standard Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = WT-550 Standard Magazine&lt;br /&gt;
 |image = 46x30ammo.png&lt;br /&gt;
 |foundin = Security Protolathe, ordered from Cargo.&lt;br /&gt;
 |usedfor = Loading a WT-550 Auto Rifle.&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A 20-round 4.6x30mm magazine for use in the WT-550 automatic rifle. Fires standard ball ammunition, dealing 20 damage per hit. Easy and cheap to produce.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|WT-550 Armour Piercing Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = WT-550 Armour Piercing Magazine&lt;br /&gt;
 |image = 4.6mmAP.png&lt;br /&gt;
 |foundin = Security Protolathe&lt;br /&gt;
 |usedfor = Loading a WT-550 Auto Rifle.&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A 20-round 4.6x30mm AP magazine for use in the WT-550 automatic rifle. Fires armor piercing bullets that can tear through armor, but at the cost of dealing less damage per bullet.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|WT-550 Toxin Tipped Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = WT-550 Toxin Tipped Magazine&lt;br /&gt;
 |image = 4.6mmTX.png&lt;br /&gt;
 |foundin = Security Protolathe&lt;br /&gt;
 |usedfor = Loading a WT-550 Auto Rifle.&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A 20-round 4.6x30mm TX magazine for use in the WT-550 automatic rifle. Fires uranium tipped ammunition, dealing 15 toxin damage per hit. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|WT-550 Incendiary Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = WT-550 Incendiary Magazine&lt;br /&gt;
 |image = 4.6mmIC.png&lt;br /&gt;
 |foundin = Security Protolathe&lt;br /&gt;
 |usedfor = Loading a WT-550 Auto Rifle.&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A 20-round 4.6x30mm IC magazine for use in the WT-550 automatic rifle. Fires unique ammo that deals five damage per bullet, but each bullet contains a compound that ignites the target aflame.  &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
==RnD Gear==&lt;br /&gt;
&lt;br /&gt;
See the [[Research_items#Weapons|Research Items]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Armor for Protection==&lt;br /&gt;
{{anchor|Helmet}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #d9c695&lt;br /&gt;
 |name = [[Helmet]]&lt;br /&gt;
 |image = Helmet.png&lt;br /&gt;
 |foundin = Lockers at [[Security Office]] and [[Security Posts]]&lt;br /&gt;
 |usedfor = General defence. &lt;br /&gt;
 |strategy = Wear it to mitigate some damage from attacks.&lt;br /&gt;
 |description = Standard issue security Helmet issued to all [[Security Officer|Security Officers]]. This provides a modest amount of protection against most forms of attack, and as such is generally recommended you wear it when on duty. Protects your ears from flashbangs.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|HUDSunglasses}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = [[HUDSunglasses]]&lt;br /&gt;
 |image = Hudsunglasses.png&lt;br /&gt;
 |foundin = Lockers at [[Security Office]] and [[Security Posts]]&lt;br /&gt;
 |usedfor = Information. &lt;br /&gt;
 |strategy = Wear it to identify arrest targets easier. &lt;br /&gt;
 |description = Stylish sunglasses that provide a heads up display for the user. This HUD provides a suite of options to the user to assist in law enforcement. The glasses will identify the current occupation of anyone in the user&#039;s line of sight, or at least the occupation their ID card is displaying. It will signal if someone has been implanted with a [[#Mindshield Implant|Mindshield Implant]]. It&#039;ll inform the user if someone has been set to a arrest condition. In addition the glasses act as defense against flash based weapons like [[Flashes|Flash]] or [[Flashbangs|Flashbang]].&lt;br /&gt;
&lt;br /&gt;
Click [[HUD|here]] for an overview of what the symbols mean.&lt;br /&gt;
&lt;br /&gt;
Can also be used to set a visible target to arrest on the fly.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Body Armor}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = [[Body Armor]]&lt;br /&gt;
 |image = Armor.png&lt;br /&gt;
 |foundin = Lockers at [[Security Office]] and [[Security Posts]], [[Head of Personnel]]s Locker&lt;br /&gt;
 |usedfor = General defence. &lt;br /&gt;
 |strategy = Wear it to mitigate some damage from attacks. &lt;br /&gt;
 |description = Standard issue security Body Armor, issued to all Security personnel and select station personnel. Provides a moderate amount of protection, so it&#039;s recommended you wear it at all times.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Riot Helmet}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = [[Riot Helmet]]&lt;br /&gt;
 |image = Riothelm.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Melee defence. &lt;br /&gt;
 |strategy = Wear it to mitigate melee attacks significantly. &lt;br /&gt;
 |description = Riot duty armor designed to be highly resistant to melee attacks. Features a flip down/up visor that further protects from attacks to the face and can stop certain entities that attack by latching onto a person&#039;s face.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Riot Armor}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = [[Riot Armor]]&lt;br /&gt;
 |image = Swatarmor.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Melee defence. &lt;br /&gt;
 |strategy = Wear it to mitigate melee attacks significantly. &lt;br /&gt;
 |description = Riot duty armor designed to be highly resistant to melee attacks. Provides strong melee defence at the cost of little defence against anything else. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Bulletproof Helmet}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = [[Bulletproof Vest|Bulletproof Helmet]]&lt;br /&gt;
 |image = Bulletproofhelm.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Ballistic and explosive defense. &lt;br /&gt;
 |strategy = Wear it to mitigate ballistic and explosive attacks significantly. &lt;br /&gt;
 |description = Special duty helmet usually worn by Security Officers during a crisis. Bulletproof Helmets provide excellent protection against ballistic attacks, and good protection against explosive attacks, but have only minor defense against other form of attacks.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Bulletproof Vest}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = [[Bulletproof Vest]]&lt;br /&gt;
 |image = Bulletproofvest.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Ballistic and explosive defense. &lt;br /&gt;
 |strategy = Wear it to mitigate ballistic and explosive attacks significantly. &lt;br /&gt;
 |description = Special duty armor usually worn by Security Officers during a crisis. Bulletproof Armor provide excellent protection against ballistic attacks, and good protection against explosive attacks, but have only minor defense against other form of attacks.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Ablative Vest}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = [[Ablative Vest]]&lt;br /&gt;
 |image = Ablative.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Laser and energy defence. &lt;br /&gt;
 |strategy = Wear it to mitigate laser and energy attacks significantly. &lt;br /&gt;
 |description = Unique armor vest designed to deflect and significantly reduce damage from energy based attacks. Provides very little defence against anything else.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: For all above and below items, remember to LOCK the locker you took them from!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Other Items==&lt;br /&gt;
{{anchor|Secway}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Secway&lt;br /&gt;
 |image = Secway.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Cruising. &lt;br /&gt;
 |strategy = Drag yourself on it with the key in hand. &lt;br /&gt;
 |description = Unique transportation vehicle available in the armoury. Can prove useful if you need to drive through a area with low pressure, have taken significant damage and need to move quickly, are wearing a bulky hardsuit or want to look like a tool.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Seclite}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Seclite&lt;br /&gt;
 |image = Seclite.png&lt;br /&gt;
 |foundin = [[Security Officer]]&#039;s backpack&lt;br /&gt;
 |usedfor = Seeing in the dark. &lt;br /&gt;
 |strategy = Switch it on to see better in darkness or use it for self-defense. &lt;br /&gt;
 |description = A robust flashlight used by security. Can also be mounted to energy guns and Hybrid Tasers.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Security Gas Mask}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Security Gas Mask&lt;br /&gt;
 |image = Security_Gas_Mask.png&lt;br /&gt;
 |foundin = [[Armory]], [[Head of Security]]&#039;s locker&lt;br /&gt;
 |usedfor = Internals, shout very loud at the criminals. &lt;br /&gt;
 |strategy = Put it on and use it like a regular mask for internals, use the HALT-feature in the upper left corner to shout at criminals. &lt;br /&gt;
 |description = A very useful piece of equipment for when you don&#039;t have time to politely ask someone to stop.&lt;br /&gt;
&lt;br /&gt;
[[Hacking#Security Gas Mask|Can be hacked]] if you like scaring the criminals. [[Emag]] it to make them shit their pants.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Riot Shield}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Riot Shield&lt;br /&gt;
 |image = RiotS.png&lt;br /&gt;
 |foundin = [[Armory]], [[Head of Security]]&#039;s locker&lt;br /&gt;
 |usedfor = To protect you from melee and ranged attacks. &lt;br /&gt;
 |strategy = Wield it and form a wall with your comrades. &lt;br /&gt;
 |description = These are held in a hand space and used to block close range weapons. They also have a percentage change to block ranged attacks. Makes you un-pushable.&lt;br /&gt;
They make a fairly efficient weapon in terms of bludgeoning criminals, but it&#039;s suggested to pair this up with a stun baton or ranged weapon. Slamming your baton against this shield will create a threatening banging sound. &amp;lt;font size=&amp;quot;3&amp;quot; color=&amp;quot;white&amp;quot;&amp;gt;When I play the maracas I go chick-chicky-boom, chick-chicky boom &amp;lt;/font&amp;gt;&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Tracking Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Tracking Implant&lt;br /&gt;
 |image = Implant_Case.png&lt;br /&gt;
 |foundin = [[Armory]] in a Tracking Implant Kit [[File:Implantbox.png]]&lt;br /&gt;
 |usedfor = Tracking suspects, and making it possible to teleport straight up to the implanted person. &lt;br /&gt;
 |strategy = Take the implanter, load it with an implant and use the implanter on a person. &lt;br /&gt;
 |description = When used on someone, it will implant a tracking beacon under the skin of that person&#039;s chest. The Prisoner Management Console can be used to check the implanted person&#039;s location and even send messages into their mind. Use a bluespace locator to track implanted targets. Locators can be printed from the security techfab after research. Use a [[High-risk_items#Hand_teleporter|Hand Teleporter]] or [[Teleporter]] to teleport directly to the target. It does not cause people to be gibbed when teleported to. Disintegrates 10 minutes after the death of the host, unless revived. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Chemical Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Chemical Implant&lt;br /&gt;
 |image = Implant_Case.png&lt;br /&gt;
 |foundin = [[Armory]] in a Chemical Implant Kit [[File:Implantbox.png]]&lt;br /&gt;
 |usedfor = Can be loaded with any sort of chemical agent via the common syringe and can hold 50 units. &lt;br /&gt;
 |strategy = Take the implanter, load it with an implant and use the implanter on a person. &lt;br /&gt;
 |description = When used on someone, it will put a chemical implant under the skin of that person&#039;s chest. Load the implant with up to 50 units of chemicals by injecting it with a filled syringe while it&#039;s still in its original case. You can then remotely inject the implanted chems with a Prisoner Management Console. The implant will last so long as the subject is alive. However, if the subject suffers from malnutrition, the implant may become unstable and either pre-maturely inject the subject or simply break. Disintegrates 10 minutes after the death of the host, unless revived. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Mindshield Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Mindshield Implant&lt;br /&gt;
 |image = Implant_Case.png&lt;br /&gt;
 |foundin = [[Armory]] in a Lockbox (Mindshield Implants) [[File:Loyalty_Implants.png]], [[Head of Security&#039;s Office]]&lt;br /&gt;
 |usedfor = Deconverting revolutionaries; preventing people from being converted to revs or cultists. &lt;br /&gt;
 |strategy = Take the implanter, load it with an implant and use the implanter on a person. &lt;br /&gt;
 |description = When used on someone, it will act block any attempt to influence or corrupt the targets mind/brain - unless the situation is a [[Cult|religious]] one! This implant will only make it impossible to learn any new, cultistic ways. People who are already cultists cannot be de-culted via implant and persons who are strong enough to lead a revolution party will completely resist this implant. If you have time, you can remove these implants by doing an implant removal surgery on the chest, which will allow your prey to be converted normally. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Electropack}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Electropack&lt;br /&gt;
 |image = Electropack.png&lt;br /&gt;
 |foundin = [[Prison Wing]]&lt;br /&gt;
 |usedfor = Torture. &lt;br /&gt;
 |strategy = Set a signal, screwdriver it on, throw it on a criminal and send the signal. &lt;br /&gt;
 |description = This is a tool used to keep a particularly dangerous criminal under control. When turned on via [[Screwdriver]], the pack is able to be set to a certain frequency. The pack is then placed in the backpack slot of the criminal scum; he/she will be unable to remove it without [[Clown|someone]] [[Assistant|else&#039;s]] help. After activation, a simple press of a [[Remote Signaling Device]] set to the same frequency as the pack will activate it, giving your prisoner an electric shock and instantly incapacitating them. &lt;br /&gt;
&amp;lt;strike&amp;gt;Best of all-&amp;lt;/strike&amp;gt; This does no physical harm. If you did want to do physical harm, you can combine the electropack with a helmet and then place it on a [[Chair]] that has powered wires under it. This will create an electric chair to allow you to cleanly execute multiple prisoners in a row. The AI will not approve, but when does the AI ever approve of what you do?&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Space Law}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Space Law&lt;br /&gt;
 |image = Lawbook.png&lt;br /&gt;
 |foundin = [[Security Office]], [[Security Posts]]&lt;br /&gt;
 |usedfor = Studying intently about the Law. &lt;br /&gt;
 |strategy = Apply it in hand to read. &lt;br /&gt;
 |description = An official copy of [[Space Law]] is made available to all security personnel. Ensure that you understand it and don&#039;t be afraid to literally throw the book at anyone who contests it. Give it to the Head of Security or Warden and watch them scoff in disgust.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Recharger}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Recharger&lt;br /&gt;
 |image = Recharger.gif&lt;br /&gt;
 |foundin = [[Armory]], [[Security Office]], [[Security Posts]]&lt;br /&gt;
 |usedfor = Securing an area from anyone without protective eyewear. &lt;br /&gt;
 |strategy = Pull it to a powered area and wrench it in place. &lt;br /&gt;
 |description = A recharger can recharge any energy-based device should it run out of power. As a member of security you will most likely be using these to recharge your stun batons and tasers. Rechargers can be wrenched then moved, for example to be closer to a [[blob]] eating the station.&lt;br /&gt;
The recharge time of your energy based devices will vary depending on their maximum capacity.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Portable Flash}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Portable Flash&lt;br /&gt;
 |image = PFlash.gif&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Securing an area. &lt;br /&gt;
 |strategy = Pull it to a powered area and wrench it in place. &lt;br /&gt;
 |description = A portable flasher is an effective device that when secured to the ground will automatically emit a bright light when its motion sensors are activated. It will stun anyone close to the bulb for about as long as a pocket-sized device would.&lt;br /&gt;
To prepare a portable flasher, first bring it to the desired area, then use a [[Wrench]] to secure the bolts to the ground. Once you have done that, the portable flasher will draw power from the local [[APC]]. If you are not wearing a form of eye protection (such as [[Sunglasses]] or a [[Welding Helmet]]) you will become momentarily stunned if you are close to the portable flasher when it goes off.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Deployable Barrier Grenade}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Deployable Barrier Grenade&lt;br /&gt;
 |image = Deployable_Barrier.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Securing an area, making sure no one (without Armory access) can pass through. &lt;br /&gt;
 |strategy = Drag it where you need it and swipe it with your ID. &lt;br /&gt;
 |description = The Armory contains grenades that, when thrown, will produce a deployable barrier, a much stronger version of the wooden [[barricade]]. The grenades can have their direction switched by alt-clicking on them or using their action button, and the barricades they spawn will take 5 seconds to deploy. Deployable barriers can be repaired using a welder.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Lethal Injection Syringe}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Lethal Injection Syringe&lt;br /&gt;
 |image = Lethal Injection Syringe.png&lt;br /&gt;
 |foundin = [[Prison Wing]]&lt;br /&gt;
 |usedfor = Eliminating a convict. &lt;br /&gt;
 |strategy = Use it on the convict. &lt;br /&gt;
 |description = A special syringe designed for lethal injections. Contains 15 units of [[Plasma]], 15 units of [[Formaldehyde]], 10 units of [[Cyanide]], and 10 units of [[Fluorosulfuric Acid]]. It injects all of its reagents in one push. This kills a convict in about 40 seconds.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = lightgray&lt;br /&gt;
 |bgcolor2 = lightgray&lt;br /&gt;
 |name = [[Vending_machines#SecTech|SecTech]]&lt;br /&gt;
 |image = Vendsec.gif&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
===Security Robots===&lt;br /&gt;
The Robotic side of the security force.&lt;br /&gt;
&lt;br /&gt;
{{anchor|Securitron}}{{anchor|Officer Beepsky}}&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Securitron/&amp;lt;br&amp;gt;Officer Beepsky&lt;br /&gt;
 |bgcolor1 = lightgray&lt;br /&gt;
 |bgcolor2 = lightgray&lt;br /&gt;
 |image = Beepsky.png&lt;br /&gt;
 |foundin = One patrolling around the halls, others manufactured in [[Robotics]]&lt;br /&gt;
 |usedfor = Detaining criminals, autonomous guards in high security areas. &lt;br /&gt;
 |description = All stations start with at least one Securitron. One is the famous Officer Beepsky, who is the closest the Head of Security gets to a pet and also a world class criminal catcher, being able to scuttle faster than a man can run, and stun and cuff and criminals using cablecuffs made in the experimental mass fabricator Nanotrasen places in every Securitron model. &lt;br /&gt;
&lt;br /&gt;
Beepsky is so vigilant, he&#039;ll even trip anyone who gets in his way when he&#039;s chasing a perp! This also makes him a right pain when hacked as he will stun and cuff everyone in sight! A similar Securitron called Officer Pingsky spawns in the AI satellite to guard it from criminals! The Roboticists have the option to make more, but they are rarely made as they use up the Warden&#039;s precious helmets. &lt;br /&gt;
&lt;br /&gt;
Keep in mind that traitors with an [[Syndicate_Items#Agent_ID_Card|Agent ID card]] will have an easy time evading securitrons!&lt;br /&gt;
&lt;br /&gt;
Most stations spawn with two additional Securitrons: The Armory&#039;s personal guard Sergeant-at-Armsky and the AI satellite&#039;s Officer Pingsky. &lt;br /&gt;
&lt;br /&gt;
[[Guide_to_robotics#Securitron|See here how to construct a Securitron.]]&lt;br /&gt;
&lt;br /&gt;
===Settings===&lt;br /&gt;
&lt;br /&gt;
You can change the Securitron&#039;s settings by swiping your security-access ID on it and looking at it:&lt;br /&gt;
* &#039;&#039;&#039;Status: &#039;&#039;On/Off&#039;&#039;&#039;&#039;&#039; The Securitron is either turned on or off.&lt;br /&gt;
* &#039;&#039;&#039;Behaviour controls are &#039;&#039;locked/unlocked&#039;&#039;&#039;&#039;&#039; People can access the controls or not.&lt;br /&gt;
* &#039;&#039;&#039;Maintenance panel panel is &#039;&#039;closed/open&#039;&#039;&#039;&#039;&#039; People can access the maintenance panel or not. This lets you insert pAIs.&lt;br /&gt;
* &#039;&#039;&#039;Arrest Unidentifiable Persons: &#039;&#039;Yes/No&#039;&#039;&#039;&#039;&#039; Arrests/detains anyone who has no ID visible and is unidentifiable (name shows as &amp;quot;Unknown&amp;quot;).&lt;br /&gt;
* &#039;&#039;&#039;Arrest for Unauthorized Weapons: &#039;&#039;Yes/No&#039;&#039;&#039;&#039;&#039; Arrests/detains anyone who has a weapon visible and an ID without weapons authorization (by default, anyone but head jobs and security).&lt;br /&gt;
* &#039;&#039;&#039;Arrest for Warrant: &#039;&#039;Yes/No&#039;&#039;&#039;&#039;&#039; Checks the security records if anyone&#039;s status is set to &amp;quot;Arrest&amp;quot; and arrests/detains them.&lt;br /&gt;
* &#039;&#039;&#039;Operating Mode: &#039;&#039;Arrest/Detain&#039;&#039;&#039;&#039;&#039; Arrest: Stuns and zipcuffs the perp, then leaves. Detain: Stuns the perp indefinitely.&lt;br /&gt;
* &#039;&#039;&#039;Report arrests: &#039;&#039;Yes/No&#039;&#039;&#039;&#039;&#039; When someone receives a faceful of justice, the Securitron will announce the perp&#039;s name and location on its radio channel (by default, Security).&lt;br /&gt;
* &#039;&#039;&#039;Auto Patrol: &#039;&#039;On/Off&#039;&#039;&#039;&#039;&#039; Patrols the station.&lt;br /&gt;
&lt;br /&gt;
===STOP RIGHT THERE CRIMINAL SCUM===&lt;br /&gt;
&lt;br /&gt;
Securitrons and ED-209s attack for one of two reasons:&lt;br /&gt;
* The securitron is being attacked.&lt;br /&gt;
* The perp&#039;s threat level is &#039;&#039;&#039;4 or higher&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Things that can increase threat level====&lt;br /&gt;
* &#039;&#039;&#039;+10:&#039;&#039;&#039; Getting emagged. Now everyone is criminal scum.&lt;br /&gt;
* &#039;&#039;&#039;+6:&#039;&#039;&#039; Getting attacked - but securitrons will hunt attackers regardless of threat level.&lt;br /&gt;
* &#039;&#039;&#039;+5:&#039;&#039;&#039; Having a criminal status of &amp;quot;Arrest&amp;quot; when Arrest for Warrant is enabled.&lt;br /&gt;
* &#039;&#039;&#039;+4:&#039;&#039;&#039; Having no visible ID and an obscured/disfigured face (showing up as Unknown) when &amp;quot;Arrest Unidentifiable Persons&amp;quot; is enabled&lt;br /&gt;
* &#039;&#039;&#039;+4:&#039;&#039;&#039; Holding a weapon in your hand when Arrest for Unauthorized Weapons is enabled, but your ID doesn&#039;t have the permission.&amp;lt;br&amp;gt;&lt;br /&gt;
This doesn&#039;t include dragged weapons or those in containers.&lt;br /&gt;
* &#039;&#039;&#039;+2:&#039;&#039;&#039; Having a weapon equipped on the belt or back slot when the above is enabled.&lt;br /&gt;
* &#039;&#039;&#039;+2:&#039;&#039;&#039; Having your criminal status set to &amp;quot;Incarcerated&amp;quot; or &amp;quot;Parolled&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;+2:&#039;&#039;&#039; Violating the dress code by wearing a wizard hat or wizard hardsuit hat.&lt;br /&gt;
* &#039;&#039;&#039;+1:&#039;&#039;&#039; Being non-human genetrash. &lt;br /&gt;
&lt;br /&gt;
====Things that can decrease threat level====&lt;br /&gt;
* &#039;&#039;&#039;-5:&#039;&#039;&#039; Wearing a Syndicate [[Syndicate_Items#Agent_ID_Card|Agent ID card]]. &lt;br /&gt;
* &#039;&#039;&#039;-1:&#039;&#039;&#039; Being implanted with a mindshield implant.&lt;br /&gt;
&lt;br /&gt;
====Good to know====&lt;br /&gt;
* [[Syndicate_Items#Agent_ID_Card|Agent ID cards]] make traitors effectively invisible to sec bots, provided they don&#039;t stack more than one offense.&lt;br /&gt;
* Mindshield implants do the same to a lesser degree - you can avoid weapon and ID check arrests.&lt;br /&gt;
* Security bots (and also Honkbots) will get frustrated and stop hunting people after a few seconds.&lt;br /&gt;
* All bots navigate by following navigation beacons. If those are destroyed, the bots will stop patrolling.&lt;br /&gt;
* Sec bots are weak to EMP and ranged weapons, like guns and IED spears. Also, they can&#039;t escape welded/locked closets.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|ED-209}}&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=ED-209&lt;br /&gt;
 |bgcolor1 = lightgray&lt;br /&gt;
 |bgcolor2 = lightgray&lt;br /&gt;
 |image = Ed209.png&lt;br /&gt;
 |foundin = manufactured in [[Robotics]]&lt;br /&gt;
 |usedfor = Detaining criminals even more efficiently. &lt;br /&gt;
 |description = The most fearsome security robot. Like Beepsky, but with an added taser and four times the default health.&amp;lt;br&amp;gt;&lt;br /&gt;
Keep in mind that ED-209s ignore monkeys though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Controls:&#039;&#039;&#039;&lt;br /&gt;
* Same as the Securitron&#039;s&lt;br /&gt;
&lt;br /&gt;
[[Guide_to_robotics#ED-209|See here how to construct an ED-209.]]&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
[[Category:Objects]]&lt;/div&gt;</summary>
		<author><name>Marrone</name></author>
	</entry>
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