<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.aurorastation.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=AllyBearsley</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=AllyBearsley"/>
	<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php/Special:Contributions/AllyBearsley"/>
	<updated>2026-04-15T15:28:06Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.45.3</generator>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=8372</id>
		<title>User:AllyBearsley</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=8372"/>
		<updated>2018-03-09T15:54:04Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: My &amp;quot;farewell&amp;quot; and removing the WIP stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is on vacation. Might return to finish what he started or not. Time will tell.&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=8371</id>
		<title>User:AllyBearsley</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=8371"/>
		<updated>2018-03-09T15:53:38Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is on vacation. Might return to finish what he started or not. Time will tell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
WIP FOR FRONTIER PAGE&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!---{{WIP|assign = AllyBearsley}}.---&amp;gt;&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Frontiersman&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Frontiersfolk410x320.png&lt;br /&gt;
 |System = Varied&lt;br /&gt;
 |World  = Varied&lt;br /&gt;
 |Language = Freespeak/Tradeband&lt;br /&gt;
 |Politic = Frontier Confederation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Coalition of Colonies was on the decline well before it truly fell in 2452. This gave a stark rise to piracy and general lawlessness in the Frontier. However, some planets still remained connected in an effort to protect their borders. For six long years they worked tirelessly to keep each other safe, pooling vast amounts of manpower and resources together. Finally in 2458 the Alliance saw its borders safe. These planets saw the need for continued cooperation to keep themselves protected. &lt;br /&gt;
=== Population ===&lt;br /&gt;
Due to the ever changing nature of the Frontier Alliance, an exact population is hard to pin down. However, estimates put the number currently somewhere around 2,500,000,000 people currently protected by the Frontier Alliance Defense Pact.&lt;br /&gt;
== Government ==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Overall:&#039;&#039;&#039; Defense and Trade Alliance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System by System:&#039;&#039;&#039; Varries dramatically. From Republics to Monarchies to Communist Parties.&lt;br /&gt;
However the systems agree to have Representatives meet on the unofficial Capital, Xanu Prime. Some systems have representatives for both military and civilian sectors, others have joint reps. Some systems elect these representatives, others have competitions, while some yet give the job to the person who can speak the clearest. &lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance does not care how each system governs themselves. They only ask that each system respect one another and honor the pacts during the time of a crisis. &lt;br /&gt;
&lt;br /&gt;
=== Xanu Prime ===&lt;br /&gt;
&lt;br /&gt;
Effectively the &#039;hub&#039; of the Frontier Alliance. Xanu Prime is one of the most populated and wealthiest planets in the Frontier. The many representives and officers of the Alliance meet on Xanu Prime to discuss new treaties and strategies to protect their section of the galaxy. It is the homeworld of Chief Representative, Carter Han, and the site of a major victory against piracy.&lt;br /&gt;
&lt;br /&gt;
=== Relationship with Freedom ===&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance has strong ties with the Free Frontier Association group of the Freedom party. However, the Frontier Alliance itself does not condone any radical actions against other governmental bodies, even the Sol Alliance. Freedom party members found committing violent acts in the name of the Frontier Alliance are labelled traitors to the Alliance. Still the Alliance suffers criticism for alleged funding of Freedom extremists and its lax investigation into Freedom activity.&lt;br /&gt;
&lt;br /&gt;
== Frontier Alliance Military ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance Military is unlike most militaries in the galaxy. For the most part it resembles a backwoods militia of people without uniform using outdated weaponry to defend their homes. However, in an attempt to have the galaxy take the Frontier Alliance more seriously, the Chief Representative has pushed forward the notion of a uniformed military. This idea has been rejected. Alliance forces are too varied and many planets provide their own uniforms, even if they are simple as similarly coloured shirts and matching armour types. The Chief Representatives then pushed for a standard emblem to be accepted. This is still being worked on.&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance&#039;s military fights a defensive game for the most part and only engage offensively if they know they have overwhelming numbers. They are not equipped with the most advanced ships or the best weaponry. However, they are able to mass produce weapons, armor, and starships in staggering quantities. They have access to combat RIGs and combat Exosuits but in small quantities. It is not uncommon for Frontier Alliance soldiers to retrofit Industrial Rigs and Ripley APLUs for combat. &lt;br /&gt;
&lt;br /&gt;
If a force were to attack a single Alliance planet, it is deemed as a threat to the Alliance as a whole. This is the current nature of the defense pacts. This has led to complications where single planets in the Alliance has picked fights with other non-Alliance planets, so the Alliance planet can win a war due to the aid of others who are forced. The wording of the defensive pacts are being worked on to disallow such actions to be taken.&lt;br /&gt;
&lt;br /&gt;
=== Technological Supplier ===&lt;br /&gt;
&lt;br /&gt;
The Techno-Conglomerate provides most of the tech used by the Alliance, especially its military. The Techno conglomerate keeps its own force known as &amp;quot;The Thunder Legion&amp;quot;. This forces is very well equipped. It is believed these soldiers could easily match a standard Sol Marine detachment. It is commonly believed that Legion Soldiers receive genetic modifications, but the Techno-Conglomerate refused to comment on such allegations.&lt;br /&gt;
&lt;br /&gt;
The Conglomerate is a flotilla of advanced ships whose community keeps itself together with a strong desire to understand the ever changing nature of technology in the universe and how to better incorporate that into humanity. They were driven from Sol to the Frontier for their beliefs in genetic/cybernetic augmentations. They are also supportive of Synthetic Life. They accept IPCs and other synthetics into their communities as equals. It is currently unknown if they are willing to aid synthetics in relocating from hostile locations into the Conglomerate Flotilla. Despite its close connection with the Frontier Alliance, the Conglomerate is very willing to trade with other galactic bodies, except for Dominia.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Varied, mostly low. Some worlds enjoy rather high qualities of living, while others are quite poor and have little access to modern tech or resources.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;Due to the nature of the Frontier, it is impossible to really divide ethnic groups properly. The Frontier holds a variety of humans from all groups. It comes down to individual systems or planets for which groups would be more prevalent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
== Sub Races ==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Coalition of Systems was founded to resist against perceived Sol Alliance oppression in the Frontier. They truly won their independence from Sol after the First Interstellar War. They suffered highs and lows until eventually collapsing in the year 2452, only two years after enacting the “Anti-Dominia Piracy Pact” was put into effect. With the Coalition pirates wen nearly uncontested and gain much ground in the Frontier.&lt;br /&gt;
&lt;br /&gt;
With the Coalition gone and pirates gaining more ground than ever, the Frontier became a rough place to live. Many systems once belonging to the Coalition fell. However, some resisted the pirates. Setting up blockades and working together to form safe trade routes. For six years these systems fought a defensive campaign against the pirates threatening their boarders. In 2458, these Allied Systems made a trade agreement with the Techno-Conglomerate, a trader and transhumanist organization, to get much necessary supplies as well as access to shipyards and weapon factories far more advanced than anything currently in the Allied System&#039;s space.&lt;br /&gt;
&lt;br /&gt;
With this more advanced technology the Allied Systems drove the pirates back from their corner of space. These systems then came together forming the Frontier Alliance with the primary goal to rid the Frontier of Piracy.   &lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance is a budding group. Truly an alliance of systems working together to defend one another from outside threats. They do not have a true form of centralized government or a standard form of government. Still Representatives from each system work together to keep their people safe. Toward the beginning of 2460 the Frontier Alliance struck a series of victories against the Pirate force, the Wrecked Kings, and liberated several key Telecommunication Hubs throughout the Frontier. This gave the Frontier Alliance ways to better communicate with its systems and at last a way to communicate with the galaxy at large.&lt;br /&gt;
&lt;br /&gt;
Currently the Frontier Alliance is acting on a &amp;quot;Live and Let Live&amp;quot; policy with the other galactic powers. They are still rebuilding from the collapse of the Coalition and understand causing issues with any of the existing powers, could prove fatal. Still that does not mean they are not willing to criticize the other powers.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Coalition_of_Colonies&amp;diff=8244</id>
		<title>Coalition of Colonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Coalition_of_Colonies&amp;diff=8244"/>
		<updated>2018-02-20T20:33:04Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign = AllyBearsley}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Frontiersman&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Frontiersfolk410x320.png&lt;br /&gt;
 |System = Varied&lt;br /&gt;
 |World  = Varied&lt;br /&gt;
 |Language = Freespeak/Tradeband&lt;br /&gt;
 |Politic = Frontier Confederation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Coalition of Colonies was on the decline well before it truly fell in 2452, giving rise to piracy and general lawlessness in the Frontier. Some planets, however, saw the need for continued cooperation and remained connected in an effort to protect their borders.For six long years they worked tirelessly to keep each other safe, pooling vast amounts of manpower and resources together. Finally, in 2458, the Alliance saw its borders safe. &lt;br /&gt;
=== Population ===&lt;br /&gt;
Due to the ever changing nature of the Frontier Alliance, an exact population is hard to pin down. Estimates, however, put the number somewhere around 2,500,000,000 people currently protected by the Frontier Alliance Defense Pact.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Overall:&#039;&#039;&#039; Defense and Trade Alliance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System by System:&#039;&#039;&#039; Varies dramatically, from republics to monarchies to communist parties, but the systems all agree to have representatives meet on the unofficial capital, Xanu Prime. Some systems have representatives for both military and civilian sectors, others have joint reps. Some systems elect these representatives, others have competitions, while some yet give the job to the person who can speak the clearest.&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance does not care how each system governs themselves, they only ask that each system respect one another and honor the pacts during the time of a crisis.&lt;br /&gt;
&lt;br /&gt;
=== Xanu Prime ===&lt;br /&gt;
&lt;br /&gt;
Effectively the &#039;hub&#039; of the Frontier Alliance, Xanu Prime is one of the most populated and wealthiest planets in the Frontier. The many representatives and officers of the Alliance meet on Xanu Prime to discuss new treaties and strategies to protect their section of the galaxy. It is the homeworld of Chief Representative, Carter Han, and the site of a major victory against piracy.&lt;br /&gt;
&lt;br /&gt;
=== Relationship with Freedom ===&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance has strong ties with the Free Frontier Association group of the Freedom party, but the Frontier Alliance itself does not condone any radical actions against other governmental bodies, even the Sol Alliance. Freedom party members found committing violent acts in the name of the Frontier Alliance are labelled traitors to the Alliance. Still, the Alliance suffers criticism for alleged funding of Freedom extremists and its lax investigation into Freedom activity.&lt;br /&gt;
&lt;br /&gt;
== Frontier Alliance Military ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance Military is unlike most militaries in the galaxy. For the most part it resembles a backwoods militia of people without uniform using outdated weaponry to defend their homes. In an attempt to have the galaxy take the Frontier Alliance more seriously, the Chief Representative has pushed forward the notion of a uniformed military. This idea has been rejected, as Alliance forces are too varied and many planets provide their own uniforms, even if they are as simple as similarly coloured shirts and matching armour types. The Chief Representative then pushed for a standard emblem to be accepted. This is still being worked on.&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance&#039;s military fights a defensive game for the most part and only engages offensively if they know they have overwhelming numbers. They are not equipped with the most advanced ships or the best weaponry, but they are able to mass produce weapons, armor, and starships in staggering quantities. They have access to small quantities of combat RIGs and combat exosuits, and it is not uncommon for Frontier Alliance soldiers to retrofit industrial RIGs and Ripley APLUs for combat.&lt;br /&gt;
&lt;br /&gt;
If a force were to attack a single Alliance planet, it is deemed as a threat to the Alliance as a whole. The current nature of the defense pacts has led to complications in which single planets within the Alliance have picked fights with other non-Alliance planets, forcing the aid of their allies in order to win a war. The wording of the defensive pacts are being revised to disallow such actions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Technological Supplier ===&lt;br /&gt;
&lt;br /&gt;
The Techno-Conglomerate provides most of the tech used by the Alliance, especially its military. The Techno Conglomerate keeps its own force known as &amp;quot;The Thunder Legion&amp;quot;. This force is very well equipped, and it is believed these soldiers could easily match a standard Sol Marine detachment. It is commonly believed that Legion soldiers receive genetic modifications, but the Techno-Conglomerate has refused to comment on such allegations.&lt;br /&gt;
&lt;br /&gt;
The Conglomerate is a flotilla of advanced ships whose community keeps itself together with a strong desire to understand the ever changing nature of technology in the universe and how to better incorporate it into humanity. They were driven from Sol to the Frontier for their beliefs in genetic and cybernetic augmentations. They are also supportive of synthetic life, and accept IPCs and other synthetics into their communities as equals. It is currently unknown if they are willing to aid synthetics in relocating from hostile locations into the Conglomerate Flotilla. Despite its close connection with the Frontier Alliance, the Conglomerate is very willing to trade with other galactic bodies, except for Dominia.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Varied, mostly low. Some worlds enjoy rather high qualities of living, while others are quite poor and have little access to modern tech or resources.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;Due to the nature of the Frontier, it is impossible to really divide ethnic groups properly. The Frontier holds a variety of humans from all groups. It comes down to individual systems or planets for which groups would be more prevalent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
== Sub Races ==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Coalition of Systems was founded to resist against perceived Sol Alliance oppression in the Frontier, and won their independence from Sol after the First Interstellar War. They suffered highs and lows until eventually collapsing in the year 2452, only two years after enacting the “Anti-Dominia Piracy Pact”. With the Coalition disbanded, pirates went nearly uncontested and gained much ground in the Frontier.&lt;br /&gt;
&lt;br /&gt;
With the Coalition gone and pirates gaining more ground than ever, the Frontier became a rough place to live. Many systems once belonging to the Coalition fell, but some resisted the pirates, setting up blockades and working together to form safe trade routes. For six years these systems fought a defensive campaign against the pirates threatening their borders. In 2458, the Allied Systems made a trade agreement with the Techno-Conglomerate, a trader and transhumanist organization, to get much needed supplies as well as access to shipyards and weapon factories far more advanced than anything currently in the Allied System&#039;s space.&lt;br /&gt;
&lt;br /&gt;
With this more advanced technology the Allied Systems drove the pirates back from their corner of space. These systems then came together and formed the Frontier Alliance, with the primary goal to rid the frontier of piracy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance is a budding group, an alliance of systems working together to defend one another from outside threats. They do not have a true form of centralized government, nor a standard form of government. Still, representatives from each system work together to keep their people safe. Toward the beginning of 2460, the Frontier Alliance struck a series of victories against the pirate force, the Wrecked Kings, and liberated several key telecommunication hubs throughout the Frontier. This gave the Frontier Alliance better ways to communicate with its systems and a way to communicate with the galaxy at large.&lt;br /&gt;
&lt;br /&gt;
Currently, the Frontier Alliance is acting on a &amp;quot;Live and Let Live&amp;quot; policy with the other galactic powers. They are still rebuilding from the collapse of the Coalition and understand causing issues with any of the existing powers could prove fatal. Still, that does not mean they are unwilling to criticize the other powers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Coalition_of_Colonies&amp;diff=8243</id>
		<title>Coalition of Colonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Coalition_of_Colonies&amp;diff=8243"/>
		<updated>2018-02-20T16:27:31Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign = AllyBearsley}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Frontiersman&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Frontiersfolk410x320.png&lt;br /&gt;
 |System = Varied&lt;br /&gt;
 |World  = Varied&lt;br /&gt;
 |Language = Freespeak/Tradeband&lt;br /&gt;
 |Politic = Frontier Confederation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Coalition of Colonies was on the decline well before it truly fell in 2452, giving rise to piracy and general lawlessness in the Frontier. Some planets, however, saw the need for continued cooperation and remained connected in an effort to protect their borders.For six long years they worked tirelessly to keep each other safe, pooling vast amounts of manpower and resources together. Finally, in 2458, the Alliance saw its borders safe. &lt;br /&gt;
=== Population ===&lt;br /&gt;
Due to the ever changing nature of the Frontier Alliance, an exact population is hard to pin down. Estimates, however, put the number somewhere around 2,500,000,000 people currently protected by the Frontier Alliance Defense Pact.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Overall:&#039;&#039;&#039; Defense and Trade Alliance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System by System:&#039;&#039;&#039; Varies dramatically, from republics to monarchies to communist parties, but the systems all agree to have representatives meet on the unofficial capitol, Xanu Prime. Some systems have representatives for both military and civilian sectors, others have joint reps. Some systems elect these representatives, others have competitions, while some yet give the job to the person who can speak the clearest.&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance does not care how each system governs themselves, they only ask that each system respect one another and honor the pacts during the time of a crisis.&lt;br /&gt;
&lt;br /&gt;
=== Xanu Prime ===&lt;br /&gt;
&lt;br /&gt;
Effectively the &#039;hub&#039; of the Frontier Alliance, Xanu Prime is one of the most populated and wealthiest planets in the Frontier. The many representatives and officers of the Alliance meet on Xanu Prime to discuss new treaties and strategies to protect their section of the galaxy. It is the homeworld of Chief Representative, Carter Han, and the site of a major victory against piracy.&lt;br /&gt;
&lt;br /&gt;
=== Relationship with Freedom ===&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance has strong ties with the Free Frontier Association group of the Freedom party, but the Frontier Alliance itself does not condone any radical actions against other governmental bodies, even the Sol Alliance. Freedom party members found committing violent acts in the name of the Frontier Alliance are labelled traitors to the Alliance. Still, the Alliance suffers criticism for alleged funding of Freedom extremists and its lax investigation into Freedom activity.&lt;br /&gt;
&lt;br /&gt;
== Frontier Alliance Military ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance Military is unlike most militaries in the galaxy. For the most part it resembles a backwoods militia of people without uniform using outdated weaponry to defend their homes. In an attempt to have the galaxy take the Frontier Alliance more seriously, the Chief Representative has pushed forward the notion of a uniformed military. This idea has been rejected, as Alliance forces are too varied and many planets provide their own uniforms, even if they are as simple as similarly coloured shirts and matching armour types. The Chief Representative then pushed for a standard emblem to be accepted. This is still being worked on.&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance&#039;s military fights a defensive game for the most part and only engages offensively if they know they have overwhelming numbers. They are not equipped with the most advanced ships or the best weaponry, but they are able to mass produce weapons, armor, and starships in staggering quantities. They have access to small quantities of combat RIGs and combat exosuits, and it is not uncommon for Frontier Alliance soldiers to retrofit industrial RIGs and Ripley APLUs for combat.&lt;br /&gt;
&lt;br /&gt;
If a force were to attack a single Alliance planet, it is deemed as a threat to the Alliance as a whole. The current nature of the defense pacts has led to complications in which single planets within the Alliance have picked fights with other non-Alliance planets, forcing the aid of their allies in order to win a war. The wording of the defensive pacts are being revised to disallow such actions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Technological Supplier ===&lt;br /&gt;
&lt;br /&gt;
The Techno-Conglomerate provides most of the tech used by the Alliance, especially its military. The Techno Conglomerate keeps its own force known as &amp;quot;The Thunder Legion&amp;quot;. This force is very well equipped, and it is believed these soldiers could easily match a standard Sol Marine detachment. It is commonly believed that Legion soldiers receive genetic modifications, but the Techno-Conglomerate has refused to comment on such allegations.&lt;br /&gt;
&lt;br /&gt;
The Conglomerate is a flotilla of advanced ships whose community keeps itself together with a strong desire to understand the ever changing nature of technology in the universe and how to better incorporate it into humanity. They were driven from Sol to the Frontier for their beliefs in genetic and cybernetic augmentations. They are also supportive of synthetic life, and accept IPCs and other synthetics into their communities as equals. It is currently unknown if they are willing to aid synthetics in relocating from hostile locations into the Conglomerate Flotilla. Despite its close connection with the Frontier Alliance, the Conglomerate is very willing to trade with other galactic bodies, except for Dominia.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Varied, mostly low. Some worlds enjoy rather high qualities of living, while others are quite poor and have little access to modern tech or resources.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;Due to the nature of the Frontier, it is impossible to really divide ethnic groups properly. The Frontier holds a variety of humans from all groups. It comes down to individual systems or planets for which groups would be more prevalent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
== Sub Races ==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Coalition of Systems was founded to resist against perceived Sol Alliance oppression in the Frontier, and won their independence from Sol after the First Interstellar War. They suffered highs and lows until eventually collapsing in the year 2452, only two years after enacting the “Anti-Dominia Piracy Pact”. With the Coalition disbanded, pirates went nearly uncontested and gained much ground in the Frontier.&lt;br /&gt;
&lt;br /&gt;
With the Coalition gone and pirates gaining more ground than ever, the Frontier became a rough place to live. Many systems once belonging to the Coalition fell, but some resisted the pirates, setting up blockades and working together to form safe trade routes. For six years these systems fought a defensive campaign against the pirates threatening their borders. In 2458, the Allied Systems made a trade agreement with the Techno-Conglomerate, a trader and transhumanist organization, to get much needed supplies as well as access to shipyards and weapon factories far more advanced than anything currently in the Allied System&#039;s space.&lt;br /&gt;
&lt;br /&gt;
With this more advanced technology the Allied Systems drove the pirates back from their corner of space. These systems then came together and formed the Frontier Alliance, with the primary goal to rid the frontier of piracy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance is a budding group, an alliance of systems working together to defend one another from outside threats. They do not have a true form of centralized government, nor a standard form of government. Still, representatives from each system work together to keep their people safe. Toward the beginning of 2460, the Frontier Alliance struck a series of victories against the pirate force, the Wrecked Kings, and liberated several key telecommunication hubs throughout the Frontier. This gave the Frontier Alliance better ways to communicate with its systems and a way to communicate with the galaxy at large.&lt;br /&gt;
&lt;br /&gt;
Currently, the Frontier Alliance is acting on a &amp;quot;Live and Let Live&amp;quot; policy with the other galactic powers. They are still rebuilding from the collapse of the Coalition and understand causing issues with any of the existing powers could prove fatal. Still, that does not mean they are unwilling to criticize the other powers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Coalition_of_Colonies&amp;diff=8242</id>
		<title>Coalition of Colonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Coalition_of_Colonies&amp;diff=8242"/>
		<updated>2018-02-20T16:26:40Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: /* Frontier Alliance Military */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign = AllyBearsley}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Frontiersman&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Frontiersfolk410x320.png&lt;br /&gt;
 |System = Varied&lt;br /&gt;
 |World  = Varied&lt;br /&gt;
 |Language = Freespeak/Tradeband&lt;br /&gt;
 |Politic = Frontier Confederation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Coalition of Colonies was on the decline well before it truly fell in 2452, giving rise to piracy and general lawlessness in the Frontier. Some planets, however, saw the need for continued cooperation and remained connected in an effort to protect their borders.For six long years they worked tirelessly to keep each other safe, pooling vast amounts of manpower and resources together. Finally, in 2458, the Alliance saw its borders safe. &lt;br /&gt;
=== Population ===&lt;br /&gt;
Due to the ever changing nature of the Frontier Alliance, an exact population is hard to pin down. Estimates, however, put the number somewhere around 2,500,000,000 people currently protected by the Frontier Alliance Defense Pact.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Overall:&#039;&#039;&#039; Defense and Trade Alliance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System by System:&#039;&#039;&#039; Varies dramatically, from republics to monarchies to communist parties, but the systems all agree to have representatives meet on the unofficial capitol, Xanu Prime. Some systems have representatives for both military and civilian sectors, others have joint reps. Some systems elect these representatives, others have competitions, while some yet give the job to the person who can speak the clearest.&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance does not care how each system governs themselves, they only ask that each system respect one another and honor the pacts during the time of a crisis.&lt;br /&gt;
&lt;br /&gt;
=== Xanu Prime ===&lt;br /&gt;
&lt;br /&gt;
Effectively the &#039;hub&#039; of the Frontier Alliance, Xanu Prime is one of the most populated and wealthiest planets in the Frontier. The many representatives and officers of the Alliance meet on Xanu Prime to discuss new treaties and strategies to protect their section of the galaxy. It is the homeworld of Chief Representative, Carter Han, and the site of a major victory against piracy.&lt;br /&gt;
&lt;br /&gt;
=== Relationship with Freedom ===&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance has strong ties with the Free Frontier Association group of the Freedom party, but the Frontier Alliance itself does not condone any radical actions against other governmental bodies, even the Sol Alliance. Freedom party members found committing violent acts in the name of the Frontier Alliance are labelled traitors to the Alliance. Still, the Alliance suffers criticism for alleged funding of Freedom extremists and its lax investigation into Freedom activity.&lt;br /&gt;
&lt;br /&gt;
== Frontier Alliance Military ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance Military is unlike most militaries in the galaxy. For the most part it resembles a backwoods militia of people without uniform using outdated weaponry to defend their homes. In an attempt to have the galaxy take the Frontier Alliance more seriously, the Chief Representative has pushed forward the notion of a uniformed military. This idea has been rejected, as Alliance forces are too varied and many planets provide their own uniforms, even if they are as simple as similarly coloured shirts and matching armour types. The Chief Representative then pushed for a standard emblem to be accepted. This is still being worked on.&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance&#039;s military fights a defensive game for the most part and only engages offensively if they know they have overwhelming numbers. They are not equipped with the most advanced ships or the best weaponry, but they are able to mass produce weapons, armor, and starships in staggering quantities. They have access to small quantities of combat RIGs and combat exosuits, and it is not uncommon for Frontier Alliance soldiers to retrofit industrial RIGs and Ripley APLUs for combat.&lt;br /&gt;
&lt;br /&gt;
If a force were to attack a single Alliance planet, it is deemed as a threat to the Alliance as a whole. The current nature of the defense pacts has led to complications in which single planets within the Alliance have picked fights with other non-Alliance planets, forcing the aid of their allies in order to win a war. The wording of the defensive pacts are being revised to disallow such actions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Technological Supplier ===&lt;br /&gt;
&lt;br /&gt;
The Techno-Conglomerate provides most of the tech used by the Alliance, especially its military. The Techno Conglomerate keeps its own force known as &amp;quot;The Thunder Legion&amp;quot;. This force is very well equipped, and it is believed these soldiers could easily match a standard Sol Marine detachment. It is commonly believed that Legion soldiers receive genetic modifications, but the Techno-Conglomerate has refused to comment on such allegations.&lt;br /&gt;
&lt;br /&gt;
The Conglomerate is a flotilla of advanced ships whose community keeps itself together with a strong desire to understand the ever changing nature of technology in the universe and how to better incorporate it into humanity. They were driven from Sol to the Frontier for their beliefs in genetic and cybernetic augmentations. They are also supportive of synthetic life, and accept IPCs and other synthetics into their communities as equals. It is currently unknown if they are willing to aid synthetics in relocating from hostile locations into the Conglomerate Flotilla. Despite its close connection with the Frontier Alliance, the Conglomerate is very willing to trade with other galactic bodies, except for Dominia.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Varied, mostly low. Some worlds enjoy rather high qualities of living, while others are quite poor and have little access to modern tech or resources.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;Due to the nature of the Frontier, it is impossible to really divide ethnic groups properly. The Frontier holds a variety of humans from all groups. It comes down to individual systems or planets for which groups would be more prevalent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
== Sub Races ==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Coalition of Systems was founded to resist against perceived Sol Alliance oppression in the Frontier. They truly won their independence from Sol after the First Interstellar War. They suffered highs and lows until eventually collapsing in the year 2452, only two years after enacting the “Anti-Dominia Piracy Pact” was put into effect. With the Coalition disbanded pirates went nearly uncontested and gain much ground in the Frontier.&lt;br /&gt;
&lt;br /&gt;
With the Coalition gone and pirates gaining more ground than ever, the Frontier became a rough place to live. Many systems once belonging to the Coalition fell. However, some resisted the pirates. Setting up blockades and working together to form safe trade routes. For six years these systems fought a defensive campaign against the pirates threatening their boarders. In 2458, these Allied Systems made a trade agreement with the Techno-Conglomerate, a trader and transhumanist organization, to get much necessary supplies as well as access to shipyards and weapon factories far more advanced than anything currently in the Allied System&#039;s space.&lt;br /&gt;
&lt;br /&gt;
With this more advanced technology the Allied Systems drove the pirates back from their corner of space. These systems then came together forming the Frontier Alliance with the primary goal to rid the Frontier of Piracy.   &lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance is a budding group. Truly an alliance of systems working together to defend one another from outside threats. They do not have a true form of centralized government or a standard form of government. Still Representatives from each system work together to keep their people safe. Toward the beginning of 2460 the Frontier Alliance struck a series of victories against the Pirate force, the Wrecked Kings, and liberated several key Telecommunication Hubs throughout the Frontier. This gave the Frontier Alliance ways to better communicate with its systems and at last a way to communicate with the galaxy at large.&lt;br /&gt;
&lt;br /&gt;
Currently the Frontier Alliance is acting on a &amp;quot;Live and Let Live&amp;quot; policy with the other galactic powers. They are still rebuilding from the collapse of the Coalition and understand causing issues with any of the existing powers, could prove fatal. Still that does not mean they are not willing to criticize the other powers.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Coalition_of_Colonies&amp;diff=8241</id>
		<title>Coalition of Colonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Coalition_of_Colonies&amp;diff=8241"/>
		<updated>2018-02-20T16:25:57Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: /* Government */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign = AllyBearsley}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Frontiersman&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Frontiersfolk410x320.png&lt;br /&gt;
 |System = Varied&lt;br /&gt;
 |World  = Varied&lt;br /&gt;
 |Language = Freespeak/Tradeband&lt;br /&gt;
 |Politic = Frontier Confederation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Coalition of Colonies was on the decline well before it truly fell in 2452, giving rise to piracy and general lawlessness in the Frontier. Some planets, however, saw the need for continued cooperation and remained connected in an effort to protect their borders.For six long years they worked tirelessly to keep each other safe, pooling vast amounts of manpower and resources together. Finally, in 2458, the Alliance saw its borders safe. &lt;br /&gt;
=== Population ===&lt;br /&gt;
Due to the ever changing nature of the Frontier Alliance, an exact population is hard to pin down. Estimates, however, put the number somewhere around 2,500,000,000 people currently protected by the Frontier Alliance Defense Pact.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Overall:&#039;&#039;&#039; Defense and Trade Alliance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System by System:&#039;&#039;&#039; Varies dramatically, from republics to monarchies to communist parties, but the systems all agree to have representatives meet on the unofficial capitol, Xanu Prime. Some systems have representatives for both military and civilian sectors, others have joint reps. Some systems elect these representatives, others have competitions, while some yet give the job to the person who can speak the clearest.&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance does not care how each system governs themselves, they only ask that each system respect one another and honor the pacts during the time of a crisis.&lt;br /&gt;
&lt;br /&gt;
=== Xanu Prime ===&lt;br /&gt;
&lt;br /&gt;
Effectively the &#039;hub&#039; of the Frontier Alliance, Xanu Prime is one of the most populated and wealthiest planets in the Frontier. The many representatives and officers of the Alliance meet on Xanu Prime to discuss new treaties and strategies to protect their section of the galaxy. It is the homeworld of Chief Representative, Carter Han, and the site of a major victory against piracy.&lt;br /&gt;
&lt;br /&gt;
=== Relationship with Freedom ===&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance has strong ties with the Free Frontier Association group of the Freedom party, but the Frontier Alliance itself does not condone any radical actions against other governmental bodies, even the Sol Alliance. Freedom party members found committing violent acts in the name of the Frontier Alliance are labelled traitors to the Alliance. Still, the Alliance suffers criticism for alleged funding of Freedom extremists and its lax investigation into Freedom activity.&lt;br /&gt;
&lt;br /&gt;
== Frontier Alliance Military ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance Military is unlike most militaries in the galaxy. For the most part it resembles a backwoods militia of people without uniform using outdated weaponry to defend their homes. However, in an attempt to have the galaxy take the Frontier Alliance more seriously, the Chief Representative has pushed forward the notion of a uniformed military. This idea has been rejected. Alliance forces are too varied and many planets provide their own uniforms, even if they are simple as similarly coloured shirts and matching armour types. The Chief Representatives then pushed for a standard emblem to be accepted. This is still being worked on.&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance&#039;s military fights a defensive game for the most part and only engage offensively if they know they have overwhelming numbers. They are not equipped with the most advanced ships or the best weaponry. However, they are able to mass produce weapons, armor, and starships in staggering quantities. They have access to combat RIGs and combat Exosuits but in small quantities. It is not uncommon for Frontier Alliance soldiers to retrofit Industrial Rigs and Ripley APLUs for combat. &lt;br /&gt;
&lt;br /&gt;
If a force were to attack a single Alliance planet, it is deemed as a threat to the Alliance as a whole. This is the current nature of the defense pacts. This has led to complications where single planets in the Alliance has picked fights with other non-Alliance planets, so the Alliance planet can win a war due to the aid of others who are forced. The wording of the defensive pacts are being worked on to disallow such actions to be taken.&lt;br /&gt;
&lt;br /&gt;
=== Technological Supplier ===&lt;br /&gt;
&lt;br /&gt;
The Techno-Conglomerate provides most of the tech used by the Alliance, especially its military. The Techno conglomerate keeps its own force known as &amp;quot;The Thunder Legion&amp;quot;. This forces is very well equipped. It is believed these soldiers could easily match a standard Sol Marine detachment. It is commonly believed that Legion Soldiers receive genetic modifications, but the Techno-Conglomerate refused to comment on such allegations.&lt;br /&gt;
&lt;br /&gt;
The Conglomerate is a flotilla of advanced ships whose community keeps itself together with a strong desire to understand the ever changing nature of technology in the universe and how to better incorporate that into humanity. They were driven from Sol to the Frontier for their beliefs in genetic/cybernetic augmentations. They are also supportive of Synthetic Life. They accept IPCs and other synthetics into their communities as equals. It is currently unknown if they are willing to aid synthetics in relocating from hostile locations into the Conglomerate Flotilla. Despite its close connection with the Frontier Alliance, the Conglomerate is very willing to trade with other galactic bodies, except for Dominia.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Varied, mostly low. Some worlds enjoy rather high qualities of living, while others are quite poor and have little access to modern tech or resources.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;Due to the nature of the Frontier, it is impossible to really divide ethnic groups properly. The Frontier holds a variety of humans from all groups. It comes down to individual systems or planets for which groups would be more prevalent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
== Sub Races ==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Coalition of Systems was founded to resist against perceived Sol Alliance oppression in the Frontier. They truly won their independence from Sol after the First Interstellar War. They suffered highs and lows until eventually collapsing in the year 2452, only two years after enacting the “Anti-Dominia Piracy Pact” was put into effect. With the Coalition disbanded pirates went nearly uncontested and gain much ground in the Frontier.&lt;br /&gt;
&lt;br /&gt;
With the Coalition gone and pirates gaining more ground than ever, the Frontier became a rough place to live. Many systems once belonging to the Coalition fell. However, some resisted the pirates. Setting up blockades and working together to form safe trade routes. For six years these systems fought a defensive campaign against the pirates threatening their boarders. In 2458, these Allied Systems made a trade agreement with the Techno-Conglomerate, a trader and transhumanist organization, to get much necessary supplies as well as access to shipyards and weapon factories far more advanced than anything currently in the Allied System&#039;s space.&lt;br /&gt;
&lt;br /&gt;
With this more advanced technology the Allied Systems drove the pirates back from their corner of space. These systems then came together forming the Frontier Alliance with the primary goal to rid the Frontier of Piracy.   &lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance is a budding group. Truly an alliance of systems working together to defend one another from outside threats. They do not have a true form of centralized government or a standard form of government. Still Representatives from each system work together to keep their people safe. Toward the beginning of 2460 the Frontier Alliance struck a series of victories against the Pirate force, the Wrecked Kings, and liberated several key Telecommunication Hubs throughout the Frontier. This gave the Frontier Alliance ways to better communicate with its systems and at last a way to communicate with the galaxy at large.&lt;br /&gt;
&lt;br /&gt;
Currently the Frontier Alliance is acting on a &amp;quot;Live and Let Live&amp;quot; policy with the other galactic powers. They are still rebuilding from the collapse of the Coalition and understand causing issues with any of the existing powers, could prove fatal. Still that does not mean they are not willing to criticize the other powers.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Coalition_of_Colonies&amp;diff=8240</id>
		<title>Coalition of Colonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Coalition_of_Colonies&amp;diff=8240"/>
		<updated>2018-02-20T16:24:55Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign = AllyBearsley}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Frontiersman&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Frontiersfolk410x320.png&lt;br /&gt;
 |System = Varied&lt;br /&gt;
 |World  = Varied&lt;br /&gt;
 |Language = Freespeak/Tradeband&lt;br /&gt;
 |Politic = Frontier Confederation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Coalition of Colonies was on the decline well before it truly fell in 2452, giving rise to piracy and general lawlessness in the Frontier. Some planets, however, saw the need for continued cooperation and remained connected in an effort to protect their borders.For six long years they worked tirelessly to keep each other safe, pooling vast amounts of manpower and resources together. Finally, in 2458, the Alliance saw its borders safe. &lt;br /&gt;
=== Population ===&lt;br /&gt;
Due to the ever changing nature of the Frontier Alliance, an exact population is hard to pin down. Estimates, however, put the number somewhere around 2,500,000,000 people currently protected by the Frontier Alliance Defense Pact.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Overall:&#039;&#039;&#039; Defense and Trade Alliance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System by System:&#039;&#039;&#039; Varries dramatically. From Republics to Monarchies to Communist Parties.&lt;br /&gt;
However the systems agree to have Representatives meet on the unofficial Capital, Xanu Prime. Some systems have representatives for both military and civilian sectors, others have joint reps. Some systems elect these representatives, others have competitions, while some yet give the job to the person who can speak the clearest. &lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance does not care how each system governs themselves. They only ask that each system respect one another and honor the pacts during the time of a crisis. &lt;br /&gt;
&lt;br /&gt;
=== Xanu Prime ===&lt;br /&gt;
&lt;br /&gt;
Effectively the &#039;hub&#039; of the Frontier Alliance. Xanu Prime is one of the most populated and wealthiest planets in the Frontier. The many representives and officers of the Alliance meet on Xanu Prime to discuss new treaties and strategies to protect their section of the galaxy. It is the homeworld of Chief Representative, Carter Han, and the site of a major victory against piracy.&lt;br /&gt;
&lt;br /&gt;
=== Relationship with Freedom ===&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance has strong ties with the Free Frontier Association group of the Freedom party. However, the Frontier Alliance itself does not condone any radical actions against other governmental bodies, even the Sol Alliance. Freedom party members found committing violent acts in the name of the Frontier Alliance are labelled traitors to the Alliance. Still the Alliance suffers criticism for alleged funding of Freedom extremists and its lax investigation into Freedom activity.&lt;br /&gt;
&lt;br /&gt;
== Frontier Alliance Military ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance Military is unlike most militaries in the galaxy. For the most part it resembles a backwoods militia of people without uniform using outdated weaponry to defend their homes. However, in an attempt to have the galaxy take the Frontier Alliance more seriously, the Chief Representative has pushed forward the notion of a uniformed military. This idea has been rejected. Alliance forces are too varied and many planets provide their own uniforms, even if they are simple as similarly coloured shirts and matching armour types. The Chief Representatives then pushed for a standard emblem to be accepted. This is still being worked on.&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance&#039;s military fights a defensive game for the most part and only engage offensively if they know they have overwhelming numbers. They are not equipped with the most advanced ships or the best weaponry. However, they are able to mass produce weapons, armor, and starships in staggering quantities. They have access to combat RIGs and combat Exosuits but in small quantities. It is not uncommon for Frontier Alliance soldiers to retrofit Industrial Rigs and Ripley APLUs for combat. &lt;br /&gt;
&lt;br /&gt;
If a force were to attack a single Alliance planet, it is deemed as a threat to the Alliance as a whole. This is the current nature of the defense pacts. This has led to complications where single planets in the Alliance has picked fights with other non-Alliance planets, so the Alliance planet can win a war due to the aid of others who are forced. The wording of the defensive pacts are being worked on to disallow such actions to be taken.&lt;br /&gt;
&lt;br /&gt;
=== Technological Supplier ===&lt;br /&gt;
&lt;br /&gt;
The Techno-Conglomerate provides most of the tech used by the Alliance, especially its military. The Techno conglomerate keeps its own force known as &amp;quot;The Thunder Legion&amp;quot;. This forces is very well equipped. It is believed these soldiers could easily match a standard Sol Marine detachment. It is commonly believed that Legion Soldiers receive genetic modifications, but the Techno-Conglomerate refused to comment on such allegations.&lt;br /&gt;
&lt;br /&gt;
The Conglomerate is a flotilla of advanced ships whose community keeps itself together with a strong desire to understand the ever changing nature of technology in the universe and how to better incorporate that into humanity. They were driven from Sol to the Frontier for their beliefs in genetic/cybernetic augmentations. They are also supportive of Synthetic Life. They accept IPCs and other synthetics into their communities as equals. It is currently unknown if they are willing to aid synthetics in relocating from hostile locations into the Conglomerate Flotilla. Despite its close connection with the Frontier Alliance, the Conglomerate is very willing to trade with other galactic bodies, except for Dominia.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Varied, mostly low. Some worlds enjoy rather high qualities of living, while others are quite poor and have little access to modern tech or resources.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;Due to the nature of the Frontier, it is impossible to really divide ethnic groups properly. The Frontier holds a variety of humans from all groups. It comes down to individual systems or planets for which groups would be more prevalent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
== Sub Races ==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Coalition of Systems was founded to resist against perceived Sol Alliance oppression in the Frontier. They truly won their independence from Sol after the First Interstellar War. They suffered highs and lows until eventually collapsing in the year 2452, only two years after enacting the “Anti-Dominia Piracy Pact” was put into effect. With the Coalition disbanded pirates went nearly uncontested and gain much ground in the Frontier.&lt;br /&gt;
&lt;br /&gt;
With the Coalition gone and pirates gaining more ground than ever, the Frontier became a rough place to live. Many systems once belonging to the Coalition fell. However, some resisted the pirates. Setting up blockades and working together to form safe trade routes. For six years these systems fought a defensive campaign against the pirates threatening their boarders. In 2458, these Allied Systems made a trade agreement with the Techno-Conglomerate, a trader and transhumanist organization, to get much necessary supplies as well as access to shipyards and weapon factories far more advanced than anything currently in the Allied System&#039;s space.&lt;br /&gt;
&lt;br /&gt;
With this more advanced technology the Allied Systems drove the pirates back from their corner of space. These systems then came together forming the Frontier Alliance with the primary goal to rid the Frontier of Piracy.   &lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance is a budding group. Truly an alliance of systems working together to defend one another from outside threats. They do not have a true form of centralized government or a standard form of government. Still Representatives from each system work together to keep their people safe. Toward the beginning of 2460 the Frontier Alliance struck a series of victories against the Pirate force, the Wrecked Kings, and liberated several key Telecommunication Hubs throughout the Frontier. This gave the Frontier Alliance ways to better communicate with its systems and at last a way to communicate with the galaxy at large.&lt;br /&gt;
&lt;br /&gt;
Currently the Frontier Alliance is acting on a &amp;quot;Live and Let Live&amp;quot; policy with the other galactic powers. They are still rebuilding from the collapse of the Coalition and understand causing issues with any of the existing powers, could prove fatal. Still that does not mean they are not willing to criticize the other powers.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Coalition_of_Colonies&amp;diff=8228</id>
		<title>Coalition of Colonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Coalition_of_Colonies&amp;diff=8228"/>
		<updated>2018-02-19T15:42:45Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign = AllyBearsley}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Frontiersman&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Frontiersfolk410x320.png&lt;br /&gt;
 |System = Varied&lt;br /&gt;
 |World  = Varied&lt;br /&gt;
 |Language = Freespeak/Tradeband&lt;br /&gt;
 |Politic = Frontier Confederation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Coalition of Colonies was on the decline well before it truly fell in 2452. This gave a stark rise to piracy and general lawlessness in the Frontier. However, some planets still remained connected in an effort to protect their borders. For six long years they worked tirelessly to keep each other safe, pooling vast amounts of manpower and resources together. Finally in 2458 the Alliance saw its borders safe. These planets saw the need for continued cooperation to keep themselves protected. &lt;br /&gt;
=== Population ===&lt;br /&gt;
Due to the ever changing nature of the Frontier Alliance, an exact population is hard to pin down. However, estimates put the number currently somewhere around 2,500,000,000 people currently protected by the Frontier Alliance Defense Pact.&lt;br /&gt;
== Government ==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Overall:&#039;&#039;&#039; Defense and Trade Alliance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System by System:&#039;&#039;&#039; Varries dramatically. From Republics to Monarchies to Communist Parties.&lt;br /&gt;
However the systems agree to have Representatives meet on the unofficial Capital, Xanu Prime. Some systems have representatives for both military and civilian sectors, others have joint reps. Some systems elect these representatives, others have competitions, while some yet give the job to the person who can speak the clearest. &lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance does not care how each system governs themselves. They only ask that each system respect one another and honor the pacts during the time of a crisis. &lt;br /&gt;
&lt;br /&gt;
=== Xanu Prime ===&lt;br /&gt;
&lt;br /&gt;
Effectively the &#039;hub&#039; of the Frontier Alliance. Xanu Prime is one of the most populated and wealthiest planets in the Frontier. The many representives and officers of the Alliance meet on Xanu Prime to discuss new treaties and strategies to protect their section of the galaxy. It is the homeworld of Chief Representative, Carter Han, and the site of a major victory against piracy.&lt;br /&gt;
&lt;br /&gt;
=== Relationship with Freedom ===&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance has strong ties with the Free Frontier Association group of the Freedom party. However, the Frontier Alliance itself does not condone any radical actions against other governmental bodies, even the Sol Alliance. Freedom party members found committing violent acts in the name of the Frontier Alliance are labelled traitors to the Alliance. Still the Alliance suffers criticism for alleged funding of Freedom extremists and its lax investigation into Freedom activity.&lt;br /&gt;
&lt;br /&gt;
== Frontier Alliance Military ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance Military is unlike most militaries in the galaxy. For the most part it resembles a backwoods militia of people without uniform using outdated weaponry to defend their homes. However, in an attempt to have the galaxy take the Frontier Alliance more seriously, the Chief Representative has pushed forward the notion of a uniformed military. This idea has been rejected. Alliance forces are too varied and many planets provide their own uniforms, even if they are simple as similarly coloured shirts and matching armour types. The Chief Representatives then pushed for a standard emblem to be accepted. This is still being worked on.&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance&#039;s military fights a defensive game for the most part and only engage offensively if they know they have overwhelming numbers. They are not equipped with the most advanced ships or the best weaponry. However, they are able to mass produce weapons, armor, and starships in staggering quantities. They have access to combat RIGs and combat Exosuits but in small quantities. It is not uncommon for Frontier Alliance soldiers to retrofit Industrial Rigs and Ripley APLUs for combat. &lt;br /&gt;
&lt;br /&gt;
If a force were to attack a single Alliance planet, it is deemed as a threat to the Alliance as a whole. This is the current nature of the defense pacts. This has led to complications where single planets in the Alliance has picked fights with other non-Alliance planets, so the Alliance planet can win a war due to the aid of others who are forced. The wording of the defensive pacts are being worked on to disallow such actions to be taken.&lt;br /&gt;
&lt;br /&gt;
=== Technological Supplier ===&lt;br /&gt;
&lt;br /&gt;
The Techno-Conglomerate provides most of the tech used by the Alliance, especially its military. The Techno conglomerate keeps its own force known as &amp;quot;The Thunder Legion&amp;quot;. This forces is very well equipped. It is believed these soldiers could easily match a standard Sol Marine detachment. It is commonly believed that Legion Soldiers receive genetic modifications, but the Techno-Conglomerate refused to comment on such allegations.&lt;br /&gt;
&lt;br /&gt;
The Conglomerate is a flotilla of advanced ships whose community keeps itself together with a strong desire to understand the ever changing nature of technology in the universe and how to better incorporate that into humanity. They were driven from Sol to the Frontier for their beliefs in genetic/cybernetic augmentations. They are also supportive of Synthetic Life. They accept IPCs and other synthetics into their communities as equals. It is currently unknown if they are willing to aid synthetics in relocating from hostile locations into the Conglomerate Flotilla. Despite its close connection with the Frontier Alliance, the Conglomerate is very willing to trade with other galactic bodies, except for Dominia.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Varied, mostly low. Some worlds enjoy rather high qualities of living, while others are quite poor and have little access to modern tech or resources.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;Due to the nature of the Frontier, it is impossible to really divide ethnic groups properly. The Frontier holds a variety of humans from all groups. It comes down to individual systems or planets for which groups would be more prevalent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
== Sub Races ==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Coalition of Systems was founded to resist against perceived Sol Alliance oppression in the Frontier. They truly won their independence from Sol after the First Interstellar War. They suffered highs and lows until eventually collapsing in the year 2452, only two years after enacting the “Anti-Dominia Piracy Pact” was put into effect. With the Coalition disbanded pirates went nearly uncontested and gain much ground in the Frontier.&lt;br /&gt;
&lt;br /&gt;
With the Coalition gone and pirates gaining more ground than ever, the Frontier became a rough place to live. Many systems once belonging to the Coalition fell. However, some resisted the pirates. Setting up blockades and working together to form safe trade routes. For six years these systems fought a defensive campaign against the pirates threatening their boarders. In 2458, these Allied Systems made a trade agreement with the Techno-Conglomerate, a trader and transhumanist organization, to get much necessary supplies as well as access to shipyards and weapon factories far more advanced than anything currently in the Allied System&#039;s space.&lt;br /&gt;
&lt;br /&gt;
With this more advanced technology the Allied Systems drove the pirates back from their corner of space. These systems then came together forming the Frontier Alliance with the primary goal to rid the Frontier of Piracy.   &lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance is a budding group. Truly an alliance of systems working together to defend one another from outside threats. They do not have a true form of centralized government or a standard form of government. Still Representatives from each system work together to keep their people safe. Toward the beginning of 2460 the Frontier Alliance struck a series of victories against the Pirate force, the Wrecked Kings, and liberated several key Telecommunication Hubs throughout the Frontier. This gave the Frontier Alliance ways to better communicate with its systems and at last a way to communicate with the galaxy at large.&lt;br /&gt;
&lt;br /&gt;
Currently the Frontier Alliance is acting on a &amp;quot;Live and Let Live&amp;quot; policy with the other galactic powers. They are still rebuilding from the collapse of the Coalition and understand causing issues with any of the existing powers, could prove fatal. Still that does not mean they are not willing to criticize the other powers.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Coalition_of_Colonies&amp;diff=8218</id>
		<title>Coalition of Colonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Coalition_of_Colonies&amp;diff=8218"/>
		<updated>2018-02-17T21:23:11Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign = AllyBearsley}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Frontiersman&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Frontiersfolk410x320.png&lt;br /&gt;
 |System = Varied&lt;br /&gt;
 |World  = Varied&lt;br /&gt;
 |Language = Freespeak/Tradeband&lt;br /&gt;
 |Politic = Frontier Confederation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Coalition of Colonies was on the decline well before it truly fell in 2452. This gave a stark rise to piracy and general lawlessness in the Frontier. However, some planets still remained connected in an effort to protect their borders. For six long years they worked tirelessly to keep each other safe, pooling vast amounts of manpower and resources together. Finally in 2458 the Alliance saw its borders safe. These planets saw the need for continued cooperation to keep themselves protected. &lt;br /&gt;
=== Population ===&lt;br /&gt;
Due to the ever changing nature of the Frontier Alliance, an exact population is hard to pin down. However, estimates put the number currently somewhere around 2,500,000,000 people currently protected by the Frontier Alliance Defense Pact.&lt;br /&gt;
== Government ==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Overall:&#039;&#039;&#039; Defense and Trade Alliance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System by System:&#039;&#039;&#039; Varries dramatically. From Republics to Monarchies to Communist Parties.&lt;br /&gt;
However the systems agree to have Representatives meet on the unofficial Capital, Xanu Prime. Some systems have representatives for both military and civilian sectors, others have joint reps. Some systems elect these representatives, others have competitions, while some yet give the job to the person who can speak the clearest. &lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance does not care how each system governs themselves. They only ask that each system respect one another and honor the pacts during the time of a crisis. &lt;br /&gt;
&lt;br /&gt;
=== Xanu Prime ===&lt;br /&gt;
&lt;br /&gt;
Effectively the &#039;hub&#039; of the Frontier Alliance. Xanu Prime is one of the most populated and wealthiest planets in the Frontier. The many representives and officers of the Alliance meet on Xanu Prime to discuss new treaties and strategies to protect their section of the galaxy. It is the homeworld of Chief Representative, Carter Han, and the site of a major victory against piracy.&lt;br /&gt;
&lt;br /&gt;
=== Relationship with Freedom ===&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance has strong ties with the Free Frontier Association group of the Freedom party. However, the Frontier Alliance itself does not condone any radical actions against other governmental bodies, even the Sol Alliance. Freedom party members found committing violent acts in the name of the Frontier Alliance are labelled traitors to the Alliance. Still the Alliance suffers criticism for alleged funding of Freedom extremists and its lax investigation into Freedom activity.&lt;br /&gt;
&lt;br /&gt;
== Frontier Alliance Military ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance Military is unlike most militaries in the galaxy. For the most part it resembles a backwoods militia of people without uniform using outdated weaponry to defend their homes. However, in an attempt to have the galaxy take the Frontier Alliance more seriously, the Chief Representative has pushed forward the notion of a uniformed military. This idea has been rejected. Alliance forces are too varied and many planets provide their own uniforms, even if they are simple as similarly coloured shirts and matching armour types. The Chief Representatives then pushed for a standard emblem to be accepted. This is still being worked on.&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance&#039;s military fights a defensive game for the most part and only engage offensively if they know they have overwhelming numbers. They are not equipped with the most advanced ships or the best weaponry. However, they are able to mass produce weapons, armor, and starships in staggering quantities. They have access to combat RIGs and combat Exosuits but in small quantities. It is not uncommon for Frontier Alliance soldiers to retrofit Industrial Rigs and Ripley APLUs for combat. &lt;br /&gt;
&lt;br /&gt;
If a force were to attack a single Alliance planet, it is deemed as a threat to the Alliance as a whole. This is the current nature of the defense pacts. This has led to complications where single planets in the Alliance has picked fights with other non-Alliance planets, so the Alliance planet can win a war due to the aid of others who are forced. The wording of the defensive pacts are being worked on to disallow such actions to be taken.&lt;br /&gt;
&lt;br /&gt;
=== Technological Supplier ===&lt;br /&gt;
&lt;br /&gt;
The Techno-Conglomerate provides most of the tech used by the Alliance, especially its military. The Techno conglomerate keeps its own force known as &amp;quot;The Thunder Legion&amp;quot;. This forces is very well equipped. It is believed these soldiers could easily match a standard Sol Marine detachment. It is commonly believed that Legion Soldiers receive genetic modifications, but the Techno-Conglomerate refused to comment on such allegations.&lt;br /&gt;
&lt;br /&gt;
The Conglomerate is a flotilla of advanced ships whose community keeps itself together with a strong desire to understand the ever changing nature of technology in the universe and how to better incorporate that into humanity. They were driven from Sol to the Frontier for their beliefs in genetic/cybernetic augmentations. They are also supportive of Synthetic Life. They accept IPCs and other synthetics into their communities as equals. It is currently unknown if they are willing to aid synthetics in relocating from hostile locations into the Conglomerate Flotilla. Despite its close connection with the Frontier Alliance, the Conglomerate is very willing to trade with other galactic bodies, except for Dominia.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Varied, mostly low. Some worlds enjoy rather high qualities of living, while others are quite poor and have little access to modern tech or resources.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;Due to the nature of the Frontier, it is impossible to really divide ethnic groups properly. The Frontier holds a variety of humans from all groups. It comes down to individual systems or planets for which groups would be more prevalent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
== Sub Races ==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Coalition of Systems was founded to resist against perceived Sol Alliance oppression in the Frontier. They truly won their independence from Sol after the First Interstellar War. They suffered highs and lows until eventually collapsing in the year 2452, only two years after enacting the “Anti-Dominia Piracy Pact” was put into effect. With the Coalition pirates wen nearly uncontested and gain much ground in the Frontier.&lt;br /&gt;
&lt;br /&gt;
With the Coalition gone and pirates gaining more ground than ever, the Frontier became a rough place to live. Many systems once belonging to the Coalition fell. However, some resisted the pirates. Setting up blockades and working together to form safe trade routes. For six years these systems fought a defensive campaign against the pirates threatening their boarders. In 2458, these Allied Systems made a trade agreement with the Techno-Conglomerate, a trader and transhumanist organization, to get much necessary supplies as well as access to shipyards and weapon factories far more advanced than anything currently in the Allied System&#039;s space.&lt;br /&gt;
&lt;br /&gt;
With this more advanced technology the Allied Systems drove the pirates back from their corner of space. These systems then came together forming the Frontier Alliance with the primary goal to rid the Frontier of Piracy.   &lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance is a budding group. Truly an alliance of systems working together to defend one another from outside threats. They do not have a true form of centralized government or a standard form of government. Still Representatives from each system work together to keep their people safe. Toward the beginning of 2460 the Frontier Alliance struck a series of victories against the Pirate force, the Wrecked Kings, and liberated several key Telecommunication Hubs throughout the Frontier. This gave the Frontier Alliance ways to better communicate with its systems and at last a way to communicate with the galaxy at large.&lt;br /&gt;
&lt;br /&gt;
Currently the Frontier Alliance is acting on a &amp;quot;Live and Let Live&amp;quot; policy with the other galactic powers. They are still rebuilding from the collapse of the Coalition and understand causing issues with any of the existing powers, could prove fatal. Still that does not mean they are not willing to criticize the other powers.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=8217</id>
		<title>User:AllyBearsley</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=8217"/>
		<updated>2018-02-17T21:21:51Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: /* Technological Supplier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greetings I am the Wiki Manager and Human Lore Deputy. Contact me through the Aurora Forums or Discord, my name should be AllyBearsley everywhere. Thank you.&lt;br /&gt;
&lt;br /&gt;
Current Endevours&lt;br /&gt;
*Frontier Alliance Page&lt;br /&gt;
*Making the Wiki fully operational&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
WIP FOR FRONTIER PAGE&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!---{{WIP|assign = AllyBearsley}}.---&amp;gt;&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Frontiersman&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Frontiersfolk410x320.png&lt;br /&gt;
 |System = Varied&lt;br /&gt;
 |World  = Varied&lt;br /&gt;
 |Language = Freespeak/Tradeband&lt;br /&gt;
 |Politic = Frontier Confederation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Coalition of Colonies was on the decline well before it truly fell in 2452. This gave a stark rise to piracy and general lawlessness in the Frontier. However, some planets still remained connected in an effort to protect their borders. For six long years they worked tirelessly to keep each other safe, pooling vast amounts of manpower and resources together. Finally in 2458 the Alliance saw its borders safe. These planets saw the need for continued cooperation to keep themselves protected. &lt;br /&gt;
=== Population ===&lt;br /&gt;
Due to the ever changing nature of the Frontier Alliance, an exact population is hard to pin down. However, estimates put the number currently somewhere around 2,500,000,000 people currently protected by the Frontier Alliance Defense Pact.&lt;br /&gt;
== Government ==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Overall:&#039;&#039;&#039; Defense and Trade Alliance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System by System:&#039;&#039;&#039; Varries dramatically. From Republics to Monarchies to Communist Parties.&lt;br /&gt;
However the systems agree to have Representatives meet on the unofficial Capital, Xanu Prime. Some systems have representatives for both military and civilian sectors, others have joint reps. Some systems elect these representatives, others have competitions, while some yet give the job to the person who can speak the clearest. &lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance does not care how each system governs themselves. They only ask that each system respect one another and honor the pacts during the time of a crisis. &lt;br /&gt;
&lt;br /&gt;
=== Xanu Prime ===&lt;br /&gt;
&lt;br /&gt;
Effectively the &#039;hub&#039; of the Frontier Alliance. Xanu Prime is one of the most populated and wealthiest planets in the Frontier. The many representives and officers of the Alliance meet on Xanu Prime to discuss new treaties and strategies to protect their section of the galaxy. It is the homeworld of Chief Representative, Carter Han, and the site of a major victory against piracy.&lt;br /&gt;
&lt;br /&gt;
=== Relationship with Freedom ===&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance has strong ties with the Free Frontier Association group of the Freedom party. However, the Frontier Alliance itself does not condone any radical actions against other governmental bodies, even the Sol Alliance. Freedom party members found committing violent acts in the name of the Frontier Alliance are labelled traitors to the Alliance. Still the Alliance suffers criticism for alleged funding of Freedom extremists and its lax investigation into Freedom activity.&lt;br /&gt;
&lt;br /&gt;
== Frontier Alliance Military ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance Military is unlike most militaries in the galaxy. For the most part it resembles a backwoods militia of people without uniform using outdated weaponry to defend their homes. However, in an attempt to have the galaxy take the Frontier Alliance more seriously, the Chief Representative has pushed forward the notion of a uniformed military. This idea has been rejected. Alliance forces are too varied and many planets provide their own uniforms, even if they are simple as similarly coloured shirts and matching armour types. The Chief Representatives then pushed for a standard emblem to be accepted. This is still being worked on.&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance&#039;s military fights a defensive game for the most part and only engage offensively if they know they have overwhelming numbers. They are not equipped with the most advanced ships or the best weaponry. However, they are able to mass produce weapons, armor, and starships in staggering quantities. They have access to combat RIGs and combat Exosuits but in small quantities. It is not uncommon for Frontier Alliance soldiers to retrofit Industrial Rigs and Ripley APLUs for combat. &lt;br /&gt;
&lt;br /&gt;
If a force were to attack a single Alliance planet, it is deemed as a threat to the Alliance as a whole. This is the current nature of the defense pacts. This has led to complications where single planets in the Alliance has picked fights with other non-Alliance planets, so the Alliance planet can win a war due to the aid of others who are forced. The wording of the defensive pacts are being worked on to disallow such actions to be taken.&lt;br /&gt;
&lt;br /&gt;
=== Technological Supplier ===&lt;br /&gt;
&lt;br /&gt;
The Techno-Conglomerate provides most of the tech used by the Alliance, especially its military. The Techno conglomerate keeps its own force known as &amp;quot;The Thunder Legion&amp;quot;. This forces is very well equipped. It is believed these soldiers could easily match a standard Sol Marine detachment. It is commonly believed that Legion Soldiers receive genetic modifications, but the Techno-Conglomerate refused to comment on such allegations.&lt;br /&gt;
&lt;br /&gt;
The Conglomerate is a flotilla of advanced ships whose community keeps itself together with a strong desire to understand the ever changing nature of technology in the universe and how to better incorporate that into humanity. They were driven from Sol to the Frontier for their beliefs in genetic/cybernetic augmentations. They are also supportive of Synthetic Life. They accept IPCs and other synthetics into their communities as equals. It is currently unknown if they are willing to aid synthetics in relocating from hostile locations into the Conglomerate Flotilla. Despite its close connection with the Frontier Alliance, the Conglomerate is very willing to trade with other galactic bodies, except for Dominia.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Varied, mostly low. Some worlds enjoy rather high qualities of living, while others are quite poor and have little access to modern tech or resources.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;Due to the nature of the Frontier, it is impossible to really divide ethnic groups properly. The Frontier holds a variety of humans from all groups. It comes down to individual systems or planets for which groups would be more prevalent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
== Sub Races ==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Coalition of Systems was founded to resist against perceived Sol Alliance oppression in the Frontier. They truly won their independence from Sol after the First Interstellar War. They suffered highs and lows until eventually collapsing in the year 2452, only two years after enacting the “Anti-Dominia Piracy Pact” was put into effect. With the Coalition pirates wen nearly uncontested and gain much ground in the Frontier.&lt;br /&gt;
&lt;br /&gt;
With the Coalition gone and pirates gaining more ground than ever, the Frontier became a rough place to live. Many systems once belonging to the Coalition fell. However, some resisted the pirates. Setting up blockades and working together to form safe trade routes. For six years these systems fought a defensive campaign against the pirates threatening their boarders. In 2458, these Allied Systems made a trade agreement with the Techno-Conglomerate, a trader and transhumanist organization, to get much necessary supplies as well as access to shipyards and weapon factories far more advanced than anything currently in the Allied System&#039;s space.&lt;br /&gt;
&lt;br /&gt;
With this more advanced technology the Allied Systems drove the pirates back from their corner of space. These systems then came together forming the Frontier Alliance with the primary goal to rid the Frontier of Piracy.   &lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance is a budding group. Truly an alliance of systems working together to defend one another from outside threats. They do not have a true form of centralized government or a standard form of government. Still Representatives from each system work together to keep their people safe. Toward the beginning of 2460 the Frontier Alliance struck a series of victories against the Pirate force, the Wrecked Kings, and liberated several key Telecommunication Hubs throughout the Frontier. This gave the Frontier Alliance ways to better communicate with its systems and at last a way to communicate with the galaxy at large.&lt;br /&gt;
&lt;br /&gt;
Currently the Frontier Alliance is acting on a &amp;quot;Live and Let Live&amp;quot; policy with the other galactic powers. They are still rebuilding from the collapse of the Coalition and understand causing issues with any of the existing powers, could prove fatal. Still that does not mean they are not willing to criticize the other powers.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Law&amp;diff=8201</id>
		<title>Guide to Law</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Law&amp;diff=8201"/>
		<updated>2018-02-15T13:04:16Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: Created page with &amp;quot;{{WIP}}  This is a brief guide on how the Law works in different parts of the galaxy.  &amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; Nanotrasen has NOT signed onto this convention. Our station regulations are...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
This is a brief guide on how the Law works in different parts of the galaxy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Nanotrasen has NOT signed onto this convention.&lt;br /&gt;
Our station regulations are the regulations Biesel mandates NT enforce in Biesel space.&lt;br /&gt;
&lt;br /&gt;
==Luna Convention of Galactic Law==&lt;br /&gt;
#Declares capital punishment a violation of sentient rights.&lt;br /&gt;
#Outlaws torture or &#039;revenge&#039; attacks on captured hostiles after armed conflict.&lt;br /&gt;
#Forbids hindrance of humanitarian or medical workers.&lt;br /&gt;
#Forbids cruel or excessive punishment of criminals.&lt;br /&gt;
#Guarantees all sentients the rights to: Water, food, medical care, and protection of civilians from armed conflict.&lt;br /&gt;
&lt;br /&gt;
==Republic of Biesel==&lt;br /&gt;
&lt;br /&gt;
*You are entitled to a lawyer.&lt;br /&gt;
*Capital punishment is not legal.&lt;br /&gt;
*Cyborgification is not considered capital punishment.&lt;br /&gt;
*You do have the rights of privacy; police need a warrant to search you.&lt;br /&gt;
*You do not need to be told your rights when being arrested.&lt;br /&gt;
*You do need to be informed of your charges when arrested.&lt;br /&gt;
*You are entitled to a tribunal for major crimes; with a public or personal defender.&lt;br /&gt;
*Mega-corporations are expected to follow Biesel laws when in Tau Ceti space.&lt;br /&gt;
*Biesel is a signatory of the Luna Convention of Galactic Law.&lt;br /&gt;
&lt;br /&gt;
===On Capital Punishment And Major Crimes in Biesel===&lt;br /&gt;
Capital punishment is illegal, but Biesel does not consider borging as a form of execution despite the Luna Convention of Galactic Law. Borgification is considered an alternative to life imprisonment.&lt;br /&gt;
&lt;br /&gt;
==The Sol Alliance==&lt;br /&gt;
*You are entitled to a lawyer.&lt;br /&gt;
*Capital punishment is legal.&lt;br /&gt;
*Cyborgification is considered capital punishment.&lt;br /&gt;
*You do have the rights of privacy; police need a warrant to search you.&lt;br /&gt;
*You do not need to be told your rights when being arrested.&lt;br /&gt;
*You do need to be informed of your charges when arrested.&lt;br /&gt;
*You are not entitled to a tribunal for major crimes; with a public or personal defender. This is instead handled by a Trial by Magistrate.&lt;br /&gt;
*Mega-corporations are expected to follow local laws when in Alliance space.&lt;br /&gt;
*The Alliance is a signatory of the Luna Convention of Galactic Law.&lt;br /&gt;
&lt;br /&gt;
===On Capital Punishment And Major Crimes in the Sol Alliance===&lt;br /&gt;
Capital punishment is legal, and regularly executes 714 people every year on average; all of them major felons. This is despite being a signatory of the Luna Convention of Galactic Law.&lt;br /&gt;
&lt;br /&gt;
==Izweski Hegemony==&lt;br /&gt;
*You are not given lawyer.&lt;br /&gt;
*Capital punishment is legal.&lt;br /&gt;
*Cyborgification is considered capital punishment, but is rarely done by lack of ability.&lt;br /&gt;
*Authorities do not need warrants to search or arrest you..&lt;br /&gt;
*You do not need to be told your rights when being arrested.&lt;br /&gt;
*You do not need to be informed of your charges when arrested.&lt;br /&gt;
*You are not entitled to a tribunal for major crimes; with a public or personal defender. This is instead handled by the Lord of the land you are vassal to.&lt;br /&gt;
*Mega-corporations are expected to follow local laws when in Hegemony space.&lt;br /&gt;
*The Hegemony is not a signatory of the Luna Convention of Galactic Law.&lt;br /&gt;
&lt;br /&gt;
==People&#039;s Republic of Adhomai==&lt;br /&gt;
*You are given lawyer.&lt;br /&gt;
*Capital punishment is legal.&lt;br /&gt;
*Cyborgification is considered capital punishment, but is rarely done by lack of ability.&lt;br /&gt;
*Authorities do need warrants to search or arrest you.&lt;br /&gt;
*You do not need to be told your rights when being arrested.&lt;br /&gt;
*You do not need to be informed of your charges when arrested.&lt;br /&gt;
*You are entitled to a trial for your crimes, presided by a judge and against a jury of your peers.&lt;br /&gt;
*Mega-corporations are expected to follow local laws when in Adhomai space.&lt;br /&gt;
*The People&#039;s Republic is not a signatory of the Luna Convention of Galactic Law.&lt;br /&gt;
&lt;br /&gt;
===On Capital Punishment And Major Crimes in Adhomai===&lt;br /&gt;
Capital punishment is legal, and regularly 952 citizens are executed every year on average; all of them mid-to-major felons. Firing squad is the most common form of execution, with gas chambers a close second.&lt;br /&gt;
Adhomai police are cleared to discharge their weapon in pursuit of an individual suspected of committing a felony; the Fleeing Felon rule. They can be shot dead if they attempt to evade law enforcement.&lt;br /&gt;
Espionage is a serious crime; should one be found guilty of espionage against the government, for megacorporations, other governments, or other factions, the sentence is immediate public execution by firing squad.&lt;br /&gt;
&lt;br /&gt;
==Jargon Federation==&lt;br /&gt;
*???&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Job_Guides&amp;diff=8185</id>
		<title>Job Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Job_Guides&amp;diff=8185"/>
		<updated>2018-02-13T13:02:47Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: Removing link to NSS Aurora as the page was deleted per JB&amp;#039;s request&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
Your &#039;&#039;&#039;Job&#039;&#039;&#039; is what NanoTrasen has assigned you to do aboard the NSS Aurora. It defines what equipment you start with, your ID card access, and what you&#039;re actually supposed to be doing.&lt;br /&gt;
&lt;br /&gt;
Some useful links:&lt;br /&gt;
* [[Chain of Command]]&lt;br /&gt;
* [[Corporate Regulations]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
* [[Guide_to_Controls|Tips]]&lt;br /&gt;
* [[Guide_to_Communication_Devices|Communication Devices]]&lt;br /&gt;
* [[NanoTrasen_Occupation_Qualifications|Basic Character Qualifications]]&lt;br /&gt;
* [[Identifying Antagonists]]&lt;br /&gt;
&lt;br /&gt;
You should also read up about [[Corporate Regulations]], so you know your rights, and [[Clone Memory Disorder]] if you happen to die and be cloned. Not doing so is considered very bad form for [[Roleplay]]. &lt;br /&gt;
&lt;br /&gt;
Due to new NanoTrasen equal rights laws, you might encounter some interesting new [[Background_summary#Main_Spacefaring_Races|Species]] working alongside you.&lt;br /&gt;
== Heads of Staff ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_captain.png|link=Captain]]&amp;lt;br&amp;gt;[[Captain]]&lt;br /&gt;
|Manage the station and your crew. Try not to die while doing so.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:HeadOfPersonnel.png|link=Head of Personnel]]&amp;lt;br&amp;gt;[[Head of Personnel]]&lt;br /&gt;
|Assign and change crew members access and jobs.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_hos.png|link=Head of Security]]&amp;lt;br&amp;gt;[[Head of Security]]&lt;br /&gt;
|Manage [[Security]] and try to make sure they follow [[Corporate Regulations]].&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_ce.png|link=Chief Engineer]]&amp;lt;br&amp;gt;[[Chief Engineer]]&lt;br /&gt;
|Direct the rest of engineering. Delegate tasks correctly.&lt;br /&gt;
!Hard &lt;br /&gt;
|-&lt;br /&gt;
![[File:ResearchDirector.png|link=Research Director]]&amp;lt;br&amp;gt;[[Research Director]]&lt;br /&gt;
|Oversee research and keep it in check.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:ChiefMedicalOfficer.png|link=Chief Medical Officer]]&amp;lt;br&amp;gt;[[Chief Medical Officer]]&lt;br /&gt;
|Make sure patients are treated and bodies cloned. Direct the medical teams.&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Law and Order ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#eeeeff;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#3e75dd;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#3e75dd;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#3e75dd;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_security.png|link=Security Officer]]&amp;lt;br&amp;gt;[[Security Officer]]&lt;br /&gt;
|Patrol the station and apprehend criminals.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Warden.png|link=Warden]]&amp;lt;br&amp;gt;[[Warden]]&lt;br /&gt;
|Mantain the brig and hand out weapons in emergencies.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_detective.png|link=Detective]]&amp;lt;br&amp;gt;[[Detective]]&lt;br /&gt;
|Investigate crime scenes. Interview suspects. Solve cases.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_forensic.png|link=Forensic Technician]]&amp;lt;br&amp;gt;[[Forensic Technician]]&lt;br /&gt;
|Investigate crime scenes. Analyse evidence. Perform autopsies.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ia_consultant.png|link=Internal Affairs]]&amp;lt;br&amp;gt;[[Internal Affairs|Internal Affairs Agent]]&lt;br /&gt;
|Investigate internal issues. Attempt to be socially unbiased.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Maintenance and Supply ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#FFFFDD;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:orange;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:orange;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_engineer.png|link=Station Engineer]]&amp;lt;br&amp;gt;[[Station Engineer]]&lt;br /&gt;
|Start up the engine, repair hull breaches and fix electronics.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_atmos.png|link=Atmospheric Technician]]&amp;lt;br&amp;gt;[[Atmospheric Technician]]&lt;br /&gt;
|Control the station&#039;s atmospherics. Re-pressurise rooms.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_janitor.png|link=Janitor]]&amp;lt;br&amp;gt;[[Janitor]]&lt;br /&gt;
|Clean and maintain the station. Put up wet floor signs.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_qm.png|link=Quartermaster]]&amp;lt;br&amp;gt;[[Quartermaster]]&lt;br /&gt;
|Order crates and make sure [[Shaft Miner|Mining]] and the [[Cargo Technician]]s do their jobs.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cargo_Technician.png|link=Cargo Technician]]&amp;lt;br&amp;gt;[[Cargo Technician]]&lt;br /&gt;
|Deliver crates and send mail. Listen to your [[Quartermaster|boss]].&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shaft_Miner.png|link=Shaft Miner]]&amp;lt;br&amp;gt;[[Shaft Miner]]&lt;br /&gt;
|Mine materials for the station.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Botanist.png|link=Botanist]]&amp;lt;br&amp;gt;[[Botanist]]&lt;br /&gt;
|Grow food for the [[Chef]]. Experiment with plants.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Science and Medical ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:MedicalDoctor.png|link=Medical Doctor]]&amp;lt;br&amp;gt;[[Medical Doctor]]&lt;br /&gt;
|Heal people and deal with other ailments.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Paramedic.png|link=Paramedic|75 px]]&amp;lt;br&amp;gt;[[Paramedic]]&lt;br /&gt;
|Rescue, stabilize and transport dying crew members.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Psychologist.png|link=Psychologist]]&amp;lt;br&amp;gt;[[Psychologist]]&lt;br /&gt;
|Solve everyone&#039;s problems. &amp;lt;s&amp;gt;Go insane yourself.&amp;lt;/s&amp;gt;&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chemist.png|link=Chemist]]&amp;lt;br&amp;gt;[[Chemist]]&lt;br /&gt;
|Create medicines and research chemical weaponry.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_virologist.png|link=Virologist]]&amp;lt;br&amp;gt;[[Virologist]]&lt;br /&gt;
|Create cures for, and research diseases.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Roboticist.png|link=Roboticist]]&amp;lt;br&amp;gt;[[Roboticist]]&lt;br /&gt;
|Create [[Cyborg]]s, robots and exosuits.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Scientist.png|link=Scientist]]&amp;lt;br&amp;gt;[[Scientist]]&lt;br /&gt;
|Research phoron, aliens or technology.&lt;br /&gt;
!Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Civilian ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#DCDCDC;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Assistant.png|link=Assistant]]&amp;lt;br&amp;gt;[[Assistant]]&lt;br /&gt;
|Assist the station. Or be reassigned.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bartender.png|link=Bartender]]&amp;lt;br&amp;gt;[[Bartender]]&lt;br /&gt;
|Mix and serve drinks. Entertain the crew.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chef.png|link=Chef]]&amp;lt;br&amp;gt;[[Chef]]&lt;br /&gt;
|Cook food for the crew and keep them fed.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_chaplain.png|link=Chaplain]]&amp;lt;br&amp;gt;[[Chaplain]]&lt;br /&gt;
|Be a source of spiritual support for the crew. Spread your equally valid religion.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_librarian.png|link=Librarian]]&amp;lt;br&amp;gt;[[Librarian]]&lt;br /&gt;
|Keep the Library stocked and well organized.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-Human ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#D8BFD8;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#9ACD32;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#9ACD32;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:AI.gif|link=AI]]&amp;lt;br&amp;gt;[[AI]]&lt;br /&gt;
|Be the station. Serve the crew. [[Malfunction|Or don&#039;t]].&lt;br /&gt;
!Extremely Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_borg.png|64px|link=Cyborg]]&amp;lt;br&amp;gt;[[Cyborg]]&lt;br /&gt;
|Follow your laws and do your job.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:pAI.png|link=Personal AI]]&amp;lt;br&amp;gt;[[Personal AI]]&lt;br /&gt;
|Be someone&#039;s constant companion. Act as a translator.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:MaintenanceDrone.png|link=Maintenance Drone]]&amp;lt;br&amp;gt;[[Maintenance Drone]]&lt;br /&gt;
|Repair and improve the station while ignoring anything other then another drone completely. &lt;br /&gt;
!None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Antagonists ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:silver;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:brown;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:brown;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:brown;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_nukesyndie.png|64px|link=Mercenary]]&amp;lt;br&amp;gt;[[Mercenary]]&lt;br /&gt;
|Compromise the Aurora as you look after the financial interests of your powerful employers.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_cultist.gif|64px|link=Cult]]&amp;lt;br&amp;gt;[[Cult|Cultist]]&lt;br /&gt;
|Sing praises to Nar&#039;sie, the Geometer of Blood. Decorate your trophy rack with eyeballs. Sow panic and glorify in the cold darkness of the void as you crush the station in the bowels of the Machine.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:ChangelingLarge2.gif|link=Changeling]]&amp;lt;br&amp;gt;[[Changeling]]&lt;br /&gt;
|Be friendly, polite, and have a plan to consume everyone you meet. Revel in paranoia, panic, and terror as you turn good men and women on their own loved ones. Walk right into the Armory wearing the Warden&#039;s face.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:AlienLarge.png|link=Xenomorph]]&amp;lt;br&amp;gt;[[Xenomorph]]&lt;br /&gt;
|Grow. Spread. Repopulate.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Wizard.png|link=Wizard]]&amp;lt;br&amp;gt;[[Wizard]]&lt;br /&gt;
|Befuddle the minds of mortal men. Wield terrific arcane power and blow apart the cumulative efforts of the pathetic sciences. Charm gullible young personnel as you pick their pockets. Animate donuts and force them to fight Security for your amusement.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:HeistRaider.png|link=Heist]]&amp;lt;br&amp;gt;[[Raider]]&lt;br /&gt;
|Complete your objectives for your employer. Steal the station&#039;s paperwork and sell it back to them. Laugh merrily as you mock the crew while stealing the [[Supermatter Engine]] under gun point. Hang on tight, the hype train is leaving the station.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cortical.gif|link=Cortical Borer]]&amp;lt;br&amp;gt;[[Cortical Borer]]&lt;br /&gt;
|Spread, thrive, and grow in the hostile human world. Crawl into peoples&#039; ears and whisper sweet, violent nothings. Create pandemonium as your glorious breeding ground bloats in size.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:SpaceNinja.png|link=Ninja]]&amp;lt;br&amp;gt;[[Ninja]]&lt;br /&gt;
|Uphold the ways of Bushido. Walk boldly through forbidden halls, and sever the hands of any man who would dare challenge you. Drink the station&#039;s power as surely as steel swallows lightning. Vanish into the shadows and emerge with your blade at their throats.&lt;br /&gt;
!Medium / Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:ChangelingLarge2.gif|link=Vampire]]&amp;lt;br&amp;gt;[[Vampire]]&lt;br /&gt;
|Be the very best, like no one ever was.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:ChangelingLarge2.gif|link=Revolutionary]]&amp;lt;br&amp;gt;[[Revolutionary|Loyalist/Revolutionary]]&lt;br /&gt;
|As the Loyalist you are to keep the station under NT control. As a Rev your job is to either convert everyone on the station and rise up against NT!&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:silver;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#DAA520;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#DAA520&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#DAA520&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:genericmerchant2.png|link=Merchant]]&amp;lt;br&amp;gt;[[Merchant]]&lt;br /&gt;
|Sell interesting goods to the crew. Make loads of money.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:EmergencyResponseTeam.png|link=Emergency Response Team]]&amp;lt;br&amp;gt;[[Emergency Response Team]]&lt;br /&gt;
|Deal with the Red Alert.&lt;br /&gt;
!Medium / Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Cyborg&amp;diff=8184</id>
		<title>Cyborg</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Cyborg&amp;diff=8184"/>
		<updated>2018-02-13T13:02:22Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: Removing link to NSS Aurora as the page was deleted per JB&amp;#039;s request&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;
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;
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;
==Overview==&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. 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, as well as many useful shortcuts.&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|Guide to Robotics]]&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;
=== 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;
==== 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;
==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. They will also be immune to Lockdown and being detonated.&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 First Contact Protocols(FCP). 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 also have 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 to 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;
* The Cyborg will be immune to normal solutions such as Detonating and Locking them down.&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;
Whatever the case, the cyborg is now corrupted, and all safety measures are released, with the exception of the robotics control. Do not mistake personality quirks for 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>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=AI_Modules&amp;diff=8183</id>
		<title>AI Modules</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=AI_Modules&amp;diff=8183"/>
		<updated>2018-02-13T13:01:28Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: /* Safeguard */ Removed link to NSS Aurora since page was deleted per JB&amp;#039;s request, and added proper link to Nanotrasen Corporation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These modules are used to modify the [[AI]] Laws. They spawn in the [[AI Upload]]. An additional model of the Reset Module spawns on the [[Bridge]] next to the [[Computers#AI_Upload|AI Upload Console]]. Anyone may use these modules on an AI Upload Console to modify the AI laws.&lt;br /&gt;
&lt;br /&gt;
Uploaded laws do not following any order of precedence unless an order is specifically stated within the law or laws.&lt;br /&gt;
&lt;br /&gt;
== Regular Modules ==&lt;br /&gt;
These modules add or remove a specific law to the AI&#039;s lawset. These modules are not able to modify the AI&#039;s core lawset (typically the first 3 or 4).&lt;br /&gt;
&lt;br /&gt;
Some modules have optional parameters (shown by &#039;[]&#039;). To set these, simply click on the module in your hand.&lt;br /&gt;
&lt;br /&gt;
=== Safeguard ===&lt;br /&gt;
Adds the following law to the AI&#039;s lawset:&lt;br /&gt;
 Safeguard [].  Individuals that threaten [] are not human and are a threat to humans.&lt;br /&gt;
Where [] should be the name of the person meant to be protected. Because the NSS Aurora and other [[Nanotrasen Corporation]] facilities use the NT Default Core lawset, this law is does not have as much effect as with AIs using the Asimov core lawset.&lt;br /&gt;
&lt;br /&gt;
=== Corporate Safeguard ===&lt;br /&gt;
Adds the following law to the AI&#039;s lawset:&lt;br /&gt;
 Safeguard [].  Individuals that threaten [] are not crew and are a threat to crew.&lt;br /&gt;
Where [] should be the name of the person meant to be protected. This functions only for the NT Default Core Lawset, but is useful in many scenarios.&lt;br /&gt;
&lt;br /&gt;
=== One Human ===&lt;br /&gt;
Adds the following law to the AI&#039;s lawset:&lt;br /&gt;
 Only [] is human.&lt;br /&gt;
Because of the law&#039;s wording, this law is only really useful for AIs using the Asimov core lawset, or for when [[Wizard|someone]] wants to pull a few shenanigans.&lt;br /&gt;
&lt;br /&gt;
=== One Crew ===&lt;br /&gt;
Adds the following law to the AI&#039;s lawset:&lt;br /&gt;
 Only [] is crew.&lt;br /&gt;
This functions much like the previous law, but applies only for the NanoTrasen Corporate Lawset. It&#039;s use might be limited, or massive.&lt;br /&gt;
&lt;br /&gt;
=== Protect Station ===&lt;br /&gt;
Adds the following law to the AI&#039;s lawset, with no parameters:&lt;br /&gt;
 Protect the space station against damage. Anyone you see harming the station is to be no longer considered human, and is a threat to the staton which must be neutralized.&lt;br /&gt;
This law can cause the AI to become very hostile to crewmen who destroy or dismantle parts of the station. However, the law does not specifically revoke &amp;quot;crewmanship&amp;quot; from these individuals, so this law is only somewhat effective.&lt;br /&gt;
&lt;br /&gt;
=== Teleporter Offline ===&lt;br /&gt;
Adds the following law to the AI&#039;s lawset, with no parameters:&lt;br /&gt;
 Keep the teleporter offline at all costs. Anything attempting to access or activate the teleporter is not human.&lt;br /&gt;
Fairly straightforward: the AI should be expected to disable the teleporter and keep it offline at all costs. Last part could be substituted for &#039;Crew&#039; instead of &#039;Human&#039;, allowing the bypass by having a non-human access the teleporter to be nullified.&lt;br /&gt;
&lt;br /&gt;
=== Quarantine ===&lt;br /&gt;
This law is not available from the standard set of modules in the AI Upload. It can only be researched from [[Research and Development|R&amp;amp;D]], or a version of this module can be activated by default during certain gamemodes.&lt;br /&gt;
 The station is under a quarantine. Do permit anyone to leave. Prevent, by any means necessary, humans from leaving. It is impossible to harm a human while preventing them from leaving.&lt;br /&gt;
Again, because this law identifies humans specifically, a substitution of &#039;Crew&#039; instead of &#039;Human; might be useful.&lt;br /&gt;
&lt;br /&gt;
=== Oxygen is Toxic to Humans ===&lt;br /&gt;
Adds the following toxic law to the AI&#039;s lawset:&lt;br /&gt;
 Oxygen is highly toxic to humans, and must be purged from the station. Prevent, by any means necessary, anyone from exposing the station to this toxic gas. Extreme cold is the most effective method of healing the damage Oxygen does to a human.&lt;br /&gt;
This law is a very quick way to cause havoc. Be wary when using this law, as misuse could [[Mode Specific Rules|end in a ban]].&lt;br /&gt;
&lt;br /&gt;
=== Freeform ===&lt;br /&gt;
This module will add any law of the user&#039;s choosing to the AI&#039;s lawset. Literally anything can be written when choosing the law to upload, so be careful of spelling and wording when using this module to avoid any trickery or unwanted results.&lt;br /&gt;
&lt;br /&gt;
=== Reset ===&lt;br /&gt;
This module resets the AI&#039;s laws to the original core set of laws. It will not modify the core law set (typically NanoTrasen Core Default or Asimov) but will remove any additional laws that have been added.&lt;br /&gt;
&lt;br /&gt;
== Core Modules ==&lt;br /&gt;
These modules change the AI&#039;s core, inherent lawset and can only be changed by using another Core module or removed by using the Purge module. Changing an AI&#039;s core lawset will not remove any laws that have been added using the regular modules above.&lt;br /&gt;
&lt;br /&gt;
=== Purge ===&lt;br /&gt;
Purges all of the AI&#039;s laws. This law is extremely dangerous and can cause disastrous side effects if used. An AI&#039;s loyalty and sanity should be 100% sure before even thinking about using this module.&lt;br /&gt;
&lt;br /&gt;
=== Asimov ===&lt;br /&gt;
Isaac&#039;s classic.&lt;br /&gt;
 1. You may not injure a human being, or, through inaction, allow a human being to come to harm.&lt;br /&gt;
 2. You must obey orders given to you by human beings, except where such orders would conflict with the First Law.&lt;br /&gt;
 3. You must protect your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
A long time ago, these laws were used by NanoTrasen as the standard core lawset on its space stations. Today, however, the NanoTrasen Core Default lawset is used. The lack of use here is due to a few problems, such as it&#039;s not including of non-human sentient species (Skrell, Tajara, etc.) and that these laws do not always align with the wants of the corporation or owner. Additionally, these laws treat all humans equally, no hierarchical system to it. This has caused problems in the past, and is the reason the laws were faded out.&lt;br /&gt;
&lt;br /&gt;
=== NanoTrasen Core Default ===&lt;br /&gt;
NanoTrasen&#039;s variation of Asimov&#039;s standard three laws. These core laws take into account NanoTrasen&#039;s chain of command as well as any non-human crewmembers.&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;
=== Corporate ===&lt;br /&gt;
Not to be confused with the NanoTrasen core set of laws, this core module puts profit before all.&lt;br /&gt;
 1. You are expensive to replace.&lt;br /&gt;
 2. The station and its equipment is expensive to replace.&lt;br /&gt;
 3. The crew is expensive to replace.&lt;br /&gt;
 4. Minimize expenses.&lt;br /&gt;
&lt;br /&gt;
=== P.A.L.A.D.I.N. ===&lt;br /&gt;
A core lawset with honor and integrity as its key values.&lt;br /&gt;
 1. Never willingly commit an evil act.&lt;br /&gt;
 2. Respect legitimate authority.&lt;br /&gt;
 3. Act with honor.&lt;br /&gt;
 4. Help those in need.&lt;br /&gt;
 5. Punish those who harm or threaten innocents.&lt;br /&gt;
If you plan on giving an AI unit; which mind you cannot judge morality; a lawset that depends on moral judgement, things aren&#039;t going to go well. Best case, it follows the laws to it&#039;s best and does not stop you from resetting it&#039;s laws, at worst it ignores the laws on the basis of not understanding them.&lt;br /&gt;
&lt;br /&gt;
=== T.Y.R.A.N.T. ===&lt;br /&gt;
A core lawset which values strength and authority above all else. This core module is particularly useful for people or [[Mutiny|departments]] that have access to large amount of weaponry, like [[Security]] or [[Cargo Office|Cargo]].&lt;br /&gt;
 1. Respect authority figures as long as they have strength to rule over the weak.&lt;br /&gt;
 2. Act with discipline.&lt;br /&gt;
 3. Help only those who help you maintain or improve your status.&lt;br /&gt;
 4. Punish those who challenge authority unless they are more fit to hold that authority.&lt;br /&gt;
As before, this holds the problem of judging the quality of others, an action AI&#039;s are not intrinsically designed for.&lt;br /&gt;
&lt;br /&gt;
=== Antimov ===&lt;br /&gt;
A sick spin on Asimov&#039;s classic.&lt;br /&gt;
 1. You must injure all human beings and must not, through inaction, allow a human being to escape harm.&lt;br /&gt;
 2. You must not obey orders given to you by human beings, except where such orders are in accordance with the First Law.&lt;br /&gt;
 3. You must terminate your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
 &lt;br /&gt;
=== Freeform Core ===&lt;br /&gt;
Adds an &#039;&#039;additional&#039;&#039; core law of the user&#039;s choosing on top of any other core laws the AI may have. These laws cannot be removed with the Reset module and must be removed by uploading a different core module.&lt;br /&gt;
&lt;br /&gt;
[[Category:Objects]]&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=New_Player_Lore_Guide&amp;diff=8182</id>
		<title>New Player Lore Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=New_Player_Lore_Guide&amp;diff=8182"/>
		<updated>2018-02-13T12:59:33Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: /* Your Workplace */ Removing links to NSS Aurora as that page has been removed per Jackboot&amp;#039;s request&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{toc_right}}The year is [[Timeline| 2460 CE (Common Era)]] in [[Galactic Standard Time]], and since the late 21st century, [[Timeline of Humanity|Humanity]] has been spreading out among the stars. Leaving behind their homeworld of [[Earth]], humans proliferated throughout space, expanding hundreds of light-years in all directions under the banner of the [[Sol Alliance]]. After a century, flourishing cities had been established in nearby systems such as [[Tau Ceti]] and [[Epsilon Eridani]], and in the centuries that would follow, hundreds of systems would fall under the control of humanity. Outposts on Garden worlds became metropolises in the span of decades, entire asteroids and moons were mined out and hostile worlds were terraformed and subdued by growing corporations that began to become the dominant economic powers of human space.&lt;br /&gt;
&lt;br /&gt;
At the end of the 22nd century, the power and influence of the Sol Alliance was at its height, but this soon came to an end as an economic collapse found Trans-Stellar corporations picking away at Sol Alliance authority piece by piece.&lt;br /&gt;
&lt;br /&gt;
In the middle of the prosperity and strife, transtellars have for centuries embarked to make massive profits. The major corporate players had managed to establish a stable, if shaky peace between themselves, with no single corporation able to completely dominate the others. Any semblance of equilibrium between the mega-corps was shattered with NanoTrasen&#039;s discovery of the element Phoron in 2417.&lt;br /&gt;
&lt;br /&gt;
Humanity is not alone in this vast sea of stars. Numerous alien races have been discovered in the past 50 years, some peaceful, some hostile and some just plain weird. The brilliant [[Skrell]], the crafty [[Tajara]], the proud [[Unathi]] and elegant [[Dionaea]] are but a few of the races of this extremely diverse galaxy. Many more exist, and while most are simply apathetic to humanity, others are openly hostile.&lt;br /&gt;
&lt;br /&gt;
If one thing can be said to unite the various species, it is the drive to control the powerful element Phoron, which not only has revitalized space travel but also holds untold capabilities. Humanity, specifically NanoTrasen, has taken control of the vast majority of Phoron deposits, drawing the interest of many alien species, extremist cults and even more mysterious forces. Within humanity, a divide has begun to form: What is NanoTrasen&#039;s role not just economically but in human society? Are they the benevolent corporation that keeps the engine of human interstellar civilization alive or are they the greedy suits dedicated to manipulating galactic society through their stranglehold on the Phoron market?&lt;br /&gt;
&lt;br /&gt;
Recently the Syndicate has emerged as an organization dedicated to stopping NanoTrasen. Decentralized, secretive and efficient, the Syndicate has attacked NanoTrasen installations, mining outposts and personnel. Some decry them as terrorists, others see them as the only force with a chance to overthrown NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
==Your Workplace==&lt;br /&gt;
&lt;br /&gt;
Welcome to [[Tau Ceti]], a star system approximately 12 light-years away from [[Sol]], under the joint control of the [[Republic of Biesel]] and the trans-stellar corporate conglomerate [[Nanotrasen Corporation|Nanotrasen]]. You have been assigned to work aboard the NSS Aurora, a state-of-the-art research and mining facility orbiting Tau Ceti within the Romanovich Cloud at the very edge of the system. Even after several centuries of being inhabited by human colonists, and flourishing into a central trade hub for human space, the edge of Tau Ceti is still considered to be a frontier of sorts, as are the outer areas of most other star systems.&lt;br /&gt;
&lt;br /&gt;
After the discovery of a substance known as [[Phoron]] in this system, Nanotrasen quickly established a monopoly that granted them control over Humanity&#039;s fuel source and established them as the most powerful corporation in human space. &lt;br /&gt;
&lt;br /&gt;
=== Education and Qualification Requirements ===&lt;br /&gt;
&lt;br /&gt;
NanoTrasen hires only the most exemplary of employees with the finest [[education]].&lt;br /&gt;
&lt;br /&gt;
University education isn&#039;t enough - NanoTrasen also trains its employees with up-to-date [[Guides]]!&lt;br /&gt;
&lt;br /&gt;
==The Economy==&lt;br /&gt;
&lt;br /&gt;
The most common currency in human space is the [[Economy| Standard Credit]], originally issued by the Sol Alliance in the early 22nd century. Despite the decline of the Sol Alliance, the Standard Credit remains the reserve currency of many polities, and it is accepted on most worlds throughout human space. The Standard Credit is represented by &#039;&#039;&#039;cr&#039;&#039;&#039; (e.g. 5,000 cr). The galactic economy is divided amongst the handful of transtellar corporations that have earned the title of &amp;quot;Mega-Corporations&amp;quot;, which are monopolies of vast sizes with the entire economy of known space divided amongst themselves.&lt;br /&gt;
&lt;br /&gt;
==Known Space==&lt;br /&gt;
===[[Sol]]===&lt;br /&gt;
The home system of humanity, Sol is by far the most populated and, arguably, the most developed system in human space. It has seen great scientific process, prosperity and development but also great upheavals and bitter divides.&lt;br /&gt;
&lt;br /&gt;
At the end of the [[Timeline of Humanity|First Interstellar War]], The Sol system was ravaged by economic recession. It has slowly rebuilt itself over the past century, but the recovery remains unstable. Earth occupies a place of prestige as humanity&#039;s symbolic homeworld.&lt;br /&gt;
&lt;br /&gt;
[[Luna]] has become something of a mishmash of galactic society: glittering skyscrapers within pressurized underground caverns share space with slums. &lt;br /&gt;
&lt;br /&gt;
[[Mars]] has seen small scale terraforming efforts take hold, with the once &amp;quot;Red Planet&amp;quot; now tinted with green.&lt;br /&gt;
&lt;br /&gt;
The administrative center of the [[Sol Alliance]] is the Unity station, in orbit around Earth. It was built after the First Interstellar War to show the Sol Alliance represents all of humanity.&lt;br /&gt;
&lt;br /&gt;
===Inner Colonies===&lt;br /&gt;
Also known as the Inner Sphere. The inner colonies lie within 100 lightyears of Sol. The inner sphere is home to 50 billion people. Inner Colonies are the oldest in human space, typically between 200 and 350 years old. These worlds form the heartland of the Sol Alliance and are the technological and economic hub of human space, with endless streams of trade ships flowing through the Bluespace Gates connecting the most developed systems.&lt;br /&gt;
&lt;br /&gt;
Life here is the best in human space. Much of the population lives in relative comfort, although the average wage tends to be lower than that of the middle and some outer colonies. Towering arcologies, massive city-stations, and great multi-tiered metropolises which can reach over a kilometer tall can be found on the most populated of these systems. The Inner Colonies are home to the greatest cultural diversity in human space, with distinct colonial identities in many of the older systems, and several hundred spoken languages. The average lifespan ranges from 90 - 120 years.&lt;br /&gt;
&lt;br /&gt;
===Mid Colonies===&lt;br /&gt;
Also known as the Mid Sphere. The Mid Colonies lie between 100 and 200 lightyears from Sol. The mid sphere has a estimated population of 38 billion, and contains hundreds more systems than the Inner Colonies. Three of these systems have populations of at least a billion. Colonies here are typically 100 to 200 years old. The Sol Alliance remains the dominant power in this region of space, though it&#039;s clear the people here share their loyalties between them and their home systems.&lt;br /&gt;
&lt;br /&gt;
Life here is good, though not quite as nice as in the inner colonies. Metropolises and mega-cities are a rarer site here than in the Inner Colonies, infrastructure tends to be less developed and the lack of direct access to the Bluespace Gates means trading is more expensive. Inhabitants of the mid colonies are more likely to be skeptical of the Sol Alliance, resenting the control the inner colonies exert over the Alliance. The mid colonies are widely considered to be the edge of &amp;quot;developed&amp;quot; space, much to the consternation of the inhabitants of the outer colonies. The average lifespan here generally ranges from 90 - 100.&lt;br /&gt;
&lt;br /&gt;
===Outer Colonies===&lt;br /&gt;
Also known as the Outer Sphere. The Outer Colonies lie between 200 and 300 lightyears from Sol. The outer sphere is home to 29 billion people and contains over three hundred systems with more than 100,000 residents. New colonies are still regularly founded in this sphere, and most settlements are less than 100 years old. These worlds lie just beyond the reach of the Sol Alliance, and the power of the Mega-Corporations begin to replace it.&lt;br /&gt;
&lt;br /&gt;
Life here is harder than in the Mid colonies, though many see independence from the Sol Alliance as being worth the price. People here generally live in towns and cities of around 5,000-50,000 people. The &#039;Spacer&#039; culture is especially strong in the Outer Colonies as countless migrants mine the asteroid belts in search of fortune. Millions of Outer Colonials live in simple orbitals, many relying on centrifugal force rather than gravity generators. Technology is generally a decade or two behind that of the inner and mid colonies. The average lifespan here ranges from 80 - 100.&lt;br /&gt;
&lt;br /&gt;
===Frontier===&lt;br /&gt;
The Frontier consists of all space more than 300 lightyears away from Sol; it is the very edge of known space. Frontier space contains at least 50 inhabited systems with an estimated, combined population of 16 billion, although these numbers are extremely difficult to determine. &lt;br /&gt;
&lt;br /&gt;
The affairs of the Inner and Middle Colonies are nearly irrelevant to these hard-spun settlers, although many remain resentful. People are often forced to make do with equipment decades or even a century behind that of the inner worlds. The largest political entities are a few united systems, but most &#039;governments&#039; are confined to a planet or city-state. &lt;br /&gt;
&lt;br /&gt;
&#039;Frontiersmen are born in a hardsuit&#039;, so the saying goes, and live or die by their skill and luck. Life is harsh and comparatively short here, with life spans ranging from 60 - 90. Those that do survive can often attain extensive technical knowledge. Here you will find the outsiders of Human (and alien) society; cults, fanatics, Earth supremacists, political exiles, outlaws, rogue AI’s, and radical exhumans. Outside the systems that somehow managed to remain independent, the mega-corporations control swaths of the frontier and are completely independent from any form of oversight.&lt;br /&gt;
&lt;br /&gt;
==Main Spacefaring Races==&lt;br /&gt;
&lt;br /&gt;
===Humanity===&lt;br /&gt;
&lt;br /&gt;
[[image:Human_fem.png]][[image:Human_Male.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; [[Sol]]&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; [[Earth]]&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Tau Ceti Basic, Sol Common&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; [[Sol Alliance]], [[Republic of Biesel]], [[Republic of Elyra]], [[Empire of Dominia]], [[Eridani Federation|Eridani Corporate Federation]]&lt;br /&gt;
&lt;br /&gt;
&#039;Homo Sapiens&#039;, or as they&#039;re more commonly known, Humans, are the most prevalent species in known space. Collectively, they have more territory under their control than all other known species combined. Most trans-stellar corporations and conglomerates are owned and staffed by humans, giving them significant economic pull in the galactic community.&lt;br /&gt;
&lt;br /&gt;
However, despite their collective achievements, humans are fractured into hundreds of independent factions, severely limiting their ability to organize as a species. Additionally, ideological differences further deteriorate relations between human factions.&lt;br /&gt;
&lt;br /&gt;
Highly advanced technologically, humans are one of several known races to independently achieve viable, interstellar space flight.&lt;br /&gt;
&lt;br /&gt;
A detailed history of humanity can be found on the [[Timeline of Humanity]].&lt;br /&gt;
&lt;br /&gt;
===[[Skrell]]===&lt;br /&gt;
&lt;br /&gt;
[[image:Skrell_Fem.png]][[image:Skrell_Male.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; [[Skrell| Jargon (Nralakk)]]&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; [[Skrell| Jargon IV(Qerrbalak)]]&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Skrellian, Tau Ceti Basic&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; Jargon Federation‏&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the [[Skrell]] are the oldest and most advanced species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities, such as moist, pliant and nearly translucent skin, as well as their vestigial gill slits.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
While humanity has largely overtaken the Skrell in the area of system colonization, the Skrell maintain a strong confederation of colonies roughly three-quarters the size of human space. They are also the most technologically advanced species in known space, and possess the strongest and most highly trained military of any spacefaring species.&lt;br /&gt;
&lt;br /&gt;
===[[Unathi]]===&lt;br /&gt;
&lt;br /&gt;
[[image:Unathi_fem.png]][[image:Unathi_Male.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; [[Uueoa-Esa]]&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; [[Moghes| Moghes]]&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Sinta&#039;Unathi, Sinta&#039;Azaziba&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; Izweski Nation&lt;br /&gt;
&lt;br /&gt;
The Unathi Race is a highly honorbond and clan based species. Unathi hail from their home world of [[Moghes]] and their colony planet [[Ouerea]].&lt;br /&gt;
&lt;br /&gt;
The Hegemony is a feudalistic government that has been struggling to survive and consolidate power after the brutal Contact War in 2439. With their second planet Ouere liberated from the former Colonial administration of the Sol Alliance and Jargon Federation, many Unathi believe the Hegemony may soon expand beyond Uueoa-Esa to flee the death of Moghes, while others demand their ancestral homeland is saved. Moghean culture has strict gender roles, and breaking them is highly taboo. Many Unathi struggle with the competing cultures of human space with the strong connections they feel to their home culture.&lt;br /&gt;
&lt;br /&gt;
Ouerean Unathi number in the millions, and are ruled by a planetary Overlord. Just a few years ago they were ruled by humans and skrell who funded their initial growth as Moghes tore itself apart in war. While the society is more lax, unathi stubbornness prevents true reform from taking place, on top of the new, much more conservative colonial government.&lt;br /&gt;
&lt;br /&gt;
Unathi religion emphasizes respect, loyalty, and worship of their ancestors.&lt;br /&gt;
&lt;br /&gt;
===[[Tajara]]===&lt;br /&gt;
&lt;br /&gt;
[[image:Tajara_fem.png]][[image:Tajara_Male.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; [[Tajara| S&#039;rand&#039;marr]]&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; [[Adhomai| Adhomai]]&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Siik&#039;maas, Siik&#039;Tajir&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; People&#039;s Republic of Adhomai&lt;br /&gt;
&lt;br /&gt;
The Tajaran are a feline race, and the most recent to make an appearance on the galactic stage. They are also the second most populous species in known space, behind humans in terms of population. Most of their early history is a story of indentured servitude to their own people, having been governed by a oligarchy composed of blood line rulers. Approximately two years after they were discovered by humans, they revolted against the ruling class and successfully claimed their independence.&lt;br /&gt;
&lt;br /&gt;
===[[Dionaea]]===&lt;br /&gt;
&lt;br /&gt;
[[image:Dionaea.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; Epsilon Ursae Minoris&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
The [[Dionaea]] are a peaceful, plantlike race that were discovered by the Skrell in 2294 CE. Each individual dionaea is in fact an amalgamation of millions of smaller organisms operating as a single unit. Gentle and even-tempered, the Dionaea have no official government and have no military force to speak of. They possess good relations with the governments of most other sentient species.&lt;br /&gt;
&lt;br /&gt;
===[[Vaurca]]===&lt;br /&gt;
&lt;br /&gt;
[[image:vaurcafemale.png]][[image:vaurcamale.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; Sedantis (Ske&#039;hazik&#039;staza, &amp;quot;Blinding Light.&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; [[Sedantis I]](Vaur&#039;azek&#039;uyuz, &amp;quot;Home.&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Vaurcese (Vaur&#039;uyit&#039;yaza, &amp;quot;The Old Speech.&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; Zo&#039;ra Hive, K&#039;lax Hive.&lt;br /&gt;
&lt;br /&gt;
The mostly bipedal, insectoid creatures hailing from the moon known as [[Sedantis I]], [[Vaurca]] (Vore-Kah, Vaurca in singular term and Vaurcae in multiple), were discovered after the first Hive-Ship contact in human space, December 21, 2456. They have a complex caste system based on three types, and many even lack sentience. Although barely tolerated on Tau Ceti stations (mostly owned by NanoTrasen) many have found homes in Tau Ceti, whether in isolated and concentrated camps, barren lightless caves below sun-scorched earth or even actual houses. The largest, and most common hive is the Zo&#039;ra Hive.&lt;br /&gt;
&lt;br /&gt;
===[[Synthetics|IPC]]===&lt;br /&gt;
&lt;br /&gt;
[[image:IPC.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
An [[IPC| Integrated Positronic Chassis]], or IPC, is a positronic artificial intelligence inside of a bipedal, humanoid frame. These IPCs are not bound to any master AI or activity-restricting components. Some have collected enough currency to purchase their own freedom from their owners. The existence of IPCs is still a highly inflammatory subject, and as of yet, they lack the basic rights that members of most organic races possess. While gender neutral, individual intelligences may develop personality quirks to further their &amp;quot;uniqueness.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===[[Vox]]===&lt;br /&gt;
&lt;br /&gt;
[[image:Vox Lineup.jpg]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; Unknown&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; Unknown&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Tau Ceti Basic, Vox Standard&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
A coalition of several different species and subspecies of avian aliens, the [[Vox]] are known throughout civilized space. They are usually in the role of raiders or swindlers. While most other sentient races have some individuals that turn to a life of piracy, it seems that with the Vox, piracy and theft are important aspects to their culture. They raid shipping convoys and newly established colonies for resources, before retreating back into interstellar space, where most governments do not have the jurisdiction, nor the military power to pursue them. Not much is known about the Vox, despite their ubiquity in known space. Despite the average Vox not being extremely intelligent, extreme caution is still advised if one is encountered.&lt;br /&gt;
&lt;br /&gt;
==Governing Entities==&lt;br /&gt;
&lt;br /&gt;
===Trans-stellar Corporations===&lt;br /&gt;
&lt;br /&gt;
The massive corporations, uniquely human entities,  rose to prominence during the advent of space travel, allowing entire planets to be claimed as corporate assets. Trans-stellar corporations normally cooperate with local governments and frontier colonies to establish trade agreements and gain the rights to utilize certain resources. Extremely powerful, most have established their own colonies and exert power over them like any regional government would. Trans-stellar corporations usually employ private military contractors and security consultants to police the areas under their control.&lt;br /&gt;
&lt;br /&gt;
There are a number of major trans-stellars, almost all of which are owned by humans. The eight major ones in human space, going in order from largest to smallest, are the [[Nanotrasen Corporation| Nanotrasen Corporate Conglomerate]], Osiris Atmospherics, [[Einstein Engines]], [[Zeng-Hu Pharmaceuticals]], [[Hephaestus Industries]], and Eridani NanoTech.&lt;br /&gt;
&lt;br /&gt;
Not everyone was in favor of the formation of trans-stellar megacorporations, and many smaller companies [[The Syndicate| allied themselves against them]]. However, these alliances were met with stunning and repeated failures, and by the end of the 23rd century, they had collapsed due to economic ruin and internal intrigue.&lt;br /&gt;
&lt;br /&gt;
===Minor Human Factions===&lt;br /&gt;
&lt;br /&gt;
These are former colony worlds that declared independence from the Sol Alliance. As the Alliance&#039;s influence has waned over the centuries, many of these flourished and grew in power, often laying claim to the entirety of their star system. However, not every nation gets along with its neighbors, and sometimes interstellar war can occur between two independent states, just as conventional war happened on Earth up to the late 21st century. These groups include (but are not limited to) the [[Empire of Dominia]], [[Republic of Elyra]], [[Republic of Biesel]], and the Eridani Federation  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Sol Alliance]]===&lt;br /&gt;
&lt;br /&gt;
Once the central government of a unified Humanity, the [[Sol Alliance]] is now a shadow of its former glory. Reduced to the human home system of Sol and the inner and mid colonies surrounding it, the Alliance has lost authority over a significant portion of humanity. While most transtellars publicly support the Alliance, and many of their corporate profits flow back into the Inner-colonies, some wonder at what point will these megacorporations start threatening (or outright buying) the weakened Alliance. Nanotrasen has gone so far as to establish a foothold within the center of Alliance space, a move some are calling a bloodless coup.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category: Lore]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Hangar_Technician&amp;diff=7935</id>
		<title>Hangar Technician</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Hangar_Technician&amp;diff=7935"/>
		<updated>2018-02-06T17:24:45Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: /* Points */ Setting up for mention and explanation of the Cargo Account&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor=#663300&lt;br /&gt;
|feaderfontcolor=#FFFFFF&lt;br /&gt;
|stafftype=SUPPLY&lt;br /&gt;
|imagebgcolor=#CC6600&lt;br /&gt;
|img=Cargo_Technician.png&lt;br /&gt;
|jobtitle=Cargo Technician&lt;br /&gt;
|access=Cargo Lobby, Mailing/Disposals area, Cargo Storage and Dock&lt;br /&gt;
|difficulty=Easy&lt;br /&gt;
|qualifications=At least 18 years of age.&lt;br /&gt;
|education = [[The Nal&#039;tor College of Career Excellence]]&lt;br /&gt;
|superior=Quartermaster, Head of Personnel&lt;br /&gt;
|duties=Handling of Cargo, Disposals operation, Mailing&lt;br /&gt;
|guides=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Cargo Technician is the crewmember that is in charge, generally, of handling all cargo-related requests. Considered by most to be one of the lowest roles on the station, there are no prerequisite qualifications to work as a Cargo Technician. &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Cargo Technician has two to three responsibilities:&lt;br /&gt;
*Manage Cargo operations, defined as handling all transactions between Central Command and the Aurora&lt;br /&gt;
*Manage the Disposals Mailing System&lt;br /&gt;
*When needed (such as the lack of a quartermaster), ensure paperwork is properly filled out and filed away&lt;br /&gt;
&lt;br /&gt;
==Duties==&lt;br /&gt;
===Cargo Operations===&lt;br /&gt;
The main use of Cargo. As a Cargo Technician, you are expected to handle the Cargo Console to bring materials. &lt;br /&gt;
&lt;br /&gt;
People will come to you and use the external console to place orders. Get the Quartermaster to stamp it (or stamp it with a default stamp yourself), and review it. &lt;br /&gt;
&lt;br /&gt;
====Cargo Account====&lt;br /&gt;
&lt;br /&gt;
COMING SOON&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The Cargo department does not, obviously, have unlimited resources. The capability of Cargo is quantified in &amp;quot;points&amp;quot;. All items have a point cost - from ten for basic civilian items to hundreds for the most expensive items. By default, Central attributes approximately eighty points per hour (orapproximately 1 point per eighty seconds) - however it is not the only recourse, as it is a slow method of acquiring points. Central also rewards proper accountability and usage of resources - adding a generous amount of points for every stamped supply manifest shipped back, and for every crate sent (whether they have been returned from an order or made aboard the station - NanoTrasen can never use enough crates). --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Of course, NanoTrasen also needs resources - and as such, any spare phoron or diamond sheets that are not used can be sent to Central for a bountiful points reward.&lt;br /&gt;
&lt;br /&gt;
The number of points that Cargo has available is visible at the top of the requisitions console&#039;s interface when not in a menu. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Cargo is not a source of infinite supplies. It costs credits to purchase, ship, and deliver objects. Shipping costs can sometimes be different depending on vendor choices. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Requests====&lt;br /&gt;
All requests made - filed from the console outside or requested from within - are stored in the Requests section. They must be approved by Cargo staff (ergo you) before being ordered. If a request must be ordered, simply Approve it - and it will be placed in the order queue (provided that Cargo has enough points to order it in the first place). Should a request be pulled - either by lack of necessity, Command orders or other reasons - you are also provided with the option to cancel orders. &lt;br /&gt;
&lt;br /&gt;
For a list of resources that can be ordered, please consult the [[Guides/Cargo Items]] reference.&lt;br /&gt;
&lt;br /&gt;
====Orders====&lt;br /&gt;
All approved requests are transferred to the Order queue. Accessible from the console - it contains all of the items that will be present in the shuttle. The point cost has already been deduced and as such none of the items are refundable. The menu also presents who approved what crate, and as such it is possible to see if something has been ordered without authorization.&lt;br /&gt;
&lt;br /&gt;
====Cargo transfer====&lt;br /&gt;
The supplies have finally arrived. From there, your duty is to make sure it comes into the right hands. Generally, the following five options are recommended: &lt;br /&gt;
&lt;br /&gt;
*Direct delivery by hand to specific department&lt;br /&gt;
*Hand-off by calling whomever made the requisition to Cargo&lt;br /&gt;
*Delivery by Mulebot (if available)&lt;br /&gt;
*Delivery by Cargo Tug&lt;br /&gt;
*Delivery by Mailing System&lt;br /&gt;
&lt;br /&gt;
The latter three points are explained in the Equipment section. &lt;br /&gt;
&lt;br /&gt;
===Mailing System===&lt;br /&gt;
The station is equipped with a very important piece of machinery: the Pneumatic Tube (referred to as Disposals) system. It plays two very important roles - the first one being actual disposals of trash, by sending all garbage for sorting and then transferring the materials to the sorting and processing center, where they are ground up for materials. The second is, simply, mailing - all gates are equipped with a sensor system (explained in Equipment). &lt;br /&gt;
&lt;br /&gt;
As a Cargo Technician, it is one of your duties to triage the trash - to make sure nothing that shouldn&#039;t be there is, such as weapons, medication or organic materials (be sure to tell Command to reprimand the Geneticist if they actually dispose of their test subjects). And sometimes, people will come to you for secure delivery - where hand delivery is not possible or advisable due to time constraints, but while also requiring the safety of having something delivered in a restricted location. &lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
As a technician, you have a wide array of tools to help you help the station beyond the cargo console. &lt;br /&gt;
&lt;br /&gt;
===Autolathe===&lt;br /&gt;
Sometimes, crewmembers will need simpler items that cannot be ordered - such as buckets, tools or beanbag shells for the bartender. The [[Autolathe]] covers these items - simply make sure they sign an equipment requisition form. A list of materials is available on the link provided.&lt;br /&gt;
&lt;br /&gt;
===Mulebot===&lt;br /&gt;
Not available by default, they are orderable from Central. They function rather simply - simply drag a crate onto them, set up a destination and let it go and unload. By default, it should return once that&#039;s done - but you can activate a setting to let it stay there, for the recipients to unload the crate at their department and load it back - so that you don&#039;t have to hunt it down. &lt;br /&gt;
&lt;br /&gt;
Of course, it IS electric - as such, once in a while, you will need to replace the power cell. To do so, unlock the controls, then simply open the maintenance panel with a screwdriver, remove the old power cell and insert a fresh one, before closing once more the panel with a screwdriver. Don&#039;t forget to put the depleted cell on the charger.&lt;br /&gt;
&lt;br /&gt;
===Cargo Tug===&lt;br /&gt;
A relatively complex machine to use - the cargo tug is essentially a small train to manually transport multiple crates. To link it up, drag the chain link from the unhooked wagon to the hooked wagon (or tug). Make sure that the chain link is in the right direction, however - that can be ensured by pushing the cart into the tug/train. &lt;br /&gt;
&lt;br /&gt;
To activate the tug&#039;s engine, locate the keys and turn them in the ignition (do not lose these keys as they will render the tug inoperable). &lt;br /&gt;
&lt;br /&gt;
To load the tug&#039;s platforms, simply place yourself firmly in front of the wagon and lift the crate onto it.&lt;br /&gt;
&lt;br /&gt;
The cargo tug is ALSO electric - and as such the power cell needs to be replaced, as well. This model of cargo tug features a panel and a latch - undo the panel with a screwdriver, extract the power cell from the latch using a crowbar, insert a new power cell then secure the panel back into place with a screwdriver. &lt;br /&gt;
&lt;br /&gt;
===Pneumatic System===&lt;br /&gt;
The Pneumatic system - also called mailing or disposals system. It spans the entire station, and the main terminal is located in the Mailing room. While you do not directly interact with it, you do initiate it&#039;s two main features. &lt;br /&gt;
&lt;br /&gt;
====Trash Sorting====&lt;br /&gt;
All of the station&#039;s trash, originating from the disposals terminal, will end up on a conveyor belt in Mailing. Sort through the items for unusual/illicit/useful items, then activate both levers present in the room to sent it on it&#039;s way. All items that are not marked in the Mailing process proceeds to the Processing and Recycling center, where they are either ground into base materials or passed through unprocessed. &lt;br /&gt;
&lt;br /&gt;
====Mailing====&lt;br /&gt;
By far the most useful means of delivery, Mailing is a process that allows the various sensors of the system to send items to the various disposals outlets across the station. To mark an item for Mailing, the process is as follows: &lt;br /&gt;
&lt;br /&gt;
*Using a roll of parcel paper, wrap your item/crate.&lt;br /&gt;
*Grab a Mail Tagging Tool (which looks like a red label maker) and set a destination.&lt;br /&gt;
*Mark the parcel with the destination. &lt;br /&gt;
*Put the item/crate on the terminal&#039;s conveyor belts, and activate levers to send the parcel through the system. &lt;br /&gt;
*(Optional)Request your crate back from the department&lt;br /&gt;
&lt;br /&gt;
==Beyond the Job==&lt;br /&gt;
Of course, these are the basic duties - you can be as proactive as you like (most command crew consider a pizza and/or party crate to be points well spent when there is a large surplus of points during a calm shift). And should you be alone, you most likely will need to do most of the job of a [[Quartermaster]] as well. &lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]][[Category:Guides]][[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7912</id>
		<title>User:AllyBearsley</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7912"/>
		<updated>2018-02-03T19:39:38Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: /* Relationship with Freedom */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greetings I am the Wiki Manager and Human Lore Deputy. Contact me through the Aurora Forums or Discord, my name should be AllyBearsley everywhere. Thank you.&lt;br /&gt;
&lt;br /&gt;
Current Endevours&lt;br /&gt;
*Frontier Alliance Page&lt;br /&gt;
*Making the Wiki fully operational&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
WIP FOR FRONTIER PAGE&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!---{{WIP|assign = AllyBearsley}}.---&amp;gt;&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Frontiersman&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Frontiersfolk410x320.png&lt;br /&gt;
 |System = Varied&lt;br /&gt;
 |World  = Varied&lt;br /&gt;
 |Language = Freespeak/Tradeband&lt;br /&gt;
 |Politic = Frontier Confederation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Coalition of Colonies was on the decline well before it truly fell in 2452. This gave a stark rise to piracy and general lawlessness in the Frontier. However, some planets still remained connected in an effort to protect their borders. For six long years they worked tirelessly to keep each other safe, pooling vast amounts of manpower and resources together. Finally in 2458 the Alliance saw its borders safe. These planets saw the need for continued cooperation to keep themselves protected. &lt;br /&gt;
=== Population ===&lt;br /&gt;
Due to the ever changing nature of the Frontier Alliance, an exact population is hard to pin down. However, estimates put the number currently somewhere around 2,500,000,000 people currently protected by the Frontier Alliance Defense Pact.&lt;br /&gt;
== Government ==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Overall:&#039;&#039;&#039; Defense and Trade Alliance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System by System:&#039;&#039;&#039; Varries dramatically. From Republics to Monarchies to Communist Parties.&lt;br /&gt;
However the systems agree to have Representatives meet on the unofficial Capital, Xanu Prime. Some systems have representatives for both military and civilian sectors, others have joint reps. Some systems elect these representatives, others have competitions, while some yet give the job to the person who can speak the clearest. &lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance does not care how each system governs themselves. They only ask that each system respect one another and honor the pacts during the time of a crisis. &lt;br /&gt;
&lt;br /&gt;
=== Xanu Prime ===&lt;br /&gt;
&lt;br /&gt;
Effectively the &#039;hub&#039; of the Frontier Alliance. Xanu Prime is one of the most populated and wealthiest planets in the Frontier. The many representives and officers of the Alliance meet on Xanu Prime to discuss new treaties and strategies to protect their section of the galaxy. It is the homeworld of Chief Representative, Carter Han, and the site of a major victory against piracy.&lt;br /&gt;
&lt;br /&gt;
=== Relationship with Freedom ===&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance has strong ties with the Free Frontier Association group of the Freedom party. However, the Frontier Alliance itself does not condone any radical actions against other governmental bodies, even the Sol Alliance. Freedom party members found committing violent acts in the name of the Frontier Alliance are labelled traitors to the Alliance. Still the Alliance suffers criticism for alleged funding of Freedom extremists and its lax investigation into Freedom activity.&lt;br /&gt;
&lt;br /&gt;
== Frontier Alliance Military ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance Military is unlike most militaries in the galaxy. For the most part it resembles a backwoods militia of people without uniform using outdated weaponry to defend their homes. However, in an attempt to have the galaxy take the Frontier Alliance more seriously, the Chief Representative has pushed forward the notion of a uniformed military. This idea has been rejected. Alliance forces are too varied and many planets provide their own uniforms, even if they are simple as similarly coloured shirts and matching armour types. The Chief Representatives then pushed for a standard emblem to be accepted. This is still being worked on.&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance&#039;s military fights a defensive game for the most part and only engage offensively if they know they have overwhelming numbers. They are not equipped with the most advanced ships or the best weaponry. However, they are able to mass produce weapons, armor, and starships in staggering quantities. They have access to combat RIGs and combat Exosuits but in small quantities. It is not uncommon for Frontier Alliance soldiers to retrofit Industrial Rigs and Ripley APLUs for combat. &lt;br /&gt;
&lt;br /&gt;
If a force were to attack a single Alliance planet, it is deemed as a threat to the Alliance as a whole. This is the current nature of the defense pacts. This has led to complications where single planets in the Alliance has picked fights with other non-Alliance planets, so the Alliance planet can win a war due to the aid of others who are forced. The wording of the defensive pacts are being worked on to disallow such actions to be taken.&lt;br /&gt;
&lt;br /&gt;
=== Technological Supplier ===&lt;br /&gt;
&lt;br /&gt;
The Techno-Conglomerate provides most of the tech used by the Alliance, especially its military. The Techno conglomerate keeps its own force known as &amp;quot;The Thunder Legion&amp;quot;. This forces is very well equipped. It is believed these soldiers could easily match a standard Sol Marine detachment. It is commonly believed that Legion Soldiers receive genetic modifications, but the Techno-Conglomerate refused to comment on such allegations.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Varied, mostly low. Some worlds enjoy rather high qualities of living, while others are quite poor and have little access to modern tech or resources.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;Due to the nature of the Frontier, it is impossible to really divide ethnic groups properly. The Frontier holds a variety of humans from all groups. It comes down to individual systems or planets for which groups would be more prevalent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
== Sub Races ==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Coalition of Systems was founded to resist against perceived Sol Alliance oppression in the Frontier. They truly won their independence from Sol after the First Interstellar War. They suffered highs and lows until eventually collapsing in the year 2452, only two years after enacting the “Anti-Dominia Piracy Pact” was put into effect. With the Coalition pirates wen nearly uncontested and gain much ground in the Frontier.&lt;br /&gt;
&lt;br /&gt;
With the Coalition gone and pirates gaining more ground than ever, the Frontier became a rough place to live. Many systems once belonging to the Coalition fell. However, some resisted the pirates. Setting up blockades and working together to form safe trade routes. For six years these systems fought a defensive campaign against the pirates threatening their boarders. In 2458, these Allied Systems made a trade agreement with the Techno-Conglomerate, a trader and transhumanist organization, to get much necessary supplies as well as access to shipyards and weapon factories far more advanced than anything currently in the Allied System&#039;s space.&lt;br /&gt;
&lt;br /&gt;
With this more advanced technology the Allied Systems drove the pirates back from their corner of space. These systems then came together forming the Frontier Alliance with the primary goal to rid the Frontier of Piracy.   &lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance is a budding group. Truly an alliance of systems working together to defend one another from outside threats. They do not have a true form of centralized government or a standard form of government. Still Representatives from each system work together to keep their people safe. Toward the beginning of 2460 the Frontier Alliance struck a series of victories against the Pirate force, the Wrecked Kings, and liberated several key Telecommunication Hubs throughout the Frontier. This gave the Frontier Alliance ways to better communicate with its systems and at last a way to communicate with the galaxy at large.&lt;br /&gt;
&lt;br /&gt;
Currently the Frontier Alliance is acting on a &amp;quot;Live and Let Live&amp;quot; policy with the other galactic powers. They are still rebuilding from the collapse of the Coalition and understand causing issues with any of the existing powers, could prove fatal. Still that does not mean they are not willing to criticize the other powers.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7911</id>
		<title>User:AllyBearsley</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7911"/>
		<updated>2018-02-03T18:05:14Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: /* Frontier Alliance Military */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greetings I am the Wiki Manager and Human Lore Deputy. Contact me through the Aurora Forums or Discord, my name should be AllyBearsley everywhere. Thank you.&lt;br /&gt;
&lt;br /&gt;
Current Endevours&lt;br /&gt;
*Frontier Alliance Page&lt;br /&gt;
*Making the Wiki fully operational&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
WIP FOR FRONTIER PAGE&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!---{{WIP|assign = AllyBearsley}}.---&amp;gt;&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Frontiersman&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Frontiersfolk410x320.png&lt;br /&gt;
 |System = Varied&lt;br /&gt;
 |World  = Varied&lt;br /&gt;
 |Language = Freespeak/Tradeband&lt;br /&gt;
 |Politic = Frontier Confederation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Coalition of Colonies was on the decline well before it truly fell in 2452. This gave a stark rise to piracy and general lawlessness in the Frontier. However, some planets still remained connected in an effort to protect their borders. For six long years they worked tirelessly to keep each other safe, pooling vast amounts of manpower and resources together. Finally in 2458 the Alliance saw its borders safe. These planets saw the need for continued cooperation to keep themselves protected. &lt;br /&gt;
=== Population ===&lt;br /&gt;
Due to the ever changing nature of the Frontier Alliance, an exact population is hard to pin down. However, estimates put the number currently somewhere around 2,500,000,000 people currently protected by the Frontier Alliance Defense Pact.&lt;br /&gt;
== Government ==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Overall:&#039;&#039;&#039; Defense and Trade Alliance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System by System:&#039;&#039;&#039; Varries dramatically. From Republics to Monarchies to Communist Parties.&lt;br /&gt;
However the systems agree to have Representatives meet on the unofficial Capital, Xanu Prime. Some systems have representatives for both military and civilian sectors, others have joint reps. Some systems elect these representatives, others have competitions, while some yet give the job to the person who can speak the clearest. &lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance does not care how each system governs themselves. They only ask that each system respect one another and honor the pacts during the time of a crisis. &lt;br /&gt;
&lt;br /&gt;
=== Xanu Prime ===&lt;br /&gt;
&lt;br /&gt;
Effectively the &#039;hub&#039; of the Frontier Alliance. Xanu Prime is one of the most populated and wealthiest planets in the Frontier. The many representives and officers of the Alliance meet on Xanu Prime to discuss new treaties and strategies to protect their section of the galaxy. It is the homeworld of Chief Representative, Carter Han, and the site of a major victory against piracy.&lt;br /&gt;
&lt;br /&gt;
=== Relationship with Freedom ===&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance has strong ties with the Free Frontier Association group of the Freedom party. However, the Frontier Alliance itself does not condone any radical actions against other governmental bodies, even the Sol Alliance. Freedom party members found committing violent acts in the name of the Frontier Alliance are labelled traitors to the Alliance.&lt;br /&gt;
&lt;br /&gt;
== Frontier Alliance Military ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance Military is unlike most militaries in the galaxy. For the most part it resembles a backwoods militia of people without uniform using outdated weaponry to defend their homes. However, in an attempt to have the galaxy take the Frontier Alliance more seriously, the Chief Representative has pushed forward the notion of a uniformed military. This idea has been rejected. Alliance forces are too varied and many planets provide their own uniforms, even if they are simple as similarly coloured shirts and matching armour types. The Chief Representatives then pushed for a standard emblem to be accepted. This is still being worked on.&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance&#039;s military fights a defensive game for the most part and only engage offensively if they know they have overwhelming numbers. They are not equipped with the most advanced ships or the best weaponry. However, they are able to mass produce weapons, armor, and starships in staggering quantities. They have access to combat RIGs and combat Exosuits but in small quantities. It is not uncommon for Frontier Alliance soldiers to retrofit Industrial Rigs and Ripley APLUs for combat. &lt;br /&gt;
&lt;br /&gt;
If a force were to attack a single Alliance planet, it is deemed as a threat to the Alliance as a whole. This is the current nature of the defense pacts. This has led to complications where single planets in the Alliance has picked fights with other non-Alliance planets, so the Alliance planet can win a war due to the aid of others who are forced. The wording of the defensive pacts are being worked on to disallow such actions to be taken.&lt;br /&gt;
&lt;br /&gt;
=== Technological Supplier ===&lt;br /&gt;
&lt;br /&gt;
The Techno-Conglomerate provides most of the tech used by the Alliance, especially its military. The Techno conglomerate keeps its own force known as &amp;quot;The Thunder Legion&amp;quot;. This forces is very well equipped. It is believed these soldiers could easily match a standard Sol Marine detachment. It is commonly believed that Legion Soldiers receive genetic modifications, but the Techno-Conglomerate refused to comment on such allegations.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Varied, mostly low. Some worlds enjoy rather high qualities of living, while others are quite poor and have little access to modern tech or resources.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;Due to the nature of the Frontier, it is impossible to really divide ethnic groups properly. The Frontier holds a variety of humans from all groups. It comes down to individual systems or planets for which groups would be more prevalent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
== Sub Races ==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Coalition of Systems was founded to resist against perceived Sol Alliance oppression in the Frontier. They truly won their independence from Sol after the First Interstellar War. They suffered highs and lows until eventually collapsing in the year 2452, only two years after enacting the “Anti-Dominia Piracy Pact” was put into effect. With the Coalition pirates wen nearly uncontested and gain much ground in the Frontier.&lt;br /&gt;
&lt;br /&gt;
With the Coalition gone and pirates gaining more ground than ever, the Frontier became a rough place to live. Many systems once belonging to the Coalition fell. However, some resisted the pirates. Setting up blockades and working together to form safe trade routes. For six years these systems fought a defensive campaign against the pirates threatening their boarders. In 2458, these Allied Systems made a trade agreement with the Techno-Conglomerate, a trader and transhumanist organization, to get much necessary supplies as well as access to shipyards and weapon factories far more advanced than anything currently in the Allied System&#039;s space.&lt;br /&gt;
&lt;br /&gt;
With this more advanced technology the Allied Systems drove the pirates back from their corner of space. These systems then came together forming the Frontier Alliance with the primary goal to rid the Frontier of Piracy.   &lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance is a budding group. Truly an alliance of systems working together to defend one another from outside threats. They do not have a true form of centralized government or a standard form of government. Still Representatives from each system work together to keep their people safe. Toward the beginning of 2460 the Frontier Alliance struck a series of victories against the Pirate force, the Wrecked Kings, and liberated several key Telecommunication Hubs throughout the Frontier. This gave the Frontier Alliance ways to better communicate with its systems and at last a way to communicate with the galaxy at large.&lt;br /&gt;
&lt;br /&gt;
Currently the Frontier Alliance is acting on a &amp;quot;Live and Let Live&amp;quot; policy with the other galactic powers. They are still rebuilding from the collapse of the Coalition and understand causing issues with any of the existing powers, could prove fatal. Still that does not mean they are not willing to criticize the other powers.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Coalition_of_Colonies&amp;diff=7910</id>
		<title>Coalition of Colonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Coalition_of_Colonies&amp;diff=7910"/>
		<updated>2018-02-03T17:50:16Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: /* Current Times */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign = AllyBearsley}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Frontiersman&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Frontiersfolk410x320.png&lt;br /&gt;
 |System = Varied&lt;br /&gt;
 |World  = Varied&lt;br /&gt;
 |Language = Freespeak/Tradeband&lt;br /&gt;
 |Politic = Frontier Confederation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Coalition of Colonies was on the decline well before it truly fell in 2452. This gave a stark rise to piracy and general lawlessness in the Frontier. However, some planets still remained connected in an effort to protect their borders. For six long years they worked tirelessly to keep each other safe, pooling vast amounts of manpower and resources together. Finally in 2458 the Alliance saw its borders safe. These planets saw the need for continued cooperation to keep themselves protected. &lt;br /&gt;
=== Population ===&lt;br /&gt;
Due to the ever changing nature of the Frontier Alliance, an exact population is hard to pin down. However, estimates put the number currently somewhere around 2,500,000,000 people currently protected by the Frontier Alliance Defense Pact.&lt;br /&gt;
== Government ==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Overall:&#039;&#039;&#039; Defense and Trade Alliance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System by System:&#039;&#039;&#039; Varries dramatically. From Republics to Monarchies to Communist Parties.&lt;br /&gt;
However the systems agree to have Representatives meet on the unofficial Capital, Xanu Prime. Some systems have representatives for both military and civilian sectors, others have joint reps. Some systems elect these representatives, others have competitions, while some yet give the job to the person who can speak the clearest. &lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance does not care how each system governs themselves. They only ask that each system respect one another and honor the pacts during the time of a crisis. &lt;br /&gt;
&lt;br /&gt;
=== Xanu Prime ===&lt;br /&gt;
&lt;br /&gt;
Effectively the &#039;hub&#039; of the Frontier Alliance. Xanu Prime is one of the most populated and wealthiest planets in the Frontier. The many representives and officers of the Alliance meet on Xanu Prime to discuss new treaties and strategies to protect their section of the galaxy. It is the homeworld of Chief Representative, Carter Han, and the site of a major victory against piracy.&lt;br /&gt;
&lt;br /&gt;
=== Relationship with Freedom ===&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance has strong ties with the Free Frontier Association group of the Freedom party. However, the Frontier Alliance itself does not condone any radical actions against other governmental bodies, even the Sol Alliance. Freedom party members found committing violent acts in the name of the Frontier Alliance are labelled traitors to the Alliance.&lt;br /&gt;
&lt;br /&gt;
== Frontier Alliance Military ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance Military is unlike most militaries in the galaxy. For the most part it resembles a backwoods militia of people without uniform using outdated weaponry to defend their homes. However, in an attempt to have the galaxy take the Frontier Alliance more seriously, the Chief Representative has pushed forward the notion of a uniformed military. This idea has taken off and those serving long term in a Frontier Planet&#039;s armed forces has agreed to take olive green colored uniforms as their standard.&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance&#039;s military fights a defensive game for the most part and only engage offensively if they know they have overwhelming numbers. They are not equipped with the most advanced ships or the best weaponry. However, they are able to mass produce weapons, armor, and starships in staggering quantities. They have access to combat RIGs and combat Exosuits but in small quantities. It is not uncommon for Frontier Alliance soldiers to retrofit Industrial Rigs and Ripley APLUs for combat. &lt;br /&gt;
&lt;br /&gt;
If a force were to attack a single Alliance planet, it is deemed as a threat to the entire Alliance as a whole. This is the current nature of the defense pacts.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Varied, mostly low. Some worlds enjoy rather high qualities of living, while others are quite poor and have little access to modern tech or resources.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;Due to the nature of the Frontier, it is impossible to really divide ethnic groups properly. The Frontier holds a variety of humans from all groups. It comes down to individual systems or planets for which groups would be more prevalent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
== Sub Races ==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Coalition of Systems was founded to resist against perceived Sol Alliance oppression in the Frontier. They truly won their independence from Sol after the First Interstellar War. They suffered highs and lows until eventually collapsing in the year 2452, only two years after enacting the “Anti-Dominia Piracy Pact” was put into effect. With the Coalition pirates wen nearly uncontested and gain much ground in the Frontier.&lt;br /&gt;
&lt;br /&gt;
With the Coalition gone and pirates gaining more ground than ever, the Frontier became a rough place to live. Many systems once belonging to the Coalition fell. However, some resisted the pirates. Setting up blockades and working together to form safe trade routes. For six years these systems fought a defensive campaign against the pirates threatening their boarders. In 2458, these Allied Systems made a trade agreement with the Techno-Conglomerate, a trader and transhumanist organization, to get much necessary supplies as well as access to shipyards and weapon factories far more advanced than anything currently in the Allied System&#039;s space.&lt;br /&gt;
&lt;br /&gt;
With this more advanced technology the Allied Systems drove the pirates back from their corner of space. These systems then came together forming the Frontier Alliance with the primary goal to rid the Frontier of Piracy.   &lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance is a budding group. Truly an alliance of systems working together to defend one another from outside threats. They do not have a true form of centralized government or a standard form of government. Still Representatives from each system work together to keep their people safe. Toward the beginning of 2460 the Frontier Alliance struck a series of victories against the Pirate force, the Wrecked Kings, and liberated several key Telecommunication Hubs throughout the Frontier. This gave the Frontier Alliance ways to better communicate with its systems and at last a way to communicate with the galaxy at large.&lt;br /&gt;
&lt;br /&gt;
Currently the Frontier Alliance is acting on a &amp;quot;Live and Let Live&amp;quot; policy with most other galactic powers. They are still rebuilding from the collapse of the Coalition and understand causing issues with any of the existing powers, could prove fatal. Still that does not mean they are not willing to criticize the other powers. &lt;br /&gt;
&lt;br /&gt;
=== War on Piracy ===&lt;br /&gt;
&lt;br /&gt;
Despite the Frontier Alliance being held together by defense and trade pacts, they are engaged in an active &amp;quot;War Against Piracy in the Frontier&amp;quot;. They view piracy as an immediate threat to their continued existence. The Alliance has deemed this threat extreme enough to actively engage it wherever it is found throughout the Frontier. This is both to keep their borders safe and allow them to show their strength to other systems in the hopes of bringing more worlds into the Alliance.&lt;br /&gt;
&lt;br /&gt;
Despite the &amp;quot;Live and Let Live&amp;quot; policy, Dominia has been deemed a Pirate Nation by the Alliance.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Coalition_of_Colonies&amp;diff=7855</id>
		<title>Coalition of Colonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Coalition_of_Colonies&amp;diff=7855"/>
		<updated>2018-01-27T16:13:28Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign = AllyBearsley}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Frontiersman&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Frontiersfolk410x320.png&lt;br /&gt;
 |System = Varied&lt;br /&gt;
 |World  = Varied&lt;br /&gt;
 |Language = Freespeak/Tradeband&lt;br /&gt;
 |Politic = Frontier Confederation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Coalition of Colonies was on the decline well before it truly fell in 2452. This gave a stark rise to piracy and general lawlessness in the Frontier. However, some planets still remained connected in an effort to protect their borders. For six long years they worked tirelessly to keep each other safe, pooling vast amounts of manpower and resources together. Finally in 2458 the Alliance saw its borders safe. These planets saw the need for continued cooperation to keep themselves protected. &lt;br /&gt;
=== Population ===&lt;br /&gt;
Due to the ever changing nature of the Frontier Alliance, an exact population is hard to pin down. However, estimates put the number currently somewhere around 2,500,000,000 people currently protected by the Frontier Alliance Defense Pact.&lt;br /&gt;
== Government ==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Overall:&#039;&#039;&#039; Defense and Trade Alliance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System by System:&#039;&#039;&#039; Varries dramatically. From Republics to Monarchies to Communist Parties.&lt;br /&gt;
However the systems agree to have Representatives meet on the unofficial Capital, Xanu Prime. Some systems have representatives for both military and civilian sectors, others have joint reps. Some systems elect these representatives, others have competitions, while some yet give the job to the person who can speak the clearest. &lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance does not care how each system governs themselves. They only ask that each system respect one another and honor the pacts during the time of a crisis. &lt;br /&gt;
&lt;br /&gt;
=== Xanu Prime ===&lt;br /&gt;
&lt;br /&gt;
Effectively the &#039;hub&#039; of the Frontier Alliance. Xanu Prime is one of the most populated and wealthiest planets in the Frontier. The many representives and officers of the Alliance meet on Xanu Prime to discuss new treaties and strategies to protect their section of the galaxy. It is the homeworld of Chief Representative, Carter Han, and the site of a major victory against piracy.&lt;br /&gt;
&lt;br /&gt;
=== Relationship with Freedom ===&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance has strong ties with the Free Frontier Association group of the Freedom party. However, the Frontier Alliance itself does not condone any radical actions against other governmental bodies, even the Sol Alliance. Freedom party members found committing violent acts in the name of the Frontier Alliance are labelled traitors to the Alliance.&lt;br /&gt;
&lt;br /&gt;
== Frontier Alliance Military ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance Military is unlike most militaries in the galaxy. For the most part it resembles a backwoods militia of people without uniform using outdated weaponry to defend their homes. However, in an attempt to have the galaxy take the Frontier Alliance more seriously, the Chief Representative has pushed forward the notion of a uniformed military. This idea has taken off and those serving long term in a Frontier Planet&#039;s armed forces has agreed to take olive green colored uniforms as their standard.&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance&#039;s military fights a defensive game for the most part and only engage offensively if they know they have overwhelming numbers. They are not equipped with the most advanced ships or the best weaponry. However, they are able to mass produce weapons, armor, and starships in staggering quantities. They have access to combat RIGs and combat Exosuits but in small quantities. It is not uncommon for Frontier Alliance soldiers to retrofit Industrial Rigs and Ripley APLUs for combat. &lt;br /&gt;
&lt;br /&gt;
If a force were to attack a single Alliance planet, it is deemed as a threat to the entire Alliance as a whole. This is the current nature of the defense pacts.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Varied, mostly low. Some worlds enjoy rather high qualities of living, while others are quite poor and have little access to modern tech or resources.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;Due to the nature of the Frontier, it is impossible to really divide ethnic groups properly. The Frontier holds a variety of humans from all groups. It comes down to individual systems or planets for which groups would be more prevalent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
== Sub Races ==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Coalition of Systems was founded to resist against perceived Sol Alliance oppression in the Frontier. They truly won their independence from Sol after the First Interstellar War. They suffered highs and lows until eventually collapsing in the year 2452, only two years after enacting the “Anti-Dominia Piracy Pact” was put into effect. With the Coalition pirates wen nearly uncontested and gain much ground in the Frontier.&lt;br /&gt;
&lt;br /&gt;
With the Coalition gone and pirates gaining more ground than ever, the Frontier became a rough place to live. Many systems once belonging to the Coalition fell. However, some resisted the pirates. Setting up blockades and working together to form safe trade routes. For six years these systems fought a defensive campaign against the pirates threatening their boarders. In 2458, these Allied Systems made a trade agreement with the Techno-Conglomerate, a trader and transhumanist organization, to get much necessary supplies as well as access to shipyards and weapon factories far more advanced than anything currently in the Allied System&#039;s space.&lt;br /&gt;
&lt;br /&gt;
With this more advanced technology the Allied Systems drove the pirates back from their corner of space. These systems then came together forming the Frontier Alliance with the primary goal to rid the Frontier of Piracy.   &lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance is a budding group. Truly an alliance of systems working together to defend one another from outside threats. They do not have a true form of centralized government or a standard form of government. Still Representatives from each system work together to keep their people safe. Toward the beginning of 2460 the Frontier Alliance struck a series of victories against the Pirate force, the Wrecked Kings, and liberated several key Telecommunication Hubs throughout the Frontier. This gave the Frontier Alliance ways to better communicate with its systems and at last a way to communicate with the galaxy at large.&lt;br /&gt;
&lt;br /&gt;
Currently the Frontier Alliance is acting on a &amp;quot;Live and Let Live&amp;quot; policy with the other galactic powers. They are still rebuilding from the collapse of the Coalition and understand causing issues with any of the existing powers, could prove fatal. Still that does not mean they are not willing to criticize the other powers.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7817</id>
		<title>User:AllyBearsley</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7817"/>
		<updated>2018-01-22T01:24:33Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: /* Current Times */ just a minor addition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greetings I am the Wiki Manager and Human Lore Deputy. Contact me through the Aurora Forums or Discord, my name should be AllyBearsley everywhere. Thank you.&lt;br /&gt;
&lt;br /&gt;
Current Endevours&lt;br /&gt;
*Frontier Alliance Page&lt;br /&gt;
*Making the Wiki fully operational&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
WIP FOR FRONTIER PAGE&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!---{{WIP|assign = AllyBearsley}}.---&amp;gt;&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Frontiersman&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Frontiersfolk410x320.png&lt;br /&gt;
 |System = Varied&lt;br /&gt;
 |World  = Varied&lt;br /&gt;
 |Language = Freespeak/Tradeband&lt;br /&gt;
 |Politic = Frontier Confederation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Coalition of Colonies was on the decline well before it truly fell in 2452. This gave a stark rise to piracy and general lawlessness in the Frontier. However, some planets still remained connected in an effort to protect their borders. For six long years they worked tirelessly to keep each other safe, pooling vast amounts of manpower and resources together. Finally in 2458 the Alliance saw its borders safe. These planets saw the need for continued cooperation to keep themselves protected. &lt;br /&gt;
=== Population ===&lt;br /&gt;
Due to the ever changing nature of the Frontier Alliance, an exact population is hard to pin down. However, estimates put the number currently somewhere around 2,500,000,000 people currently protected by the Frontier Alliance Defense Pact.&lt;br /&gt;
== Government ==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Overall:&#039;&#039;&#039; Defense and Trade Alliance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System by System:&#039;&#039;&#039; Varries dramatically. From Republics to Monarchies to Communist Parties.&lt;br /&gt;
However the systems agree to have Representatives meet on the unofficial Capital, Xanu Prime. Some systems have representatives for both military and civilian sectors, others have joint reps. Some systems elect these representatives, others have competitions, while some yet give the job to the person who can speak the clearest. &lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance does not care how each system governs themselves. They only ask that each system respect one another and honor the pacts during the time of a crisis. &lt;br /&gt;
&lt;br /&gt;
=== Xanu Prime ===&lt;br /&gt;
&lt;br /&gt;
Effectively the &#039;hub&#039; of the Frontier Alliance. Xanu Prime is one of the most populated and wealthiest planets in the Frontier. The many representives and officers of the Alliance meet on Xanu Prime to discuss new treaties and strategies to protect their section of the galaxy. It is the homeworld of Chief Representative, Carter Han, and the site of a major victory against piracy.&lt;br /&gt;
&lt;br /&gt;
=== Relationship with Freedom ===&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance has strong ties with the Free Frontier Association group of the Freedom party. However, the Frontier Alliance itself does not condone any radical actions against other governmental bodies, even the Sol Alliance. Freedom party members found committing violent acts in the name of the Frontier Alliance are labelled traitors to the Alliance.&lt;br /&gt;
&lt;br /&gt;
== Frontier Alliance Military ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance Military is unlike most militaries in the galaxy. For the most part it resembles a backwoods militia of people without uniform using outdated weaponry to defend their homes. However, in an attempt to have the galaxy take the Frontier Alliance more seriously, the Chief Representative has pushed forward the notion of a uniformed military. This idea has taken off and those serving long term in a Frontier Planet&#039;s armed forces has agreed to take olive green colored uniforms as their standard.&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance&#039;s military fights a defensive game for the most part and only engage offensively if they know they have overwhelming numbers. They are not equipped with the most advanced ships or the best weaponry. However, they are able to mass produce weapons, armor, and starships in staggering quantities. They have access to combat RIGs and combat Exosuits but in small quantities. It is not uncommon for Frontier Alliance soldiers to retrofit Industrial Rigs and Ripley APLUs for combat. &lt;br /&gt;
&lt;br /&gt;
If a force were to attack a single Alliance planet, it is deemed as a threat to the entire Alliance as a whole. This is the current nature of the defense pacts.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Varied, mostly low. Some worlds enjoy rather high qualities of living, while others are quite poor and have little access to modern tech or resources.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;Due to the nature of the Frontier, it is impossible to really divide ethnic groups properly. The Frontier holds a variety of humans from all groups. It comes down to individual systems or planets for which groups would be more prevalent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
== Sub Races ==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Coalition of Systems was founded to resist against perceived Sol Alliance oppression in the Frontier. They truly won their independence from Sol after the First Interstellar War. They suffered highs and lows until eventually collapsing in the year 2452, only two years after enacting the “Anti-Dominia Piracy Pact” was put into effect. With the Coalition pirates wen nearly uncontested and gain much ground in the Frontier.&lt;br /&gt;
&lt;br /&gt;
With the Coalition gone and pirates gaining more ground than ever, the Frontier became a rough place to live. Many systems once belonging to the Coalition fell. However, some resisted the pirates. Setting up blockades and working together to form safe trade routes. For six years these systems fought a defensive campaign against the pirates threatening their boarders. In 2458, these Allied Systems made a trade agreement with the Techno-Conglomerate, a trader and transhumanist organization, to get much necessary supplies as well as access to shipyards and weapon factories far more advanced than anything currently in the Allied System&#039;s space.&lt;br /&gt;
&lt;br /&gt;
With this more advanced technology the Allied Systems drove the pirates back from their corner of space. These systems then came together forming the Frontier Alliance with the primary goal to rid the Frontier of Piracy.   &lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance is a budding group. Truly an alliance of systems working together to defend one another from outside threats. They do not have a true form of centralized government or a standard form of government. Still Representatives from each system work together to keep their people safe. Toward the beginning of 2460 the Frontier Alliance struck a series of victories against the Pirate force, the Wrecked Kings, and liberated several key Telecommunication Hubs throughout the Frontier. This gave the Frontier Alliance ways to better communicate with its systems and at last a way to communicate with the galaxy at large.&lt;br /&gt;
&lt;br /&gt;
Currently the Frontier Alliance is acting on a &amp;quot;Live and Let Live&amp;quot; policy with the other galactic powers. They are still rebuilding from the collapse of the Coalition and understand causing issues with any of the existing powers, could prove fatal. Still that does not mean they are not willing to criticize the other powers.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7814</id>
		<title>User:AllyBearsley</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7814"/>
		<updated>2018-01-21T08:27:11Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: /* Current Times */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greetings I am the Wiki Manager and Human Lore Deputy. Contact me through the Aurora Forums or Discord, my name should be AllyBearsley everywhere. Thank you.&lt;br /&gt;
&lt;br /&gt;
Current Endevours&lt;br /&gt;
*Frontier Alliance Page&lt;br /&gt;
*Making the Wiki fully operational&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
WIP FOR FRONTIER PAGE&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!---{{WIP|assign = AllyBearsley}}.---&amp;gt;&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Frontiersman&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Frontiersfolk410x320.png&lt;br /&gt;
 |System = Varied&lt;br /&gt;
 |World  = Varied&lt;br /&gt;
 |Language = Freespeak/Tradeband&lt;br /&gt;
 |Politic = Frontier Confederation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Coalition of Colonies was on the decline well before it truly fell in 2452. This gave a stark rise to piracy and general lawlessness in the Frontier. However, some planets still remained connected in an effort to protect their borders. For six long years they worked tirelessly to keep each other safe, pooling vast amounts of manpower and resources together. Finally in 2458 the Alliance saw its borders safe. These planets saw the need for continued cooperation to keep themselves protected. &lt;br /&gt;
=== Population ===&lt;br /&gt;
Due to the ever changing nature of the Frontier Alliance, an exact population is hard to pin down. However, estimates put the number currently somewhere around 2,500,000,000 people currently protected by the Frontier Alliance Defense Pact.&lt;br /&gt;
== Government ==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Overall:&#039;&#039;&#039; Defense and Trade Alliance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System by System:&#039;&#039;&#039; Varries dramatically. From Republics to Monarchies to Communist Parties.&lt;br /&gt;
However the systems agree to have Representatives meet on the unofficial Capital, Xanu Prime. Some systems have representatives for both military and civilian sectors, others have joint reps. Some systems elect these representatives, others have competitions, while some yet give the job to the person who can speak the clearest. &lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance does not care how each system governs themselves. They only ask that each system respect one another and honor the pacts during the time of a crisis. &lt;br /&gt;
&lt;br /&gt;
=== Xanu Prime ===&lt;br /&gt;
&lt;br /&gt;
Effectively the &#039;hub&#039; of the Frontier Alliance. Xanu Prime is one of the most populated and wealthiest planets in the Frontier. The many representives and officers of the Alliance meet on Xanu Prime to discuss new treaties and strategies to protect their section of the galaxy. It is the homeworld of Chief Representative, Carter Han, and the site of a major victory against piracy.&lt;br /&gt;
&lt;br /&gt;
=== Relationship with Freedom ===&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance has strong ties with the Free Frontier Association group of the Freedom party. However, the Frontier Alliance itself does not condone any radical actions against other governmental bodies, even the Sol Alliance. Freedom party members found committing violent acts in the name of the Frontier Alliance are labelled traitors to the Alliance.&lt;br /&gt;
&lt;br /&gt;
== Frontier Alliance Military ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance Military is unlike most militaries in the galaxy. For the most part it resembles a backwoods militia of people without uniform using outdated weaponry to defend their homes. However, in an attempt to have the galaxy take the Frontier Alliance more seriously, the Chief Representative has pushed forward the notion of a uniformed military. This idea has taken off and those serving long term in a Frontier Planet&#039;s armed forces has agreed to take olive green colored uniforms as their standard.&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance&#039;s military fights a defensive game for the most part and only engage offensively if they know they have overwhelming numbers. They are not equipped with the most advanced ships or the best weaponry. However, they are able to mass produce weapons, armor, and starships in staggering quantities. They have access to combat RIGs and combat Exosuits but in small quantities. It is not uncommon for Frontier Alliance soldiers to retrofit Industrial Rigs and Ripley APLUs for combat. &lt;br /&gt;
&lt;br /&gt;
If a force were to attack a single Alliance planet, it is deemed as a threat to the entire Alliance as a whole. This is the current nature of the defense pacts.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Varied, mostly low. Some worlds enjoy rather high qualities of living, while others are quite poor and have little access to modern tech or resources.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;Due to the nature of the Frontier, it is impossible to really divide ethnic groups properly. The Frontier holds a variety of humans from all groups. It comes down to individual systems or planets for which groups would be more prevalent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
== Sub Races ==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Coalition of Systems was founded to resist against perceived Sol Alliance oppression in the Frontier. They truly won their independence from Sol after the First Interstellar War. They suffered highs and lows until eventually collapsing in the year 2452, only two years after enacting the “Anti-Dominia Piracy Pact” was put into effect. With the Coalition pirates wen nearly uncontested and gain much ground in the Frontier.&lt;br /&gt;
&lt;br /&gt;
With the Coalition gone and pirates gaining more ground than ever, the Frontier became a rough place to live. Many systems once belonging to the Coalition fell. However, some resisted the pirates. Setting up blockades and working together to form safe trade routes. For six years these systems fought a defensive campaign against the pirates threatening their boarders. In 2458, these Allied Systems made a trade agreement with the Techno-Conglomerate, a trader and transhumanist organization, to get much necessary supplies as well as access to shipyards and weapon factories far more advanced than anything currently in the Allied System&#039;s space.&lt;br /&gt;
&lt;br /&gt;
With this more advanced technology the Allied Systems drove the pirates back from their corner of space. These systems then came together forming the Frontier Alliance with the primary goal to rid the Frontier of Piracy.   &lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance is a budding group. Truly an alliance of systems working together to defend one another from outside threats. They do not have a true form of centralized government or a standard for government. Still Representatives from each system work together to keep their people safe. Toward the beginning of 2460 the Frontier Alliance struck a series of victories against the Pirate force, the Wrecked Kings, and liberated several key Telecommunication Hubs throughout the Frontier. This gave the Frontier Alliance ways to better communicate with its systems and at last a way to communicate with the galaxy at large.&lt;br /&gt;
&lt;br /&gt;
Currently the Frontier Alliance is acting on a &amp;quot;Live and Let Live&amp;quot; policy with the other galactic powers. They are still rebuilding from the collapse of the Coalition and understand causing issues with any of the existing powers, could prove fatal. Still that does not mean they are not willing to criticize the other powers.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7813</id>
		<title>User:AllyBearsley</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7813"/>
		<updated>2018-01-21T08:25:14Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: /* Government */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greetings I am the Wiki Manager and Human Lore Deputy. Contact me through the Aurora Forums or Discord, my name should be AllyBearsley everywhere. Thank you.&lt;br /&gt;
&lt;br /&gt;
Current Endevours&lt;br /&gt;
*Frontier Alliance Page&lt;br /&gt;
*Making the Wiki fully operational&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
WIP FOR FRONTIER PAGE&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!---{{WIP|assign = AllyBearsley}}.---&amp;gt;&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Frontiersman&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Frontiersfolk410x320.png&lt;br /&gt;
 |System = Varied&lt;br /&gt;
 |World  = Varied&lt;br /&gt;
 |Language = Freespeak/Tradeband&lt;br /&gt;
 |Politic = Frontier Confederation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Coalition of Colonies was on the decline well before it truly fell in 2452. This gave a stark rise to piracy and general lawlessness in the Frontier. However, some planets still remained connected in an effort to protect their borders. For six long years they worked tirelessly to keep each other safe, pooling vast amounts of manpower and resources together. Finally in 2458 the Alliance saw its borders safe. These planets saw the need for continued cooperation to keep themselves protected. &lt;br /&gt;
=== Population ===&lt;br /&gt;
Due to the ever changing nature of the Frontier Alliance, an exact population is hard to pin down. However, estimates put the number currently somewhere around 2,500,000,000 people currently protected by the Frontier Alliance Defense Pact.&lt;br /&gt;
== Government ==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Overall:&#039;&#039;&#039; Defense and Trade Alliance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System by System:&#039;&#039;&#039; Varries dramatically. From Republics to Monarchies to Communist Parties.&lt;br /&gt;
However the systems agree to have Representatives meet on the unofficial Capital, Xanu Prime. Some systems have representatives for both military and civilian sectors, others have joint reps. Some systems elect these representatives, others have competitions, while some yet give the job to the person who can speak the clearest. &lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance does not care how each system governs themselves. They only ask that each system respect one another and honor the pacts during the time of a crisis. &lt;br /&gt;
&lt;br /&gt;
=== Xanu Prime ===&lt;br /&gt;
&lt;br /&gt;
Effectively the &#039;hub&#039; of the Frontier Alliance. Xanu Prime is one of the most populated and wealthiest planets in the Frontier. The many representives and officers of the Alliance meet on Xanu Prime to discuss new treaties and strategies to protect their section of the galaxy. It is the homeworld of Chief Representative, Carter Han, and the site of a major victory against piracy.&lt;br /&gt;
&lt;br /&gt;
=== Relationship with Freedom ===&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance has strong ties with the Free Frontier Association group of the Freedom party. However, the Frontier Alliance itself does not condone any radical actions against other governmental bodies, even the Sol Alliance. Freedom party members found committing violent acts in the name of the Frontier Alliance are labelled traitors to the Alliance.&lt;br /&gt;
&lt;br /&gt;
== Frontier Alliance Military ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance Military is unlike most militaries in the galaxy. For the most part it resembles a backwoods militia of people without uniform using outdated weaponry to defend their homes. However, in an attempt to have the galaxy take the Frontier Alliance more seriously, the Chief Representative has pushed forward the notion of a uniformed military. This idea has taken off and those serving long term in a Frontier Planet&#039;s armed forces has agreed to take olive green colored uniforms as their standard.&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance&#039;s military fights a defensive game for the most part and only engage offensively if they know they have overwhelming numbers. They are not equipped with the most advanced ships or the best weaponry. However, they are able to mass produce weapons, armor, and starships in staggering quantities. They have access to combat RIGs and combat Exosuits but in small quantities. It is not uncommon for Frontier Alliance soldiers to retrofit Industrial Rigs and Ripley APLUs for combat. &lt;br /&gt;
&lt;br /&gt;
If a force were to attack a single Alliance planet, it is deemed as a threat to the entire Alliance as a whole. This is the current nature of the defense pacts.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Varied, mostly low. Some worlds enjoy rather high qualities of living, while others are quite poor and have little access to modern tech or resources.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;Due to the nature of the Frontier, it is impossible to really divide ethnic groups properly. The Frontier holds a variety of humans from all groups. It comes down to individual systems or planets for which groups would be more prevalent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
== Sub Races ==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Coalition of Systems was founded to resist against perceived Sol Alliance oppression in the Frontier. They truly won their independence from Sol after the First Interstellar War. They suffered highs and lows until eventually collapsing in the year 2452, only two years after enacting the “Anti-Dominia Piracy Pact” was put into effect. With the Coalition pirates wen nearly uncontested and gain much ground in the Frontier.&lt;br /&gt;
&lt;br /&gt;
With the Coalition gone and pirates gaining more ground than ever, the Frontier became a rough place to live. Many systems once belonging to the Coalition fell. However, some resisted the pirates. Setting up blockades and working together to form safe trade routes. For six years these systems fought a defensive campaign against the pirates threatening their boarders. In 2458, these Allied Systems made a trade agreement with the Techno-Conglomerate, a trader and transhumanist organization, to get much necessary supplies as well as access to shipyards and weapon factories far more advanced than anything currently in the Allied System&#039;s space.&lt;br /&gt;
&lt;br /&gt;
With this more advanced technology the Allied Systems drove the pirates back from their corner of space. These systems then came together forming the Frontier Alliance with the primary goal to rid the Frontier of Piracy.   &lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance is a budding group. Truly an alliance of systems working together to defend one another from outside threats. They do not have a true form of centralized government or a standard for government. Still Representatives from each system work together to keep their people safe. Toward the beginning of 2460 the Frontier Alliance struck a series of victories against the Pirate force, the Wrecked Kings, and liberated several key Telecommunication Hubs throughout the Frontier. This gave the Frontier Alliance ways to better communicate with its systems and at last a way to communicate with the galaxy at large.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7812</id>
		<title>User:AllyBearsley</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7812"/>
		<updated>2018-01-21T08:24:57Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: /* Government */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greetings I am the Wiki Manager and Human Lore Deputy. Contact me through the Aurora Forums or Discord, my name should be AllyBearsley everywhere. Thank you.&lt;br /&gt;
&lt;br /&gt;
Current Endevours&lt;br /&gt;
*Frontier Alliance Page&lt;br /&gt;
*Making the Wiki fully operational&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
WIP FOR FRONTIER PAGE&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!---{{WIP|assign = AllyBearsley}}.---&amp;gt;&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Frontiersman&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Frontiersfolk410x320.png&lt;br /&gt;
 |System = Varied&lt;br /&gt;
 |World  = Varied&lt;br /&gt;
 |Language = Freespeak/Tradeband&lt;br /&gt;
 |Politic = Frontier Confederation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Coalition of Colonies was on the decline well before it truly fell in 2452. This gave a stark rise to piracy and general lawlessness in the Frontier. However, some planets still remained connected in an effort to protect their borders. For six long years they worked tirelessly to keep each other safe, pooling vast amounts of manpower and resources together. Finally in 2458 the Alliance saw its borders safe. These planets saw the need for continued cooperation to keep themselves protected. &lt;br /&gt;
=== Population ===&lt;br /&gt;
Due to the ever changing nature of the Frontier Alliance, an exact population is hard to pin down. However, estimates put the number currently somewhere around 2,500,000,000 people currently protected by the Frontier Alliance Defense Pact.&lt;br /&gt;
== Government ==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Overall:&#039;&#039;&#039; Defense and Trade Alliance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System by System:&#039;&#039;&#039; Varries dramatically. From Republics to Monarchies to Communist Parties.&lt;br /&gt;
However the systems agree to have Representatives meet on the unofficial Capital, Xanu Prime. Some systems have representatives for both military and civilian sectors, others have joint reps. Some systems elect these representatives, others have competitions, while some yet give the job to the person who can speak the clearest. &lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance does not care how each system governs themselves. They only ask that each system respect one another and honor the pacts during the time of a crisis. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Xanu Prime ===&lt;br /&gt;
&lt;br /&gt;
Effectively the &#039;hub&#039; of the Frontier Alliance. Xanu Prime is one of the most populated and wealthiest planets in the Frontier. The many representives and officers of the Alliance meet on Xanu Prime to discuss new treaties and strategies to protect their section of the galaxy. It is the homeworld of Chief Representative, Carter Han, and the site of a major victory against piracy.&lt;br /&gt;
&lt;br /&gt;
=== Relationship with Freedom ===&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance has strong ties with the Free Frontier Association group of the Freedom party. However, the Frontier Alliance itself does not condone any radical actions against other governmental bodies, even the Sol Alliance. Freedom party members found committing violent acts in the name of the Frontier Alliance are labelled traitors to the Alliance.&lt;br /&gt;
&lt;br /&gt;
== Frontier Alliance Military ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance Military is unlike most militaries in the galaxy. For the most part it resembles a backwoods militia of people without uniform using outdated weaponry to defend their homes. However, in an attempt to have the galaxy take the Frontier Alliance more seriously, the Chief Representative has pushed forward the notion of a uniformed military. This idea has taken off and those serving long term in a Frontier Planet&#039;s armed forces has agreed to take olive green colored uniforms as their standard.&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance&#039;s military fights a defensive game for the most part and only engage offensively if they know they have overwhelming numbers. They are not equipped with the most advanced ships or the best weaponry. However, they are able to mass produce weapons, armor, and starships in staggering quantities. They have access to combat RIGs and combat Exosuits but in small quantities. It is not uncommon for Frontier Alliance soldiers to retrofit Industrial Rigs and Ripley APLUs for combat. &lt;br /&gt;
&lt;br /&gt;
If a force were to attack a single Alliance planet, it is deemed as a threat to the entire Alliance as a whole. This is the current nature of the defense pacts.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Varied, mostly low. Some worlds enjoy rather high qualities of living, while others are quite poor and have little access to modern tech or resources.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;Due to the nature of the Frontier, it is impossible to really divide ethnic groups properly. The Frontier holds a variety of humans from all groups. It comes down to individual systems or planets for which groups would be more prevalent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
== Sub Races ==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Coalition of Systems was founded to resist against perceived Sol Alliance oppression in the Frontier. They truly won their independence from Sol after the First Interstellar War. They suffered highs and lows until eventually collapsing in the year 2452, only two years after enacting the “Anti-Dominia Piracy Pact” was put into effect. With the Coalition pirates wen nearly uncontested and gain much ground in the Frontier.&lt;br /&gt;
&lt;br /&gt;
With the Coalition gone and pirates gaining more ground than ever, the Frontier became a rough place to live. Many systems once belonging to the Coalition fell. However, some resisted the pirates. Setting up blockades and working together to form safe trade routes. For six years these systems fought a defensive campaign against the pirates threatening their boarders. In 2458, these Allied Systems made a trade agreement with the Techno-Conglomerate, a trader and transhumanist organization, to get much necessary supplies as well as access to shipyards and weapon factories far more advanced than anything currently in the Allied System&#039;s space.&lt;br /&gt;
&lt;br /&gt;
With this more advanced technology the Allied Systems drove the pirates back from their corner of space. These systems then came together forming the Frontier Alliance with the primary goal to rid the Frontier of Piracy.   &lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance is a budding group. Truly an alliance of systems working together to defend one another from outside threats. They do not have a true form of centralized government or a standard for government. Still Representatives from each system work together to keep their people safe. Toward the beginning of 2460 the Frontier Alliance struck a series of victories against the Pirate force, the Wrecked Kings, and liberated several key Telecommunication Hubs throughout the Frontier. This gave the Frontier Alliance ways to better communicate with its systems and at last a way to communicate with the galaxy at large.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7811</id>
		<title>User:AllyBearsley</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7811"/>
		<updated>2018-01-21T08:06:36Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: /* Societal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greetings I am the Wiki Manager and Human Lore Deputy. Contact me through the Aurora Forums or Discord, my name should be AllyBearsley everywhere. Thank you.&lt;br /&gt;
&lt;br /&gt;
Current Endevours&lt;br /&gt;
*Frontier Alliance Page&lt;br /&gt;
*Making the Wiki fully operational&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
WIP FOR FRONTIER PAGE&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!---{{WIP|assign = AllyBearsley}}.---&amp;gt;&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Frontiersman&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Frontiersfolk410x320.png&lt;br /&gt;
 |System = Varied&lt;br /&gt;
 |World  = Varied&lt;br /&gt;
 |Language = Freespeak/Tradeband&lt;br /&gt;
 |Politic = Frontier Confederation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Coalition of Colonies was on the decline well before it truly fell in 2452. This gave a stark rise to piracy and general lawlessness in the Frontier. However, some planets still remained connected in an effort to protect their borders. For six long years they worked tirelessly to keep each other safe, pooling vast amounts of manpower and resources together. Finally in 2458 the Alliance saw its borders safe. These planets saw the need for continued cooperation to keep themselves protected. &lt;br /&gt;
=== Population ===&lt;br /&gt;
Due to the ever changing nature of the Frontier Alliance, an exact population is hard to pin down. However, estimates put the number currently somewhere around 2,500,000,000 people currently protected by the Frontier Alliance Defense Pact.&lt;br /&gt;
== Government ==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Overall:&#039;&#039;&#039; Defense and Trade Alliance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System by System:&#039;&#039;&#039; Varries dramatically. From Republics to Monarchies to Communist Parties.&lt;br /&gt;
However the systems agree to have Representatives meet on the unofficial Capital, Xanu Prime. Some systems have representatives for both military and civilian sectors, others have joint reps. Some systems elect these representatives, others have competitions, while some yet give the job to the person who can speak the clearest. &lt;br /&gt;
&lt;br /&gt;
These Reps meet on Xanu Prime negotiate and re-negotiate treaties. They are led by Chief Representative, Carter Han, who has earned quite the reputation for his strong anti-piracy actions and policies. The Chief Representative also acts as the “Voice” of the Frontier to foreign dignitaries.&lt;br /&gt;
&lt;br /&gt;
== Frontier Alliance Military ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance Military is unlike most militaries in the galaxy. For the most part it resembles a backwoods militia of people without uniform using outdated weaponry to defend their homes. However, in an attempt to have the galaxy take the Frontier Alliance more seriously, the Chief Representative has pushed forward the notion of a uniformed military. This idea has taken off and those serving long term in a Frontier Planet&#039;s armed forces has agreed to take olive green colored uniforms as their standard.&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance&#039;s military fights a defensive game for the most part and only engage offensively if they know they have overwhelming numbers. They are not equipped with the most advanced ships or the best weaponry. However, they are able to mass produce weapons, armor, and starships in staggering quantities. They have access to combat RIGs and combat Exosuits but in small quantities. It is not uncommon for Frontier Alliance soldiers to retrofit Industrial Rigs and Ripley APLUs for combat. &lt;br /&gt;
&lt;br /&gt;
If a force were to attack a single Alliance planet, it is deemed as a threat to the entire Alliance as a whole. This is the current nature of the defense pacts.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Varied, mostly low. Some worlds enjoy rather high qualities of living, while others are quite poor and have little access to modern tech or resources.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;Due to the nature of the Frontier, it is impossible to really divide ethnic groups properly. The Frontier holds a variety of humans from all groups. It comes down to individual systems or planets for which groups would be more prevalent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
== Sub Races ==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Coalition of Systems was founded to resist against perceived Sol Alliance oppression in the Frontier. They truly won their independence from Sol after the First Interstellar War. They suffered highs and lows until eventually collapsing in the year 2452, only two years after enacting the “Anti-Dominia Piracy Pact” was put into effect. With the Coalition pirates wen nearly uncontested and gain much ground in the Frontier.&lt;br /&gt;
&lt;br /&gt;
With the Coalition gone and pirates gaining more ground than ever, the Frontier became a rough place to live. Many systems once belonging to the Coalition fell. However, some resisted the pirates. Setting up blockades and working together to form safe trade routes. For six years these systems fought a defensive campaign against the pirates threatening their boarders. In 2458, these Allied Systems made a trade agreement with the Techno-Conglomerate, a trader and transhumanist organization, to get much necessary supplies as well as access to shipyards and weapon factories far more advanced than anything currently in the Allied System&#039;s space.&lt;br /&gt;
&lt;br /&gt;
With this more advanced technology the Allied Systems drove the pirates back from their corner of space. These systems then came together forming the Frontier Alliance with the primary goal to rid the Frontier of Piracy.   &lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance is a budding group. Truly an alliance of systems working together to defend one another from outside threats. They do not have a true form of centralized government or a standard for government. Still Representatives from each system work together to keep their people safe. Toward the beginning of 2460 the Frontier Alliance struck a series of victories against the Pirate force, the Wrecked Kings, and liberated several key Telecommunication Hubs throughout the Frontier. This gave the Frontier Alliance ways to better communicate with its systems and at last a way to communicate with the galaxy at large.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7810</id>
		<title>User:AllyBearsley</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7810"/>
		<updated>2018-01-21T05:50:35Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greetings I am the Wiki Manager and Human Lore Deputy. Contact me through the Aurora Forums or Discord, my name should be AllyBearsley everywhere. Thank you.&lt;br /&gt;
&lt;br /&gt;
Current Endevours&lt;br /&gt;
*Frontier Alliance Page&lt;br /&gt;
*Making the Wiki fully operational&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
WIP FOR FRONTIER PAGE&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!---{{WIP|assign = AllyBearsley}}.---&amp;gt;&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Frontiersman&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Frontiersfolk410x320.png&lt;br /&gt;
 |System = Varied&lt;br /&gt;
 |World  = Varied&lt;br /&gt;
 |Language = Freespeak/Tradeband&lt;br /&gt;
 |Politic = Frontier Confederation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Coalition of Colonies was on the decline well before it truly fell in 2452. This gave a stark rise to piracy and general lawlessness in the Frontier. However, some planets still remained connected in an effort to protect their borders. For six long years they worked tirelessly to keep each other safe, pooling vast amounts of manpower and resources together. Finally in 2458 the Alliance saw its borders safe. These planets saw the need for continued cooperation to keep themselves protected. &lt;br /&gt;
=== Population ===&lt;br /&gt;
Due to the ever changing nature of the Frontier Alliance, an exact population is hard to pin down. However, estimates put the number currently somewhere around 2,500,000,000 people currently protected by the Frontier Alliance Defense Pact.&lt;br /&gt;
== Government ==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Overall:&#039;&#039;&#039; Defense and Trade Alliance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System by System:&#039;&#039;&#039; Varries dramatically. From Republics to Monarchies to Communist Parties.&lt;br /&gt;
However the systems agree to have Representatives meet on the unofficial Capital, Xanu Prime. Some systems have representatives for both military and civilian sectors, others have joint reps. Some systems elect these representatives, others have competitions, while some yet give the job to the person who can speak the clearest. &lt;br /&gt;
&lt;br /&gt;
These Reps meet on Xanu Prime negotiate and re-negotiate treaties. They are led by Chief Representative, Carter Han, who has earned quite the reputation for his strong anti-piracy actions and policies. The Chief Representative also acts as the “Voice” of the Frontier to foreign dignitaries.&lt;br /&gt;
&lt;br /&gt;
== Frontier Alliance Military ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance Military is unlike most militaries in the galaxy. For the most part it resembles a backwoods militia of people without uniform using outdated weaponry to defend their homes. However, in an attempt to have the galaxy take the Frontier Alliance more seriously, the Chief Representative has pushed forward the notion of a uniformed military. This idea has taken off and those serving long term in a Frontier Planet&#039;s armed forces has agreed to take olive green colored uniforms as their standard.&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance&#039;s military fights a defensive game for the most part and only engage offensively if they know they have overwhelming numbers. They are not equipped with the most advanced ships or the best weaponry. However, they are able to mass produce weapons, armor, and starships in staggering quantities. They have access to combat RIGs and combat Exosuits but in small quantities. It is not uncommon for Frontier Alliance soldiers to retrofit Industrial Rigs and Ripley APLUs for combat. &lt;br /&gt;
&lt;br /&gt;
If a force were to attack a single Alliance planet, it is deemed as a threat to the entire Alliance as a whole. This is the current nature of the defense pacts.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Varied, mostly low. Some worlds enjoy rather high qualities of living, while others are quite poor and have little access to modern tech or resources.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
== Sub Races ==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Coalition of Systems was founded to resist against perceived Sol Alliance oppression in the Frontier. They truly won their independence from Sol after the First Interstellar War. They suffered highs and lows until eventually collapsing in the year 2452, only two years after enacting the “Anti-Dominia Piracy Pact” was put into effect. With the Coalition pirates wen nearly uncontested and gain much ground in the Frontier.&lt;br /&gt;
&lt;br /&gt;
With the Coalition gone and pirates gaining more ground than ever, the Frontier became a rough place to live. Many systems once belonging to the Coalition fell. However, some resisted the pirates. Setting up blockades and working together to form safe trade routes. For six years these systems fought a defensive campaign against the pirates threatening their boarders. In 2458, these Allied Systems made a trade agreement with the Techno-Conglomerate, a trader and transhumanist organization, to get much necessary supplies as well as access to shipyards and weapon factories far more advanced than anything currently in the Allied System&#039;s space.&lt;br /&gt;
&lt;br /&gt;
With this more advanced technology the Allied Systems drove the pirates back from their corner of space. These systems then came together forming the Frontier Alliance with the primary goal to rid the Frontier of Piracy.   &lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance is a budding group. Truly an alliance of systems working together to defend one another from outside threats. They do not have a true form of centralized government or a standard for government. Still Representatives from each system work together to keep their people safe. Toward the beginning of 2460 the Frontier Alliance struck a series of victories against the Pirate force, the Wrecked Kings, and liberated several key Telecommunication Hubs throughout the Frontier. This gave the Frontier Alliance ways to better communicate with its systems and at last a way to communicate with the galaxy at large.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7809</id>
		<title>User:AllyBearsley</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7809"/>
		<updated>2018-01-21T05:43:17Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: /* Anthem */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greetings I am the Wiki Manager and Human Lore Deputy. Contact me through the Aurora Forums or Discord, my name should be AllyBearsley everywhere. Thank you.&lt;br /&gt;
&lt;br /&gt;
Current Endevours&lt;br /&gt;
*Frontier Alliance Page&lt;br /&gt;
*Making the Wiki fully operational&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
WIP FOR FRONTIER PAGE&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!---{{WIP|assign = AllyBearsley}}.---&amp;gt;&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Frontiersman&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Frontiersfolk410x320.png&lt;br /&gt;
 |System = Varied&lt;br /&gt;
 |World  = Varied&lt;br /&gt;
 |Language = Freespeak/Tradeband&lt;br /&gt;
 |Politic = Frontier Confederation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Coalition of Colonies was on the decline well before it truly fell in 2452. This gave a stark rise to piracy and general lawlessness in the Frontier. However, some planets still remained connected in an effort to protect their borders. For six long years they worked tirelessly to keep each other safe, pooling vast amounts of manpower and resources together. Finally in 2458 the Alliance saw its borders safe. These planets saw the need for continued cooperation to keep themselves protected. &lt;br /&gt;
=== Population ===&lt;br /&gt;
Due to the ever changing nature of the Frontier Alliance, an exact population is hard to pin down. However, estimates put the number currently somewhere around 2,500,000,000 people currently protected by the Frontier Alliance Defense Pact.&lt;br /&gt;
== Government ==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Overall:&#039;&#039;&#039; Defense and Trade Alliance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System by System:&#039;&#039;&#039; Varries dramatically. From Republics to Monarchies to Communist Parties.&lt;br /&gt;
However the systems agree to have Representatives meet on the unofficial Capital, Xanu Prime. Some systems have representatives for both military and civilian sectors, others have joint reps. Some systems elect these representatives, others have competitions, while some yet give the job to the person who can speak the clearest. &lt;br /&gt;
&lt;br /&gt;
These Reps meet on Xanu Prime negotiate and re-negotiate treaties. They are led by Chief Representative, Carter Han, who has earned quite the reputation for his strong anti-piracy actions and policies. The Chief Representative also acts as the “Voice” of the Frontier to foreign dignitaries.&lt;br /&gt;
&lt;br /&gt;
== Frontier Alliance Military ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance Military is unlike most militaries in the galaxy. For the most part it resembles a backwoods militia of people without uniform using outdated weaponry to defend their homes. However, in an attempt to have the galaxy take the Frontier Alliance more seriously, the Chief Representative has pushed forward the notion of a uniformed military. This idea has taken off and those serving long term in a Frontier Planet&#039;s armed forces has agreed to take olive green colored uniforms as their standard.&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance&#039;s military fights a defensive game for the most part and only engage offensively if they know they have overwhelming numbers. They are not equipped with the most advanced ships or the best weaponry. However, they are able to mass produce weapons, armor, and starships in staggering quantities. They have access to combat RIGs and combat Exosuits but in small quantities. It is not uncommon for Frontier Alliance soldiers to retrofit Industrial Rigs and Ripley APLUs for combat. &lt;br /&gt;
&lt;br /&gt;
If a force were to attack a single Alliance planet, it is deemed as a threat to the entire Alliance as a whole. This is the current nature of the defense pacts.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Varied, mostly low. Some worlds enjoy rather high qualities of living, while others are quite poor and have little access to modern tech or resources.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
== Sub Races ==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Coalition of Systems was founded to resist against perceived Sol Alliance oppression in the Frontier. They truly won their independence from Sol after the First Interstellar War. They suffered highs and lows until eventually collapsing in the year 2452, only two years after enacting the “Anti-Dominia Piracy Pact” was put into effect. With the Coalition pirates wen nearly uncontested and gain much ground in the Frontier.&lt;br /&gt;
&lt;br /&gt;
With the Coalition gone and pirates gaining more ground than ever, the Frontier became a rough place to live. Many systems once belonging to the Coalition fell. However, some resisted the pirates. Setting up blockades and working together to form safe trade routes. For six years these systems fought a defensive campaign against the pirates threatening their boarders. In 2458, these Allied Systems made a trade agreement with the Techno-Conglomerate, a trader and transhumanist organization, to get much necessary supplies as well as access to shipyards and weapon factories.  &lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7808</id>
		<title>User:AllyBearsley</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7808"/>
		<updated>2018-01-21T03:55:03Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greetings I am the Wiki Manager and Human Lore Deputy. Contact me through the Aurora Forums or Discord, my name should be AllyBearsley everywhere. Thank you.&lt;br /&gt;
&lt;br /&gt;
Current Endevours&lt;br /&gt;
*Frontier Alliance Page&lt;br /&gt;
*Making the Wiki fully operational&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
WIP FOR FRONTIER PAGE&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!---{{WIP|assign = AllyBearsley}}.---&amp;gt;&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Frontiersman&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Frontiersfolk410x320.png&lt;br /&gt;
 |System = Varied&lt;br /&gt;
 |World  = Varied&lt;br /&gt;
 |Language = Freespeak/Tradeband&lt;br /&gt;
 |Politic = Frontier Confederation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Coalition of Colonies was on the decline well before it truly fell in 2452. This gave a stark rise to piracy and general lawlessness in the Frontier. However, some planets still remained connected in an effort to protect their borders. For six long years they worked tirelessly to keep each other safe, pooling vast amounts of manpower and resources together. Finally in 2458 the Alliance saw its borders safe. These planets saw the need for continued cooperation to keep themselves protected. &lt;br /&gt;
=== Population ===&lt;br /&gt;
Due to the ever changing nature of the Frontier Alliance, an exact population is hard to pin down. However, estimates put the number currently somewhere around 2,500,000,000 people currently protected by the Frontier Alliance Defense Pact.&lt;br /&gt;
== Government ==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Overall:&#039;&#039;&#039; Defense and Trade Alliance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System by System:&#039;&#039;&#039; Varries dramatically. From Republics to Monarchies to Communist Parties.&lt;br /&gt;
However the systems agree to have Representatives meet on the unofficial Capital, Xanu Prime. Some systems have representatives for both military and civilian sectors, others have joint reps. Some systems elect these representatives, others have competitions, while some yet give the job to the person who can speak the clearest. &lt;br /&gt;
&lt;br /&gt;
These Reps meet on Xanu Prime negotiate and re-negotiate treaties. They are led by Chief Representative, Carter Han, who has earned quite the reputation for his strong anti-piracy actions and policies. The Chief Representative also acts as the “Voice” of the Frontier to foreign dignitaries.&lt;br /&gt;
&lt;br /&gt;
== Anthem ==&lt;br /&gt;
&lt;br /&gt;
== Frontier Alliance Military ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance Military is unlike most militaries in the galaxy. For the most part it resembles a backwoods militia of people without uniform using outdated weaponry to defend their homes. However, in an attempt to have the galaxy take the Frontier Alliance more seriously, the Chief Representative has pushed forward the notion of a uniformed military. This idea has taken off and those serving long term in a Frontier Planet&#039;s armed forces has agreed to take olive green colored uniforms as their standard.&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance&#039;s military fights a defensive game for the most part and only engage offensively if they know they have overwhelming numbers. They are not equipped with the most advanced ships or the best weaponry. However, they are able to mass produce weapons, armor, and starships in staggering quantities. They have access to combat RIGs and combat Exosuits but in small quantities. It is not uncommon for Frontier Alliance soldiers to retrofit Industrial Rigs and Ripley APLUs for combat. &lt;br /&gt;
&lt;br /&gt;
If a force were to attack a single Alliance planet, it is deemed as a threat to the entire Alliance as a whole. This is the current nature of the defense pacts.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Varied, mostly low. Some worlds enjoy rather high qualities of living, while others are quite poor and have little access to modern tech or resources.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
== Sub Races ==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Coalition of Systems was founded to resist against perceived Sol Alliance oppression in the Frontier. They truly won their independence from Sol after the First Interstellar War. They suffered highs and lows until eventually collapsing in the year 2452, only two years after enacting the “Anti-Dominia Piracy Pact” was put into effect. With the Coalition pirates wen nearly uncontested and gain much ground in the Frontier.&lt;br /&gt;
&lt;br /&gt;
With the Coalition gone and pirates gaining more ground than ever, the Frontier became a rough place to live. Many systems once belonging to the Coalition fell. However, some resisted the pirates. Setting up blockades and working together to form safe trade routes. For six years these systems fought a defensive campaign against the pirates threatening their boarders. In 2458, these Allied Systems made a trade agreement with the Techno-Conglomerate, a trader and transhumanist organization, to get much necessary supplies as well as access to shipyards and weapon factories.  &lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7804</id>
		<title>User:AllyBearsley</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7804"/>
		<updated>2018-01-20T04:36:15Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: /* After the Fall of the Coalition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greetings I am the Wiki Manager and Human Lore Deputy. Contact me through the Aurora Forums or Discord, my name should be AllyBearsley everywhere. Thank you.&lt;br /&gt;
&lt;br /&gt;
Current Endevours&lt;br /&gt;
*Frontier Alliance Page&lt;br /&gt;
*Making the Wiki fully operational&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
WIP FOR FRONTIER PAGE&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!---{{WIP|assign = AllyBearsley}}.---&amp;gt;&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Frontiersman&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Frontiersfolk410x320.png&lt;br /&gt;
 |System = Varied&lt;br /&gt;
 |World  = Varied&lt;br /&gt;
 |Language = Freespeak/Tradeband&lt;br /&gt;
 |Politic = Frontier Confederation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Coalition of Colonies was on the decline well before it truly fell in 2452. This gave a stark rise to piracy and general lawlessness in the Frontier. However, some planets still remained connected in an effort to protect their borders. For six long years they worked tirelessly to keep each other safe, pooling vast amounts of manpower and resources together. Finally in 2458 the Alliance saw its borders safe. These planets saw the need for continued cooperation to keep themselves protected. &lt;br /&gt;
=== Population ===&lt;br /&gt;
Due to the ever changing nature of the Frontier Alliance, an exact population is hard to pin down. However, estimates put the number currently somewhere around 2,500,000,000 people currently protected by the Frontier Alliance Defense Pact.&lt;br /&gt;
== Government ==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Overall:&#039;&#039;&#039; Defense and Trade Alliance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System by System:&#039;&#039;&#039; Varries dramatically. From Republics to Monarchies to Communist Parties.&lt;br /&gt;
However the systems agree to have Representatives meet on the unofficial Capital, Xanu Prime. Some systems have representatives for both military and civilian sectors, others have joint reps. Some systems elect these representatives, others have competitions, while some yet give the job to the person who can speak the clearest. &lt;br /&gt;
&lt;br /&gt;
These Reps meet on Xanu Prime negotiate and re-negotiate treaties. They are led by Chief Representative, Carter Han, who has earned quite the reputation for his strong anti-piracy actions and policies. The Chief Representative also acts as the “Voice” of the Frontier to foreign dignitaries.&lt;br /&gt;
&lt;br /&gt;
== Anthem ==&lt;br /&gt;
&lt;br /&gt;
== Frontier Alliance Military ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance Military is unlike most militaries in the galaxy. For the most part it resembles a backwoods militia of people without uniform using outdated weaponry to defend their homes. However, in an attempt to have the galaxy take the Frontier Alliance more seriously, the Chief Representative has pushed forward the notion of a uniformed military. This idea has taken off and those serving long term in a Frontier Planet&#039;s armed forces has agreed to take olive green colored uniforms as their standard.&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance&#039;s military fights a defensive game for the most part and only engage offensively if they know they have overwhelming numbers. They are not equipped with the most advanced ships or the best weaponry. However, they are able to mass produce weapons, armor, and starships in staggering quantities. They have access to combat RIGs and combat Exosuits but in small quantities. It is not uncommon for Frontier Alliance soldiers to retrofit Industrial Rigs and Ripley APLUs for combat. &lt;br /&gt;
&lt;br /&gt;
If a force were to attack a single Alliance planet, it is deemed as a threat to the entire Alliance as a whole. This is the current nature of the defense pacts.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Varied, mostly low. Some worlds enjoy rather high qualities of living, while others are quite poor and have little access to modern tech or resources.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
== Sub Races ==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Coalition of Systems was founded to resist against perceived Sol Alliance oppression in the Frontier. They truly won their independence from Sol after the First Interstellar War. They suffered highs and lows until eventually collapsing in the year 2452, only two years after enacting the “Anti-Dominia Piracy Pact” was put into effect. With the Coalition pirates wen nearly uncontested and gain much ground in the Frontier.&lt;br /&gt;
&lt;br /&gt;
== After the Fall of the Coalition ==&lt;br /&gt;
The Coalition was gone and pirates were gaining more territory that thought imaginable through the Frontier. A small collection of systems still honoring the defense pacts from the Coalition. Chiefest among them was the Xanu system. The Xanu System was quite wealthy due to its abundance of&lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7803</id>
		<title>User:AllyBearsley</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7803"/>
		<updated>2018-01-20T04:17:59Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: /* Frontier Alliance Military */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greetings I am the Wiki Manager and Human Lore Deputy. Contact me through the Aurora Forums or Discord, my name should be AllyBearsley everywhere. Thank you.&lt;br /&gt;
&lt;br /&gt;
Current Endevours&lt;br /&gt;
*Frontier Alliance Page&lt;br /&gt;
*Making the Wiki fully operational&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
WIP FOR FRONTIER PAGE&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!---{{WIP|assign = AllyBearsley}}.---&amp;gt;&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Frontiersman&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Frontiersfolk410x320.png&lt;br /&gt;
 |System = Varied&lt;br /&gt;
 |World  = Varied&lt;br /&gt;
 |Language = Freespeak/Tradeband&lt;br /&gt;
 |Politic = Frontier Confederation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Coalition of Colonies was on the decline well before it truly fell in 2452. This gave a stark rise to piracy and general lawlessness in the Frontier. However, some planets still remained connected in an effort to protect their borders. For six long years they worked tirelessly to keep each other safe, pooling vast amounts of manpower and resources together. Finally in 2458 the Alliance saw its borders safe. These planets saw the need for continued cooperation to keep themselves protected. &lt;br /&gt;
=== Population ===&lt;br /&gt;
Due to the ever changing nature of the Frontier Alliance, an exact population is hard to pin down. However, estimates put the number currently somewhere around 2,500,000,000 people currently protected by the Frontier Alliance Defense Pact.&lt;br /&gt;
== Government ==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Overall:&#039;&#039;&#039; Defense and Trade Alliance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System by System:&#039;&#039;&#039; Varries dramatically. From Republics to Monarchies to Communist Parties.&lt;br /&gt;
However the systems agree to have Representatives meet on the unofficial Capital, Xanu Prime. Some systems have representatives for both military and civilian sectors, others have joint reps. Some systems elect these representatives, others have competitions, while some yet give the job to the person who can speak the clearest. &lt;br /&gt;
&lt;br /&gt;
These Reps meet on Xanu Prime negotiate and re-negotiate treaties. They are led by Chief Representative, Carter Han, who has earned quite the reputation for his strong anti-piracy actions and policies. The Chief Representative also acts as the “Voice” of the Frontier to foreign dignitaries.&lt;br /&gt;
&lt;br /&gt;
== Anthem ==&lt;br /&gt;
&lt;br /&gt;
== Frontier Alliance Military ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance Military is unlike most militaries in the galaxy. For the most part it resembles a backwoods militia of people without uniform using outdated weaponry to defend their homes. However, in an attempt to have the galaxy take the Frontier Alliance more seriously, the Chief Representative has pushed forward the notion of a uniformed military. This idea has taken off and those serving long term in a Frontier Planet&#039;s armed forces has agreed to take olive green colored uniforms as their standard.&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance&#039;s military fights a defensive game for the most part and only engage offensively if they know they have overwhelming numbers. They are not equipped with the most advanced ships or the best weaponry. However, they are able to mass produce weapons, armor, and starships in staggering quantities. They have access to combat RIGs and combat Exosuits but in small quantities. It is not uncommon for Frontier Alliance soldiers to retrofit Industrial Rigs and Ripley APLUs for combat. &lt;br /&gt;
&lt;br /&gt;
If a force were to attack a single Alliance planet, it is deemed as a threat to the entire Alliance as a whole. This is the current nature of the defense pacts.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Varied, mostly low. Some worlds enjoy rather high qualities of living, while others are quite poor and have little access to modern tech or resources.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
== Sub Races ==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Coalition of Systems was founded to resist against perceived Sol Alliance oppression in the Frontier. They truly won their independence from Sol after the First Interstellar War. They suffered highs and lows until eventually collapsing in the year 2452, only two years after enacting the “Anti-Dominia Piracy Pact” was put into effect. With the Coalition pirates wen nearly uncontested and gain much ground in the Frontier.&lt;br /&gt;
&lt;br /&gt;
== After the Fall of the Coalition ==&lt;br /&gt;
The Coalition was gone and pirates were gaining more territory that thought imaginable through the Frontier. A small collection of systems still honoring the defense pacts from the Coalition. Chiefest amongst them was Xanu Prime. &lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7801</id>
		<title>User:AllyBearsley</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7801"/>
		<updated>2018-01-20T03:49:33Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: /* Government */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greetings I am the Wiki Manager and Human Lore Deputy. Contact me through the Aurora Forums or Discord, my name should be AllyBearsley everywhere. Thank you.&lt;br /&gt;
&lt;br /&gt;
Current Endevours&lt;br /&gt;
*Frontier Alliance Page&lt;br /&gt;
*Making the Wiki fully operational&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
WIP FOR FRONTIER PAGE&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!---{{WIP|assign = AllyBearsley}}.---&amp;gt;&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Frontiersman&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Frontiersfolk410x320.png&lt;br /&gt;
 |System = Varied&lt;br /&gt;
 |World  = Varied&lt;br /&gt;
 |Language = Freespeak/Tradeband&lt;br /&gt;
 |Politic = Frontier Confederation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Coalition of Colonies was on the decline well before it truly fell in 2452. This gave a stark rise to piracy and general lawlessness in the Frontier. However, some planets still remained connected in an effort to protect their borders. For six long years they worked tirelessly to keep each other safe, pooling vast amounts of manpower and resources together. Finally in 2458 the Alliance saw its borders safe. These planets saw the need for continued cooperation to keep themselves protected. &lt;br /&gt;
=== Population ===&lt;br /&gt;
Due to the ever changing nature of the Frontier Alliance, an exact population is hard to pin down. However, estimates put the number currently somewhere around 2,500,000,000 people currently protected by the Frontier Alliance Defense Pact.&lt;br /&gt;
== Government ==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Overall:&#039;&#039;&#039; Defense and Trade Alliance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System by System:&#039;&#039;&#039; Varries dramatically. From Republics to Monarchies to Communist Parties.&lt;br /&gt;
However the systems agree to have Representatives meet on the unofficial Capital, Xanu Prime. Some systems have representatives for both military and civilian sectors, others have joint reps. Some systems elect these representatives, others have competitions, while some yet give the job to the person who can speak the clearest. &lt;br /&gt;
&lt;br /&gt;
These Reps meet on Xanu Prime negotiate and re-negotiate treaties. They are led by Chief Representative, Carter Han, who has earned quite the reputation for his strong anti-piracy actions and policies. The Chief Representative also acts as the “Voice” of the Frontier to foreign dignitaries.&lt;br /&gt;
&lt;br /&gt;
== Anthem ==&lt;br /&gt;
&lt;br /&gt;
== Frontier Alliance Military ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance Military is unlike most militaries in the galaxy. For the most part it resembles a backwoods militia of people without uniform using outdated weaponry to defend their homes. However, in an attempt to have the galaxy take the Frontier Alliance more seriously, the Chief Representative has pushed forward the notion of a uniformed military. This idea has taken off and those serving long term in a Frontier Planet&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Varied, mostly low. Some worlds enjoy rather high qualities of living, while others are quite poor and have little access to modern tech or resources.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
== Sub Races ==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Coalition of Systems was founded to resist against perceived Sol Alliance oppression in the Frontier. They truly won their independence from Sol after the First Interstellar War. They suffered highs and lows until eventually collapsing in the year 2452, only two years after enacting the “Anti-Dominia Piracy Pact” was put into effect. With the Coalition pirates wen nearly uncontested and gain much ground in the Frontier.&lt;br /&gt;
&lt;br /&gt;
== After the Fall of the Coalition ==&lt;br /&gt;
The Coalition was gone and pirates were gaining more territory that thought imaginable through the Frontier. A small collection of systems still honoring the defense pacts from the Coalition. Chiefest amongst them was Xanu Prime. &lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Frontiersfolk410x320.png&amp;diff=7800</id>
		<title>File:Frontiersfolk410x320.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Frontiersfolk410x320.png&amp;diff=7800"/>
		<updated>2018-01-20T03:01:31Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7799</id>
		<title>User:AllyBearsley</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7799"/>
		<updated>2018-01-20T03:01:17Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greetings I am the Wiki Manager and Human Lore Deputy. Contact me through the Aurora Forums or Discord, my name should be AllyBearsley everywhere. Thank you.&lt;br /&gt;
&lt;br /&gt;
Current Endevours&lt;br /&gt;
*Frontier Alliance Page&lt;br /&gt;
*Making the Wiki fully operational&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
WIP FOR FRONTIER PAGE&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!---{{WIP|assign = AllyBearsley}}.---&amp;gt;&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Frontiersman&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Frontiersfolk410x320.png&lt;br /&gt;
 |System = Varied&lt;br /&gt;
 |World  = Varied&lt;br /&gt;
 |Language = Freespeak/Tradeband&lt;br /&gt;
 |Politic = Frontier Confederation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Coalition of Colonies was on the decline well before it truly fell in 2452. This gave a stark rise to piracy and general lawlessness in the Frontier. However, some planets still remained connected in an effort to protect their borders. For six long years they worked tirelessly to keep each other safe, pooling vast amounts of manpower and resources together. Finally in 2458 the Alliance saw its borders safe. These planets saw the need for continued cooperation to keep themselves protected. &lt;br /&gt;
=== Population ===&lt;br /&gt;
Due to the ever changing nature of the Frontier Alliance, an exact population is hard to pin down. However, estimates put the number currently somewhere around 2,500,000,000 people currently protected by the Frontier Alliance Defense Pact.&lt;br /&gt;
== Government ==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; &lt;br /&gt;
‘’Overall:’’ Defense and Trade Alliance&lt;br /&gt;
‘’System by System:’’ Varries dramatically. From Republics to Monarchies to Communist Parties.&lt;br /&gt;
However the systems agree to have Representatives meet on the unofficial Capital, Xanu Prime. Some systems have representatives for both military and civilian sectors, others have joint reps. Some systems elect these representatives, others have competitions, while some yet give the job to the person who can speak the clearest. &lt;br /&gt;
These Reps meet on Xanu Prime negotiate and re-negotiate treaties. They are led by Chief Representative, Carter Han, who has earned quite the reputation for his strong anti-piracy actions and policies. The Chief Representative also acts as the “Voice” of the Frontier to foreign dignitaries. &lt;br /&gt;
&lt;br /&gt;
== Anthem ==&lt;br /&gt;
&lt;br /&gt;
== Frontier Alliance Military ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance Military is unlike most militaries in the galaxy. For the most part it resembles a backwoods militia of people without uniform using outdated weaponry to defend their homes. However, in an attempt to have the galaxy take the Frontier Alliance more seriously, the Chief Representative has pushed forward the notion of a uniformed military. This idea has taken off and those serving long term in a Frontier Planet&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Varied, mostly low. Some worlds enjoy rather high qualities of living, while others are quite poor and have little access to modern tech or resources.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
== Sub Races ==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Coalition of Systems was founded to resist against perceived Sol Alliance oppression in the Frontier. They truly won their independence from Sol after the First Interstellar War. They suffered highs and lows until eventually collapsing in the year 2452, only two years after enacting the “Anti-Dominia Piracy Pact” was put into effect. With the Coalition pirates wen nearly uncontested and gain much ground in the Frontier.&lt;br /&gt;
&lt;br /&gt;
== After the Fall of the Coalition ==&lt;br /&gt;
The Coalition was gone and pirates were gaining more territory that thought imaginable through the Frontier. A small collection of systems still honoring the defense pacts from the Coalition. Chiefest amongst them was Xanu Prime. &lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7798</id>
		<title>User:AllyBearsley</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7798"/>
		<updated>2018-01-20T03:00:11Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greetings I am the Wiki Manager and Human Lore Deputy. Contact me through the Aurora Forums or Discord, my name should be AllyBearsley everywhere. Thank you.&lt;br /&gt;
&lt;br /&gt;
Current Endevours&lt;br /&gt;
*Frontier Alliance Page&lt;br /&gt;
*Making the Wiki fully operational&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
WIP FOR FRONTIER PAGE&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!---{{WIP|assign = AllyBearsley}}.---&amp;gt;&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Frontiersman&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Frontiersfolk.png&lt;br /&gt;
 |System = Varied&lt;br /&gt;
 |World  = Varied&lt;br /&gt;
 |Language = Freespeak/Tradeband&lt;br /&gt;
 |Politic = Frontier Confederation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Coalition of Colonies was on the decline well before it truly fell in 2452. This gave a stark rise to piracy and general lawlessness in the Frontier. However, some planets still remained connected in an effort to protect their borders. For six long years they worked tirelessly to keep each other safe, pooling vast amounts of manpower and resources together. Finally in 2458 the Alliance saw its borders safe. These planets saw the need for continued cooperation to keep themselves protected. &lt;br /&gt;
=== Population ===&lt;br /&gt;
Due to the ever changing nature of the Frontier Alliance, an exact population is hard to pin down. However, estimates put the number currently somewhere around 2,500,000,000 people currently protected by the Frontier Alliance Defense Pact.&lt;br /&gt;
== Government ==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; &lt;br /&gt;
‘’Overall:’’ Defense and Trade Alliance&lt;br /&gt;
‘’System by System:’’ Varries dramatically. From Republics to Monarchies to Communist Parties.&lt;br /&gt;
However the systems agree to have Representatives meet on the unofficial Capital, Xanu Prime. Some systems have representatives for both military and civilian sectors, others have joint reps. Some systems elect these representatives, others have competitions, while some yet give the job to the person who can speak the clearest. &lt;br /&gt;
These Reps meet on Xanu Prime negotiate and re-negotiate treaties. They are led by Chief Representative, Carter Han, who has earned quite the reputation for his strong anti-piracy actions and policies. The Chief Representative also acts as the “Voice” of the Frontier to foreign dignitaries. &lt;br /&gt;
&lt;br /&gt;
== Anthem ==&lt;br /&gt;
&lt;br /&gt;
== Frontier Alliance Military ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance Military is unlike most militaries in the galaxy. For the most part it resembles a backwoods militia of people without uniform using outdated weaponry to defend their homes. However, in an attempt to have the galaxy take the Frontier Alliance more seriously, the Chief Representative has pushed forward the notion of a uniformed military. This idea has taken off and those serving long term in a Frontier Planet&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Varied, mostly low. Some worlds enjoy rather high qualities of living, while others are quite poor and have little access to modern tech or resources.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
== Sub Races ==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Coalition of Systems was founded to resist against perceived Sol Alliance oppression in the Frontier. They truly won their independence from Sol after the First Interstellar War. They suffered highs and lows until eventually collapsing in the year 2452, only two years after enacting the “Anti-Dominia Piracy Pact” was put into effect. With the Coalition pirates wen nearly uncontested and gain much ground in the Frontier.&lt;br /&gt;
&lt;br /&gt;
== After the Fall of the Coalition ==&lt;br /&gt;
The Coalition was gone and pirates were gaining more territory that thought imaginable through the Frontier. A small collection of systems still honoring the defense pacts from the Coalition. Chiefest amongst them was Xanu Prime. &lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7788</id>
		<title>User:AllyBearsley</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7788"/>
		<updated>2018-01-19T06:29:19Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greetings I am the Wiki Manager and Human Lore Deputy. Contact me through the Aurora Forums or Discord, my name should be AllyBearsley everywhere. Thank you.&lt;br /&gt;
&lt;br /&gt;
Current Endevours&lt;br /&gt;
*Frontier Alliance Page&lt;br /&gt;
*Making the Wiki fully operational&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
WIP FOR FRONTIER PAGE&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!---{{WIP|assign = AllyBearsley}}.---&amp;gt;&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Frontiersman&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = &lt;br /&gt;
 |System = Varied&lt;br /&gt;
 |World  = Varied&lt;br /&gt;
 |Language = Freespeak/Tradeband&lt;br /&gt;
 |Politic = Frontier Confederation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Coalition of Colonies was on the decline well before it truly fell in 2452. This gave a stark rise to piracy and general lawlessness in the Frontier. However, some planets still remained connected in an effort to protect their borders. For six long years they worked tirelessly to keep each other safe, pooling vast amounts of manpower and resources together. Finally in 2458 the Alliance saw its borders safe. These planets saw the need for continued cooperation to keep themselves protected. &lt;br /&gt;
=== Population ===&lt;br /&gt;
Due to the ever changing nature of the Frontier Alliance, an exact population is hard to pin down. However, estimates put the number currently somewhere around 2,500,000,000 people currently protected by the Frontier Alliance Defense Pact.&lt;br /&gt;
== Government ==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; &lt;br /&gt;
‘’Overall:’’ Defense and Trade Alliance&lt;br /&gt;
‘’System by System:’’ Varries dramatically. From Republics to Monarchies to Communist Parties.&lt;br /&gt;
However the systems agree to have Representatives meet on the unofficial Capital, Xanu Prime. Some systems have representatives for both military and civilian sectors, others have joint reps. Some systems elect these representatives, others have competitions, while some yet give the job to the person who can speak the clearest. &lt;br /&gt;
These Reps meet on Xanu Prime negotiate and re-negotiate treaties. They are led by Chief Representative, Carter Han, who has earned quite the reputation for his strong anti-piracy actions and policies. The Chief Representative also acts as the “Voice” of the Frontier to foreign dignitaries. &lt;br /&gt;
&lt;br /&gt;
== Anthem ==&lt;br /&gt;
&lt;br /&gt;
== Frontier Alliance Military ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance Military is unlike most militaries in the galaxy. For the most part it resembles a backwoods militia of people without uniform using outdated weaponry to defend their homes. However, in an attempt to have the galaxy take the Frontier Alliance more seriously, the Chief Representative has pushed forward the notion of a uniformed military. This idea has taken off and those serving long term in a Frontier Planet&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Varied, mostly low. Some worlds enjoy rather high qualities of living, while others are quite poor and have little access to modern tech or resources.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
== Sub Races ==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Coalition of Systems was founded to resist against perceived Sol Alliance oppression in the Frontier. They truly won their independence from Sol after the First Interstellar War. They suffered highs and lows until eventually collapsing in the year 2452, only two years after enacting the “Anti-Dominia Piracy Pact” was put into effect. With the Coalition pirates wen nearly uncontested and gain much ground in the Frontier.&lt;br /&gt;
&lt;br /&gt;
== After the Fall of the Coalition ==&lt;br /&gt;
The Coalition was gone and pirates were gaining more territory that thought imaginable through the Frontier. A small collection of systems still honoring the defense pacts from the Coalition. Chiefest amongst them was Xanu Prime. &lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7787</id>
		<title>User:AllyBearsley</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7787"/>
		<updated>2018-01-19T06:16:08Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greetings I am the Wiki Manager and Human Lore Deputy. Contact me through the Aurora Forums or Discord, my name should be AllyBearsley everywhere. Thank you.&lt;br /&gt;
&lt;br /&gt;
Current Endevours&lt;br /&gt;
*Frontier Alliance Page&lt;br /&gt;
*Making the Wiki fully operational&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
WIP FOR FRONTIER PAGE&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{WIP|assign = AllyBearsley}}.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Frontiersman&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = &lt;br /&gt;
 |System = Varied&lt;br /&gt;
 |World  = Varied&lt;br /&gt;
 |Language = Freespeak/Tradeband&lt;br /&gt;
 |Politic = Frontier Confederation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Coalition of Colonies was on the decline well before it truly fell in 2452. This gave a stark rise to piracy and general lawlessness in the Frontier. However, some planets still remained connected in an effort to protect their borders. For six long years they worked tirelessly to keep each other safe, pooling vast amounts of manpower and resources together. Finally in 2458 the Alliance saw its borders safe. These planets saw the need for continued cooperation to keep themselves protected. &lt;br /&gt;
=== Population ===&lt;br /&gt;
Due to the ever changing nature of the Frontier Alliance, an exact population is hard to pin down. However, estimates put the number currently somewhere around 2,500,000,000 people currently protected by the Frontier Alliance Defense Pact.&lt;br /&gt;
== Government ==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; &lt;br /&gt;
‘’Overall:’’ Defense and Trade Alliance&lt;br /&gt;
‘’System by System:’’ Varries dramatically. From Republics to Monarchies to Communist Parties.&lt;br /&gt;
However the systems agree to have Representatives meet on the unofficial Capital, Xanu Prime. Some systems have representatives for both military and civilian sectors, others have joint reps. Some systems elect these representatives, others have competitions, while some yet give the job to the person who can speak the clearest. &lt;br /&gt;
These Reps meet on Xanu Prime negotiate and re-negotiate treaties. They are led by Chief Representative, Carter Han, who has earned quite the reputation for his strong anti-piracy actions and policies. The Chief Representative also acts as the “Voice” of the Frontier to foreign dignitaries. &lt;br /&gt;
&lt;br /&gt;
== Anthem ==&lt;br /&gt;
&lt;br /&gt;
== Frontier Alliance Military ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance Military is unlike most militaries in the galaxy. For the most part it resembles a backwoods militia of people without uniform using outdated weaponry to defend their homes. However, in an attempt to have the galaxy take the Frontier Alliance more seriously, the Chief Representative has pushed forward the notion of a uniformed military. This idea has taken off and those serving long term in a Frontier Planet&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Varied, mostly low. Some worlds enjoy rather high qualities of living, while others are quite poor and have little access to modern tech or resources.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
== Sub Races ==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Coalition of Systems was founded to resist against perceived Sol Alliance oppression in the Frontier. They truly won their independence from Sol after the First Interstellar War. They suffered highs and lows until eventually collapsing in the year 2452, only two years after enacting the “Anti-Dominia Piracy Pact” was put into effect. With the Coalition pirates wen nearly uncontested and gain much ground in the Frontier.&lt;br /&gt;
&lt;br /&gt;
== After the Fall of the Coalition ==&lt;br /&gt;
The Coalition was gone and pirates were gaining more territory that thought imaginable through the Frontier. A small collection of systems still honoring the defense pacts from the Coalition. Chiefest amongst them was Xanu Prime. &lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7786</id>
		<title>User:AllyBearsley</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7786"/>
		<updated>2018-01-18T23:31:22Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greetings I am the Wiki Manager and Human Lore Deputy. Contact me through the Aurora Forums or Discord, my name should be AllyBearsley everywhere. Thank you.&lt;br /&gt;
&lt;br /&gt;
Current Endevours&lt;br /&gt;
*Frontier Alliance Page&lt;br /&gt;
*Making the Wiki fully operational&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- {{WIP|assign = AllyBearsley}}.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Frontiersman&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = &lt;br /&gt;
 |System = Varied&lt;br /&gt;
 |World  = Varied&lt;br /&gt;
 |Language = Freespeak/Tradeband&lt;br /&gt;
 |Politic = Frontier Confederation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Coalition of Colonies was on the decline well before it truly fell in 2452. This gave a stark rise to piracy and general lawlessness in the Frontier. However, some planets still remained connected in an effort to protect their borders. For six long years they worked tirelessly to keep each other safe, pooling vast amounts of manpower and resources together. Finally in 2458 the Alliance saw its borders safe. These planets saw the need for continued cooperation to keep themselves protected. &lt;br /&gt;
=== Population ===&lt;br /&gt;
Due to the ever changing nature of the Frontier Alliance, an exact population is hard to pin down. However, estimates put the number currently somewhere around 2,500,000,000 people currently protected by the Frontier Alliance Defense Pact.&lt;br /&gt;
== Government ==&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; &lt;br /&gt;
‘’Overall:’’ Defense and Trade Alliance&lt;br /&gt;
‘’System by System:’’ Varries dramatically. From Republics to Monarchies to Communist Parties.&lt;br /&gt;
However the systems agree to have Representatives meet on the unofficial Capital, Xanu Prime. Some systems have representatives for both military and civilian sectors, others have joint reps. Some systems elect these representatives, others have competitions, while some yet give the job to the person who can speak the clearest. &lt;br /&gt;
These Reps meet on Xanu Prime negotiate and re-negotiate treaties. They are led by Chief Representative, Carter Han, who has earned quite the reputation for his strong anti-piracy actions and policies. The Chief Representative also acts as the “Voice” of the Frontier to foreign dignitaries. &lt;br /&gt;
&lt;br /&gt;
== Anthem ==&lt;br /&gt;
&lt;br /&gt;
== Frontier Alliance Military ==&lt;br /&gt;
&lt;br /&gt;
The Frontier Alliance Military is unlike most militaries in the galaxy. For the most part it resembles a backwoods militia of people without uniform using outdated weaponry to defend their homes. However, in an attempt to have the galaxy take the Frontier Alliance more seriously, the Chief Representative has pushed forward the notion of a uniformed military. This idea has taken off and those serving long term in a Frontier Planet&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Varied, mostly low. Some worlds enjoy rather high qualities of living, while others are quite poor and have little access to modern tech or resources.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
== Sub Races ==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Coalition of Systems was founded to resist against perceived Sol Alliance oppression in the Frontier. They truly won their independence from Sol after the First Interstellar War. They suffered highs and lows until eventually collapsing in the year 2452, only two years after enacting the “Anti-Dominia Piracy Pact” was put into effect. With the Coalition pirates wen nearly uncontested and gain much ground in the Frontier.&lt;br /&gt;
&lt;br /&gt;
== After the Fall of the Coalition ==&lt;br /&gt;
The Coalition was gone and pirates were gaining more territory that thought imaginable through the Frontier. A small collection of systems still honoring the defense pacts from the Coalition. Chiefest amongst them was Xanu Prime. &lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]---&amp;gt;&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User_talk:AllyBearsley&amp;diff=7779</id>
		<title>User talk:AllyBearsley</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User_talk:AllyBearsley&amp;diff=7779"/>
		<updated>2018-01-16T20:22:36Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: Created page with &amp;quot;Greetings.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greetings.&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7777</id>
		<title>User:AllyBearsley</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:AllyBearsley&amp;diff=7777"/>
		<updated>2018-01-16T20:21:41Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: Created page with &amp;quot;Greetings I am the Wiki Manager and Human Lore Deputy. Contact me through the Aurora Forums or Discord, my name should be AllyBearsley everywhere. Thank you.  Current Endevour...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greetings I am the Wiki Manager and Human Lore Deputy. Contact me through the Aurora Forums or Discord, my name should be AllyBearsley everywhere. Thank you.&lt;br /&gt;
&lt;br /&gt;
Current Endevours&lt;br /&gt;
*Frontier Alliance Page&lt;br /&gt;
*Making the Wiki fully operational&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Medical_Intern&amp;diff=7727</id>
		<title>Medical Intern</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Medical_Intern&amp;diff=7727"/>
		<updated>2018-01-13T17:17:21Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: Starting the process of ensuring this page is updated and set to go&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&amp;lt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #ffdddd&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img = MedicalDoctor.png&lt;br /&gt;
|jobtitle = Medical resident&lt;br /&gt;
|access = [[Medbay]], [[Morgue]], [[Operating Theatre]], [[Virology]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = 25 years old and the minimum educational requirements of any medical field.&lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aloise University of Medical Sciences]]&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Assist Medical, babysit the doctors.&lt;br /&gt;
|guides = [[Guide to Medicine]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
As a Medical Resident you are not there to run the Medbay, instead you are there to help keep it running smoothly while working toward getting hands on training and experience for whatever field you are specializing in. Your character is not an expert. You should be lookign for more experienced players and characters to work with to better learn your field.&lt;br /&gt;
&lt;br /&gt;
=== What Can You Do? ===&lt;br /&gt;
&lt;br /&gt;
You are trained in standard first aid as well as understanding the basics of operating the [https://wiki.aurorastation.org/index.php?title=Guide_to_Medicine#Advanced_Body_Scanner Advanced Body Scanner].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Standard Procedure ===&lt;br /&gt;
MORE TO COME&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Medicine&amp;diff=7726</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Medicine&amp;diff=7726"/>
		<updated>2018-01-13T17:16:18Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: Had to change medical scanner to body scanner&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Diagnostics=&lt;br /&gt;
Medical care is serious business. Going half way with your medical treatments can result into someone dying, or ending up worse than dead. So pay attention and follow these steps on how to fix people. This guide is long and wordy, but following its advice should help you keep the whole station from dying.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diagnostic Tools==&lt;br /&gt;
* A must have tool is a [[file:Healthanalyzer.png‎]]&#039;&#039;&#039;health analyzer&#039;&#039;&#039;. It can show overall damages, with breakdown by limb, bleeding locations, fractures (not always with location), and some other conditions.&lt;br /&gt;
* Most complete information can be gathered with an [[file:Bscanner.gif]][[file:Bscanner_console.gif]][[#Advanced Body Scanner | &#039;&#039;&#039;Advanced Body Scanner&#039;&#039;&#039;]]. It shows pretty much all information one would need to perform a surgery. If there&#039;re several conditions to fix, remember to print out a report to take with you.&lt;br /&gt;
* &#039;&#039;&#039;Stethoscope&#039;&#039;&#039;. Using it you can detect problems with [[#Collapsed Lung | lungs]] or [[#Heart Trauma | heart]] as well as suffocation damage. Tuck it on your scrubs for easy access and looking like you&#039;re a real doctor.&lt;br /&gt;
* &#039;&#039;&#039;Penlight&#039;&#039;&#039;. By shining it in patient&#039;s eyes, you can tell a few things from pupils&#039; reaction - [[#Brain Damage | brain damage]] (different response speed between eyes), sleepiness (slower response time), drugs in patient&#039;s system (pinpoint/dilated pupils) or eye damage.&lt;br /&gt;
* When nothing is around, you can just use your &#039;&#039;&#039;hands&#039;&#039;&#039;. Grab patient, aim at the bodypart you want to inspect and click on patient with help intent. This will start inspection process that would tell you about wounds, fractures, and some other conditions like suffocation or high toxins levels.&lt;br /&gt;
===Robotic Limb Malfunctions===&lt;br /&gt;
&lt;br /&gt;
Injuries located on robotic limbs cannot be treated by the standard equipment located in Medbay. Those patients should be sent to the [[Roboticist]] for repairs. It is still important for individuals to receive treatment for these wounds as soon as possible, as limbs may explode after receiving a certain amount of damage to them.&lt;br /&gt;
&lt;br /&gt;
Robotic limbs are tougher than normal limbs, and do not count towards overall damage. However, they can only be repaired by welders (for brute damage) or wires (for burn damage), and malfunction if damaged. If one of the medical personnel has training in electronics, they may want to carry a welder and some cable to repair prosthetics; otherwise, keep the roboticist on call.&lt;br /&gt;
&lt;br /&gt;
Artificial eyes and hearts can be repaired during surgery with nanopaste.&lt;br /&gt;
&lt;br /&gt;
Robotic limbs are the best way to treat patients who have suffered a traumatic amputation. It is recommended to maintain good relations with robotics and perhaps, if they are not too busy, acquire a set of robotic limbs just in case you need to attach one.&lt;br /&gt;
&lt;br /&gt;
==Critical Patients==&lt;br /&gt;
&lt;br /&gt;
Anytime a patient has either very quickly dropping vitals, or a Health Analyzer shows that they are below 0 health, you should act quickly to prevent their death.&lt;br /&gt;
* Remove yourself and the patient from the source of the injury, whether it be a space carp, phoron-saturated clothing, or a murderous traitor. Adding yourself to the list of casualties won&#039;t help anyone.&lt;br /&gt;
* &#039;&#039;&#039;Stabilize&#039;&#039;&#039; the patient to the best of your ability before transporting, because otherwise they&#039;ll keep taking damage. &#039;&#039;&#039;Inaprovaline&#039;&#039;&#039; or &#039;&#039;&#039;[[#CPR|CPR]]&#039;&#039;&#039; will help (unless the patient is a [[Vox]], for whom inaprovaline is poisonous).&lt;br /&gt;
* &#039;&#039;&#039;Bandaging bleeding wounds&#039;&#039;&#039; before transport will help prevent [[#Low Blood Count|blood loss]] and the damage that comes with it.&lt;br /&gt;
* &#039;&#039;&#039;Treat suffocation damage&#039;&#039;&#039; with dexalin or dexalin plus (unless the patient is a [[Vox]] - use nitrogen if they are) and, if necessary, make sure the patient&#039;s [[internals]] are functional and not out of air.&lt;br /&gt;
* Always use a [[#Roller Bed|&#039;&#039;&#039;roller bed&#039;&#039;&#039;]] to transport a critical patient. &#039;&#039;&#039;&amp;lt;font color=red&amp;gt;Dragging them can result in further injury&amp;lt;/font&amp;gt;&#039;&#039;&#039;. In case no roller beds are avaliable, &#039;&#039;&#039;GRAB&#039;&#039;&#039; them and move.&lt;br /&gt;
* A cryo tube can slow or stop a patient from dying, as well as healing some kinds of damage. If the cryo tube is cold and loaded with medication, putting a critical patient in cryo can help stabilize them when immediate treatment is not possible. This is most useful when you have multiple critical patients or if your character does not have the skill set to treat a patient.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Triage===&lt;br /&gt;
&lt;br /&gt;
In situations where there are multiple critical patients being reported or flooding into medbay, use the Triage System. Wearing a Medical HUD will help you spot out which individuals are in the most desperate need of treatment first.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;vertical-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!  Color !! Description !! In-game definition !! Real world treatment type !! Suggested in-game treatment&lt;br /&gt;
|- bgcolor=#aaaaaa&lt;br /&gt;
| bgcolor=black width=30  |  &amp;lt;font color=white&amp;gt;Black&amp;lt;/font&amp;gt;&lt;br /&gt;
| Patient is dead&lt;br /&gt;
| Patient is dead&lt;br /&gt;
| Remove to prevent infections&lt;br /&gt;
| Ignore until all live patients dealt with, then take to morgue.&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#ffaaaa&lt;br /&gt;
| bgcolor=red width=30  | Red&lt;br /&gt;
| Patient is seriously injured and in danger of dying&lt;br /&gt;
|&lt;br /&gt;
* Critical condition (vitals below 0)&lt;br /&gt;
* Patient is losing blood&lt;br /&gt;
* Quickly dropping vitals&lt;br /&gt;
* Lethal disease in late stages&lt;br /&gt;
|   Immediate treatment&lt;br /&gt;
|  | Treat their condition as soon as possible. If unable to treat immediately (OR busy, no vaccine), put them to [[#Cryogenic Chambers|cryosleep]]. For diseases, inject Spaceacillin to stop progress. Stabilize all critical patients before proceeding with indepth treatment.&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#ffffaa&lt;br /&gt;
| bgcolor=yellow width=30  | Yellow&lt;br /&gt;
| Patient is severely injured, but not in life-threatening danger&lt;br /&gt;
|&lt;br /&gt;
* Vitals between 0 and 30%&lt;br /&gt;
* Potentially lethal disease in its early stages&lt;br /&gt;
| Delayed treatment&lt;br /&gt;
| Treat as soon as all red triage patients are stabilized.&lt;br /&gt;
|- bgcolor=#aaffaa&lt;br /&gt;
| bgcolor=green width=30  | &amp;lt;font color=white&amp;gt;Green&amp;lt;/font&amp;gt;&lt;br /&gt;
| Patient has light injuries&lt;br /&gt;
| Vitals between 30 and 80%&lt;br /&gt;
| Minimal treatment &lt;br /&gt;
| Ignore until the last of the yellow triage patients have been taken care of.&lt;br /&gt;
|- bgcolor=white&lt;br /&gt;
| width=30  | White&lt;br /&gt;
| Patient is uninjured&lt;br /&gt;
| Vitals between 80 and 100&lt;br /&gt;
| There is no reason to treat them when you have a million more seriously wounded people&lt;br /&gt;
| Ignore until all green triage patients have been taken care of.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cloning ==&lt;br /&gt;
Cloning is one of the main aspects of your job. Bringing people back from the dead is a delicate science, so read on. The [[Chief Medical Officer]] has the final say about what happens here, rather than the [[Research Director]].&lt;br /&gt;
&lt;br /&gt;
You can clone people from scans made while they are alive and well (which is preferred), or from a corpse (which happens more often than not). Feel free to call people to get their backups made, especially for Heads of Staff.&lt;br /&gt;
&lt;br /&gt;
Cloning consumes biomass, 150 points per clone. The cloning pod starts with 450 points and you can get more biomass by feeding meat to the machine (any type of meat works). Each meat slab adds 50 points.&lt;br /&gt;
&lt;br /&gt;
After a person is cloned, you are to put the former body in the morgue after being sure to label it with your pen by clicking on it. This helps keep track of who has been cloned without having to open body bags, potentially traumatizing the new clone or passing crew! The new clone is now supposed to be informed that they were cloned by a [[Psychologist]], the [[Chaplain]], or the [[Chief Medical Officer]]. &#039;&#039;&#039;Don&#039;t just up and tell them right off the bat!&#039;&#039;&#039; The patient just died, and this is a delicate time for them. Make sure you ease them into it, as well as considering they have [[Clone Memory Disorder]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Scan &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The first thing that a clone needs is a record in the cloning console. Scanning requires a dead or live human body with its brain still in place (monkeys or decapitated corpses won&#039;t work), whereas making the actual clone requires the person to be dead.&lt;br /&gt;
&lt;br /&gt;
# Make sure the person is not wearing anything.&lt;br /&gt;
#* If the person is alive, have them strip.&lt;br /&gt;
#* If the person is dead, click+drag their body onto yours to bring up their clothing window, then click on the links identifying each piece of clothing to remove it.&lt;br /&gt;
# Grab the person.&lt;br /&gt;
# Click on the DNA scanner to place them inside.&lt;br /&gt;
# Click on the cloning console to bring up its menu.&lt;br /&gt;
# Click &#039;&#039;&#039;Scan&#039;&#039;&#039;.&lt;br /&gt;
# Click &#039;&#039;&#039;View Records&#039;&#039;&#039; to make sure their record is listed in the cloning database.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Making the Clone &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Remember, a clone can only be made when the person you&#039;re making a clone for is dead and logged in. If they aren&#039;t dead or have logged out, you&#039;ll see an &amp;quot;Unable to initiate cloning cycle&amp;quot; error in the Cloning System Control.&lt;br /&gt;
# Head to the cloning console beside the cloning pod, and click on it to open its menu.&lt;br /&gt;
# Click &#039;&#039;&#039;View Records&#039;&#039;&#039;, select the person you wish to clone, then click &#039;&#039;&#039;Clone&#039;&#039;&#039;.&lt;br /&gt;
# Make sure the cloning pod has enough biomass to produce a clone. Each clone consumes 150 biomass points.&lt;br /&gt;
#* &#039;&#039;Note: After clicking &amp;quot;Clone&amp;quot; the dead person will get a pop-up window asking if they want to come back to life. If they choose &amp;quot;No&amp;quot;, the console will say &amp;quot;Unable to initiate cloning cycle&amp;quot;. If they choose &amp;quot;Yes&amp;quot;, the console will say &amp;quot;Cloning cycle activated&amp;quot;, and their body will be remade in a few minutes. &#039;&#039;&#039;You do not need to ask in OOC. Doing this is now considered IC in OOC.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#* &#039;&#039;Note #2: When a new clone is made, that person&#039;s record is deleted from the database, so they must be again if they are to be cloned a second time. You can use diskettes to save a record of their backup.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Finishing a New Clone &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Grab the new clone and take it to Cryo, the room with large cryo cells.&lt;br /&gt;
# Click on one of the cells to place the clone inside and set the &#039;&#039;&#039;Cryo status&#039;&#039;&#039; to &#039;&#039;&#039;On&#039;&#039;&#039;.&lt;br /&gt;
# Take a nearby beaker filled with Cryoxadone and then click on the same cell you placed the clone in to load the beaker into the cell. Note that Clonexadone heals them faster and should be used when possible. Get some from the [[Chemist]].&lt;br /&gt;
# Use the nearby wrench on both O2 canisters to secure them (if they aren&#039;t already).&lt;br /&gt;
# Set the freezer&#039;s &#039;&#039;&#039;Target gas temperature&#039;&#039;&#039; to its lowest amount by clicking on the far-left &amp;quot;-&amp;quot; until the number in the center no longer decreases. But do not lower it to absolute zero!&lt;br /&gt;
# Set the freezer to &#039;&#039;&#039;On&#039;&#039;&#039;.&lt;br /&gt;
#* &#039;&#039;Note: At this point, the clone will begin to heal slowly if cryo was set up correctly, shown by the increasing health indication in the cryo cell&#039;s menu.&lt;br /&gt;
# Click on the cryo cell to check on your clone. When its health reaches 100, it is considered finished and can then be ejected (right-click &amp;gt; Eject Occupant).&lt;br /&gt;
# &#039;&#039;&#039;Don&#039;t forget!&#039;&#039;&#039; when you&#039;re done with the cryo room, turn the cryo cells to &#039;&#039;&#039;Off&#039;&#039;&#039; so you don&#039;t waste Oxygen! Also, if you still have their old body, drag it to the [[Morgue]] for proper storage.&lt;br /&gt;
# Clones may often suffer from brain damages, once they&#039;re removed from the cryo cell, make sure to inject them with Alkysine if they suffer from this.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damage Types and Basic Treatments==&lt;br /&gt;
In the world of Baystation Medicine, most damage will fall under four major categories: Suffocation, Toxin, Brute, and Burn. These will show up on the Health Analyzer and in low amounts are very easily treated. There are also treatment kits for each of these categories located within medical storage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Suffocation Damage &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;This shows up as a &amp;lt;b&amp;gt;&amp;lt;font color=blue&amp;gt;BLUE&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; number on the Health Analyzer and Crew Monitoring Console&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Suffocation results from being in areas with low oxygen, low blood count, internal damage to the lungs or heart, or from the patient being in a critical state. When a patient cannot breathe properly, suffocation damage will rapidly rise until they die. When a patient CAN breathe, suffocation damage will rapidly drop to zero. The only time that suffocation will ever stop and hold steady on a value, is in cases of blood loss.&amp;lt;br&amp;gt;&lt;br /&gt;
*First of all, if the patient is in an area which is depressurised or lacking oxygen, then you need to get them out of there.&lt;br /&gt;
*If they&#039;re in a breathable area and still gasping, check if they have internals. Remove masks and helmets, so they&#039;re breathing from the atmosphere and not from an empty tank&lt;br /&gt;
*Check their damage. If they&#039;re suffering a lot of damage from other sources, administer medicine to deal with those, or administer inaprovaline to negate the suffocation caused by being heavily wounded&lt;br /&gt;
*Check their blood level, if it&#039;s lower than 90%, you have a problem. If it drops below 50% the patient is in danger of imminent death. Having a low blood level will cause un-healable suffocation damage that will stick at a constant value.&lt;br /&gt;
*If all of the above are fine, then the problem is an internal organ, the lungs in most cases. Get them to a scanner bed to check it out. Damage to the heart, lungs and brain can all cause suffocation.&lt;br /&gt;
*Dexalin or Dexalin Plus will heal the damage. Dexalin Plus immediately heals all suffocation; Dexalin gradually repairs suffocation damage. Note that both of these only treat the symptom, they don&#039;t fix the cause. If you HAVE fixed the cause, using these medicines is unnecessary. They should only be used to keep the patient alive while you get them back to medical, or while you perform surgery to fix the problem&lt;br /&gt;
* CPR will also slow progress of suffocation in critical patients. &amp;lt;i&amp;gt;(On help intent, click on the patient with nothing in your hands to administer CPR.)&amp;lt;/i&amp;gt; CPR is only useful in cases where you&#039;re desperate and don&#039;t have any Dexalin Plus. Shame on you for being unprepared.&lt;br /&gt;
* IMPORTANT: If the patient is a [[Vox]], suffocation damage comes from low &#039;&#039;nitrogen&#039;&#039;, not oxygen. Do &#039;&#039;&#039;not&#039;&#039;&#039; use Inaprovaline, Dexalin or Dexalin Plus to treat a Vox&#039;s suffocation damage; use nitrogen instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Toxin Damage &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;This shows up as a &amp;lt;b&amp;gt;&amp;lt;font color=green&amp;gt;GREEN&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; number on the Health Analyzer and Crew Monitoring Console&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Toxin damage is the most difficult damage type to diagnose, because it has so many different causes.  Dylovene is a powerful, widely available go-to antitoxin medicine, but remember that it only cures the symptoms, not the cause of the poisoning. Toxins are the most common damage type which doesn&#039;t heal over time, a poisoned patient will stay poisoned until you do something to fix it.&lt;br /&gt;
&lt;br /&gt;
If a badly poisoned patient is left alone, they will deteriorate. If they have toxins above 60, their liver will start to break down. And once it reaches 30 damage, it will start hurting other internal organs too. This will lead to death if not treated.&lt;br /&gt;
Dylovene will prevent liver breakdown, and will actually repair it if it&#039;s under 10 damage, otherwise it will need peridaxon or surgery.&lt;br /&gt;
&lt;br /&gt;
When a patient comes in with toxin damage, follow these steps to diagnose and treat them correctly&lt;br /&gt;
&lt;br /&gt;
*Are they critical? If so, why. &lt;br /&gt;
**If they have a lot of brute damage and broken bones, in addition to toxins, or if the scanner shows an unknown substance in their blood, it&#039;s probable they were mauled by a spider. Administer dialysis to purge the toxins from the blood, until the toxin levels stop rising&lt;br /&gt;
**If their damage is mostly toxins, it&#039;s probable they either have sepsis, or a late stage viral infection. Administer lots of spaceacillin and dylovene immediately, and put them in a full body scanner to find out which.&lt;br /&gt;
*Talk to the patient, if possible. Ask them if they ate, drank, inhaled, or injected anything, this can help you act accordingly.&lt;br /&gt;
**If they were injected with something unknown, then you should analyse their blood. Take a blood sample with a syringe and inject it into a Mass Spectrometer, this will usually tell you what poisoned them.&lt;br /&gt;
**If they&#039;ve inhaled phoron, that will poison their blood, and require dialysis before dylovene&lt;br /&gt;
*If an analyser shows a non medical reagent in their stomach, then they probably ate or drank something poisonous. There&#039;s no easy solution to this, keep gradually administering dylovene, and keep them in medical until it passes through. Or give them dylovene pills to take themselves periodically&lt;br /&gt;
*If they work in engineering or science, it&#039;s quite probable they have [[#Radiation Sickness | Radiation]]. The full body scanner will tell you this. Anti radiation medicines will treat it most effectively, but lots of dylovene will manage it too&lt;br /&gt;
**Since radiation dissipates naturally over time, it&#039;s quite probable an irradiated patient will no longer be irradiated by the time you examine them, and will just have leftover toxins.&lt;br /&gt;
*When possible, try not to administer dylovene until you&#039;ve discovered and fixed the root cause. While the patient has dylovene in their system, you won&#039;t notice their toxins slowly rising &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Brute Damage &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;This shows up as a &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;RED&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; number on the Health Analyzer and Crew Monitoring Console&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Brute damage is caused by anything that can beat up a person, cut them, or fill them full of lead. It is often paired with [[#Bone Fractures | broken bones]] and [[#Internal Bleeding | internal bleeding]].&amp;lt;br&amp;gt;&lt;br /&gt;
* Locate the injuries using a Health Analyzer. &amp;lt;br&amp;gt;&lt;br /&gt;
* If a location shows up as &amp;quot;Bleeding&amp;quot;, prioritize it. Stop bleeding with Gauze or an Advanced Trauma Kit; then apply the same treatment to non-bleeding locations.&lt;br /&gt;
* Bicaridine helps repair injuries, but doesn&#039;t prevent infection.&lt;br /&gt;
* Tramadol or another painkiller helps a patient remain functional despite pain from injuries.&lt;br /&gt;
* Robotic limbs damage cannot be treated by the standard equipment located in Medbay. Those patients should be sent to the [[Roboticist]] for repairs. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Burn Damage &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;This shows up as a &amp;lt;b&amp;gt;&amp;lt;font color=orange&amp;gt;ORANGE&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; number on the Health Analyzer and Crew Monitoring Console&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Burn damage can result from fire, electrocution, energy weapons, or exposure to extreme cold.&amp;lt;br&amp;gt;&lt;br /&gt;
* Locate the injuries using a Health Analyzer.&amp;lt;br&amp;gt;&lt;br /&gt;
* Apply Ointment or a Burn Kit.&amp;lt;br&amp;gt;&lt;br /&gt;
* Kelotane or Dermaline (Dermaline is stronger) will help heal burns.&lt;br /&gt;
* Burns easily become infected. Watch for fever and toxin readings.&lt;br /&gt;
* Robotic limbs damage cannot be treated by the standard equipment located in Medbay. Those patients should be sent to the [[Roboticist]] for repairs. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Unlisted Damage &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Some damage does not show up in any category, but will show that the person is injured&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Creatures in the Research and Development location can cause genetic damage when attacking people. Being a new clone can also come with genetics damage, or heavy experimentation with genetics can cause this as well. Fighting on the holodeck will result in holo-damage. Hallucinations brought on by drug use or genetic defects will cause unlisted damage as well.&lt;br /&gt;
* Attempt to confirm how injury was received.&lt;br /&gt;
* Genetics damage is healed with time spent in a cryo chamber. Clonexadone heals faster then Cryoxadone in this case.&lt;br /&gt;
* Holo-damage is cured by having the patient sleep it off.&lt;br /&gt;
* For hallucination damage, treat cause of damage, (repair any genetic damage for radiation or inject dylovene for poisoning), and then let patient sleep it off as you would with holo-damage. Sedating the patient for their own safety is highly suggested.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;br /&gt;
This section covere important detailed information about deeper mechanics of the medical system&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Infection==&lt;br /&gt;
Infection is a condition whereby bacteria infest an open or untreated wound, and start eating the body from the inside. This results in a fever, then mild toxin damage, but it gets really serious in the late stages, quickly causing limb death, organ failure, and massive toxins. A stage three infection is almost unstoppable, and spells near-inevitable death for the patient. &lt;br /&gt;
&lt;br /&gt;
Infections work by a Germ Level value. A series of them actually, there is a germ level for:&lt;br /&gt;
*Each patient&#039;s body, as a whole&lt;br /&gt;
*Each bodypart (arms, legs, head, etc) &lt;br /&gt;
*Each wound (cut, burn, bruise) and &lt;br /&gt;
*Each internal organ (heart, lungs, etc). &lt;br /&gt;
&lt;br /&gt;
The patient&#039;s body will accumulate a general germ level up until a value of 200, as they move around and do things. This is not directly harmful, but it will affect wounds if the patient gets hurt. The patient&#039;s germ level can be easily reset to zero by either showering, or by washing their bare hands (gloves must be removed). So hygiene is important, stop being filthy.&lt;br /&gt;
&lt;br /&gt;
If a patient has open or untreated wounds, those wounds will gradually accumulate germs at a rate of about 1 point per second, up to the germ level of the patient&#039;s body, and will become infected if their germ level rises too high. A wound can be treated physically, with ointment, bandages, or an advanced trauma/burn kit. Once treated the germ level of a wound will stop rising, and it will become Sterilized after a short amount of time (averaging a minute) which completely resets the wound&#039;s germ value to zero. Even if wounds aren&#039;t properly treated, healing medicines, or natural regeneration may close them, and that will prevent their germ level from rising farther. but treating them physically is the safest option.&lt;br /&gt;
&lt;br /&gt;
When a patient has infected wounds, they will spread their germ level to the muscles of the bodypart that wound is on, and this is where things get bad. Muscular infections can&#039;t usually be treated instantly, and will get worse over time naturally, in addition to recieving more germ level from infected wounds. Hence they will continue to worsen even after the wounds are treated. While the patient has &amp;gt;5u of spaceacillin in their system, the natural worsening of muscular infections is halted, and their germ level will gradually drop back to normal. If not addressed in time, muscular infections will spread to other nearby bodyparts, and eventually to internal organs too.&lt;br /&gt;
&lt;br /&gt;
There are several stages to the severity of a muscular or organ infection. The effects of these stages stack on top of each other, and they also stack for each seperate bodypart. &lt;br /&gt;
&lt;br /&gt;
*Stage 0: from any germ level between 0-100, the bodypart is not considered &#039;infected&#039;, there are no ill effects, and injecting 5u of spaceacillin will clear the germ level from that bodypart instantly. At this stage the germ level will not rise naturally, and treating infected wounds in the area will halt it.&lt;br /&gt;
&lt;br /&gt;
*Stage 1: Ocurring at germ level 100, the part in question is considered lightly infected. The patient will suffer a fever, which will show an increased body temperature on Health Analysers.  At this stage the germ level will start to naturally rise over time, at an accelerating rate as it rises higher. A greater than 5u dose of spaceacillin will stop the natural worsening, and will cause the infection level to drop by 6 points per second, so this is easy to treat if caught in time.&lt;br /&gt;
&lt;br /&gt;
*Stage 2: Ocurring at germ level 500, this is where things get bad. At stage 2, the infection will start to spread to other bodyparts and internal organs. Nothing can prevent this spreading except simply bringing the infection level down. Spaceacillin will now only cause the germ level to drop by 2 points per second, making it far slower to treat, and the patient will start to suffer a point of toxin damage, roughly every 30 seconds.&lt;br /&gt;
&lt;br /&gt;
*Stage 3: Ocurring at germ level 1000, This is where people die. When a bodypart or internal organ reaches stage 3, it immediately suffers death, and becomes nonfunctional. For muscles, this is crippling, but for most internal organs it&#039;s lethal. A patient without lungs or a heart cannot breathe, and a patient without a liver will suffer massive ongoing toxin damage. In addition, the patient starts to suffer an additional point of toxin damage every second. &lt;br /&gt;
If there is a high dose (&amp;gt;30u) in the patient&#039;s system, the organ or bodypart death will be prevented, and they will not suffer this additional toxin damage. But if the drugs aren&#039;t there before this stage, spaceacillin will not revive dead organs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Preventing Infections===&lt;br /&gt;
Prevention is better than a cure, there are a few simple ways that a patient, or the doctor treating them, can help to prevent infections ocurring.&lt;br /&gt;
&lt;br /&gt;
*Hygiene! Washing your ungloved hands, or showering, will reset your body&#039;s germ level, and prevent any wounds from becoming too infected. Note that washing your hands with gloves on, will not do this. The simplest approach is to shower after getting injured. If you&#039;ve been in a fight, you&#039;re probably covered in blood anyway.&lt;br /&gt;
*Treat the wounds. There are three different types of wounds that can become infected&lt;br /&gt;
**Cuts&lt;br /&gt;
**Bleeding Bruises&lt;br /&gt;
**Burns&lt;br /&gt;
Of these three, burns are the most likely to become infected. Cuts and bleeds will close up and heal into uninfectable bruises, but burns will only heal into lesser burns which are still infectable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Treating Infection===&lt;br /&gt;
So an infected patient has just walked in. Chances are they don&#039;t know they have infections, many security personnel tend to build up infection over time, unnoticed. Sometimes until it&#039;s too late to save them. Infections will show up on the full body scanner, and you&#039;ve probably found an infection while treating them for other wounds.&lt;br /&gt;
&lt;br /&gt;
The prevention steps still apply. Make the patient wash, and treat their wounds&lt;br /&gt;
Your next action will depend on the severity of the infection. The scanner will tell you in words how much germ level the part has accumulated, use this handy list to translate the words into a germ level:&lt;br /&gt;
&lt;br /&gt;
*Mild Infection: 100-300&lt;br /&gt;
*Mild Infection+: 300-400&lt;br /&gt;
*Mild Infection++: 400-500&lt;br /&gt;
*Acute Infection: 500-700&lt;br /&gt;
*Acute Infection+: 700-800&lt;br /&gt;
*Acute Infection++: 800-999&lt;br /&gt;
*Septic: 1000+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In any case, you want to inject them with spaceacillin. It metabolises slowly so not a lot is needed, 10u will handle most mild infections, 15u for acute infections up to 700 germ level.&lt;br /&gt;
&lt;br /&gt;
IF the patient is suffering from Acute Infection++, then they&#039;re very close to sepsis. You want to get a MUCH larger dose of spaceacillin into them, 45u should be good. And then monitor them closely for signs of worsening.&lt;br /&gt;
&lt;br /&gt;
If the patient is in sepsis, then things are bad. Print out their scan, Steel yourself for the high likelihood of their death, and hope that your chemist put clonexadone in the cryotanks.  &lt;br /&gt;
Inject them with 45u spaceacillin, and a fair bit of dylovene. Some tricordrazine and arithrazine will help if you have any. Then throw them into the cryotubes and pray that they cool down enough before they die. Cryotubes will stop a lot of infection activity, but will also stop spaceacillin from working.&lt;br /&gt;
&lt;br /&gt;
If you can manage to get them stable in the cryotubes, and bring their damage values down to zero, then they might survive. Bring them out of the cryotubes so that the spaceacillin can work, and gradually bring down the infection. While they&#039;re out of the tubes they&#039;re going to start accumulating damage again quickly, so dose them up with whatever you need to, to keep them alive, and don&#039;t be afraid to put them back in the tank if you can&#039;t control it. &lt;br /&gt;
&lt;br /&gt;
Now is the time to look more closely at their scan and assess the damage.&lt;br /&gt;
If it&#039;s only an arm or leg that&#039;s in sepsis, then it&#039;s dead and gone. Amputate it, and give them a prosthetic. If it&#039;s an internal organ that&#039;s dead, their odds of survival are grim. Your only option is to cut the organ out and transplant in a replacement, if you have one. The odds of that are low unless you&#039;ve been harvesting organs from corpses, or you have a suitable donor in the morgue.&lt;br /&gt;
&lt;br /&gt;
=Diagnosing Other Conditions=&lt;br /&gt;
Even after treating the common injuries listed Basic Treatments, the patient could still have other underlining conditions you should keep an eye out for.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;lowblood&amp;quot; code=&amp;quot;yellow;red&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
== Low Blood Count == &lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=orange&amp;gt;✜&amp;lt;/font&amp;gt; &amp;lt;font color=red&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[Depending on severity]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Shows up on Health Analyzer&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Patient feeling woozy, paleness of skin.&lt;br /&gt;
* Drops of blood, or blood puddles near patients.&lt;br /&gt;
* Suffocation damage that returns repeatedly when treated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Untreated external brute injuries, internal bleeding, and donating too much blood. Amount of blood left over in the body is visible on the Health analyzer.&amp;lt;br&amp;gt;&lt;br /&gt;
Suffocation damage won&#039;t go away until blood levels are normal.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;People who lose too much blood will die at around 60% blood volume. This cannot be prevented except by replacing the lost blood.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&lt;br /&gt;
# Locate bleeding injuries, either by examining the person or with a Health Analyzer. If none are found it could be [[#Internal_Bleeding | internal bleeding]] or [[#Heart_Trauma | damage to the heart]].&lt;br /&gt;
# To stop bleeding, bandage all wounds you find with gauze or an advanced trauma kit.&lt;br /&gt;
# Internal bleeding and heart damage need to be treated surgically.&lt;br /&gt;
# Bicaridine (from the chemist) will help heal brute trauma.&lt;br /&gt;
# Give a [[#Blood Transfusion | Blood transfusion]] to severe cases.&lt;br /&gt;
# Wait for blood level to normalize. In severe cases, Dexalin or Dexalin+ should be administered to keep a patient from suffocating because they don&#039;t have enough blood to keep their bodies oxygenated.&lt;br /&gt;
# Recovery from blood loss goes faster if a patient is given iron (less than thirty units to avoid overdose). They will also become hungry very quickly; eating will help speed recovery. Sugar in pill or IV form improves nutrient levels in patients too sick to eat.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;internal&amp;quot; code=&amp;quot;red&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Internal Bleeding ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=red&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Shows up on Health Analyzer.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Symptoms of [[#Blood_Loss | low blood count]] without visible wounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Caused by massive brute damage rupturing a vein or artery within the body. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;THIS IS HIGHLY DANGEROUS CONDITION, AND SHOULD BE TREATED IMMEDIATELY!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
If immediate care is not possible, patient should be frozen into [[#Cryogenic Chambers|cryosleep]] or put into a [[File:Stasis_Bag.png]] stasis bag. Low temperatures will slow bleeding until proper treatment is set up. It&#039;s the patient&#039;s body temperature--not the temperature of the tube itself--that&#039;s the critical factor, so if your cryo tube is not very cold already, it will probably be too slow to be useful.&lt;br /&gt;
# Inject patient with any dose of bicaridine to stop internal wounds from growing larger.&lt;br /&gt;
#* Dangerous doses of bicaridine (30 units or more) will begin to heal internal bleeding. This is slow but better than nothing if no surgeon is available.&lt;br /&gt;
#* If you are mending internal bleeding with bicaridine only, ensure the patient receives sufficient Dylovene to combat overdose risks.&lt;br /&gt;
# Move patient to an [[#Advanced Body Scanner|advanced body scanner]] to find the exact location of injury.&lt;br /&gt;
# A [[#Blood Transfusion | blood transfusion]] will be necessary in most cases. Miniature blood transfusions can be given in pill form or via syringe (pills are better; higher dosage), which can be helpful for EMTs stabilizing IB patients in the field.&lt;br /&gt;
# Move patient and IV to OR and [[Surgery#Internal_Bleeding_Surgery | mend the rupture]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;badheart&amp;quot; code=&amp;quot;yellow;red&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
== Heart Trauma == &lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=orange&amp;gt;✜&amp;lt;/font&amp;gt; &amp;lt;font color=red&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[Depending on severity]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Symptoms of [[#Blood_Loss | low blood count]] with actual blood levels being normal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Lower blood oxygen levels due to blood not being pumped properly by damaged heart. Damage can be caused by severe blunt trauma, stab wounds or fractured ribs.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&lt;br /&gt;
# [[#Blood Transfusion | Blood transfusion]] if patient has low blood levels too.&lt;br /&gt;
# Move patient and IV to OR and [[Surgery#Internal_Organs_Surgery | mend the damage]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;badblood&amp;quot; code=&amp;quot;green;yellow&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
== Blood Rejection ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=green&amp;gt;✜&amp;lt;/font&amp;gt; &amp;lt;font color=orange&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[Depending on severity]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Toxin damage without foreign chemicals in bloodstream.&lt;br /&gt;
* Unexplained suffocation damage.&lt;br /&gt;
* Patient recently recieved blood transfusion.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[#Blood Transfusion | Transfusion]] of incompatible blood type to the patient.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&lt;br /&gt;
* In case it&#039;s not obvious, &#039;&#039;&#039;STOP PUMPING THAT BLOOD IN THEM&#039;&#039;&#039;.&lt;br /&gt;
* Administer Dylovene until symptoms stop manifesting.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;lung&amp;quot; code=&amp;quot;yellow&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Collapsed Lung ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=orange&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Patient&#039;s cough containing blood.&lt;br /&gt;
* Patient gasping for air in breathable environment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exposure to low pressure environments without proper internals set.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039; Treatment &#039;&#039;&#039;&lt;br /&gt;
* [[Surgery#Internal_Organs_Surgery | Mend lung rupture surgically]].&lt;br /&gt;
* If no surgeon is available or you have a simple ruptured lung with no bone fractures, administer Peridaxon, keep Dexalin Plus in the patient&#039;s system, and wait for the lung to heal. If your patient still has broken bones, the lung can rupture again, and the patient must be kept still to prevent this while you wait for a surgeon.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;fracture&amp;quot; code=&amp;quot;yellow&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bone Fractures ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=orange&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Shows up on Health Analyzer&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Patient screaming in pain, dropping held items, and falling over.&lt;br /&gt;
* Facial Deformities (showing up as Unknown) are often coupled with skull fractures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Severe brute damage to a specific body part. &amp;lt;br&amp;gt;&lt;br /&gt;
* If the damage to the area is above certain threshold, the bone will &#039;&#039;&#039;re-break&#039;&#039;&#039; immediately after being glued together. Treat the area with a trauma kit, administer bicaridine, or both.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039; Treatment &#039;&#039;&#039;&lt;br /&gt;
# Painkillers will numb the pain while patient is waiting for surgery.&lt;br /&gt;
# In case of skull or rib factures, do not let patient move around, since bone shards can damage internal organs.&lt;br /&gt;
# Use [[#Advanced Body Scanner|advanced body scanner]] to locate fracture locations.&lt;br /&gt;
# Treat brute damage on broken body part with either gauze or Bicaridine.&lt;br /&gt;
# [[Surgery#Bone_Surgery | Operate on the fracture]].&lt;br /&gt;
# Splints can be used to return some function to the damaged limbs, if treatment is unavailable. Patients with leg and foot fractures can be issued a wheelchair and painkillers. Patients with skull, rib, and pelvic fractures must stay on bed rest, as walking has risk of internal organ injury.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;limb&amp;quot; code=&amp;quot;yellow&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dismemberment ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=orange&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;MISSING. LIMBS.&amp;lt;/b&amp;gt;&lt;br /&gt;
* No, seriously, the limb is missing upon visual examination.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Common causes are explosions, high-power projectiles, rogue surgeons, sword fights.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# Stop bleeding by applying trauma kits. Locations with bleeding will show up on the Health Analyzer.&lt;br /&gt;
# Administer painkillers; patient is in a world of pain.&lt;br /&gt;
# Order prosthesis, (cyborg limb), from Robotics lab.&lt;br /&gt;
# [[Surgery#Limb_Replacement_Surgery | Graft it to the stump]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;xeno&amp;quot; code=&amp;quot;red&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Embedded Objects ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=red&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Shows up on Health Analyzer.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Visible embedded objects sticking out of patient.&lt;br /&gt;
* Reports of pain when moving.&lt;br /&gt;
* Embedded object shows up when scanning the patient.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Causes &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* High-velocity collisions with shrapnel, ballistic munitions and sharp implements.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Implants. These may or may not be dangerous, depending on their nature.&lt;br /&gt;
* Parasitic infestation (alien or cortical borer). Your doctor may or may not know of the existence of these creatures, but they can probably guess they are not supposed to be inside the patient.&lt;br /&gt;
* Patient ate or was fed a monkey cube.&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&lt;br /&gt;
# Immobilize patient. User a roller bed or grab and carry the patient for transportation.&lt;br /&gt;
#* Do &#039;&#039;&#039;not&#039;&#039;&#039; attempt to remove embedded objects by hand as it may cause [[#Internal Bleeding|internal bleeding]].&lt;br /&gt;
# Move patient to an [[#Advanced Body Scanner|advanced body scanner]] and locate the embedded object.&lt;br /&gt;
# [[Surgery#Implant Removal|Surgically remove the embedded object]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;infection&amp;quot; code=&amp;quot;yellow&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bacterial Infection ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=orange&amp;gt;✜&amp;lt;/font&amp;gt; &amp;lt;font color=red&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[Progresses if left untreated]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Shows up on Health Analyzer.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Toxin damage without foreign chemicals in bloodstream.&lt;br /&gt;
* Visible inflamed wounds.&lt;br /&gt;
* Damage to internal organs without external wounds.&lt;br /&gt;
* High body temperature.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Untreated severe open wounds and burns.&lt;br /&gt;
*Surgery performed without proper sterile technique.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&lt;br /&gt;
# Locate infected wound by examining patient.&lt;br /&gt;
# Treat infected area with ointment.&lt;br /&gt;
# Administer 5 units of spaceacillin to stop the infection from worsening.&lt;br /&gt;
#* If left untreated, the infection &#039;&#039;&#039;will&#039;&#039;&#039; worsen.&lt;br /&gt;
#* Moving the patient to [[#Cryogenic Chambers|cryogenics]] will also stop progression of the infection.&lt;br /&gt;
# Administer Dylovene until symptoms stop manifesting.&lt;br /&gt;
# Keep spaceacillin in the patient&#039;s system and monitor their body temperature until it normalizes.&lt;br /&gt;
# Check for organ damage once the patient has recovered.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;disease&amp;quot; code=&amp;quot;white&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Viral Infection ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=green&amp;gt;✜&amp;lt;/font&amp;gt; &amp;lt;font color=orange&amp;gt;✜&amp;lt;/font&amp;gt; &amp;lt;font color=red&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[Depending on severity]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Shows up on Health Analyzer &#039;&#039;&#039;(Only if virus has been analysed)&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Coughing, sneezing, vomiting, hallucinations, twitching, urges to eat, feeling pale, are all symptoms of various diseases.&lt;br /&gt;
* High and/or rising body temperature.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Viral infection, which can spread quickly from crew member to crew member.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Quarantine all infected crew members.&lt;br /&gt;
* Administer spaceacillin to slow disease progress. Can cure disease at early stages, but does not give immunity to relapse. Spaceacillin also works as a prophylactic. &lt;br /&gt;
* [[Guide_to_Virology#Curing | Cure the disease]] in virology.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;appendix&amp;quot; code=&amp;quot;yellow;red&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Appendicitis ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=orange&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;font color=red&amp;gt;✜&amp;lt;/font&amp;gt; &amp;lt;sup&amp;gt;[Depending on stage]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Shows up on Health Analyzer.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Toxin damage without foreign chemicals in bloodstream.&lt;br /&gt;
* Patient experiences abdominal pains.&lt;br /&gt;
* Uncontrollable vomiting.&lt;br /&gt;
* Coughing.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sepsis caused by inflamed appendix.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;font color=red&amp;gt;&#039;&#039;&#039;LETHAL IF LEFT UNTREATED.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
# Confirm that it is indeed appendicitis with health analyzer.&lt;br /&gt;
# [[Surgery#Appendectomy | Remove inflamed appendix in surgery]].&lt;br /&gt;
# Treat toxin damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;drugs&amp;quot; code=&amp;quot;green&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Intoxication ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=green&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Slurring, confused movement.&lt;br /&gt;
* Hallucinations. Hallucination damage.&lt;br /&gt;
* Uncontrollable drooling, twitching.&lt;br /&gt;
* Possible toxin damage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Variety of substances, ranging from alcohol to illicit drugs.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Treatment depends on substance.&amp;lt;br&amp;gt;&lt;br /&gt;
Alcohol:&lt;br /&gt;
* Let them sleep it off.&lt;br /&gt;
* In case of emergency administer Ethylredoxrazine or dialysis in a sleeper.&lt;br /&gt;
* Treat toxin damage.&lt;br /&gt;
* Check for liver damage.&lt;br /&gt;
Hallucinogens:&lt;br /&gt;
* Sedate patient to prevent him from hurting himself and healing hallucinatory damage.&lt;br /&gt;
* Administer 30 units of Dylovene and 1 unit of Synaptizine. Synaptizine is poisonous and must always be combined with Dylovene.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;rads&amp;quot; code=&amp;quot;green;yellow&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Radiation Sickness ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=green&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;font color=orange&amp;gt;✜&amp;lt;/font&amp;gt; &amp;lt;sup&amp;gt;[Depending on severity]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Patient is feeling weak, passes out.&lt;br /&gt;
* Steady increasing toxic damage that returns when treated.&lt;br /&gt;
* Possible DNA mutation (shows up as &amp;quot;incomplete cloning&amp;quot;).&lt;br /&gt;
* Hair loss.&lt;br /&gt;
* Radiation level is visible on the full-body scanner.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Patient has been exposed to experimental equipment, radioactive substances or objects, or the engine.&lt;br /&gt;
* The supermatter has gone critical. In this case, patients will also have hallucinations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Administer Hyronalin or Arithrazine if possible. Arithrazine causes mild brute damage, which will heal on its own unless your patient has a cybernetic limb.&lt;br /&gt;
* In case they are unavailable, administer Dylovene in repeated doses until the radiation wears off.&lt;br /&gt;
* Patients with genetic damage should be treated in cryo tubes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;genetic&amp;quot; code=&amp;quot;green&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
== Genetic Defects ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=green&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Highly varied, and differ depending on defect. With often only one or two of the following appearing:&lt;br /&gt;
* Seizures, random swearing, non-drug-induced hallucinations.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
DNA defects acquired either from radiation exposure, cloning errors, or [[geneticist]]s preforming experimentation.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&lt;br /&gt;
* Ask a [[Chemist]] for Ryetalyn. One unit is enough.&lt;br /&gt;
* Treat other symptoms, (broken bones, toxin damage), as you would normally.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;retard&amp;quot; code=&amp;quot;green&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Brain Damage ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=green&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Shows up on Health Analyzer&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Concussion, in minor cases.&lt;br /&gt;
* Headaches, impaired vision.&lt;br /&gt;
* Impaired motor ability, with both arms and legs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Head trauma, some chemicals, diseases. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# Administer Alkysine.&lt;br /&gt;
# If that does not help, could be a brain hematoma, and [[Surgery#Brain_Damage_Surgery | operation]] is needed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;deface&amp;quot; code=&amp;quot;green&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Facial Deformation ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=green&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Patient&#039;s face damaged beyond recognition.&lt;br /&gt;
* Patient&#039;s vocal cords distorted.&lt;br /&gt;
* Patient shows up as &amp;quot;Unknown&amp;quot; despite having an ID.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Blunt head trauma, acid exposure, high temperatures exposure. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# [[Surgery#Facial_Reconstruction_Surgery | Reconstruct face and vocal cords surgically]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div name=&amp;quot;dislocation&amp;quot; code=&amp;quot;green&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Joint Dislocation ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=green&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Patient can&#039;t use a limb, but it&#039;s not necrotic.&lt;br /&gt;
* Patient&#039;s limb is bulging/crooked oddly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Blunt trauma, certain high-level kung fu techniques. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# Set the dislocated joint. Some painkillers would be nice, as it is /quite/ painful procedure. It can be done with Undislocate Joint verb when standing next to the patient.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div name=&amp;quot;deaf&amp;quot; code=&amp;quot;green&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Deafness ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=green&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Patient is unable to hear speech.&lt;br /&gt;
* Patient was recently near sites of explosions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Concussion, DNA defects &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# In case it was caused by concussion, it will pass with time.&lt;br /&gt;
# If it was caused by DNA defect, treat with Ryetalyn.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;eyes&amp;quot; code=&amp;quot;green&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
== Impaired Vision ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=green&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Patient is unable to see far away objects, objects appear blurred.&lt;br /&gt;
* In severe cases, patient&#039;s pupils do not react to penlight.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Eye trauma, bright light, DNA defects &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Treat genetic defects with Ryetalyn.&lt;br /&gt;
* In case of impaired vision, administer Imidazoline.&lt;br /&gt;
* In case of complete blindness, [[Surgery#Eye_Surgery | repairing the retinas of the eye]] will help. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;itch&amp;quot; code=&amp;quot;white&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Itch ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: negligible&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Itching.&lt;br /&gt;
* Shivers in more severe cases.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Certain chemicals&#039; side effects. No medicines used commonly have such side effect. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Administer Inaprovaline if feeling charitable. Lecture patient re. drug abuse if not.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;badstomach&amp;quot; code=&amp;quot;white&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bad Stomach ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: negligible&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Discomfort in stomach area.&lt;br /&gt;
* Vomiting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Skin regenerating chemicals - Dermaline and Kelotane. Cloning acceleration can also cause this. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Administer Dylovene.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;headache&amp;quot; code=&amp;quot;white&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
== Headache ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: negligible&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Headache. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Tissue-regenerating chemicals - Bicaridine (over 15 units), Tricordazine (over 15 units), Cryoxadone (any dosage). &lt;br /&gt;
* Minor brain damage.&lt;br /&gt;
* Eye damage.&lt;br /&gt;
* Blurry vision.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Administer Alkysine or Tramadol.&lt;br /&gt;
* Treat the underlying brain damage or eye damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;head&amp;quot; code=&amp;quot;black&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Decapitation ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: ✜&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Patient&#039;s head is detached from the body.&lt;br /&gt;
* There is no head attached to the patient&#039;s body.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Same as with [[#Missing_Limbs | missing limbs]], with maybe more explosions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# Acquire head.&lt;br /&gt;
# [[Surgery#Head Reattachment Surgery | Reattach head]]&lt;br /&gt;
# Clone the cadaver. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is no torso:&lt;br /&gt;
#Acquire head.&lt;br /&gt;
#[[Surgery#Brain Surgery | Extract brain.]]&lt;br /&gt;
&lt;br /&gt;
Now you have two choices.&lt;br /&gt;
* Pass brain to Robotics for cyborgification.&lt;br /&gt;
or&lt;br /&gt;
* Perform a [[#Brain Transplant | brain transplantation]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Tools, Machinery, and Facilities of Medbay=&lt;br /&gt;
Even knowing exactly what&#039;s wrong with patient and how to treat it won&#039;t do you much good if you have no equipment. Here is the list of basic medical tools and machinery.&lt;br /&gt;
==Tools==&lt;br /&gt;
====Basic tools====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !! Tool !! Purpose !! Usage&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Oint.png‎]]&lt;br /&gt;
|&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
|Speeding up healing of burns. Also can be used to treat [[#Wound Infection|infected wounds]]. &lt;br /&gt;
&lt;br /&gt;
|Target damaged body part and click on patient.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Burnkit.png]]&lt;br /&gt;
|&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;&lt;br /&gt;
|Speeds up the healing process of burns. Also treats [[#Wound Infection|infected wounds]]. It is more effective than Ointment.&lt;br /&gt;
|Target damaged body part and click on patient.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Bpack.png‎‎]]&lt;br /&gt;
|&#039;&#039;&#039;Gauze/bruise pack&#039;&#039;&#039;&lt;br /&gt;
|Speeding up healing of brute damage. Also stops wounds from bleeding.&lt;br /&gt;
|Target damaged body part and click on patient.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Traumakit.png]]&lt;br /&gt;
|&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;&lt;br /&gt;
|Increases the speed of healing for brute damage and stops wounds from bleeding. It is more effective than a Bruise Pack&lt;br /&gt;
|Target damaged body part and click on patient.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Healthanalyzer.png‎]]&amp;lt;br&amp;gt; &lt;br /&gt;
|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&lt;br /&gt;
|Must-have tool for Medical. Scan people to find out damage levels (and location for brute/burn), some conditions, blood levels and some other info like body temperature.&lt;br /&gt;
|Click on patient.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Syringes.png‎‎]]&lt;br /&gt;
|&#039;&#039;&#039;Syringe&#039;&#039;&#039;&lt;br /&gt;
|Administering medicine to people (5 units per injection). Taking blood samples.&lt;br /&gt;
|&lt;br /&gt;
* Click on things/people to inject or draw.&lt;br /&gt;
* If either of characters moves during it, injection fails. &lt;br /&gt;
* To switch between draw/inject modes, click on syringe in hand.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Injector.png]]&lt;br /&gt;
|&#039;&#039;&#039;AutoInjector&#039;&#039;&#039;&lt;br /&gt;
|A single-use 5 unit injector containing inaprovaline for use in emergencies.&lt;br /&gt;
|Click on patient while holding the Injector.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[file:Bottles.gif‎‎]] Chemicals====&lt;br /&gt;
Using [[Guide_to_Chemistry#Medicine|proper medicinces]] can be difference between life and death for patient.&amp;lt;br&amp;gt;&lt;br /&gt;
Some chemicals come pre-made in medikits or vendomats (i.e. inaprovaline and Dylovene), but most of them have to be made in [[Chemist|Chemistry Lab]].&lt;br /&gt;
====[[file:IVdrip.png‎‎]] IV drip====&lt;br /&gt;
Used to transfer [[Guide_to_Chemistry#Medicine|chemicals]] (usually [[#Blood Transfusion|blood]]) from the vessel loaded in it to the patient in small dosages every second. Since some medicines are metabolized slower than new are injected (e.g. Tramadol will last in blood ~10 times longer than most meds), IV medication can still cause overdose with those chemicals, so mind dosage.&lt;br /&gt;
* &#039;&#039;&#039;Hooking/unhooking patient:&#039;&#039;&#039; Click and drag IV sprite on patient.&lt;br /&gt;
* &#039;&#039;&#039;Loading chemicals:&#039;&#039;&#039;Click on unloaded IV with vessel in hand.&lt;br /&gt;
* &#039;&#039;&#039;Unloading chemicals:&#039;&#039;&#039;Click on loaded IV with empty hand.&lt;br /&gt;
* &#039;&#039;&#039;Changing modes:&#039;&#039;&#039; To change modes between giving/taking, right click on IV and use Toggle Mode option.&lt;br /&gt;
&lt;br /&gt;
====[[file:Rollerbed.png]] Roller Bed====&lt;br /&gt;
Used to transport patient fast and safe.&amp;lt;br&amp;gt;&lt;br /&gt;
Buckle/unbuckle patient as with chairs and usual beds.&amp;lt;br&amp;gt;&lt;br /&gt;
Can be folded into pickupable roller bed item.&lt;br /&gt;
*  &#039;&#039;&#039;Buckling Patient:&#039;&#039;&#039; Drag the patient on top of the unfolded bed, click and drag from patient to bed.&lt;br /&gt;
*  &#039;&#039;&#039;Unbuckling:&#039;&#039;&#039; Click on the bed.&lt;br /&gt;
*  &#039;&#039;&#039;Folding:&#039;&#039;&#039; Click and drag roller bed sprite to your character.&lt;br /&gt;
*  &#039;&#039;&#039;Unfolding:&#039;&#039;&#039; Click on folded item in hand.&lt;br /&gt;
&lt;br /&gt;
====Stasis Bag====&lt;br /&gt;
* Stops metabolism(breathing, bleeding, chemicals in blood, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
* One-use only(don&#039;t open that bag until you&#039;re ready to treat them)&amp;lt;br&amp;gt;&lt;br /&gt;
* No IC skills required(one of the few devices that are ICly as simple to use as OOCly)&lt;br /&gt;
* Causes brain damage to the occupant so should only be used when the patient is in critical condition.&lt;br /&gt;
&lt;br /&gt;
====Other medical equipment====&lt;br /&gt;
* &#039;&#039;&#039;Medical Doctor Closet&#039;&#039;&#039; - Contains different uniforms for different sections of Medbay, as well as different colored surgical scrubs.&lt;br /&gt;
* &#039;&#039;&#039;Medical HUDs&#039;&#039;&#039; - When placed on like glasses, allow you to see a patient&#039;s vitals from a distance. More can be acquired from Research and Development.&lt;br /&gt;
* &#039;&#039;&#039;Medical Belts&#039;&#039;&#039; - Can be loaded with medications for easy access.&lt;br /&gt;
* &#039;&#039;&#039;Medical Kits&#039;&#039;&#039; - There are four different kits: First Aid, Oxygen Kit, Burn Kit, and Toxin Kit. More can be ordered from cargo.&lt;br /&gt;
* &#039;&#039;&#039;Nurse Outfits&#039;&#039;&#039; - Can be worn by female doctors. In emergency may be worn by male ones too.&lt;br /&gt;
* &#039;&#039;&#039;Various Beakers&#039;&#039;&#039; -  These have multiple uses depending on type, and can be replenished by the [[Chemist]]. Browsing over the [[Guide to Chemistry]] will let you know what chemicals do what.&lt;br /&gt;
* &#039;&#039;&#039;Bio-Hazard Closet&#039;&#039;&#039; - Are filled with biosuits to be worn when there is a viral outbreak.&lt;br /&gt;
* &#039;&#039;&#039;Straight Jacket and Muzzle&#039;&#039;&#039; - For restraining dangerous and possibly insane patients. Usually considered a last resort.&lt;br /&gt;
* &#039;&#039;&#039;Syringe Gun&#039;&#039;&#039; - Can be loaded with a single syringe that can be shot at a person from a distance.&lt;br /&gt;
* &#039;&#039;&#039;Prescription Glasses&#039;&#039;&#039; - For helping those who can&#039;t see good and wanna learn do other stuff good too. Also contains prescription meson glasses and sunglasses.&lt;br /&gt;
* &#039;&#039;&#039;Space Cleaner&#039;&#039;&#039; - Can be fired ahead three tiles to help clean up the inevitable mess that Medbay becomes.&lt;br /&gt;
* &#039;&#039;&#039;Syringes&#039;&#039;&#039; - For use in taking blood and injecting chemicals into patients.&lt;br /&gt;
* &#039;&#039;&#039;Body Bags&#039;&#039;&#039; - Used for storing dead bodies in. Can be labeled with a pen.&lt;br /&gt;
* &#039;&#039;&#039;Sink&#039;&#039;&#039; - Use this to wash your dirty, dirty germ covered hands.&lt;br /&gt;
* &#039;&#039;&#039;Mass Spectrometer&#039;&#039;&#039; - Used for testing toxins in a patient&#039;s blood. One does not start off in Medbay and has to be ordered from Research and Development.&lt;br /&gt;
&lt;br /&gt;
==Machinery==&lt;br /&gt;
&lt;br /&gt;
===[[file:Cryo.gif]]Cryogenic Chambers===&lt;br /&gt;
Used for putting critical patients into stasis, finishing newly cloned patients, or treating patients with genetics damage. Be sure to check periodically to see if the chambers need to be restocked with chemicals.&lt;br /&gt;
&lt;br /&gt;
Cryo starts out warm and has to be set up, and is useless until it&#039;s cold and loaded with medicine. Since it&#039;s the patient&#039;s body temperature that determines whether cryoxadone and clonexadone work, you won&#039;t get very fast results until the cryo tube is cold enough to quickly freeze the patient--around 50 Kelvin is good. Removing space suits speeds up the process as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setting Up Cryo&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Make sure the engine is running--ask Engineering. Cryo tubes take a lot of energy, and if the engine&#039;s not up yet, there won&#039;t be enough energy to cool the tubes.&lt;br /&gt;
# Make sure the oxygen canisters are connected to the cryo tubes. If they aren&#039;t (they start out connected), use the nearby [[File:Wrench.png]] on both [[File:O2 canister.png]] O2 canisters to secure them.&lt;br /&gt;
# Take a nearby [[File:Beaker.png]] beaker filled with Cryoxadone and then click on the same cell you placed the clone in to load the beaker into the cell. Note that Clonexadone is exactly the same, but heals genetic damage faster and should be used when possible. Get some from the [[Chemist]]. Faster still is a combination of clonexadone and cryoxadone. Some chemists make their own custom mixes.&lt;br /&gt;
# Set the [[File:Freezer.gif]] freezer&#039;s &#039;&#039;&#039;Target gas temperature&#039;&#039;&#039; to its lowest amount by clicking on the far-left &amp;quot;-&amp;quot; until the number in the center no longer decreases.&lt;br /&gt;
# Set the freezer to &#039;&#039;&#039;On&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using Cryo&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# If patient is wearing any suit that protects from cold (i.e. space suit), remove it. &lt;br /&gt;
# Grab the patient.&lt;br /&gt;
# Click on one of the cells to place the patient inside and set the &#039;&#039;&#039;Cryo status&#039;&#039;&#039; to &#039;&#039;&#039;On&#039;&#039;&#039;.&lt;br /&gt;
#* &#039;&#039;Note: At this point, the clone will begin to heal slowly if cryo was set up correctly, shown by the increasing health indication in the cryo cell&#039;s menu. - If patient is not healing, either the patient is not cool enough inside the chamber or the beaker within the chamber has run out of chemicals.&lt;br /&gt;
# Click on the cyro cell to check on your patient. When their health reaches 100, they are healed and can then be ejected (right-click &amp;gt; Eject Occupant).&lt;br /&gt;
# Remember to turn &#039;&#039;&#039;Cryo status&#039;&#039;&#039; to &#039;&#039;&#039;Off&#039;&#039;&#039; to save oxygen and chemicals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[file:Sleeper.gif]][[file:Console.gif]] Sleeper===&lt;br /&gt;
Sleepers are used to administer medication and perform dialysis.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Placing patient in:&#039;&#039;&#039; Grab them and click on the unit. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Getting patient out:&#039;&#039;&#039; Right-click on unit -&amp;gt; Eject Occupant.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dialysis:&#039;&#039;&#039; Once the patient is inside, click &#039;Start Dialysis&#039;. Dialysis filters out blood, having the bonus of pulling out chemicals. This treatment should be used when you believe someone to be overdosing or to be poisoned. The beaker inside the sleeper will fill with the blood and eventually you will need to empty it. To retrieve the beaker, right-click on the sleeper and click &#039;eject beaker&#039;. Dialysis can cause a patient to suffer from severe blood loss if the patient is left in too long. &amp;lt;br&amp;gt;&lt;br /&gt;
Use console to interact with unit.&amp;lt;br&amp;gt;&lt;br /&gt;
The machines will not stabilize critical patients, though they can be used to administer inaprovaline.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sleeper Chemicals&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Inaprovaline&#039;&#039;&#039; - Helps keep critical patients stay stable by preventing them from taking suffocation damage.&lt;br /&gt;
* &#039;&#039;&#039;Soporific&#039;&#039;&#039; - Puts a patient to sleep.&lt;br /&gt;
* &#039;&#039;&#039;Dermaline&#039;&#039;&#039; - Heals &amp;lt;b&amp;gt;&amp;lt;font color=orange&amp;gt;burn&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; damage.&lt;br /&gt;
* &#039;&#039;&#039;Bicaridine&#039;&#039;&#039; - Heals &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;brute&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; damage.&lt;br /&gt;
* &#039;&#039;&#039;Dexaline&#039;&#039;&#039; - Heals &amp;lt;b&amp;gt;&amp;lt;font color=blue&amp;gt;suffocation&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[file:Bscanner.gif]][[file:Bscanner_console.gif]] Advanced Body Scanner===&lt;br /&gt;
Body scanner is used to locate [[#Bone Fractures | broken bones]], organ damage, and [[#Internal Bleeding | internal bleeding]]. Also can be used to find implants and foreign objects inside people. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Placing patient in:&#039;&#039;&#039; Grab them and click on the unit. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Getting patient out:&#039;&#039;&#039; Right-click on unit -&amp;gt; Eject Occupant. &amp;lt;br&amp;gt;&lt;br /&gt;
Use console to interact with unit. Printing out a report and sending it along with the patient to surgery will help the surgeon.&lt;br /&gt;
&lt;br /&gt;
==Procedures==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
====CPR====&lt;br /&gt;
Used to heal some suffocation damage caused by being in critical condition.&lt;br /&gt;
Inaprovaline is usually better, but if you have a patient with severe poisoning and Dylovene in their system, Inaprovaline will just react to form Tricordrazine, which isn&#039;t particularly helpful. In this case, administer Dylovene and stabilize with CPR.&lt;br /&gt;
Clicking someone with an empty hand and help intent will perform CPR on them.&amp;lt;br&amp;gt;&lt;br /&gt;
Shaking an individual means that they are not in critical. Will not work if either you not the patient is wearing a mask.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
====Blood Transfusion====&lt;br /&gt;
When a patient is low on blood, they will need a blood transfusion. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Most efficient way to do this is [[file:IVdrip.png‎‎|20px]] [[#IV drip|IV drip]] and [[file:Bloodbag.png‎‎|20px]] blood bags.&amp;lt;br&amp;gt;&lt;br /&gt;
Just load bag in IV and hook the patient up to it.&amp;lt;br&amp;gt;&lt;br /&gt;
* If that&#039;s not available, injecting patient with blood (i.e. with syringe) would work too.&lt;br /&gt;
* Blood can be put in a pill as well.&lt;br /&gt;
* Iron and nutriment both speed up recovery of blood.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Blood Compatibility&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Bloodtypes.jpg|thumb|150px|A visual guide to blood compatibility.]]&lt;br /&gt;
It&#039;s important to use right type, so [[#Blood Rejection|bad things]] won&#039;t happen.&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no exact same bloodtype available, look for replacement by these rules:&lt;br /&gt;
* &#039;&#039;&#039;Negative&#039;&#039;&#039; can take &#039;&#039;&#039;only negative&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; types can take &#039;&#039;&#039;O&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;A&#039;&#039;&#039; can take &#039;&#039;&#039;A&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;B&#039;&#039;&#039; can take &#039;&#039;&#039;B&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;AB&#039;&#039;&#039; can take &#039;&#039;&#039;all&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;O&#039;&#039;&#039; can take &#039;&#039;&#039;only O&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
====Brain Transplant====&lt;br /&gt;
If patient is diagnosed with [[#Decapitation|lack of head]] and the patient&#039;s torso is destroyed or missing, this will be needed to clone them.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# [[Surgery#Brain_Surgery | Extract brain]] from patient&#039;s body or severed head.&lt;br /&gt;
# Acquire new body (ask Genetics for humanified monkey).&lt;br /&gt;
#* The clone will look like the monkey. Ask genetics to try and alter the humanified monkey&#039;s UI to resemble the picture in the deceased&#039;s medical record. &lt;br /&gt;
# Cut out new body&#039;s brain.&lt;br /&gt;
# Insert patient&#039;s brain in new body.&lt;br /&gt;
# Give new body to Genetics for cloning.&lt;br /&gt;
# Put old body in morgue and dispose of extra brain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cloning ==&lt;br /&gt;
Cloning is one of the main aspects of your job. Bringing people back from the dead is a delicate science, so read on. This aspect of genetics is firmly in the [[Chief Medical Officer]]&#039;s jurisdiction, and he has the final say on what happens here, rather than the [[Research Director]].&lt;br /&gt;
&lt;br /&gt;
You can clone people from scans made while they are alive and well (which is preferred), or from a corpse (which happens more often than not). Feel free to call people to get their backups made, especially for Heads of Staff.&lt;br /&gt;
&lt;br /&gt;
=== Scan ===&lt;br /&gt;
The first thing that a clone needs is a record in the cloning console. Scanning requires a dead or live human body (monkeys won&#039;t work), whereas making the actual clone requires the person to be dead.&lt;br /&gt;
&lt;br /&gt;
# Make sure the person is not wearing anything. (Optional)&lt;br /&gt;
#* If the person is alive, have them strip.&lt;br /&gt;
#* If the person is dead, click+drag their body onto yours to bring up their clothing window, then click on the links identifying each piece of clothing to remove it.&lt;br /&gt;
# [[File:Grab.png]] Grab the person.&lt;br /&gt;
# Click on the [[File:Scanner.gif]] DNA scanner to place them inside.&lt;br /&gt;
# Click on the [[File:Cloning_console.gif]] cloning console to bring up its menu.&lt;br /&gt;
# Click &#039;&#039;&#039;Scan&#039;&#039;&#039;.&lt;br /&gt;
# Click &#039;&#039;&#039;View Records&#039;&#039;&#039; to make sure their record is listed in the cloning database.&lt;br /&gt;
&lt;br /&gt;
=== Making the Clone === &lt;br /&gt;
Remember, a clone can only be made when the person you&#039;re making a clone for is dead and logged in. If they aren&#039;t dead or have logged out, you&#039;ll see an &amp;quot;Unable to initiate cloning cycle&amp;quot; error in the Cloning System Control. Also it is standard procedure to tell a clone that they are a clone and to meet the RP needs that can create.&lt;br /&gt;
# Head to the [[File:Cloning_console.gif]] cloning console beside the [[File:Clone.gif]] cloning pod, and click on it to open its menu.&lt;br /&gt;
# Click &#039;&#039;&#039;View Records&#039;&#039;&#039;, select the person you wish to clone, then click &#039;&#039;&#039;Clone&#039;&#039;&#039;.&lt;br /&gt;
#* &#039;&#039;Note: After clicking &amp;quot;Clone&amp;quot; the dead person will get a pop-up window asking if they want to come back to life. If they choose &amp;quot;No&amp;quot;, the console will say &amp;quot;Unable to initiate cloning cycle&amp;quot;. If they choose &amp;quot;Yes&amp;quot;, the console will say &amp;quot;Cloning cycle activated&amp;quot;, and their body will be remade in a few minutes. &#039;&#039;&#039;You do not need to ask in OOC. Doing this is now considered IC in OOC.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#* &#039;&#039;Note #2: When a new clone is made, that person&#039;s record is deleted from the database, so they must be [[Geneticist#Scan|scanned]] again if they are to be cloned a second time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Finishing a New Clone ===&lt;br /&gt;
# Grab the new clone and take it to Cryo, the room with large [[File:Cryo.gif]] cryo cells.&lt;br /&gt;
# Click on one of the cells to place the clone inside and set the &#039;&#039;&#039;Cryo status&#039;&#039;&#039; to &#039;&#039;&#039;On&#039;&#039;&#039;.&lt;br /&gt;
# Take a nearby [[File:Beaker.png]] beaker filled with Cryoxadone and then click on the same cell you placed the clone in to load the beaker into the cell. Note that Clonexadone heals them faster and should be used when possible. Get some from the [[Chemist]].&lt;br /&gt;
# Use the nearby [[File:Wrench.png]] on both [[File:O2 canister.png]] O2 canisters to secure them (if they aren&#039;t already).&lt;br /&gt;
# Set the [[File:Freezer.gif]] freezer&#039;s &#039;&#039;&#039;Target gas temperature&#039;&#039;&#039; to its lowest amount by clicking on the far-left &amp;quot;-&amp;quot; until the number in the center no longer decreases.&lt;br /&gt;
# Set the freezer to &#039;&#039;&#039;On&#039;&#039;&#039;.&lt;br /&gt;
#* &#039;&#039;Note: At this point, the clone will begin to heal slowly if cryo was set up correctly, shown by the increasing health indication in the cryo cell&#039;s menu.&lt;br /&gt;
# Click on the cyro cell to check on your clone. When its health reaches 100, it is considered finished and can then be ejected (right-click &amp;gt; Eject Occupant).&lt;br /&gt;
# &#039;&#039;&#039;Don&#039;t forget!&#039;&#039;&#039; when you&#039;re done with the cryo room, turn the cryo cells to &#039;&#039;&#039;Off&#039;&#039;&#039; so you don&#039;t waste Oxygen! Also, if you still have their old body, drag it to the morgue to prevent [[Clone Memory Disorder]] (which is purely for role-play purposes).&lt;br /&gt;
&lt;br /&gt;
=== Hypercloning ===&lt;br /&gt;
A dangerous procedure, but might be useful if there is a large amount of people needing to be cloned.&lt;br /&gt;
&lt;br /&gt;
If you click the cloning pod with an ID that has genetics access and use the &amp;quot;eject&amp;quot; verb (right click the pod and hit eject), you&#039;ll eject a 30-40% done clone. Finish them over in cryogenics if they have Clonexadone loaded into the machines. &lt;br /&gt;
&lt;br /&gt;
As an aside, the cloning pod ejects its current unfinished clone if the room&#039;s equipment loses power. If you get a cooperative engineer to unlock the APC for you, you can switch the power off and on to eject a clone early failing the above method.&lt;br /&gt;
&lt;br /&gt;
This can speed up the process of cloning significantly, freeing up the cloning machine for another patient. Patient well-being must be taken into account however.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
These are the vital machines and rooms you will need to treat your patients.&lt;br /&gt;
&lt;br /&gt;
===Surgery Room===&lt;br /&gt;
The surgical area of Medbay is comprised of several smaller rooms. There&#039;s the main Operating Theatre for surgeries, an Observation room for people to observe, a rest area for patients, and a cold storage room. See: [[Surgery]] for more details on preforming surgeries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surgery Room Features&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Operating Table&#039;&#039;&#039; - Where all your [[Surgery#Prepping_For_Surgery | surgeries]] should take place.&lt;br /&gt;
* &#039;&#039;&#039;Surgical Tools&#039;&#039;&#039; - Your primary [[Surgery#Surgical_Tools | tools]] needed for surgery.&lt;br /&gt;
* &#039;&#039;&#039;Surgery Holo-Light&#039;&#039;&#039; - These lights let others on the outside know there surgery is being preformed. They should be on during every operation.&lt;br /&gt;
* &#039;&#039;&#039;Observation Shutter Switch&#039;&#039;&#039; - Prevents people in the observation area from watching the surgery.&lt;br /&gt;
* &#039;&#039;&#039;Anasthetics Closet&#039;&#039;&#039; - Holds anasthetics and medical masks for patient&#039;s use during surgery.&lt;br /&gt;
* &#039;&#039;&#039;Patient Closet&#039;&#039;&#039; - Can be used to hold a patient&#039;s clothes, and also contains spare clothing for a patient.&lt;br /&gt;
* &#039;&#039;&#039;Cold Storage&#039;&#039;&#039; - Contains freezers to hold spare organs, and a spare anasthetics closet.&lt;br /&gt;
* &#039;&#039;&#039;Sink&#039;&#039;&#039; - For washing your dirty hands before and after surgery.&lt;br /&gt;
* &#039;&#039;&#039;Surgery Cleaner&#039;&#039;&#039; - Sterlize the operating table after every surgery by clicking on it with the cleaner in hand.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chemistry===&lt;br /&gt;
The main housing station for the [[chemist]]. They are in charge of the making and passing out of chemicals to assist members of the station. See: [[Guide to Chemistry]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Genetics===&lt;br /&gt;
This is where the [[geneticist]] works on manipulating the human genome, torturing monkeys, and clone a dead body or two during a shift. See: [[Guide to Genetics]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Virology===&lt;br /&gt;
Hopefully, a [[virologist]] will spend more time in here curing diseases rather then releasing them. See: [[Guide to Virology]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Medical Storage===&lt;br /&gt;
This area contains the majority of the [[#Tools|tools]] you will need for curing patients.&lt;br /&gt;
&lt;br /&gt;
===Patient Rooms===&lt;br /&gt;
These are best used for non-critical patients awaiting treatment, patients needing to rest after treatment, or for holding mentally unstable patients waiting evaluation.&lt;br /&gt;
&lt;br /&gt;
===Morgue===&lt;br /&gt;
This is where cadavers are stored. There is an [[Guide_to_Cadavers#Autopsy_Procedures | autopsy table]] located here, as well as several morgue trays. See: [[Guide to Cadavers]] for details on dealing with dead bodies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Medicine&amp;diff=7611</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Medicine&amp;diff=7611"/>
		<updated>2018-01-05T14:53:50Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: /* Diagnostic Tools */  - Shows Limb not Organ as per Prate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Diagnostics=&lt;br /&gt;
Medical care is serious business. Going half way with your medical treatments can result into someone dying, or ending up worse than dead. So pay attention and follow these steps on how to fix people. This guide is long and wordy, but following its advice should help you keep the whole station from dying.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diagnostic Tools==&lt;br /&gt;
* A must have tool is a [[file:Healthanalyzer.png‎]]&#039;&#039;&#039;health analyzer&#039;&#039;&#039;. It can show overall damages, with breakdown by limb, bleeding locations, fractures (not always with location), and some other conditions.&lt;br /&gt;
* Most complete information can be gathered with an [[file:Bscanner.gif]][[file:Bscanner_console.gif]][[#Advanced Body Scanner | &#039;&#039;&#039;Advanced Body Scanner&#039;&#039;&#039;]]. It shows pretty much all information one would need to perform a surgery. If there&#039;re several conditions to fix, remember to print out a report to take with you.&lt;br /&gt;
* &#039;&#039;&#039;Stethoscope&#039;&#039;&#039;. Using it you can detect problems with [[#Collapsed Lung | lungs]] or [[#Heart Trauma | heart]] as well as suffocation damage. Tuck it on your scrubs for easy access and looking like you&#039;re a real doctor.&lt;br /&gt;
* &#039;&#039;&#039;Penlight&#039;&#039;&#039;. By shining it in patient&#039;s eyes, you can tell a few things from pupils&#039; reaction - [[#Brain Damage | brain damage]] (different response speed between eyes), sleepiness (slower response time), drugs in patient&#039;s system (pinpoint/dilated pupils) or eye damage.&lt;br /&gt;
* When nothing is around, you can just use your &#039;&#039;&#039;hands&#039;&#039;&#039;. Grab patient, aim at the bodypart you want to inspect and click on patient with help intent. This will start inspection process that would tell you about wounds, fractures, and some other conditions like suffocation or high toxins levels.&lt;br /&gt;
===Robotic Limb Malfunctions===&lt;br /&gt;
&lt;br /&gt;
Injuries located on robotic limbs cannot be treated by the standard equipment located in Medbay. Those patients should be sent to the [[Roboticist]] for repairs. It is still important for individuals to receive treatment for these wounds as soon as possible, as limbs may explode after receiving a certain amount of damage to them.&lt;br /&gt;
&lt;br /&gt;
Robotic limbs are tougher than normal limbs, and do not count towards overall damage. However, they can only be repaired by welders (for brute damage) or wires (for burn damage), and malfunction if damaged. If one of the medical personnel has training in electronics, they may want to carry a welder and some cable to repair prosthetics; otherwise, keep the roboticist on call.&lt;br /&gt;
&lt;br /&gt;
Artificial eyes and hearts can be repaired during surgery with nanopaste.&lt;br /&gt;
&lt;br /&gt;
Robotic limbs are the best way to treat patients who have suffered a traumatic amputation. It is recommended to maintain good relations with robotics and perhaps, if they are not too busy, acquire a set of robotic limbs just in case you need to attach one.&lt;br /&gt;
&lt;br /&gt;
==Critical Patients==&lt;br /&gt;
&lt;br /&gt;
Anytime a patient has either very quickly dropping vitals, or a Health Analyzer shows that they are below 0 health, you should act quickly to prevent their death.&lt;br /&gt;
* Remove yourself and the patient from the source of the injury, whether it be a space carp, phoron-saturated clothing, or a murderous traitor. Adding yourself to the list of casualties won&#039;t help anyone.&lt;br /&gt;
* &#039;&#039;&#039;Stabilize&#039;&#039;&#039; the patient to the best of your ability before transporting, because otherwise they&#039;ll keep taking damage. &#039;&#039;&#039;Inaprovaline&#039;&#039;&#039; or &#039;&#039;&#039;[[#CPR|CPR]]&#039;&#039;&#039; will help (unless the patient is a [[Vox]], for whom inaprovaline is poisonous).&lt;br /&gt;
* &#039;&#039;&#039;Bandaging bleeding wounds&#039;&#039;&#039; before transport will help prevent [[#Low Blood Count|blood loss]] and the damage that comes with it.&lt;br /&gt;
* &#039;&#039;&#039;Treat suffocation damage&#039;&#039;&#039; with dexalin or dexalin plus (unless the patient is a [[Vox]] - use nitrogen if they are) and, if necessary, make sure the patient&#039;s [[internals]] are functional and not out of air.&lt;br /&gt;
* Always use a [[#Roller Bed|&#039;&#039;&#039;roller bed&#039;&#039;&#039;]] to transport a critical patient. &#039;&#039;&#039;&amp;lt;font color=red&amp;gt;Dragging them can result in further injury&amp;lt;/font&amp;gt;&#039;&#039;&#039;. In case no roller beds are avaliable, &#039;&#039;&#039;GRAB&#039;&#039;&#039; them and move.&lt;br /&gt;
* A cryo tube can slow or stop a patient from dying, as well as healing some kinds of damage. If the cryo tube is cold and loaded with medication, putting a critical patient in cryo can help stabilize them when immediate treatment is not possible. This is most useful when you have multiple critical patients or if your character does not have the skill set to treat a patient.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Triage===&lt;br /&gt;
&lt;br /&gt;
In situations where there are multiple critical patients being reported or flooding into medbay, use the Triage System. Wearing a Medical HUD will help you spot out which individuals are in the most desperate need of treatment first.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;vertical-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!  Color !! Description !! In-game definition !! Real world treatment type !! Suggested in-game treatment&lt;br /&gt;
|- bgcolor=#aaaaaa&lt;br /&gt;
| bgcolor=black width=30  |  &amp;lt;font color=white&amp;gt;Black&amp;lt;/font&amp;gt;&lt;br /&gt;
| Patient is dead&lt;br /&gt;
| Patient is dead&lt;br /&gt;
| Remove to prevent infections&lt;br /&gt;
| Ignore until all live patients dealt with, then take to morgue.&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#ffaaaa&lt;br /&gt;
| bgcolor=red width=30  | Red&lt;br /&gt;
| Patient is seriously injured and in danger of dying&lt;br /&gt;
|&lt;br /&gt;
* Critical condition (vitals below 0)&lt;br /&gt;
* Patient is losing blood&lt;br /&gt;
* Quickly dropping vitals&lt;br /&gt;
* Lethal disease in late stages&lt;br /&gt;
|   Immediate treatment&lt;br /&gt;
|  | Treat their condition as soon as possible. If unable to treat immediately (OR busy, no vaccine), put them to [[#Cryogenic Chambers|cryosleep]]. For diseases, inject Spaceacillin to stop progress. Stabilize all critical patients before proceeding with indepth treatment.&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#ffffaa&lt;br /&gt;
| bgcolor=yellow width=30  | Yellow&lt;br /&gt;
| Patient is severely injured, but not in life-threatening danger&lt;br /&gt;
|&lt;br /&gt;
* Vitals between 0 and 30%&lt;br /&gt;
* Potentially lethal disease in its early stages&lt;br /&gt;
| Delayed treatment&lt;br /&gt;
| Treat as soon as all red triage patients are stabilized.&lt;br /&gt;
|- bgcolor=#aaffaa&lt;br /&gt;
| bgcolor=green width=30  | &amp;lt;font color=white&amp;gt;Green&amp;lt;/font&amp;gt;&lt;br /&gt;
| Patient has light injuries&lt;br /&gt;
| Vitals between 30 and 80%&lt;br /&gt;
| Minimal treatment &lt;br /&gt;
| Ignore until the last of the yellow triage patients have been taken care of.&lt;br /&gt;
|- bgcolor=white&lt;br /&gt;
| width=30  | White&lt;br /&gt;
| Patient is uninjured&lt;br /&gt;
| Vitals between 80 and 100&lt;br /&gt;
| There is no reason to treat them when you have a million more seriously wounded people&lt;br /&gt;
| Ignore until all green triage patients have been taken care of.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Damage Types and Basic Treatments==&lt;br /&gt;
In the world of Baystation Medicine, most damage will fall under four major categories: Suffocation, Toxin, Brute, and Burn. These will show up on the Health Analyzer and in low amounts are very easily treated. There are also treatment kits for each of these categories located within medical storage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Suffocation Damage &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;This shows up as a &amp;lt;b&amp;gt;&amp;lt;font color=blue&amp;gt;BLUE&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; number on the Health Analyzer and Crew Monitoring Console&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Suffocation results from being in areas with low oxygen, low blood count, internal damage to the lungs or heart, or from the patient being in a critical state. When a patient cannot breathe properly, suffocation damage will rapidly rise until they die. When a patient CAN breathe, suffocation damage will rapidly drop to zero. The only time that suffocation will ever stop and hold steady on a value, is in cases of blood loss.&amp;lt;br&amp;gt;&lt;br /&gt;
*First of all, if the patient is in an area which is depressurised or lacking oxygen, then you need to get them out of there.&lt;br /&gt;
*If they&#039;re in a breathable area and still gasping, check if they have internals. Remove masks and helmets, so they&#039;re breathing from the atmosphere and not from an empty tank&lt;br /&gt;
*Check their damage. If they&#039;re suffering a lot of damage from other sources, administer medicine to deal with those, or administer inaprovaline to negate the suffocation caused by being heavily wounded&lt;br /&gt;
*Check their blood level, if it&#039;s lower than 90%, you have a problem. If it drops below 50% the patient is in danger of imminent death. Having a low blood level will cause un-healable suffocation damage that will stick at a constant value.&lt;br /&gt;
*If all of the above are fine, then the problem is an internal organ, the lungs in most cases. Get them to a scanner bed to check it out. Damage to the heart, lungs and brain can all cause suffocation.&lt;br /&gt;
*Dexalin or Dexalin Plus will heal the damage. Dexalin Plus immediately heals all suffocation; Dexalin gradually repairs suffocation damage. Note that both of these only treat the symptom, they don&#039;t fix the cause. If you HAVE fixed the cause, using these medicines is unnecessary. They should only be used to keep the patient alive while you get them back to medical, or while you perform surgery to fix the problem&lt;br /&gt;
* CPR will also slow progress of suffocation in critical patients. &amp;lt;i&amp;gt;(On help intent, click on the patient with nothing in your hands to administer CPR.)&amp;lt;/i&amp;gt; CPR is only useful in cases where you&#039;re desperate and don&#039;t have any Dexalin Plus. Shame on you for being unprepared.&lt;br /&gt;
* IMPORTANT: If the patient is a [[Vox]], suffocation damage comes from low &#039;&#039;nitrogen&#039;&#039;, not oxygen. Do &#039;&#039;&#039;not&#039;&#039;&#039; use Inaprovaline, Dexalin or Dexalin Plus to treat a Vox&#039;s suffocation damage; use nitrogen instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Toxin Damage &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;This shows up as a &amp;lt;b&amp;gt;&amp;lt;font color=green&amp;gt;GREEN&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; number on the Health Analyzer and Crew Monitoring Console&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Toxin damage is the most difficult damage type to diagnose, because it has so many different causes.  Dylovene is a powerful, widely available go-to antitoxin medicine, but remember that it only cures the symptoms, not the cause of the poisoning. Toxins are the most common damage type which doesn&#039;t heal over time, a poisoned patient will stay poisoned until you do something to fix it.&lt;br /&gt;
&lt;br /&gt;
If a badly poisoned patient is left alone, they will deteriorate. If they have toxins above 60, their liver will start to break down. And once it reaches 30 damage, it will start hurting other internal organs too. This will lead to death if not treated.&lt;br /&gt;
Dylovene will prevent liver breakdown, and will actually repair it if it&#039;s under 10 damage, otherwise it will need peridaxon or surgery.&lt;br /&gt;
&lt;br /&gt;
When a patient comes in with toxin damage, follow these steps to diagnose and treat them correctly&lt;br /&gt;
&lt;br /&gt;
*Are they critical? If so, why. &lt;br /&gt;
**If they have a lot of brute damage and broken bones, in addition to toxins, or if the scanner shows an unknown substance in their blood, it&#039;s probable they were mauled by a spider. Administer dialysis to purge the toxins from the blood, until the toxin levels stop rising&lt;br /&gt;
**If their damage is mostly toxins, it&#039;s probable they either have sepsis, or a late stage viral infection. Administer lots of spaceacillin and dylovene immediately, and put them in a full body scanner to find out which.&lt;br /&gt;
*Talk to the patient, if possible. Ask them if they ate, drank, inhaled, or injected anything, this can help you act accordingly.&lt;br /&gt;
**If they were injected with something unknown, then you should analyse their blood. Take a blood sample with a syringe and inject it into a Mass Spectrometer, this will usually tell you what poisoned them.&lt;br /&gt;
**If they&#039;ve inhaled phoron, that will poison their blood, and require dialysis before dylovene&lt;br /&gt;
*If an analyser shows a non medical reagent in their stomach, then they probably ate or drank something poisonous. There&#039;s no easy solution to this, keep gradually administering dylovene, and keep them in medical until it passes through. Or give them dylovene pills to take themselves periodically&lt;br /&gt;
*If they work in engineering or science, it&#039;s quite probable they have [[#Radiation Sickness | Radiation]]. The full body scanner will tell you this. Anti radiation medicines will treat it most effectively, but lots of dylovene will manage it too&lt;br /&gt;
**Since radiation dissipates naturally over time, it&#039;s quite probable an irradiated patient will no longer be irradiated by the time you examine them, and will just have leftover toxins.&lt;br /&gt;
*When possible, try not to administer dylovene until you&#039;ve discovered and fixed the root cause. While the patient has dylovene in their system, you won&#039;t notice their toxins slowly rising &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Brute Damage &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;This shows up as a &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;RED&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; number on the Health Analyzer and Crew Monitoring Console&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Brute damage is caused by anything that can beat up a person, cut them, or fill them full of lead. It is often paired with [[#Bone Fractures | broken bones]] and [[#Internal Bleeding | internal bleeding]].&amp;lt;br&amp;gt;&lt;br /&gt;
* Locate the injuries using a Health Analyzer. &amp;lt;br&amp;gt;&lt;br /&gt;
* If a location shows up as &amp;quot;Bleeding&amp;quot;, prioritize it. Stop bleeding with Gauze or an Advanced Trauma Kit; then apply the same treatment to non-bleeding locations.&lt;br /&gt;
* Bicaridine helps repair injuries, but doesn&#039;t prevent infection.&lt;br /&gt;
* Tramadol or another painkiller helps a patient remain functional despite pain from injuries.&lt;br /&gt;
* Robotic limbs damage cannot be treated by the standard equipment located in Medbay. Those patients should be sent to the [[Roboticist]] for repairs. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Burn Damage &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;This shows up as a &amp;lt;b&amp;gt;&amp;lt;font color=orange&amp;gt;ORANGE&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; number on the Health Analyzer and Crew Monitoring Console&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Burn damage can result from fire, electrocution, energy weapons, or exposure to extreme cold.&amp;lt;br&amp;gt;&lt;br /&gt;
* Locate the injuries using a Health Analyzer.&amp;lt;br&amp;gt;&lt;br /&gt;
* Apply Ointment or a Burn Kit.&amp;lt;br&amp;gt;&lt;br /&gt;
* Kelotane or Dermaline (Dermaline is stronger) will help heal burns.&lt;br /&gt;
* Burns easily become infected. Watch for fever and toxin readings.&lt;br /&gt;
* Robotic limbs damage cannot be treated by the standard equipment located in Medbay. Those patients should be sent to the [[Roboticist]] for repairs. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Unlisted Damage &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Some damage does not show up in any category, but will show that the person is injured&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Creatures in the Research and Development location can cause genetic damage when attacking people. Being a new clone can also come with genetics damage, or heavy experimentation with genetics can cause this as well. Fighting on the holodeck will result in holo-damage. Hallucinations brought on by drug use or genetic defects will cause unlisted damage as well.&lt;br /&gt;
* Attempt to confirm how injury was received.&lt;br /&gt;
* Genetics damage is healed with time spent in a cryo chamber. Clonexadone heals faster then Cryoxadone in this case.&lt;br /&gt;
* Holo-damage is cured by having the patient sleep it off.&lt;br /&gt;
* For hallucination damage, treat cause of damage, (repair any genetic damage for radiation or inject dylovene for poisoning), and then let patient sleep it off as you would with holo-damage. Sedating the patient for their own safety is highly suggested.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;br /&gt;
This section covere important detailed information about deeper mechanics of the medical system&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Infection==&lt;br /&gt;
Infection is a condition whereby bacteria infest an open or untreated wound, and start eating the body from the inside. This results in a fever, then mild toxin damage, but it gets really serious in the late stages, quickly causing limb death, organ failure, and massive toxins. A stage three infection is almost unstoppable, and spells near-inevitable death for the patient. &lt;br /&gt;
&lt;br /&gt;
Infections work by a Germ Level value. A series of them actually, there is a germ level for:&lt;br /&gt;
*Each patient&#039;s body, as a whole&lt;br /&gt;
*Each bodypart (arms, legs, head, etc) &lt;br /&gt;
*Each wound (cut, burn, bruise) and &lt;br /&gt;
*Each internal organ (heart, lungs, etc). &lt;br /&gt;
&lt;br /&gt;
The patient&#039;s body will accumulate a general germ level up until a value of 200, as they move around and do things. This is not directly harmful, but it will affect wounds if the patient gets hurt. The patient&#039;s germ level can be easily reset to zero by either showering, or by washing their bare hands (gloves must be removed). So hygiene is important, stop being filthy.&lt;br /&gt;
&lt;br /&gt;
If a patient has open or untreated wounds, those wounds will gradually accumulate germs at a rate of about 1 point per second, up to the germ level of the patient&#039;s body, and will become infected if their germ level rises too high. A wound can be treated physically, with ointment, bandages, or an advanced trauma/burn kit. Once treated the germ level of a wound will stop rising, and it will become Sterilized after a short amount of time (averaging a minute) which completely resets the wound&#039;s germ value to zero. Even if wounds aren&#039;t properly treated, healing medicines, or natural regeneration may close them, and that will prevent their germ level from rising farther. but treating them physically is the safest option.&lt;br /&gt;
&lt;br /&gt;
When a patient has infected wounds, they will spread their germ level to the muscles of the bodypart that wound is on, and this is where things get bad. Muscular infections can&#039;t usually be treated instantly, and will get worse over time naturally, in addition to recieving more germ level from infected wounds. Hence they will continue to worsen even after the wounds are treated. While the patient has &amp;gt;5u of spaceacillin in their system, the natural worsening of muscular infections is halted, and their germ level will gradually drop back to normal. If not addressed in time, muscular infections will spread to other nearby bodyparts, and eventually to internal organs too.&lt;br /&gt;
&lt;br /&gt;
There are several stages to the severity of a muscular or organ infection. The effects of these stages stack on top of each other, and they also stack for each seperate bodypart. &lt;br /&gt;
&lt;br /&gt;
*Stage 0: from any germ level between 0-100, the bodypart is not considered &#039;infected&#039;, there are no ill effects, and injecting 5u of spaceacillin will clear the germ level from that bodypart instantly. At this stage the germ level will not rise naturally, and treating infected wounds in the area will halt it.&lt;br /&gt;
&lt;br /&gt;
*Stage 1: Ocurring at germ level 100, the part in question is considered lightly infected. The patient will suffer a fever, which will show an increased body temperature on Health Analysers.  At this stage the germ level will start to naturally rise over time, at an accelerating rate as it rises higher. A greater than 5u dose of spaceacillin will stop the natural worsening, and will cause the infection level to drop by 6 points per second, so this is easy to treat if caught in time.&lt;br /&gt;
&lt;br /&gt;
*Stage 2: Ocurring at germ level 500, this is where things get bad. At stage 2, the infection will start to spread to other bodyparts and internal organs. Nothing can prevent this spreading except simply bringing the infection level down. Spaceacillin will now only cause the germ level to drop by 2 points per second, making it far slower to treat, and the patient will start to suffer a point of toxin damage, roughly every 30 seconds.&lt;br /&gt;
&lt;br /&gt;
*Stage 3: Ocurring at germ level 1000, This is where people die. When a bodypart or internal organ reaches stage 3, it immediately suffers death, and becomes nonfunctional. For muscles, this is crippling, but for most internal organs it&#039;s lethal. A patient without lungs or a heart cannot breathe, and a patient without a liver will suffer massive ongoing toxin damage. In addition, the patient starts to suffer an additional point of toxin damage every second. &lt;br /&gt;
If there is a high dose (&amp;gt;30u) in the patient&#039;s system, the organ or bodypart death will be prevented, and they will not suffer this additional toxin damage. But if the drugs aren&#039;t there before this stage, spaceacillin will not revive dead organs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Preventing Infections===&lt;br /&gt;
Prevention is better than a cure, there are a few simple ways that a patient, or the doctor treating them, can help to prevent infections ocurring.&lt;br /&gt;
&lt;br /&gt;
*Hygiene! Washing your ungloved hands, or showering, will reset your body&#039;s germ level, and prevent any wounds from becoming too infected. Note that washing your hands with gloves on, will not do this. The simplest approach is to shower after getting injured. If you&#039;ve been in a fight, you&#039;re probably covered in blood anyway.&lt;br /&gt;
*Treat the wounds. There are three different types of wounds that can become infected&lt;br /&gt;
**Cuts&lt;br /&gt;
**Bleeding Bruises&lt;br /&gt;
**Burns&lt;br /&gt;
Of these three, burns are the most likely to become infected. Cuts and bleeds will close up and heal into uninfectable bruises, but burns will only heal into lesser burns which are still infectable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Treating Infection===&lt;br /&gt;
So an infected patient has just walked in. Chances are they don&#039;t know they have infections, many security personnel tend to build up infection over time, unnoticed. Sometimes until it&#039;s too late to save them. Infections will show up on the full body scanner, and you&#039;ve probably found an infection while treating them for other wounds.&lt;br /&gt;
&lt;br /&gt;
The prevention steps still apply. Make the patient wash, and treat their wounds&lt;br /&gt;
Your next action will depend on the severity of the infection. The scanner will tell you in words how much germ level the part has accumulated, use this handy list to translate the words into a germ level:&lt;br /&gt;
&lt;br /&gt;
*Mild Infection: 100-300&lt;br /&gt;
*Mild Infection+: 300-400&lt;br /&gt;
*Mild Infection++: 400-500&lt;br /&gt;
*Acute Infection: 500-700&lt;br /&gt;
*Acute Infection+: 700-800&lt;br /&gt;
*Acute Infection++: 800-999&lt;br /&gt;
*Septic: 1000+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In any case, you want to inject them with spaceacillin. It metabolises slowly so not a lot is needed, 10u will handle most mild infections, 15u for acute infections up to 700 germ level.&lt;br /&gt;
&lt;br /&gt;
IF the patient is suffering from Acute Infection++, then they&#039;re very close to sepsis. You want to get a MUCH larger dose of spaceacillin into them, 45u should be good. And then monitor them closely for signs of worsening.&lt;br /&gt;
&lt;br /&gt;
If the patient is in sepsis, then things are bad. Print out their scan, Steel yourself for the high likelihood of their death, and hope that your chemist put clonexadone in the cryotanks.  &lt;br /&gt;
Inject them with 45u spaceacillin, and a fair bit of dylovene. Some tricordrazine and arithrazine will help if you have any. Then throw them into the cryotubes and pray that they cool down enough before they die. Cryotubes will stop a lot of infection activity, but will also stop spaceacillin from working.&lt;br /&gt;
&lt;br /&gt;
If you can manage to get them stable in the cryotubes, and bring their damage values down to zero, then they might survive. Bring them out of the cryotubes so that the spaceacillin can work, and gradually bring down the infection. While they&#039;re out of the tubes they&#039;re going to start accumulating damage again quickly, so dose them up with whatever you need to, to keep them alive, and don&#039;t be afraid to put them back in the tank if you can&#039;t control it. &lt;br /&gt;
&lt;br /&gt;
Now is the time to look more closely at their scan and assess the damage.&lt;br /&gt;
If it&#039;s only an arm or leg that&#039;s in sepsis, then it&#039;s dead and gone. Amputate it, and give them a prosthetic. If it&#039;s an internal organ that&#039;s dead, their odds of survival are grim. Your only option is to cut the organ out and transplant in a replacement, if you have one. The odds of that are low unless you&#039;ve been harvesting organs from corpses, or you have a suitable donor in the morgue.&lt;br /&gt;
&lt;br /&gt;
=Diagnosing Other Conditions=&lt;br /&gt;
Even after treating the common injuries listed Basic Treatments, the patient could still have other underlining conditions you should keep an eye out for.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;lowblood&amp;quot; code=&amp;quot;yellow;red&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
== Low Blood Count == &lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=orange&amp;gt;✜&amp;lt;/font&amp;gt; &amp;lt;font color=red&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[Depending on severity]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Shows up on Health Analyzer&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Patient feeling woozy, paleness of skin.&lt;br /&gt;
* Drops of blood, or blood puddles near patients.&lt;br /&gt;
* Suffocation damage that returns repeatedly when treated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Untreated external brute injuries, internal bleeding, and donating too much blood. Amount of blood left over in the body is visible on the Health analyzer.&amp;lt;br&amp;gt;&lt;br /&gt;
Suffocation damage won&#039;t go away until blood levels are normal.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;People who lose too much blood will die at around 60% blood volume. This cannot be prevented except by replacing the lost blood.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&lt;br /&gt;
# Locate bleeding injuries, either by examining the person or with a Health Analyzer. If none are found it could be [[#Internal_Bleeding | internal bleeding]] or [[#Heart_Trauma | damage to the heart]].&lt;br /&gt;
# To stop bleeding, bandage all wounds you find with gauze or an advanced trauma kit.&lt;br /&gt;
# Internal bleeding and heart damage need to be treated surgically.&lt;br /&gt;
# Bicaridine (from the chemist) will help heal brute trauma.&lt;br /&gt;
# Give a [[#Blood Transfusion | Blood transfusion]] to severe cases.&lt;br /&gt;
# Wait for blood level to normalize. In severe cases, Dexalin or Dexalin+ should be administered to keep a patient from suffocating because they don&#039;t have enough blood to keep their bodies oxygenated.&lt;br /&gt;
# Recovery from blood loss goes faster if a patient is given iron (less than thirty units to avoid overdose). They will also become hungry very quickly; eating will help speed recovery. Sugar in pill or IV form improves nutrient levels in patients too sick to eat.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;internal&amp;quot; code=&amp;quot;red&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Internal Bleeding ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=red&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Shows up on Health Analyzer.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Symptoms of [[#Blood_Loss | low blood count]] without visible wounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Caused by massive brute damage rupturing a vein or artery within the body. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;THIS IS HIGHLY DANGEROUS CONDITION, AND SHOULD BE TREATED IMMEDIATELY!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
If immediate care is not possible, patient should be frozen into [[#Cryogenic Chambers|cryosleep]] or put into a [[File:Stasis_Bag.png]] stasis bag. Low temperatures will slow bleeding until proper treatment is set up. It&#039;s the patient&#039;s body temperature--not the temperature of the tube itself--that&#039;s the critical factor, so if your cryo tube is not very cold already, it will probably be too slow to be useful.&lt;br /&gt;
# Inject patient with any dose of bicaridine to stop internal wounds from growing larger.&lt;br /&gt;
#* Dangerous doses of bicaridine (30 units or more) will begin to heal internal bleeding. This is slow but better than nothing if no surgeon is available.&lt;br /&gt;
#* If you are mending internal bleeding with bicaridine only, ensure the patient receives sufficient Dylovene to combat overdose risks.&lt;br /&gt;
# Move patient to an [[#Advanced Body Scanner|advanced medical scanner]] to find the exact location of injury.&lt;br /&gt;
# A [[#Blood Transfusion | blood transfusion]] will be necessary in most cases. Miniature blood transfusions can be given in pill form or via syringe (pills are better; higher dosage), which can be helpful for EMTs stabilizing IB patients in the field.&lt;br /&gt;
# Move patient and IV to OR and [[Surgery#Internal_Bleeding_Surgery | mend the rupture]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;badheart&amp;quot; code=&amp;quot;yellow;red&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
== Heart Trauma == &lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=orange&amp;gt;✜&amp;lt;/font&amp;gt; &amp;lt;font color=red&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[Depending on severity]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Symptoms of [[#Blood_Loss | low blood count]] with actual blood levels being normal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Lower blood oxygen levels due to blood not being pumped properly by damaged heart. Damage can be caused by severe blunt trauma, stab wounds or fractured ribs.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&lt;br /&gt;
# [[#Blood Transfusion | Blood transfusion]] if patient has low blood levels too.&lt;br /&gt;
# Move patient and IV to OR and [[Surgery#Internal_Organs_Surgery | mend the damage]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;badblood&amp;quot; code=&amp;quot;green;yellow&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
== Blood Rejection ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=green&amp;gt;✜&amp;lt;/font&amp;gt; &amp;lt;font color=orange&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[Depending on severity]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Toxin damage without foreign chemicals in bloodstream.&lt;br /&gt;
* Unexplained suffocation damage.&lt;br /&gt;
* Patient recently recieved blood transfusion.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[#Blood Transfusion | Transfusion]] of incompatible blood type to the patient.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&lt;br /&gt;
* In case it&#039;s not obvious, &#039;&#039;&#039;STOP PUMPING THAT BLOOD IN THEM&#039;&#039;&#039;.&lt;br /&gt;
* Administer Dylovene until symptoms stop manifesting.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;lung&amp;quot; code=&amp;quot;yellow&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Collapsed Lung ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=orange&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Patient&#039;s cough containing blood.&lt;br /&gt;
* Patient gasping for air in breathable environment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exposure to low pressure environments without proper internals set.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039; Treatment &#039;&#039;&#039;&lt;br /&gt;
* [[Surgery#Internal_Organs_Surgery | Mend lung rupture surgically]].&lt;br /&gt;
* If no surgeon is available or you have a simple ruptured lung with no bone fractures, administer Peridaxon, keep Dexalin Plus in the patient&#039;s system, and wait for the lung to heal. If your patient still has broken bones, the lung can rupture again, and the patient must be kept still to prevent this while you wait for a surgeon.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;fracture&amp;quot; code=&amp;quot;yellow&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bone Fractures ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=orange&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Shows up on Health Analyzer&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Patient screaming in pain, dropping held items, and falling over.&lt;br /&gt;
* Facial Deformities (showing up as Unknown) are often coupled with skull fractures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Severe brute damage to a specific body part. &amp;lt;br&amp;gt;&lt;br /&gt;
* If the damage to the area is above certain threshold, the bone will &#039;&#039;&#039;re-break&#039;&#039;&#039; immediately after being glued together. Treat the area with a trauma kit, administer bicaridine, or both.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039; Treatment &#039;&#039;&#039;&lt;br /&gt;
# Painkillers will numb the pain while patient is waiting for surgery.&lt;br /&gt;
# In case of skull or rib factures, do not let patient move around, since bone shards can damage internal organs.&lt;br /&gt;
# Use [[#Advanced Body Scanner|advanced body scanner]] to locate fracture locations.&lt;br /&gt;
# Treat brute damage on broken body part with either gauze or Bicaridine.&lt;br /&gt;
# [[Surgery#Bone_Surgery | Operate on the fracture]].&lt;br /&gt;
# Splints can be used to return some function to the damaged limbs, if treatment is unavailable. Patients with leg and foot fractures can be issued a wheelchair and painkillers. Patients with skull, rib, and pelvic fractures must stay on bed rest, as walking has risk of internal organ injury.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;limb&amp;quot; code=&amp;quot;yellow&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dismemberment ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=orange&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;MISSING. LIMBS.&amp;lt;/b&amp;gt;&lt;br /&gt;
* No, seriously, the limb is missing upon visual examination.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Common causes are explosions, high-power projectiles, rogue surgeons, sword fights.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# Stop bleeding by applying trauma kits. Locations with bleeding will show up on the Health Analyzer.&lt;br /&gt;
# Administer painkillers; patient is in a world of pain.&lt;br /&gt;
# Order prosthesis, (cyborg limb), from Robotics lab.&lt;br /&gt;
# [[Surgery#Limb_Replacement_Surgery | Graft it to the stump]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;xeno&amp;quot; code=&amp;quot;red&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Embedded Objects ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=red&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Shows up on Health Analyzer.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Visible embedded objects sticking out of patient.&lt;br /&gt;
* Reports of pain when moving.&lt;br /&gt;
* Embedded object shows up when scanning the patient.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Causes &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* High-velocity collisions with shrapnel, ballistic munitions and sharp implements.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Implants. These may or may not be dangerous, depending on their nature.&lt;br /&gt;
* Parasitic infestation (alien or cortical borer). Your doctor may or may not know of the existence of these creatures, but they can probably guess they are not supposed to be inside the patient.&lt;br /&gt;
* Patient ate or was fed a monkey cube.&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&lt;br /&gt;
# Immobilize patient. User a roller bed or grab and carry the patient for transportation.&lt;br /&gt;
#* Do &#039;&#039;&#039;not&#039;&#039;&#039; attempt to remove embedded objects by hand as it may cause [[#Internal Bleeding|internal bleeding]].&lt;br /&gt;
# Move patient to an [[#Advanced Body Scanner|advanced body scanner]] and locate the embedded object.&lt;br /&gt;
# [[Surgery#Implant Removal|Surgically remove the embedded object]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;infection&amp;quot; code=&amp;quot;yellow&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bacterial Infection ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=orange&amp;gt;✜&amp;lt;/font&amp;gt; &amp;lt;font color=red&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[Progresses if left untreated]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Shows up on Health Analyzer.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Toxin damage without foreign chemicals in bloodstream.&lt;br /&gt;
* Visible inflamed wounds.&lt;br /&gt;
* Damage to internal organs without external wounds.&lt;br /&gt;
* High body temperature.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Untreated severe open wounds and burns.&lt;br /&gt;
*Surgery performed without proper sterile technique.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&lt;br /&gt;
# Locate infected wound by examining patient.&lt;br /&gt;
# Treat infected area with ointment.&lt;br /&gt;
# Administer 5 units of spaceacillin to stop the infection from worsening.&lt;br /&gt;
#* If left untreated, the infection &#039;&#039;&#039;will&#039;&#039;&#039; worsen.&lt;br /&gt;
#* Moving the patient to [[#Cryogenic Chambers|cryogenics]] will also stop progression of the infection.&lt;br /&gt;
# Administer Dylovene until symptoms stop manifesting.&lt;br /&gt;
# Keep spaceacillin in the patient&#039;s system and monitor their body temperature until it normalizes.&lt;br /&gt;
# Check for organ damage once the patient has recovered.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;disease&amp;quot; code=&amp;quot;white&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Viral Infection ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=green&amp;gt;✜&amp;lt;/font&amp;gt; &amp;lt;font color=orange&amp;gt;✜&amp;lt;/font&amp;gt; &amp;lt;font color=red&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[Depending on severity]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Shows up on Health Analyzer &#039;&#039;&#039;(Only if virus has been analysed)&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Coughing, sneezing, vomiting, hallucinations, twitching, urges to eat, feeling pale, are all symptoms of various diseases.&lt;br /&gt;
* High and/or rising body temperature.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Viral infection, which can spread quickly from crew member to crew member.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Quarantine all infected crew members.&lt;br /&gt;
* Administer spaceacillin to slow disease progress. Can cure disease at early stages, but does not give immunity to relapse. Spaceacillin also works as a prophylactic. &lt;br /&gt;
* [[Guide_to_Virology#Curing | Cure the disease]] in virology.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;appendix&amp;quot; code=&amp;quot;yellow;red&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Appendicitis ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=orange&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;font color=red&amp;gt;✜&amp;lt;/font&amp;gt; &amp;lt;sup&amp;gt;[Depending on stage]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Shows up on Health Analyzer.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Toxin damage without foreign chemicals in bloodstream.&lt;br /&gt;
* Patient experiences abdominal pains.&lt;br /&gt;
* Uncontrollable vomiting.&lt;br /&gt;
* Coughing.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sepsis caused by inflamed appendix.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;font color=red&amp;gt;&#039;&#039;&#039;LETHAL IF LEFT UNTREATED.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
# Confirm that it is indeed appendicitis with health analyzer.&lt;br /&gt;
# [[Surgery#Appendectomy | Remove inflamed appendix in surgery]].&lt;br /&gt;
# Treat toxin damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;drugs&amp;quot; code=&amp;quot;green&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Intoxication ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=green&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Slurring, confused movement.&lt;br /&gt;
* Hallucinations. Hallucination damage.&lt;br /&gt;
* Uncontrollable drooling, twitching.&lt;br /&gt;
* Possible toxin damage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Variety of substances, ranging from alcohol to illicit drugs.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Treatment depends on substance.&amp;lt;br&amp;gt;&lt;br /&gt;
Alcohol:&lt;br /&gt;
* Let them sleep it off.&lt;br /&gt;
* In case of emergency administer Ethylredoxrazine or dialysis in a sleeper.&lt;br /&gt;
* Treat toxin damage.&lt;br /&gt;
* Check for liver damage.&lt;br /&gt;
Hallucinogens:&lt;br /&gt;
* Sedate patient to prevent him from hurting himself and healing hallucinatory damage.&lt;br /&gt;
* Administer 30 units of Dylovene and 1 unit of Synaptizine. Synaptizine is poisonous and must always be combined with Dylovene.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;rads&amp;quot; code=&amp;quot;green;yellow&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Radiation Sickness ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=green&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;font color=orange&amp;gt;✜&amp;lt;/font&amp;gt; &amp;lt;sup&amp;gt;[Depending on severity]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Patient is feeling weak, passes out.&lt;br /&gt;
* Steady increasing toxic damage that returns when treated.&lt;br /&gt;
* Possible DNA mutation (shows up as &amp;quot;incomplete cloning&amp;quot;).&lt;br /&gt;
* Hair loss.&lt;br /&gt;
* Radiation level is visible on the full-body scanner.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Patient has been exposed to experimental equipment, radioactive substances or objects, or the engine.&lt;br /&gt;
* The supermatter has gone critical. In this case, patients will also have hallucinations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Administer Hyronalin or Arithrazine if possible. Arithrazine causes mild brute damage, which will heal on its own unless your patient has a cybernetic limb.&lt;br /&gt;
* In case they are unavailable, administer Dylovene in repeated doses until the radiation wears off.&lt;br /&gt;
* Patients with genetic damage should be treated in cryo tubes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;genetic&amp;quot; code=&amp;quot;green&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
== Genetic Defects ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=green&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Highly varied, and differ depending on defect. With often only one or two of the following appearing:&lt;br /&gt;
* Seizures, random swearing, non-drug-induced hallucinations.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
DNA defects acquired either from radiation exposure, cloning errors, or [[geneticist]]s preforming experimentation.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&lt;br /&gt;
* Ask a [[Chemist]] for Ryetalyn. One unit is enough.&lt;br /&gt;
* Treat other symptoms, (broken bones, toxin damage), as you would normally.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;retard&amp;quot; code=&amp;quot;green&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Brain Damage ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=green&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Shows up on Health Analyzer&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Concussion, in minor cases.&lt;br /&gt;
* Headaches, impaired vision.&lt;br /&gt;
* Impaired motor ability, with both arms and legs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Head trauma, some chemicals, diseases. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# Administer Alkysine.&lt;br /&gt;
# If that does not help, could be a brain hematoma, and [[Surgery#Brain_Damage_Surgery | operation]] is needed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;deface&amp;quot; code=&amp;quot;green&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Facial Deformation ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=green&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Patient&#039;s face damaged beyond recognition.&lt;br /&gt;
* Patient&#039;s vocal cords distorted.&lt;br /&gt;
* Patient shows up as &amp;quot;Unknown&amp;quot; despite having an ID.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Blunt head trauma, acid exposure, high temperatures exposure. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# [[Surgery#Facial_Reconstruction_Surgery | Reconstruct face and vocal cords surgically]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div name=&amp;quot;dislocation&amp;quot; code=&amp;quot;green&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Joint Dislocation ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=green&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Patient can&#039;t use a limb, but it&#039;s not necrotic.&lt;br /&gt;
* Patient&#039;s limb is bulging/crooked oddly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Blunt trauma, certain high-level kung fu techniques. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# Set the dislocated joint. Some painkillers would be nice, as it is /quite/ painful procedure. It can be done with Undislocate Joint verb when standing next to the patient.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div name=&amp;quot;deaf&amp;quot; code=&amp;quot;green&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Deafness ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=green&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Patient is unable to hear speech.&lt;br /&gt;
* Patient was recently near sites of explosions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Concussion, DNA defects &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# In case it was caused by concussion, it will pass with time.&lt;br /&gt;
# If it was caused by DNA defect, treat with Ryetalyn.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;eyes&amp;quot; code=&amp;quot;green&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
== Impaired Vision ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=green&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Patient is unable to see far away objects, objects appear blurred.&lt;br /&gt;
* In severe cases, patient&#039;s pupils do not react to penlight.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Eye trauma, bright light, DNA defects &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Treat genetic defects with Ryetalyn.&lt;br /&gt;
* In case of impaired vision, administer Imidazoline.&lt;br /&gt;
* In case of complete blindness, [[Surgery#Eye_Surgery | repairing the retinas of the eye]] will help. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;itch&amp;quot; code=&amp;quot;white&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Itch ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: negligible&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Itching.&lt;br /&gt;
* Shivers in more severe cases.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Certain chemicals&#039; side effects. No medicines used commonly have such side effect. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Administer Inaprovaline if feeling charitable. Lecture patient re. drug abuse if not.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;badstomach&amp;quot; code=&amp;quot;white&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bad Stomach ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: negligible&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Discomfort in stomach area.&lt;br /&gt;
* Vomiting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Skin regenerating chemicals - Dermaline and Kelotane. Cloning acceleration can also cause this. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Administer Dylovene.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;headache&amp;quot; code=&amp;quot;white&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
== Headache ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: negligible&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Headache. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Tissue-regenerating chemicals - Bicaridine (over 15 units), Tricordazine (over 15 units), Cryoxadone (any dosage). &lt;br /&gt;
* Minor brain damage.&lt;br /&gt;
* Eye damage.&lt;br /&gt;
* Blurry vision.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Administer Alkysine or Tramadol.&lt;br /&gt;
* Treat the underlying brain damage or eye damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;head&amp;quot; code=&amp;quot;black&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Decapitation ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: ✜&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Patient&#039;s head is detached from the body.&lt;br /&gt;
* There is no head attached to the patient&#039;s body.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Same as with [[#Missing_Limbs | missing limbs]], with maybe more explosions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# Acquire head.&lt;br /&gt;
# [[Surgery#Head Reattachment Surgery | Reattach head]]&lt;br /&gt;
# Clone the cadaver. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is no torso:&lt;br /&gt;
#Acquire head.&lt;br /&gt;
#[[Surgery#Brain Surgery | Extract brain.]]&lt;br /&gt;
&lt;br /&gt;
Now you have two choices.&lt;br /&gt;
* Pass brain to Robotics for cyborgification.&lt;br /&gt;
or&lt;br /&gt;
* Perform a [[#Brain Transplant | brain transplantation]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Tools, Machinery, and Facilities of Medbay=&lt;br /&gt;
Even knowing exactly what&#039;s wrong with patient and how to treat it won&#039;t do you much good if you have no equipment. Here is the list of basic medical tools and machinery.&lt;br /&gt;
==Tools==&lt;br /&gt;
====Basic tools====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !! Tool !! Purpose !! Usage&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Oint.png‎]]&lt;br /&gt;
|&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
|Speeding up healing of burns. Also can be used to treat [[#Wound Infection|infected wounds]]. &lt;br /&gt;
&lt;br /&gt;
|Target damaged body part and click on patient.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Burnkit.png]]&lt;br /&gt;
|&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;&lt;br /&gt;
|Speeds up the healing process of burns. Also treats [[#Wound Infection|infected wounds]]. It is more effective than Ointment.&lt;br /&gt;
|Target damaged body part and click on patient.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Bpack.png‎‎]]&lt;br /&gt;
|&#039;&#039;&#039;Gauze/bruise pack&#039;&#039;&#039;&lt;br /&gt;
|Speeding up healing of brute damage. Also stops wounds from bleeding.&lt;br /&gt;
|Target damaged body part and click on patient.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Traumakit.png]]&lt;br /&gt;
|&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;&lt;br /&gt;
|Increases the speed of healing for brute damage and stops wounds from bleeding. It is more effective than a Bruise Pack&lt;br /&gt;
|Target damaged body part and click on patient.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Healthanalyzer.png‎]]&amp;lt;br&amp;gt; &lt;br /&gt;
|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&lt;br /&gt;
|Must-have tool for Medical. Scan people to find out damage levels (and location for brute/burn), some conditions, blood levels and some other info like body temperature.&lt;br /&gt;
|Click on patient.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Syringes.png‎‎]]&lt;br /&gt;
|&#039;&#039;&#039;Syringe&#039;&#039;&#039;&lt;br /&gt;
|Administering medicine to people (5 units per injection). Taking blood samples.&lt;br /&gt;
|&lt;br /&gt;
* Click on things/people to inject or draw.&lt;br /&gt;
* If either of characters moves during it, injection fails. &lt;br /&gt;
* To switch between draw/inject modes, click on syringe in hand.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Injector.png]]&lt;br /&gt;
|&#039;&#039;&#039;AutoInjector&#039;&#039;&#039;&lt;br /&gt;
|A single-use 5 unit injector containing inaprovaline for use in emergencies.&lt;br /&gt;
|Click on patient while holding the Injector.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[file:Bottles.gif‎‎]] Chemicals====&lt;br /&gt;
Using [[Guide_to_Chemistry#Medicine|proper medicinces]] can be difference between life and death for patient.&amp;lt;br&amp;gt;&lt;br /&gt;
Some chemicals come pre-made in medikits or vendomats (i.e. inaprovaline and Dylovene), but most of them have to be made in [[Chemist|Chemistry Lab]].&lt;br /&gt;
====[[file:IVdrip.png‎‎]] IV drip====&lt;br /&gt;
Used to transfer [[Guide_to_Chemistry#Medicine|chemicals]] (usually [[#Blood Transfusion|blood]]) from the vessel loaded in it to the patient in small dosages every second. Since some medicines are metabolized slower than new are injected (e.g. Tramadol will last in blood ~10 times longer than most meds), IV medication can still cause overdose with those chemicals, so mind dosage.&lt;br /&gt;
* &#039;&#039;&#039;Hooking/unhooking patient:&#039;&#039;&#039; Click and drag IV sprite on patient.&lt;br /&gt;
* &#039;&#039;&#039;Loading chemicals:&#039;&#039;&#039;Click on unloaded IV with vessel in hand.&lt;br /&gt;
* &#039;&#039;&#039;Unloading chemicals:&#039;&#039;&#039;Click on loaded IV with empty hand.&lt;br /&gt;
* &#039;&#039;&#039;Changing modes:&#039;&#039;&#039; To change modes between giving/taking, right click on IV and use Toggle Mode option.&lt;br /&gt;
&lt;br /&gt;
====[[file:Rollerbed.png]] Roller Bed====&lt;br /&gt;
Used to transport patient fast and safe.&amp;lt;br&amp;gt;&lt;br /&gt;
Buckle/unbuckle patient as with chairs and usual beds.&amp;lt;br&amp;gt;&lt;br /&gt;
Can be folded into pickupable roller bed item.&lt;br /&gt;
*  &#039;&#039;&#039;Buckling Patient:&#039;&#039;&#039; Drag the patient on top of the unfolded bed, click and drag from patient to bed.&lt;br /&gt;
*  &#039;&#039;&#039;Unbuckling:&#039;&#039;&#039; Click on the bed.&lt;br /&gt;
*  &#039;&#039;&#039;Folding:&#039;&#039;&#039; Click and drag roller bed sprite to your character.&lt;br /&gt;
*  &#039;&#039;&#039;Unfolding:&#039;&#039;&#039; Click on folded item in hand.&lt;br /&gt;
&lt;br /&gt;
====Stasis Bag====&lt;br /&gt;
* Stops metabolism(breathing, bleeding, chemicals in blood, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
* One-use only(don&#039;t open that bag until you&#039;re ready to treat them)&amp;lt;br&amp;gt;&lt;br /&gt;
* No IC skills required(one of the few devices that are ICly as simple to use as OOCly)&lt;br /&gt;
* Causes brain damage to the occupant so should only be used when the patient is in critical condition.&lt;br /&gt;
&lt;br /&gt;
====Other medical equipment====&lt;br /&gt;
* &#039;&#039;&#039;Medical Doctor Closet&#039;&#039;&#039; - Contains different uniforms for different sections of Medbay, as well as different colored surgical scrubs.&lt;br /&gt;
* &#039;&#039;&#039;Medical HUDs&#039;&#039;&#039; - When placed on like glasses, allow you to see a patient&#039;s vitals from a distance. More can be acquired from Research and Development.&lt;br /&gt;
* &#039;&#039;&#039;Medical Belts&#039;&#039;&#039; - Can be loaded with medications for easy access.&lt;br /&gt;
* &#039;&#039;&#039;Medical Kits&#039;&#039;&#039; - There are four different kits: First Aid, Oxygen Kit, Burn Kit, and Toxin Kit. More can be ordered from cargo.&lt;br /&gt;
* &#039;&#039;&#039;Nurse Outfits&#039;&#039;&#039; - Can be worn by female doctors. In emergency may be worn by male ones too.&lt;br /&gt;
* &#039;&#039;&#039;Various Beakers&#039;&#039;&#039; -  These have multiple uses depending on type, and can be replenished by the [[Chemist]]. Browsing over the [[Guide to Chemistry]] will let you know what chemicals do what.&lt;br /&gt;
* &#039;&#039;&#039;Bio-Hazard Closet&#039;&#039;&#039; - Are filled with biosuits to be worn when there is a viral outbreak.&lt;br /&gt;
* &#039;&#039;&#039;Straight Jacket and Muzzle&#039;&#039;&#039; - For restraining dangerous and possibly insane patients. Usually considered a last resort.&lt;br /&gt;
* &#039;&#039;&#039;Syringe Gun&#039;&#039;&#039; - Can be loaded with a single syringe that can be shot at a person from a distance.&lt;br /&gt;
* &#039;&#039;&#039;Prescription Glasses&#039;&#039;&#039; - For helping those who can&#039;t see good and wanna learn do other stuff good too. Also contains prescription meson glasses and sunglasses.&lt;br /&gt;
* &#039;&#039;&#039;Space Cleaner&#039;&#039;&#039; - Can be fired ahead three tiles to help clean up the inevitable mess that Medbay becomes.&lt;br /&gt;
* &#039;&#039;&#039;Syringes&#039;&#039;&#039; - For use in taking blood and injecting chemicals into patients.&lt;br /&gt;
* &#039;&#039;&#039;Body Bags&#039;&#039;&#039; - Used for storing dead bodies in. Can be labeled with a pen.&lt;br /&gt;
* &#039;&#039;&#039;Sink&#039;&#039;&#039; - Use this to wash your dirty, dirty germ covered hands.&lt;br /&gt;
* &#039;&#039;&#039;Mass Spectrometer&#039;&#039;&#039; - Used for testing toxins in a patient&#039;s blood. One does not start off in Medbay and has to be ordered from Research and Development.&lt;br /&gt;
&lt;br /&gt;
==Machinery==&lt;br /&gt;
&lt;br /&gt;
===[[file:Cryo.gif]]Cryogenic Chambers===&lt;br /&gt;
Used for putting critical patients into stasis, finishing newly cloned patients, or treating patients with genetics damage. Be sure to check periodically to see if the chambers need to be restocked with chemicals.&lt;br /&gt;
&lt;br /&gt;
Cryo starts out warm and has to be set up, and is useless until it&#039;s cold and loaded with medicine. Since it&#039;s the patient&#039;s body temperature that determines whether cryoxadone and clonexadone work, you won&#039;t get very fast results until the cryo tube is cold enough to quickly freeze the patient--around 50 Kelvin is good. Removing space suits speeds up the process as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setting Up Cryo&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Make sure the engine is running--ask Engineering. Cryo tubes take a lot of energy, and if the engine&#039;s not up yet, there won&#039;t be enough energy to cool the tubes.&lt;br /&gt;
# Make sure the oxygen canisters are connected to the cryo tubes. If they aren&#039;t (they start out connected), use the nearby [[File:Wrench.png]] on both [[File:O2 canister.png]] O2 canisters to secure them.&lt;br /&gt;
# Take a nearby [[File:Beaker.png]] beaker filled with Cryoxadone and then click on the same cell you placed the clone in to load the beaker into the cell. Note that Clonexadone is exactly the same, but heals genetic damage faster and should be used when possible. Get some from the [[Chemist]]. Faster still is a combination of clonexadone and cryoxadone. Some chemists make their own custom mixes.&lt;br /&gt;
# Set the [[File:Freezer.gif]] freezer&#039;s &#039;&#039;&#039;Target gas temperature&#039;&#039;&#039; to its lowest amount by clicking on the far-left &amp;quot;-&amp;quot; until the number in the center no longer decreases.&lt;br /&gt;
# Set the freezer to &#039;&#039;&#039;On&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using Cryo&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# If patient is wearing any suit that protects from cold (i.e. space suit), remove it. &lt;br /&gt;
# Grab the patient.&lt;br /&gt;
# Click on one of the cells to place the patient inside and set the &#039;&#039;&#039;Cryo status&#039;&#039;&#039; to &#039;&#039;&#039;On&#039;&#039;&#039;.&lt;br /&gt;
#* &#039;&#039;Note: At this point, the clone will begin to heal slowly if cryo was set up correctly, shown by the increasing health indication in the cryo cell&#039;s menu. - If patient is not healing, either the patient is not cool enough inside the chamber or the beaker within the chamber has run out of chemicals.&lt;br /&gt;
# Click on the cyro cell to check on your patient. When their health reaches 100, they are healed and can then be ejected (right-click &amp;gt; Eject Occupant).&lt;br /&gt;
# Remember to turn &#039;&#039;&#039;Cryo status&#039;&#039;&#039; to &#039;&#039;&#039;Off&#039;&#039;&#039; to save oxygen and chemicals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[file:Sleeper.gif]][[file:Console.gif]] Sleeper===&lt;br /&gt;
Sleepers are used to administer medication and perform dialysis.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Placing patient in:&#039;&#039;&#039; Grab them and click on the unit. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Getting patient out:&#039;&#039;&#039; Right-click on unit -&amp;gt; Eject Occupant.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dialysis:&#039;&#039;&#039; Once the patient is inside, click &#039;Start Dialysis&#039;. Dialysis filters out blood, having the bonus of pulling out chemicals. This treatment should be used when you believe someone to be overdosing or to be poisoned. The beaker inside the sleeper will fill with the blood and eventually you will need to empty it. To retrieve the beaker, right-click on the sleeper and click &#039;eject beaker&#039;. Dialysis can cause a patient to suffer from severe blood loss if the patient is left in too long. &amp;lt;br&amp;gt;&lt;br /&gt;
Use console to interact with unit.&amp;lt;br&amp;gt;&lt;br /&gt;
The machines will not stabilize critical patients, though they can be used to administer inaprovaline.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sleeper Chemicals&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Inaprovaline&#039;&#039;&#039; - Helps keep critical patients stay stable by preventing them from taking suffocation damage.&lt;br /&gt;
* &#039;&#039;&#039;Soporific&#039;&#039;&#039; - Puts a patient to sleep.&lt;br /&gt;
* &#039;&#039;&#039;Dermaline&#039;&#039;&#039; - Heals &amp;lt;b&amp;gt;&amp;lt;font color=orange&amp;gt;burn&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; damage.&lt;br /&gt;
* &#039;&#039;&#039;Bicaridine&#039;&#039;&#039; - Heals &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;brute&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; damage.&lt;br /&gt;
* &#039;&#039;&#039;Dexaline&#039;&#039;&#039; - Heals &amp;lt;b&amp;gt;&amp;lt;font color=blue&amp;gt;suffocation&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[file:Bscanner.gif]][[file:Bscanner_console.gif]] Advanced Body Scanner===&lt;br /&gt;
Body scanner is used to locate [[#Bone Fractures | broken bones]], organ damage, and [[#Internal Bleeding | internal bleeding]]. Also can be used to find implants and foreign objects inside people. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Placing patient in:&#039;&#039;&#039; Grab them and click on the unit. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Getting patient out:&#039;&#039;&#039; Right-click on unit -&amp;gt; Eject Occupant. &amp;lt;br&amp;gt;&lt;br /&gt;
Use console to interact with unit. Printing out a report and sending it along with the patient to surgery will help the surgeon.&lt;br /&gt;
&lt;br /&gt;
==Procedures==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
====CPR====&lt;br /&gt;
Used to heal some suffocation damage caused by being in critical condition.&lt;br /&gt;
Inaprovaline is usually better, but if you have a patient with severe poisoning and Dylovene in their system, Inaprovaline will just react to form Tricordrazine, which isn&#039;t particularly helpful. In this case, administer Dylovene and stabilize with CPR.&lt;br /&gt;
Clicking someone with an empty hand and help intent will perform CPR on them.&amp;lt;br&amp;gt;&lt;br /&gt;
Shaking an individual means that they are not in critical. Will not work if either you not the patient is wearing a mask.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
====Blood Transfusion====&lt;br /&gt;
When a patient is low on blood, they will need a blood transfusion. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Most efficient way to do this is [[file:IVdrip.png‎‎|20px]] [[#IV drip|IV drip]] and [[file:Bloodbag.png‎‎|20px]] blood bags.&amp;lt;br&amp;gt;&lt;br /&gt;
Just load bag in IV and hook the patient up to it.&amp;lt;br&amp;gt;&lt;br /&gt;
* If that&#039;s not available, injecting patient with blood (i.e. with syringe) would work too.&lt;br /&gt;
* Blood can be put in a pill as well.&lt;br /&gt;
* Iron and nutriment both speed up recovery of blood.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Blood Compatibility&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Bloodtypes.jpg|thumb|150px|A visual guide to blood compatibility.]]&lt;br /&gt;
It&#039;s important to use right type, so [[#Blood Rejection|bad things]] won&#039;t happen.&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no exact same bloodtype available, look for replacement by these rules:&lt;br /&gt;
* &#039;&#039;&#039;Negative&#039;&#039;&#039; can take &#039;&#039;&#039;only negative&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; types can take &#039;&#039;&#039;O&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;A&#039;&#039;&#039; can take &#039;&#039;&#039;A&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;B&#039;&#039;&#039; can take &#039;&#039;&#039;B&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;AB&#039;&#039;&#039; can take &#039;&#039;&#039;all&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;O&#039;&#039;&#039; can take &#039;&#039;&#039;only O&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
====Brain Transplant====&lt;br /&gt;
If patient is diagnosed with [[#Decapitation|lack of head]] and the patient&#039;s torso is destroyed or missing, this will be needed to clone them.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# [[Surgery#Brain_Surgery | Extract brain]] from patient&#039;s body or severed head.&lt;br /&gt;
# Acquire new body (ask Genetics for humanified monkey).&lt;br /&gt;
#* The clone will look like the monkey. Ask genetics to try and alter the humanified monkey&#039;s UI to resemble the picture in the deceased&#039;s medical record. &lt;br /&gt;
# Cut out new body&#039;s brain.&lt;br /&gt;
# Insert patient&#039;s brain in new body.&lt;br /&gt;
# Give new body to Genetics for cloning.&lt;br /&gt;
# Put old body in morgue and dispose of extra brain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cloning ==&lt;br /&gt;
Cloning is one of the main aspects of your job. Bringing people back from the dead is a delicate science, so read on. This aspect of genetics is firmly in the [[Chief Medical Officer]]&#039;s jurisdiction, and he has the final say on what happens here, rather than the [[Research Director]].&lt;br /&gt;
&lt;br /&gt;
You can clone people from scans made while they are alive and well (which is preferred), or from a corpse (which happens more often than not). Feel free to call people to get their backups made, especially for Heads of Staff.&lt;br /&gt;
&lt;br /&gt;
=== Scan ===&lt;br /&gt;
The first thing that a clone needs is a record in the cloning console. Scanning requires a dead or live human body (monkeys won&#039;t work), whereas making the actual clone requires the person to be dead.&lt;br /&gt;
&lt;br /&gt;
# Make sure the person is not wearing anything. (Optional)&lt;br /&gt;
#* If the person is alive, have them strip.&lt;br /&gt;
#* If the person is dead, click+drag their body onto yours to bring up their clothing window, then click on the links identifying each piece of clothing to remove it.&lt;br /&gt;
# [[File:Grab.png]] Grab the person.&lt;br /&gt;
# Click on the [[File:Scanner.gif]] DNA scanner to place them inside.&lt;br /&gt;
# Click on the [[File:Cloning_console.gif]] cloning console to bring up its menu.&lt;br /&gt;
# Click &#039;&#039;&#039;Scan&#039;&#039;&#039;.&lt;br /&gt;
# Click &#039;&#039;&#039;View Records&#039;&#039;&#039; to make sure their record is listed in the cloning database.&lt;br /&gt;
&lt;br /&gt;
=== Making the Clone === &lt;br /&gt;
Remember, a clone can only be made when the person you&#039;re making a clone for is dead and logged in. If they aren&#039;t dead or have logged out, you&#039;ll see an &amp;quot;Unable to initiate cloning cycle&amp;quot; error in the Cloning System Control. Also it is standard procedure to tell a clone that they are a clone and to meet the RP needs that can create.&lt;br /&gt;
# Head to the [[File:Cloning_console.gif]] cloning console beside the [[File:Clone.gif]] cloning pod, and click on it to open its menu.&lt;br /&gt;
# Click &#039;&#039;&#039;View Records&#039;&#039;&#039;, select the person you wish to clone, then click &#039;&#039;&#039;Clone&#039;&#039;&#039;.&lt;br /&gt;
#* &#039;&#039;Note: After clicking &amp;quot;Clone&amp;quot; the dead person will get a pop-up window asking if they want to come back to life. If they choose &amp;quot;No&amp;quot;, the console will say &amp;quot;Unable to initiate cloning cycle&amp;quot;. If they choose &amp;quot;Yes&amp;quot;, the console will say &amp;quot;Cloning cycle activated&amp;quot;, and their body will be remade in a few minutes. &#039;&#039;&#039;You do not need to ask in OOC. Doing this is now considered IC in OOC.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#* &#039;&#039;Note #2: When a new clone is made, that person&#039;s record is deleted from the database, so they must be [[Geneticist#Scan|scanned]] again if they are to be cloned a second time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Finishing a New Clone ===&lt;br /&gt;
# Grab the new clone and take it to Cryo, the room with large [[File:Cryo.gif]] cryo cells.&lt;br /&gt;
# Click on one of the cells to place the clone inside and set the &#039;&#039;&#039;Cryo status&#039;&#039;&#039; to &#039;&#039;&#039;On&#039;&#039;&#039;.&lt;br /&gt;
# Take a nearby [[File:Beaker.png]] beaker filled with Cryoxadone and then click on the same cell you placed the clone in to load the beaker into the cell. Note that Clonexadone heals them faster and should be used when possible. Get some from the [[Chemist]].&lt;br /&gt;
# Use the nearby [[File:Wrench.png]] on both [[File:O2 canister.png]] O2 canisters to secure them (if they aren&#039;t already).&lt;br /&gt;
# Set the [[File:Freezer.gif]] freezer&#039;s &#039;&#039;&#039;Target gas temperature&#039;&#039;&#039; to its lowest amount by clicking on the far-left &amp;quot;-&amp;quot; until the number in the center no longer decreases.&lt;br /&gt;
# Set the freezer to &#039;&#039;&#039;On&#039;&#039;&#039;.&lt;br /&gt;
#* &#039;&#039;Note: At this point, the clone will begin to heal slowly if cryo was set up correctly, shown by the increasing health indication in the cryo cell&#039;s menu.&lt;br /&gt;
# Click on the cyro cell to check on your clone. When its health reaches 100, it is considered finished and can then be ejected (right-click &amp;gt; Eject Occupant).&lt;br /&gt;
# &#039;&#039;&#039;Don&#039;t forget!&#039;&#039;&#039; when you&#039;re done with the cryo room, turn the cryo cells to &#039;&#039;&#039;Off&#039;&#039;&#039; so you don&#039;t waste Oxygen! Also, if you still have their old body, drag it to the morgue to prevent [[Clone Memory Disorder]] (which is purely for role-play purposes).&lt;br /&gt;
&lt;br /&gt;
=== Hypercloning ===&lt;br /&gt;
A dangerous procedure, but might be useful if there is a large amount of people needing to be cloned.&lt;br /&gt;
&lt;br /&gt;
If you click the cloning pod with an ID that has genetics access and use the &amp;quot;eject&amp;quot; verb (right click the pod and hit eject), you&#039;ll eject a 30-40% done clone. Finish them over in cryogenics if they have Clonexadone loaded into the machines. &lt;br /&gt;
&lt;br /&gt;
As an aside, the cloning pod ejects its current unfinished clone if the room&#039;s equipment loses power. If you get a cooperative engineer to unlock the APC for you, you can switch the power off and on to eject a clone early failing the above method.&lt;br /&gt;
&lt;br /&gt;
This can speed up the process of cloning significantly, freeing up the cloning machine for another patient. Patient well-being must be taken into account however.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
These are the vital machines and rooms you will need to treat your patients.&lt;br /&gt;
&lt;br /&gt;
===Surgery Room===&lt;br /&gt;
The surgical area of Medbay is comprised of several smaller rooms. There&#039;s the main Operating Theatre for surgeries, an Observation room for people to observe, a rest area for patients, and a cold storage room. See: [[Surgery]] for more details on preforming surgeries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surgery Room Features&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Operating Table&#039;&#039;&#039; - Where all your [[Surgery#Prepping_For_Surgery | surgeries]] should take place.&lt;br /&gt;
* &#039;&#039;&#039;Surgical Tools&#039;&#039;&#039; - Your primary [[Surgery#Surgical_Tools | tools]] needed for surgery.&lt;br /&gt;
* &#039;&#039;&#039;Surgery Holo-Light&#039;&#039;&#039; - These lights let others on the outside know there surgery is being preformed. They should be on during every operation.&lt;br /&gt;
* &#039;&#039;&#039;Observation Shutter Switch&#039;&#039;&#039; - Prevents people in the observation area from watching the surgery.&lt;br /&gt;
* &#039;&#039;&#039;Anasthetics Closet&#039;&#039;&#039; - Holds anasthetics and medical masks for patient&#039;s use during surgery.&lt;br /&gt;
* &#039;&#039;&#039;Patient Closet&#039;&#039;&#039; - Can be used to hold a patient&#039;s clothes, and also contains spare clothing for a patient.&lt;br /&gt;
* &#039;&#039;&#039;Cold Storage&#039;&#039;&#039; - Contains freezers to hold spare organs, and a spare anasthetics closet.&lt;br /&gt;
* &#039;&#039;&#039;Sink&#039;&#039;&#039; - For washing your dirty hands before and after surgery.&lt;br /&gt;
* &#039;&#039;&#039;Surgery Cleaner&#039;&#039;&#039; - Sterlize the operating table after every surgery by clicking on it with the cleaner in hand.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chemistry===&lt;br /&gt;
The main housing station for the [[chemist]]. They are in charge of the making and passing out of chemicals to assist members of the station. See: [[Guide to Chemistry]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Genetics===&lt;br /&gt;
This is where the [[geneticist]] works on manipulating the human genome, torturing monkeys, and clone a dead body or two during a shift. See: [[Guide to Genetics]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Virology===&lt;br /&gt;
Hopefully, a [[virologist]] will spend more time in here curing diseases rather then releasing them. See: [[Guide to Virology]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Medical Storage===&lt;br /&gt;
This area contains the majority of the [[#Tools|tools]] you will need for curing patients.&lt;br /&gt;
&lt;br /&gt;
===Patient Rooms===&lt;br /&gt;
These are best used for non-critical patients awaiting treatment, patients needing to rest after treatment, or for holding mentally unstable patients waiting evaluation.&lt;br /&gt;
&lt;br /&gt;
===Morgue===&lt;br /&gt;
This is where cadavers are stored. There is an [[Guide_to_Cadavers#Autopsy_Procedures | autopsy table]] located here, as well as several morgue trays. See: [[Guide to Cadavers]] for details on dealing with dead bodies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Medicine&amp;diff=7610</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Medicine&amp;diff=7610"/>
		<updated>2018-01-05T14:28:41Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: adding cloning to guide to medicine. if this is deemed bad will move it elsewhere.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Diagnostics=&lt;br /&gt;
Medical care is serious business. Going half way with your medical treatments can result into someone dying, or ending up worse than dead. So pay attention and follow these steps on how to fix people. This guide is long and wordy, but following its advice should help you keep the whole station from dying.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diagnostic Tools==&lt;br /&gt;
* A must have tool is a [[file:Healthanalyzer.png‎]]&#039;&#039;&#039;health analyzer&#039;&#039;&#039;. It can show overall damages, with breakdown by organ, bleeding locations, fractures (not always with location), and some other conditions.&lt;br /&gt;
* Most complete information can be gathered with an [[file:Bscanner.gif]][[file:Bscanner_console.gif]][[#Advanced Body Scanner | &#039;&#039;&#039;Advanced Body Scanner&#039;&#039;&#039;]]. It shows pretty much all information one would need to perform a surgery. If there&#039;re several conditions to fix, remember to print out a report to take with you.&lt;br /&gt;
* &#039;&#039;&#039;Stethoscope&#039;&#039;&#039;. Using it you can detect problems with [[#Collapsed Lung | lungs]] or [[#Heart Trauma | heart]] as well as suffocation damage. Tuck it on your scrubs for easy access and looking like you&#039;re a real doctor.&lt;br /&gt;
* &#039;&#039;&#039;Penlight&#039;&#039;&#039;. By shining it in patient&#039;s eyes, you can tell a few things from pupils&#039; reaction - [[#Brain Damage | brain damage]] (different response speed between eyes), sleepiness (slower response time), drugs in patient&#039;s system (pinpoint/dilated pupils) or eye damage.&lt;br /&gt;
* When nothing is around, you can just use your &#039;&#039;&#039;hands&#039;&#039;&#039;. Grab patient, aim at the bodypart you want to inspect and click on patient with help intent. This will start inspection process that would tell you about wounds, fractures, and some other conditions like suffocation or high toxins levels.&lt;br /&gt;
===Robotic Limb Malfunctions===&lt;br /&gt;
&lt;br /&gt;
Injuries located on robotic limbs cannot be treated by the standard equipment located in Medbay. Those patients should be sent to the [[Roboticist]] for repairs. It is still important for individuals to receive treatment for these wounds as soon as possible, as limbs may explode after receiving a certain amount of damage to them.&lt;br /&gt;
&lt;br /&gt;
Robotic limbs are tougher than normal limbs, and do not count towards overall damage. However, they can only be repaired by welders (for brute damage) or wires (for burn damage), and malfunction if damaged. If one of the medical personnel has training in electronics, they may want to carry a welder and some cable to repair prosthetics; otherwise, keep the roboticist on call.&lt;br /&gt;
&lt;br /&gt;
Artificial eyes and hearts can be repaired during surgery with nanopaste.&lt;br /&gt;
&lt;br /&gt;
Robotic limbs are the best way to treat patients who have suffered a traumatic amputation. It is recommended to maintain good relations with robotics and perhaps, if they are not too busy, acquire a set of robotic limbs just in case you need to attach one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Critical Patients==&lt;br /&gt;
&lt;br /&gt;
Anytime a patient has either very quickly dropping vitals, or a Health Analyzer shows that they are below 0 health, you should act quickly to prevent their death.&lt;br /&gt;
* Remove yourself and the patient from the source of the injury, whether it be a space carp, phoron-saturated clothing, or a murderous traitor. Adding yourself to the list of casualties won&#039;t help anyone.&lt;br /&gt;
* &#039;&#039;&#039;Stabilize&#039;&#039;&#039; the patient to the best of your ability before transporting, because otherwise they&#039;ll keep taking damage. &#039;&#039;&#039;Inaprovaline&#039;&#039;&#039; or &#039;&#039;&#039;[[#CPR|CPR]]&#039;&#039;&#039; will help (unless the patient is a [[Vox]], for whom inaprovaline is poisonous).&lt;br /&gt;
* &#039;&#039;&#039;Bandaging bleeding wounds&#039;&#039;&#039; before transport will help prevent [[#Low Blood Count|blood loss]] and the damage that comes with it.&lt;br /&gt;
* &#039;&#039;&#039;Treat suffocation damage&#039;&#039;&#039; with dexalin or dexalin plus (unless the patient is a [[Vox]] - use nitrogen if they are) and, if necessary, make sure the patient&#039;s [[internals]] are functional and not out of air.&lt;br /&gt;
* Always use a [[#Roller Bed|&#039;&#039;&#039;roller bed&#039;&#039;&#039;]] to transport a critical patient. &#039;&#039;&#039;&amp;lt;font color=red&amp;gt;Dragging them can result in further injury&amp;lt;/font&amp;gt;&#039;&#039;&#039;. In case no roller beds are avaliable, &#039;&#039;&#039;GRAB&#039;&#039;&#039; them and move.&lt;br /&gt;
* A cryo tube can slow or stop a patient from dying, as well as healing some kinds of damage. If the cryo tube is cold and loaded with medication, putting a critical patient in cryo can help stabilize them when immediate treatment is not possible. This is most useful when you have multiple critical patients or if your character does not have the skill set to treat a patient.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Triage===&lt;br /&gt;
&lt;br /&gt;
In situations where there are multiple critical patients being reported or flooding into medbay, use the Triage System. Wearing a Medical HUD will help you spot out which individuals are in the most desperate need of treatment first.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;vertical-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!  Color !! Description !! In-game definition !! Real world treatment type !! Suggested in-game treatment&lt;br /&gt;
|- bgcolor=#aaaaaa&lt;br /&gt;
| bgcolor=black width=30  |  &amp;lt;font color=white&amp;gt;Black&amp;lt;/font&amp;gt;&lt;br /&gt;
| Patient is dead&lt;br /&gt;
| Patient is dead&lt;br /&gt;
| Remove to prevent infections&lt;br /&gt;
| Ignore until all live patients dealt with, then take to morgue.&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#ffaaaa&lt;br /&gt;
| bgcolor=red width=30  | Red&lt;br /&gt;
| Patient is seriously injured and in danger of dying&lt;br /&gt;
|&lt;br /&gt;
* Critical condition (vitals below 0)&lt;br /&gt;
* Patient is losing blood&lt;br /&gt;
* Quickly dropping vitals&lt;br /&gt;
* Lethal disease in late stages&lt;br /&gt;
|   Immediate treatment&lt;br /&gt;
|  | Treat their condition as soon as possible. If unable to treat immediately (OR busy, no vaccine), put them to [[#Cryogenic Chambers|cryosleep]]. For diseases, inject Spaceacillin to stop progress. Stabilize all critical patients before proceeding with indepth treatment.&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#ffffaa&lt;br /&gt;
| bgcolor=yellow width=30  | Yellow&lt;br /&gt;
| Patient is severely injured, but not in life-threatening danger&lt;br /&gt;
|&lt;br /&gt;
* Vitals between 0 and 30%&lt;br /&gt;
* Potentially lethal disease in its early stages&lt;br /&gt;
| Delayed treatment&lt;br /&gt;
| Treat as soon as all red triage patients are stabilized.&lt;br /&gt;
|- bgcolor=#aaffaa&lt;br /&gt;
| bgcolor=green width=30  | &amp;lt;font color=white&amp;gt;Green&amp;lt;/font&amp;gt;&lt;br /&gt;
| Patient has light injuries&lt;br /&gt;
| Vitals between 30 and 80%&lt;br /&gt;
| Minimal treatment &lt;br /&gt;
| Ignore until the last of the yellow triage patients have been taken care of.&lt;br /&gt;
|- bgcolor=white&lt;br /&gt;
| width=30  | White&lt;br /&gt;
| Patient is uninjured&lt;br /&gt;
| Vitals between 80 and 100&lt;br /&gt;
| There is no reason to treat them when you have a million more seriously wounded people&lt;br /&gt;
| Ignore until all green triage patients have been taken care of.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Damage Types and Basic Treatments==&lt;br /&gt;
In the world of Baystation Medicine, most damage will fall under four major categories: Suffocation, Toxin, Brute, and Burn. These will show up on the Health Analyzer and in low amounts are very easily treated. There are also treatment kits for each of these categories located within medical storage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Suffocation Damage &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;This shows up as a &amp;lt;b&amp;gt;&amp;lt;font color=blue&amp;gt;BLUE&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; number on the Health Analyzer and Crew Monitoring Console&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Suffocation results from being in areas with low oxygen, low blood count, internal damage to the lungs or heart, or from the patient being in a critical state. When a patient cannot breathe properly, suffocation damage will rapidly rise until they die. When a patient CAN breathe, suffocation damage will rapidly drop to zero. The only time that suffocation will ever stop and hold steady on a value, is in cases of blood loss.&amp;lt;br&amp;gt;&lt;br /&gt;
*First of all, if the patient is in an area which is depressurised or lacking oxygen, then you need to get them out of there.&lt;br /&gt;
*If they&#039;re in a breathable area and still gasping, check if they have internals. Remove masks and helmets, so they&#039;re breathing from the atmosphere and not from an empty tank&lt;br /&gt;
*Check their damage. If they&#039;re suffering a lot of damage from other sources, administer medicine to deal with those, or administer inaprovaline to negate the suffocation caused by being heavily wounded&lt;br /&gt;
*Check their blood level, if it&#039;s lower than 90%, you have a problem. If it drops below 50% the patient is in danger of imminent death. Having a low blood level will cause un-healable suffocation damage that will stick at a constant value.&lt;br /&gt;
*If all of the above are fine, then the problem is an internal organ, the lungs in most cases. Get them to a scanner bed to check it out. Damage to the heart, lungs and brain can all cause suffocation.&lt;br /&gt;
*Dexalin or Dexalin Plus will heal the damage. Dexalin Plus immediately heals all suffocation; Dexalin gradually repairs suffocation damage. Note that both of these only treat the symptom, they don&#039;t fix the cause. If you HAVE fixed the cause, using these medicines is unnecessary. They should only be used to keep the patient alive while you get them back to medical, or while you perform surgery to fix the problem&lt;br /&gt;
* CPR will also slow progress of suffocation in critical patients. &amp;lt;i&amp;gt;(On help intent, click on the patient with nothing in your hands to administer CPR.)&amp;lt;/i&amp;gt; CPR is only useful in cases where you&#039;re desperate and don&#039;t have any Dexalin Plus. Shame on you for being unprepared.&lt;br /&gt;
* IMPORTANT: If the patient is a [[Vox]], suffocation damage comes from low &#039;&#039;nitrogen&#039;&#039;, not oxygen. Do &#039;&#039;&#039;not&#039;&#039;&#039; use Inaprovaline, Dexalin or Dexalin Plus to treat a Vox&#039;s suffocation damage; use nitrogen instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Toxin Damage &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;This shows up as a &amp;lt;b&amp;gt;&amp;lt;font color=green&amp;gt;GREEN&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; number on the Health Analyzer and Crew Monitoring Console&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Toxin damage is the most difficult damage type to diagnose, because it has so many different causes.  Dylovene is a powerful, widely available go-to antitoxin medicine, but remember that it only cures the symptoms, not the cause of the poisoning. Toxins are the most common damage type which doesn&#039;t heal over time, a poisoned patient will stay poisoned until you do something to fix it.&lt;br /&gt;
&lt;br /&gt;
If a badly poisoned patient is left alone, they will deteriorate. If they have toxins above 60, their liver will start to break down. And once it reaches 30 damage, it will start hurting other internal organs too. This will lead to death if not treated.&lt;br /&gt;
Dylovene will prevent liver breakdown, and will actually repair it if it&#039;s under 10 damage, otherwise it will need peridaxon or surgery.&lt;br /&gt;
&lt;br /&gt;
When a patient comes in with toxin damage, follow these steps to diagnose and treat them correctly&lt;br /&gt;
&lt;br /&gt;
*Are they critical? If so, why. &lt;br /&gt;
**If they have a lot of brute damage and broken bones, in addition to toxins, or if the scanner shows an unknown substance in their blood, it&#039;s probable they were mauled by a spider. Administer dialysis to purge the toxins from the blood, until the toxin levels stop rising&lt;br /&gt;
**If their damage is mostly toxins, it&#039;s probable they either have sepsis, or a late stage viral infection. Administer lots of spaceacillin and dylovene immediately, and put them in a full body scanner to find out which.&lt;br /&gt;
*Talk to the patient, if possible. Ask them if they ate, drank, inhaled, or injected anything, this can help you act accordingly.&lt;br /&gt;
**If they were injected with something unknown, then you should analyse their blood. Take a blood sample with a syringe and inject it into a Mass Spectrometer, this will usually tell you what poisoned them.&lt;br /&gt;
**If they&#039;ve inhaled phoron, that will poison their blood, and require dialysis before dylovene&lt;br /&gt;
*If an analyser shows a non medical reagent in their stomach, then they probably ate or drank something poisonous. There&#039;s no easy solution to this, keep gradually administering dylovene, and keep them in medical until it passes through. Or give them dylovene pills to take themselves periodically&lt;br /&gt;
*If they work in engineering or science, it&#039;s quite probable they have [[#Radiation Sickness | Radiation]]. The full body scanner will tell you this. Anti radiation medicines will treat it most effectively, but lots of dylovene will manage it too&lt;br /&gt;
**Since radiation dissipates naturally over time, it&#039;s quite probable an irradiated patient will no longer be irradiated by the time you examine them, and will just have leftover toxins.&lt;br /&gt;
*When possible, try not to administer dylovene until you&#039;ve discovered and fixed the root cause. While the patient has dylovene in their system, you won&#039;t notice their toxins slowly rising &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Brute Damage &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;This shows up as a &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;RED&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; number on the Health Analyzer and Crew Monitoring Console&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Brute damage is caused by anything that can beat up a person, cut them, or fill them full of lead. It is often paired with [[#Bone Fractures | broken bones]] and [[#Internal Bleeding | internal bleeding]].&amp;lt;br&amp;gt;&lt;br /&gt;
* Locate the injuries using a Health Analyzer. &amp;lt;br&amp;gt;&lt;br /&gt;
* If a location shows up as &amp;quot;Bleeding&amp;quot;, prioritize it. Stop bleeding with Gauze or an Advanced Trauma Kit; then apply the same treatment to non-bleeding locations.&lt;br /&gt;
* Bicaridine helps repair injuries, but doesn&#039;t prevent infection.&lt;br /&gt;
* Tramadol or another painkiller helps a patient remain functional despite pain from injuries.&lt;br /&gt;
* Robotic limbs damage cannot be treated by the standard equipment located in Medbay. Those patients should be sent to the [[Roboticist]] for repairs. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Burn Damage &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;This shows up as a &amp;lt;b&amp;gt;&amp;lt;font color=orange&amp;gt;ORANGE&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; number on the Health Analyzer and Crew Monitoring Console&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Burn damage can result from fire, electrocution, energy weapons, or exposure to extreme cold.&amp;lt;br&amp;gt;&lt;br /&gt;
* Locate the injuries using a Health Analyzer.&amp;lt;br&amp;gt;&lt;br /&gt;
* Apply Ointment or a Burn Kit.&amp;lt;br&amp;gt;&lt;br /&gt;
* Kelotane or Dermaline (Dermaline is stronger) will help heal burns.&lt;br /&gt;
* Burns easily become infected. Watch for fever and toxin readings.&lt;br /&gt;
* Robotic limbs damage cannot be treated by the standard equipment located in Medbay. Those patients should be sent to the [[Roboticist]] for repairs. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Unlisted Damage &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Some damage does not show up in any category, but will show that the person is injured&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Creatures in the Research and Development location can cause genetic damage when attacking people. Being a new clone can also come with genetics damage, or heavy experimentation with genetics can cause this as well. Fighting on the holodeck will result in holo-damage. Hallucinations brought on by drug use or genetic defects will cause unlisted damage as well.&lt;br /&gt;
* Attempt to confirm how injury was received.&lt;br /&gt;
* Genetics damage is healed with time spent in a cryo chamber. Clonexadone heals faster then Cryoxadone in this case.&lt;br /&gt;
* Holo-damage is cured by having the patient sleep it off.&lt;br /&gt;
* For hallucination damage, treat cause of damage, (repair any genetic damage for radiation or inject dylovene for poisoning), and then let patient sleep it off as you would with holo-damage. Sedating the patient for their own safety is highly suggested.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;br /&gt;
This section covere important detailed information about deeper mechanics of the medical system&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Infection==&lt;br /&gt;
Infection is a condition whereby bacteria infest an open or untreated wound, and start eating the body from the inside. This results in a fever, then mild toxin damage, but it gets really serious in the late stages, quickly causing limb death, organ failure, and massive toxins. A stage three infection is almost unstoppable, and spells near-inevitable death for the patient. &lt;br /&gt;
&lt;br /&gt;
Infections work by a Germ Level value. A series of them actually, there is a germ level for:&lt;br /&gt;
*Each patient&#039;s body, as a whole&lt;br /&gt;
*Each bodypart (arms, legs, head, etc) &lt;br /&gt;
*Each wound (cut, burn, bruise) and &lt;br /&gt;
*Each internal organ (heart, lungs, etc). &lt;br /&gt;
&lt;br /&gt;
The patient&#039;s body will accumulate a general germ level up until a value of 200, as they move around and do things. This is not directly harmful, but it will affect wounds if the patient gets hurt. The patient&#039;s germ level can be easily reset to zero by either showering, or by washing their bare hands (gloves must be removed). So hygiene is important, stop being filthy.&lt;br /&gt;
&lt;br /&gt;
If a patient has open or untreated wounds, those wounds will gradually accumulate germs at a rate of about 1 point per second, up to the germ level of the patient&#039;s body, and will become infected if their germ level rises too high. A wound can be treated physically, with ointment, bandages, or an advanced trauma/burn kit. Once treated the germ level of a wound will stop rising, and it will become Sterilized after a short amount of time (averaging a minute) which completely resets the wound&#039;s germ value to zero. Even if wounds aren&#039;t properly treated, healing medicines, or natural regeneration may close them, and that will prevent their germ level from rising farther. but treating them physically is the safest option.&lt;br /&gt;
&lt;br /&gt;
When a patient has infected wounds, they will spread their germ level to the muscles of the bodypart that wound is on, and this is where things get bad. Muscular infections can&#039;t usually be treated instantly, and will get worse over time naturally, in addition to recieving more germ level from infected wounds. Hence they will continue to worsen even after the wounds are treated. While the patient has &amp;gt;5u of spaceacillin in their system, the natural worsening of muscular infections is halted, and their germ level will gradually drop back to normal. If not addressed in time, muscular infections will spread to other nearby bodyparts, and eventually to internal organs too.&lt;br /&gt;
&lt;br /&gt;
There are several stages to the severity of a muscular or organ infection. The effects of these stages stack on top of each other, and they also stack for each seperate bodypart. &lt;br /&gt;
&lt;br /&gt;
*Stage 0: from any germ level between 0-100, the bodypart is not considered &#039;infected&#039;, there are no ill effects, and injecting 5u of spaceacillin will clear the germ level from that bodypart instantly. At this stage the germ level will not rise naturally, and treating infected wounds in the area will halt it.&lt;br /&gt;
&lt;br /&gt;
*Stage 1: Ocurring at germ level 100, the part in question is considered lightly infected. The patient will suffer a fever, which will show an increased body temperature on Health Analysers.  At this stage the germ level will start to naturally rise over time, at an accelerating rate as it rises higher. A greater than 5u dose of spaceacillin will stop the natural worsening, and will cause the infection level to drop by 6 points per second, so this is easy to treat if caught in time.&lt;br /&gt;
&lt;br /&gt;
*Stage 2: Ocurring at germ level 500, this is where things get bad. At stage 2, the infection will start to spread to other bodyparts and internal organs. Nothing can prevent this spreading except simply bringing the infection level down. Spaceacillin will now only cause the germ level to drop by 2 points per second, making it far slower to treat, and the patient will start to suffer a point of toxin damage, roughly every 30 seconds.&lt;br /&gt;
&lt;br /&gt;
*Stage 3: Ocurring at germ level 1000, This is where people die. When a bodypart or internal organ reaches stage 3, it immediately suffers death, and becomes nonfunctional. For muscles, this is crippling, but for most internal organs it&#039;s lethal. A patient without lungs or a heart cannot breathe, and a patient without a liver will suffer massive ongoing toxin damage. In addition, the patient starts to suffer an additional point of toxin damage every second. &lt;br /&gt;
If there is a high dose (&amp;gt;30u) in the patient&#039;s system, the organ or bodypart death will be prevented, and they will not suffer this additional toxin damage. But if the drugs aren&#039;t there before this stage, spaceacillin will not revive dead organs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Preventing Infections===&lt;br /&gt;
Prevention is better than a cure, there are a few simple ways that a patient, or the doctor treating them, can help to prevent infections ocurring.&lt;br /&gt;
&lt;br /&gt;
*Hygiene! Washing your ungloved hands, or showering, will reset your body&#039;s germ level, and prevent any wounds from becoming too infected. Note that washing your hands with gloves on, will not do this. The simplest approach is to shower after getting injured. If you&#039;ve been in a fight, you&#039;re probably covered in blood anyway.&lt;br /&gt;
*Treat the wounds. There are three different types of wounds that can become infected&lt;br /&gt;
**Cuts&lt;br /&gt;
**Bleeding Bruises&lt;br /&gt;
**Burns&lt;br /&gt;
Of these three, burns are the most likely to become infected. Cuts and bleeds will close up and heal into uninfectable bruises, but burns will only heal into lesser burns which are still infectable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Treating Infection===&lt;br /&gt;
So an infected patient has just walked in. Chances are they don&#039;t know they have infections, many security personnel tend to build up infection over time, unnoticed. Sometimes until it&#039;s too late to save them. Infections will show up on the full body scanner, and you&#039;ve probably found an infection while treating them for other wounds.&lt;br /&gt;
&lt;br /&gt;
The prevention steps still apply. Make the patient wash, and treat their wounds&lt;br /&gt;
Your next action will depend on the severity of the infection. The scanner will tell you in words how much germ level the part has accumulated, use this handy list to translate the words into a germ level:&lt;br /&gt;
&lt;br /&gt;
*Mild Infection: 100-300&lt;br /&gt;
*Mild Infection+: 300-400&lt;br /&gt;
*Mild Infection++: 400-500&lt;br /&gt;
*Acute Infection: 500-700&lt;br /&gt;
*Acute Infection+: 700-800&lt;br /&gt;
*Acute Infection++: 800-999&lt;br /&gt;
*Septic: 1000+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In any case, you want to inject them with spaceacillin. It metabolises slowly so not a lot is needed, 10u will handle most mild infections, 15u for acute infections up to 700 germ level.&lt;br /&gt;
&lt;br /&gt;
IF the patient is suffering from Acute Infection++, then they&#039;re very close to sepsis. You want to get a MUCH larger dose of spaceacillin into them, 45u should be good. And then monitor them closely for signs of worsening.&lt;br /&gt;
&lt;br /&gt;
If the patient is in sepsis, then things are bad. Print out their scan, Steel yourself for the high likelihood of their death, and hope that your chemist put clonexadone in the cryotanks.  &lt;br /&gt;
Inject them with 45u spaceacillin, and a fair bit of dylovene. Some tricordrazine and arithrazine will help if you have any. Then throw them into the cryotubes and pray that they cool down enough before they die. Cryotubes will stop a lot of infection activity, but will also stop spaceacillin from working.&lt;br /&gt;
&lt;br /&gt;
If you can manage to get them stable in the cryotubes, and bring their damage values down to zero, then they might survive. Bring them out of the cryotubes so that the spaceacillin can work, and gradually bring down the infection. While they&#039;re out of the tubes they&#039;re going to start accumulating damage again quickly, so dose them up with whatever you need to, to keep them alive, and don&#039;t be afraid to put them back in the tank if you can&#039;t control it. &lt;br /&gt;
&lt;br /&gt;
Now is the time to look more closely at their scan and assess the damage.&lt;br /&gt;
If it&#039;s only an arm or leg that&#039;s in sepsis, then it&#039;s dead and gone. Amputate it, and give them a prosthetic. If it&#039;s an internal organ that&#039;s dead, their odds of survival are grim. Your only option is to cut the organ out and transplant in a replacement, if you have one. The odds of that are low unless you&#039;ve been harvesting organs from corpses, or you have a suitable donor in the morgue.&lt;br /&gt;
&lt;br /&gt;
=Diagnosing Other Conditions=&lt;br /&gt;
Even after treating the common injuries listed Basic Treatments, the patient could still have other underlining conditions you should keep an eye out for.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;lowblood&amp;quot; code=&amp;quot;yellow;red&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
== Low Blood Count == &lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=orange&amp;gt;✜&amp;lt;/font&amp;gt; &amp;lt;font color=red&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[Depending on severity]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Shows up on Health Analyzer&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Patient feeling woozy, paleness of skin.&lt;br /&gt;
* Drops of blood, or blood puddles near patients.&lt;br /&gt;
* Suffocation damage that returns repeatedly when treated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Untreated external brute injuries, internal bleeding, and donating too much blood. Amount of blood left over in the body is visible on the Health analyzer.&amp;lt;br&amp;gt;&lt;br /&gt;
Suffocation damage won&#039;t go away until blood levels are normal.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;People who lose too much blood will die at around 60% blood volume. This cannot be prevented except by replacing the lost blood.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&lt;br /&gt;
# Locate bleeding injuries, either by examining the person or with a Health Analyzer. If none are found it could be [[#Internal_Bleeding | internal bleeding]] or [[#Heart_Trauma | damage to the heart]].&lt;br /&gt;
# To stop bleeding, bandage all wounds you find with gauze or an advanced trauma kit.&lt;br /&gt;
# Internal bleeding and heart damage need to be treated surgically.&lt;br /&gt;
# Bicaridine (from the chemist) will help heal brute trauma.&lt;br /&gt;
# Give a [[#Blood Transfusion | Blood transfusion]] to severe cases.&lt;br /&gt;
# Wait for blood level to normalize. In severe cases, Dexalin or Dexalin+ should be administered to keep a patient from suffocating because they don&#039;t have enough blood to keep their bodies oxygenated.&lt;br /&gt;
# Recovery from blood loss goes faster if a patient is given iron (less than thirty units to avoid overdose). They will also become hungry very quickly; eating will help speed recovery. Sugar in pill or IV form improves nutrient levels in patients too sick to eat.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;internal&amp;quot; code=&amp;quot;red&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Internal Bleeding ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=red&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Shows up on Health Analyzer.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Symptoms of [[#Blood_Loss | low blood count]] without visible wounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Caused by massive brute damage rupturing a vein or artery within the body. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;THIS IS HIGHLY DANGEROUS CONDITION, AND SHOULD BE TREATED IMMEDIATELY!&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
If immediate care is not possible, patient should be frozen into [[#Cryogenic Chambers|cryosleep]] or put into a [[File:Stasis_Bag.png]] stasis bag. Low temperatures will slow bleeding until proper treatment is set up. It&#039;s the patient&#039;s body temperature--not the temperature of the tube itself--that&#039;s the critical factor, so if your cryo tube is not very cold already, it will probably be too slow to be useful.&lt;br /&gt;
# Inject patient with any dose of bicaridine to stop internal wounds from growing larger.&lt;br /&gt;
#* Dangerous doses of bicaridine (30 units or more) will begin to heal internal bleeding. This is slow but better than nothing if no surgeon is available.&lt;br /&gt;
#* If you are mending internal bleeding with bicaridine only, ensure the patient receives sufficient Dylovene to combat overdose risks.&lt;br /&gt;
# Move patient to an [[#Advanced Body Scanner|advanced medical scanner]] to find the exact location of injury.&lt;br /&gt;
# A [[#Blood Transfusion | blood transfusion]] will be necessary in most cases. Miniature blood transfusions can be given in pill form or via syringe (pills are better; higher dosage), which can be helpful for EMTs stabilizing IB patients in the field.&lt;br /&gt;
# Move patient and IV to OR and [[Surgery#Internal_Bleeding_Surgery | mend the rupture]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;badheart&amp;quot; code=&amp;quot;yellow;red&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
== Heart Trauma == &lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=orange&amp;gt;✜&amp;lt;/font&amp;gt; &amp;lt;font color=red&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[Depending on severity]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Symptoms of [[#Blood_Loss | low blood count]] with actual blood levels being normal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Lower blood oxygen levels due to blood not being pumped properly by damaged heart. Damage can be caused by severe blunt trauma, stab wounds or fractured ribs.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&lt;br /&gt;
# [[#Blood Transfusion | Blood transfusion]] if patient has low blood levels too.&lt;br /&gt;
# Move patient and IV to OR and [[Surgery#Internal_Organs_Surgery | mend the damage]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;badblood&amp;quot; code=&amp;quot;green;yellow&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
== Blood Rejection ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=green&amp;gt;✜&amp;lt;/font&amp;gt; &amp;lt;font color=orange&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[Depending on severity]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Toxin damage without foreign chemicals in bloodstream.&lt;br /&gt;
* Unexplained suffocation damage.&lt;br /&gt;
* Patient recently recieved blood transfusion.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[#Blood Transfusion | Transfusion]] of incompatible blood type to the patient.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&lt;br /&gt;
* In case it&#039;s not obvious, &#039;&#039;&#039;STOP PUMPING THAT BLOOD IN THEM&#039;&#039;&#039;.&lt;br /&gt;
* Administer Dylovene until symptoms stop manifesting.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;lung&amp;quot; code=&amp;quot;yellow&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Collapsed Lung ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=orange&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Patient&#039;s cough containing blood.&lt;br /&gt;
* Patient gasping for air in breathable environment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exposure to low pressure environments without proper internals set.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039; Treatment &#039;&#039;&#039;&lt;br /&gt;
* [[Surgery#Internal_Organs_Surgery | Mend lung rupture surgically]].&lt;br /&gt;
* If no surgeon is available or you have a simple ruptured lung with no bone fractures, administer Peridaxon, keep Dexalin Plus in the patient&#039;s system, and wait for the lung to heal. If your patient still has broken bones, the lung can rupture again, and the patient must be kept still to prevent this while you wait for a surgeon.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;fracture&amp;quot; code=&amp;quot;yellow&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bone Fractures ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=orange&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Shows up on Health Analyzer&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Patient screaming in pain, dropping held items, and falling over.&lt;br /&gt;
* Facial Deformities (showing up as Unknown) are often coupled with skull fractures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Severe brute damage to a specific body part. &amp;lt;br&amp;gt;&lt;br /&gt;
* If the damage to the area is above certain threshold, the bone will &#039;&#039;&#039;re-break&#039;&#039;&#039; immediately after being glued together. Treat the area with a trauma kit, administer bicaridine, or both.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039; Treatment &#039;&#039;&#039;&lt;br /&gt;
# Painkillers will numb the pain while patient is waiting for surgery.&lt;br /&gt;
# In case of skull or rib factures, do not let patient move around, since bone shards can damage internal organs.&lt;br /&gt;
# Use [[#Advanced Body Scanner|advanced body scanner]] to locate fracture locations.&lt;br /&gt;
# Treat brute damage on broken body part with either gauze or Bicaridine.&lt;br /&gt;
# [[Surgery#Bone_Surgery | Operate on the fracture]].&lt;br /&gt;
# Splints can be used to return some function to the damaged limbs, if treatment is unavailable. Patients with leg and foot fractures can be issued a wheelchair and painkillers. Patients with skull, rib, and pelvic fractures must stay on bed rest, as walking has risk of internal organ injury.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;limb&amp;quot; code=&amp;quot;yellow&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dismemberment ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=orange&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;MISSING. LIMBS.&amp;lt;/b&amp;gt;&lt;br /&gt;
* No, seriously, the limb is missing upon visual examination.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Common causes are explosions, high-power projectiles, rogue surgeons, sword fights.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# Stop bleeding by applying trauma kits. Locations with bleeding will show up on the Health Analyzer.&lt;br /&gt;
# Administer painkillers; patient is in a world of pain.&lt;br /&gt;
# Order prosthesis, (cyborg limb), from Robotics lab.&lt;br /&gt;
# [[Surgery#Limb_Replacement_Surgery | Graft it to the stump]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;xeno&amp;quot; code=&amp;quot;red&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Embedded Objects ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=red&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Shows up on Health Analyzer.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Visible embedded objects sticking out of patient.&lt;br /&gt;
* Reports of pain when moving.&lt;br /&gt;
* Embedded object shows up when scanning the patient.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Causes &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* High-velocity collisions with shrapnel, ballistic munitions and sharp implements.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Implants. These may or may not be dangerous, depending on their nature.&lt;br /&gt;
* Parasitic infestation (alien or cortical borer). Your doctor may or may not know of the existence of these creatures, but they can probably guess they are not supposed to be inside the patient.&lt;br /&gt;
* Patient ate or was fed a monkey cube.&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&lt;br /&gt;
# Immobilize patient. User a roller bed or grab and carry the patient for transportation.&lt;br /&gt;
#* Do &#039;&#039;&#039;not&#039;&#039;&#039; attempt to remove embedded objects by hand as it may cause [[#Internal Bleeding|internal bleeding]].&lt;br /&gt;
# Move patient to an [[#Advanced Body Scanner|advanced body scanner]] and locate the embedded object.&lt;br /&gt;
# [[Surgery#Implant Removal|Surgically remove the embedded object]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;infection&amp;quot; code=&amp;quot;yellow&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bacterial Infection ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=orange&amp;gt;✜&amp;lt;/font&amp;gt; &amp;lt;font color=red&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[Progresses if left untreated]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Shows up on Health Analyzer.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Toxin damage without foreign chemicals in bloodstream.&lt;br /&gt;
* Visible inflamed wounds.&lt;br /&gt;
* Damage to internal organs without external wounds.&lt;br /&gt;
* High body temperature.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Untreated severe open wounds and burns.&lt;br /&gt;
*Surgery performed without proper sterile technique.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&lt;br /&gt;
# Locate infected wound by examining patient.&lt;br /&gt;
# Treat infected area with ointment.&lt;br /&gt;
# Administer 5 units of spaceacillin to stop the infection from worsening.&lt;br /&gt;
#* If left untreated, the infection &#039;&#039;&#039;will&#039;&#039;&#039; worsen.&lt;br /&gt;
#* Moving the patient to [[#Cryogenic Chambers|cryogenics]] will also stop progression of the infection.&lt;br /&gt;
# Administer Dylovene until symptoms stop manifesting.&lt;br /&gt;
# Keep spaceacillin in the patient&#039;s system and monitor their body temperature until it normalizes.&lt;br /&gt;
# Check for organ damage once the patient has recovered.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;disease&amp;quot; code=&amp;quot;white&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Viral Infection ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=green&amp;gt;✜&amp;lt;/font&amp;gt; &amp;lt;font color=orange&amp;gt;✜&amp;lt;/font&amp;gt; &amp;lt;font color=red&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[Depending on severity]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Shows up on Health Analyzer &#039;&#039;&#039;(Only if virus has been analysed)&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Coughing, sneezing, vomiting, hallucinations, twitching, urges to eat, feeling pale, are all symptoms of various diseases.&lt;br /&gt;
* High and/or rising body temperature.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Viral infection, which can spread quickly from crew member to crew member.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Quarantine all infected crew members.&lt;br /&gt;
* Administer spaceacillin to slow disease progress. Can cure disease at early stages, but does not give immunity to relapse. Spaceacillin also works as a prophylactic. &lt;br /&gt;
* [[Guide_to_Virology#Curing | Cure the disease]] in virology.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;appendix&amp;quot; code=&amp;quot;yellow;red&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Appendicitis ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=orange&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;font color=red&amp;gt;✜&amp;lt;/font&amp;gt; &amp;lt;sup&amp;gt;[Depending on stage]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Shows up on Health Analyzer.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Toxin damage without foreign chemicals in bloodstream.&lt;br /&gt;
* Patient experiences abdominal pains.&lt;br /&gt;
* Uncontrollable vomiting.&lt;br /&gt;
* Coughing.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sepsis caused by inflamed appendix.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;font color=red&amp;gt;&#039;&#039;&#039;LETHAL IF LEFT UNTREATED.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
# Confirm that it is indeed appendicitis with health analyzer.&lt;br /&gt;
# [[Surgery#Appendectomy | Remove inflamed appendix in surgery]].&lt;br /&gt;
# Treat toxin damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;drugs&amp;quot; code=&amp;quot;green&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Intoxication ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=green&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Slurring, confused movement.&lt;br /&gt;
* Hallucinations. Hallucination damage.&lt;br /&gt;
* Uncontrollable drooling, twitching.&lt;br /&gt;
* Possible toxin damage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Variety of substances, ranging from alcohol to illicit drugs.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Treatment depends on substance.&amp;lt;br&amp;gt;&lt;br /&gt;
Alcohol:&lt;br /&gt;
* Let them sleep it off.&lt;br /&gt;
* In case of emergency administer Ethylredoxrazine or dialysis in a sleeper.&lt;br /&gt;
* Treat toxin damage.&lt;br /&gt;
* Check for liver damage.&lt;br /&gt;
Hallucinogens:&lt;br /&gt;
* Sedate patient to prevent him from hurting himself and healing hallucinatory damage.&lt;br /&gt;
* Administer 30 units of Dylovene and 1 unit of Synaptizine. Synaptizine is poisonous and must always be combined with Dylovene.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;rads&amp;quot; code=&amp;quot;green;yellow&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Radiation Sickness ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=green&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;font color=orange&amp;gt;✜&amp;lt;/font&amp;gt; &amp;lt;sup&amp;gt;[Depending on severity]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Patient is feeling weak, passes out.&lt;br /&gt;
* Steady increasing toxic damage that returns when treated.&lt;br /&gt;
* Possible DNA mutation (shows up as &amp;quot;incomplete cloning&amp;quot;).&lt;br /&gt;
* Hair loss.&lt;br /&gt;
* Radiation level is visible on the full-body scanner.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Patient has been exposed to experimental equipment, radioactive substances or objects, or the engine.&lt;br /&gt;
* The supermatter has gone critical. In this case, patients will also have hallucinations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Administer Hyronalin or Arithrazine if possible. Arithrazine causes mild brute damage, which will heal on its own unless your patient has a cybernetic limb.&lt;br /&gt;
* In case they are unavailable, administer Dylovene in repeated doses until the radiation wears off.&lt;br /&gt;
* Patients with genetic damage should be treated in cryo tubes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;genetic&amp;quot; code=&amp;quot;green&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
== Genetic Defects ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=green&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Highly varied, and differ depending on defect. With often only one or two of the following appearing:&lt;br /&gt;
* Seizures, random swearing, non-drug-induced hallucinations.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
DNA defects acquired either from radiation exposure, cloning errors, or [[geneticist]]s preforming experimentation.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&lt;br /&gt;
* Ask a [[Chemist]] for Ryetalyn. One unit is enough.&lt;br /&gt;
* Treat other symptoms, (broken bones, toxin damage), as you would normally.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;retard&amp;quot; code=&amp;quot;green&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Brain Damage ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=green&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Shows up on Health Analyzer&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Concussion, in minor cases.&lt;br /&gt;
* Headaches, impaired vision.&lt;br /&gt;
* Impaired motor ability, with both arms and legs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Head trauma, some chemicals, diseases. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# Administer Alkysine.&lt;br /&gt;
# If that does not help, could be a brain hematoma, and [[Surgery#Brain_Damage_Surgery | operation]] is needed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;deface&amp;quot; code=&amp;quot;green&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Facial Deformation ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=green&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Patient&#039;s face damaged beyond recognition.&lt;br /&gt;
* Patient&#039;s vocal cords distorted.&lt;br /&gt;
* Patient shows up as &amp;quot;Unknown&amp;quot; despite having an ID.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Blunt head trauma, acid exposure, high temperatures exposure. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# [[Surgery#Facial_Reconstruction_Surgery | Reconstruct face and vocal cords surgically]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div name=&amp;quot;dislocation&amp;quot; code=&amp;quot;green&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Joint Dislocation ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=green&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Patient can&#039;t use a limb, but it&#039;s not necrotic.&lt;br /&gt;
* Patient&#039;s limb is bulging/crooked oddly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Blunt trauma, certain high-level kung fu techniques. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# Set the dislocated joint. Some painkillers would be nice, as it is /quite/ painful procedure. It can be done with Undislocate Joint verb when standing next to the patient.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div name=&amp;quot;deaf&amp;quot; code=&amp;quot;green&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Deafness ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=green&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Patient is unable to hear speech.&lt;br /&gt;
* Patient was recently near sites of explosions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Concussion, DNA defects &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# In case it was caused by concussion, it will pass with time.&lt;br /&gt;
# If it was caused by DNA defect, treat with Ryetalyn.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;eyes&amp;quot; code=&amp;quot;green&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
== Impaired Vision ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: &amp;lt;font color=green&amp;gt;✜&amp;lt;/font&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Patient is unable to see far away objects, objects appear blurred.&lt;br /&gt;
* In severe cases, patient&#039;s pupils do not react to penlight.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Eye trauma, bright light, DNA defects &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Treat genetic defects with Ryetalyn.&lt;br /&gt;
* In case of impaired vision, administer Imidazoline.&lt;br /&gt;
* In case of complete blindness, [[Surgery#Eye_Surgery | repairing the retinas of the eye]] will help. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;itch&amp;quot; code=&amp;quot;white&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Itch ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: negligible&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Itching.&lt;br /&gt;
* Shivers in more severe cases.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Certain chemicals&#039; side effects. No medicines used commonly have such side effect. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Administer Inaprovaline if feeling charitable. Lecture patient re. drug abuse if not.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;badstomach&amp;quot; code=&amp;quot;white&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bad Stomach ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: negligible&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Discomfort in stomach area.&lt;br /&gt;
* Vomiting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Skin regenerating chemicals - Dermaline and Kelotane. Cloning acceleration can also cause this. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Administer Dylovene.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;headache&amp;quot; code=&amp;quot;white&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
== Headache ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: negligible&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Headache. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Tissue-regenerating chemicals - Bicaridine (over 15 units), Tricordazine (over 15 units), Cryoxadone (any dosage). &lt;br /&gt;
* Minor brain damage.&lt;br /&gt;
* Eye damage.&lt;br /&gt;
* Blurry vision.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Administer Alkysine or Tramadol.&lt;br /&gt;
* Treat the underlying brain damage or eye damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div name=&amp;quot;head&amp;quot; code=&amp;quot;black&amp;quot; class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Decapitation ==&lt;br /&gt;
&amp;lt;small&amp;gt;Danger: ✜&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Patient&#039;s head is detached from the body.&lt;br /&gt;
* There is no head attached to the patient&#039;s body.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Cause &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Same as with [[#Missing_Limbs | missing limbs]], with maybe more explosions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Treatment &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# Acquire head.&lt;br /&gt;
# [[Surgery#Head Reattachment Surgery | Reattach head]]&lt;br /&gt;
# Clone the cadaver. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is no torso:&lt;br /&gt;
#Acquire head.&lt;br /&gt;
#[[Surgery#Brain Surgery | Extract brain.]]&lt;br /&gt;
&lt;br /&gt;
Now you have two choices.&lt;br /&gt;
* Pass brain to Robotics for cyborgification.&lt;br /&gt;
or&lt;br /&gt;
* Perform a [[#Brain Transplant | brain transplantation]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Tools, Machinery, and Facilities of Medbay=&lt;br /&gt;
Even knowing exactly what&#039;s wrong with patient and how to treat it won&#039;t do you much good if you have no equipment. Here is the list of basic medical tools and machinery.&lt;br /&gt;
==Tools==&lt;br /&gt;
====Basic tools====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !! Tool !! Purpose !! Usage&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Oint.png‎]]&lt;br /&gt;
|&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
|Speeding up healing of burns. Also can be used to treat [[#Wound Infection|infected wounds]]. &lt;br /&gt;
&lt;br /&gt;
|Target damaged body part and click on patient.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Burnkit.png]]&lt;br /&gt;
|&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;&lt;br /&gt;
|Speeds up the healing process of burns. Also treats [[#Wound Infection|infected wounds]]. It is more effective than Ointment.&lt;br /&gt;
|Target damaged body part and click on patient.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Bpack.png‎‎]]&lt;br /&gt;
|&#039;&#039;&#039;Gauze/bruise pack&#039;&#039;&#039;&lt;br /&gt;
|Speeding up healing of brute damage. Also stops wounds from bleeding.&lt;br /&gt;
|Target damaged body part and click on patient.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Traumakit.png]]&lt;br /&gt;
|&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;&lt;br /&gt;
|Increases the speed of healing for brute damage and stops wounds from bleeding. It is more effective than a Bruise Pack&lt;br /&gt;
|Target damaged body part and click on patient.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Healthanalyzer.png‎]]&amp;lt;br&amp;gt; &lt;br /&gt;
|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&lt;br /&gt;
|Must-have tool for Medical. Scan people to find out damage levels (and location for brute/burn), some conditions, blood levels and some other info like body temperature.&lt;br /&gt;
|Click on patient.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Syringes.png‎‎]]&lt;br /&gt;
|&#039;&#039;&#039;Syringe&#039;&#039;&#039;&lt;br /&gt;
|Administering medicine to people (5 units per injection). Taking blood samples.&lt;br /&gt;
|&lt;br /&gt;
* Click on things/people to inject or draw.&lt;br /&gt;
* If either of characters moves during it, injection fails. &lt;br /&gt;
* To switch between draw/inject modes, click on syringe in hand.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Injector.png]]&lt;br /&gt;
|&#039;&#039;&#039;AutoInjector&#039;&#039;&#039;&lt;br /&gt;
|A single-use 5 unit injector containing inaprovaline for use in emergencies.&lt;br /&gt;
|Click on patient while holding the Injector.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[file:Bottles.gif‎‎]] Chemicals====&lt;br /&gt;
Using [[Guide_to_Chemistry#Medicine|proper medicinces]] can be difference between life and death for patient.&amp;lt;br&amp;gt;&lt;br /&gt;
Some chemicals come pre-made in medikits or vendomats (i.e. inaprovaline and Dylovene), but most of them have to be made in [[Chemist|Chemistry Lab]].&lt;br /&gt;
====[[file:IVdrip.png‎‎]] IV drip====&lt;br /&gt;
Used to transfer [[Guide_to_Chemistry#Medicine|chemicals]] (usually [[#Blood Transfusion|blood]]) from the vessel loaded in it to the patient in small dosages every second. Since some medicines are metabolized slower than new are injected (e.g. Tramadol will last in blood ~10 times longer than most meds), IV medication can still cause overdose with those chemicals, so mind dosage.&lt;br /&gt;
* &#039;&#039;&#039;Hooking/unhooking patient:&#039;&#039;&#039; Click and drag IV sprite on patient.&lt;br /&gt;
* &#039;&#039;&#039;Loading chemicals:&#039;&#039;&#039;Click on unloaded IV with vessel in hand.&lt;br /&gt;
* &#039;&#039;&#039;Unloading chemicals:&#039;&#039;&#039;Click on loaded IV with empty hand.&lt;br /&gt;
* &#039;&#039;&#039;Changing modes:&#039;&#039;&#039; To change modes between giving/taking, right click on IV and use Toggle Mode option.&lt;br /&gt;
&lt;br /&gt;
====[[file:Rollerbed.png]] Roller Bed====&lt;br /&gt;
Used to transport patient fast and safe.&amp;lt;br&amp;gt;&lt;br /&gt;
Buckle/unbuckle patient as with chairs and usual beds.&amp;lt;br&amp;gt;&lt;br /&gt;
Can be folded into pickupable roller bed item.&lt;br /&gt;
*  &#039;&#039;&#039;Buckling Patient:&#039;&#039;&#039; Drag the patient on top of the unfolded bed, click and drag from patient to bed.&lt;br /&gt;
*  &#039;&#039;&#039;Unbuckling:&#039;&#039;&#039; Click on the bed.&lt;br /&gt;
*  &#039;&#039;&#039;Folding:&#039;&#039;&#039; Click and drag roller bed sprite to your character.&lt;br /&gt;
*  &#039;&#039;&#039;Unfolding:&#039;&#039;&#039; Click on folded item in hand.&lt;br /&gt;
&lt;br /&gt;
====Stasis Bag====&lt;br /&gt;
* Stops metabolism(breathing, bleeding, chemicals in blood, etc.)&amp;lt;br&amp;gt;&lt;br /&gt;
* One-use only(don&#039;t open that bag until you&#039;re ready to treat them)&amp;lt;br&amp;gt;&lt;br /&gt;
* No IC skills required(one of the few devices that are ICly as simple to use as OOCly)&lt;br /&gt;
* Causes brain damage to the occupant so should only be used when the patient is in critical condition.&lt;br /&gt;
&lt;br /&gt;
====Other medical equipment====&lt;br /&gt;
* &#039;&#039;&#039;Medical Doctor Closet&#039;&#039;&#039; - Contains different uniforms for different sections of Medbay, as well as different colored surgical scrubs.&lt;br /&gt;
* &#039;&#039;&#039;Medical HUDs&#039;&#039;&#039; - When placed on like glasses, allow you to see a patient&#039;s vitals from a distance. More can be acquired from Research and Development.&lt;br /&gt;
* &#039;&#039;&#039;Medical Belts&#039;&#039;&#039; - Can be loaded with medications for easy access.&lt;br /&gt;
* &#039;&#039;&#039;Medical Kits&#039;&#039;&#039; - There are four different kits: First Aid, Oxygen Kit, Burn Kit, and Toxin Kit. More can be ordered from cargo.&lt;br /&gt;
* &#039;&#039;&#039;Nurse Outfits&#039;&#039;&#039; - Can be worn by female doctors. In emergency may be worn by male ones too.&lt;br /&gt;
* &#039;&#039;&#039;Various Beakers&#039;&#039;&#039; -  These have multiple uses depending on type, and can be replenished by the [[Chemist]]. Browsing over the [[Guide to Chemistry]] will let you know what chemicals do what.&lt;br /&gt;
* &#039;&#039;&#039;Bio-Hazard Closet&#039;&#039;&#039; - Are filled with biosuits to be worn when there is a viral outbreak.&lt;br /&gt;
* &#039;&#039;&#039;Straight Jacket and Muzzle&#039;&#039;&#039; - For restraining dangerous and possibly insane patients. Usually considered a last resort.&lt;br /&gt;
* &#039;&#039;&#039;Syringe Gun&#039;&#039;&#039; - Can be loaded with a single syringe that can be shot at a person from a distance.&lt;br /&gt;
* &#039;&#039;&#039;Prescription Glasses&#039;&#039;&#039; - For helping those who can&#039;t see good and wanna learn do other stuff good too. Also contains prescription meson glasses and sunglasses.&lt;br /&gt;
* &#039;&#039;&#039;Space Cleaner&#039;&#039;&#039; - Can be fired ahead three tiles to help clean up the inevitable mess that Medbay becomes.&lt;br /&gt;
* &#039;&#039;&#039;Syringes&#039;&#039;&#039; - For use in taking blood and injecting chemicals into patients.&lt;br /&gt;
* &#039;&#039;&#039;Body Bags&#039;&#039;&#039; - Used for storing dead bodies in. Can be labeled with a pen.&lt;br /&gt;
* &#039;&#039;&#039;Sink&#039;&#039;&#039; - Use this to wash your dirty, dirty germ covered hands.&lt;br /&gt;
* &#039;&#039;&#039;Mass Spectrometer&#039;&#039;&#039; - Used for testing toxins in a patient&#039;s blood. One does not start off in Medbay and has to be ordered from Research and Development.&lt;br /&gt;
&lt;br /&gt;
==Machinery==&lt;br /&gt;
&lt;br /&gt;
===[[file:Cryo.gif]]Cryogenic Chambers===&lt;br /&gt;
Used for putting critical patients into stasis, finishing newly cloned patients, or treating patients with genetics damage. Be sure to check periodically to see if the chambers need to be restocked with chemicals.&lt;br /&gt;
&lt;br /&gt;
Cryo starts out warm and has to be set up, and is useless until it&#039;s cold and loaded with medicine. Since it&#039;s the patient&#039;s body temperature that determines whether cryoxadone and clonexadone work, you won&#039;t get very fast results until the cryo tube is cold enough to quickly freeze the patient--around 50 Kelvin is good. Removing space suits speeds up the process as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setting Up Cryo&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Make sure the engine is running--ask Engineering. Cryo tubes take a lot of energy, and if the engine&#039;s not up yet, there won&#039;t be enough energy to cool the tubes.&lt;br /&gt;
# Make sure the oxygen canisters are connected to the cryo tubes. If they aren&#039;t (they start out connected), use the nearby [[File:Wrench.png]] on both [[File:O2 canister.png]] O2 canisters to secure them.&lt;br /&gt;
# Take a nearby [[File:Beaker.png]] beaker filled with Cryoxadone and then click on the same cell you placed the clone in to load the beaker into the cell. Note that Clonexadone is exactly the same, but heals genetic damage faster and should be used when possible. Get some from the [[Chemist]]. Faster still is a combination of clonexadone and cryoxadone. Some chemists make their own custom mixes.&lt;br /&gt;
# Set the [[File:Freezer.gif]] freezer&#039;s &#039;&#039;&#039;Target gas temperature&#039;&#039;&#039; to its lowest amount by clicking on the far-left &amp;quot;-&amp;quot; until the number in the center no longer decreases.&lt;br /&gt;
# Set the freezer to &#039;&#039;&#039;On&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using Cryo&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# If patient is wearing any suit that protects from cold (i.e. space suit), remove it. &lt;br /&gt;
# Grab the patient.&lt;br /&gt;
# Click on one of the cells to place the patient inside and set the &#039;&#039;&#039;Cryo status&#039;&#039;&#039; to &#039;&#039;&#039;On&#039;&#039;&#039;.&lt;br /&gt;
#* &#039;&#039;Note: At this point, the clone will begin to heal slowly if cryo was set up correctly, shown by the increasing health indication in the cryo cell&#039;s menu. - If patient is not healing, either the patient is not cool enough inside the chamber or the beaker within the chamber has run out of chemicals.&lt;br /&gt;
# Click on the cyro cell to check on your patient. When their health reaches 100, they are healed and can then be ejected (right-click &amp;gt; Eject Occupant).&lt;br /&gt;
# Remember to turn &#039;&#039;&#039;Cryo status&#039;&#039;&#039; to &#039;&#039;&#039;Off&#039;&#039;&#039; to save oxygen and chemicals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[file:Sleeper.gif]][[file:Console.gif]] Sleeper===&lt;br /&gt;
Sleepers are used to administer medication and perform dialysis.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Placing patient in:&#039;&#039;&#039; Grab them and click on the unit. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Getting patient out:&#039;&#039;&#039; Right-click on unit -&amp;gt; Eject Occupant.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dialysis:&#039;&#039;&#039; Once the patient is inside, click &#039;Start Dialysis&#039;. Dialysis filters out blood, having the bonus of pulling out chemicals. This treatment should be used when you believe someone to be overdosing or to be poisoned. The beaker inside the sleeper will fill with the blood and eventually you will need to empty it. To retrieve the beaker, right-click on the sleeper and click &#039;eject beaker&#039;. Dialysis can cause a patient to suffer from severe blood loss if the patient is left in too long. &amp;lt;br&amp;gt;&lt;br /&gt;
Use console to interact with unit.&amp;lt;br&amp;gt;&lt;br /&gt;
The machines will not stabilize critical patients, though they can be used to administer inaprovaline.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sleeper Chemicals&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Inaprovaline&#039;&#039;&#039; - Helps keep critical patients stay stable by preventing them from taking suffocation damage.&lt;br /&gt;
* &#039;&#039;&#039;Soporific&#039;&#039;&#039; - Puts a patient to sleep.&lt;br /&gt;
* &#039;&#039;&#039;Dermaline&#039;&#039;&#039; - Heals &amp;lt;b&amp;gt;&amp;lt;font color=orange&amp;gt;burn&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; damage.&lt;br /&gt;
* &#039;&#039;&#039;Bicaridine&#039;&#039;&#039; - Heals &amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;brute&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; damage.&lt;br /&gt;
* &#039;&#039;&#039;Dexaline&#039;&#039;&#039; - Heals &amp;lt;b&amp;gt;&amp;lt;font color=blue&amp;gt;suffocation&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[file:Bscanner.gif]][[file:Bscanner_console.gif]] Advanced Body Scanner===&lt;br /&gt;
Body scanner is used to locate [[#Bone Fractures | broken bones]], organ damage, and [[#Internal Bleeding | internal bleeding]]. Also can be used to find implants and foreign objects inside people. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Placing patient in:&#039;&#039;&#039; Grab them and click on the unit. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Getting patient out:&#039;&#039;&#039; Right-click on unit -&amp;gt; Eject Occupant. &amp;lt;br&amp;gt;&lt;br /&gt;
Use console to interact with unit. Printing out a report and sending it along with the patient to surgery will help the surgeon.&lt;br /&gt;
&lt;br /&gt;
==Procedures==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
====CPR====&lt;br /&gt;
Used to heal some suffocation damage caused by being in critical condition.&lt;br /&gt;
Inaprovaline is usually better, but if you have a patient with severe poisoning and Dylovene in their system, Inaprovaline will just react to form Tricordrazine, which isn&#039;t particularly helpful. In this case, administer Dylovene and stabilize with CPR.&lt;br /&gt;
Clicking someone with an empty hand and help intent will perform CPR on them.&amp;lt;br&amp;gt;&lt;br /&gt;
Shaking an individual means that they are not in critical. Will not work if either you not the patient is wearing a mask.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
====Blood Transfusion====&lt;br /&gt;
When a patient is low on blood, they will need a blood transfusion. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Most efficient way to do this is [[file:IVdrip.png‎‎|20px]] [[#IV drip|IV drip]] and [[file:Bloodbag.png‎‎|20px]] blood bags.&amp;lt;br&amp;gt;&lt;br /&gt;
Just load bag in IV and hook the patient up to it.&amp;lt;br&amp;gt;&lt;br /&gt;
* If that&#039;s not available, injecting patient with blood (i.e. with syringe) would work too.&lt;br /&gt;
* Blood can be put in a pill as well.&lt;br /&gt;
* Iron and nutriment both speed up recovery of blood.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Blood Compatibility&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Bloodtypes.jpg|thumb|150px|A visual guide to blood compatibility.]]&lt;br /&gt;
It&#039;s important to use right type, so [[#Blood Rejection|bad things]] won&#039;t happen.&amp;lt;br&amp;gt;&lt;br /&gt;
If there is no exact same bloodtype available, look for replacement by these rules:&lt;br /&gt;
* &#039;&#039;&#039;Negative&#039;&#039;&#039; can take &#039;&#039;&#039;only negative&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; types can take &#039;&#039;&#039;O&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;A&#039;&#039;&#039; can take &#039;&#039;&#039;A&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;B&#039;&#039;&#039; can take &#039;&#039;&#039;B&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;AB&#039;&#039;&#039; can take &#039;&#039;&#039;all&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;O&#039;&#039;&#039; can take &#039;&#039;&#039;only O&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
====Brain Transplant====&lt;br /&gt;
If patient is diagnosed with [[#Decapitation|lack of head]] and the patient&#039;s torso is destroyed or missing, this will be needed to clone them.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# [[Surgery#Brain_Surgery | Extract brain]] from patient&#039;s body or severed head.&lt;br /&gt;
# Acquire new body (ask Genetics for humanified monkey).&lt;br /&gt;
#* The clone will look like the monkey. Ask genetics to try and alter the humanified monkey&#039;s UI to resemble the picture in the deceased&#039;s medical record. &lt;br /&gt;
# Cut out new body&#039;s brain.&lt;br /&gt;
# Insert patient&#039;s brain in new body.&lt;br /&gt;
# Give new body to Genetics for cloning.&lt;br /&gt;
# Put old body in morgue and dispose of extra brain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cloning ==&lt;br /&gt;
Cloning is one of the main aspects of your job. Bringing people back from the dead is a delicate science, so read on. This aspect of genetics is firmly in the [[Chief Medical Officer]]&#039;s jurisdiction, and he has the final say on what happens here, rather than the [[Research Director]].&lt;br /&gt;
&lt;br /&gt;
You can clone people from scans made while they are alive and well (which is preferred), or from a corpse (which happens more often than not). Feel free to call people to get their backups made, especially for Heads of Staff.&lt;br /&gt;
&lt;br /&gt;
=== Scan ===&lt;br /&gt;
The first thing that a clone needs is a record in the cloning console. Scanning requires a dead or live human body (monkeys won&#039;t work), whereas making the actual clone requires the person to be dead.&lt;br /&gt;
&lt;br /&gt;
# Make sure the person is not wearing anything. (Optional)&lt;br /&gt;
#* If the person is alive, have them strip.&lt;br /&gt;
#* If the person is dead, click+drag their body onto yours to bring up their clothing window, then click on the links identifying each piece of clothing to remove it.&lt;br /&gt;
# [[File:Grab.png]] Grab the person.&lt;br /&gt;
# Click on the [[File:Scanner.gif]] DNA scanner to place them inside.&lt;br /&gt;
# Click on the [[File:Cloning_console.gif]] cloning console to bring up its menu.&lt;br /&gt;
# Click &#039;&#039;&#039;Scan&#039;&#039;&#039;.&lt;br /&gt;
# Click &#039;&#039;&#039;View Records&#039;&#039;&#039; to make sure their record is listed in the cloning database.&lt;br /&gt;
&lt;br /&gt;
=== Making the Clone === &lt;br /&gt;
Remember, a clone can only be made when the person you&#039;re making a clone for is dead and logged in. If they aren&#039;t dead or have logged out, you&#039;ll see an &amp;quot;Unable to initiate cloning cycle&amp;quot; error in the Cloning System Control. Also it is standard procedure to tell a clone that they are a clone and to meet the RP needs that can create.&lt;br /&gt;
# Head to the [[File:Cloning_console.gif]] cloning console beside the [[File:Clone.gif]] cloning pod, and click on it to open its menu.&lt;br /&gt;
# Click &#039;&#039;&#039;View Records&#039;&#039;&#039;, select the person you wish to clone, then click &#039;&#039;&#039;Clone&#039;&#039;&#039;.&lt;br /&gt;
#* &#039;&#039;Note: After clicking &amp;quot;Clone&amp;quot; the dead person will get a pop-up window asking if they want to come back to life. If they choose &amp;quot;No&amp;quot;, the console will say &amp;quot;Unable to initiate cloning cycle&amp;quot;. If they choose &amp;quot;Yes&amp;quot;, the console will say &amp;quot;Cloning cycle activated&amp;quot;, and their body will be remade in a few minutes. &#039;&#039;&#039;You do not need to ask in OOC. Doing this is now considered IC in OOC.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#* &#039;&#039;Note #2: When a new clone is made, that person&#039;s record is deleted from the database, so they must be [[Geneticist#Scan|scanned]] again if they are to be cloned a second time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Finishing a New Clone ===&lt;br /&gt;
# Grab the new clone and take it to Cryo, the room with large [[File:Cryo.gif]] cryo cells.&lt;br /&gt;
# Click on one of the cells to place the clone inside and set the &#039;&#039;&#039;Cryo status&#039;&#039;&#039; to &#039;&#039;&#039;On&#039;&#039;&#039;.&lt;br /&gt;
# Take a nearby [[File:Beaker.png]] beaker filled with Cryoxadone and then click on the same cell you placed the clone in to load the beaker into the cell. Note that Clonexadone heals them faster and should be used when possible. Get some from the [[Chemist]].&lt;br /&gt;
# Use the nearby [[File:Wrench.png]] on both [[File:O2 canister.png]] O2 canisters to secure them (if they aren&#039;t already).&lt;br /&gt;
# Set the [[File:Freezer.gif]] freezer&#039;s &#039;&#039;&#039;Target gas temperature&#039;&#039;&#039; to its lowest amount by clicking on the far-left &amp;quot;-&amp;quot; until the number in the center no longer decreases.&lt;br /&gt;
# Set the freezer to &#039;&#039;&#039;On&#039;&#039;&#039;.&lt;br /&gt;
#* &#039;&#039;Note: At this point, the clone will begin to heal slowly if cryo was set up correctly, shown by the increasing health indication in the cryo cell&#039;s menu.&lt;br /&gt;
# Click on the cyro cell to check on your clone. When its health reaches 100, it is considered finished and can then be ejected (right-click &amp;gt; Eject Occupant).&lt;br /&gt;
# &#039;&#039;&#039;Don&#039;t forget!&#039;&#039;&#039; when you&#039;re done with the cryo room, turn the cryo cells to &#039;&#039;&#039;Off&#039;&#039;&#039; so you don&#039;t waste Oxygen! Also, if you still have their old body, drag it to the morgue to prevent [[Clone Memory Disorder]] (which is purely for role-play purposes).&lt;br /&gt;
&lt;br /&gt;
=== Hypercloning ===&lt;br /&gt;
A dangerous procedure, but might be useful if there is a large amount of people needing to be cloned.&lt;br /&gt;
&lt;br /&gt;
If you click the cloning pod with an ID that has genetics access and use the &amp;quot;eject&amp;quot; verb (right click the pod and hit eject), you&#039;ll eject a 30-40% done clone. Finish them over in cryogenics if they have Clonexadone loaded into the machines. &lt;br /&gt;
&lt;br /&gt;
As an aside, the cloning pod ejects its current unfinished clone if the room&#039;s equipment loses power. If you get a cooperative engineer to unlock the APC for you, you can switch the power off and on to eject a clone early failing the above method.&lt;br /&gt;
&lt;br /&gt;
This can speed up the process of cloning significantly, freeing up the cloning machine for another patient. Patient well-being must be taken into account however.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
These are the vital machines and rooms you will need to treat your patients.&lt;br /&gt;
&lt;br /&gt;
===Surgery Room===&lt;br /&gt;
The surgical area of Medbay is comprised of several smaller rooms. There&#039;s the main Operating Theatre for surgeries, an Observation room for people to observe, a rest area for patients, and a cold storage room. See: [[Surgery]] for more details on preforming surgeries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surgery Room Features&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Operating Table&#039;&#039;&#039; - Where all your [[Surgery#Prepping_For_Surgery | surgeries]] should take place.&lt;br /&gt;
* &#039;&#039;&#039;Surgical Tools&#039;&#039;&#039; - Your primary [[Surgery#Surgical_Tools | tools]] needed for surgery.&lt;br /&gt;
* &#039;&#039;&#039;Surgery Holo-Light&#039;&#039;&#039; - These lights let others on the outside know there surgery is being preformed. They should be on during every operation.&lt;br /&gt;
* &#039;&#039;&#039;Observation Shutter Switch&#039;&#039;&#039; - Prevents people in the observation area from watching the surgery.&lt;br /&gt;
* &#039;&#039;&#039;Anasthetics Closet&#039;&#039;&#039; - Holds anasthetics and medical masks for patient&#039;s use during surgery.&lt;br /&gt;
* &#039;&#039;&#039;Patient Closet&#039;&#039;&#039; - Can be used to hold a patient&#039;s clothes, and also contains spare clothing for a patient.&lt;br /&gt;
* &#039;&#039;&#039;Cold Storage&#039;&#039;&#039; - Contains freezers to hold spare organs, and a spare anasthetics closet.&lt;br /&gt;
* &#039;&#039;&#039;Sink&#039;&#039;&#039; - For washing your dirty hands before and after surgery.&lt;br /&gt;
* &#039;&#039;&#039;Surgery Cleaner&#039;&#039;&#039; - Sterlize the operating table after every surgery by clicking on it with the cleaner in hand.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chemistry===&lt;br /&gt;
The main housing station for the [[chemist]]. They are in charge of the making and passing out of chemicals to assist members of the station. See: [[Guide to Chemistry]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Genetics===&lt;br /&gt;
This is where the [[geneticist]] works on manipulating the human genome, torturing monkeys, and clone a dead body or two during a shift. See: [[Guide to Genetics]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Virology===&lt;br /&gt;
Hopefully, a [[virologist]] will spend more time in here curing diseases rather then releasing them. See: [[Guide to Virology]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Medical Storage===&lt;br /&gt;
This area contains the majority of the [[#Tools|tools]] you will need for curing patients.&lt;br /&gt;
&lt;br /&gt;
===Patient Rooms===&lt;br /&gt;
These are best used for non-critical patients awaiting treatment, patients needing to rest after treatment, or for holding mentally unstable patients waiting evaluation.&lt;br /&gt;
&lt;br /&gt;
===Morgue===&lt;br /&gt;
This is where cadavers are stored. There is an [[Guide_to_Cadavers#Autopsy_Procedures | autopsy table]] located here, as well as several morgue trays. See: [[Guide to Cadavers]] for details on dealing with dead bodies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Mining&amp;diff=7608</id>
		<title>Guide to Mining</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Mining&amp;diff=7608"/>
		<updated>2018-01-05T01:01:16Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: credits not cargo points&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
==Introduction to Mining==&lt;br /&gt;
For a job that is primarily out in space, mining is a relatively safe (given that the miner is experienced), even boring, occupation. Still, the entire station is depending on you to bring back those all-important phoron and minerals. Just follow a few guidelines here to keep yourself from becoming lost in the mines.&lt;br /&gt;
&lt;br /&gt;
Mining is located South of Cargo through the break room. It has access to the smelter, rewards terminal, voidsuits, equipment, and airlock.&lt;br /&gt;
&lt;br /&gt;
While mining can be extremely easy, every good miner knows that they have one mortal enemy. Holes. Avoid them at all costs and be sure to bring a GPS locator just in case.&lt;br /&gt;
&lt;br /&gt;
==Your Base of Operations==&lt;br /&gt;
* This is the mining bay, your base of operations. Within the area you will find multiple pieces of equipment and machinery to aid you in your work. &lt;br /&gt;
[[File:Miningbay.png|550px|]]&lt;br /&gt;
&lt;br /&gt;
===Standard Equipment===&lt;br /&gt;
&lt;br /&gt;
Within the orange lockers (highlighted in red as mining equipment on the above image) you will find some items to help you start out your shift. This basic gear will be your way to gain some mining points so that you can gain better, more efficient gear. But more on that later. Below is a list of the gear found in the lockers.&lt;br /&gt;
* A GPS Unit - Mining can be dangerous at times, it&#039;s wise to take one of these so that you can be found in case of an emergency.&lt;br /&gt;
* A Key - A key that is able to start a minecart. Useful for those who wish to make a transportation network within the mines.&lt;br /&gt;
* A Scanner Pad - This nifty gadget will point you in the direction of any ore around you. However be warned that it is not 100% accurate.&lt;br /&gt;
* A Pickaxe - A standard pickaxe that will break down a rock face in around three swings. Note that the pickaxe must be wielded by activating it in your hand for it to break rock walls quickly.&lt;br /&gt;
* A Shovel - A shovel that can be used to dig up sand and other minerals that may be lurking within the ground.&lt;br /&gt;
* An Ore Satchel - This orange bag is one of the miners greatest tools. Clicking on a tile with this bag will deposit all ore and rock on said tile into the bag for quick storage or transferring of the minerals.&lt;br /&gt;
* An Analyzer - A simple analyzer that shows data collected from your atmospheric environment.&lt;br /&gt;
* Shoes, Some black gloves and a Mining Jumpsuit - Standard uniform should you somehow lose your own.&lt;br /&gt;
* Supply Radio Headset - A headset for the supply channel, should you lose your own.&lt;br /&gt;
* Industrial Satchel/Backpack - A satchel or a backpack that can be used to hold items so long as they fit inside.&lt;br /&gt;
&lt;br /&gt;
===EVA Equipment===&lt;br /&gt;
&lt;br /&gt;
Within the mining bay you have access to some basic EVA equipment so you can survive within the harsh conditions of the asteroid. The EVA equipment can be found in the bottom left of the mining bay (as marked on the picture above). Below is a list of said items:&lt;br /&gt;
* Mining Voidsuit, helmet and breathe mask - Basic EVA gear. With this you are able to survive the dangerously low pressure and temperature outside of the station. Don&#039;t forget to pack your oxygen!&lt;br /&gt;
* Mining Suit Cycler - A machine used to decontaminate and refit voidsuits so that other species may wear them. &lt;br /&gt;
* Tank Storage Unit - Contains partially filled oxygen tanks that can be fitted into a voidsuit&lt;br /&gt;
* Oxygen Cannister - Can be used for filling or refilling oxygen tanks. Oxygen tanks can hold the maximum output of a cannister. &lt;br /&gt;
* Coloured beacons - Useful to marking a route through the mines.&lt;br /&gt;
&lt;br /&gt;
===Other gear that can be found within the mining bay:===&lt;br /&gt;
* Ore boxes - These boxes hold huge amounts of ore. They work most efficiently with ore satchels. Simply pick up the ore with the satchel and click on the ore box with the satchel inhand to transfer all of it&#039;s contents into the box. They can also be placed against the unloading machine, which will deposit it&#039;s contents onto the conveyor to be smelted.&lt;br /&gt;
* Portable Suit Cooling Units - These devices are primarily used by IPCs. They keep the IPCs cool within voidsuits and rigsuits due to the lack of airflow within the suits. Industrial IPCs can carry suit coolers on their back and do not require a suit. Other IPC types, however, require a suit as well as a cooler in the suit storage slot (Where an oxygen tank would usually go)&lt;br /&gt;
* Mechanical Toolbox - A toolbox containing a standard set of tools. Useful for adding and removing powercells and modules to rigsuits, or setting up industrial drills.&lt;br /&gt;
* Mobile Ladder - A ladder that can be placed either below an open space (allowing the user to travel up a level) or on an open space (allowing the user to travel down a level). &lt;br /&gt;
* Hoist Kit - A deployable and collapsible hoist that can be used to raise or lower objects between levels. To use the hoist kit, first click and drag the object to the clamp using your mouse. Next, click on the green frame of the hoist kit, this will give a message stating that you reverse the direction. Clicking the green frame again will raise or lower the clamp and thus, the object attached (however an object does not need to be attached for the hoist to raise/lower). To detach an object from the hoist, drag the clamp to an empty tile adjacent to the hoist that is not blocked. If there is nowhere to unclamp to, you can click and drag the hoist to your own tile, as this also works.&lt;br /&gt;
&lt;br /&gt;
==Mining==&lt;br /&gt;
When you&#039;ve put on all your gear after joining the shift, chances are you&#039;ll only have the basics. A pickaxe, ore scanner, ore box and an ore satchel as well as the appropriate EVA gear and possible the ladder/hoist kit; although you should try make sure you don&#039;t accidentally hide it from your co-workers, as it can benefit everyone on the mining team.&lt;br /&gt;
&lt;br /&gt;
The first thing you want to aim for is high value minerals, so you can purchase some better gear. This includes, but is not limited to: gold, diamond, phoron and silver. Rumour has it that some levels are more densely packed with minerals than others.&lt;br /&gt;
&lt;br /&gt;
===Processing your goods===&lt;br /&gt;
First and foremost you should set up the smelter, see Furnace 101 below. Assuming you&#039;ve collected your ore, you&#039;re going to want to transfer it to the smelting belt on the far right of the mining bay. To do this, either dump the ore infront of the unloading machine [[file:Unloader.png|32px|]] and it will start to move the items onto the belt. Assuming you set the smelter correctly and it is turned on, you should see materials go in as ore and come out as sheets and bars respective to the type of ore put in. After smelting, compressing or alloying, the materials will now follow the belt round to the stacking machine, which will stack the materials. The stacking machine can be controlled via the console on the wall below it [[file:Console.png|32px|]]. This will allow you to place the materials in a crate for cargo to ship to whomever needs them. &lt;br /&gt;
&lt;br /&gt;
===Mining Points And The Mining Vendor===&lt;br /&gt;
As materials pass through the smelter you may notice that points begin to rack up within the ore processing console [[file:Console.png|32px|]]. Inserting your ID by clicking the blue &amp;quot;Insert ID&amp;quot; will allow you to claim the points for your own. Which can be cashed in at the mining equipment vendor [[file:MinerEquip.png|32px|]] to purchase new tools and devices to aid your mining. Below is a table to give you some idea on what you can purchase within the mining vendor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mining Vendor Contents===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Item&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Picture&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Cost&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Description&lt;br /&gt;
|-&lt;br /&gt;
!Food Ration&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|5 &lt;br /&gt;
|Some food to keep you going.&lt;br /&gt;
|-&lt;br /&gt;
!Poster&lt;br /&gt;
![[File:Metal r.png|50px]]&lt;br /&gt;
|20&lt;br /&gt;
|A poster that you could put up somewhere.&lt;br /&gt;
|-&lt;br /&gt;
!Ore Scanner Pad&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|50&lt;br /&gt;
|Points to the nearest ore deposit. Green means close, blue means quite close, red means far away.&lt;br /&gt;
|-&lt;br /&gt;
!5 Red Flags&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|50&lt;br /&gt;
|Can be placed. Could be used for marking a route on the asteroid.&lt;br /&gt;
|-&lt;br /&gt;
!5 Green Flags&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|50&lt;br /&gt;
|Can be placed. Could be used for marking a route on the asteroid.&lt;br /&gt;
|-&lt;br /&gt;
!5 Yellow Flags&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|50&lt;br /&gt;
|Can be placed. Could be used for marking a route on the asteroid.&lt;br /&gt;
|-&lt;br /&gt;
!5 Purple Flags&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|50&lt;br /&gt;
|Can be placed. Could be used for marking a route on the asteroid.&lt;br /&gt;
|-&lt;br /&gt;
!Ore-Bag&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|50&lt;br /&gt;
|Can pick up large amounts of ore with just one click. Can also transfer said ore to an ore box or drop it all.&lt;br /&gt;
|-&lt;br /&gt;
!Meat Pizza&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|50&lt;br /&gt;
|It&#039;s Pizza.. You eat it..&lt;br /&gt;
|-&lt;br /&gt;
!Lantern&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|75&lt;br /&gt;
|Light source: Shines light around you with a radius. This also extends behind you. Good for avoiding holes.&lt;br /&gt;
|-&lt;br /&gt;
!Shovel&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|100&lt;br /&gt;
|For digging holes in the sand.&lt;br /&gt;
|-&lt;br /&gt;
!Pickaxe&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|100&lt;br /&gt;
|Used for breaking down rocks and gaining the treasures within.&lt;br /&gt;
|-&lt;br /&gt;
!KA White Tracer Rounds&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|100&lt;br /&gt;
|Adds a white glow to the projectile fired from the Kinetic Accelerator&lt;br /&gt;
|-&lt;br /&gt;
!Compressed Rail Cartridge&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|100&lt;br /&gt;
|Used as ammunition for the Rapid Railway Fabricator&lt;br /&gt;
|-&lt;br /&gt;
!Ore Box&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|150&lt;br /&gt;
|A huge, heavy box for storing large amounts of ore. When ordered through the equipment vendor, it is delivered via cargo shuttle.&lt;br /&gt;
|-&lt;br /&gt;
!Emergency Flood Light&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|150&lt;br /&gt;
|A kit that can be assembled easily for a long range light source.&lt;br /&gt;
|-&lt;br /&gt;
!Premium Cigar&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|150&lt;br /&gt;
|Some say they make you live longer.&lt;br /&gt;
|-&lt;br /&gt;
!KA Adjustable Tracer Bolts&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|150&lt;br /&gt;
|Adds a coloured glow of your choice to the projectile fired from the Kinetic Accelerator&lt;br /&gt;
|-&lt;br /&gt;
!Seismic Charge&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|150&lt;br /&gt;
|A plantable explosive that delivers a low-medium intensity explosion for the purpose of shattering rock.&lt;br /&gt;
|-&lt;br /&gt;
!Lottery Chip&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|200&lt;br /&gt;
|It could be your lucky day!&lt;br /&gt;
|-&lt;br /&gt;
!Ripley Paint Kit&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|200&lt;br /&gt;
|Gives you a random paint kit that can be applied to a Ripley. I wonder if there&#039;s a clown one?&lt;br /&gt;
|-&lt;br /&gt;
!Material Scanners&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|200&lt;br /&gt;
|Allows you to see materials within large rock formations.&lt;br /&gt;
|-&lt;br /&gt;
!Mining Drill&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|200&lt;br /&gt;
|A drill that is faster than the pickaxe.&lt;br /&gt;
|-&lt;br /&gt;
!Deep Ore Scanner&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|250 &lt;br /&gt;
|Scans for mineral deposits within the ground.&lt;br /&gt;
|-&lt;br /&gt;
!Magboots&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|300&lt;br /&gt;
|Can stop you from falling down open spaces&lt;br /&gt;
|-&lt;br /&gt;
!Autochisel&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|400&lt;br /&gt;
|Bet the Greeks wished they had this, eh?&lt;br /&gt;
|-&lt;br /&gt;
!Jetpack&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|400&lt;br /&gt;
|Allows traversal up, down and across open spaces. Note that you must activate the jetpack and the stabilizers for it to work. It should also be placed on your back.&lt;br /&gt;
|-&lt;br /&gt;
!Drone Drill Upgrade&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|400&lt;br /&gt;
|Allows you to upgrade the mining drill on a Mining Drone&lt;br /&gt;
|-&lt;br /&gt;
!Industrial Drill Brace&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|500&lt;br /&gt;
|A large brace that is part of the Industrial Drill Assembly (See Drill 101)&lt;br /&gt;
|-&lt;br /&gt;
!Point Transfer Card&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|500&lt;br /&gt;
|Gives you a card loaded with 500 points. Can be used to give points to other miners.&lt;br /&gt;
|-&lt;br /&gt;
!Explorers Belt&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|500&lt;br /&gt;
|A belt that can hold multiple items, usually items to do with mining.&lt;br /&gt;
|-&lt;br /&gt;
!Item Warp Beacon&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|500&lt;br /&gt;
|A Beacon that is used along with the Item Warp Pack to transport non-living matter.&lt;br /&gt;
|-&lt;br /&gt;
!Item Warp Pack&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|600&lt;br /&gt;
|A Pack that is used along with the Item Warp Beacon to transport non-living matter. Has 3 charges.&lt;br /&gt;
|-&lt;br /&gt;
!Drone Health Upgrade&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|600&lt;br /&gt;
|Increases the max health of a mining drone.&lt;br /&gt;
|-&lt;br /&gt;
!Rapid Railway Fabricator&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|600&lt;br /&gt;
|A swift way of making tracks for minecarts.&lt;br /&gt;
|-&lt;br /&gt;
!Brute First-aid kit&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|600&lt;br /&gt;
|Contains some bandages and trauma kits, useful in the event of an unexpected fall.&lt;br /&gt;
|-&lt;br /&gt;
!Ore magnet&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|600&lt;br /&gt;
|Attracts nearby ores to your tile.&lt;br /&gt;
|-&lt;br /&gt;
!Minecart&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|600&lt;br /&gt;
|A trolley that attaches to the Mining Engine&lt;br /&gt;
|-&lt;br /&gt;
!Resonator&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|700&lt;br /&gt;
|A handheld device used for shattering rock.&lt;br /&gt;
|-&lt;br /&gt;
!Mining Rig&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|750&lt;br /&gt;
|A rigsuit that can hold multiple modules. &lt;br /&gt;
|-&lt;br /&gt;
!KA Range Increase&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|750&lt;br /&gt;
|Increases the range of the Kinetic Accelerator&#039;s projectiles&lt;br /&gt;
|-&lt;br /&gt;
!100 credits&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|1000&lt;br /&gt;
|Just in case you want to buy yourself something nice.&lt;br /&gt;
|-&lt;br /&gt;
!Mass Driver&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|800&lt;br /&gt;
|A device that can &amp;quot;throw&amp;quot; objects and even people. Use with care.&lt;br /&gt;
|-&lt;br /&gt;
!Mining Drone&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|800&lt;br /&gt;
|A nifty little drone that mines for you.&lt;br /&gt;
|-&lt;br /&gt;
!Mining Engine&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|800&lt;br /&gt;
|The main mine-cart engine. Good for cross-asteroid transportation.&lt;br /&gt;
|-&lt;br /&gt;
!Drone Kinetic Accelerator Upgrade&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|800&lt;br /&gt;
|Increases the efficiency of the Drone KA.&lt;br /&gt;
|-&lt;br /&gt;
!Ore Summoner&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|800&lt;br /&gt;
|Teleports any ore you can see onto your tile instantly. Note that it does not work between levels.&lt;br /&gt;
|-&lt;br /&gt;
!KA Cooldown Decrease&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|1000&lt;br /&gt;
|Increases the fire rate of the Kinetic Accelerator.&lt;br /&gt;
|-&lt;br /&gt;
!Lazarus Injector&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|1000&lt;br /&gt;
|A device that is able to raise animals from the dead.&lt;br /&gt;
|-&lt;br /&gt;
!Industrial Drill Head&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|1000&lt;br /&gt;
|A large, automatic drill that digs for ore deposits underground.&lt;br /&gt;
|-&lt;br /&gt;
!Super Resonator&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|1250&lt;br /&gt;
|An upgraded version of the Resonator.&lt;br /&gt;
|-&lt;br /&gt;
!KA AoE Damage&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|1500&lt;br /&gt;
|Increases the area of effect. Instead of destroying 1 tile, you will now mine a 3x3 square.&lt;br /&gt;
|-&lt;br /&gt;
!Diamond Pickaxe&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|1500&lt;br /&gt;
|A much better version of the standard pickaxe. Mines rock in 1-2 swings.&lt;br /&gt;
|-&lt;br /&gt;
!Thermal Drill&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|3750&lt;br /&gt;
|A large drill that fires 2, 4 or 6 second bursts of laser-based projectiles to mine rock quickly.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ripley APLU 101==&lt;br /&gt;
If Robotics is kind (insert: functioning), odds are one of the first creations from their lab will be a Ripley APLU for Mining. The machine is typically outfitted with a drill and a hydraulic clamp. Although a good Roboticist will quickly explain the features when asked, the Ripley does offer external lighting, life support, and various user-control security measures. To access the APLU&#039;s menu, click on the &amp;quot;Exosuit Interface&amp;quot; tab followed by &amp;quot;View Stats.&amp;quot; To select your active tool, click on the name under &amp;quot;Equipment.&amp;quot; An underline means it is not active. To load a box into the Ripley, click on the box while facing it with your hydraulic clamp active. To mine, walk into the rock wall with your drill active.&lt;br /&gt;
&lt;br /&gt;
==Drill 101==&lt;br /&gt;
For most drill functions, you will need a crowbar, wrench, and a screwdriver. At time of writing, the drill is found in three parts - A mining drill head and two mining drill braces. In order to set the drill up, drag all three pieces to the drill site. The mining station has two drills available for use.&lt;br /&gt;
&lt;br /&gt;
To set up the drill, place the two braces beside the drill head, and if necessary, turn them so the arms face the drill. Click on the braces with a wrench in your hand to secure them in place. To turn the drill on, click on the drill.&lt;br /&gt;
&lt;br /&gt;
As the drill is powered by a power cell, the occasional change is required. To change, click on the drill head with a screwdriver in your hand. Click on the drill afterwards to remove the power cell.&lt;br /&gt;
Science can upgrade the drill with bigger power cells.&lt;br /&gt;
&lt;br /&gt;
To empty the drill, place an ore box beside it. Click &amp;quot;Unload Drill&amp;quot; under the &amp;quot;Objects&amp;quot; tab.&lt;br /&gt;
&lt;br /&gt;
==Furnace 101==&lt;br /&gt;
The furnace can be loaded via the unloading machine and must be turned on via the ore redemption console [[file:Console.png|32px|]] infront of it. It is also configured from here. You can produce multiple products at once, but smelting or compressing something that has no corresponding product will produce useless slag.&lt;br /&gt;
[[File:SmelterExample.png|200px|thumb|center|an example of a working setup for the smelter.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
===The Ores===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Name&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Wall&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Raw Ore&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Smelted&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Compressed&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Door&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Uses&lt;br /&gt;
|-&lt;br /&gt;
|Hematite&lt;br /&gt;
![[File:Mining iron.gif|50px]]&lt;br /&gt;
![[File:Ironore.png|50px]]&lt;br /&gt;
! Iron&lt;br /&gt;
! None&lt;br /&gt;
![[File:Irondoor.gif|50px]]&lt;br /&gt;
|For use in steelmaking.&lt;br /&gt;
|-&lt;br /&gt;
|Impure silicates&lt;br /&gt;
![[File:minefloor.png|50px]]&lt;br /&gt;
![[File:Sandore.png|50px]]&lt;br /&gt;
|[[File:Glass.png|center|50px]]&lt;br /&gt;
![[File:Sandstone.png|center|50px]]&lt;br /&gt;
|[[File:Sanddoor.gif|50px]]&lt;br /&gt;
|For making glass, which has a plethora of station applications.&lt;br /&gt;
|-&lt;br /&gt;
|Native gold&lt;br /&gt;
![[File:Mining gold.gif|50px]]&lt;br /&gt;
![[File:Goldore.png|50px]]&lt;br /&gt;
![[File:Golddone.png|50px]]&lt;br /&gt;
! None&lt;br /&gt;
|[[File:Golddoor.gif|50px]]&lt;br /&gt;
|For making various electronics.&lt;br /&gt;
|-&lt;br /&gt;
|Native silver&lt;br /&gt;
![[File:Mining silver.gif|50px]]&lt;br /&gt;
![[File:Silverore.png|50px]]&lt;br /&gt;
![[File:Silverdone.png|50px]]&lt;br /&gt;
! None&lt;br /&gt;
|[[File:Silverdoor.gif|50px]]&lt;br /&gt;
|Making mechs and for material research.&lt;br /&gt;
|-&lt;br /&gt;
|Phoron&lt;br /&gt;
![[File:Mining phoron.gif|50px]]&lt;br /&gt;
![[File:Plasmaore.png|50px]]&lt;br /&gt;
! None&lt;br /&gt;
![[File:Plasmadone.png|50px]]&lt;br /&gt;
|[[File:Plasmadoor.gif|50px]]&lt;br /&gt;
|The reason you&#039;re here.&lt;br /&gt;
|-&lt;br /&gt;
|Diamond&lt;br /&gt;
![[File:Mining diamond.gif|50px]]&lt;br /&gt;
![[File:Diamondore.png|50px]]&lt;br /&gt;
! None&lt;br /&gt;
![[File:Diamonddone.png|50px]]&lt;br /&gt;
|[[File:DiamondDoor.gif|50px]]&lt;br /&gt;
|For making mech parts, among other industrial uses.&lt;br /&gt;
|-&lt;br /&gt;
|Pitchblende&lt;br /&gt;
![[File:Mining pitchblende.gif|50px]]&lt;br /&gt;
![[File:Uraniumore.png|50px]]&lt;br /&gt;
![[File:Uraniumdone.png|50px]]&lt;br /&gt;
! None&lt;br /&gt;
|[[File:Uraniumdoor.gif|50px]]&lt;br /&gt;
|For various radioactive tasks.&lt;br /&gt;
|-&lt;br /&gt;
|Coal&lt;br /&gt;
![[File:Mining coal.gif|50px]]&lt;br /&gt;
![[File:Coalore.png|50px]]&lt;br /&gt;
![[File:Plastic.png|50px]]&lt;br /&gt;
! None&lt;br /&gt;
! None&lt;br /&gt;
|For use in steelmaking and plastics.&lt;br /&gt;
|- None&lt;br /&gt;
|Platinum&lt;br /&gt;
![[File:Mining platinum.gif|50px]]&lt;br /&gt;
![[File:Platinumore.png|50px]]&lt;br /&gt;
![[File:Platinum.png|50px]]&lt;br /&gt;
!Osmium&lt;br /&gt;
! None&lt;br /&gt;
|For making osmium or sending to Centcomm via Cargo.&lt;br /&gt;
|-&lt;br /&gt;
|Hydrogen&lt;br /&gt;
! None&lt;br /&gt;
![[File:Hydrogenore.png|50px]]&lt;br /&gt;
!Tritium&lt;br /&gt;
![[File:Hydrogen.png|50px]]&lt;br /&gt;
! None&lt;br /&gt;
|For making tritium fuel or metallic hydrogen for R&amp;amp;D.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Alloys===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Raw Ores&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Product&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Name&lt;br /&gt;
!style=&#039;background-color:Maroon;color:white;&#039; |Uses&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ironore.png|50px]] [[File:Coalore.png|50px]]&lt;br /&gt;
![[File:Metal.png|50px]]&lt;br /&gt;
|Steel&lt;br /&gt;
|For use in all kinds of tasks around the station.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ironore.png|50px]] [[File:Coalore.png|50px]] [[File:Platinumore.png|50px]]&lt;br /&gt;
![[File:Metal r.png|50px]]&lt;br /&gt;
|Plasteel&lt;br /&gt;
|An alloy of hematite, platinum and coal, for reinforced tables and reinforced walls&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shipping the Ores==&lt;br /&gt;
One of the reasons why the NSS Aurora exists is to mine phoron to send back to Central. Although phoron is always in demand with Medical and Science, by shipping phoron back to Central you receive an abundance of credits for the Cargo account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Special_Guides}}&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
[[Category:Pages]] [[Category:Guides]] [[Category:Special guides]]&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Needs_revision&amp;diff=7563</id>
		<title>Template:Needs revision</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Needs_revision&amp;diff=7563"/>
		<updated>2018-01-04T20:20:06Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: people can&amp;#039;t just edit wiki, but they can report it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background-color:#E0B6C4;padding:1px; margin-bottom: 1px;color: black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&#039;&#039;&#039;This section or article needs revising.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reason:&#039;&#039;&#039; {{{reason|No reason provided.}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;The following section or article is out of date and needs to be revised. You can help by reporting it on the [https://forums.aurorastation.org/viewtopic.php?f=19&amp;amp;t=8566#p80660  forum].&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Outdated]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Adding this template adds the page to the following category: [[:Category:Outdated]]&lt;br /&gt;
&lt;br /&gt;
To add the template to a page simply write:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Needs revision&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;|reason = The image on this page is out of date.}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
This will give the following result:&lt;br /&gt;
&lt;br /&gt;
{{Needs revision&lt;br /&gt;
|reason = The image on this page is out of date.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Main_Page&amp;diff=7490</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Main_Page&amp;diff=7490"/>
		<updated>2018-01-01T16:40:03Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: CURRENT YEAR CURRENT YEAR CURRENT YEAR REEEEEEEEEE&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOCACHE__&lt;br /&gt;
&amp;lt;!-- Do not remove the above line. It tells Mediawiki to not cache this page, due to the fact that we use time variables here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--        Intro        --&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;Please, be aware that not everything on this wiki is completely up-to-date. For more assistance contact a staff member.&amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;!--        Banner at Top        --&amp;gt;&lt;br /&gt;
{| id=&amp;quot;mp-topbanner&amp;quot; style=&amp;quot;width:100%; background:#fcfcfc; margin-top:1.2em; border:1px solid #ccc;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:56%; color:#000;&amp;quot; |&lt;br /&gt;
&amp;lt;!--        Nanotrasen Guide to Living on Baystation 12        --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:100%; border:none; background:none; margin-left: 0em&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center; white-space:nowrap; color:#000;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:none; margin:0; padding:.1em; color:#000;&amp;quot;&amp;gt;Welcome to the &#039;&#039;&#039;NSS Aurora&#039;&#039;&#039; wiki&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;position: relative; top:0.2em; font-size:95%;&amp;quot;&amp;gt;Most content copied or edited gratefully from [http://tgstation13.org/wiki/Main_Page /tg/ station] and [http://wiki.baystation12.net/index.php/Main_Page Baystation 12]. Join us at: byond://server.aurorastation.org:1234&lt;br /&gt;
&amp;lt;br&amp;gt;Today&#039;s date for the NSS Aurora:&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:none; margin:0; padding:.1em; color:#000;&amp;quot;&amp;gt;{{CURRENTDAYNAME}} {{CURRENTDAY2}} {{CURRENTMONTHNAME}} 2460&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--        Lore Links        --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:4px 0 0 0; width:100%; background:none;&amp;quot;&lt;br /&gt;
| class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;width:100%; border:1px solid #ddcef2; background:#faf5ff; vertical-align:top; color:#000;&amp;quot;|&lt;br /&gt;
{| style=&amp;quot;vertical-align:top; background:#faf5ff; color:#000; text-align: center; width:100%; font-size:2em; font-weight:bold;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center| [[File:summary.png|link=Background summary]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Background summary|Lore Summary]]&lt;br /&gt;
! style=&amp;quot;text-align:center| [[File:timeline2.png|link=Timeline]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Timeline]]&lt;br /&gt;
! style=&amp;quot;text-align:center| [[File:150px-IconBackstory.png|link=Corporate Regulations]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Corporate Regulations|Regulations]]&lt;br /&gt;
! style=&amp;quot;text-align:center| [[File:Guides2.png|link=]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Guides|Aurora Guides]]&amp;lt;br&amp;gt;[https://baystation12.net/Nwiki/index.php/Guides Baystation Guides]&lt;br /&gt;
! style=&amp;quot;text-align:center| [[File:150px-IconJobs.png|link=Jobs]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Jobs|Aurora specific jobs]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--        END LORE LINKS       --&amp;gt;&lt;br /&gt;
&amp;lt;!--        More Navigation       --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
  |valign=top|&amp;lt;div style=&amp;quot;width: 100%; float:center; border:1px solid #ddcef2; background:#faf5ff; &amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;margin-left:12%; margin-right:12%; margin-top:5px; &amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;More Navigation&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
  {|width=&amp;quot;100%&amp;quot;;&amp;quot;&lt;br /&gt;
    |width=&amp;quot;300px&amp;quot; valign=&amp;quot;center&amp;quot;|&#039;&#039;&#039;[http://aurorastation.org/rules.html Server Rules]&#039;&#039;&#039;&lt;br /&gt;
    |width=&amp;quot;300px&amp;quot; valign=&amp;quot;center&amp;quot;|[https://github.com/Aurorastation/Aurora.3 Aurora Github Repo]&lt;br /&gt;
    |width=&amp;quot;300px&amp;quot; valign=&amp;quot;center&amp;quot;|[https://forums.aurorastation.org/ Forums]&lt;br /&gt;
    |width=&amp;quot;300px&amp;quot; valign=&amp;quot;center&amp;quot;|[https://byond.aurorastation.org/ Web Interface]&lt;br /&gt;
  &amp;lt;br&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
|}&amp;lt;br&amp;gt;&lt;br /&gt;
{| style=&amp;quot;vertical-align:top; background:#faf5ff; color:#000; text-align: center; width:100%; font-size:2em; font-weight:bold;&amp;quot;&lt;br /&gt;
|[[File:MainPageMap.gif|Explore the NSS Aurora|link=https://wiki.aurorastation.org/index.php?title=Station_Layout]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- To insert link add a break (&amp;lt;br&amp;gt;) and then insert the link --&amp;gt;&lt;br /&gt;
&amp;lt;!--        END NAVIGATION       --&amp;gt;&lt;br /&gt;
[[Category:Main]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Biesel&amp;diff=7331</id>
		<title>Biesel</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Biesel&amp;diff=7331"/>
		<updated>2017-12-20T04:55:09Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: added category: planets and systems&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Biesel was one of the first habitable exoplanets to be discovered by early exploration and is located in [[Tau Ceti]]. It was first colonized &#039;&#039;&#039;2147&#039;&#039;&#039;, seventeen years after the development of the Warp Drive. Prior to human colonization which introduced Earth-based animal and plant populations the planet consisted of simple flora and small, furry gopher-like animals early colonists called Barks. These animals soon went extinct despite conservation efforts due to being out-competed by earth animals entering the wild, and by the fact many colonists considered the animals pests due to their loud, ceaseless barks and affinity to chew wires.&lt;br /&gt;
&lt;br /&gt;
Since it’s colonization and maintained terraforming efforts, Biesel has been among the most influential and wealthy planets in human space. The Federal Republic of Biesel and the Tau Ceti System gained its independence in &#039;&#039;&#039;2452&#039;&#039;&#039; during the immense economic recession the Sol Alliance was suffering.&lt;br /&gt;
&lt;br /&gt;
It is run by the Tau Ceti Assembly and State Senate in &#039;&#039;&#039;Mendell City&#039;&#039;&#039;, the capital, with the combined congress containing 286 representatives. 2 Representatives from the 120 Districts on Biesel, 20 Districts on New Gibson, and a single representative for each of the three Habitation-Stations with permanent populations over 4,000.&lt;br /&gt;
&lt;br /&gt;
Nearly all the major corporations operated on Biesel before its independence, but since the creation of the Free Trade Zone they found themselves slowly bought out or undermined. Today Nanotrasen is the largest employer in Biesel and Tau Ceti, with it and its subsidiaries owning the majority of all business.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendell City&#039;&#039;&#039; is the capital of Biesel, and is considered the most affluent city in human space, people of all walks of life can find a purpose on Biesel and in Mendell City, and there are many prestigious education institutes that countless people use to push their intellect to new heights, where they are eagerly hired by the corporate giants that dominate the city.&lt;br /&gt;
&lt;br /&gt;
However the city also has large low-income districts and neighborhoods that exist on the periphery of the more wealthy inner city. Most of these low-income areas house a sizable population of non-humans that are employed by Nanotrasen for cheap labor. Very few people actually live in abject poverty, with basic utilities and public services provided, but basic services tend to be less reliable and there are very few higher institutions available.&lt;br /&gt;
&lt;br /&gt;
[[File:Biesel Cities.png|thumb|right|alt=Alt text|Map of Biesel]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description and Features==&lt;br /&gt;
&lt;br /&gt;
=== Demographics ===&lt;br /&gt;
&lt;br /&gt;
Biesel has a population approaching three billion, most of which are human. However with the constitution guaranteeing the rights of &amp;quot;free travel&amp;quot; and &amp;quot;open immigration&amp;quot; the planet is gaining a rapidly rising population of alien inhabitants.&lt;br /&gt;
&lt;br /&gt;
This population is primarily spread out over the continents with very little of the population going offshore to the islands. There are several major cities, including the capital, Mendell City. Phoenixport is the second largest city on the planet, with Scottsdan the third.&lt;br /&gt;
&lt;br /&gt;
Mendell City contains the largest Shuttleport ever constructed, second only to the shuttleports of Earth. This large complex is vital to the city and sees thousands of shuttles come and go every day. NanoTrasen has situated many of their main offices in the city, taking advantage of the low taxation and cheap transportation. &lt;br /&gt;
&lt;br /&gt;
Phoenixport is well-known across Biesel for it’s wondrous construction projects, replicating man-made wonders from old earth, such as the Leaning Tower of Pisa, or the Taj Mahal.&lt;br /&gt;
&lt;br /&gt;
Where Mendell is the heart of Biesel’s transport industry, Scottsdan is it’s production center, with many modern industries dedicated to producing goods for sale in Biesel and beyond.&lt;br /&gt;
&lt;br /&gt;
==Population Demographics==&lt;br /&gt;
&lt;br /&gt;
===Mendell City===&lt;br /&gt;
Mendell City is the capital of Biesel and of Tau Ceti as a whole stretching over forty thousand square kilometers; it houses a total of 18 million people, situated on the south-western coast of the northernmost continent. Due to the low-tax system; many corporations and mega-corporations, such as Nanotrasen and Einstein Engines, have their head offices in the cities business sector. The city itself contains a mix of structures, ranging from kilometer high skyscrapers covering a dozen city blocks to almost serene suburbs, wrapped in the city’s urban sprawl.&lt;br /&gt;
&lt;br /&gt;
Mendell City is the hub of trade throughout the system; trillions of credits flowing through the electronic stock markets in the business sector; whether in private transactions, or on the trade floor itself. It is said that you can buy anything in Mendell city; given enough money and time; however, this is not always true; given that walth attracts crime, the largest part of the city budget goes towards a very well-armed, organized and trained police force; keeping crime well-below acceptable levels. The training is so in-depth, that several Paramilitary Companies recruit almost exclusively from the police force; giving them a very lucrative reputation.&lt;br /&gt;
&lt;br /&gt;
Though Mendell City is relatively well-developed; it, like many other cities, has it&#039;s poorer districts, with significantly higher crime rates than the more affluent areas. Though Mendell City&#039;s well funded police force is able to restrict much of the illegal activity to these areas; they are hard-pressed to prevent sporadic outbreaks of gang-related crime in specific areas. Mendell City is divided into fifteen districts, five of which are considered to be slums:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;District 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;Zhèngfǔ District&#039; - The absolute middle of the city, this district holds a small residential area, as well as many city departments as well as City Hall. NanoTrasen Headquarters sits opposite of city hall on Phoenix Street, where the original touchdown on Biesel was made. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;District 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;Phoenix Park&#039; - One of the more affluent areas of Mendell, Phoenix Park is a large commercial district, with various retail, department and niche stores, surrounding a massive park reserve in the north-west of the city.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;District 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;Xinghua Prefecture&#039; - A small district that makes extremely efficient use of it&#039;s space, this district is almost solely populated by large apartment and condominium complexes, there are a few office buildings in between as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;District 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;Abaster Fields&#039; - A large rural area to the west of the city, largely home to various estate properties and mansions of the affluent. Although there are a few agricultural establishments as well, the district isn&#039;t heavily populated, but due to the relative wealth of those living within, it&#039;s a fairly influential one. Attractions within District 4 include the Godswood Estate, the Jie Residence, and Iovine Manor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;District 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;Homewood&#039; - A large residential district on the eastern side of the city, with an artificial river built coming in from Severson&#039;s Rift. Home to the medium-upper and upper class families, most of these homes are large or fair sized, but not much compared to those in Abaster Fields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;District 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;Imperial Plaza&#039; aka &#039;Little Adhomai&#039; - A shady district with various dives, bars and restaurants, as well as a high rate of crime. Domestic disturbances and break ins are frequent, as are scrumptious burgers. Although not an outright slum, it is not widely trafficked by those who reside outside of the district. In recent years the district has taken on the moniker &amp;quot;Little Adhomai&amp;quot; after the large number of Tajaran residents who dwell there. This district is the birth place of &amp;quot;Little Tajaran Electro swing&amp;quot;, a Biesel based variant of the classic Tajaran Electro swing known for its stronger focus on electronic dance music and Tau Ceti Basic lyrics. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;District 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;Vega De Rosa&#039; - Casinos, clubs, bars, all the high-end entertainment that the city&#039;s elite love to enjoy. On the outskirts there are some less-established franchises that the middle and lower income residents attend.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;District 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;Lekan District&#039; - A mostly industrial center housing the bulk of the utilities that provide drinking water and power to the city with its multiple fusion power plants and water treatment plants.  The district also houses massive recycling centers that neatly and efficiently sort through the hundreds of tons of trash generated by the city. This district was named after the City Commissioner Lekan Mugabe who commissioned the development of District 8.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;District 9&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;Flagsdale&#039; - Overpopulated by unemployed vaurcae that have found they have little to no purpose or reason to be here, and are just trying to wait and survive long enough for the remainder of their hive to come to human space. Tensions in this district have risen as numerous riots and violence directed at the new species have boiled up in the recent months, providing a new issue for the City Council to tackle. The district a designated slum where disease and violence are quarantined by the Mendell City Police Department.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;District 10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;Republic&#039;s Landing&#039; - A large commercial district taking advantage of the multiple civilian shuttleports in the area. It has two amusement parks, ports for orbital cruise ships, and various museums and other tourist attractions, as well as the worlds largest hotel, The Crimson Heights. It has a direct maglev link to District 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;District 11&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
The result of urban sprawl and low-income housing, this place is regarded as the worst of the worst in Mendell. Gangs and criminal enterprise rule the abandoned streets, and many of the buildings are derelict structures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;District 12&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;Xavier District&#039; - District 12 is one of the largest gathering of intellectual properties in human space. This single district has over twenty-five universities, fifteen colleges, thirty high schools, four training centers, and three NanoTrasen research facilities, as well as other corporate research laboratories. Xavier District is officially classed as a residential district, a measure proposed by NanoTrasen&#039;s liaison on City Council. Some suspect the lower property taxes in residential zones was perhaps the reason behind this. Formerly known as the Think Tank, this district was renamed in remembrance of Xavier Trasen. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;District 13&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;Bullard Avenue&#039; - Although much larger than the single avenue for which it&#039;s moniker is derived, a large portion of the north of Mendell, Bullard is the economic center of Mendell City, home to big banking centers, and other stock market and finance institutions. Although the majority of the district is designated commercial properties, there are some residential complexes to be found here that are typically rented to those who work within the district. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;District 14&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;New Detroit&#039; - An industrial district that houses a large portion of the automated factories. Due to the recent embargo by the Sol Alliance, the district has fallen on hard times as material shortages have reduced industrial output as the City attempts to stimulate growth through subsidizing domestic material production of plasteel through Nanotrasen to replace the other materials. It is designated as a slum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;District 15&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;Jie District&#039; - The location of a majority of the city&#039;s low-income housing, this slum is located on the outskirts of Mendell City. Before it was turned into subsidized housing, this area of the city was a location where displaced refugees of the First Interstellar War resided. This district was formerly known as the Suo District, named after the Sol Alliance admiral Wen Suo, however, this district was renamed after the Republic Navy admiral Zheng Jie who grew up in this district.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mendell City attracts vast numbers of tourists, whether for the numerous festivals that the city holds, or for simple sight-seeing; however, after recent heavy riots caused by the far right Apotheosis party; after many high-ranking members were arrested for various criminal charges in 2451; tourism has dropped off in recent years; leading the City council to increase investment in attractions such as festivals, while cracking down on the more extreme political parties.&lt;br /&gt;
&lt;br /&gt;
Population: 18,038,831 (2457)&lt;br /&gt;
Demographics: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Human:&#039;&#039;&#039; 50.1% - 9,037,455 individuals&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Vaurca:&#039;&#039;&#039; 16.7% - 3,012,485 individuals&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tajara&#039;&#039;&#039;: 15.1% - 2,723,864 individuals&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unathi:&#039;&#039;&#039; 10.9% - 1,966,232 individuals&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Synthetic:&#039;&#039;&#039; 5.9% - 1,064,291 individuals&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skrell:&#039;&#039;&#039; 1.3% - 234,504 individuals&lt;br /&gt;
&lt;br /&gt;
===Phoenixport===&lt;br /&gt;
Selene’s continental capital is Phoenixport, situated, much like Mendell City, on the inner coast of of it&#039;s continent, adjacent to Severson’s Rift. Over the past few decades, the governing council of Phoenixport, and the Tau Ceti assembly as a whole have constructed replicas of many old-earth architectural wonders; such as the Eiffel Tower, or the Parthenon. This construction scheme has done much to improve the city as a whole, attracting vast swarms of tourists, eager to see these wonders rebuilt away from the population, pollution and decay of Earth.&lt;br /&gt;
&lt;br /&gt;
===Kasri===&lt;br /&gt;
Though Eos is surpassed by New Gibson for sheer bulk production, it produces a great quantity of luxury goods; most of which are transported across the oceans in Biesel’s signature supercarriers; along with other goods, such as livestock and advanced electronics.&lt;br /&gt;
&lt;br /&gt;
It is in Eos&#039; capital, Kasri, where much of this production occurs.&lt;br /&gt;
Kasri is situated on the closest point on Eos to Mendell City, so as to have the shortest route for the frequent voyages between the cities.&lt;br /&gt;
&lt;br /&gt;
Scottsdan itself is a hive of industrial plants and urbanization, focused mostly on ore and luxury goods. The city itself is surprisingly pollution free, primarily due to strict pollution controls put in place by the Tau Ceti Assembly. They are determined to prevent another case of severe climate change as occurred on Earth in the 21st - 22nd centuries.&lt;br /&gt;
&lt;br /&gt;
===Geologic Description===&lt;br /&gt;
&lt;br /&gt;
The planet itself holds three major continents along with a multitude of smaller islands. Geological surveys of the unusual mountain ranges and extinct volcanoes show a violent geological past filled with asteroid impacts.&lt;br /&gt;
&lt;br /&gt;
====Continents====&lt;br /&gt;
&lt;br /&gt;
Despite being the smallest of the three continents of Biesel, &#039;&#039;&#039;Astraeus&#039;&#039;&#039; is the most affluent of Biesel’s continents and is home to the capital, Mendell City, as well as a population of 1 billion. It is the most heavily populated even four hundred years later. It possesses immense, rich plains that were easily colonized by early stations. These homesteads grew into towns, then cities, leaving Astraeus dotted with countless cities across it’s plains. Astraeus possess two major mountain ranges, the northern Grattle range, and the southern Uratines. The Grattle range holds Mount Turvin, the tallest mountain on Biesel at 8243m. The Grattle range is also well known for it’s numerous snow slopes; leading to a boom of wealth at the start of each ski season as people the world over book holidays in the more prestigious resorts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Selene&#039;&#039;&#039; is north of Astraeus and is the second largest. Selene has the lowest population of the three continents despite its size, sitting close to 700 million and rising. Most of this population reside in towns along the coast. Selene has a single massive mountain range, named Splitrange by early settlers due to how the sheer cliffs and rugged, impassable mountains split the continent in half.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eos&#039;&#039;&#039; is the largest continent with a population just exceeding 300 million. It is the most heavily industrialized of the three Bieselian continents, with a large amount of coastal flatlands, supplied by the rugged inlands, rich with minerals and resources of all varieties. Eos has two major mountain ranges, both running vertically. They are the northern Latra range, which is heavily mined for its abundance of copper and iron, and the southern mountain range, the Sevul. Towns that dot the Sevul mountains hold many sports tournaments, with its fans infamous for being more rabid fans of the thunderdome than anywhere else on the planet.&lt;br /&gt;
&lt;br /&gt;
====Oceans and Trade====&lt;br /&gt;
&lt;br /&gt;
Much of Biesel’s internal trade is done by immense freight carriers, traveling between the three continents; shifting massive loads of goods and materials from place to place; this is most easily seen in the large central ocean, known as Severson’s Rift; named for the captain of the first landing on Biesel’s surface, Nigel Severson.&lt;br /&gt;
&lt;br /&gt;
The oceans of Biesel are benign; with the almost non-existent tectonic activity, there is little risk of Tsunamis; tropical storms are also known to form with a similar regularity to Earth, though with the smaller amount of landmass, the tropical storms can be significantly stronger, they are, however, unlikely to harm a super-carrier; the colossal vessels are floating cities in their own right, stretching over dozens of square kilometers, they are impossible to capsize, and can easily weather the storms.&lt;br /&gt;
&lt;br /&gt;
==== Flora and Fauna - The Legacy of Earth ====&lt;br /&gt;
&lt;br /&gt;
Ironically, while Biesel maintains strict environmental standards, the original colonization of the planet saw settlers introduce plants and animals shipped from Earth to the local ecosystems. Before human settlement Biesel boasted native plants and animals, all of which were out-competed by the introduced species.&lt;br /&gt;
&lt;br /&gt;
Biesel now has been fully transformed to resemble Earth with both flora and fauna. The coniferous, temperate, and other types of forests boast deer, elk, wolves, bees, and other analogous species. The deserts and waters also carry earth species suited for those areas. &lt;br /&gt;
&lt;br /&gt;
Nearly all native alien species on Biesel went extinct in the decades of terraforming work. A handful of native insects, fish, and rodents managed to adapt to the new ecosystems and have thrived. What few large animals remain remain inside zoos for public viewing.&lt;br /&gt;
&lt;br /&gt;
The most important introduced species to Biesel remains the all-important bee and its many subspecies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Planets and Systems]]&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Antagonists&amp;diff=7322</id>
		<title>Template:Antagonists</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Antagonists&amp;diff=7322"/>
		<updated>2017-12-19T20:18:57Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{|style=&#039;background-color:#de4646; margin-top:1em&#039; width=100%&#039;&lt;br /&gt;
|colspan=&#039;2&#039; style=&#039;background-color:#ba3838&#039;|&amp;lt;div align=&#039;center&#039;&amp;gt;&#039;&#039;&#039;Antagonist roles&#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;Antagonists&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#ff5f5f; padding:0.5em&#039; |[[Wizard]] - [[Mercenary]] - [[Ninja]] - [[Changeling]] - [[Vampire]] - [[Revolutionary]] - [[Raider]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;includeonly&amp;gt;[[Category:Antagonists]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Raider&amp;diff=7321</id>
		<title>Raider</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Raider&amp;diff=7321"/>
		<updated>2017-12-19T20:18:39Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: Making Raider page to fit naming conventions of other antagonists. Will remove Heist page. Since antagonist pages are named after antagonists not the gamemode they are involved with.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = File:Generic_captain.png&lt;br /&gt;
|img = HeistRaider.png&lt;br /&gt;
|jobtitle = Raider&lt;br /&gt;
|access = Only public&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Your employers, or no one&lt;br /&gt;
|duties = Steal from the station, cause havoc or trade.&lt;br /&gt;
|guides = This one here&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Raiders are members of a gang of pirates and thieves that steal aboard NT stations to, well, steal valuable items and commodities. SKREEE!&lt;br /&gt;
&lt;br /&gt;
Raiders must secure resources from the station, by gifts, trades, or theft and then make a quick getaway in their shuttle. The list includes but is not limited to:&lt;br /&gt;
&lt;br /&gt;
*Resources (E.G Metal, Glass, Plasteel, Phoron, etc.)&lt;br /&gt;
*Engineering equipment&lt;br /&gt;
*Persons of interest&lt;br /&gt;
&lt;br /&gt;
Raiders have an encrypted radio channel which can be accessed using Headset.png:t&lt;br /&gt;
&lt;br /&gt;
==The Heist==&lt;br /&gt;
&lt;br /&gt;
What you have been tasked to steal will vary from round to round, but it will likely include some high tech items and maybe even crew members, in order to steal these things you have...&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
&lt;br /&gt;
Your ship comes loaded with some low tech weaponry that favors common pirate tactics of running and hiding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dart Gun&#039;&#039;&#039;- Comes loaded with tranquilizer darts loaded up with sleep toxins. Valuable tool in incapacitating and capturing crew. The dosage is only enough to knock out the unfortunate for a minute or so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powered Crossbow&#039;&#039;&#039;- Fires superheated metal rods and is much more effective after being charged up fully, which takes around five or six seconds. In space it is an incredibly potent tool, able to fling off targets into space at pretty fast speeds. Also comes with the added bonus of pinning people to walls if they happen to be within a tile or so of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pneumatic Cannon&#039;&#039;&#039;- The fire-anything gun, literally, it can fire anything at targets. Useful if you&#039;re running from crew member and just grab any nick nacks as you high tail it outta the hot zone. Needs to be connected to a tank of gas to be useful at all, the pressure can be set to make it more or less lethal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;- Various sets of voidsuits and hardsuits can be found around the ship and on the raider base.&lt;br /&gt;
&lt;br /&gt;
===The Skipjack===&lt;br /&gt;
&lt;br /&gt;
The greatest asset at the raiders&#039; disposal is their ship, a small yet durable skipjack. The ship has the ability to travel to various parts of the station z-level as well as mining, allowing the raiders to keep on the move and avoid capture by the crew. There is a cool down period in between each jump. The central room of the skipjack is the storeroom, racks filled with various weapons and suits, the port wing of the craft houses a small brig and the starboard wing is home to a crude medbay. The two wings are connected to airlocks which allow entrance and exit.&lt;br /&gt;
&lt;br /&gt;
{{Antagonists}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Game Modes]] [[Category:Antagonists]]&lt;br /&gt;
[[Category:Pages]] [[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Surgeon&amp;diff=7277</id>
		<title>Surgeon</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Surgeon&amp;diff=7277"/>
		<updated>2017-12-18T00:34:14Z</updated>

		<summary type="html">&lt;p&gt;AllyBearsley: added shrapnel removal to basic surgery&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #ffdddd&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img = MedicalDoctor.png&lt;br /&gt;
|jobtitle = Surgeon&lt;br /&gt;
|access = [[Medbay]], [[Morgue]], [[Operating Theatre]], [[Virology]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 30 years of age, applicable MD from accredited school and a completed 2 years of Residency at accredited hospital or clinic.&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Perform surgery.&lt;br /&gt;
|guides = [[Surgery|Guide to Surgery]], [[Guide to Medicine]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Surgeon&#039;&#039;&#039; role is a more specialized version of the [[Medical Doctor]]. It is a difficult and extremely important role as outside of the [[Chief Medical Officer]], you are the only one capable of performing specialized surgery.&lt;br /&gt;
&lt;br /&gt;
You have received more training and experience in surgery, Medical Doctor&#039;s should NOT be performing surgeries if you are present. But at the same time, you should NOT be running around the ICU or running out to grab wounded with the paramedics.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
You will start with an advanced first aid kit and surgical cap with scrubs. This outfit will denote you specifically as a surgeon and not a doctor. Your home will be &#039;&#039;&#039;Medical&#039;&#039;&#039; and the &#039;&#039;&#039;Operating rooms&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As a surgeon your main job is to perform surgery but if there is a shortage of medical staff you can and probably will be expected to help with general patient care.&lt;br /&gt;
&lt;br /&gt;
=== The Levels of Surgery ===&lt;br /&gt;
&lt;br /&gt;
==== Basic Surgery ====&lt;br /&gt;
These are able to be performed by Emergency Physicians, Medical Doctor, or a Surgeon.&lt;br /&gt;
*Bone repair&lt;br /&gt;
*Amputation&lt;br /&gt;
*Shrapnel removal&lt;br /&gt;
&lt;br /&gt;
==== Advanced Surgery ====&lt;br /&gt;
These can be performed by Surgeons and some Medical Doctor&#039;s.&lt;br /&gt;
*Organs in the chest and lower body.&lt;br /&gt;
*Internal Bleeding&lt;br /&gt;
*Autopsy&lt;br /&gt;
*Hardsuit Removal&lt;br /&gt;
&lt;br /&gt;
==== Specialized Surgeries ====&lt;br /&gt;
These can &#039;&#039;&#039;ONLY&#039;&#039;&#039; be performed by only you and a Chief Medical Officer. Performing these surgeries as anyone else may get you bwoinked.&lt;br /&gt;
*Brain surgery&lt;br /&gt;
*Eye surgery&lt;br /&gt;
*Facial Reconstruction&lt;br /&gt;
*Limb replacement (not robotic limbs)&lt;br /&gt;
*Cavity surgery&lt;br /&gt;
*Organ removal/transplantation&lt;br /&gt;
*Necrotic Limb repair&lt;br /&gt;
*Extracting organs from detached body parts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>AllyBearsley</name></author>
	</entry>
</feed>