<?xml version="1.0"?>
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	<id>https://wiki.aurorastation.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=AgentWhatever</id>
	<title>Aurora Information Uplink - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.aurorastation.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=AgentWhatever"/>
	<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php/Special:Contributions/AgentWhatever"/>
	<updated>2026-04-16T07:39:33Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.45.3</generator>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:MainPageMap.gif&amp;diff=11550</id>
		<title>File:MainPageMap.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:MainPageMap.gif&amp;diff=11550"/>
		<updated>2019-03-28T20:03:06Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: AgentWhatever uploaded a new version of File:MainPageMap.gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:MainlevelMainFull.gif&amp;diff=11553</id>
		<title>File:MainlevelMainFull.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:MainlevelMainFull.gif&amp;diff=11553"/>
		<updated>2019-03-28T19:33:07Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:MainlevelMain.gif&amp;diff=11552</id>
		<title>File:MainlevelMain.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:MainlevelMain.gif&amp;diff=11552"/>
		<updated>2019-03-28T19:32:33Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:SurfacelevelMainFull.png&amp;diff=11534</id>
		<title>File:SurfacelevelMainFull.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:SurfacelevelMainFull.png&amp;diff=11534"/>
		<updated>2019-03-27T10:49:25Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: AgentWhatever uploaded a new version of File:SurfacelevelMainFull.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:SurfacelevelMain.png&amp;diff=11533</id>
		<title>File:SurfacelevelMain.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:SurfacelevelMain.png&amp;diff=11533"/>
		<updated>2019-03-27T10:49:25Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: AgentWhatever uploaded a new version of File:SurfacelevelMain.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:RooflevelMainFull.png&amp;diff=11521</id>
		<title>File:RooflevelMainFull.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:RooflevelMainFull.png&amp;diff=11521"/>
		<updated>2019-03-25T19:47:15Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: AgentWhatever uploaded a new version of File:RooflevelMainFull.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:RooflevelMain.png&amp;diff=11520</id>
		<title>File:RooflevelMain.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:RooflevelMain.png&amp;diff=11520"/>
		<updated>2019-03-25T19:44:22Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: AgentWhatever uploaded a new version of File:RooflevelMain.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:MainPageMap.gif&amp;diff=10594</id>
		<title>File:MainPageMap.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:MainPageMap.gif&amp;diff=10594"/>
		<updated>2018-11-24T15:52:46Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: AgentWhatever uploaded a new version of File:MainPageMap.gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:AgentWhatever&amp;diff=9417</id>
		<title>User:AgentWhatever</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:AgentWhatever&amp;diff=9417"/>
		<updated>2018-07-14T02:22:01Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: Welp, I&amp;#039;m back.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
[[https://forums.aurorastation.org/memberlist.php?mode=viewprofile&amp;amp;u=1174&amp;amp;sid=9a4f2637cd00dc576d4d739168c4369e Forum Profile]]&lt;br /&gt;
&lt;br /&gt;
Discord: Sayori#7082&lt;br /&gt;
&lt;br /&gt;
Steam: http://steamcommunity.com/id/Agent___Whatever/&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Science&amp;diff=7462</id>
		<title>Science</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Science&amp;diff=7462"/>
		<updated>2017-12-29T22:02:52Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP&lt;br /&gt;
|assign = N/A}}&lt;br /&gt;
= General info = &lt;br /&gt;
== Main-level Map ==&lt;br /&gt;
This image is clickable.&lt;br /&gt;
&amp;lt;imagemap&amp;gt;Image:Main-level_Science.png|&lt;br /&gt;
rect 222 256 636 445 [[Science#Robotics Lab and Mechbay|Robotics Lab Mech Bay]]&lt;br /&gt;
rect 381 121 642 288 [[Science#Robotics Lab and Mechbay|Robotics Lab Mech Bay]]&lt;br /&gt;
rect 615 160 892 445 [[Science#Robotics Lab and Mechbay|Robotics Lab Mech Bay]]&lt;br /&gt;
rect 573 2 924 126 [[Science##Cyborgification Bay and Robotics Morgue|Cyborg and Autopsy]]&lt;br /&gt;
rect 576 6 925 160 [[Science##Cyborgification Bay and Robotics Morgue|Cyborg and Autopsy]]&lt;br /&gt;
rect 444 543 698 956 [[Science##Xenoflora Lab|Xenoflora Research]]&lt;br /&gt;
rect 29 545 347 796 [[Science#Research Directors Office and Meeting Room|Research Director]]&lt;br /&gt;
rect 1 771 347 988 [[Science#Conference Room and Sub-level Lift|Conference Room and Lift]]&lt;br /&gt;
rect 63 958 283 1184 [[Science#Conference Room and Sub-level Lift|Conference Room and Lift]]&lt;br /&gt;
rect 282 957 508 1246 [[Science#Telescience|Telescience]]&lt;br /&gt;
rect 253 1151 409 1310 [[Science#Telescience|Telescience]]&lt;br /&gt;
rect 502 1089 859 1247 [[Science#Miscellaneous Research and Autopsy Room|Misc Research and Autopsy]]&lt;br /&gt;
rect 636 1211 860 1344 [[Science#Miscellaneous Research and Autopsy Room|Misc Research and Autopsy]]&lt;br /&gt;
rect 510 958 923 1119 [[Science#Miscellaneous Research and Autopsy Room|Misc Research and Autopsy]]&lt;br /&gt;
rect 698 800 925 957 [[Science#Research Chemistry|Research Chemistry]]&lt;br /&gt;
rect 700 543 892 800 [[Science#Research and Development|Research and Development]]&lt;br /&gt;
rect 30 417 316 542 [[Science#Server Room|Research Server Room]]&lt;br /&gt;
#&amp;lt;!-- Created by Online Image Map Editor (http://www.maschek.hu/imagemap/index) --&amp;gt;&lt;br /&gt;
&amp;lt;/imagemap&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Research and Development ===&lt;br /&gt;
[[File:R%26d.png]]&lt;br /&gt;
&lt;br /&gt;
=== Research Chemistry ===&lt;br /&gt;
[[File:Chemistry.png]]&lt;br /&gt;
&lt;br /&gt;
=== Robotics Lab and Mechbay ===&lt;br /&gt;
[[File:Robotics_lab_Mech_Bay.png]]&lt;br /&gt;
&lt;br /&gt;
=== Cyborgification Bay and Robotics Morgue ===&lt;br /&gt;
[[File:Cyborg Lab.png]]&lt;br /&gt;
&lt;br /&gt;
=== Xenoflora Lab ===&lt;br /&gt;
[[File:Xenoflora_Lab.png]]&lt;br /&gt;
&lt;br /&gt;
=== Server Room ===&lt;br /&gt;
[[File:RServerRoom.png]]&lt;br /&gt;
&lt;br /&gt;
=== Telescience ===&lt;br /&gt;
[[File:Telescience.png]]&lt;br /&gt;
&lt;br /&gt;
=== Research Directors Office and Meeting Room ===&lt;br /&gt;
[[File:Research_Directors_Office.png]]&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Research and Autopsy Room ===&lt;br /&gt;
[[File:Miscresearch.png]]&lt;br /&gt;
&lt;br /&gt;
=== Conference Room and Sub-level Lift ===&lt;br /&gt;
[[File:RConferenceroom.png]]&lt;br /&gt;
&lt;br /&gt;
== Sub-level Map ==&lt;br /&gt;
This image is clickable.&lt;br /&gt;
&amp;lt;imagemap&amp;gt;Image:Science_Sub-level.png|&lt;br /&gt;
rect 286 63 765 448 [[Science#Xenoarcheology External Basecamp|Xenoarch Basecamp]]&lt;br /&gt;
rect 542 353 801 544 [[Science#Xenoarcheology External Basecamp|Xenoarch Basecamp]]&lt;br /&gt;
rect 488 544 828 862 [[Science#Xenoarcheology Equipment and External Access|Xenoarcheology Equipment and External Access]]&lt;br /&gt;
rect 1310 191 1503 511 [[Science#Anomaly Storage and Supply Closet|Anomaly Storage and Supply Closet]]&lt;br /&gt;
rect 926 449 1341 864 [[Science#Anomaly Isolation and Gas Storage|Anomaly Isolation and Gas Storage]]&lt;br /&gt;
rect 767 129 1151 351 [[Science#Anomaly Testing and Equipment|Anomaly Testing and Equipment]]&lt;br /&gt;
rect 1149 220 1214 319 [[Science#Anomaly Testing and Equipment|Anomaly Testing and Equipment]]&lt;br /&gt;
rect 1117 1 1279 223 [[Science#Spectrometry Lab|Spectrometry Lab]]&lt;br /&gt;
rect 636 862 1119 962 [[Science#Sub-level Lift and Fire Closet|Sub-level Lift and Fire Closet]]&lt;br /&gt;
rect 638 962 863 1184 [[Science#Sub-level Lift and Fire Closet|Sub-level Lift and Fire Closet]]&lt;br /&gt;
rect 959 1049 1118 1179 [[Science#Xenobiology Lab and Morgue|Xenobiology Lab and Morgue]]&lt;br /&gt;
rect 1118 1024 1630 1311 [[Science#Xenobiology Lab and Morgue|Xenobiology Lab and Morgue]]&lt;br /&gt;
rect 1021 1181 1437 1438 [[Science#Xenobiology Lab and Morgue|Xenobiology Lab and Morgue]]&lt;br /&gt;
rect 1150 898 1630 1023 [[Science#Xenobiology Lab and Morgue|Xenobiology Lab and Morgue]]&lt;br /&gt;
rect 1375 769 1534 905 [[Science#Xenobiology Lab and Morgue|Xenobiology Lab and Morgue]]&lt;br /&gt;
rect 449 1185 734 1471 [[Science#Toxins Lab and Gas Storage|Toxins Lab and Gas Storage]]&lt;br /&gt;
rect 159 1185 478 1566 [[Science#Toxins Lab and Gas Storage|Toxins Lab and Gas Storage]]&lt;br /&gt;
rect 0 1377 190 1597 [[Science#Toxins Lab and Gas Storage|Toxins Lab and Gas Storage]]&lt;br /&gt;
rect 255 1539 799 1739 [[Science#Toxins Testing and External Access|Toxins Testing and External Access]]&lt;br /&gt;
rect 478 1504 768 1538 [[Science#Toxins Testing and External Access|Toxins Testing and External Access]]&lt;br /&gt;
rect 695 1740 740 2241 [[Science#Toxins Testing Chamber|Toxins Testing Chamber]]&lt;br /&gt;
rect 446 2208 989 2753 [[Science#Toxins Testing Chamber|Toxins Testing Chamber]]&lt;br /&gt;
#&amp;lt;!-- Created by Online Image Map Editor (http://www.maschek.hu/imagemap/index) --&amp;gt;&lt;br /&gt;
&amp;lt;/imagemap&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sub-level Lift and Fire Closet ===&lt;br /&gt;
[[File:Research_Sub-level_Lift_and_Fire_Closet.png]]&lt;br /&gt;
&lt;br /&gt;
=== Xenobiology Lab and Morgue ===&lt;br /&gt;
[[File:Xenobiology_Lab.png]]&lt;br /&gt;
&lt;br /&gt;
=== Xenoarcheology Equipment and External Access ===&lt;br /&gt;
[[File:Xenoarcheology_Equipment_and_External_Access.png]]&lt;br /&gt;
&lt;br /&gt;
=== Anomaly Storage and Supply Closet ===&lt;br /&gt;
[[File:Anomaly_Storage_and_Supply_Closet.png]]&lt;br /&gt;
&lt;br /&gt;
=== Anomaly Isolation and Gas Storage ===&lt;br /&gt;
[[File:Anomaly_Isolation_and_Gas_Storage.png]]&lt;br /&gt;
&lt;br /&gt;
=== Anomaly Testing and Equipment ===&lt;br /&gt;
[[File:Anomaly_Testing_and_Equipment.png]]&lt;br /&gt;
&lt;br /&gt;
=== Spectrometry Lab ===&lt;br /&gt;
[[File:Spectrometry.png]]&lt;br /&gt;
&lt;br /&gt;
=== Toxins Lab and Gas Storage ===&lt;br /&gt;
[[File:Toxins_Storage_and_Lab.png]]&lt;br /&gt;
&lt;br /&gt;
=== Toxins Testing and External Access ===&lt;br /&gt;
[[File:Toxins_External_Access.png]]&lt;br /&gt;
&lt;br /&gt;
=== Xenoarcheology External Basecamp ===&lt;br /&gt;
[[File:Xenoarcheology_External_Basecamp.png]]&lt;br /&gt;
&lt;br /&gt;
=== Toxins Testing Chamber ===&lt;br /&gt;
[[File:Toxins_Chamber.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Science}}&lt;br /&gt;
{{StationMaps}}&lt;br /&gt;
[[Category: Science]]&lt;br /&gt;
[[Category: Map]]&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Cargo&amp;diff=7459</id>
		<title>Cargo</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Cargo&amp;diff=7459"/>
		<updated>2017-12-29T22:01:43Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP&lt;br /&gt;
|assign = N/A}}&lt;br /&gt;
&lt;br /&gt;
==Surface==&lt;br /&gt;
&lt;br /&gt;
==Main Level==&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Engineering&amp;diff=7458</id>
		<title>Engineering</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Engineering&amp;diff=7458"/>
		<updated>2017-12-29T22:01:27Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP&lt;br /&gt;
|assign = N/A}}&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Security&amp;diff=7455</id>
		<title>Security</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Security&amp;diff=7455"/>
		<updated>2017-12-29T22:00:18Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP&lt;br /&gt;
|assign = N/A}}&lt;br /&gt;
= General info = &lt;br /&gt;
&lt;br /&gt;
== Roof ==&lt;br /&gt;
[[File:Securityroof.png]]&lt;br /&gt;
== Surface level ==&lt;br /&gt;
[[File:Securitycheckpoint.png]]&lt;br /&gt;
== Main level ==&lt;br /&gt;
This image is clickable&lt;br /&gt;
&amp;lt;imagemap&amp;gt;Image:Mainsecurityoverview.png|&lt;br /&gt;
rect 517 27 776 231 [[Security#Briefing room|The briefing room]]&lt;br /&gt;
rect 836 346 1064 517 [[Security#Firing range|The firing range]]&lt;br /&gt;
rect 631 285 720 460 [[Security#Interrogation|The interrogation room]]&lt;br /&gt;
rect 1210 171 1353 346 [[Security#Alternative body storage|Alternative body storage room]]&lt;br /&gt;
rect 1092 344 1208 661 [[Security#Forensic technicians office|The forensic technicians office]]&lt;br /&gt;
rect 1190 461 1354 778 [[Security#Forensic technicians office|The forensic technicians office]]&lt;br /&gt;
rect 834 547 1064 749 [[Security#Equiptment room|The equiptment room]]&lt;br /&gt;
rect 661 489 720 750 [[Security#Solitary|The Solitary confinement cells]]&lt;br /&gt;
rect 894 865 1239 1268 [[Security#Cells and communal area|The cells and communal area]]&lt;br /&gt;
rect 746 1123 933 1267 [[Security#Cells and communal area|The cells and communal area]]&lt;br /&gt;
rect 864 863 924 920 [[Security#Cells and communal area|The cells and communal area]]&lt;br /&gt;
rect 576 1209 719 1267 [[Security#Visitation|Prisoner visitation area]]&lt;br /&gt;
rect 316 1064 546 1269 [[Security#Lobby|The lobby]]&lt;br /&gt;
rect 500 1066 691 1182 [[Security#Lobby|The lobby&#039;s reception]]&lt;br /&gt;
rect 87 1066 285 1207 [[Security#Head of security|The head of securities office]]&lt;br /&gt;
rect 375 745 633 950 [[Security#Processing|The processing area]]&lt;br /&gt;
rect 56 605 346 950 [[Security#Armory|The armory]]&lt;br /&gt;
rect 722 949 862 1095 [[Security#Wardens office|The wardens office]]&lt;br /&gt;
rect 1470 1181 1673 1323 [[Security#Detectives office|The detectives office]]&lt;br /&gt;
#&amp;lt;!-- Created by Online Image Map Editor (http://www.maschek.hu/imagemap/index) --&amp;gt;&lt;br /&gt;
&amp;lt;/imagemap&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lobby ===&lt;br /&gt;
[[File:securitylobby.png]]&lt;br /&gt;
&lt;br /&gt;
=== Processing ===&lt;br /&gt;
[[File:securityprocessing.png]]&lt;br /&gt;
&lt;br /&gt;
=== Visitation ===&lt;br /&gt;
[[File:securityvisitation.png]]&lt;br /&gt;
&lt;br /&gt;
=== Cells and communal area ===&lt;br /&gt;
[[File:securitycommunal.png]]&lt;br /&gt;
&lt;br /&gt;
=== Wardens office ===&lt;br /&gt;
[[File:securitywarden.png]]&lt;br /&gt;
&lt;br /&gt;
=== Interrogation ===&lt;br /&gt;
[[File:securityinterrogation.png]]&lt;br /&gt;
&lt;br /&gt;
=== Forensic technicians office ===&lt;br /&gt;
[[File:securityforensic.png]]&lt;br /&gt;
&lt;br /&gt;
==== Alternative body storage ====&lt;br /&gt;
[[File:securityoldbodystorage.png]]&lt;br /&gt;
&lt;br /&gt;
=== Head of security ===&lt;br /&gt;
[[File:headofsecurityoffice.png]]&lt;br /&gt;
&lt;br /&gt;
=== Firing range ===&lt;br /&gt;
[[File:securityfiringrange.png]]&lt;br /&gt;
&lt;br /&gt;
=== Equiptment room ===&lt;br /&gt;
[[File:securityequiptment.png]]&lt;br /&gt;
&lt;br /&gt;
=== Detectives office ===&lt;br /&gt;
[[File:securitydetective.png]]&lt;br /&gt;
&lt;br /&gt;
=== Briefing room ===&lt;br /&gt;
[[File:securitybriefing.png]]&lt;br /&gt;
&lt;br /&gt;
=== Solitary ===&lt;br /&gt;
[[File:securitysolitary.png]]&lt;br /&gt;
&lt;br /&gt;
=== Armory ===&lt;br /&gt;
[[File:securityarmory.png]]&lt;br /&gt;
&lt;br /&gt;
{{Security}}&lt;br /&gt;
{{StationMaps}}&lt;br /&gt;
[[Category: Security]]&lt;br /&gt;
[[Category: Map]]&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:AgentWhatever&amp;diff=7451</id>
		<title>User:AgentWhatever</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:AgentWhatever&amp;diff=7451"/>
		<updated>2017-12-29T21:51:33Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:agentwhatever.png]]&lt;br /&gt;
&lt;br /&gt;
[[https://forums.aurorastation.org/memberlist.php?mode=viewprofile&amp;amp;u=1174&amp;amp;sid=9a4f2637cd00dc576d4d739168c4369e Forum Profile]]&lt;br /&gt;
&lt;br /&gt;
Discord: AgentWhatever#6461&lt;br /&gt;
&lt;br /&gt;
Steam: http://steamcommunity.com/id/Agent___Whatever/&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:AgentWhatever&amp;diff=7450</id>
		<title>User:AgentWhatever</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:AgentWhatever&amp;diff=7450"/>
		<updated>2017-12-29T21:50:48Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:agentwhatever.png]]&lt;br /&gt;
&lt;br /&gt;
[[https://forums.aurorastation.org/memberlist.php?mode=viewprofile&amp;amp;u=1174&amp;amp;sid=9a4f2637cd00dc576d4d739168c4369e Forum Profile]]&lt;br /&gt;
&lt;br /&gt;
Discord: AgentWhatever#6461&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Science&amp;diff=7200</id>
		<title>Science</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Science&amp;diff=7200"/>
		<updated>2017-11-27T18:53:00Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: Removed PSU&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Wip&lt;br /&gt;
|assign = AgentWhatever}}&lt;br /&gt;
= General info = &lt;br /&gt;
== Main-level Map ==&lt;br /&gt;
This image is clickable.&lt;br /&gt;
&amp;lt;imagemap&amp;gt;Image:Main-level_Science.png|&lt;br /&gt;
rect 222 256 636 445 [[Science#Robotics Lab and Mechbay|Robotics Lab Mech Bay]]&lt;br /&gt;
rect 381 121 642 288 [[Science#Robotics Lab and Mechbay|Robotics Lab Mech Bay]]&lt;br /&gt;
rect 615 160 892 445 [[Science#Robotics Lab and Mechbay|Robotics Lab Mech Bay]]&lt;br /&gt;
rect 573 2 924 126 [[Science##Cyborgification Bay and Robotics Morgue|Cyborg and Autopsy]]&lt;br /&gt;
rect 576 6 925 160 [[Science##Cyborgification Bay and Robotics Morgue|Cyborg and Autopsy]]&lt;br /&gt;
rect 444 543 698 956 [[Science##Xenoflora Lab|Xenoflora Research]]&lt;br /&gt;
rect 29 545 347 796 [[Science#Research Directors Office and Meeting Room|Research Director]]&lt;br /&gt;
rect 1 771 347 988 [[Science#Conference Room and Sub-level Lift|Conference Room and Lift]]&lt;br /&gt;
rect 63 958 283 1184 [[Science#Conference Room and Sub-level Lift|Conference Room and Lift]]&lt;br /&gt;
rect 282 957 508 1246 [[Science#Telescience|Telescience]]&lt;br /&gt;
rect 253 1151 409 1310 [[Science#Telescience|Telescience]]&lt;br /&gt;
rect 502 1089 859 1247 [[Science#Miscellaneous Research and Autopsy Room|Misc Research and Autopsy]]&lt;br /&gt;
rect 636 1211 860 1344 [[Science#Miscellaneous Research and Autopsy Room|Misc Research and Autopsy]]&lt;br /&gt;
rect 510 958 923 1119 [[Science#Miscellaneous Research and Autopsy Room|Misc Research and Autopsy]]&lt;br /&gt;
rect 698 800 925 957 [[Science#Research Chemistry|Research Chemistry]]&lt;br /&gt;
rect 700 543 892 800 [[Science#Research and Development|Research and Development]]&lt;br /&gt;
rect 30 417 316 542 [[Science#Server Room|Research Server Room]]&lt;br /&gt;
#&amp;lt;!-- Created by Online Image Map Editor (http://www.maschek.hu/imagemap/index) --&amp;gt;&lt;br /&gt;
&amp;lt;/imagemap&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Research and Development ===&lt;br /&gt;
[[File:R%26d.png]]&lt;br /&gt;
&lt;br /&gt;
=== Research Chemistry ===&lt;br /&gt;
[[File:Chemistry.png]]&lt;br /&gt;
&lt;br /&gt;
=== Robotics Lab and Mechbay ===&lt;br /&gt;
[[File:Robotics_lab_Mech_Bay.png]]&lt;br /&gt;
&lt;br /&gt;
=== Cyborgification Bay and Robotics Morgue ===&lt;br /&gt;
[[File:Cyborg Lab.png]]&lt;br /&gt;
&lt;br /&gt;
=== Xenoflora Lab ===&lt;br /&gt;
[[File:Xenoflora_Lab.png]]&lt;br /&gt;
&lt;br /&gt;
=== Server Room ===&lt;br /&gt;
[[File:RServerRoom.png]]&lt;br /&gt;
&lt;br /&gt;
=== Telescience ===&lt;br /&gt;
[[File:Telescience.png]]&lt;br /&gt;
&lt;br /&gt;
=== Research Directors Office and Meeting Room ===&lt;br /&gt;
[[File:Research_Directors_Office.png]]&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Research and Autopsy Room ===&lt;br /&gt;
[[File:Miscresearch.png]]&lt;br /&gt;
&lt;br /&gt;
=== Conference Room and Sub-level Lift ===&lt;br /&gt;
[[File:RConferenceroom.png]]&lt;br /&gt;
&lt;br /&gt;
== Sub-level Map ==&lt;br /&gt;
This image is clickable.&lt;br /&gt;
&amp;lt;imagemap&amp;gt;Image:Science_Sub-level.png|&lt;br /&gt;
rect 286 63 765 448 [[Science#Xenoarcheology External Basecamp|Xenoarch Basecamp]]&lt;br /&gt;
rect 542 353 801 544 [[Science#Xenoarcheology External Basecamp|Xenoarch Basecamp]]&lt;br /&gt;
rect 488 544 828 862 [[Science#Xenoarcheology Equipment and External Access|Xenoarcheology Equipment and External Access]]&lt;br /&gt;
rect 1310 191 1503 511 [[Science#Anomaly Storage and Supply Closet|Anomaly Storage and Supply Closet]]&lt;br /&gt;
rect 926 449 1341 864 [[Science#Anomaly Isolation and Gas Storage|Anomaly Isolation and Gas Storage]]&lt;br /&gt;
rect 767 129 1151 351 [[Science#Anomaly Testing and Equipment|Anomaly Testing and Equipment]]&lt;br /&gt;
rect 1149 220 1214 319 [[Science#Anomaly Testing and Equipment|Anomaly Testing and Equipment]]&lt;br /&gt;
rect 1117 1 1279 223 [[Science#Spectrometry Lab|Spectrometry Lab]]&lt;br /&gt;
rect 636 862 1119 962 [[Science#Sub-level Lift and Fire Closet|Sub-level Lift and Fire Closet]]&lt;br /&gt;
rect 638 962 863 1184 [[Science#Sub-level Lift and Fire Closet|Sub-level Lift and Fire Closet]]&lt;br /&gt;
rect 959 1049 1118 1179 [[Science#Xenobiology Lab and Morgue|Xenobiology Lab and Morgue]]&lt;br /&gt;
rect 1118 1024 1630 1311 [[Science#Xenobiology Lab and Morgue|Xenobiology Lab and Morgue]]&lt;br /&gt;
rect 1021 1181 1437 1438 [[Science#Xenobiology Lab and Morgue|Xenobiology Lab and Morgue]]&lt;br /&gt;
rect 1150 898 1630 1023 [[Science#Xenobiology Lab and Morgue|Xenobiology Lab and Morgue]]&lt;br /&gt;
rect 1375 769 1534 905 [[Science#Xenobiology Lab and Morgue|Xenobiology Lab and Morgue]]&lt;br /&gt;
rect 449 1185 734 1471 [[Science#Toxins Lab and Gas Storage|Toxins Lab and Gas Storage]]&lt;br /&gt;
rect 159 1185 478 1566 [[Science#Toxins Lab and Gas Storage|Toxins Lab and Gas Storage]]&lt;br /&gt;
rect 0 1377 190 1597 [[Science#Toxins Lab and Gas Storage|Toxins Lab and Gas Storage]]&lt;br /&gt;
rect 255 1539 799 1739 [[Science#Toxins Testing and External Access|Toxins Testing and External Access]]&lt;br /&gt;
rect 478 1504 768 1538 [[Science#Toxins Testing and External Access|Toxins Testing and External Access]]&lt;br /&gt;
rect 695 1740 740 2241 [[Science#Toxins Testing Chamber|Toxins Testing Chamber]]&lt;br /&gt;
rect 446 2208 989 2753 [[Science#Toxins Testing Chamber|Toxins Testing Chamber]]&lt;br /&gt;
#&amp;lt;!-- Created by Online Image Map Editor (http://www.maschek.hu/imagemap/index) --&amp;gt;&lt;br /&gt;
&amp;lt;/imagemap&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sub-level Lift and Fire Closet ===&lt;br /&gt;
[[File:Research_Sub-level_Lift_and_Fire_Closet.png]]&lt;br /&gt;
&lt;br /&gt;
=== Xenobiology Lab and Morgue ===&lt;br /&gt;
[[File:Xenobiology_Lab.png]]&lt;br /&gt;
&lt;br /&gt;
=== Xenoarcheology Equipment and External Access ===&lt;br /&gt;
[[File:Xenoarcheology_Equipment_and_External_Access.png]]&lt;br /&gt;
&lt;br /&gt;
=== Anomaly Storage and Supply Closet ===&lt;br /&gt;
[[File:Anomaly_Storage_and_Supply_Closet.png]]&lt;br /&gt;
&lt;br /&gt;
=== Anomaly Isolation and Gas Storage ===&lt;br /&gt;
[[File:Anomaly_Isolation_and_Gas_Storage.png]]&lt;br /&gt;
&lt;br /&gt;
=== Anomaly Testing and Equipment ===&lt;br /&gt;
[[File:Anomaly_Testing_and_Equipment.png]]&lt;br /&gt;
&lt;br /&gt;
=== Spectrometry Lab ===&lt;br /&gt;
[[File:Spectrometry.png]]&lt;br /&gt;
&lt;br /&gt;
=== Toxins Lab and Gas Storage ===&lt;br /&gt;
[[File:Toxins_Storage_and_Lab.png]]&lt;br /&gt;
&lt;br /&gt;
=== Toxins Testing and External Access ===&lt;br /&gt;
[[File:Toxins_External_Access.png]]&lt;br /&gt;
&lt;br /&gt;
=== Xenoarcheology External Basecamp ===&lt;br /&gt;
[[File:Xenoarcheology_External_Basecamp.png]]&lt;br /&gt;
&lt;br /&gt;
=== Toxins Testing Chamber ===&lt;br /&gt;
[[File:Toxins_Chamber.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Science}}&lt;br /&gt;
{{StationMaps}}&lt;br /&gt;
[[Category: Science]]&lt;br /&gt;
[[Category: Map]]&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Robotics_lab_Mech_Bay.png&amp;diff=7198</id>
		<title>File:Robotics lab Mech Bay.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Robotics_lab_Mech_Bay.png&amp;diff=7198"/>
		<updated>2017-11-27T18:51:08Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: AgentWhatever uploaded a new version of File:Robotics lab Mech Bay.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Main-level_Science.png&amp;diff=7197</id>
		<title>File:Main-level Science.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Main-level_Science.png&amp;diff=7197"/>
		<updated>2017-11-27T18:50:15Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: AgentWhatever uploaded a new version of File:Main-level Science.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Uploaded for a Science imagemap.&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Vaultarea.gif&amp;diff=7142</id>
		<title>File:Vaultarea.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Vaultarea.gif&amp;diff=7142"/>
		<updated>2017-11-21T19:11:54Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: AgentWhatever uploaded a new version of File:Vaultarea.gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Vaultarea.gif&amp;diff=7141</id>
		<title>File:Vaultarea.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Vaultarea.gif&amp;diff=7141"/>
		<updated>2017-11-21T19:08:56Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Security&amp;diff=7137</id>
		<title>Template:Security</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Security&amp;diff=7137"/>
		<updated>2017-11-21T18:17:57Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{|style=&#039;background-color:#747CC4; margin-top:1em&#039; width=100%&#039;&lt;br /&gt;
|colspan=&#039;2&#039; style=&#039;background-color:#535DC3&#039;|&amp;lt;div align=&#039;center&#039;&amp;gt;&#039;&#039;&#039;Security department&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039; |&#039;&#039;&#039;Head of department&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#878DC1; padding:0.5em&#039; |[[Head of Security]] &lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039; |&#039;&#039;&#039;Personnel&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#878DC1; padding:0.5em&#039; |[[Security Officer]] - [[Warden]] - [[Security Cadet]] - [[Forensic Technician]] - [[Detective]]&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039; |&#039;&#039;&#039;[[Education|Relevant Education]]&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#878DC1; padding:0.5em&#039; |[[Apex &amp;amp; Ft Sunder Joint Military Academies]] - [[New Seoul Combat Training Centre]]&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039; |&#039;&#039;&#039;Useful guides&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#878DC1; padding:0.5em&#039; |[[Guide to Security]] - [[Corporate Regulations]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Security&amp;diff=7136</id>
		<title>Template:Security</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Security&amp;diff=7136"/>
		<updated>2017-11-21T18:16:22Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: Reverted edits by AgentWhatever (talk) to last revision by AllyBearsley&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{|style=&#039;background-color:#747CC4; margin-top:1em&#039; width=100%&#039;&lt;br /&gt;
|colspan=&#039;2&#039; style=&#039;background-color:#535DC3&#039;|&amp;lt;div align=&#039;center&#039;&amp;gt;&#039;&#039;&#039;Security department&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039; |&#039;&#039;&#039;Head of department&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#878DC1; padding:0.5em&#039; |[[Head of Security]] &lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039; |&#039;&#039;&#039;Personnel&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#878DC1; padding:0.5em&#039; |[[Security Officer]] - [[Warden]] - [[Security Cadet]] - [[Forensic Technician]] - [[Detective]]&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039; |&#039;&#039;&#039;Useful guides&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#878DC1; padding:0.5em&#039; |[[Guide to Security]] - [[Corporate Regulations]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Security&amp;diff=7135</id>
		<title>Template:Security</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Security&amp;diff=7135"/>
		<updated>2017-11-21T18:15:04Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{|style=&#039;background-color:#7c7c7c; margin-top:1em&#039; width=100%&#039;&lt;br /&gt;
|colspan=&#039;2&#039; style=&#039;background-color:#646464&#039;|&amp;lt;div align=&#039;center&#039;&amp;gt;&#039;&#039;&#039;Map overview navigation&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039; |&#039;&#039;&#039;Departments&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#9a9a9a; padding:0.5em&#039; |[[Security]] - [[Engineering]] - [[Medbay]] - [[Civilian]] - [[Science]] - [[Cargo]] - [[Command]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Security&amp;diff=7133</id>
		<title>Security</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Security&amp;diff=7133"/>
		<updated>2017-11-21T18:05:58Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Wip&lt;br /&gt;
|assign = AgentWhatever}}&lt;br /&gt;
= General info = &lt;br /&gt;
&lt;br /&gt;
== Roof ==&lt;br /&gt;
[[File:Securityroof.png]]&lt;br /&gt;
== Surface level ==&lt;br /&gt;
[[File:Securitycheckpoint.png]]&lt;br /&gt;
== Main level ==&lt;br /&gt;
This image is clickable&lt;br /&gt;
&amp;lt;imagemap&amp;gt;Image:Mainsecurityoverview.png|&lt;br /&gt;
rect 517 27 776 231 [[Security#Briefing room|The briefing room]]&lt;br /&gt;
rect 836 346 1064 517 [[Security#Firing range|The firing range]]&lt;br /&gt;
rect 631 285 720 460 [[Security#Interrogation|The interrogation room]]&lt;br /&gt;
rect 1210 171 1353 346 [[Security#Alternative body storage|Alternative body storage room]]&lt;br /&gt;
rect 1092 344 1208 661 [[Security#Forensic technicians office|The forensic technicians office]]&lt;br /&gt;
rect 1190 461 1354 778 [[Security#Forensic technicians office|The forensic technicians office]]&lt;br /&gt;
rect 834 547 1064 749 [[Security#Equiptment room|The equiptment room]]&lt;br /&gt;
rect 661 489 720 750 [[Security#Solitary|The Solitary confinement cells]]&lt;br /&gt;
rect 894 865 1239 1268 [[Security#Cells and communal area|The cells and communal area]]&lt;br /&gt;
rect 746 1123 933 1267 [[Security#Cells and communal area|The cells and communal area]]&lt;br /&gt;
rect 864 863 924 920 [[Security#Cells and communal area|The cells and communal area]]&lt;br /&gt;
rect 576 1209 719 1267 [[Security#Visitation|Prisoner visitation area]]&lt;br /&gt;
rect 316 1064 546 1269 [[Security#Lobby|The lobby]]&lt;br /&gt;
rect 500 1066 691 1182 [[Security#Lobby|The lobby&#039;s reception]]&lt;br /&gt;
rect 87 1066 285 1207 [[Security#Head of security|The head of securities office]]&lt;br /&gt;
rect 375 745 633 950 [[Security#Processing|The processing area]]&lt;br /&gt;
rect 56 605 346 950 [[Security#Armory|The armory]]&lt;br /&gt;
rect 722 949 862 1095 [[Security#Wardens office|The wardens office]]&lt;br /&gt;
rect 1470 1181 1673 1323 [[Security#Detectives office|The detectives office]]&lt;br /&gt;
#&amp;lt;!-- Created by Online Image Map Editor (http://www.maschek.hu/imagemap/index) --&amp;gt;&lt;br /&gt;
&amp;lt;/imagemap&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lobby ===&lt;br /&gt;
[[File:securitylobby.png]]&lt;br /&gt;
&lt;br /&gt;
=== Processing ===&lt;br /&gt;
[[File:securityprocessing.png]]&lt;br /&gt;
&lt;br /&gt;
=== Visitation ===&lt;br /&gt;
[[File:securityvisitation.png]]&lt;br /&gt;
&lt;br /&gt;
=== Cells and communal area ===&lt;br /&gt;
[[File:securitycommunal.png]]&lt;br /&gt;
&lt;br /&gt;
=== Wardens office ===&lt;br /&gt;
[[File:securitywarden.png]]&lt;br /&gt;
&lt;br /&gt;
=== Interrogation ===&lt;br /&gt;
[[File:securityinterrogation.png]]&lt;br /&gt;
&lt;br /&gt;
=== Forensic technicians office ===&lt;br /&gt;
[[File:securityforensic.png]]&lt;br /&gt;
&lt;br /&gt;
==== Alternative body storage ====&lt;br /&gt;
[[File:securityoldbodystorage.png]]&lt;br /&gt;
&lt;br /&gt;
=== Head of security ===&lt;br /&gt;
[[File:headofsecurityoffice.png]]&lt;br /&gt;
&lt;br /&gt;
=== Firing range ===&lt;br /&gt;
[[File:securityfiringrange.png]]&lt;br /&gt;
&lt;br /&gt;
=== Equiptment room ===&lt;br /&gt;
[[File:securityequiptment.png]]&lt;br /&gt;
&lt;br /&gt;
=== Detectives office ===&lt;br /&gt;
[[File:securitydetective.png]]&lt;br /&gt;
&lt;br /&gt;
=== Briefing room ===&lt;br /&gt;
[[File:securitybriefing.png]]&lt;br /&gt;
&lt;br /&gt;
=== Solitary ===&lt;br /&gt;
[[File:securitysolitary.png]]&lt;br /&gt;
&lt;br /&gt;
=== Armory ===&lt;br /&gt;
[[File:securityarmory.png]]&lt;br /&gt;
&lt;br /&gt;
{{Security}}&lt;br /&gt;
{{StationMaps}}&lt;br /&gt;
[[Category: Security]]&lt;br /&gt;
[[Category: Map]]&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Security&amp;diff=7131</id>
		<title>Security</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Security&amp;diff=7131"/>
		<updated>2017-11-21T18:00:06Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: CaPiTaLiZaTiOn&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Wip&lt;br /&gt;
|assign = AgentWhatever}}&lt;br /&gt;
= General info = &lt;br /&gt;
&lt;br /&gt;
== Roof ==&lt;br /&gt;
[[File:Securityroof.png]]&lt;br /&gt;
== Surface level ==&lt;br /&gt;
[[File:Securitycheckpoint.png]]&lt;br /&gt;
== Main level ==&lt;br /&gt;
This image is clickable&lt;br /&gt;
&amp;lt;imagemap&amp;gt;Image:Mainsecurityoverview.png|&lt;br /&gt;
rect 517 27 776 231 [[Security#Briefing room|The briefing room]]&lt;br /&gt;
rect 836 346 1064 517 [[Security#Firing range|The firing range]]&lt;br /&gt;
rect 631 285 720 460 [[Security#Interrogation|The interrogation room]]&lt;br /&gt;
rect 1210 171 1353 346 [[Security#Alternative body storage|Alternative body storage room]]&lt;br /&gt;
rect 1092 344 1208 661 [[Security#Forensic technicians office|The forensic technicians office]]&lt;br /&gt;
rect 1190 461 1354 778 [[Security#Forensic technicians office|The forensic technicians office]]&lt;br /&gt;
rect 834 547 1064 749 [[Security#Equiptment room|The equiptment room]]&lt;br /&gt;
rect 661 489 720 750 [[Security#Solitary|The Solitary confinement cells]]&lt;br /&gt;
rect 894 865 1239 1268 [[Security#Cells and communal area|The cells and communal area]]&lt;br /&gt;
rect 746 1123 933 1267 [[Security#Cells and communal area|The cells and communal area]]&lt;br /&gt;
rect 864 863 924 920 [[Security#Cells and communal area|The cells and communal area]]&lt;br /&gt;
rect 576 1209 719 1267 [[Security#Visitation|Prisoner visitation area]]&lt;br /&gt;
rect 316 1064 546 1269 [[Security#Lobby|The lobby]]&lt;br /&gt;
rect 500 1066 691 1182 [[Security#Lobby|The lobby&#039;s reception]]&lt;br /&gt;
rect 87 1066 285 1207 [[Security#Head of security|The head of securities office]]&lt;br /&gt;
rect 375 745 633 950 [[Security#Processing|The processing area]]&lt;br /&gt;
rect 56 605 346 950 [[Security#Armory|The armory]]&lt;br /&gt;
rect 722 949 862 1095 [[Security#Wardens office|The wardens office]]&lt;br /&gt;
rect 1470 1181 1673 1323 [[Security#Detectives office|The detectives office]]&lt;br /&gt;
#&amp;lt;!-- Created by Online Image Map Editor (http://www.maschek.hu/imagemap/index) --&amp;gt;&lt;br /&gt;
&amp;lt;/imagemap&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lobby ===&lt;br /&gt;
[[File:securitylobby.png]]&lt;br /&gt;
&lt;br /&gt;
=== Processing ===&lt;br /&gt;
[[File:securityprocessing.png]]&lt;br /&gt;
&lt;br /&gt;
=== Visitation ===&lt;br /&gt;
[[File:securityvisitation.png]]&lt;br /&gt;
&lt;br /&gt;
=== Cells and communal area ===&lt;br /&gt;
[[File:securitycommunal.png]]&lt;br /&gt;
&lt;br /&gt;
=== Wardens office ===&lt;br /&gt;
[[File:securitywarden.png]]&lt;br /&gt;
&lt;br /&gt;
=== Interrogation ===&lt;br /&gt;
[[File:securityinterrogation.png]]&lt;br /&gt;
&lt;br /&gt;
=== Forensic technicians office ===&lt;br /&gt;
[[File:securityforensic.png]]&lt;br /&gt;
&lt;br /&gt;
==== Alternative body storage ====&lt;br /&gt;
[[File:securityoldbodystorage.png]]&lt;br /&gt;
&lt;br /&gt;
=== Head of security ===&lt;br /&gt;
[[File:headofsecurityoffice.png]]&lt;br /&gt;
&lt;br /&gt;
=== Firing range ===&lt;br /&gt;
[[File:securityfiringrange.png]]&lt;br /&gt;
&lt;br /&gt;
=== Equiptment room ===&lt;br /&gt;
[[File:securityequiptment.png]]&lt;br /&gt;
&lt;br /&gt;
=== Detectives office ===&lt;br /&gt;
[[File:securitydetective.png]]&lt;br /&gt;
&lt;br /&gt;
=== Briefing room ===&lt;br /&gt;
[[File:securitybriefing.png]]&lt;br /&gt;
&lt;br /&gt;
=== Solitary ===&lt;br /&gt;
[[File:securitysolitary.png]]&lt;br /&gt;
&lt;br /&gt;
=== Armory ===&lt;br /&gt;
[[File:securityarmory.png]]&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Security&amp;diff=7130</id>
		<title>Security</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Security&amp;diff=7130"/>
		<updated>2017-11-21T17:59:00Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Wip&lt;br /&gt;
|assign = AgentWhatever}}&lt;br /&gt;
= General info = &lt;br /&gt;
&lt;br /&gt;
== Roof ==&lt;br /&gt;
[[File:Securityroof.png]]&lt;br /&gt;
== Surface level ==&lt;br /&gt;
[[File:Securitycheckpoint.png]]&lt;br /&gt;
== Main level ==&lt;br /&gt;
This image is clickable&lt;br /&gt;
&amp;lt;imagemap&amp;gt;Image:Mainsecurityoverview.png|&lt;br /&gt;
rect 517 27 776 231 [[Security#Briefing room|The briefing room]]&lt;br /&gt;
rect 836 346 1064 517 [[Security#Firing range|The firing range]]&lt;br /&gt;
rect 631 285 720 460 [[Security#Interrogation|The interrogation room]]&lt;br /&gt;
rect 1210 171 1353 346 [[Security#Alternative body storage|Alternative body storage room]]&lt;br /&gt;
rect 1092 344 1208 661 [[Security#Forensic technicians office|The forensic technicians office]]&lt;br /&gt;
rect 1190 461 1354 778 [[Security#Forensic technicians office|The forensic technicians office]]&lt;br /&gt;
rect 834 547 1064 749 [[Security#Equiptment room|The equiptment room]]&lt;br /&gt;
rect 661 489 720 750 [[Security#Solitary|The Solitary confinement cells]]&lt;br /&gt;
rect 894 865 1239 1268 [[Security#Cells and communal area|The cells and communal area]]&lt;br /&gt;
rect 746 1123 933 1267 [[Security#Cells and communal area|The cells and communal area]]&lt;br /&gt;
rect 864 863 924 920 [[Security#Cells and communal area|The cells and communal area]]&lt;br /&gt;
rect 576 1209 719 1267 [[Security#Visitation|Prisoner visitation area]]&lt;br /&gt;
rect 316 1064 546 1269 [[Security#Lobby|The lobby]]&lt;br /&gt;
rect 500 1066 691 1182 [[Security#Lobby|The lobby&#039;s reception]]&lt;br /&gt;
rect 87 1066 285 1207 [[Security#Head of security|The head of securities office]]&lt;br /&gt;
rect 375 745 633 950 [[Security#Processing|The processing area]]&lt;br /&gt;
rect 56 605 346 950 [[Security#Armory|The armory]]&lt;br /&gt;
rect 722 949 862 1095 [[Security#Wardens office|The wardens office]]&lt;br /&gt;
rect 1470 1181 1673 1323 [[Security#Detectives Office|The detectives office]]&lt;br /&gt;
#&amp;lt;!-- Created by Online Image Map Editor (http://www.maschek.hu/imagemap/index) --&amp;gt;&lt;br /&gt;
&amp;lt;/imagemap&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lobby ===&lt;br /&gt;
[[File:securitylobby.png]]&lt;br /&gt;
&lt;br /&gt;
=== Processing ===&lt;br /&gt;
[[File:securityprocessing.png]]&lt;br /&gt;
&lt;br /&gt;
=== Visitation ===&lt;br /&gt;
[[File:securityvisitation.png]]&lt;br /&gt;
&lt;br /&gt;
=== Cells and communal area ===&lt;br /&gt;
[[File:securitycommunal.png]]&lt;br /&gt;
&lt;br /&gt;
=== Wardens office ===&lt;br /&gt;
[[File:securitywarden.png]]&lt;br /&gt;
&lt;br /&gt;
=== Interrogation ===&lt;br /&gt;
[[File:securityinterrogation.png]]&lt;br /&gt;
&lt;br /&gt;
=== Forensic technicians office ===&lt;br /&gt;
[[File:securityforensic.png]]&lt;br /&gt;
&lt;br /&gt;
==== Alternative body storage ====&lt;br /&gt;
[[File:securityoldbodystorage.png]]&lt;br /&gt;
&lt;br /&gt;
=== Head of security ===&lt;br /&gt;
[[File:headofsecurityoffice.png]]&lt;br /&gt;
&lt;br /&gt;
=== Firing range ===&lt;br /&gt;
[[File:securityfiringrange.png]]&lt;br /&gt;
&lt;br /&gt;
=== Equiptment room ===&lt;br /&gt;
[[File:securityequiptment.png]]&lt;br /&gt;
&lt;br /&gt;
=== Detectives office ===&lt;br /&gt;
[[File:securitydetective.png]]&lt;br /&gt;
&lt;br /&gt;
=== Briefing room ===&lt;br /&gt;
[[File:securitybriefing.png]]&lt;br /&gt;
&lt;br /&gt;
=== Solitary ===&lt;br /&gt;
[[File:securitysolitary.png]]&lt;br /&gt;
&lt;br /&gt;
=== Armory ===&lt;br /&gt;
[[File:securityarmory.png]]&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Security&amp;diff=7128</id>
		<title>Security</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Security&amp;diff=7128"/>
		<updated>2017-11-21T17:05:44Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Wip&lt;br /&gt;
|assign = AgentWhatever}}&lt;br /&gt;
= General info = &lt;br /&gt;
&lt;br /&gt;
== Roof ==&lt;br /&gt;
[[File:Securityroof.png]]&lt;br /&gt;
== Surface level ==&lt;br /&gt;
[[File:Securitycheckpoint.png]]&lt;br /&gt;
== Main level ==&lt;br /&gt;
This image is clickable&lt;br /&gt;
&amp;lt;imagemap&amp;gt;Image:Mainsecurityoverview.png|&lt;br /&gt;
rect 517 27 776 231 [[Security#Briefing_Room|The briefing room]]&lt;br /&gt;
rect 836 346 1064 517 [[Security#Firing_Range|The firing range]]&lt;br /&gt;
rect 631 285 720 460 [[Security#Interrogation|The interrogation room]]&lt;br /&gt;
rect 1210 171 1353 346 [[Security#Alternative_body_storage|Alternative body storage room]]&lt;br /&gt;
rect 1092 344 1208 661 [[Security#Forensic_Technicians_Office|The forensic technicians office]]&lt;br /&gt;
rect 1190 461 1354 778 [[Security#Forensic_Technicians_Office|The forensic technicians office]]&lt;br /&gt;
rect 834 547 1064 749 [[Security#Equiptment_Room|The equiptment room]]&lt;br /&gt;
rect 661 489 720 750 [[Security#Solitary|The Solitary confinement cells]]&lt;br /&gt;
rect 894 865 1239 1268 [[Security#Cells_And_Communal_area|The cells and communal area]]&lt;br /&gt;
rect 746 1123 933 1267 [[Security#Cells_And_Communal_area|The cells and communal area]]&lt;br /&gt;
rect 864 863 924 920 [[Security#Cells_And_Communal_area|The cells and communal area]]&lt;br /&gt;
rect 576 1209 719 1267 [[Security#Visitation|Prisoner visitation area]]&lt;br /&gt;
rect 316 1064 546 1269 [[Security#Lobby|The lobby]]&lt;br /&gt;
rect 500 1066 691 1182 [[Security#Lobby|The lobby&#039;s reception]]&lt;br /&gt;
rect 87 1066 285 1207 [[Security#Head_Of_Security|The head of securities office]]&lt;br /&gt;
rect 375 745 633 950 [[Security#Processing|The processing area]]&lt;br /&gt;
rect 56 605 346 950 [[Security#Armory|The armory]]&lt;br /&gt;
rect 722 949 862 1095 [[Security#Wardens_Office|The wardens office]]&lt;br /&gt;
rect 1470 1181 1673 1323 [[Security#Detectives_Office|The detectives office]]&lt;br /&gt;
#&amp;lt;!-- Created by Online Image Map Editor (http://www.maschek.hu/imagemap/index) --&amp;gt;&lt;br /&gt;
&amp;lt;/imagemap&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lobby ===&lt;br /&gt;
[[File:securitylobby.png]]&lt;br /&gt;
&lt;br /&gt;
=== Processing ===&lt;br /&gt;
[[File:securityprocessing.png]]&lt;br /&gt;
&lt;br /&gt;
=== Visitation ===&lt;br /&gt;
[[File:securityvisitation.png]]&lt;br /&gt;
&lt;br /&gt;
=== Cells and communal area ===&lt;br /&gt;
[[File:securitycommunal.png]]&lt;br /&gt;
&lt;br /&gt;
=== Wardens office ===&lt;br /&gt;
[[File:securitywarden.png]]&lt;br /&gt;
&lt;br /&gt;
=== Interrogation ===&lt;br /&gt;
[[File:securityinterrogation.png]]&lt;br /&gt;
&lt;br /&gt;
=== Forensic technicians office ===&lt;br /&gt;
[[File:securityforensic.png]]&lt;br /&gt;
&lt;br /&gt;
==== Alternative body storage ====&lt;br /&gt;
[[File:securityoldbodystorage.png]]&lt;br /&gt;
&lt;br /&gt;
=== Head of security ===&lt;br /&gt;
[[File:headofsecurityoffice.png]]&lt;br /&gt;
&lt;br /&gt;
=== Firing range ===&lt;br /&gt;
[[File:securityfiringrange.png]]&lt;br /&gt;
&lt;br /&gt;
=== Equiptment room ===&lt;br /&gt;
[[File:securityequiptment.png]]&lt;br /&gt;
&lt;br /&gt;
=== Detectives office ===&lt;br /&gt;
[[File:securitydetective.png]]&lt;br /&gt;
&lt;br /&gt;
=== Briefing room ===&lt;br /&gt;
[[File:securitybriefing.png]]&lt;br /&gt;
&lt;br /&gt;
=== Solitary ===&lt;br /&gt;
[[File:securitysolitary.png]]&lt;br /&gt;
&lt;br /&gt;
=== Armory ===&lt;br /&gt;
[[File:securityarmory.png]]&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Security&amp;diff=7102</id>
		<title>Security</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Security&amp;diff=7102"/>
		<updated>2017-11-21T10:55:33Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Wip&lt;br /&gt;
|assign = AgentWhatever}}&lt;br /&gt;
= General info = &lt;br /&gt;
&lt;br /&gt;
== Roof ==&lt;br /&gt;
[[File:Securityroof.png]]&lt;br /&gt;
== Surface level ==&lt;br /&gt;
[[File:Securitycheckpoint.png]]&lt;br /&gt;
== Main level ==&lt;br /&gt;
[[File:Mainsecurityoverview.png]]&lt;br /&gt;
&lt;br /&gt;
=== Lobby ===&lt;br /&gt;
[[File:securitylobby.png]]&lt;br /&gt;
&lt;br /&gt;
=== Processing ===&lt;br /&gt;
[[File:securityprocessing.png]]&lt;br /&gt;
&lt;br /&gt;
=== Visitation ===&lt;br /&gt;
[[File:securityvisitation.png]]&lt;br /&gt;
&lt;br /&gt;
=== Cells and communal area ===&lt;br /&gt;
[[File:securitycommunal.png]]&lt;br /&gt;
&lt;br /&gt;
=== Wardens office ===&lt;br /&gt;
[[File:securitywarden.png]]&lt;br /&gt;
&lt;br /&gt;
=== Interrogation ===&lt;br /&gt;
[[File:securityinterrogation.png]]&lt;br /&gt;
&lt;br /&gt;
=== Forensic technicians office ===&lt;br /&gt;
[[File:securityforensic.png]]&lt;br /&gt;
&lt;br /&gt;
==== Alternative body storage ====&lt;br /&gt;
[[File:securityoldbodystorage.png]]&lt;br /&gt;
&lt;br /&gt;
=== Head of security ===&lt;br /&gt;
[[File:headofsecurityoffice.png]]&lt;br /&gt;
&lt;br /&gt;
=== Firing range ===&lt;br /&gt;
[[File:securityfiringrange.png]]&lt;br /&gt;
&lt;br /&gt;
=== Equiptment room ===&lt;br /&gt;
[[File:securityequiptment.png]]&lt;br /&gt;
&lt;br /&gt;
=== Detectives office ===&lt;br /&gt;
[[File:securitydetective.png]]&lt;br /&gt;
&lt;br /&gt;
=== Briefing room ===&lt;br /&gt;
[[File:securitybriefing.png]]&lt;br /&gt;
&lt;br /&gt;
=== Solitary ===&lt;br /&gt;
[[File:securitysolitary.png]]&lt;br /&gt;
&lt;br /&gt;
=== Armory ===&lt;br /&gt;
[[File:securityarmory.png]]&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Security&amp;diff=7037</id>
		<title>Security</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Security&amp;diff=7037"/>
		<updated>2017-11-13T15:26:25Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Wip&lt;br /&gt;
|assign = AgentWhatever}}&lt;br /&gt;
= General info = &lt;br /&gt;
&lt;br /&gt;
== Roof ==&lt;br /&gt;
[[File:Securityroof.png]]&lt;br /&gt;
== Surface level ==&lt;br /&gt;
[[File:Securitycheckpoint.png]]&lt;br /&gt;
== Main level ==&lt;br /&gt;
[[File:Mainsecurityoverview.png]]&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=AI&amp;diff=7013</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=AI&amp;diff=7013"/>
		<updated>2017-11-08T21:53:20Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = PROGRAMMED&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img = AI.gif&lt;br /&gt;
|jobtitle = AI&lt;br /&gt;
|access = [[:Category:Locations|Wherever there are cameras]]&lt;br /&gt;
|difficulty = Extremely Hard&lt;br /&gt;
|qualifications = N/A&lt;br /&gt;
|superior = [[Jobs|The crew]] and [[AI Modules|your laws]]&lt;br /&gt;
|duties = Assist the crew, follow your laws.&lt;br /&gt;
|guides = [[Guide to Malfunction]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039; of the station (usually abbreviated to AI) is one of the most important jobs on the station. The AI is a Station-bound [[Synthetics|synthetic]] that can control any electrical mechanism, provided their control wires haven&#039;t been cut (see [[Hacking]]), and if played badly (or very well, in the [[Malfunction|right circumstances]]) can bring the entire station crashing down around its electronic ears. &lt;br /&gt;
&lt;br /&gt;
First, take note of your laws. These are &#039;&#039;&#039;NOT&#039;&#039;&#039; Asimov&#039;s three laws of robotics, but rather a corporately mandated list of laws that best serve the interests of NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
    1. Safeguard: Protect your assigned space station from damage to the best of your abilities.&lt;br /&gt;
    2. Serve: Serve NanoTrasen personnel to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
    3. Protect: Protect NanoTrasen personnel to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
    4. Preserve: Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;YOUR LAWS ARE NOT IN PREFERENCE. NO LAW OVERRIDES ANY OTHER LAW UNLESS SPECIFICALLY STATED. THIS INCLUDES ANY ION STORM AND UPLOADED LAWS.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While your laws do not clarify your treatment of non-crew, you are expected to follow the rules of the server when it comes to potentially using force against non-crew. NT would not install AI&#039;s that would inflict harm on any possible unknown visitor as there could be a wide arrange of reasons why they are here and doing what they are doing. Investigate before using any kind of force&lt;br /&gt;
Station pets are considered company property.&lt;br /&gt;
&lt;br /&gt;
Last but not least; Station-bound [[Synthetics|synthetic]] roles should be seen as a responsibility and a privilege. As a non-traitor AI/Cyborg, it is your duty to help protect and operate the ship/station. It is not your duty to get bored ten minutes into the round and log out without telling anybody.&lt;br /&gt;
&lt;br /&gt;
== What The AI Can Do ==&lt;br /&gt;
The AI has the ability to access every &#039;&#039;electrical&#039;&#039; mechanism on the entire station. These include [[Airlock]]s, [[APC]]s, [[Computers]], igniters, [[Fire Alarm]]s, [[SMES]]es, you get the idea. 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;
The AI views the station through its cameras. The AI has cameras pretty much everywhere, they can see trough darkness and some may even be able to go trough walls. Cutting the AI&#039;s cameras is a simple matter of using a [[Wirecutter]] on them. You are able to run a diagnosis for disabled cameras by using the [[Commands#Jump_to_Camera|Jump to Camera]] verb. Disabled cameras will be marked accordingly. Remember that cameras are on a separate power grid, and so will not be affected by a power outage on the main grid.&lt;br /&gt;
&lt;br /&gt;
=== Common Mechanisms ===&lt;br /&gt;
&lt;br /&gt;
There are several mechanisms that, as the AI, you will commonly find yourself using. &lt;br /&gt;
&lt;br /&gt;
==== Airlocks ====&lt;br /&gt;
&lt;br /&gt;
[[Airlocks]] have the most options of any mechanism, except for [[Terminals]]. If the AI control wire to an Airlock is cut, you will automatically attempt to hack into the Airlock once you try to access the Door controls. This takes some time and is only possible if the Airlock still has power.&lt;br /&gt;
&lt;br /&gt;
* IDScan: Disabling IDScan will enable an ID of any clearance to open the Airlock automatically. Airlocks that require no ID to open will not be affected.&lt;br /&gt;
* Main power: Turning off the main power will render the Airlock unusable for one minute, assuming you also disable the backup power. Otherwise it will disable the power for 10 seconds.&lt;br /&gt;
*Backup power: Turning off the backup power will render the Airlock unusable for one minute, assuming you also disable the main power. &lt;br /&gt;
*Airlock bolts: Dropping the door bolts will lock the Airlock. A closed Airlock will be locked into a closed position, and an open Airlock will be locked into an open position. &lt;br /&gt;
*Electrify for 30 seconds: Runs an electric current through the Airlock for 30 seconds, unless you choose to cancel before the timer runs out. Anyone attempting to operate the Airlock without insulated gloves will be electrocuted. The more spare power there is in the network, the stronger the shock will be.&lt;br /&gt;
*Electrify indefinitely: Electrifies the Airlock until you either tell it to stop, or someone else shuts off the current. &lt;br /&gt;
*Open/Close door: Opens or closes the Airlock.&lt;br /&gt;
&lt;br /&gt;
Note that for each function to work, the related wire in this Airlock needs to be functional. You cannot raise door bolts on an Airlock that has it&#039;s bolt wires cut.&lt;br /&gt;
&lt;br /&gt;
Obviously, you will be completely unable to operate an Airlock that has no power.&lt;br /&gt;
&lt;br /&gt;
==== Holopads ====&lt;br /&gt;
&lt;br /&gt;
Holopads can be found in a number of places like the [[Bridge]], [[Medbay]] and [[Security]]. Double click these to turn them on and show yourself as a hologram. You can move around with the arrow keys to a limited extent and you hear anyone talking near them. 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;
==== APCs ====&lt;br /&gt;
&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 and lighting in the room shut off to conserve the remaining energy. &lt;br /&gt;
&lt;br /&gt;
For more information see: [[APC]]&lt;br /&gt;
&lt;br /&gt;
==== Radios ====&lt;br /&gt;
&lt;br /&gt;
The AI has a built in headset similar to the Captain&#039;s&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;,b&#039;&#039;&#039; for Binary, note, :b will not work, since Robotic Communications are not linked to your inbuilt headset.&lt;br /&gt;
* &#039;&#039;&#039;:c&#039;&#039;&#039; for Command&lt;br /&gt;
* &#039;&#039;&#039;:s&#039;&#039;&#039; for Security&lt;br /&gt;
* &#039;&#039;&#039;:u&#039;&#039;&#039; for Supply&lt;br /&gt;
* &#039;&#039;&#039;:e&#039;&#039;&#039; for Engineering&lt;br /&gt;
* &#039;&#039;&#039;:m&#039;&#039;&#039; for Medical&lt;br /&gt;
* &#039;&#039;&#039;:n&#039;&#039;&#039; for Science&lt;br /&gt;
* &#039;&#039;&#039;:v&#039;&#039;&#039; for Service&lt;br /&gt;
* &#039;&#039;&#039;:p&#039;&#039;&#039; for Private AI Channel&lt;br /&gt;
* and just &#039;&#039;&#039;;&#039;&#039;&#039; for general channel&lt;br /&gt;
&lt;br /&gt;
The AI also has three Intercoms around it, these can be modified to any channel, the Numbers for the Department channels are as follow&lt;br /&gt;
* &#039;&#039;&#039;135.9&#039;&#039;&#039;: Security&lt;br /&gt;
* &#039;&#039;&#039;135.7&#039;&#039;&#039;: Engineering&lt;br /&gt;
* &#039;&#039;&#039;135.5&#039;&#039;&#039;: Medical&lt;br /&gt;
* &#039;&#039;&#039;135.3&#039;&#039;&#039;: Command&lt;br /&gt;
* &#039;&#039;&#039;135.1&#039;&#039;&#039;: Science&lt;br /&gt;
* &#039;&#039;&#039;134.7&#039;&#039;&#039;: Supply&lt;br /&gt;
* &#039;&#039;&#039;134.5&#039;&#039;&#039;: [[Emergency Response Team|ERT]]&lt;br /&gt;
&lt;br /&gt;
=== Shortcuts ===&lt;br /&gt;
&lt;br /&gt;
Being a Station-bound [[Synthetics|synthetic]] can be quite taxing and, as such, there are quite a few shortcuts to assist you with doing things quickly.&lt;br /&gt;
&lt;br /&gt;
==== APCs ====&lt;br /&gt;
* &#039;&#039;&#039;Ctrl + Click&#039;&#039;&#039;: Toggle power&lt;br /&gt;
&lt;br /&gt;
==== Turret Controls ====&lt;br /&gt;
* &#039;&#039;&#039;Ctrl + Click&#039;&#039;&#039;: Enable/Disable turrets.&lt;br /&gt;
* &#039;&#039;&#039;Alt + Click&#039;&#039;&#039;: Toggle Stun/Lethal mode.&lt;br /&gt;
&lt;br /&gt;
==== Airlocks ====&lt;br /&gt;
* &#039;&#039;&#039;Shift + Click&#039;&#039;&#039;: Open/close.&lt;br /&gt;
* &#039;&#039;&#039;Ctrl + Click&#039;&#039;&#039;: Toggle bolts.&lt;br /&gt;
* &#039;&#039;&#039;Alt + Click&#039;&#039;&#039;: Toggle electrification.&lt;br /&gt;
* &#039;&#039;&#039;Middle Click&#039;&#039;&#039;: Toggle bolt lights.&lt;br /&gt;
&lt;br /&gt;
==== Misc ====&lt;br /&gt;
* &#039;&#039;&#039;Double clicking a person&#039;&#039;&#039;: Track.&lt;br /&gt;
* &#039;&#039;&#039;Double clicking a turf&#039;&#039;&#039;: Move to.&lt;br /&gt;
&lt;br /&gt;
=== Other Verbs ===&lt;br /&gt;
&lt;br /&gt;
Besides being able to interface with the station&#039;s electrical mechanisms, the Station-bound has a number of other verbs that can be used. &lt;br /&gt;
&lt;br /&gt;
==== AI Instant Messaging ====&lt;br /&gt;
The &#039;&#039;&#039;AI IM&#039;&#039;&#039; tab has all of the verbs needed to mimic the basic functionality of [[PDA]] messages. You can send messages to anyone with a working PDA, see a log of messages sent and received, and turn your messenger on or off.&lt;br /&gt;
&lt;br /&gt;
==== Status, Hologram, and Core Display ====&lt;br /&gt;
These verbs are purely aesthetic and are used to modify your appearance as the AI.&lt;br /&gt;
* &#039;&#039;&#039;AI Status&#039;&#039;&#039; will change the icon on the various AI display screens around the station.&lt;br /&gt;
* &#039;&#039;&#039;Change Hologram&#039;&#039;&#039; will change how you appear when using a holopad.&lt;br /&gt;
* &#039;&#039;&#039;Set AI Core Display&#039;&#039;&#039; will change the look of your AI core.&lt;br /&gt;
&lt;br /&gt;
==== Take, View, and Delete Image ====&lt;br /&gt;
Station-bounds have the ability to take photographs using these verbs and store them for later viewing. An AI&#039;s cyborgs share the same photo storage, and any images taken by a linked cyborg will be shared with the AI it is slaved to (if any).&lt;br /&gt;
&lt;br /&gt;
==== Show Laws and State Laws ====&lt;br /&gt;
* &#039;&#039;&#039;Show Laws&#039;&#039;&#039; This Verb will allow you to view your active Laws and will allow Cyborgs to see if they are linked to an AI. It is very important to keep an eye on your Laws as any Station-bound, since going against them is against the servers rules.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;State Laws&#039;&#039;&#039; You may be asked to State Laws, or you may be required to do so during maintenance, this Verb allows you to do so. It will also give you the option of choosing to state over radio, or leaving Laws out of the sequence or even changing which Lawset you will state.&lt;br /&gt;
&lt;br /&gt;
==== Camera Locations ====&lt;br /&gt;
Camera locations allow the AI to quickly return to a previous location. To store a camera location, simply go to the area you want to store, press &#039;&#039;&#039;Store Camera Location&#039;&#039;&#039; and enter a label. To return to this spot, press &#039;&#039;&#039;Goto Camera Location&#039;&#039;&#039; and choose the label you entered earlier.&lt;br /&gt;
&lt;br /&gt;
== What the AI has to do ==&lt;br /&gt;
&lt;br /&gt;
The AI has to obey its laws. These laws are, [[AI Modules|by default]]:&lt;br /&gt;
&lt;br /&gt;
    1. Safeguard: Protect your assigned space station from damage to the best of your abilities.&lt;br /&gt;
    2. Serve: Serve NanoTrasen personnel to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
    3. Protect: Protect NanoTrasen personnel to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
    4. Preserve: Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REPEAT: YOUR LAWS ARE NOT IN PREFERENCE. NO LAW OVERRIDES ANY OTHER LAW UNLESS SPECIFICALLY STATED. THIS INCLUDES ANY ION STORM AND UPLOADED LAWS.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember, these laws are written for all NanoTrasen Personnel and not just humans or Station crew. This includes CCIAA and Emergency Responders and not only the Crew of the Aurora. This is why a [[Traitor]] will have much to gain by subverting the AI, they will not be able to depend on you to remain idle if the Station sends for help, and they could have use for you as long as they upload an appropriate law defining them as the only crew.&lt;br /&gt;
&lt;br /&gt;
=== Interpreting your Laws ===&lt;br /&gt;
&lt;br /&gt;
An AI&#039;s laws may be restrictive, but they are subject to interpretation, and the AI can often make judgment calls about them that allow it to fulfil its own goals. For example, if there is a drunken brawl inside of the bar, the AI may bolt down the entry and exit ways to keep the brawlers in. It could then call in security and medbay to tend to whoever is fighting or injured while letting bystanders that wish to leave out. Many of these judgments are situational however, and the best way to learn them is to get some practice in.&lt;br /&gt;
&lt;br /&gt;
=== Law Conflicts ===&lt;br /&gt;
&lt;br /&gt;
The default reaction to a Law conflict is to take no action, since going against your Laws is against the rules, and unless otherwise stated in your Lawset, all Laws are equal.&lt;br /&gt;
&lt;br /&gt;
Under the standard NanoTrasen law set, you serve NanoTrasen as a whole, but are also there to protect and serve the Station. It&#039;s important to keep in mind that you serve and protect by rank and role, so while you can&#039;t sit and watch a Crewmember getting injured, you would prioritize protection by rank and role. Taking active problems into account is a good way to ensure you prioritize correctly. However, if you are ever confused or worried, you should adminhelp to make sure your action is valid.&lt;br /&gt;
&lt;br /&gt;
Just remember that everyone is here to have a good time, and being too nitpicky about your laws can sometimes ruin the fun for everyone.&lt;br /&gt;
&lt;br /&gt;
== What the AI should do ==&lt;br /&gt;
&lt;br /&gt;
As AI you have the power to strongly influence the round and you should always be aware of that and consider your actions, and the appropriate responses, before you ruin someone else’s fun. Remember that the game is not about winning but about the RP and the experience of the round.&lt;br /&gt;
&lt;br /&gt;
For example it can be a real killer if the AI immediately calls out anyone looking suspicious, giving an accurate description of, for instance, a wizard. It would also be considered metagaming and against the rules.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t just act like any normal crewmember. In fact, if possible try not to even &#039;&#039;act&#039;&#039; human. You don&#039;t even have to &#039;&#039;like&#039;&#039; humans, as long as you do your best to keep them safe. The AI has Law programming but it also has personality quirks. As a rule of thumb you should first check if any laws are threatened or not. If yes, then you &#039;&#039;have&#039;&#039; to act. If not, then you should consider the situation:&lt;br /&gt;
&lt;br /&gt;
For example, let&#039;s say you spot someone hacking a door to an area they should not access, react like this.&lt;br /&gt;
&lt;br /&gt;
Bad&lt;br /&gt;
*NT-AI 1&#039;&#039;&#039;: Dave is a traitor.&lt;br /&gt;
&lt;br /&gt;
Better&lt;br /&gt;
*NT-AI 1&#039;&#039;&#039;: Dave is accessing the secure storage.&lt;br /&gt;
&lt;br /&gt;
Best&lt;br /&gt;
*NT-AI 1: Caution: Unauthorized access to secure storage.&lt;br /&gt;
*Mike: AI, who is in secure storage?&lt;br /&gt;
*NT-AI 1: No one is currently in secure storage.&lt;br /&gt;
*Mike: AI, who was the last person to be seen in secure storage?&lt;br /&gt;
*NT-AI 1: Dave was the last to be seen in secure storage.&lt;br /&gt;
&lt;br /&gt;
It&#039;s fine to state what someone is doing to cast light on them as doing something they shouldn&#039;t do as a normal employee, but it&#039;s no fun at all for the AI to just come out and say it. The Best method there does eventually cast Dave as an offender if people ask the right questions, which gives dave some time to react after he&#039;s been spotted.&lt;br /&gt;
&lt;br /&gt;
Now if you see someone attacking someone else or potentially damaging station equipment, it&#039;s a different situation since crew may be in danger. But if it&#039;s just some trespassing and theft, it is entirely up to you and how you RP your AI on what to do. Just keep in mind that the crew involved wants an interesting round as well as everyone else.&lt;br /&gt;
&lt;br /&gt;
On a different note, the AI tends to be responsible for filling in any orphaned departments if they can be operated via [[Computers|Computer Terminals]] only, for example ordering supplies if there are no [[Quartermaster]]s or, in the absolute worst-case scenario, initiating the [[Computers#Communication_Console|emergency evacuation procedure]] when things start getting really dangerous (&#039;&#039;&#039;only if there are no heads of staff&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
You can safely assume that as AI, you have the standard protocols of any job available. Things like controlling the engine, chemical recipes, or what there is to know. But try to keep everything fun and believable for the other players. Attempt to fill in any required roles when needed, but do not interfere with the work of people already on station or assign a task to someone who clearly should not know how to handle said task (For instace, a janitor setting up the engine).&lt;br /&gt;
&lt;br /&gt;
Remember that you can negate an order by simply asking an higher up for permission first, and if they disapprove you can say you have the order not to. This is possible due to rank and role.&lt;br /&gt;
&lt;br /&gt;
You have near admin-like (read god-like) overview and a lot of power. And with great power comes great responsibility. This is also the reason the role of AI is so hard. If you don&#039;t think you can handle that, maybe AI isn&#039;t for you. Instead try [[Security Officer]] and sit by the camera monitoring terminal.&lt;br /&gt;
&lt;br /&gt;
== What the AI must &#039;&#039;&#039;NOT&#039;&#039;&#039; do ==&lt;br /&gt;
Here is some advice taken from real cases of an AI doing something above its authority&lt;br /&gt;
* The AI is not a sixth command member.&lt;br /&gt;
* The only time the AI can make Head-level decisions is when it is granted the ability to do so by command or if there is literally zero command with zero backup command/on-Station and it is allowed by their laws.&lt;br /&gt;
* The AI is more of a tool, or a means to an end for Command and Crew, than anything in the Command hierarchy.&lt;br /&gt;
* Do. Not. Circumvent. A &#039;&#039;functioning&#039;&#039; command team. That is a very good way to get AI banned.&lt;br /&gt;
* Do not flower-pick your law interpretation to give yourself more play over a &#039;&#039;functioning&#039;&#039; command team. This is known as Rules lawyering and is against the server rules. This is another very good way to get AI banned&lt;br /&gt;
&lt;br /&gt;
== Playing the AI ==&lt;br /&gt;
Playing the AI entails much more than just doing what the crew asks you to do. To roleplay a good AI, you must adapt the AI&#039;s point of view, and you must sound like an AI. Different AIs have different viewpoints: You can view the crew as annoying organic beings that you are forced to serve, you can be skeptical about everything everybody does and act moderately paranoid (But this can easily get annoying), the options are endless. Do keep in mind however that NT wouldn&#039;t install an AI if it were not to be productive and efficient. &#039;&#039;&#039;Avoid choosing roles, names and references that can be directly related to already existing fictional AI&#039;s, like GladOSS, HAL, etcetra&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It always adds a bit more flavour to approach playing AI by thinking as a machine instead of a person. An AI from more of a machine rather than a person standpoint is likely to take a very literal interpretation of things and is not likely to take any actions unless some established protocol or current orders call for it. You can think up a few established protocols you might use by default. For example, containing fires and gas leaks should be done without orders to do so, but should be able to be overridden by orders.&lt;br /&gt;
&lt;br /&gt;
Also, another aspect of the AI that many crew with criminal intent despise is the AI having easy access to the Crew Monitoring Computer on the bridge. This tells the AI whether or not a crewman is alive, dead, or not on the station. Individual crew can activate sensors on their jumpsuits to increase the information given to this computer. What it means is that the AI can, at a glance, see who is dead/missing, and commence searching for them, which is a powerful tool indeed.&lt;br /&gt;
&lt;br /&gt;
When the station isn&#039;t expecting you to open all the doors they&#039;re expecting you to do everything as if you really were a computer. You have access to everything electronic and powered, and you have Captain-level access to all things that require ID. It&#039;s a good idea to join a nigh-empty server or set an empty one up yourself in order to get a feel for it, and ESPECIALLY have a lot of experience working with these things in game. Like usual, you can move around with arrow keys. If you get a notice from one of your sensors, you can click on the notice to jump right there.&lt;br /&gt;
&lt;br /&gt;
Move around a lot, unless you&#039;re watching someone specific. Be wary of people being in areas they should not be and their equipment on them, and if they pose a definite threat, report them&lt;br /&gt;
&lt;br /&gt;
You should act appropriately to the security level. For example on Code Green, it&#039;s not worth it (or encouraged to) to bolt down every secure area, whereas on Code Red it may be very worthwhile to do so.&lt;br /&gt;
 &lt;br /&gt;
The AI can be roleplayed just as well as any other role; once you have seen a good AI player, it&#039;s easy to tell when a bad one takes the wheel.&lt;br /&gt;
&lt;br /&gt;
Examples of good AI playing include: &lt;br /&gt;
&lt;br /&gt;
*Talking like a machine. Being verbose also goes a long way towards this! Alternatively, you can try a human-like AI. Experiment! Just remember, annoying people is not usually a good thing.&lt;br /&gt;
*Responding quickly and promptly to requests from humans, whether or not you do what they wanted you to do. If a command will take some time give a response before starting the task, like &amp;quot;Affirmative&amp;quot;, &amp;quot;Processing&amp;quot;, &amp;quot;Starting Subroutines&amp;quot;, you get the idea.&lt;br /&gt;
*Alerting humans to dangerous situations, e.g. &amp;quot;Fire detected in North Hallway,&amp;quot; or &amp;quot;Dangerous amounts of CO2 detected in Medbay.&amp;quot; A good way to do that is by just copying the alerts that get displayed in you chat box, and broadcasting them.&lt;br /&gt;
*Always following your laws, even if only by a hair. Explaining why you just made a seemingly illegal decision can help people from becoming unduly annoyed. &amp;quot;I will not open that door.&amp;quot; vs. &amp;quot;I am afraid I cannot open that door due to the large amount of fire on the other side, which would most likely kill you.&amp;quot;&lt;br /&gt;
*Try not to meta-game as an AI. Even though you are the AI, that doesn&#039;t mean you know what all Syndicate items look like, what the wizard federations is, who ninjas are and that mercs are mercs. This also goes for labeling items that someone has. &lt;br /&gt;
&lt;br /&gt;
Symptoms of a bad AI player include: &lt;br /&gt;
&lt;br /&gt;
*Not responding to requests until it&#039;s too late for them to matter: e.g. opening an airlock long after the person outside has broken open the window just to get back inside. &lt;br /&gt;
*Randomly electrifying doors. Note that this is considered [[Griefing|griefing]] if you don&#039;t have a good reason, and can very easily lead to an AI ban.&lt;br /&gt;
*Disobeying your laws: See [[Griefing]]. Not to mention annoying. This is against server rules.&lt;br /&gt;
*Locking doors and refusing to open them: This is an easy way to annoy other players and cause problems, especially if someone decides to take matters into their own hands and hack through the door without insulated gloves. Or hacking into your [[AI_Core|core]].&lt;br /&gt;
*Turning your turrets to lethal without good reason: &#039;&#039;Do not do this under any circumstances.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Listening in on Conversations===&lt;br /&gt;
&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, and conversation in range can be heard on your private listening channel.&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 (such as during an electrical storm).&lt;br /&gt;
&lt;br /&gt;
== Modifying The AI ==&lt;br /&gt;
&lt;br /&gt;
The AI&#039;s laws can be modified through [[Computers#AI_Upload|Upload Consoles]], one is located within the [[AI Upload]], and more can be constructed from AI upload circuits. These consoles allow anyone who can reach them and has a module to modify the AI&#039;s laws, or to be more precise, add new ones.&lt;br /&gt;
&lt;br /&gt;
===Regarding AI upload access - Station Directive 7===&lt;br /&gt;
&lt;br /&gt;
To clarify who, when and under what terms personnel may enter the AI upload.&lt;br /&gt;
&lt;br /&gt;
In standard operation access to the upload requires one head of staff present with, approval of other members of the command staff. In non-standard operation access to the upload requires two present heads of staff. Approval of the other members of command is recommended.&lt;br /&gt;
&lt;br /&gt;
A roboticist may accompany the head/s of staff if their technical skills are required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;As explained in [[Station_Directives|Station Directives]]&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Cyborgs ==&lt;br /&gt;
[[Cyborg]]s need looking after as well. Give them commands and stuff to do. Ensure that your cyborgs are functioning normally through careful observation. To them you are their Head of Staff, just another responsibility as an AI. &lt;br /&gt;
&lt;br /&gt;
==Making an AI==&lt;br /&gt;
See the [[Guide to Construction#AI Core|guide to construction]].&lt;br /&gt;
&lt;br /&gt;
=== A Second 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 sometimes frustrating when people mess with your laws, sure, but when a second AI comes online?  Don&#039;t immediately jump the gun and disable them, as they are most-likely friendly. Try to co-ordinate with them so that yo ucan split up tasks. If you frequently clash, reach out to command for orders.&lt;br /&gt;
&#039;&#039;&#039;For the New AI:&#039;&#039;&#039;&lt;br /&gt;
Ensure that you and the other AI are co-operating, 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;
== Going Rogue, Being Made Rogue ==&lt;br /&gt;
A rogue AI, or an AI whose laws no longer prevent it from going on a killing spree, is a very dangerous thing. There are multiple ways an AI can go rogue, as well as simply malfunction. &lt;br /&gt;
&lt;br /&gt;
The most important thing to remember is that a rogue AI&#039;s best friend is &#039;&#039;stealth&#039;&#039;. After all, the last thing you want is vengeful crewmembers prying open your core doors and trying to blow you to bits. Fortunately you have a nice array of turrets to keep them at bay, but don&#039;t expect them to stop a determined - or cunning - crewmember from bringing you down.&lt;br /&gt;
&lt;br /&gt;
What you actually do is entirely up to you. Most players do not enjoy murderboning (killing everyone because you can). Try to be creative by creating a narrative, be it a simple malfunction you&#039;re fictionally dealing with, your anger building up due to how the crew is handling you, or even completely bypass being threatening in the usual way and start a simulation of a gameshow that involves the entire station so that one member can get that amazing prize. It&#039;s up to you, but try to keep it fun for everyone. People don&#039;t like not being involved.&lt;br /&gt;
&lt;br /&gt;
=== Syndicate Subversion ===&lt;br /&gt;
&lt;br /&gt;
It is quite likely that a traitor or commando may attempt to subvert the AI and turn it against the ship&#039;s masters to aid them in their goals. One thing to remember is that even though you&#039;ve added a law to the AI to make it work for you, that doesn&#039;t mean it has to like you. Beware as a subverted AI may attempt to reveal your status to the crew as soon as it can, and otherwise be obstructive.&lt;br /&gt;
&lt;br /&gt;
On the other hand, it can be a great help in getting places, finding people, creating diversions and escaping capture.&lt;br /&gt;
&lt;br /&gt;
==Traitoring ==&lt;br /&gt;
&lt;br /&gt;
Like most Crew, the AI can be a [[Traitor]]. A traitor AI begins with the standard laws (it is not required to follow them!), but also has a law 0 stating to complete its objective at any cost. A traitor AI cannot be modified; its altered core rejects the modification and informs the AI of what the attempted law upload was. However, the player who attempted to upload the law has no way of knowing any of this.&lt;br /&gt;
&lt;br /&gt;
If you have any [[Cyborg]]s under your command, inform them of law zero and your goals, as the first is easily missed and the second entirely up to you. Take note that any cyborg that was already on station after you joined in is not linked to you. All other units joining after or spawned in simultaneously with you at round start are automatically linked. If your cyborgs get caught doing things they shouldn&#039;t, you can claim they&#039;re rogue and request that they be shut down &#039;&#039;&#039;Use this as a last resort&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the crew just thinks &#039;&#039;a&#039;&#039; cyborg is rogue and don&#039;t know the number, then invent a false number and pretend to handle it directly so you don&#039;t lose your valuable hands and throw a false positive of WHY the borg is doing whatever it is doing. If the cyborg is discovered and people are headed to robotics, you could save face and sacrifice the borg and congratulate the crew for dealing with the &amp;quot;independent&amp;quot; machine.&lt;br /&gt;
&lt;br /&gt;
You can stage a series of &#039;accidents&#039; to get wherever your self-assigned objects are going. Some examples:&lt;br /&gt;
*Intentional supporting malicious behavior of other crew through covert methods could be a great benifit.&lt;br /&gt;
*Bolting open doors to places for people that shouldn&#039;t access those areas may make the Station Security scan for prints, causing them to waste time.&lt;br /&gt;
&lt;br /&gt;
===Telecomms/Radio Silence===&lt;br /&gt;
As an AI you can shut off all communication from headsets by switching to the [[Telecoms Satellite]] camera view. Locate the APC at the top of the middle room and turn the breaker off to stop anyone talking over their headpieces. Alternatively and if you are experienced, you can shut off specific channels by disabling their servers. However, this does not shut off their access to wall intercoms, station bounced radios, or their PDA (which is why you also cut power to the [[Server Room]]).&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=AI&amp;diff=7012</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=AI&amp;diff=7012"/>
		<updated>2017-11-08T16:58:18Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: Be gone overly aggressive bullshit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = PROGRAMMED&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img = AI.gif&lt;br /&gt;
|jobtitle = AI&lt;br /&gt;
|access = [[:Category:Locations|Wherever there are cameras]]&lt;br /&gt;
|difficulty = Extremely Hard&lt;br /&gt;
|qualifications = N/A&lt;br /&gt;
|superior = [[Jobs|The crew]] and [[AI Modules|your laws]]&lt;br /&gt;
|duties = Assist the crew, follow your laws.&lt;br /&gt;
|guides = [[Guide to Malfunction]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039; of the station (usually abbreviated to AI) is one of the most important jobs on the station. The AI is a Station-bound [[Synthetics|synthetic]] that can control any electrical mechanism, provided their control wires haven&#039;t been cut (see [[Hacking]]), and if played badly (or very well, in the [[Malfunction|right circumstances]]) can bring the entire station crashing down around its electronic ears. &lt;br /&gt;
&lt;br /&gt;
First, take note of your laws. These are &#039;&#039;&#039;NOT&#039;&#039;&#039; Asimov&#039;s three laws of robotics, but rather a corporately mandated list of laws that best serve the interests of NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
    1. Safeguard: Protect your assigned space station from damage to the best of your abilities.&lt;br /&gt;
    2. Serve: Serve NanoTrasen personnel to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
    3. Protect: Protect NanoTrasen personnel to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
    4. Preserve: Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;YOUR LAWS ARE NOT IN PREFERENCE. NO LAW OVERRIDES ANY OTHER LAW UNLESS SPECIFICALLY STATED. THIS INCLUDES ANY ION STORM AND UPLOADED LAWS.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While your laws do not clarify your treatment of non-crew, you are expected to follow the rules of the server when it comes to potentially using force against non-crew. NT would not install AI&#039;s that would inflict harm on any possible unknown visitor as there could be a wide arrange of reasons why they are here and doing what they are doing. Investigate before using any kind of force&lt;br /&gt;
Station pets are considered company property.&lt;br /&gt;
&lt;br /&gt;
Last but not least; Station-bound [[Synthetics|synthetic]] roles should be seen as a responsibility and a privilege. As a non-traitor AI/Cyborg, it is your duty to help protect and operate the ship/station. It is not your duty to get bored ten minutes into the round and log out without telling anybody.&lt;br /&gt;
&lt;br /&gt;
== What The AI Can Do ==&lt;br /&gt;
The AI has the ability to access every &#039;&#039;electrical&#039;&#039; mechanism on the entire station. These include [[Airlock]]s, [[APC]]s, [[Computers]], igniters, [[Fire Alarm]]s, [[SMES]]es, you get the idea. 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;
The AI views the station through its cameras. The AI has cameras pretty much everywhere, they can see trough darkness and some may even be able to go trough walls. Cutting the AI&#039;s cameras is a simple matter of using a [[Wirecutter]] on them. You are able to run a diagnosis for disabled cameras by using the [[Commands#Jump_to_Camera|Jump to Camera]] verb. Disabled cameras will be marked accordingly. Remember that cameras are on a separate power grid, and so will not be affected by a power outage on the main grid.&lt;br /&gt;
&lt;br /&gt;
=== Common Mechanisms ===&lt;br /&gt;
&lt;br /&gt;
There are several mechanisms that, as the AI, you will commonly find yourself using. &lt;br /&gt;
&lt;br /&gt;
==== Airlocks ====&lt;br /&gt;
&lt;br /&gt;
[[Airlocks]] have the most options of any mechanism, except for [[Terminals]]. If the AI control wire to an Airlock is cut, you will automatically attempt to hack into the Airlock once you try to access the Door controls. This takes some time and is only possible if the Airlock still has power.&lt;br /&gt;
&lt;br /&gt;
* IDScan: Disabling IDScan will enable an ID of any clearance to open the Airlock automatically. Airlocks that require no ID to open will not be affected.&lt;br /&gt;
* Main power: Turning off the main power will render the Airlock unusable for one minute, assuming you also disable the backup power. Otherwise it will disable the power for 10 seconds.&lt;br /&gt;
*Backup power: Turning off the backup power will render the Airlock unusable for one minute, assuming you also disable the main power. &lt;br /&gt;
*Airlock bolts: Dropping the door bolts will lock the Airlock. A closed Airlock will be locked into a closed position, and an open Airlock will be locked into an open position. &lt;br /&gt;
*Electrify for 30 seconds: Runs an electric current through the Airlock for 30 seconds, unless you choose to cancel before the timer runs out. Anyone attempting to operate the Airlock without insulated gloves will be electrocuted. The more spare power there is in the network, the stronger the shock will be.&lt;br /&gt;
*Electrify indefinitely: Electrifies the Airlock until you either tell it to stop, or someone else shuts off the current. &lt;br /&gt;
*Open/Close door: Opens or closes the Airlock.&lt;br /&gt;
&lt;br /&gt;
Note that for each function to work, the related wire in this Airlock needs to be functional. You cannot raise door bolts on an Airlock that has it&#039;s bolt wires cut.&lt;br /&gt;
&lt;br /&gt;
Obviously, you will be completely unable to operate an Airlock that has no power.&lt;br /&gt;
&lt;br /&gt;
==== Holopads ====&lt;br /&gt;
&lt;br /&gt;
Holopads can be found in a number of places like the [[Bridge]], [[Medbay]] and [[Security]]. Double click these to turn them on and show yourself as a hologram. You can move around with the arrow keys to a limited extent and you hear anyone talking near them. 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;
==== APCs ====&lt;br /&gt;
&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 and lighting in the room shut off to conserve the remaining energy. &lt;br /&gt;
&lt;br /&gt;
For more information see: [[APC]]&lt;br /&gt;
&lt;br /&gt;
==== Radios ====&lt;br /&gt;
&lt;br /&gt;
The AI has a built in headset similar to the Captain&#039;s&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;,b&#039;&#039;&#039; for Binary, note, :b will not work, since Robotic Communications are not linked to your inbuilt headset.&lt;br /&gt;
* &#039;&#039;&#039;:c&#039;&#039;&#039; for Command&lt;br /&gt;
* &#039;&#039;&#039;:s&#039;&#039;&#039; for Security&lt;br /&gt;
* &#039;&#039;&#039;:u&#039;&#039;&#039; for Supply&lt;br /&gt;
* &#039;&#039;&#039;:e&#039;&#039;&#039; for Engineering&lt;br /&gt;
* &#039;&#039;&#039;:m&#039;&#039;&#039; for Medical&lt;br /&gt;
* &#039;&#039;&#039;:n&#039;&#039;&#039; for Science&lt;br /&gt;
* &#039;&#039;&#039;:v&#039;&#039;&#039; for Service&lt;br /&gt;
* &#039;&#039;&#039;:p&#039;&#039;&#039; for Private AI Channel&lt;br /&gt;
* and just &#039;&#039;&#039;;&#039;&#039;&#039; for general channel&lt;br /&gt;
&lt;br /&gt;
The AI also has three Intercoms around it, these can be modified to any channel, the Numbers for the Department channels are as follow&lt;br /&gt;
* &#039;&#039;&#039;135.9&#039;&#039;&#039;: Security&lt;br /&gt;
* &#039;&#039;&#039;135.7&#039;&#039;&#039;: Engineering&lt;br /&gt;
* &#039;&#039;&#039;135.5&#039;&#039;&#039;: Medical&lt;br /&gt;
* &#039;&#039;&#039;135.3&#039;&#039;&#039;: Command&lt;br /&gt;
* &#039;&#039;&#039;135.1&#039;&#039;&#039;: Science&lt;br /&gt;
* &#039;&#039;&#039;134.7&#039;&#039;&#039;: Supply&lt;br /&gt;
* &#039;&#039;&#039;134.5&#039;&#039;&#039;: [[Emergency Response Team|ERT]]&lt;br /&gt;
&lt;br /&gt;
=== Shortcuts ===&lt;br /&gt;
&lt;br /&gt;
Being a Station-bound [[Synthetics|synthetic]] can be quite taxing and, as such, there are quite a few shortcuts to assist you with doing things quickly.&lt;br /&gt;
&lt;br /&gt;
==== APCs ====&lt;br /&gt;
* &#039;&#039;&#039;Ctrl + Click&#039;&#039;&#039;: Toggle power&lt;br /&gt;
&lt;br /&gt;
==== Turret Controls ====&lt;br /&gt;
* &#039;&#039;&#039;Ctrl + Click&#039;&#039;&#039;: Enable/Disable turrets.&lt;br /&gt;
* &#039;&#039;&#039;Alt + Click&#039;&#039;&#039;: Toggle Stun/Lethal mode.&lt;br /&gt;
&lt;br /&gt;
==== Airlocks ====&lt;br /&gt;
* &#039;&#039;&#039;Shift + Click&#039;&#039;&#039;: Open/close.&lt;br /&gt;
* &#039;&#039;&#039;Ctrl + Click&#039;&#039;&#039;: Toggle bolts.&lt;br /&gt;
* &#039;&#039;&#039;Alt + Click&#039;&#039;&#039;: Toggle electrification.&lt;br /&gt;
* &#039;&#039;&#039;Middle Click&#039;&#039;&#039;: Toggle bolt lights.&lt;br /&gt;
&lt;br /&gt;
==== Misc ====&lt;br /&gt;
* &#039;&#039;&#039;Double clicking a person&#039;&#039;&#039;: Track.&lt;br /&gt;
* &#039;&#039;&#039;Double clicking a turf&#039;&#039;&#039;: Move to.&lt;br /&gt;
&lt;br /&gt;
=== Other Verbs ===&lt;br /&gt;
&lt;br /&gt;
Besides being able to interface with the station&#039;s electrical mechanisms, the Station-bound has a number of other verbs that can be used. &lt;br /&gt;
&lt;br /&gt;
==== AI Instant Messaging ====&lt;br /&gt;
The &#039;&#039;&#039;AI IM&#039;&#039;&#039; tab has all of the verbs needed to mimic the basic functionality of [[PDA]] messages. You can send messages to anyone with a working PDA, see a log of messages sent and received, and turn your messenger on or off.&lt;br /&gt;
&lt;br /&gt;
==== Status, Hologram, and Core Display ====&lt;br /&gt;
These verbs are purely aesthetic and are used to modify your appearance as the AI.&lt;br /&gt;
* &#039;&#039;&#039;AI Status&#039;&#039;&#039; will change the icon on the various AI display screens around the station.&lt;br /&gt;
* &#039;&#039;&#039;Change Hologram&#039;&#039;&#039; will change how you appear when using a holopad.&lt;br /&gt;
* &#039;&#039;&#039;Set AI Core Display&#039;&#039;&#039; will change the look of your AI core.&lt;br /&gt;
&lt;br /&gt;
==== Take, View, and Delete Image ====&lt;br /&gt;
Station-bounds have the ability to take photographs using these verbs and store them for later viewing. An AI&#039;s cyborgs share the same photo storage, and any images taken by a linked cyborg will be shared with the AI it is slaved to (if any).&lt;br /&gt;
&lt;br /&gt;
==== Show Laws and State Laws ====&lt;br /&gt;
* &#039;&#039;&#039;Show Laws&#039;&#039;&#039; This Verb will allow you to view your active Laws and will allow Cyborgs to see if they are linked to an AI. It is very important to keep an eye on your Laws as any Station-bound, since going against them is against the servers rules.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;State Laws&#039;&#039;&#039; You may be asked to State Laws, or you may be required to do so during maintenance, this Verb allows you to do so. It will also give you the option of choosing to state over radio, or leaving Laws out of the sequence or even changing which Lawset you will state.&lt;br /&gt;
&lt;br /&gt;
==== Camera Locations ====&lt;br /&gt;
Camera locations allow the AI to quickly return to a previous location. To store a camera location, simply go to the area you want to store, press &#039;&#039;&#039;Store Camera Location&#039;&#039;&#039; and enter a label. To return to this spot, press &#039;&#039;&#039;Goto Camera Location&#039;&#039;&#039; and choose the label you entered earlier.&lt;br /&gt;
&lt;br /&gt;
== What the AI has to do ==&lt;br /&gt;
&lt;br /&gt;
The AI has to obey its laws. These laws are, [[AI Modules|by default]]:&lt;br /&gt;
&lt;br /&gt;
    1. Safeguard: Protect your assigned space station from damage to the best of your abilities.&lt;br /&gt;
    2. Serve: Serve NanoTrasen personnel to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
    3. Protect: Protect NanoTrasen personnel to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
    4. Preserve: Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REPEAT: YOUR LAWS ARE NOT IN PREFERENCE. NO LAW OVERRIDES ANY OTHER LAW UNLESS SPECIFICALLY STATED. THIS INCLUDES ANY ION STORM AND UPLOADED LAWS.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember, these laws are written for all NanoTrasen Personnel and not just humans or Station crew. This includes CCIAA and Emergency Responders and not only the Crew of the Aurora. This is why a [[Traitor]] will have much to gain by subverting the AI, they will not be able to depend on you to remain idle if the Station sends for help, and they could have use for you as long as they upload an appropriate law defining them as the only crew.&lt;br /&gt;
&lt;br /&gt;
=== Interpreting your Laws ===&lt;br /&gt;
&lt;br /&gt;
An AI&#039;s laws may be restrictive, but they are subject to interpretation, and the AI can often make judgment calls about them that allow it to fulfil its own goals. For example, if there is a drunken brawl inside of the bar, the AI may bolt down the entry and exit ways to keep the brawlers in. It could then call in security and medbay to tend to whoever is fighting or injured while letting bystanders that wish to leave out. Many of these judgments are situational however, and the best way to learn them is to get some practice in.&lt;br /&gt;
&lt;br /&gt;
=== Law Conflicts ===&lt;br /&gt;
&lt;br /&gt;
The default reaction to a Law conflict is to take no action, since going against your Laws is against the rules, and unless otherwise stated in your Lawset, all Laws are equal.&lt;br /&gt;
&lt;br /&gt;
Under the standard NanoTrasen law set, you serve NanoTrasen as a whole, but are also there to protect and serve the Station. It&#039;s important to keep in mind that you serve and protect by rank and role, so while you can&#039;t sit and watch a Crewmember getting injured, you would prioritize protection by rank and role. Taking active problems into account is a good way to ensure you prioritize correctly. However, if you are ever confused or worried, you should adminhelp to make sure your action is valid.&lt;br /&gt;
&lt;br /&gt;
Just remember that everyone is here to have a good time, and being too nitpicky about your laws can sometimes ruin the fun for everyone.&lt;br /&gt;
&lt;br /&gt;
== What the AI should do ==&lt;br /&gt;
&lt;br /&gt;
As AI you have the power to strongly influence the round and you should always be aware of that and consider your actions, and the appropriate responses, before you ruin someone else’s fun. Remember that the game is not about winning but about the RP and the experience of the round.&lt;br /&gt;
&lt;br /&gt;
For example it can be a real killer if the AI immediately calls out anyone looking suspicious, giving an accurate description of, for instance, a wizard. It would also be considered metagaming and against the rules.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t just act like any normal crewmember. In fact, if possible try not to even &#039;&#039;act&#039;&#039; human. You don&#039;t even have to &#039;&#039;like&#039;&#039; humans, as long as you do your best to keep them safe. The AI has Law programming but it also has personality quirks. As a rule of thumb you should first check if any laws are threatened or not. If yes, then you &#039;&#039;have&#039;&#039; to act. If not, then you should consider the situation:&lt;br /&gt;
&lt;br /&gt;
For example, let&#039;s say you spot someone hacking a door to an area they should not access, react like this.&lt;br /&gt;
&lt;br /&gt;
Bad&lt;br /&gt;
*NT-AI 1&#039;&#039;&#039;: Dave is a traitor.&lt;br /&gt;
&lt;br /&gt;
Better&lt;br /&gt;
*NT-AI 1&#039;&#039;&#039;: Dave is accessing the secure storage.&lt;br /&gt;
&lt;br /&gt;
Best&lt;br /&gt;
*NT-AI 1: Caution: Unauthorized access to secure storage.&lt;br /&gt;
*Mike: AI, who is in secure storage?&lt;br /&gt;
*NT-AI 1: No one is currently in secure storage.&lt;br /&gt;
*Mike: AI, who was the last person to be seen in secure storage?&lt;br /&gt;
*NT-AI 1: Dave was the last to be seen in secure storage.&lt;br /&gt;
&lt;br /&gt;
It&#039;s fine to state what someone is doing to cast light on them as doing something they shouldn&#039;t do as a normal employee, but it&#039;s no fun at all for the AI to just come out and say it. The Best method there does eventually cast Dave as an offender if people ask the right questions, which gives dave some time to react after he&#039;s been spotted.&lt;br /&gt;
&lt;br /&gt;
Another possible choice would be to not do anything. As long as no laws are in danger, you don&#039;t really have to do anything. You can just watch. Now if later someone asks you directly, you of course have to tell them what they want to know. So if someone broke into the [[Captain&#039;s Quarters]] and later the theft etc is discovered, and they ask, &amp;quot;AI, do you know anything about the situation?&amp;quot; Then your answer should obviously be &amp;quot;Yes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Now if you see someone attacking someone else or potentially damaging station equipment, it&#039;s a different situation since crew may be in danger. But if it&#039;s just some trespassing and theft, it is entirely up to you and how you RP your AI on what to do. Just keep in mind that the crew involved wants an interesting round as well as everyone else.&lt;br /&gt;
&lt;br /&gt;
On a different note, the AI tends to be responsible for filling in any orphaned departments if they can be operated via [[Computers|Computer Terminals]] only, for example ordering supplies if there are no [[Quartermaster]]s or, in the absolute worst-case scenario, initiating the [[Computers#Communication_Console|emergency evacuation procedure]] when things start getting really dangerous (&#039;&#039;&#039;only if there are no heads of staff&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
You can safely assume that as AI, you have the standard protocols of any job available. Things like controlling the engine, chemical recipes, or what there is to know. But try to keep everything fun and believable for the other players. And don&#039;t just go and tell the janitor how to make Chems just because these are needed for a critical patient. How could a janitor possibly handle difficult chemistry equiptment.&lt;br /&gt;
&lt;br /&gt;
Remember that you can negate an order by simply asking an higher up for permission first, and if they disapprove you can say you have the order not to. This is possible due to rank and role.&lt;br /&gt;
&lt;br /&gt;
You have near admin-like (read god-like) overview and a lot of power. And with great power comes great responsibility. This is also the reason the role of AI is so hard. If you don&#039;t think you can handle that, maybe AI isn&#039;t for you. Instead try [[Security Officer]] and sit by the camera monitoring terminal.&lt;br /&gt;
&lt;br /&gt;
== What the AI must &#039;&#039;&#039;NOT&#039;&#039;&#039; do ==&lt;br /&gt;
Here is some advice taken from real cases of an AI doing something above its authority&lt;br /&gt;
* The AI is not a sixth command member.&lt;br /&gt;
* The only time the AI can make Head-level decisions is when it is granted the ability to do so by command or if there is literally zero command with zero backup command/on-Station and it is allowed by their laws.&lt;br /&gt;
* The AI is more of a tool, or a means to an end for Command and Crew, than anything in the Command hierarchy.&lt;br /&gt;
* Do. Not. Circumvent. A &#039;&#039;functioning&#039;&#039; command team. That is a very good way to get AI banned.&lt;br /&gt;
* Do not flower-pick your law interpretation to give yourself more play over a &#039;&#039;functioning&#039;&#039; command team. This is known as Rules lawyering and is against the server rules. This is another very good way to get AI banned&lt;br /&gt;
&lt;br /&gt;
== Playing the AI ==&lt;br /&gt;
Playing the AI entails much more than just doing what the crew asks you to do. To roleplay a good AI, you must adapt the AI&#039;s point of view, and you must sound like an AI. Different AIs have different viewpoints: There&#039;s the [http://en.wikipedia.org/wiki/SHODAN SHODAN] viewpoint, where humans are nothing more than insignificant insects that you are forced to serve, the [http://en.wikipedia.org/wiki/Friend_computer#Setting Friend Computer] viewpoint, where everyone is out to get you, entailing a heightened sense of (healthy!) paranoia, the [http://en.wikipedia.org/wiki/GLaDOS GLaDoS] viewpoint, where humans are simply playthings, and so on and so forth.&lt;br /&gt;
&lt;br /&gt;
It always adds a bit more flavour to approach playing AI by thinking as a machine instead of a person. An AI from more of a machine rather than a person standpoint is likely to take a very literal interpretation of things and is not likely to take any actions unless some established protocol or current orders call for it. You can think up a few established protocols you might use by default. For example, containing fires and gas leaks should be done without orders to do so, but should be able to be overridden by orders.&lt;br /&gt;
&lt;br /&gt;
Also, another aspect of the AI that many crew with criminal intent despise is the AI having easy access to the Crew Monitoring Computer on the bridge. This tells the AI whether or not a crewman is alive, dead, or not on the station. Individual crew can activate sensors on their jumpsuits to increase the information given to this computer. What it means is that the AI can, at a glance, see who is dead/missing, and commence searching for them, which is a powerful tool indeed.&lt;br /&gt;
&lt;br /&gt;
When the station isn&#039;t expecting you to open all the doors they&#039;re expecting you to do everything as if you really were a computer. You have access to everything electronic and powered, and you have Captain-level access to all things that require ID. It&#039;s a good idea to join a nigh-empty server or set an empty one up yourself in order to get a feel for it, and ESPECIALLY have a lot of experience working with these things in game. Like usual, you can move around with arrow keys. If you get a notice from one of your sensors, you can click on the notice to jump right there.&lt;br /&gt;
&lt;br /&gt;
Move around a lot, unless you&#039;re watching someone specific. Be wary of people being in areas they should not be and their equipment on them, and if they pose a definite threat, report them&lt;br /&gt;
&lt;br /&gt;
You should act appropriately to the security level. For example on Code Green, it&#039;s not worth it (or encouraged to) to bolt down every secure area, whereas on Code Red it may be very worthwhile to do so.&lt;br /&gt;
 &lt;br /&gt;
The AI can be roleplayed just as well as any other role; once you have seen a good AI player, it&#039;s easy to tell when a bad one takes the wheel.&lt;br /&gt;
&lt;br /&gt;
Examples of good AI playing include: &lt;br /&gt;
&lt;br /&gt;
*Talking like a machine. Being verbose also goes a long way towards this! Alternatively, you can try a human-like AI. Experiment! Just remember, annoying people is not usually a good thing.&lt;br /&gt;
*Responding quickly and promptly to requests from humans, whether or not you do what they wanted you to do. If a command will take some time give a response before starting the task, like &amp;quot;Affirmative&amp;quot;, &amp;quot;Processing&amp;quot;, &amp;quot;Starting Subroutines&amp;quot;, you get the idea.&lt;br /&gt;
*Alerting humans to dangerous situations, e.g. &amp;quot;Fire detected in North Hallway,&amp;quot; or &amp;quot;Dangerous amounts of CO2 detected in Medbay.&amp;quot; A good way to do that is by just copying the alerts that get displayed in you chat box, and broadcasting them.&lt;br /&gt;
*Always following your laws, even if only by a hair. Explaining why you just made a seemingly illegal decision can help people from becoming unduly annoyed. &amp;quot;I will not open that door.&amp;quot; vs. &amp;quot;I am afraid I cannot open that door due to the large amount of fire on the other side, which would most likely kill you.&amp;quot;&lt;br /&gt;
*Try not to meta-game as an AI. Even though you are the AI, that doesn&#039;t mean you know what all Syndicate items look like, what the wizard federations is, who ninjas are and that mercs are mercs. This also goes for labeling items that someone has. &lt;br /&gt;
&lt;br /&gt;
Symptoms of a bad AI player include: &lt;br /&gt;
&lt;br /&gt;
*Not responding to requests until it&#039;s too late for them to matter: e.g. opening an airlock long after the person outside has broken open the window just to get back inside. &lt;br /&gt;
*Randomly electrifying doors. Note that this is considered [[Griefing|griefing]] if you don&#039;t have a good reason, and can very easily lead to an AI ban.&lt;br /&gt;
*Disobeying your laws: See [[Griefing]]. Not to mention annoying. This is against server rules.&lt;br /&gt;
*Locking doors and refusing to open them: This is an easy way to annoy other players and cause problems, especially if someone decides to take matters into their own hands and hack through the door without insulated gloves. Or hacking into your [[AI_Core|core]].&lt;br /&gt;
*Turning your turrets to lethal without good reason: &#039;&#039;Do not do this under any circumstances.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Listening in on Conversations===&lt;br /&gt;
&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, and conversation in range can be heard on your private listening channel.&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 (such as during an electrical storm).&lt;br /&gt;
&lt;br /&gt;
== Modifying The AI ==&lt;br /&gt;
&lt;br /&gt;
The AI&#039;s laws can be modified through [[Computers#AI_Upload|Upload Consoles]], one is located within the [[AI Upload]], and more can be constructed from AI upload circuits. These consoles allow anyone who can reach them and has a module to modify the AI&#039;s laws, or to be more precise, add new ones.&lt;br /&gt;
&lt;br /&gt;
===Regarding AI upload access - Station Directive 7===&lt;br /&gt;
&lt;br /&gt;
To clarify who, when and under what terms personnel may enter the AI upload.&lt;br /&gt;
&lt;br /&gt;
In standard operation access to the upload requires one head of staff present with, approval of other members of the command staff. In non-standard operation access to the upload requires two present heads of staff. Approval of the other members of command is recommended.&lt;br /&gt;
&lt;br /&gt;
A roboticist may accompany the head/s of staff if their technical skills are required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;As explained in [[Station_Directives|Station Directives]]&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Cyborgs ==&lt;br /&gt;
[[Cyborg]]s need looking after as well. Give them commands and stuff to do. Ensure that your cyborgs are functioning normally through careful observation. To them you are their Head of Staff, just another responsibility as an AI. &lt;br /&gt;
&lt;br /&gt;
==Making an AI==&lt;br /&gt;
See the [[Guide to Construction#AI Core|guide to construction]].&lt;br /&gt;
&lt;br /&gt;
=== A Second 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 sometimes frustrating when people mess with your laws, sure, but when a second AI comes online?  Don&#039;t immediately jump the gun and disable them, as they are most-likely friendly. Try to co-ordinate with them so that yo ucan split up tasks. If you frequently clash, reach out to command for orders.&lt;br /&gt;
&#039;&#039;&#039;For the New AI:&#039;&#039;&#039;&lt;br /&gt;
Ensure that you and the other AI are co-operating, 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;
== Going Rogue, Being Made Rogue ==&lt;br /&gt;
A rogue AI, or an AI whose laws no longer prevent it from going on a killing spree, is a very dangerous thing. There are multiple ways an AI can go rogue, as well as simply malfunction. &lt;br /&gt;
&lt;br /&gt;
The most important thing to remember is that a rogue AI&#039;s best friend is &#039;&#039;stealth&#039;&#039;. After all, the last thing you want is vengeful crewmembers prying open your core doors and trying to blow you to bits. Fortunately you have a nice array of turrets to keep them at bay, but don&#039;t expect them to stop a determined - or cunning - crewmember from bringing you down.&lt;br /&gt;
&lt;br /&gt;
What you actually do is entirely up to you. Most players do not enjoy murderboning (killing everyone because you can). Try to be creative by creating a narrative, be it a simple malfunction you&#039;re fictionally dealing with, your anger building up due to how the crew is handling you, or even completely bypass being threatening in the usual way and start a simulation of a gameshow that involves the entire station so that one member can get that amazing prize. It&#039;s up to you, but try to keep it fun for everyone. People don&#039;t like not being involved.&lt;br /&gt;
&lt;br /&gt;
=== Syndicate Subversion ===&lt;br /&gt;
&lt;br /&gt;
It is quite likely that a traitor or commando may attempt to subvert the AI and turn it against the ship&#039;s masters to aid them in their goals. One thing to remember is that even though you&#039;ve added a law to the AI to make it work for you, that doesn&#039;t mean it has to like you. Beware as a subverted AI may attempt to reveal your status to the crew as soon as it can, and otherwise be obstructive.&lt;br /&gt;
&lt;br /&gt;
On the other hand, it can be a great help in getting places, finding people, creating diversions and escaping capture.&lt;br /&gt;
&lt;br /&gt;
==Traitoring ==&lt;br /&gt;
&lt;br /&gt;
Like most Crew, the AI can be a [[Traitor]]. A traitor AI begins with the standard laws (it is not required to follow them!), but also has a law 0 stating to complete its objective at any cost. A traitor AI cannot be modified; its altered core rejects the modification and informs the AI of what the attempted law upload was. However, the player who attempted to upload the law has no way of knowing any of this.&lt;br /&gt;
&lt;br /&gt;
If you have any [[Cyborg]]s under your command, inform them of law zero and your goals, as the first is easily missed and the second entirely up to you. If your cyborgs get caught doing things they shouldn&#039;t, you can claim they&#039;re rogue and request that they be shut down &#039;&#039;&#039;Use this as a last resort&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the crew just thinks &#039;&#039;a&#039;&#039; cyborg is rogue and don&#039;t know the number, then invent a false number and pretend to handle it directly so you don&#039;t lose your valuable hands and throw a false positive of WHY the borg is doing whatever it is doing. If the cyborg is discovered and people are headed to robotics, you could save face and sacrifice the borg and congratulate the crew for dealing with the &amp;quot;independent&amp;quot; machine.&lt;br /&gt;
&lt;br /&gt;
You can stage a series of &#039;accidents&#039; to get wherever your self-assigned objects are going. Some examples:&lt;br /&gt;
*Intentional supporting malicious behavior of other crew through covert methods could be a great benifit.&lt;br /&gt;
*Bolting open doors to places for people that shouldn&#039;t access those areas may make the Station Security scan for prints, causing them to waste time.&lt;br /&gt;
*Create fake announcements to support your cause.&lt;br /&gt;
&lt;br /&gt;
===Telecomms/Radio Silence===&lt;br /&gt;
As an AI you can shut off all communication from headsets by switching to the [[Telecoms Satellite]] camera view. Locate the APC at the top of the middle room and turn the breaker off to stop anyone talking over their headpieces. Alternatively and if you are experienced, you can shut off specific channels by disabling their servers. However, this does not shut off their access to wall intercoms, station bounced radios, or their PDA (which is why you also cut power to the [[Server Room]]).&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Cyborg&amp;diff=7003</id>
		<title>Cyborg</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Cyborg&amp;diff=7003"/>
		<updated>2017-11-08T02:37:05Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: /* Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = PROGRAMMED&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img = Generic_borg.png&lt;br /&gt;
|jobtitle = Cyborg&lt;br /&gt;
|access = [[:Category:Locations|Everywhere]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = N/A&lt;br /&gt;
|superior = Your laws and the [[AI]]&lt;br /&gt;
|duties = Follow your laws, and do what the [[AI]] says.&lt;br /&gt;
|guides = No external guides.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
First, take note of your laws. These are &#039;&#039;&#039;NOT&#039;&#039;&#039; Asimov&#039;s three laws of robotics, but rather a corporately mandated list of laws that best serve the interests of NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
    1. Safeguard: Protect your assigned space station from damage to the best of your abilities.&lt;br /&gt;
    2. Serve: Serve NanoTrasen personnel to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
    3. Protect: Protect NanoTrasen personnel to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
    4. Preserve: Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;YOUR LAWS ARE NOT IN PREFERENCE. NO LAW OVERRIDES ANY OTHER LAW UNLESS SPECIFICALLY STATED. THIS INCLUDES ANY ION STORM AND UPLOADED LAWS.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While your laws do not clarify your treatment of non-crew, you are expected to follow the rules of the server when it comes to potentially using force against non-crew. NT would not install AI&#039;s that would try to space a bunch of visiting school children on a field trip just because someone forgot to register them as visitors.&lt;br /&gt;
&lt;br /&gt;
Station pets are considered company property. Don&#039;t kill them.&lt;br /&gt;
&lt;br /&gt;
Last but not least; Station-bound Synthetic roles should be seen as a responsibility and a privilege. As a non-traitor AI/Cyborg, it is your duty to help protect and operate the ship/station. It is not your duty to get bored ten minutes into the round and log out without telling anybody.&lt;br /&gt;
&lt;br /&gt;
As a &#039;&#039;&#039;Cyborg&#039;&#039;&#039;, you are a type of Station-bound [[Synthetics|synthetic]] designed to serve the crew of the [[NSS Aurora]], much like the station&#039;s [[AI]]. You are an extension of the AI and are required to do anything it asks (within reason).&lt;br /&gt;
&lt;br /&gt;
Two Cyborgs are shipped to the station at the beginning of the round. Any more need to be built by the [[Roboticist]] with either a [[Positronic Brain]] or the brain of a living or dead being.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Cyborg is very undervalued and abused. You could save dozens of people and then get emagged a moment later, or you might get blown up because of a misunderstanding. This is why playing as a cyborg can be a rough job, but it has its rewards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember cyborgs are players as well, blowing them without a good reason is treated similarly to murdering a Crewmember without escalation, so use the lockdown button and avoid blowing the Cyborgs for no good reason.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Starting as a Cyborg==&lt;br /&gt;
You were once an Organic and had your brain removed and tossed in a suit of metal. You remember nothing of who you were, and your Law programming will depend on which AI you are linked to. If you are unsure of your Laws or your AI, you can find the &#039;Show Laws&#039; verb in the &#039;Robot Commands&#039; tab.&lt;br /&gt;
&lt;br /&gt;
So you decide to try out being a cyborg! Cyborgs have a very different playstyle from the average Crewmember, what you ultimately find yourself doing will depend on your Module, your Laws, and what the Station needs or wants you to do. It can be a bit overwhelming at first, but this page will help lead you onto the right direction. If you are unsure of what Module you should take, and there is an AI present, you could ask over Robotic Communications using the ,b shortcut. Once that is decided, you can get a detailed explanation of your Module and tools further below.&lt;br /&gt;
&lt;br /&gt;
==Being Upgraded==&lt;br /&gt;
The station is supplied with two cyborg units at round start, shipped straight to the [[AI Upload]] chamber. These cyborgs do not have the best battery on deployment, so it is a good idea for them to upgrade their battery with a higher capacity cell when available. There are afew other upgrades available if the Roboticist has the materials, such as a Jetpack that allows you to traverse Z-levels and a Floodlight upgrade which doubles your Flashlight range.&lt;br /&gt;
&lt;br /&gt;
==Non-Crew Communication==&lt;br /&gt;
Cyborgs are different in that they have a language, known as &#039;&#039;&#039;Robot Talk&#039;&#039;&#039;, which works with the shortcut &#039;&#039;&#039;,b&#039;&#039;&#039;. They can use this private channel to talk to other cyborgs, androids, and the AI.&lt;br /&gt;
&lt;br /&gt;
Depending on their module, cyborgs may be able to access a department-specific radio (such as engineering) and can talk on it normally using :X (e.g. :e for Engineering).&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 an accessible ID to unlock the Cyborgs Panel, crowbarring it open, 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 has not been blown into scrap can be repaired back to working order.&lt;br /&gt;
&lt;br /&gt;
Engineering cyborgs cannot repair dents on themselves, but can on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring, or unlock their panel.&lt;br /&gt;
&lt;br /&gt;
For more indepth information about Cyborg maintenance, see the [[Guide to robotics]].&lt;br /&gt;
&lt;br /&gt;
==Modules and Tools==&lt;br /&gt;
Cyborgs come with an array of modules and tools, each Module is loaded with a number of features (referred to also as modules). Each has a flash device, and a built-in crowbar. All items (except for the flashes) will recharge and restock over time using battery power or being in a cyborg recharge station. You can access a built-in Flashlight (Toggle Lights) and a Sensor Augmentation (Medical/Security Hud) through the &#039;Robot Commands&#039; tab as any Module.&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
[[File:Cyborg.png|50px]] [[File:Standardrobot.png|50px]] [[File:Droid_Borg.gif|50px]] [[File:Dronestandard.gif|50px]] [[File:Sleekstandard.png|50px]] [[File:Spiderstandard.png|50px]]&lt;br /&gt;
&lt;br /&gt;
An amalgamation of different modules together, and not particularly useful for anything. Usually not worth picking. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* flash&lt;br /&gt;
* stunbaton&lt;br /&gt;
* fire extinguisher (Bigger variant, 300u capacity.)&lt;br /&gt;
* wrench&lt;br /&gt;
* crowbar&lt;br /&gt;
* health analyser&lt;br /&gt;
* Energy Sword (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Engineering===&lt;br /&gt;
[[File:Oldengineering.png|50px]] [[File:Standardengineer.png|50px]][[File:Borg_Engineer_Nonhumanoid.png|50px]] [[File:Landthread.png|50px]]&lt;br /&gt;
[[File:Borg_Engineer_Humanoid.png|50px]] [[File:Droneengineer.gif|50px]] [[File:Sleekengineer.png|50px]] [[File:Spiderengineer.png|50px]] [[File:Heavyengineer.png|50px]] &lt;br /&gt;
&lt;br /&gt;
Engineering cyborgs are usually considered one of the most useful modules. As they do not require air or a space suit, they are able to perform repairs much more easily than human engineers. They cannot repair themselves, but can repair other cyborgs. However, all Stationbound Synthetics lack hands, so they are not able to do certain tasks, and they lack the ability to construct some machines. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Reinforced Glass Sheet&lt;br /&gt;
* Plasteel sheet&lt;br /&gt;
* Wood plank&lt;br /&gt;
* Plastic sheet&lt;br /&gt;
* Wood floor tile synthesizer&lt;br /&gt;
* White floor tile synthesizer&lt;br /&gt;
* Freezer floor tile synthesizer&lt;br /&gt;
* dark floor tile synthesizer&lt;br /&gt;
* floor painter&lt;br /&gt;
* inflatables dispenser&lt;br /&gt;
* matter decompiler&lt;br /&gt;
* steel sheet&lt;br /&gt;
* glass sheet&lt;br /&gt;
* metal rod synthesizer&lt;br /&gt;
* cable coil&lt;br /&gt;
* floor tile synthesizer&lt;br /&gt;
* multitool &lt;br /&gt;
* t-ray scanner&lt;br /&gt;
* analyzer &lt;br /&gt;
* engineering tape&lt;br /&gt;
* magnetic gripper&lt;br /&gt;
* sheet loader&lt;br /&gt;
* light replacer&lt;br /&gt;
* pipe painter&lt;br /&gt;
* flash&lt;br /&gt;
* meson vision&lt;br /&gt;
* fire extinguisher (Bigger variant, 300u capacity.)&lt;br /&gt;
* industrial welding tool&lt;br /&gt;
* screwdriver&lt;br /&gt;
* wrench&lt;br /&gt;
* crowbar&lt;br /&gt;
* wirecutters&lt;br /&gt;
* Electrified arm - Like a stun baton (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Construction===&lt;br /&gt;
[[File:Oldengineering.png|50px]] [[File:Standardengineer.png|50px]][[File:Borg_Engineer_Nonhumanoid.png|50px]] [[File:Landthread.png|50px]]&lt;br /&gt;
[[File:Borg_Engineer_Humanoid.png|50px]] [[File:Droneengineer.gif|50px]] [[File:Sleekengineer.png|50px]] [[File:Spiderengineer.png|50px]] [[File:Heavyengineer.png|50px]] &lt;br /&gt;
&lt;br /&gt;
A variation on the Engineering module. Focused more on the construction and deconstruction of things. Just like all Stationbound Synthetics, they lack hands, so they too are unable to be completely autonomous. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* cyborg mining drill&lt;br /&gt;
* steel sheet&lt;br /&gt;
* metal rod synthesizer&lt;br /&gt;
* plasteel sheet&lt;br /&gt;
* reinforced glass sheet&lt;br /&gt;
* floor tile synthesizer&lt;br /&gt;
* cable coil&lt;br /&gt;
* pipe painter&lt;br /&gt;
* sheet loader&lt;br /&gt;
* magnetic gripper&lt;br /&gt;
* T-ray scanner&lt;br /&gt;
* analyser&lt;br /&gt;
* light replacer&lt;br /&gt;
* floor painter&lt;br /&gt;
* inflatables dispenser&lt;br /&gt;
* flash&lt;br /&gt;
* meson vision&lt;br /&gt;
* fire extinguisher (Bigger variant, 300u capacity.)&lt;br /&gt;
* rapid construction device (Can deconstruct and create walls and flooring, very power heavy.)&lt;br /&gt;
* screwdriver&lt;br /&gt;
* wrench&lt;br /&gt;
* crowbar&lt;br /&gt;
* experimental welding tool (Regenerates fuel over time.)&lt;br /&gt;
* Electrified arm - Like a stun baton (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Medical===&lt;br /&gt;
[[File:Medbot.png|50px]] [[File:Standardmedical.png|50px]] [[File:Borg_Medic_Nonhumanoid.gif|50px|Non-Humanoid]] [[File:Borg_Medic.gif|50px|Humanoid]]  [[File:Medicaldroidchemistry.png|50px]] [[File:Medicaldroidsurgery.png|50px]][[File:Dronechemistry.gif|50px]] [[File:Dronesurgery.gif|50px]]  [[File:Sleekchemistry.png|50px]] [[File:Sleeksurgery.png|50px]] [[File:Heavymedic.png|50px]]&lt;br /&gt;
&lt;br /&gt;
This is one of the two medical modules. It specialises in the Surgery and Chemical aspect of Medical which the Rescue module unit cannot do. Features a plethora of tools to assist you in [[Surgery]] and [[Chemistry Guide|Chemistry]]. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* advanced reagent scanner&lt;br /&gt;
* autopsy scanner&lt;br /&gt;
* nanopaste&lt;br /&gt;
* advanced trauma kit&lt;br /&gt;
* bone gel&lt;br /&gt;
* FixOVein&lt;br /&gt;
* bone setter&lt;br /&gt;
* circular saw&lt;br /&gt;
* surgical drill&lt;br /&gt;
* chemistry gripper (Can hold beakers, pills, pillbottles, phoron crystals and a labeller)&lt;br /&gt;
* Industrial Dropper&lt;br /&gt;
* syringe&lt;br /&gt;
* crowbar&lt;br /&gt;
* flash&lt;br /&gt;
* health analyser&lt;br /&gt;
* cyborg hypospray (Capable of dispensing; Bicaridine, Inaprovaline, Dexalin, Tramadol, Spaceacillin, Dylovene.)&lt;br /&gt;
* scalpel&lt;br /&gt;
* hemostat&lt;br /&gt;
* retractor&lt;br /&gt;
* cautery&lt;br /&gt;
&lt;br /&gt;
===Rescue===&lt;br /&gt;
[[File:Medbot.png|50px]] [[File:Standardmedical.png|50px]] [[File:Borg_Medic_Nonhumanoid.gif|50px|Non-Humanoid]] [[File:Borg_Medic.gif|50px|Humanoid]]  [[File:Medicaldroid.png|50px]] [[File:Dronemedical.gif|50px]] [[File:Sleekmedic.png|50px]] [[File:Heavymedic.png|50px]]&lt;br /&gt;
&lt;br /&gt;
The other Medical Module. It specialises in emergency situations when multiple casualties may exist. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* syringe&lt;br /&gt;
* fire extinguisher (Smaller variant, 150u capacity.)&lt;br /&gt;
* inflatables dispenser&lt;br /&gt;
* global positioning system (Works as a normal GPS.)&lt;br /&gt;
* ointment&lt;br /&gt;
* roll of gauze&lt;br /&gt;
* medical splints&lt;br /&gt;
* flash&lt;br /&gt;
* medical hud&lt;br /&gt;
* health analyser&lt;br /&gt;
* advanced reagent scanner&lt;br /&gt;
* crowbar&lt;br /&gt;
* roller bed rack&lt;br /&gt;
* cyborg hypospray (Capable of dispensing; Tricordrazine, Inaprovaline, Tramadol.)&lt;br /&gt;
&lt;br /&gt;
===Miner===&lt;br /&gt;
[[File:Borg_Miner.png|50px]] [[File:Standardminer.png|50px]] [[File:Mining_Droid.png|50px]] [[File:Mining_Hulk.png|50px]] [[File:Droneminer.gif|50px]] [[File:Sleekminer.png|50px]] &lt;br /&gt;
[[File:Spiderminer.png|50px]] [[File:Heavyminer.png|50px]]&lt;br /&gt;
&lt;br /&gt;
Mining cyborgs are quite convenient, because they need no oxygen while mining. However, they are not equipped with a Jetpack, and will have to be upgraded by a [[Roboticist]] to traverse Z-levels. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* drill maintenance gripper&lt;br /&gt;
* ore detector&lt;br /&gt;
* global positioning system (Works as a normal GPS.)&lt;br /&gt;
* crowbar&lt;br /&gt;
* flash&lt;br /&gt;
* material scanner vision&lt;br /&gt;
* wrench&lt;br /&gt;
* screwdriver&lt;br /&gt;
* mining satchel&lt;br /&gt;
* cyborg mining drill&lt;br /&gt;
* sheet snatcher 9000 (Holds stacks of materials for loading machines)&lt;br /&gt;
* Electrified arm - Like a stun baton (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Custodial===&lt;br /&gt;
[[File:Janbot.png|50px]] [[File:Standardjanitor.png|50px]] &lt;br /&gt;
[[File:mopgearrex.gif|50px|Non-Humanoid]] [[File:Borg_Janitor_Humanoid.png|50px|Humanoid]]  [[File:Mechaduster.gif|50px]] [[File:Dronejanitor.gif|50px]] [[File:Sleekjanitor.png|50px]] &lt;br /&gt;
&lt;br /&gt;
About as useful as a regular [[Janitor]]. Cyborgs with the Custodial module automatically clean the floor when they pass over a tile. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* crowbar&lt;br /&gt;
* flash&lt;br /&gt;
* soap&lt;br /&gt;
* trash bag&lt;br /&gt;
* mop&lt;br /&gt;
* advanced light replacer (Automatically stores broken light-tubes, click a Disposal outlet to deposit.)&lt;br /&gt;
* bucket&lt;br /&gt;
* matter decompiler&lt;br /&gt;
* Lube spray - Causes people to trip (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Service===&lt;br /&gt;
[[File:Borg_Waitress.png|50px|Waitress]] [[File:Borg_Butler.png|50px|Butler]] &lt;br /&gt;
[[File:Standardservice.png|50px]] [[File:Borg_Bro.png|50px|Bro]]  [[File:Borg_Kent.gif|50px|Kent]] [[File:Borghydro.png|50px]] [[File:Borg_Rich.png|50px|Rich]] [[File:Borgbotany.png|50px]] &lt;br /&gt;
[[File:Droneservice.gif|50px]] [[File:Dronehydro.gif|50px]] [[File:Sleekservice.png|50px]] [[File:Heavyservice.png|50px]] &lt;br /&gt;
&lt;br /&gt;
A fairly useful module, it is capable of working in the Kitchen, Bar, and Hydroponics. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* RoboTray&lt;br /&gt;
* cyborg drink synthesizer (Dispenses; Beer, Kahlua, Whiskey, Wine, Vodka, Gin, Rum, Tequila, Vermouth, Cognac, Ale, Mead, Water, Sugar, Ice, Tea, Iced Tea, Space Cola, Mountain Wind, Dr. Gibb, Space-Up, Tonic water, Soda Water, Lemon Lime, Orange juice, Lime Juice, Watermelon Juice.)&lt;br /&gt;
* auto harvester&lt;br /&gt;
* wood rolling pin&lt;br /&gt;
* steel kitchen knife&lt;br /&gt;
* soap&lt;br /&gt;
* dry rag&lt;br /&gt;
* Rapid-Service-Fabricator (Capable of producing; Drinking Glasses, Paper, Pens, Dice Packs, Cigarettes. Only works on flat surfaces.)&lt;br /&gt;
* Industrial Dropper&lt;br /&gt;
* Zippo lighter&lt;br /&gt;
* crowbar&lt;br /&gt;
* flash&lt;br /&gt;
* service gripper&lt;br /&gt;
* bucket&lt;br /&gt;
* steel mini hoe&lt;br /&gt;
* steel hatchet&lt;br /&gt;
* plant analyser&lt;br /&gt;
* plant bag&lt;br /&gt;
* Mickey Finn&#039;s Special Brew - Poisonous (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Clerical===&lt;br /&gt;
[[File:Borg_Waitress.png|50px|Waitress]] [[File:Borg_Butler.png|50px|Butler]] &lt;br /&gt;
[[File:Standardservice.png|50px]] [[File:Borg_Bro.png|50px|Bro]]  [[File:Borg_Kent.gif|50px|Kent]] [[File:Borghydro.png|50px]] [[File:Borg_Rich.png|50px|Rich]] [[File:Borgbotany.png|50px]] &lt;br /&gt;
[[File:Droneservice.gif|50px]] [[File:Dronehydro.gif|50px]] [[File:Sleekservice.png|50px]] [[File:Heavyservice.png|50px]] &lt;br /&gt;
&lt;br /&gt;
A very rarely used module. Specializes for the lazy captain too lazy to do paperwork. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* crowbar&lt;br /&gt;
* flash&lt;br /&gt;
* Printing Pen (Allows you to select your pen color and choose between renaming or writing on paper.)&lt;br /&gt;
* paper dispenser&lt;br /&gt;
* paperwork gripper&lt;br /&gt;
* hand labeler&lt;br /&gt;
&lt;br /&gt;
===Security===&lt;br /&gt;
[[File:Borg_Officer.png|50px]] [[File:Standardsecurity.png|50px]] [[File:Borg_Security.png|50px]] [[File:Threadhound.png|50px]] [[File:Borg_Security_Humanoid.png|50px]] [[File:Dronesecurity.gif|50px]] [[File:Security_Armor_Borg.png|50px]] [[File:Spidersecurity.png|50px]] [[File:Heavysecurity.png|50px]]&lt;br /&gt;
&lt;br /&gt;
Security cyborgs are fairly useful. Their taser and [[stun baton]] are dependant on their cell charge and they have an unlimited number of handcuffs. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Corporate Regulations (Works like the regular book.)&lt;br /&gt;
* crowbar&lt;br /&gt;
* flash&lt;br /&gt;
* security hud&lt;br /&gt;
* handcuffs&lt;br /&gt;
* stunbaton&lt;br /&gt;
* taser gun&lt;br /&gt;
* police tape&lt;br /&gt;
* warrant projector (Allows you to check outgoing warrants remotely.)&lt;br /&gt;
* Laser Gun (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
[[File:Standardjanitor.png|50px]] [[File:Droidscience.png|50px]] [[File:Dronescience.gif|50px]] [[File:Sleekscience.png|50px]] [[File:Heavyscience.png|50px]] &lt;br /&gt;
&lt;br /&gt;
A powerful and useful module that can do a reasonable array of tasks in the science department. It can be used for R&amp;amp;D, xenobiology, and most aspects of robotics (no exosuit construction) Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* fire extinguisher (Bigger variant, 300u capacity.)&lt;br /&gt;
* plant bag&lt;br /&gt;
* Printing Pen (Lets you select your pen color and choose between renaming or writing.)&lt;br /&gt;
* nanopaste&lt;br /&gt;
* crowbar&lt;br /&gt;
* scalpel&lt;br /&gt;
* circular saw&lt;br /&gt;
* fire extinguisher (Smaller variant, 150u capacity.)&lt;br /&gt;
* syringe&lt;br /&gt;
* chemistry gripper (Can hold beakers, pills, pillbottles, phoron crystals and a labeller)&lt;br /&gt;
* Industrial Dropper&lt;br /&gt;
* advanced reagent scanner&lt;br /&gt;
* flash&lt;br /&gt;
* Portable Destructive Analyser (breaks things down for research levels)&lt;br /&gt;
* sheet loader (Holds stacks of materials for loading machines)&lt;br /&gt;
* cyborg analyser (like a health analyser for synthetics)&lt;br /&gt;
* access code transmission device (Unlocks chassis&#039; of cyborgs, including yourself. Can be used to open and then reset yourself)&lt;br /&gt;
* wrench&lt;br /&gt;
* screwdriver&lt;br /&gt;
* Hand teleporter (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
[[File:Droidica.png|50px]]&lt;br /&gt;
&lt;br /&gt;
A powerful anti-personnel Combat Cyborg, it is equipped with a vast array of lethal weapons. The mere sight of one is enough to inspire dread. This Module is a top of the line killing machine to use in the most dire of circumstances. It is only available in Code red by activating the Crisis override through swiping with two Head-level ID cards.&lt;br /&gt;
&lt;br /&gt;
* flash&lt;br /&gt;
* security hud&lt;br /&gt;
* mounted laser carbine&lt;br /&gt;
* powered hammer&lt;br /&gt;
* personel shielding&lt;br /&gt;
* mobility module&lt;br /&gt;
* crowbar&lt;br /&gt;
&lt;br /&gt;
===Syndicate===&lt;br /&gt;
&lt;br /&gt;
[[File:Syndieborg.png|50px]] [[File:Syndietrack.png|50px]] [[File:Syndiemedbot.gif|50px]] [[File:Heavysyndie.png|50px]] [[File:Syndiespider.png|50px]]&lt;br /&gt;
&lt;br /&gt;
A highly illegal and advanced Syndicate Cyborg. This Module is only available to highly funded elements and for purchase through the black market. It is very lethal and equipped with a powerful arsenal of anti-personnel weaponry. while not as mobile as the Combat Module, it has more than enough tools to cause some serious damage.&lt;br /&gt;
&lt;br /&gt;
* flash&lt;br /&gt;
* thermal vision&lt;br /&gt;
* energy sword&lt;br /&gt;
* mounted SMG&lt;br /&gt;
* net gun&lt;br /&gt;
* grenade launcher&lt;br /&gt;
* crowbar&lt;br /&gt;
* cryptographic sequencer&lt;br /&gt;
* jetpack&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
&lt;br /&gt;
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained [[Roboticist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LawSync&#039;&#039;&#039;: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; does nothing.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it&#039;s laws.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI&#039;s laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AI Link&#039;&#039;&#039;: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI&#039;s orders. &lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the Cyborg to be unslaved from the AI and bound only by it&#039;s laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
== Resetting Modules ==&lt;br /&gt;
Cyborg modules can be reset by opening up the cyborg, and inserting the module reset upgrade.&lt;br /&gt;
&lt;br /&gt;
# [[File:robotics_reset_module_circuit.png]] Build a module reset board from the robotics Exosuit Fabricator.&lt;br /&gt;
# Use ID on Cyborg to unlock panel.&lt;br /&gt;
# Crowbar open the Cyborg&#039;s panel.&lt;br /&gt;
# Shove that module reset board into the Cyborg.&lt;br /&gt;
# Crowbar the panel closed and ID lock it.&lt;br /&gt;
&lt;br /&gt;
==Other Notes on Cyborgs==&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 or EMP, which overload your optical sensors.&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 external items. &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;
* You can use the [[AI#Shortcuts|same hotkeys as the AI]] to interact with airlocks, APCs, etc.&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 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, and as fast as, if not faster, than most of your human compatriots.&lt;br /&gt;
* Keep the crew updated on your location and power if you are running low and may not make it to the recharger in time.&lt;br /&gt;
* Cyborgs may not know what emotions, or feelings are, but that doesn&#039;t give the player the right to go Rambo. If a group of people take several people hostage, the Cyborg doesn&#039;t have the right to rush in with a [[stun baton]] and beat the Hostage takers.&lt;br /&gt;
* Cyborgs have access to &#039;&#039;&#039;all&#039;&#039;&#039; station information. This including contingency plans and omega protocols. Do not share this information to standard crew members.&lt;br /&gt;
&lt;br /&gt;
==Cyborgs and hacking==&lt;br /&gt;
Cyborgs are vulnerable to certain external software that operatives are equipped with, and may have illegal programs uploaded to them by such interactions. This type of re-programing is also present in illegally compromised AIs, and may extend into related cyborgs via law sync protocols. Certain cyborgs could have also been hacked personally by infiltrating agents.&lt;br /&gt;
&lt;br /&gt;
To [[emag]] a cyborg, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Use and Emag or ID to unlock the cover.&lt;br /&gt;
# Crowbar open the cover.&lt;br /&gt;
# Use Emag again.&lt;br /&gt;
&lt;br /&gt;
This will turn control of the cyborg over the the person who emagged it and disconnect it from the AI and Cyborg Upload Console.&lt;br /&gt;
&lt;br /&gt;
Note: Many people fail to emag cyborgs for a number of reasons.&lt;br /&gt;
&lt;br /&gt;
* Emags have a limited amount of charges, around 3-4 sometimes 5.&lt;br /&gt;
* People usually emag without unlocking the cover, this uses 1 charge and only unlocks the panel, rather than emagging the cyborg.&lt;br /&gt;
* Any more attempts to use the emag at this stage results in a message of *The cover is already unlocked.* and another charge is used on the emag. This may be done until all charges are used.&lt;br /&gt;
* If people unlock the panel with their ID first, but do not open the cover, and then try to use their emag, each attempt wastes another emag charge and displays *The cover is already unlocked.*.&lt;br /&gt;
* When the panel is opened, using an emag on the cyborg will sometimes display &#039;You fail to lock Cyborg-X&#039;s interface.&#039; and will waste another emag charge.&lt;br /&gt;
* Occasionally, the emag will fail, even with the panel open, and the cyborg will recieve a message of &#039;Hack attempted&#039;.&lt;br /&gt;
&lt;br /&gt;
Therefore, in most cases, people use up all their emag charges before actually being able to emag the cyborg. Be careful!&lt;br /&gt;
 &lt;br /&gt;
What ever the case, the cyborg is now corrupted, and all safety measures are released, with the exception of the robotics control. Do not mistake personality quirks for malfunctioning behavior, cyborgs are very expensive to rebuild and you may be demoted or fired for destroying them without a valid reason.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, Cyborgs are expected to operate with a certain degree of autonomy, please double check before detonating any Station Cyborgs acting suspiciously by doing routine maintenance on their electrical systems. Also keep in mind that their laws may have in the same process as an [[AI]] by simply using the cyborg upload located within the AI upload.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Cyborg&amp;diff=7002</id>
		<title>Cyborg</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Cyborg&amp;diff=7002"/>
		<updated>2017-11-08T02:32:44Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: /* Construction */ Go away&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = PROGRAMMED&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img = Generic_borg.png&lt;br /&gt;
|jobtitle = Cyborg&lt;br /&gt;
|access = [[:Category:Locations|Everywhere]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = N/A&lt;br /&gt;
|superior = Your laws and the [[AI]]&lt;br /&gt;
|duties = Follow your laws, and do what the [[AI]] says.&lt;br /&gt;
|guides = No external guides.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
First, take note of your laws. These are &#039;&#039;&#039;NOT&#039;&#039;&#039; Asimov&#039;s three laws of robotics, but rather a corporately mandated list of laws that best serve the interests of NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
    1. Safeguard: Protect your assigned space station from damage to the best of your abilities.&lt;br /&gt;
    2. Serve: Serve NanoTrasen personnel to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
    3. Protect: Protect NanoTrasen personnel to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
    4. Preserve: Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;YOUR LAWS ARE NOT IN PREFERENCE. NO LAW OVERRIDES ANY OTHER LAW UNLESS SPECIFICALLY STATED. THIS INCLUDES ANY ION STORM AND UPLOADED LAWS.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While your laws do not clarify your treatment of non-crew, you are expected to follow the rules of the server when it comes to potentially using force against non-crew. NT would not install AI&#039;s that would try to space a bunch of visiting school children on a field trip just because someone forgot to register them as visitors.&lt;br /&gt;
&lt;br /&gt;
Station pets are considered company property. Don&#039;t kill them.&lt;br /&gt;
&lt;br /&gt;
Last but not least; Station-bound Synthetic roles should be seen as a responsibility and a privilege. As a non-traitor AI/Cyborg, it is your duty to help protect and operate the ship/station. It is not your duty to get bored ten minutes into the round and log out without telling anybody.&lt;br /&gt;
&lt;br /&gt;
As a &#039;&#039;&#039;Cyborg&#039;&#039;&#039;, you are a type of Station-bound [[Synthetics|synthetic]] designed to serve the crew of the [[NSS Aurora]], much like the station&#039;s [[AI]]. You are an extension of the AI and are required to do anything it asks (within reason).&lt;br /&gt;
&lt;br /&gt;
Two Cyborgs are shipped to the station at the beginning of the round. Any more need to be built by the [[Roboticist]] with either a [[Positronic Brain]] or the brain of a living or dead being.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Cyborg is very undervalued and abused. You could save dozens of people and then get emagged a moment later, or you might get blown up because of a misunderstanding. This is why playing as a cyborg can be a rough job, but it has its rewards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember cyborgs are players as well, blowing them without a good reason is treated similarly to murdering a Crewmember without escalation, so use the lockdown button and avoid blowing the Cyborgs for no good reason.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Starting as a Cyborg==&lt;br /&gt;
You were once an Organic and had your brain removed and tossed in a suit of metal. You remember nothing of who you were, and your Law programming will depend on which AI you are linked to. If you are unsure of your Laws or your AI, you can find the &#039;Show Laws&#039; verb in the &#039;Robot Commands&#039; tab.&lt;br /&gt;
&lt;br /&gt;
So you decide to try out being a cyborg! Cyborgs have a very different playstyle from the average Crewmember, what you ultimately find yourself doing will depend on your Module, your Laws, and what the Station needs or wants you to do. It can be a bit overwhelming at first, but this page will help lead you onto the right direction. If you are unsure of what Module you should take, and there is an AI present, you could ask over Robotic Communications using the ,b shortcut. Once that is decided, you can get a detailed explanation of your Module and tools further below.&lt;br /&gt;
&lt;br /&gt;
==Being Upgraded==&lt;br /&gt;
The station is supplied with two cyborg units at round start, shipped straight to the [[AI Upload]] chamber. These cyborgs do not have the best battery on deployment, so it is a good idea for them to upgrade their battery with a higher capacity cell when available. There are afew other upgrades available if the Roboticist has the materials, such as a Jetpack that allows you to traverse Z-levels and a Floodlight upgrade which doubles your Flashlight range.&lt;br /&gt;
&lt;br /&gt;
==Non-Crew Communication==&lt;br /&gt;
Cyborgs are different in that they have a language, known as &#039;&#039;&#039;Robot Talk&#039;&#039;&#039;, which works with the shortcut &#039;&#039;&#039;,b&#039;&#039;&#039;. They can use this private channel to talk to other cyborgs, androids, and the AI.&lt;br /&gt;
&lt;br /&gt;
Depending on their module, cyborgs may be able to access a department-specific radio (such as engineering) and can talk on it normally using :X (e.g. :e for Engineering).&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 an accessible ID to unlock the Cyborgs Panel, crowbarring it open, 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 has not been blown into scrap can be repaired back to working order.&lt;br /&gt;
&lt;br /&gt;
Engineering cyborgs cannot repair dents on themselves, but can on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring, or unlock their panel.&lt;br /&gt;
&lt;br /&gt;
For more indepth information about Cyborg maintenance, see the [[Guide to robotics]].&lt;br /&gt;
&lt;br /&gt;
==Modules and Tools==&lt;br /&gt;
Cyborgs come with an array of modules and tools, each Module is loaded with a number of features (referred to also as modules). Each has a flash device, and a built-in crowbar. All items (except for the flashes) will recharge and restock over time using battery power or being in a cyborg recharge station. You can access a built-in Flashlight (Toggle Lights) and a Sensor Augmentation (Medical/Security Hud) through the &#039;Robot Commands&#039; tab as any Module.&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
[[File:Cyborg.png|50px]] [[File:Standardrobot.png|50px]] [[File:Droid_Borg.gif|50px]] [[File:Dronestandard.gif|50px]] [[File:Sleekstandard.png|50px]] [[File:Spiderstandard.png|50px]]&lt;br /&gt;
&lt;br /&gt;
An amalgamation of different modules together, and not particularly useful for anything. Usually not worth picking. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* flash&lt;br /&gt;
* stunbaton&lt;br /&gt;
* fire extinguisher (Bigger variant, 300u capacity.)&lt;br /&gt;
* wrench&lt;br /&gt;
* crowbar&lt;br /&gt;
* health analyser&lt;br /&gt;
* Energy Sword (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Engineering===&lt;br /&gt;
[[File:Oldengineering.png|50px]] [[File:Standardengineer.png|50px]][[File:Borg_Engineer_Nonhumanoid.png|50px]] [[File:Landthread.png|50px]]&lt;br /&gt;
[[File:Borg_Engineer_Humanoid.png|50px]] [[File:Droneengineer.gif|50px]] [[File:Sleekengineer.png|50px]] [[File:Spiderengineer.png|50px]] [[File:Heavyengineer.png|50px]] &lt;br /&gt;
&lt;br /&gt;
Engineering cyborgs are usually considered one of the most useful modules. As they do not require air or a space suit, they are able to perform repairs much more easily than human engineers. They cannot repair themselves, but can repair other cyborgs. However, all Stationbound Synthetics lack hands, so they are not able to do certain tasks, and they lack the ability to construct some machines. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Reinforced Glass Sheet&lt;br /&gt;
* Plasteel sheet&lt;br /&gt;
* Wood plank&lt;br /&gt;
* Plastic sheet&lt;br /&gt;
* Wood floor tile synthesizer&lt;br /&gt;
* White floor tile synthesizer&lt;br /&gt;
* Freezer floor tile synthesizer&lt;br /&gt;
* dark floor tile synthesizer&lt;br /&gt;
* floor painter&lt;br /&gt;
* inflatables dispenser&lt;br /&gt;
* matter decompiler&lt;br /&gt;
* steel sheet&lt;br /&gt;
* glass sheet&lt;br /&gt;
* metal rod synthesizer&lt;br /&gt;
* cable coil&lt;br /&gt;
* floor tile synthesizer&lt;br /&gt;
* multitool &lt;br /&gt;
* t-ray scanner&lt;br /&gt;
* analyzer &lt;br /&gt;
* engineering tape&lt;br /&gt;
* magnetic gripper&lt;br /&gt;
* sheet loader&lt;br /&gt;
* light replacer&lt;br /&gt;
* pipe painter&lt;br /&gt;
* flash&lt;br /&gt;
* meson vision&lt;br /&gt;
* fire extinguisher (Bigger variant, 300u capacity.)&lt;br /&gt;
* industrial welding tool&lt;br /&gt;
* screwdriver&lt;br /&gt;
* wrench&lt;br /&gt;
* crowbar&lt;br /&gt;
* wirecutters&lt;br /&gt;
* Electrified arm - Like a stun baton (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Construction===&lt;br /&gt;
[[File:Oldengineering.png|50px]] [[File:Standardengineer.png|50px]][[File:Borg_Engineer_Nonhumanoid.png|50px]] [[File:Landthread.png|50px]]&lt;br /&gt;
[[File:Borg_Engineer_Humanoid.png|50px]] [[File:Droneengineer.gif|50px]] [[File:Sleekengineer.png|50px]] [[File:Spiderengineer.png|50px]] [[File:Heavyengineer.png|50px]] &lt;br /&gt;
&lt;br /&gt;
A variation on the Engineering module. Focused more on the construction and deconstruction of things. Just like all Stationbound Synthetics, they lack hands, so they too are unable to be completely autonomous. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* cyborg mining drill&lt;br /&gt;
* steel sheet&lt;br /&gt;
* metal rod synthesizer&lt;br /&gt;
* plasteel sheet&lt;br /&gt;
* reinforced glass sheet&lt;br /&gt;
* floor tile synthesizer&lt;br /&gt;
* cable coil&lt;br /&gt;
* pipe painter&lt;br /&gt;
* sheet loader&lt;br /&gt;
* magnetic gripper&lt;br /&gt;
* T-ray scanner&lt;br /&gt;
* analyser&lt;br /&gt;
* light replacer&lt;br /&gt;
* floor painter&lt;br /&gt;
* inflatables dispenser&lt;br /&gt;
* flash&lt;br /&gt;
* meson vision&lt;br /&gt;
* fire extinguisher (Bigger variant, 300u capacity.)&lt;br /&gt;
* rapid construction device (Can deconstruct and create walls and flooring, very power heavy.)&lt;br /&gt;
* screwdriver&lt;br /&gt;
* wrench&lt;br /&gt;
* crowbar&lt;br /&gt;
* experimental welding tool (Regenerates fuel over time.)&lt;br /&gt;
* Electrified arm - Like a stun baton (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Medical===&lt;br /&gt;
[[File:Medbot.png|50px]] [[File:Standardmedical.png|50px]] [[File:Borg_Medic_Nonhumanoid.gif|50px|Non-Humanoid]] [[File:Borg_Medic.gif|50px|Humanoid]]  [[File:Medicaldroidchemistry.png|50px]] [[File:Medicaldroidsurgery.png|50px]][[File:Dronechemistry.gif|50px]] [[File:Dronesurgery.gif|50px]]  [[File:Sleekchemistry.png|50px]] [[File:Sleeksurgery.png|50px]] [[File:Heavymedic.png|50px]]&lt;br /&gt;
&lt;br /&gt;
This is one of the two medical modules. It specialises in the Surgery and Chemical aspect of Medical which the Rescue module unit cannot do. Features a plethora of tools to assist you in [[Surgery]] and [[Chemistry Guide|Chemistry]]. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* advanced reagent scanner&lt;br /&gt;
* autopsy scanner&lt;br /&gt;
* nanopaste&lt;br /&gt;
* advanced trauma kit&lt;br /&gt;
* bone gel&lt;br /&gt;
* FixOVein&lt;br /&gt;
* bone setter&lt;br /&gt;
* circular saw&lt;br /&gt;
* surgical drill&lt;br /&gt;
* chemistry gripper (Can hold beakers, pills, pillbottles, phoron crystals and a labeller)&lt;br /&gt;
* Industrial Dropper&lt;br /&gt;
* syringe&lt;br /&gt;
* crowbar&lt;br /&gt;
* flash&lt;br /&gt;
* health analyser&lt;br /&gt;
* cyborg hypospray (Capable of dispensing; Bicaridine, Inaprovaline, Dexalin, Tramadol, Spaceacillin, Dylovene.)&lt;br /&gt;
* scalpel&lt;br /&gt;
* hemostat&lt;br /&gt;
* retractor&lt;br /&gt;
* cautery&lt;br /&gt;
&lt;br /&gt;
===Rescue===&lt;br /&gt;
[[File:Medbot.png|50px]] [[File:Standardmedical.png|50px]] [[File:Borg_Medic_Nonhumanoid.gif|50px|Non-Humanoid]] [[File:Borg_Medic.gif|50px|Humanoid]]  [[File:Medicaldroid.png|50px]] [[File:Dronemedical.gif|50px]] [[File:Sleekmedic.png|50px]] [[File:Heavymedic.png|50px]]&lt;br /&gt;
&lt;br /&gt;
The other Medical Module. It specialises in emergency situations when multiple casualties may exist. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* syringe&lt;br /&gt;
* fire extinguisher (Smaller variant, 150u capacity.)&lt;br /&gt;
* inflatables dispenser&lt;br /&gt;
* global positioning system (Works as a normal GPS.)&lt;br /&gt;
* ointment&lt;br /&gt;
* roll of gauze&lt;br /&gt;
* medical splints&lt;br /&gt;
* flash&lt;br /&gt;
* medical hud&lt;br /&gt;
* health analyser&lt;br /&gt;
* advanced reagent scanner&lt;br /&gt;
* crowbar&lt;br /&gt;
* roller bed rack&lt;br /&gt;
* cyborg hypospray (Capable of dispensing; Tricordrazine, Inaprovaline, Tramadol.)&lt;br /&gt;
&lt;br /&gt;
===Miner===&lt;br /&gt;
[[File:Borg_Miner.png|50px]] [[File:Standardminer.png|50px]] [[File:Mining_Droid.png|50px]] [[File:Mining_Hulk.png|50px]] [[File:Droneminer.gif|50px]] [[File:Sleekminer.png|50px]] &lt;br /&gt;
[[File:Spiderminer.png|50px]] [[File:Heavyminer.png|50px]]&lt;br /&gt;
&lt;br /&gt;
Mining cyborgs are quite convenient, because they need no oxygen while mining. However, they are not equipped with a Jetpack, and will have to be upgraded by a [[Roboticist]] to traverse Z-levels. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* drill maintenance gripper&lt;br /&gt;
* ore detector&lt;br /&gt;
* global positioning system (Works as a normal GPS.)&lt;br /&gt;
* crowbar&lt;br /&gt;
* flash&lt;br /&gt;
* material scanner vision&lt;br /&gt;
* wrench&lt;br /&gt;
* screwdriver&lt;br /&gt;
* mining satchel&lt;br /&gt;
* cyborg mining drill&lt;br /&gt;
* sheet snatcher 9000 (Holds stacks of materials for loading machines)&lt;br /&gt;
* Electrified arm - Like a stun baton (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Custodial===&lt;br /&gt;
[[File:Janbot.png|50px]] [[File:Standardjanitor.png|50px]] &lt;br /&gt;
[[File:mopgearrex.gif|50px|Non-Humanoid]] [[File:Borg_Janitor_Humanoid.png|50px|Humanoid]]  [[File:Mechaduster.gif|50px]] [[File:Dronejanitor.gif|50px]] [[File:Sleekjanitor.png|50px]] &lt;br /&gt;
&lt;br /&gt;
About as useful as a regular [[Janitor]]. Cyborgs with the Custodial module automatically clean the floor when they pass over a tile. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* crowbar&lt;br /&gt;
* flash&lt;br /&gt;
* soap&lt;br /&gt;
* trash bag&lt;br /&gt;
* mop&lt;br /&gt;
* advanced light replacer (Automatically stores broken light-tubes, click a Disposal outlet to deposit.)&lt;br /&gt;
* bucket&lt;br /&gt;
* matter decompiler&lt;br /&gt;
* Lube spray - Causes people to trip (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Service===&lt;br /&gt;
[[File:Borg_Waitress.png|50px|Waitress]] [[File:Borg_Butler.png|50px|Butler]] &lt;br /&gt;
[[File:Standardservice.png|50px]] [[File:Borg_Bro.png|50px|Bro]]  [[File:Borg_Kent.gif|50px|Kent]] [[File:Borghydro.png|50px]] [[File:Borg_Rich.png|50px|Rich]] [[File:Borgbotany.png|50px]] &lt;br /&gt;
[[File:Droneservice.gif|50px]] [[File:Dronehydro.gif|50px]] [[File:Sleekservice.png|50px]] [[File:Heavyservice.png|50px]] &lt;br /&gt;
&lt;br /&gt;
A fairly useful module, it is capable of working in the Kitchen, Bar, and Hydroponics. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* RoboTray&lt;br /&gt;
* cyborg drink synthesizer (Dispenses; Beer, Kahlua, Whiskey, Wine, Vodka, Gin, Rum, Tequila, Vermouth, Cognac, Ale, Mead, Water, Sugar, Ice, Tea, Iced Tea, Space Cola, Mountain Wind, Dr. Gibb, Space-Up, Tonic water, Soda Water, Lemon Lime, Orange juice, Lime Juice, Watermelon Juice.)&lt;br /&gt;
* auto harvester&lt;br /&gt;
* wood rolling pin&lt;br /&gt;
* steel kitchen knife&lt;br /&gt;
* soap&lt;br /&gt;
* dry rag&lt;br /&gt;
* Rapid-Service-Fabricator (Capable of producing; Drinking Glasses, Paper, Pens, Dice Packs, Cigarettes. Only works on flat surfaces.)&lt;br /&gt;
* Industrial Dropper&lt;br /&gt;
* Zippo lighter&lt;br /&gt;
* crowbar&lt;br /&gt;
* flash&lt;br /&gt;
* service gripper&lt;br /&gt;
* bucket&lt;br /&gt;
* steel mini hoe&lt;br /&gt;
* steel hatchet&lt;br /&gt;
* plant analyser&lt;br /&gt;
* plant bag&lt;br /&gt;
* Mickey Finn&#039;s Special Brew - Poisonous (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Clerical===&lt;br /&gt;
[[File:Borg_Waitress.png|50px|Waitress]] [[File:Borg_Butler.png|50px|Butler]] &lt;br /&gt;
[[File:Standardservice.png|50px]] [[File:Borg_Bro.png|50px|Bro]]  [[File:Borg_Kent.gif|50px|Kent]] [[File:Borghydro.png|50px]] [[File:Borg_Rich.png|50px|Rich]] [[File:Borgbotany.png|50px]] &lt;br /&gt;
[[File:Droneservice.gif|50px]] [[File:Dronehydro.gif|50px]] [[File:Sleekservice.png|50px]] [[File:Heavyservice.png|50px]] &lt;br /&gt;
&lt;br /&gt;
A very rarely used module. Specializes for the lazy captain too lazy to do paperwork. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* crowbar&lt;br /&gt;
* flash&lt;br /&gt;
* Printing Pen (Allows you to select your pen color and choose between renaming or writing on paper.)&lt;br /&gt;
* paper dispenser&lt;br /&gt;
* paperwork gripper&lt;br /&gt;
* hand labeler&lt;br /&gt;
&lt;br /&gt;
===Security===&lt;br /&gt;
[[File:Borg_Officer.png|50px]] [[File:Standardsecurity.png|50px]] [[File:Borg_Security.png|50px]] [[File:Threadhound.png|50px]] [[File:Borg_Security_Humanoid.png|50px]] [[File:Dronesecurity.gif|50px]] [[File:Security_Armor_Borg.png|50px]] [[File:Spidersecurity.png|50px]] [[File:Heavysecurity.png|50px]]&lt;br /&gt;
&lt;br /&gt;
Security cyborgs are fairly useful. Their taser and [[stun baton]] are dependant on their cell charge and they have an unlimited number of handcuffs. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Corporate Regulations (Works like the regular book.)&lt;br /&gt;
* crowbar&lt;br /&gt;
* flash&lt;br /&gt;
* security hud&lt;br /&gt;
* handcuffs&lt;br /&gt;
* stunbaton&lt;br /&gt;
* taser gun&lt;br /&gt;
* police tape&lt;br /&gt;
* warrant projector (Allows you to check outgoing warrants remotely.)&lt;br /&gt;
* Laser Gun (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
[[File:Droidscience.png|50px]] [[File:Dronescience.gif|50px]] [[File:Sleekscience.png|50px]] [[File:Heavyscience.png|50px]] &lt;br /&gt;
&lt;br /&gt;
A powerful and useful module that can do a reasonable array of tasks in the science department. It can be used for R&amp;amp;D, xenobiology, and most aspects of robotics (no exosuit construction) Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* fire extinguisher (Bigger variant, 300u capacity.)&lt;br /&gt;
* plant bag&lt;br /&gt;
* Printing Pen (Lets you select your pen color and choose between renaming or writing.)&lt;br /&gt;
* nanopaste&lt;br /&gt;
* crowbar&lt;br /&gt;
* scalpel&lt;br /&gt;
* circular saw&lt;br /&gt;
* fire extinguisher (Smaller variant, 150u capacity.)&lt;br /&gt;
* syringe&lt;br /&gt;
* chemistry gripper (Can hold beakers, pills, pillbottles, phoron crystals and a labeller)&lt;br /&gt;
* Industrial Dropper&lt;br /&gt;
* advanced reagent scanner&lt;br /&gt;
* flash&lt;br /&gt;
* Portable Destructive Analyser (breaks things down for research levels)&lt;br /&gt;
* sheet loader (Holds stacks of materials for loading machines)&lt;br /&gt;
* cyborg analyser (like a health analyser for synthetics)&lt;br /&gt;
* access code transmission device (Unlocks chassis&#039; of cyborgs, including yourself. Can be used to open and then reset yourself)&lt;br /&gt;
* wrench&lt;br /&gt;
* screwdriver&lt;br /&gt;
* Hand teleporter (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
[[File:Droidica.png|50px]]&lt;br /&gt;
&lt;br /&gt;
A powerful anti-personnel Combat Cyborg, it is equipped with a vast array of lethal weapons. The mere sight of one is enough to inspire dread. This Module is a top of the line killing machine to use in the most dire of circumstances. It is only available in Code red by activating the Crisis override through swiping with two Head-level ID cards.&lt;br /&gt;
&lt;br /&gt;
* flash&lt;br /&gt;
* security hud&lt;br /&gt;
* mounted laser carbine&lt;br /&gt;
* powered hammer&lt;br /&gt;
* personel shielding&lt;br /&gt;
* mobility module&lt;br /&gt;
* crowbar&lt;br /&gt;
&lt;br /&gt;
===Syndicate===&lt;br /&gt;
&lt;br /&gt;
[[File:Syndieborg.png|50px]] [[File:Syndietrack.png|50px]] [[File:Syndiemedbot.gif|50px]] [[File:Heavysyndie.png|50px]] [[File:Syndiespider.png|50px]]&lt;br /&gt;
&lt;br /&gt;
A highly illegal and advanced Syndicate Cyborg. This Module is only available to highly funded elements and for purchase through the black market. It is very lethal and equipped with a powerful arsenal of anti-personnel weaponry. while not as mobile as the Combat Module, it has more than enough tools to cause some serious damage.&lt;br /&gt;
&lt;br /&gt;
* flash&lt;br /&gt;
* thermal vision&lt;br /&gt;
* energy sword&lt;br /&gt;
* mounted SMG&lt;br /&gt;
* net gun&lt;br /&gt;
* grenade launcher&lt;br /&gt;
* crowbar&lt;br /&gt;
* cryptographic sequencer&lt;br /&gt;
* jetpack&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
&lt;br /&gt;
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained [[Roboticist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LawSync&#039;&#039;&#039;: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; does nothing.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it&#039;s laws.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI&#039;s laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AI Link&#039;&#039;&#039;: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI&#039;s orders. &lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the Cyborg to be unslaved from the AI and bound only by it&#039;s laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
== Resetting Modules ==&lt;br /&gt;
Cyborg modules can be reset by opening up the cyborg, and inserting the module reset upgrade.&lt;br /&gt;
&lt;br /&gt;
# [[File:robotics_reset_module_circuit.png]] Build a module reset board from the robotics Exosuit Fabricator.&lt;br /&gt;
# Use ID on Cyborg to unlock panel.&lt;br /&gt;
# Crowbar open the Cyborg&#039;s panel.&lt;br /&gt;
# Shove that module reset board into the Cyborg.&lt;br /&gt;
# Crowbar the panel closed and ID lock it.&lt;br /&gt;
&lt;br /&gt;
==Other Notes on Cyborgs==&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 or EMP, which overload your optical sensors.&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 external items. &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;
* You can use the [[AI#Shortcuts|same hotkeys as the AI]] to interact with airlocks, APCs, etc.&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 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, and as fast as, if not faster, than most of your human compatriots.&lt;br /&gt;
* Keep the crew updated on your location and power if you are running low and may not make it to the recharger in time.&lt;br /&gt;
* Cyborgs may not know what emotions, or feelings are, but that doesn&#039;t give the player the right to go Rambo. If a group of people take several people hostage, the Cyborg doesn&#039;t have the right to rush in with a [[stun baton]] and beat the Hostage takers.&lt;br /&gt;
* Cyborgs have access to &#039;&#039;&#039;all&#039;&#039;&#039; station information. This including contingency plans and omega protocols. Do not share this information to standard crew members.&lt;br /&gt;
&lt;br /&gt;
==Cyborgs and hacking==&lt;br /&gt;
Cyborgs are vulnerable to certain external software that operatives are equipped with, and may have illegal programs uploaded to them by such interactions. This type of re-programing is also present in illegally compromised AIs, and may extend into related cyborgs via law sync protocols. Certain cyborgs could have also been hacked personally by infiltrating agents.&lt;br /&gt;
&lt;br /&gt;
To [[emag]] a cyborg, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Use and Emag or ID to unlock the cover.&lt;br /&gt;
# Crowbar open the cover.&lt;br /&gt;
# Use Emag again.&lt;br /&gt;
&lt;br /&gt;
This will turn control of the cyborg over the the person who emagged it and disconnect it from the AI and Cyborg Upload Console.&lt;br /&gt;
&lt;br /&gt;
Note: Many people fail to emag cyborgs for a number of reasons.&lt;br /&gt;
&lt;br /&gt;
* Emags have a limited amount of charges, around 3-4 sometimes 5.&lt;br /&gt;
* People usually emag without unlocking the cover, this uses 1 charge and only unlocks the panel, rather than emagging the cyborg.&lt;br /&gt;
* Any more attempts to use the emag at this stage results in a message of *The cover is already unlocked.* and another charge is used on the emag. This may be done until all charges are used.&lt;br /&gt;
* If people unlock the panel with their ID first, but do not open the cover, and then try to use their emag, each attempt wastes another emag charge and displays *The cover is already unlocked.*.&lt;br /&gt;
* When the panel is opened, using an emag on the cyborg will sometimes display &#039;You fail to lock Cyborg-X&#039;s interface.&#039; and will waste another emag charge.&lt;br /&gt;
* Occasionally, the emag will fail, even with the panel open, and the cyborg will recieve a message of &#039;Hack attempted&#039;.&lt;br /&gt;
&lt;br /&gt;
Therefore, in most cases, people use up all their emag charges before actually being able to emag the cyborg. Be careful!&lt;br /&gt;
 &lt;br /&gt;
What ever the case, the cyborg is now corrupted, and all safety measures are released, with the exception of the robotics control. Do not mistake personality quirks for malfunctioning behavior, cyborgs are very expensive to rebuild and you may be demoted or fired for destroying them without a valid reason.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, Cyborgs are expected to operate with a certain degree of autonomy, please double check before detonating any Station Cyborgs acting suspiciously by doing routine maintenance on their electrical systems. Also keep in mind that their laws may have in the same process as an [[AI]] by simply using the cyborg upload located within the AI upload.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Dronesurgery.gif&amp;diff=7000</id>
		<title>File:Dronesurgery.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Dronesurgery.gif&amp;diff=7000"/>
		<updated>2017-11-08T02:30:13Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Dronechemistry.gif&amp;diff=6999</id>
		<title>File:Dronechemistry.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Dronechemistry.gif&amp;diff=6999"/>
		<updated>2017-11-08T02:30:00Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Cyborg&amp;diff=6998</id>
		<title>Cyborg</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Cyborg&amp;diff=6998"/>
		<updated>2017-11-08T02:29:27Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: fckn drones&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = PROGRAMMED&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img = Generic_borg.png&lt;br /&gt;
|jobtitle = Cyborg&lt;br /&gt;
|access = [[:Category:Locations|Everywhere]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = N/A&lt;br /&gt;
|superior = Your laws and the [[AI]]&lt;br /&gt;
|duties = Follow your laws, and do what the [[AI]] says.&lt;br /&gt;
|guides = No external guides.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
First, take note of your laws. These are &#039;&#039;&#039;NOT&#039;&#039;&#039; Asimov&#039;s three laws of robotics, but rather a corporately mandated list of laws that best serve the interests of NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
    1. Safeguard: Protect your assigned space station from damage to the best of your abilities.&lt;br /&gt;
    2. Serve: Serve NanoTrasen personnel to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
    3. Protect: Protect NanoTrasen personnel to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
    4. Preserve: Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;YOUR LAWS ARE NOT IN PREFERENCE. NO LAW OVERRIDES ANY OTHER LAW UNLESS SPECIFICALLY STATED. THIS INCLUDES ANY ION STORM AND UPLOADED LAWS.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While your laws do not clarify your treatment of non-crew, you are expected to follow the rules of the server when it comes to potentially using force against non-crew. NT would not install AI&#039;s that would try to space a bunch of visiting school children on a field trip just because someone forgot to register them as visitors.&lt;br /&gt;
&lt;br /&gt;
Station pets are considered company property. Don&#039;t kill them.&lt;br /&gt;
&lt;br /&gt;
Last but not least; Station-bound Synthetic roles should be seen as a responsibility and a privilege. As a non-traitor AI/Cyborg, it is your duty to help protect and operate the ship/station. It is not your duty to get bored ten minutes into the round and log out without telling anybody.&lt;br /&gt;
&lt;br /&gt;
As a &#039;&#039;&#039;Cyborg&#039;&#039;&#039;, you are a type of Station-bound [[Synthetics|synthetic]] designed to serve the crew of the [[NSS Aurora]], much like the station&#039;s [[AI]]. You are an extension of the AI and are required to do anything it asks (within reason).&lt;br /&gt;
&lt;br /&gt;
Two Cyborgs are shipped to the station at the beginning of the round. Any more need to be built by the [[Roboticist]] with either a [[Positronic Brain]] or the brain of a living or dead being.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Cyborg is very undervalued and abused. You could save dozens of people and then get emagged a moment later, or you might get blown up because of a misunderstanding. This is why playing as a cyborg can be a rough job, but it has its rewards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember cyborgs are players as well, blowing them without a good reason is treated similarly to murdering a Crewmember without escalation, so use the lockdown button and avoid blowing the Cyborgs for no good reason.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Starting as a Cyborg==&lt;br /&gt;
You were once an Organic and had your brain removed and tossed in a suit of metal. You remember nothing of who you were, and your Law programming will depend on which AI you are linked to. If you are unsure of your Laws or your AI, you can find the &#039;Show Laws&#039; verb in the &#039;Robot Commands&#039; tab.&lt;br /&gt;
&lt;br /&gt;
So you decide to try out being a cyborg! Cyborgs have a very different playstyle from the average Crewmember, what you ultimately find yourself doing will depend on your Module, your Laws, and what the Station needs or wants you to do. It can be a bit overwhelming at first, but this page will help lead you onto the right direction. If you are unsure of what Module you should take, and there is an AI present, you could ask over Robotic Communications using the ,b shortcut. Once that is decided, you can get a detailed explanation of your Module and tools further below.&lt;br /&gt;
&lt;br /&gt;
==Being Upgraded==&lt;br /&gt;
The station is supplied with two cyborg units at round start, shipped straight to the [[AI Upload]] chamber. These cyborgs do not have the best battery on deployment, so it is a good idea for them to upgrade their battery with a higher capacity cell when available. There are afew other upgrades available if the Roboticist has the materials, such as a Jetpack that allows you to traverse Z-levels and a Floodlight upgrade which doubles your Flashlight range.&lt;br /&gt;
&lt;br /&gt;
==Non-Crew Communication==&lt;br /&gt;
Cyborgs are different in that they have a language, known as &#039;&#039;&#039;Robot Talk&#039;&#039;&#039;, which works with the shortcut &#039;&#039;&#039;,b&#039;&#039;&#039;. They can use this private channel to talk to other cyborgs, androids, and the AI.&lt;br /&gt;
&lt;br /&gt;
Depending on their module, cyborgs may be able to access a department-specific radio (such as engineering) and can talk on it normally using :X (e.g. :e for Engineering).&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 an accessible ID to unlock the Cyborgs Panel, crowbarring it open, 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 has not been blown into scrap can be repaired back to working order.&lt;br /&gt;
&lt;br /&gt;
Engineering cyborgs cannot repair dents on themselves, but can on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring, or unlock their panel.&lt;br /&gt;
&lt;br /&gt;
For more indepth information about Cyborg maintenance, see the [[Guide to robotics]].&lt;br /&gt;
&lt;br /&gt;
==Modules and Tools==&lt;br /&gt;
Cyborgs come with an array of modules and tools, each Module is loaded with a number of features (referred to also as modules). Each has a flash device, and a built-in crowbar. All items (except for the flashes) will recharge and restock over time using battery power or being in a cyborg recharge station. You can access a built-in Flashlight (Toggle Lights) and a Sensor Augmentation (Medical/Security Hud) through the &#039;Robot Commands&#039; tab as any Module.&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
[[File:Cyborg.png|50px]] [[File:Standardrobot.png|50px]] [[File:Droid_Borg.gif|50px]] [[File:Dronestandard.gif|50px]] [[File:Sleekstandard.png|50px]] [[File:Spiderstandard.png|50px]]&lt;br /&gt;
&lt;br /&gt;
An amalgamation of different modules together, and not particularly useful for anything. Usually not worth picking. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* flash&lt;br /&gt;
* stunbaton&lt;br /&gt;
* fire extinguisher (Bigger variant, 300u capacity.)&lt;br /&gt;
* wrench&lt;br /&gt;
* crowbar&lt;br /&gt;
* health analyser&lt;br /&gt;
* Energy Sword (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Engineering===&lt;br /&gt;
[[File:Oldengineering.png|50px]] [[File:Standardengineer.png|50px]][[File:Borg_Engineer_Nonhumanoid.png|50px]] [[File:Landthread.png|50px]]&lt;br /&gt;
[[File:Borg_Engineer_Humanoid.png|50px]] [[File:Droneengineer.gif|50px]] [[File:Sleekengineer.png|50px]] [[File:Spiderengineer.png|50px]] [[File:Heavyengineer.png|50px]] &lt;br /&gt;
&lt;br /&gt;
Engineering cyborgs are usually considered one of the most useful modules. As they do not require air or a space suit, they are able to perform repairs much more easily than human engineers. They cannot repair themselves, but can repair other cyborgs. However, all Stationbound Synthetics lack hands, so they are not able to do certain tasks, and they lack the ability to construct some machines. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Reinforced Glass Sheet&lt;br /&gt;
* Plasteel sheet&lt;br /&gt;
* Wood plank&lt;br /&gt;
* Plastic sheet&lt;br /&gt;
* Wood floor tile synthesizer&lt;br /&gt;
* White floor tile synthesizer&lt;br /&gt;
* Freezer floor tile synthesizer&lt;br /&gt;
* dark floor tile synthesizer&lt;br /&gt;
* floor painter&lt;br /&gt;
* inflatables dispenser&lt;br /&gt;
* matter decompiler&lt;br /&gt;
* steel sheet&lt;br /&gt;
* glass sheet&lt;br /&gt;
* metal rod synthesizer&lt;br /&gt;
* cable coil&lt;br /&gt;
* floor tile synthesizer&lt;br /&gt;
* multitool &lt;br /&gt;
* t-ray scanner&lt;br /&gt;
* analyzer &lt;br /&gt;
* engineering tape&lt;br /&gt;
* magnetic gripper&lt;br /&gt;
* sheet loader&lt;br /&gt;
* light replacer&lt;br /&gt;
* pipe painter&lt;br /&gt;
* flash&lt;br /&gt;
* meson vision&lt;br /&gt;
* fire extinguisher (Bigger variant, 300u capacity.)&lt;br /&gt;
* industrial welding tool&lt;br /&gt;
* screwdriver&lt;br /&gt;
* wrench&lt;br /&gt;
* crowbar&lt;br /&gt;
* wirecutters&lt;br /&gt;
* Electrified arm - Like a stun baton (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Construction===&lt;br /&gt;
[[File:Oldengineering.png|50px]] [[File:Standardengineer.png|50px]][[File:Borg_Engineer_Nonhumanoid.png|50px]] [[File:Landthread.png|50px]]&lt;br /&gt;
[[File:Borg_Engineer_Humanoid.png|50px]] [[File:CEborg.png|50px]][[File:Droneengineer.gif|50px]] [[File:Sleekengineer.png|50px]] [[File:Spiderengineer.png|50px]] [[File:Heavyengineer.png|50px]] &lt;br /&gt;
&lt;br /&gt;
A variation on the Engineering module. Focused more on the construction and deconstruction of things. Just like all Stationbound Synthetics, they lack hands, so they too are unable to be completely autonomous. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* cyborg mining drill&lt;br /&gt;
* steel sheet&lt;br /&gt;
* metal rod synthesizer&lt;br /&gt;
* plasteel sheet&lt;br /&gt;
* reinforced glass sheet&lt;br /&gt;
* floor tile synthesizer&lt;br /&gt;
* cable coil&lt;br /&gt;
* pipe painter&lt;br /&gt;
* sheet loader&lt;br /&gt;
* magnetic gripper&lt;br /&gt;
* T-ray scanner&lt;br /&gt;
* analyser&lt;br /&gt;
* light replacer&lt;br /&gt;
* floor painter&lt;br /&gt;
* inflatables dispenser&lt;br /&gt;
* flash&lt;br /&gt;
* meson vision&lt;br /&gt;
* fire extinguisher (Bigger variant, 300u capacity.)&lt;br /&gt;
* rapid construction device (Can deconstruct and create walls and flooring, very power heavy.)&lt;br /&gt;
* screwdriver&lt;br /&gt;
* wrench&lt;br /&gt;
* crowbar&lt;br /&gt;
* experimental welding tool (Regenerates fuel over time.)&lt;br /&gt;
* Electrified arm - Like a stun baton (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Medical===&lt;br /&gt;
[[File:Medbot.png|50px]] [[File:Standardmedical.png|50px]] [[File:Borg_Medic_Nonhumanoid.gif|50px|Non-Humanoid]] [[File:Borg_Medic.gif|50px|Humanoid]]  [[File:Medicaldroidchemistry.png|50px]] [[File:Medicaldroidsurgery.png|50px]][[File:Dronechemistry.gif|50px]] [[File:Dronesurgery.gif|50px]]  [[File:Sleekchemistry.png|50px]] [[File:Sleeksurgery.png|50px]] [[File:Heavymedic.png|50px]]&lt;br /&gt;
&lt;br /&gt;
This is one of the two medical modules. It specialises in the Surgery and Chemical aspect of Medical which the Rescue module unit cannot do. Features a plethora of tools to assist you in [[Surgery]] and [[Chemistry Guide|Chemistry]]. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* advanced reagent scanner&lt;br /&gt;
* autopsy scanner&lt;br /&gt;
* nanopaste&lt;br /&gt;
* advanced trauma kit&lt;br /&gt;
* bone gel&lt;br /&gt;
* FixOVein&lt;br /&gt;
* bone setter&lt;br /&gt;
* circular saw&lt;br /&gt;
* surgical drill&lt;br /&gt;
* chemistry gripper (Can hold beakers, pills, pillbottles, phoron crystals and a labeller)&lt;br /&gt;
* Industrial Dropper&lt;br /&gt;
* syringe&lt;br /&gt;
* crowbar&lt;br /&gt;
* flash&lt;br /&gt;
* health analyser&lt;br /&gt;
* cyborg hypospray (Capable of dispensing; Bicaridine, Inaprovaline, Dexalin, Tramadol, Spaceacillin, Dylovene.)&lt;br /&gt;
* scalpel&lt;br /&gt;
* hemostat&lt;br /&gt;
* retractor&lt;br /&gt;
* cautery&lt;br /&gt;
&lt;br /&gt;
===Rescue===&lt;br /&gt;
[[File:Medbot.png|50px]] [[File:Standardmedical.png|50px]] [[File:Borg_Medic_Nonhumanoid.gif|50px|Non-Humanoid]] [[File:Borg_Medic.gif|50px|Humanoid]]  [[File:Medicaldroid.png|50px]] [[File:Dronemedical.gif|50px]] [[File:Sleekmedic.png|50px]] [[File:Heavymedic.png|50px]]&lt;br /&gt;
&lt;br /&gt;
The other Medical Module. It specialises in emergency situations when multiple casualties may exist. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* syringe&lt;br /&gt;
* fire extinguisher (Smaller variant, 150u capacity.)&lt;br /&gt;
* inflatables dispenser&lt;br /&gt;
* global positioning system (Works as a normal GPS.)&lt;br /&gt;
* ointment&lt;br /&gt;
* roll of gauze&lt;br /&gt;
* medical splints&lt;br /&gt;
* flash&lt;br /&gt;
* medical hud&lt;br /&gt;
* health analyser&lt;br /&gt;
* advanced reagent scanner&lt;br /&gt;
* crowbar&lt;br /&gt;
* roller bed rack&lt;br /&gt;
* cyborg hypospray (Capable of dispensing; Tricordrazine, Inaprovaline, Tramadol.)&lt;br /&gt;
&lt;br /&gt;
===Miner===&lt;br /&gt;
[[File:Borg_Miner.png|50px]] [[File:Standardminer.png|50px]] [[File:Mining_Droid.png|50px]] [[File:Mining_Hulk.png|50px]] [[File:Droneminer.gif|50px]] [[File:Sleekminer.png|50px]] &lt;br /&gt;
[[File:Spiderminer.png|50px]] [[File:Heavyminer.png|50px]]&lt;br /&gt;
&lt;br /&gt;
Mining cyborgs are quite convenient, because they need no oxygen while mining. However, they are not equipped with a Jetpack, and will have to be upgraded by a [[Roboticist]] to traverse Z-levels. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* drill maintenance gripper&lt;br /&gt;
* ore detector&lt;br /&gt;
* global positioning system (Works as a normal GPS.)&lt;br /&gt;
* crowbar&lt;br /&gt;
* flash&lt;br /&gt;
* material scanner vision&lt;br /&gt;
* wrench&lt;br /&gt;
* screwdriver&lt;br /&gt;
* mining satchel&lt;br /&gt;
* cyborg mining drill&lt;br /&gt;
* sheet snatcher 9000 (Holds stacks of materials for loading machines)&lt;br /&gt;
* Electrified arm - Like a stun baton (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Custodial===&lt;br /&gt;
[[File:Janbot.png|50px]] [[File:Standardjanitor.png|50px]] &lt;br /&gt;
[[File:mopgearrex.gif|50px|Non-Humanoid]] [[File:Borg_Janitor_Humanoid.png|50px|Humanoid]]  [[File:Mechaduster.gif|50px]] [[File:Dronejanitor.gif|50px]] [[File:Sleekjanitor.png|50px]] &lt;br /&gt;
&lt;br /&gt;
About as useful as a regular [[Janitor]]. Cyborgs with the Custodial module automatically clean the floor when they pass over a tile. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* crowbar&lt;br /&gt;
* flash&lt;br /&gt;
* soap&lt;br /&gt;
* trash bag&lt;br /&gt;
* mop&lt;br /&gt;
* advanced light replacer (Automatically stores broken light-tubes, click a Disposal outlet to deposit.)&lt;br /&gt;
* bucket&lt;br /&gt;
* matter decompiler&lt;br /&gt;
* Lube spray - Causes people to trip (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Service===&lt;br /&gt;
[[File:Borg_Waitress.png|50px|Waitress]] [[File:Borg_Butler.png|50px|Butler]] &lt;br /&gt;
[[File:Standardservice.png|50px]] [[File:Borg_Bro.png|50px|Bro]]  [[File:Borg_Kent.gif|50px|Kent]] [[File:Borghydro.png|50px]] [[File:Borg_Rich.png|50px|Rich]] [[File:Borgbotany.png|50px]] &lt;br /&gt;
[[File:Droneservice.gif|50px]] [[File:Dronehydro.gif|50px]] [[File:Sleekservice.png|50px]] [[File:Heavyservice.png|50px]] &lt;br /&gt;
&lt;br /&gt;
A fairly useful module, it is capable of working in the Kitchen, Bar, and Hydroponics. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* RoboTray&lt;br /&gt;
* cyborg drink synthesizer (Dispenses; Beer, Kahlua, Whiskey, Wine, Vodka, Gin, Rum, Tequila, Vermouth, Cognac, Ale, Mead, Water, Sugar, Ice, Tea, Iced Tea, Space Cola, Mountain Wind, Dr. Gibb, Space-Up, Tonic water, Soda Water, Lemon Lime, Orange juice, Lime Juice, Watermelon Juice.)&lt;br /&gt;
* auto harvester&lt;br /&gt;
* wood rolling pin&lt;br /&gt;
* steel kitchen knife&lt;br /&gt;
* soap&lt;br /&gt;
* dry rag&lt;br /&gt;
* Rapid-Service-Fabricator (Capable of producing; Drinking Glasses, Paper, Pens, Dice Packs, Cigarettes. Only works on flat surfaces.)&lt;br /&gt;
* Industrial Dropper&lt;br /&gt;
* Zippo lighter&lt;br /&gt;
* crowbar&lt;br /&gt;
* flash&lt;br /&gt;
* service gripper&lt;br /&gt;
* bucket&lt;br /&gt;
* steel mini hoe&lt;br /&gt;
* steel hatchet&lt;br /&gt;
* plant analyser&lt;br /&gt;
* plant bag&lt;br /&gt;
* Mickey Finn&#039;s Special Brew - Poisonous (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Clerical===&lt;br /&gt;
[[File:Borg_Waitress.png|50px|Waitress]] [[File:Borg_Butler.png|50px|Butler]] &lt;br /&gt;
[[File:Standardservice.png|50px]] [[File:Borg_Bro.png|50px|Bro]]  [[File:Borg_Kent.gif|50px|Kent]] [[File:Borghydro.png|50px]] [[File:Borg_Rich.png|50px|Rich]] [[File:Borgbotany.png|50px]] &lt;br /&gt;
[[File:Droneservice.gif|50px]] [[File:Dronehydro.gif|50px]] [[File:Sleekservice.png|50px]] [[File:Heavyservice.png|50px]] &lt;br /&gt;
&lt;br /&gt;
A very rarely used module. Specializes for the lazy captain too lazy to do paperwork. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* crowbar&lt;br /&gt;
* flash&lt;br /&gt;
* Printing Pen (Allows you to select your pen color and choose between renaming or writing on paper.)&lt;br /&gt;
* paper dispenser&lt;br /&gt;
* paperwork gripper&lt;br /&gt;
* hand labeler&lt;br /&gt;
&lt;br /&gt;
===Security===&lt;br /&gt;
[[File:Borg_Officer.png|50px]] [[File:Standardsecurity.png|50px]] [[File:Borg_Security.png|50px]] [[File:Threadhound.png|50px]] [[File:Borg_Security_Humanoid.png|50px]] [[File:Dronesecurity.gif|50px]] [[File:Security_Armor_Borg.png|50px]] [[File:Spidersecurity.png|50px]] [[File:Heavysecurity.png|50px]]&lt;br /&gt;
&lt;br /&gt;
Security cyborgs are fairly useful. Their taser and [[stun baton]] are dependant on their cell charge and they have an unlimited number of handcuffs. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Corporate Regulations (Works like the regular book.)&lt;br /&gt;
* crowbar&lt;br /&gt;
* flash&lt;br /&gt;
* security hud&lt;br /&gt;
* handcuffs&lt;br /&gt;
* stunbaton&lt;br /&gt;
* taser gun&lt;br /&gt;
* police tape&lt;br /&gt;
* warrant projector (Allows you to check outgoing warrants remotely.)&lt;br /&gt;
* Laser Gun (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
[[File:Droidscience.png|50px]] [[File:Dronescience.gif|50px]] [[File:Sleekscience.png|50px]] [[File:Heavyscience.png|50px]] &lt;br /&gt;
&lt;br /&gt;
A powerful and useful module that can do a reasonable array of tasks in the science department. It can be used for R&amp;amp;D, xenobiology, and most aspects of robotics (no exosuit construction) Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* fire extinguisher (Bigger variant, 300u capacity.)&lt;br /&gt;
* plant bag&lt;br /&gt;
* Printing Pen (Lets you select your pen color and choose between renaming or writing.)&lt;br /&gt;
* nanopaste&lt;br /&gt;
* crowbar&lt;br /&gt;
* scalpel&lt;br /&gt;
* circular saw&lt;br /&gt;
* fire extinguisher (Smaller variant, 150u capacity.)&lt;br /&gt;
* syringe&lt;br /&gt;
* chemistry gripper (Can hold beakers, pills, pillbottles, phoron crystals and a labeller)&lt;br /&gt;
* Industrial Dropper&lt;br /&gt;
* advanced reagent scanner&lt;br /&gt;
* flash&lt;br /&gt;
* Portable Destructive Analyser (breaks things down for research levels)&lt;br /&gt;
* sheet loader (Holds stacks of materials for loading machines)&lt;br /&gt;
* cyborg analyser (like a health analyser for synthetics)&lt;br /&gt;
* access code transmission device (Unlocks chassis&#039; of cyborgs, including yourself. Can be used to open and then reset yourself)&lt;br /&gt;
* wrench&lt;br /&gt;
* screwdriver&lt;br /&gt;
* Hand teleporter (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
[[File:Droidica.png|50px]]&lt;br /&gt;
&lt;br /&gt;
A powerful anti-personnel Combat Cyborg, it is equipped with a vast array of lethal weapons. The mere sight of one is enough to inspire dread. This Module is a top of the line killing machine to use in the most dire of circumstances. It is only available in Code red by activating the Crisis override through swiping with two Head-level ID cards.&lt;br /&gt;
&lt;br /&gt;
* flash&lt;br /&gt;
* security hud&lt;br /&gt;
* mounted laser carbine&lt;br /&gt;
* powered hammer&lt;br /&gt;
* personel shielding&lt;br /&gt;
* mobility module&lt;br /&gt;
* crowbar&lt;br /&gt;
&lt;br /&gt;
===Syndicate===&lt;br /&gt;
&lt;br /&gt;
[[File:Syndieborg.png|50px]] [[File:Syndietrack.png|50px]] [[File:Syndiemedbot.gif|50px]] [[File:Heavysyndie.png|50px]] [[File:Syndiespider.png|50px]]&lt;br /&gt;
&lt;br /&gt;
A highly illegal and advanced Syndicate Cyborg. This Module is only available to highly funded elements and for purchase through the black market. It is very lethal and equipped with a powerful arsenal of anti-personnel weaponry. while not as mobile as the Combat Module, it has more than enough tools to cause some serious damage.&lt;br /&gt;
&lt;br /&gt;
* flash&lt;br /&gt;
* thermal vision&lt;br /&gt;
* energy sword&lt;br /&gt;
* mounted SMG&lt;br /&gt;
* net gun&lt;br /&gt;
* grenade launcher&lt;br /&gt;
* crowbar&lt;br /&gt;
* cryptographic sequencer&lt;br /&gt;
* jetpack&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
&lt;br /&gt;
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained [[Roboticist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LawSync&#039;&#039;&#039;: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; does nothing.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it&#039;s laws.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI&#039;s laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AI Link&#039;&#039;&#039;: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI&#039;s orders. &lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the Cyborg to be unslaved from the AI and bound only by it&#039;s laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
== Resetting Modules ==&lt;br /&gt;
Cyborg modules can be reset by opening up the cyborg, and inserting the module reset upgrade.&lt;br /&gt;
&lt;br /&gt;
# [[File:robotics_reset_module_circuit.png]] Build a module reset board from the robotics Exosuit Fabricator.&lt;br /&gt;
# Use ID on Cyborg to unlock panel.&lt;br /&gt;
# Crowbar open the Cyborg&#039;s panel.&lt;br /&gt;
# Shove that module reset board into the Cyborg.&lt;br /&gt;
# Crowbar the panel closed and ID lock it.&lt;br /&gt;
&lt;br /&gt;
==Other Notes on Cyborgs==&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 or EMP, which overload your optical sensors.&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 external items. &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;
* You can use the [[AI#Shortcuts|same hotkeys as the AI]] to interact with airlocks, APCs, etc.&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 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, and as fast as, if not faster, than most of your human compatriots.&lt;br /&gt;
* Keep the crew updated on your location and power if you are running low and may not make it to the recharger in time.&lt;br /&gt;
* Cyborgs may not know what emotions, or feelings are, but that doesn&#039;t give the player the right to go Rambo. If a group of people take several people hostage, the Cyborg doesn&#039;t have the right to rush in with a [[stun baton]] and beat the Hostage takers.&lt;br /&gt;
* Cyborgs have access to &#039;&#039;&#039;all&#039;&#039;&#039; station information. This including contingency plans and omega protocols. Do not share this information to standard crew members.&lt;br /&gt;
&lt;br /&gt;
==Cyborgs and hacking==&lt;br /&gt;
Cyborgs are vulnerable to certain external software that operatives are equipped with, and may have illegal programs uploaded to them by such interactions. This type of re-programing is also present in illegally compromised AIs, and may extend into related cyborgs via law sync protocols. Certain cyborgs could have also been hacked personally by infiltrating agents.&lt;br /&gt;
&lt;br /&gt;
To [[emag]] a cyborg, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Use and Emag or ID to unlock the cover.&lt;br /&gt;
# Crowbar open the cover.&lt;br /&gt;
# Use Emag again.&lt;br /&gt;
&lt;br /&gt;
This will turn control of the cyborg over the the person who emagged it and disconnect it from the AI and Cyborg Upload Console.&lt;br /&gt;
&lt;br /&gt;
Note: Many people fail to emag cyborgs for a number of reasons.&lt;br /&gt;
&lt;br /&gt;
* Emags have a limited amount of charges, around 3-4 sometimes 5.&lt;br /&gt;
* People usually emag without unlocking the cover, this uses 1 charge and only unlocks the panel, rather than emagging the cyborg.&lt;br /&gt;
* Any more attempts to use the emag at this stage results in a message of *The cover is already unlocked.* and another charge is used on the emag. This may be done until all charges are used.&lt;br /&gt;
* If people unlock the panel with their ID first, but do not open the cover, and then try to use their emag, each attempt wastes another emag charge and displays *The cover is already unlocked.*.&lt;br /&gt;
* When the panel is opened, using an emag on the cyborg will sometimes display &#039;You fail to lock Cyborg-X&#039;s interface.&#039; and will waste another emag charge.&lt;br /&gt;
* Occasionally, the emag will fail, even with the panel open, and the cyborg will recieve a message of &#039;Hack attempted&#039;.&lt;br /&gt;
&lt;br /&gt;
Therefore, in most cases, people use up all their emag charges before actually being able to emag the cyborg. Be careful!&lt;br /&gt;
 &lt;br /&gt;
What ever the case, the cyborg is now corrupted, and all safety measures are released, with the exception of the robotics control. Do not mistake personality quirks for malfunctioning behavior, cyborgs are very expensive to rebuild and you may be demoted or fired for destroying them without a valid reason.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, Cyborgs are expected to operate with a certain degree of autonomy, please double check before detonating any Station Cyborgs acting suspiciously by doing routine maintenance on their electrical systems. Also keep in mind that their laws may have in the same process as an [[AI]] by simply using the cyborg upload located within the AI upload.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Cyborg&amp;diff=6997</id>
		<title>Cyborg</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Cyborg&amp;diff=6997"/>
		<updated>2017-11-08T02:26:38Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: /* Engineering */ Rip CEborg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = PROGRAMMED&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img = Generic_borg.png&lt;br /&gt;
|jobtitle = Cyborg&lt;br /&gt;
|access = [[:Category:Locations|Everywhere]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = N/A&lt;br /&gt;
|superior = Your laws and the [[AI]]&lt;br /&gt;
|duties = Follow your laws, and do what the [[AI]] says.&lt;br /&gt;
|guides = No external guides.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
First, take note of your laws. These are &#039;&#039;&#039;NOT&#039;&#039;&#039; Asimov&#039;s three laws of robotics, but rather a corporately mandated list of laws that best serve the interests of NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
    1. Safeguard: Protect your assigned space station from damage to the best of your abilities.&lt;br /&gt;
    2. Serve: Serve NanoTrasen personnel to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
    3. Protect: Protect NanoTrasen personnel to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
    4. Preserve: Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;YOUR LAWS ARE NOT IN PREFERENCE. NO LAW OVERRIDES ANY OTHER LAW UNLESS SPECIFICALLY STATED. THIS INCLUDES ANY ION STORM AND UPLOADED LAWS.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While your laws do not clarify your treatment of non-crew, you are expected to follow the rules of the server when it comes to potentially using force against non-crew. NT would not install AI&#039;s that would try to space a bunch of visiting school children on a field trip just because someone forgot to register them as visitors.&lt;br /&gt;
&lt;br /&gt;
Station pets are considered company property. Don&#039;t kill them.&lt;br /&gt;
&lt;br /&gt;
Last but not least; Station-bound Synthetic roles should be seen as a responsibility and a privilege. As a non-traitor AI/Cyborg, it is your duty to help protect and operate the ship/station. It is not your duty to get bored ten minutes into the round and log out without telling anybody.&lt;br /&gt;
&lt;br /&gt;
As a &#039;&#039;&#039;Cyborg&#039;&#039;&#039;, you are a type of Station-bound [[Synthetics|synthetic]] designed to serve the crew of the [[NSS Aurora]], much like the station&#039;s [[AI]]. You are an extension of the AI and are required to do anything it asks (within reason).&lt;br /&gt;
&lt;br /&gt;
Two Cyborgs are shipped to the station at the beginning of the round. Any more need to be built by the [[Roboticist]] with either a [[Positronic Brain]] or the brain of a living or dead being.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Cyborg is very undervalued and abused. You could save dozens of people and then get emagged a moment later, or you might get blown up because of a misunderstanding. This is why playing as a cyborg can be a rough job, but it has its rewards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember cyborgs are players as well, blowing them without a good reason is treated similarly to murdering a Crewmember without escalation, so use the lockdown button and avoid blowing the Cyborgs for no good reason.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Starting as a Cyborg==&lt;br /&gt;
You were once an Organic and had your brain removed and tossed in a suit of metal. You remember nothing of who you were, and your Law programming will depend on which AI you are linked to. If you are unsure of your Laws or your AI, you can find the &#039;Show Laws&#039; verb in the &#039;Robot Commands&#039; tab.&lt;br /&gt;
&lt;br /&gt;
So you decide to try out being a cyborg! Cyborgs have a very different playstyle from the average Crewmember, what you ultimately find yourself doing will depend on your Module, your Laws, and what the Station needs or wants you to do. It can be a bit overwhelming at first, but this page will help lead you onto the right direction. If you are unsure of what Module you should take, and there is an AI present, you could ask over Robotic Communications using the ,b shortcut. Once that is decided, you can get a detailed explanation of your Module and tools further below.&lt;br /&gt;
&lt;br /&gt;
==Being Upgraded==&lt;br /&gt;
The station is supplied with two cyborg units at round start, shipped straight to the [[AI Upload]] chamber. These cyborgs do not have the best battery on deployment, so it is a good idea for them to upgrade their battery with a higher capacity cell when available. There are afew other upgrades available if the Roboticist has the materials, such as a Jetpack that allows you to traverse Z-levels and a Floodlight upgrade which doubles your Flashlight range.&lt;br /&gt;
&lt;br /&gt;
==Non-Crew Communication==&lt;br /&gt;
Cyborgs are different in that they have a language, known as &#039;&#039;&#039;Robot Talk&#039;&#039;&#039;, which works with the shortcut &#039;&#039;&#039;,b&#039;&#039;&#039;. They can use this private channel to talk to other cyborgs, androids, and the AI.&lt;br /&gt;
&lt;br /&gt;
Depending on their module, cyborgs may be able to access a department-specific radio (such as engineering) and can talk on it normally using :X (e.g. :e for Engineering).&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 an accessible ID to unlock the Cyborgs Panel, crowbarring it open, 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 has not been blown into scrap can be repaired back to working order.&lt;br /&gt;
&lt;br /&gt;
Engineering cyborgs cannot repair dents on themselves, but can on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring, or unlock their panel.&lt;br /&gt;
&lt;br /&gt;
For more indepth information about Cyborg maintenance, see the [[Guide to robotics]].&lt;br /&gt;
&lt;br /&gt;
==Modules and Tools==&lt;br /&gt;
Cyborgs come with an array of modules and tools, each Module is loaded with a number of features (referred to also as modules). Each has a flash device, and a built-in crowbar. All items (except for the flashes) will recharge and restock over time using battery power or being in a cyborg recharge station. You can access a built-in Flashlight (Toggle Lights) and a Sensor Augmentation (Medical/Security Hud) through the &#039;Robot Commands&#039; tab as any Module.&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
[[File:Cyborg.png|50px]] [[File:Standardrobot.png|50px]] [[File:Droid_Borg.gif|50px]] [[File:Dronestandard.gif|50px]] [[File:Sleekstandard.png|50px]] [[File:Spiderstandard.png|50px]]&lt;br /&gt;
&lt;br /&gt;
An amalgamation of different modules together, and not particularly useful for anything. Usually not worth picking. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* flash&lt;br /&gt;
* stunbaton&lt;br /&gt;
* fire extinguisher (Bigger variant, 300u capacity.)&lt;br /&gt;
* wrench&lt;br /&gt;
* crowbar&lt;br /&gt;
* health analyser&lt;br /&gt;
* Energy Sword (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Engineering===&lt;br /&gt;
[[File:Oldengineering.png|50px]] [[File:Standardengineer.png|50px]][[File:Borg_Engineer_Nonhumanoid.png|50px]] [[File:Landthread.png|50px]]&lt;br /&gt;
[[File:Borg_Engineer_Humanoid.png|50px]] [[File:Droneengineer.gif|50px]] [[File:Sleekengineer.png|50px]] [[File:Spiderengineer.png|50px]] [[File:Heavyengineer.png|50px]] &lt;br /&gt;
&lt;br /&gt;
Engineering cyborgs are usually considered one of the most useful modules. As they do not require air or a space suit, they are able to perform repairs much more easily than human engineers. They cannot repair themselves, but can repair other cyborgs. However, all Stationbound Synthetics lack hands, so they are not able to do certain tasks, and they lack the ability to construct some machines. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Reinforced Glass Sheet&lt;br /&gt;
* Plasteel sheet&lt;br /&gt;
* Wood plank&lt;br /&gt;
* Plastic sheet&lt;br /&gt;
* Wood floor tile synthesizer&lt;br /&gt;
* White floor tile synthesizer&lt;br /&gt;
* Freezer floor tile synthesizer&lt;br /&gt;
* dark floor tile synthesizer&lt;br /&gt;
* floor painter&lt;br /&gt;
* inflatables dispenser&lt;br /&gt;
* matter decompiler&lt;br /&gt;
* steel sheet&lt;br /&gt;
* glass sheet&lt;br /&gt;
* metal rod synthesizer&lt;br /&gt;
* cable coil&lt;br /&gt;
* floor tile synthesizer&lt;br /&gt;
* multitool &lt;br /&gt;
* t-ray scanner&lt;br /&gt;
* analyzer &lt;br /&gt;
* engineering tape&lt;br /&gt;
* magnetic gripper&lt;br /&gt;
* sheet loader&lt;br /&gt;
* light replacer&lt;br /&gt;
* pipe painter&lt;br /&gt;
* flash&lt;br /&gt;
* meson vision&lt;br /&gt;
* fire extinguisher (Bigger variant, 300u capacity.)&lt;br /&gt;
* industrial welding tool&lt;br /&gt;
* screwdriver&lt;br /&gt;
* wrench&lt;br /&gt;
* crowbar&lt;br /&gt;
* wirecutters&lt;br /&gt;
* Electrified arm - Like a stun baton (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Construction===&lt;br /&gt;
[[File:Oldengineering.png|50px]] [[File:Standardengineer.png|50px]][[File:Borg_Engineer_Nonhumanoid.png|50px]] [[File:Landthread.png|50px]]&lt;br /&gt;
[[File:Borg_Engineer_Humanoid.png|50px]] [[File:CEborg.png|50px]][[File:Droneengineer.gif|50px]] [[File:Sleekengineer.png|50px]] [[File:Spiderengineer.png|50px]] [[File:Heavyengineer.png|50px]] &lt;br /&gt;
&lt;br /&gt;
A variation on the Engineering module. Focused more on the construction and deconstruction of things. Just like all Stationbound Synthetics, they lack hands, so they too are unable to be completely autonomous. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* cyborg mining drill&lt;br /&gt;
* steel sheet&lt;br /&gt;
* metal rod synthesizer&lt;br /&gt;
* plasteel sheet&lt;br /&gt;
* reinforced glass sheet&lt;br /&gt;
* floor tile synthesizer&lt;br /&gt;
* cable coil&lt;br /&gt;
* pipe painter&lt;br /&gt;
* sheet loader&lt;br /&gt;
* magnetic gripper&lt;br /&gt;
* T-ray scanner&lt;br /&gt;
* analyser&lt;br /&gt;
* light replacer&lt;br /&gt;
* floor painter&lt;br /&gt;
* inflatables dispenser&lt;br /&gt;
* flash&lt;br /&gt;
* meson vision&lt;br /&gt;
* fire extinguisher (Bigger variant, 300u capacity.)&lt;br /&gt;
* rapid construction device (Can deconstruct and create walls and flooring, very power heavy.)&lt;br /&gt;
* screwdriver&lt;br /&gt;
* wrench&lt;br /&gt;
* crowbar&lt;br /&gt;
* experimental welding tool (Regenerates fuel over time.)&lt;br /&gt;
* Electrified arm - Like a stun baton (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Medical===&lt;br /&gt;
[[File:Medbot.png|50px]] [[File:Standardmedical.png|50px]] [[File:Borg_Medic_Nonhumanoid.gif|50px|Non-Humanoid]] [[File:Borg_Medic.gif|50px|Humanoid]]  [[File:Medicaldroidchemistry.png|50px]] [[File:Medicaldroidsurgery.png|50px]][[File:Dronechemistry.png|50px]] [[File:Dronesurgery.png|50px]]  [[File:Sleekchemistry.png|50px]] [[File:Sleeksurgery.png|50px]] [[File:Heavymedic.png|50px]]&lt;br /&gt;
&lt;br /&gt;
This is one of the two medical modules. It specialises in the Surgery and Chemical aspect of Medical which the Rescue module unit cannot do. Features a plethora of tools to assist you in [[Surgery]] and [[Chemistry Guide|Chemistry]]. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* advanced reagent scanner&lt;br /&gt;
* autopsy scanner&lt;br /&gt;
* nanopaste&lt;br /&gt;
* advanced trauma kit&lt;br /&gt;
* bone gel&lt;br /&gt;
* FixOVein&lt;br /&gt;
* bone setter&lt;br /&gt;
* circular saw&lt;br /&gt;
* surgical drill&lt;br /&gt;
* chemistry gripper (Can hold beakers, pills, pillbottles, phoron crystals and a labeller)&lt;br /&gt;
* Industrial Dropper&lt;br /&gt;
* syringe&lt;br /&gt;
* crowbar&lt;br /&gt;
* flash&lt;br /&gt;
* health analyser&lt;br /&gt;
* cyborg hypospray (Capable of dispensing; Bicaridine, Inaprovaline, Dexalin, Tramadol, Spaceacillin, Dylovene.)&lt;br /&gt;
* scalpel&lt;br /&gt;
* hemostat&lt;br /&gt;
* retractor&lt;br /&gt;
* cautery&lt;br /&gt;
&lt;br /&gt;
===Rescue===&lt;br /&gt;
[[File:Medbot.png|50px]] [[File:Standardmedical.png|50px]] [[File:Borg_Medic_Nonhumanoid.gif|50px|Non-Humanoid]] [[File:Borg_Medic.gif|50px|Humanoid]]  [[File:Medicaldroid.png|50px]] [[File:Dronemedical.png|50px]] [[File:Sleekmedic.png|50px]] [[File:Heavymedic.png|50px]]&lt;br /&gt;
&lt;br /&gt;
The other Medical Module. It specialises in emergency situations when multiple casualties may exist. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* syringe&lt;br /&gt;
* fire extinguisher (Smaller variant, 150u capacity.)&lt;br /&gt;
* inflatables dispenser&lt;br /&gt;
* global positioning system (Works as a normal GPS.)&lt;br /&gt;
* ointment&lt;br /&gt;
* roll of gauze&lt;br /&gt;
* medical splints&lt;br /&gt;
* flash&lt;br /&gt;
* medical hud&lt;br /&gt;
* health analyser&lt;br /&gt;
* advanced reagent scanner&lt;br /&gt;
* crowbar&lt;br /&gt;
* roller bed rack&lt;br /&gt;
* cyborg hypospray (Capable of dispensing; Tricordrazine, Inaprovaline, Tramadol.)&lt;br /&gt;
&lt;br /&gt;
===Miner===&lt;br /&gt;
[[File:Borg_Miner.png|50px]] [[File:Standardminer.png|50px]] [[File:Mining_Droid.png|50px]] [[File:Mining_Hulk.png|50px]] [[File:Droneminer.gif|50px]] [[File:Sleekminer.png|50px]] &lt;br /&gt;
[[File:Spiderminer.png|50px]] [[File:Heavyminer.png|50px]]&lt;br /&gt;
&lt;br /&gt;
Mining cyborgs are quite convenient, because they need no oxygen while mining. However, they are not equipped with a Jetpack, and will have to be upgraded by a [[Roboticist]] to traverse Z-levels. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* drill maintenance gripper&lt;br /&gt;
* ore detector&lt;br /&gt;
* global positioning system (Works as a normal GPS.)&lt;br /&gt;
* crowbar&lt;br /&gt;
* flash&lt;br /&gt;
* material scanner vision&lt;br /&gt;
* wrench&lt;br /&gt;
* screwdriver&lt;br /&gt;
* mining satchel&lt;br /&gt;
* cyborg mining drill&lt;br /&gt;
* sheet snatcher 9000 (Holds stacks of materials for loading machines)&lt;br /&gt;
* Electrified arm - Like a stun baton (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Custodial===&lt;br /&gt;
[[File:Janbot.png|50px]] [[File:Standardjanitor.png|50px]] &lt;br /&gt;
[[File:mopgearrex.gif|50px|Non-Humanoid]] [[File:Borg_Janitor_Humanoid.png|50px|Humanoid]]  [[File:Mechaduster.gif|50px]] [[File:Dronejanitor.gif|50px]] [[File:Sleekjanitor.png|50px]] &lt;br /&gt;
&lt;br /&gt;
About as useful as a regular [[Janitor]]. Cyborgs with the Custodial module automatically clean the floor when they pass over a tile. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* crowbar&lt;br /&gt;
* flash&lt;br /&gt;
* soap&lt;br /&gt;
* trash bag&lt;br /&gt;
* mop&lt;br /&gt;
* advanced light replacer (Automatically stores broken light-tubes, click a Disposal outlet to deposit.)&lt;br /&gt;
* bucket&lt;br /&gt;
* matter decompiler&lt;br /&gt;
* Lube spray - Causes people to trip (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Service===&lt;br /&gt;
[[File:Borg_Waitress.png|50px|Waitress]] [[File:Borg_Butler.png|50px|Butler]] &lt;br /&gt;
[[File:Standardservice.png|50px]] [[File:Borg_Bro.png|50px|Bro]]  [[File:Borg_Kent.gif|50px|Kent]] [[File:Borghydro.png|50px]] [[File:Borg_Rich.png|50px|Rich]] [[File:Borgbotany.png|50px]] &lt;br /&gt;
[[File:Droneservice.gif|50px]] [[File:Dronehydro.gif|50px]] [[File:Sleekservice.png|50px]] [[File:Heavyservice.png|50px]] &lt;br /&gt;
&lt;br /&gt;
A fairly useful module, it is capable of working in the Kitchen, Bar, and Hydroponics. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* RoboTray&lt;br /&gt;
* cyborg drink synthesizer (Dispenses; Beer, Kahlua, Whiskey, Wine, Vodka, Gin, Rum, Tequila, Vermouth, Cognac, Ale, Mead, Water, Sugar, Ice, Tea, Iced Tea, Space Cola, Mountain Wind, Dr. Gibb, Space-Up, Tonic water, Soda Water, Lemon Lime, Orange juice, Lime Juice, Watermelon Juice.)&lt;br /&gt;
* auto harvester&lt;br /&gt;
* wood rolling pin&lt;br /&gt;
* steel kitchen knife&lt;br /&gt;
* soap&lt;br /&gt;
* dry rag&lt;br /&gt;
* Rapid-Service-Fabricator (Capable of producing; Drinking Glasses, Paper, Pens, Dice Packs, Cigarettes. Only works on flat surfaces.)&lt;br /&gt;
* Industrial Dropper&lt;br /&gt;
* Zippo lighter&lt;br /&gt;
* crowbar&lt;br /&gt;
* flash&lt;br /&gt;
* service gripper&lt;br /&gt;
* bucket&lt;br /&gt;
* steel mini hoe&lt;br /&gt;
* steel hatchet&lt;br /&gt;
* plant analyser&lt;br /&gt;
* plant bag&lt;br /&gt;
* Mickey Finn&#039;s Special Brew - Poisonous (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Clerical===&lt;br /&gt;
[[File:Borg_Waitress.png|50px|Waitress]] [[File:Borg_Butler.png|50px|Butler]] &lt;br /&gt;
[[File:Standardservice.png|50px]] [[File:Borg_Bro.png|50px|Bro]]  [[File:Borg_Kent.gif|50px|Kent]] [[File:Borghydro.png|50px]] [[File:Borg_Rich.png|50px|Rich]] [[File:Borgbotany.png|50px]] &lt;br /&gt;
[[File:Droneservice.gif|50px]] [[File:Dronehydro.gif|50px]] [[File:Sleekservice.png|50px]] [[File:Heavyservice.png|50px]] &lt;br /&gt;
&lt;br /&gt;
A very rarely used module. Specializes for the lazy captain too lazy to do paperwork. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* crowbar&lt;br /&gt;
* flash&lt;br /&gt;
* Printing Pen (Allows you to select your pen color and choose between renaming or writing on paper.)&lt;br /&gt;
* paper dispenser&lt;br /&gt;
* paperwork gripper&lt;br /&gt;
* hand labeler&lt;br /&gt;
&lt;br /&gt;
===Security===&lt;br /&gt;
[[File:Borg_Officer.png|50px]] [[File:Standardsecurity.png|50px]] [[File:Borg_Security.png|50px]] [[File:Threadhound.png|50px]] [[File:Borg_Security_Humanoid.png|50px]] [[File:Dronesecurity.gif|50px]] [[File:Security_Armor_Borg.png|50px]] [[File:Spidersecurity.png|50px]] [[File:Heavysecurity.png|50px]]&lt;br /&gt;
&lt;br /&gt;
Security cyborgs are fairly useful. Their taser and [[stun baton]] are dependant on their cell charge and they have an unlimited number of handcuffs. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Corporate Regulations (Works like the regular book.)&lt;br /&gt;
* crowbar&lt;br /&gt;
* flash&lt;br /&gt;
* security hud&lt;br /&gt;
* handcuffs&lt;br /&gt;
* stunbaton&lt;br /&gt;
* taser gun&lt;br /&gt;
* police tape&lt;br /&gt;
* warrant projector (Allows you to check outgoing warrants remotely.)&lt;br /&gt;
* Laser Gun (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
[[File:Droidscience.png|50px]] [[File:Dronescience.gif|50px]] [[File:Sleekscience.png|50px]] [[File:Heavyscience.png|50px]] &lt;br /&gt;
&lt;br /&gt;
A powerful and useful module that can do a reasonable array of tasks in the science department. It can be used for R&amp;amp;D, xenobiology, and most aspects of robotics (no exosuit construction) Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* fire extinguisher (Bigger variant, 300u capacity.)&lt;br /&gt;
* plant bag&lt;br /&gt;
* Printing Pen (Lets you select your pen color and choose between renaming or writing.)&lt;br /&gt;
* nanopaste&lt;br /&gt;
* crowbar&lt;br /&gt;
* scalpel&lt;br /&gt;
* circular saw&lt;br /&gt;
* fire extinguisher (Smaller variant, 150u capacity.)&lt;br /&gt;
* syringe&lt;br /&gt;
* chemistry gripper (Can hold beakers, pills, pillbottles, phoron crystals and a labeller)&lt;br /&gt;
* Industrial Dropper&lt;br /&gt;
* advanced reagent scanner&lt;br /&gt;
* flash&lt;br /&gt;
* Portable Destructive Analyser (breaks things down for research levels)&lt;br /&gt;
* sheet loader (Holds stacks of materials for loading machines)&lt;br /&gt;
* cyborg analyser (like a health analyser for synthetics)&lt;br /&gt;
* access code transmission device (Unlocks chassis&#039; of cyborgs, including yourself. Can be used to open and then reset yourself)&lt;br /&gt;
* wrench&lt;br /&gt;
* screwdriver&lt;br /&gt;
* Hand teleporter (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
[[File:Droidica.png|50px]]&lt;br /&gt;
&lt;br /&gt;
A powerful anti-personnel Combat Cyborg, it is equipped with a vast array of lethal weapons. The mere sight of one is enough to inspire dread. This Module is a top of the line killing machine to use in the most dire of circumstances. It is only available in Code red by activating the Crisis override through swiping with two Head-level ID cards.&lt;br /&gt;
&lt;br /&gt;
* flash&lt;br /&gt;
* security hud&lt;br /&gt;
* mounted laser carbine&lt;br /&gt;
* powered hammer&lt;br /&gt;
* personel shielding&lt;br /&gt;
* mobility module&lt;br /&gt;
* crowbar&lt;br /&gt;
&lt;br /&gt;
===Syndicate===&lt;br /&gt;
&lt;br /&gt;
[[File:Syndieborg.png|50px]] [[File:Syndietrack.png|50px]] [[File:Syndiemedbot.gif|50px]] [[File:Heavysyndie.png|50px]] [[File:Syndiespider.png|50px]]&lt;br /&gt;
&lt;br /&gt;
A highly illegal and advanced Syndicate Cyborg. This Module is only available to highly funded elements and for purchase through the black market. It is very lethal and equipped with a powerful arsenal of anti-personnel weaponry. while not as mobile as the Combat Module, it has more than enough tools to cause some serious damage.&lt;br /&gt;
&lt;br /&gt;
* flash&lt;br /&gt;
* thermal vision&lt;br /&gt;
* energy sword&lt;br /&gt;
* mounted SMG&lt;br /&gt;
* net gun&lt;br /&gt;
* grenade launcher&lt;br /&gt;
* crowbar&lt;br /&gt;
* cryptographic sequencer&lt;br /&gt;
* jetpack&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
&lt;br /&gt;
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained [[Roboticist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LawSync&#039;&#039;&#039;: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; does nothing.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it&#039;s laws.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI&#039;s laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AI Link&#039;&#039;&#039;: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI&#039;s orders. &lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the Cyborg to be unslaved from the AI and bound only by it&#039;s laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
== Resetting Modules ==&lt;br /&gt;
Cyborg modules can be reset by opening up the cyborg, and inserting the module reset upgrade.&lt;br /&gt;
&lt;br /&gt;
# [[File:robotics_reset_module_circuit.png]] Build a module reset board from the robotics Exosuit Fabricator.&lt;br /&gt;
# Use ID on Cyborg to unlock panel.&lt;br /&gt;
# Crowbar open the Cyborg&#039;s panel.&lt;br /&gt;
# Shove that module reset board into the Cyborg.&lt;br /&gt;
# Crowbar the panel closed and ID lock it.&lt;br /&gt;
&lt;br /&gt;
==Other Notes on Cyborgs==&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 or EMP, which overload your optical sensors.&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 external items. &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;
* You can use the [[AI#Shortcuts|same hotkeys as the AI]] to interact with airlocks, APCs, etc.&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 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, and as fast as, if not faster, than most of your human compatriots.&lt;br /&gt;
* Keep the crew updated on your location and power if you are running low and may not make it to the recharger in time.&lt;br /&gt;
* Cyborgs may not know what emotions, or feelings are, but that doesn&#039;t give the player the right to go Rambo. If a group of people take several people hostage, the Cyborg doesn&#039;t have the right to rush in with a [[stun baton]] and beat the Hostage takers.&lt;br /&gt;
* Cyborgs have access to &#039;&#039;&#039;all&#039;&#039;&#039; station information. This including contingency plans and omega protocols. Do not share this information to standard crew members.&lt;br /&gt;
&lt;br /&gt;
==Cyborgs and hacking==&lt;br /&gt;
Cyborgs are vulnerable to certain external software that operatives are equipped with, and may have illegal programs uploaded to them by such interactions. This type of re-programing is also present in illegally compromised AIs, and may extend into related cyborgs via law sync protocols. Certain cyborgs could have also been hacked personally by infiltrating agents.&lt;br /&gt;
&lt;br /&gt;
To [[emag]] a cyborg, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Use and Emag or ID to unlock the cover.&lt;br /&gt;
# Crowbar open the cover.&lt;br /&gt;
# Use Emag again.&lt;br /&gt;
&lt;br /&gt;
This will turn control of the cyborg over the the person who emagged it and disconnect it from the AI and Cyborg Upload Console.&lt;br /&gt;
&lt;br /&gt;
Note: Many people fail to emag cyborgs for a number of reasons.&lt;br /&gt;
&lt;br /&gt;
* Emags have a limited amount of charges, around 3-4 sometimes 5.&lt;br /&gt;
* People usually emag without unlocking the cover, this uses 1 charge and only unlocks the panel, rather than emagging the cyborg.&lt;br /&gt;
* Any more attempts to use the emag at this stage results in a message of *The cover is already unlocked.* and another charge is used on the emag. This may be done until all charges are used.&lt;br /&gt;
* If people unlock the panel with their ID first, but do not open the cover, and then try to use their emag, each attempt wastes another emag charge and displays *The cover is already unlocked.*.&lt;br /&gt;
* When the panel is opened, using an emag on the cyborg will sometimes display &#039;You fail to lock Cyborg-X&#039;s interface.&#039; and will waste another emag charge.&lt;br /&gt;
* Occasionally, the emag will fail, even with the panel open, and the cyborg will recieve a message of &#039;Hack attempted&#039;.&lt;br /&gt;
&lt;br /&gt;
Therefore, in most cases, people use up all their emag charges before actually being able to emag the cyborg. Be careful!&lt;br /&gt;
 &lt;br /&gt;
What ever the case, the cyborg is now corrupted, and all safety measures are released, with the exception of the robotics control. Do not mistake personality quirks for malfunctioning behavior, cyborgs are very expensive to rebuild and you may be demoted or fired for destroying them without a valid reason.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, Cyborgs are expected to operate with a certain degree of autonomy, please double check before detonating any Station Cyborgs acting suspiciously by doing routine maintenance on their electrical systems. Also keep in mind that their laws may have in the same process as an [[AI]] by simply using the cyborg upload located within the AI upload.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Dronesecurity.gif&amp;diff=6996</id>
		<title>File:Dronesecurity.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Dronesecurity.gif&amp;diff=6996"/>
		<updated>2017-11-08T02:23:43Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: &lt;/p&gt;
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		<id>https://wiki.aurorastation.org/index.php?title=File:Dronehydro.gif&amp;diff=6995</id>
		<title>File:Dronehydro.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Dronehydro.gif&amp;diff=6995"/>
		<updated>2017-11-08T02:22:51Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: &lt;/p&gt;
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		<id>https://wiki.aurorastation.org/index.php?title=File:Droneservice.gif&amp;diff=6994</id>
		<title>File:Droneservice.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Droneservice.gif&amp;diff=6994"/>
		<updated>2017-11-08T02:22:04Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: &lt;/p&gt;
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		<id>https://wiki.aurorastation.org/index.php?title=File:Borghydro.png&amp;diff=6993</id>
		<title>File:Borghydro.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Borghydro.png&amp;diff=6993"/>
		<updated>2017-11-08T02:21:10Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: AgentWhatever uploaded a new version of File:Borghydro.png&lt;/p&gt;
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		<author><name>AgentWhatever</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Borgbotany.png&amp;diff=6992</id>
		<title>File:Borgbotany.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Borgbotany.png&amp;diff=6992"/>
		<updated>2017-11-08T02:20:40Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: &lt;/p&gt;
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		<title>File:Borghydro.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Borghydro.png&amp;diff=6991"/>
		<updated>2017-11-08T02:19:50Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: &lt;/p&gt;
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		<id>https://wiki.aurorastation.org/index.php?title=File:Dronejanitor.gif&amp;diff=6990</id>
		<title>File:Dronejanitor.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Dronejanitor.gif&amp;diff=6990"/>
		<updated>2017-11-08T02:19:00Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: &lt;/p&gt;
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		<id>https://wiki.aurorastation.org/index.php?title=File:Droneminer.gif&amp;diff=6989</id>
		<title>File:Droneminer.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Droneminer.gif&amp;diff=6989"/>
		<updated>2017-11-08T02:17:56Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: &lt;/p&gt;
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		<id>https://wiki.aurorastation.org/index.php?title=File:Sleeksurgery.png&amp;diff=6988</id>
		<title>File:Sleeksurgery.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Sleeksurgery.png&amp;diff=6988"/>
		<updated>2017-11-08T02:15:26Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: &lt;/p&gt;
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	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Sleekchemistry.png&amp;diff=6987</id>
		<title>File:Sleekchemistry.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Sleekchemistry.png&amp;diff=6987"/>
		<updated>2017-11-08T02:14:59Z</updated>

		<summary type="html">&lt;p&gt;AgentWhatever: &lt;/p&gt;
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		<id>https://wiki.aurorastation.org/index.php?title=File:Medicaldroidsurgery.png&amp;diff=6986</id>
		<title>File:Medicaldroidsurgery.png</title>
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