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		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=9120</id>
		<title>Guide to Robotics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=9120"/>
		<updated>2018-06-01T09:44:39Z</updated>

		<summary type="html">&lt;p&gt;Climax708: Fix location of IPC ID tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
For the aspiring [[Roboticist]], this guide will explain the creation and maintenance of [[Cyborg]], Bots, and Exosuits. &lt;br /&gt;
&lt;br /&gt;
=Robotics Equipment=&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Exosuit Fabricator===&lt;br /&gt;
[[File:Exofab.png|100px|left]]&lt;br /&gt;
The Exosuit Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could possibly need. It can make prosthetic limbs, cyborg parts and internal components, exosuit parts, exosuit equipment modules, and a variety of useful miscellaneous items like power cells. It has a vast variety of blueprints available to start, but certain advanced things must be unlocked by raising your research levels. These will be explained later. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, the machine itself will also be upgraded by simply researching two specific techs. These benefits have no cap, and will continue to have a benefit at any increased research level (The levels themselves are capped by the availability of high tech items to research)&lt;br /&gt;
*Materials research will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Data Theory research will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
&lt;br /&gt;
It can be upgraded&lt;br /&gt;
*Upgrading the Laser will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Upgrading the Manipulators will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
*Upgrading the Matter Bins will allow it to store more materials&lt;br /&gt;
&lt;br /&gt;
=Cyborgs=&lt;br /&gt;
&#039;&#039;&#039;See also [[Guide_to_Paperwork#Robotics:_Cyborgification|Cyborgification Contracts]].&#039;&#039;&#039;&lt;br /&gt;
These contracts are important - without a signed, stamped contract, making a man into a machine is technically murder - no matter how much he wants it!&lt;br /&gt;
&lt;br /&gt;
The [[Cyborg]] is the Roboticist&#039;s primary creation and upkeep. They are tasked with helping the station&#039;s inhabitants in their daily life and trying to kill everyone when the [[AI]] is insane. Each cyborg is required to follow the AI&#039;s laws, and may choose one of the AIs in the event that more than one exists.&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;
===Making a Cyborg===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Fill the [[File:Exofab.png]] Exosuit Fabricator with as much [[File:Metal.png]] metal as it will hold.&lt;br /&gt;
# Click on the Exosuit Fabricator to open its menu. Select &#039;&#039;&#039;Add To Queue&#039;&#039;&#039; for Robot Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, and Head then click on &#039;&#039;&#039;Process Queue&#039;&#039;&#039; in the right side.&lt;br /&gt;
# Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish.&lt;br /&gt;
# When putting the parts together, use the [[File:Robot_endoskeleton.png]] Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton. &lt;br /&gt;
#* Add 2x [[File:sflash.png]] Synthetic Flash to the Head before attaching it. You do this by picking up the flashes and then clicking on the head. . &lt;br /&gt;
#* The Cyborg Torso will need 1x [[File:CableCoils.png]] wires and 1x [[File:Powercell.png]] power cell.&lt;br /&gt;
#* The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.&lt;br /&gt;
# The last step is installing either an [[File:MMI.png]]MMI or a [[File:Posibrain.png]]posibrain.&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;
===Extract a brain for the Cyborg===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Check with the Chief Medical Officer before agreeing to perform a brain extraction on a living human. Medbay has anesthetics, which are optimal when someone is cutting into your skull with a circular saw.  Additionally, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)&lt;br /&gt;
# Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut back the flesh.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
#  Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to cut through the bones.&lt;br /&gt;
#  Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to separate the bones.&lt;br /&gt;
#  Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose. Select the Brain.&lt;br /&gt;
#  Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove. Select the Brain again.&lt;br /&gt;
#  Place the brain in an [[File:MMI empty.png]] MMI.&lt;br /&gt;
# (Optional) Before you give the Cyborg a new brain, you can name it anything you or your client wants. Grab a [[File:Pen.png]] pen and use the pen on the Cyborg to rename it. Once you place the brain in the Cyborg, this step will not be completable.&lt;br /&gt;
# Carry the [[File:MMI.png]] MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.&lt;br /&gt;
&lt;br /&gt;
You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====So You Decapitated Your Patient====&lt;br /&gt;
Don&#039;t panic just yet!  You can still complete the brain extraction. It&#039;s actually easier then extracting the brain from an attached head. Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;, then a [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039;, then a [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Cyborg Maintenance ==&lt;br /&gt;
You&#039;ll often have Cyborgs run up to you with any number of problems. Here&#039;s how to deal with them most of the time.&lt;br /&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;
=== Repair ===&lt;br /&gt;
&lt;br /&gt;
When Cyborgs get dented, they&#039;ll come to you for repairs. Luckily, most repairs are simple&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
#* &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
# Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.&lt;br /&gt;
&lt;br /&gt;
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil to replace damaged wires.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Screwdriver the cyborg to unexpose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&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;
=== Cyborg Component Repair ===&lt;br /&gt;
&lt;br /&gt;
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar out the desired component.&lt;br /&gt;
 &lt;br /&gt;
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it&#039;s volunteering for an AI core. You can remove the brain by following these steps.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Wirecutters.png]] Cut all five wires with wirecutters.&lt;br /&gt;
# [[File:Crowbar.png]] Use a crowbar to remove the MMI.&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;
=== Human Prosthetic Repair ===&lt;br /&gt;
&lt;br /&gt;
You may be asked to repair damage to the artificial limbs of your fellow crew members.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
To fix brute damage:&lt;br /&gt;
# Follow the same procedure as outlined above for fixing dents in cyborgs, making sure to target the specific area that requires fixing.&lt;br /&gt;
To fix burn damage:&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil on the damaged area.&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;
=== Upgrading the Power Cell ===&lt;br /&gt;
&lt;br /&gt;
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# Click on the Cyborg with an [[File:Empty_hand.png]] empty hand to take out the [[File:Powercell.png]] power cell and replace it with the higher-capacity power cell.&lt;br /&gt;
#* &#039;&#039;Note: The default power cell capacity in Cyborgs is 7,500. All of the power cells you find in your office should be at least 15,000, and the Science Department can research power cells that exceed 30,000.&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&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;
=== Resetting Modules ===&lt;br /&gt;
&lt;br /&gt;
Once a player Cyborg chooses a module (Engineer, Janitor, Security, etc) they cannot change the module without your help.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You can manually reset its module to allow it the option of choosing a new one by following this order:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Robotics_reset_module_circuit.png]] Print out a reset upgrade in the fabricator, and insert it into the cyborg.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&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;
=== 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.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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;
*&#039;&#039;&#039;Module Lock&#039;&#039;&#039;: If this light is on, the module of the cyborg cannot be changed.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this will reset the module of a cyborg and allow it to pick a new one.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the cyborg to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will allow the cyborg to change modules.&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;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.&#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;
=== Creating a Spiderbot ===&lt;br /&gt;
&lt;br /&gt;
Spiderbots are temporary bodies for brains. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
They can carry around small items, zap things, move through vents and generally act like pests. They are seldom used on the Aurora, but can still be constructed.&lt;br /&gt;
 &lt;br /&gt;
Combine the following:&lt;br /&gt;
* Robot head.&lt;br /&gt;
* Manipulator.&lt;br /&gt;
* Occupied MMI or positronic brain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= IPCs =&lt;br /&gt;
Sometimes, you will need to repair synthetics other than Cyborgs, such as IPCs. The procedures for repairing an IPC are quite different from that of cyborgs, and are as follows:&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;
=== Exterior repair ===&lt;br /&gt;
&lt;br /&gt;
In the case that any damage is only external (Anything less than &amp;quot;Severe&amp;quot; or &amp;quot;A lot of&amp;quot;), damage can be repaired.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For dents:&lt;br /&gt;
# [[File:WeldingHelmet.png]] Equip a welding helmet on your head. &lt;br /&gt;
# [[File:Welderon.gif]] Place a  welder in your hand, click on it while it&#039;s in your hand to light it, target the affected organ and then click on the IPC.&lt;br /&gt;
&lt;br /&gt;
For burns:&lt;br /&gt;
# [[File:CableCoils.png]] Target the affected organ and click on the IPC with a cable coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
=== Advanced interior repair ===&lt;br /&gt;
&lt;br /&gt;
IPCs possess their own set of internal organs, the locations and identities of which are as follows (Organs with their name in bold are vital - removing it will kill the IPC!):&lt;br /&gt;
# &#039;&#039;&#039;Microbattery&#039;&#039;&#039; - chest&lt;br /&gt;
# &#039;&#039;&#039;Optical sensor&#039;&#039;&#039; - head&lt;br /&gt;
# &#039;&#039;&#039;IPC identification tag&#039;&#039;&#039; - head&lt;br /&gt;
# &#039;&#039;&#039;Positronic brain&#039;&#039;&#039; - head (NOTE: Removing this will only kill the IPC chassis, not the posibrain itself. The brain will function like a normal posibrain.)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&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;
==== Organ repair ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While targeting the organ&#039;s parent limb:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the limb&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# [[File:Nanopaste.png]] [[File:Screwdriver tool.png]] Mend the damage to the organ using nanopaste or a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Close and secure the hatch using a crowbar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== Organ removal ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While targeting the organ&#039;s parent limb:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the limb&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# [[File:Multitool.png]] Decouple the target organ (you can choose if there are multiple) using a multitool. &#039;&#039;NOTE: It may take multiple clicks before it works.&#039;&#039;&lt;br /&gt;
# [[File:Hemostat.png]] Remove the target organ with the hemostat&lt;br /&gt;
# [[File:Crowbar.png]] Close and secure the hatch using a crowbar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== Organ attachment ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While targeting the organ&#039;s parent limb:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the limb&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# Insert the organ by clicking on the IPC with it in your hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Reattach the target organ using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Close and secure the hatch using a crowbar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== Positronic brain installation ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While targeting the head:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the head&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# Install the [[Positronic Brain]] by clicking on the IPC with it in your hand.&lt;br /&gt;
# [[File:Crowbar.png]] Close and secure the hatch using a crowbar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== IPC revival ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Time to bring a dead robot back to life:&lt;br /&gt;
While targeting the head:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the head&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# [[File:Multitool.png]] Decouple the Positronic brain.&lt;br /&gt;
# [[File:Hemostat.png]] Remove the brain with the hemostat.&lt;br /&gt;
# [[File:Exofab.png]] Create a full cyborg chassis.&lt;br /&gt;
#* The IPC&#039;s species depends on the brand of the torso. Different brands can be ordered through cargo.&lt;br /&gt;
# [[File:Multitool.png]] Use the multitool on the head to disable the law manager.&lt;br /&gt;
# [[#Making_a_Cyborg|Build a cyborg and follow the steps above.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Bots =&lt;br /&gt;
As a Roboticist, you serve another important purpose, making NPC robots. Robots can benefit the station in many ways, and are really easy to create. The current list of robots, and how to make them, is as follows:&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;
===[[File:Medibot.gif|50px]] Medibot===&lt;br /&gt;
&lt;br /&gt;
These will only inject chemicals if the chemical helps with the target&#039;s damage by default. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
They can also be Emagged to repeatedly inject anyone with harmful chemicals. Note that these don&#039;t synthesise their own chemicals, except tricordazine.&lt;br /&gt;
&lt;br /&gt;
Combine the following ingredients in order:&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
# Empty [[File:SMed.png]] Medkit.&lt;br /&gt;
#* &#039;&#039;Note: Differently colored medkits will also change the resulting color of your Medibot.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# [[File:Healthanalyzer.png]] health analyzer.&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# [[File:Beaker.png]] beaker filled with the medicine of your choice.&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;
===[[File:Cleanbot.gif|50px]] Cleanbot===&lt;br /&gt;
&lt;br /&gt;
Cleanbots are great, as they serve the exact same purpose as the Janitor. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even better is that it uses Space Cleaner to mop, so no slipping on everything!&lt;br /&gt;
# [[File:Bucket.png]] bucket (Grab it from the [[Janitor]] or make with [[Autolathe]])&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&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;
=== [[File:Farmbot.png|50px]] Farmbot ===&lt;br /&gt;
&lt;br /&gt;
A relatively useful bot that helps with the mundane aspects of Hydroponics and Xenobotany. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It will water plants, clearout weeds, harvest plants, and refill nutrients&lt;br /&gt;
To make one:&lt;br /&gt;
# Attach a robot arm (cyborg right or left arm) to a [[File:Watertank.png]] water tank.&lt;br /&gt;
# Attach a plant analyzer.&lt;br /&gt;
# Attach a [[File:Bucket.png]] bucket.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Attach a mini-hoe.&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&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;
===[[File:Floorbot.gif|50px]] Floorbot===&lt;br /&gt;
&lt;br /&gt;
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They zoom around and repair busted floor tiles.&lt;br /&gt;
To make:&lt;br /&gt;
# Empty [[File:btoolbox.png]] toolbox (Must be a blue one)&lt;br /&gt;
# [[File:Floor_Tiles.png]] Floor tile (click on a stack of metal while it&#039;s in your hand to open a menu for making these)&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.&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;
===[[File:Securitron.gif|I AM THE LAW|50px]] Securitron===&lt;br /&gt;
&lt;br /&gt;
Basically, Officer Beepsky without the personality. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You usually won&#039;t need to build any of these, but they can be hilariously helpful for traitors whom have invested in a Electromagnetic Card (E-mag), as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.&lt;br /&gt;
To make:&lt;br /&gt;
* [[File:Screwdriver tool.png]] Use a &#039;&#039;&#039;Screwdriver&#039;&#039;&#039; on a [[File:remote_signaller.png]]Remote Signaling Device&lt;br /&gt;
* Combine with a [[File:Helmet.png]]Helmet (Get these from Security)&lt;br /&gt;
* [[File:Welderon.gif]]Weld them together&lt;br /&gt;
* Add a [[File:Proximitysensor.png]]Proximity Sensor and a Robot Arm.&lt;br /&gt;
* Toss in a [[File:StunBaton.gif]]Stun Baton&lt;br /&gt;
Note that destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.&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;
===[[File:ED209.png|50px]] ED-209===&lt;br /&gt;
&lt;br /&gt;
Beepsky&#039;s bigger brother. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Has all of the abilities of a standard Securitron with the addition of a ranged attack.&lt;br /&gt;
To make:&lt;br /&gt;
* Use a [[File:Metal.png]] metal sheet on a Cyborg Endoskeleton to reinforce it.&lt;br /&gt;
* Add two Robot Legs and a [[File:Armor.png]]security vest.&lt;br /&gt;
* [[File:Welderon.gif]]Weld everything together&lt;br /&gt;
* Add in a security [[File:Helmet.png]]Helmet&lt;br /&gt;
* Attach a [[File:Proximitysensor.png]]Proximity Sensor to the assembly&lt;br /&gt;
* Insert wires&lt;br /&gt;
* Add a [[File:Taser.png]]Taser and attach it with a [[File:Screwdriver tool.png]]Screwdriver.&lt;br /&gt;
* Insert a [[File:Powercell.png]]Power cell. Your own murder-robot is complete!&lt;br /&gt;
&lt;br /&gt;
A emagged ED-209 fires deadly lasers AND attacks anyone on sight. Anyone emagging a ED-209 is advised to run like crazy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Exosuits =&lt;br /&gt;
Construction of exosuits are restricted by ID, so they are typically the product of [[roboticist]]s and the [[Research Director]]. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Quartermaster]] or the Research and Development console.&lt;br /&gt;
&lt;br /&gt;
The current list of exosuits is as follows.&lt;br /&gt;
==Exosuit Construction==&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;
===[[File:Ripley.png|50px]] Ripley APLU===&lt;br /&gt;
&lt;br /&gt;
The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected exosuit.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Generally, it can take down a Gygax because of the sheer power of the drill, but it does not make a good combat exosuit  because it is slow and has no range. Best used against Spess carp invasions, blobs, Changelings, and for Revs (using it to breach high security areas)&lt;br /&gt;
&lt;br /&gt;
To make:&lt;br /&gt;
* Build all of the Ripley parts using the exosuit fabricator.&lt;br /&gt;
* Build a Hydraulic Clamp and Drill&lt;br /&gt;
* Attach all of the parts to the Ripley chassis (Except the Clamp and Drill)&lt;br /&gt;
* Wrench&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Ripley central control module (Ordered from the [[Quartermaster]] or made by R&amp;amp;D)&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Ripley Peripherals control module (Ordered from the [[Quartermaster]] or made by R&amp;amp;D)&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* 5 pieces of metal&lt;br /&gt;
* Wrench&lt;br /&gt;
* Weldingtool&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* Wrench&lt;br /&gt;
* Weldingtool&lt;br /&gt;
* Add the Hydraulic Clamp and Drill to the finished Ripley&lt;br /&gt;
The Ripley should be complete, to access it use your ID card on it. The codes on the system mean that you have to have access to those places on your ID to use the exosuit . Click finish, then right-click to enter.&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;
===[[File:Firefighter.png|50px]] Firefighter APLU===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Create a Firefighter APLU chassis using the exosuit fabricator. It is listed under exosuit equipment.&lt;br /&gt;
* Create all parts of the Ripley APLU except for the chassis.&lt;br /&gt;
* Assemble all of the Ripley parts to the Firefighter chassis.&lt;br /&gt;
* Add a firesuit&lt;br /&gt;
* Wrench&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Ripley central control module &lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Ripley peripherals control module&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* Wrench&lt;br /&gt;
* Weldingtool&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* Wrench&lt;br /&gt;
* Weldingtool&lt;br /&gt;
*&#039;&#039;&#039;Optimal Loadouts&#039;&#039;&#039;&lt;br /&gt;
**Hull Repairs: Clamp, RCD, Cable Layer&lt;br /&gt;
**Firefighting: Clamp, Extinguisher, Repair Droid&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;
===[[File:Mecha odysseus.png|50px]] Odysseus ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Create all of the Odysseus parts using the exosuit fabricator.&lt;br /&gt;
* Assemble all of the Odysseus parts to the chassis&lt;br /&gt;
* Wrench&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Cable coil&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Odysseus main board&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Odysseus peripherals board&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* 5 pieces of metal&lt;br /&gt;
* Wrench&lt;br /&gt;
* [[Welder]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* Wrench&lt;br /&gt;
* [[Welder]]&lt;br /&gt;
* Optimal Loadout: 3 Mounted Sleepers or 2 Mounted Sleepers, 1 Syringe Gun&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;
===[[File:Gygax.png|50px]] Gygax===&lt;br /&gt;
&lt;br /&gt;
Rather fast security exosuit with good overall protection.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Very low battery life, so be sure to watch it. Requires diamond sheets to complete.&lt;br /&gt;
*Leg Actuators Overload Function (Movement speed doubled and small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Gygax parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Gygax parts to the chassis (Except the Armor plates)&lt;br /&gt;
*Wrench&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*Wirecutters&lt;br /&gt;
*Gygax Main circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Gygax Peripherals circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Gygax Targeting circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Add an Advanced Scanning Module (Bug R&amp;amp;D)&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Add an Advanced Capacitor (Bug R&amp;amp;D)&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Add some metal&lt;br /&gt;
*Wrench&lt;br /&gt;
*Weldingtool&lt;br /&gt;
*Add Gygax Armor Plates (Made in the exosuit fabricator)&lt;br /&gt;
*Wrench&lt;br /&gt;
*Weldingtool&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;
===[[File:Durand.png|50px]] Durand===&lt;br /&gt;
&lt;br /&gt;
A Durand is more powerful than Gygax, it has more health and better armored, but slower.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Requires silver sheets to complete.&lt;br /&gt;
*Defence Mode Function (Boosts Durand armor with the penalty of not being able to move or turn)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Durand parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Durand parts to the chassis (Except the Armor plates)&lt;br /&gt;
*Wrench&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*Wirecutters&lt;br /&gt;
*Durand Main circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Durand Peripherals circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Durand Targeting circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Add an Advanced Sensor Module (Bug R&amp;amp;D)&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Add an Advanced Capacitor (Bug R&amp;amp;D)&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Add some metal&lt;br /&gt;
*Wrench&lt;br /&gt;
*Weldingtool&lt;br /&gt;
*Add Durand Armor Plates (Made in the exosuit fabricator)&lt;br /&gt;
*Wrench&lt;br /&gt;
*Weldingtool&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;
===[[File:Mecha marauder.png|50px]] Marauder===&lt;br /&gt;
&lt;br /&gt;
Used by the ERT. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Marauder is equipped with:&lt;br /&gt;
*Heavy Pulse Rifle&lt;br /&gt;
*Missile launcher (8 missiles)&lt;br /&gt;
*Zoom Function (Allows you to see twice as far with the penalty of not being able to move or turn)&lt;br /&gt;
*Thrusters for EVA use&lt;br /&gt;
*Internal Airtank&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;
===[[File:Pod.png|50px]] Hoverpod===&lt;br /&gt;
&lt;br /&gt;
Orderable by cargo, hoverpods are handy for space exploration, and are a necessary part of any adventurer&#039;s quest. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A hoverpod has three attachment slots and five cargo slots, and comes pre-equipped with:&lt;br /&gt;
*A passenger compartment&lt;br /&gt;
*A hydraulic clamp&lt;br /&gt;
*Thrusters for EVA use&lt;br /&gt;
*Internal Airtank&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Exosuit Maintenance==&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;
=== Replacing Batteries ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Make sure the ID upload panel is closed.&lt;br /&gt;
*Hit the exosuit  with your ID card or PDA with one inside.&lt;br /&gt;
*Wrench&lt;br /&gt;
*Crowbar&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Replace cell.&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Crowbar&lt;br /&gt;
*Wrench&lt;br /&gt;
*ID&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; The default capacity of a power cell in any of the civilian exosuits is 15,000. To have any effectiveness, replace with Super Capacity Cells (20,000) or Hyper Capacity Cells (30,000). The power cells in military exosuits cannot be removed or replaced.&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;
=== Repair ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
** &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
* Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Exosuit repeatedly to repair it.&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;
=== Removal of jammed user ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the driver of an exosuit is unconscious in his exosuit ; you are able to remove him/her by following a series of steps.&lt;br /&gt;
* Make sure maintenance protocols are enabled.&lt;br /&gt;
* Wrench &lt;br /&gt;
* Crowbar&lt;br /&gt;
* Multitool&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exosuit Equipment==&lt;br /&gt;
Various tools and weapons can be attached to Exosuits, providng them with ability to perform different tasks. Exosuit Equipment is built by Exosuit Fabricator (&amp;quot;Exosuit Equipment&amp;quot; menu). To attach a tool or weapon, simply click with it on an Exosuit. Most Exosuits can hold no more than three equipment pieces. &lt;br /&gt;
&lt;br /&gt;
Exosuit Equipment comes in several categories:&lt;br /&gt;
*General: Can be attached to any exosuit.&lt;br /&gt;
*Medical: Can only be attached to the Odysseus&lt;br /&gt;
*Industrial: Can only be attached to Ripley and Hoverpod&lt;br /&gt;
*Military: Can only be attached to Durand, Gygax, Marauder, and Phazon&lt;br /&gt;
&lt;br /&gt;
Some equipments fit in more than one of the latter three categories.  Where this is the case, that equipment can be used on any of the specifically named Exosuits in those categories.&lt;br /&gt;
&lt;br /&gt;
There are some equipments that are also limited to single specific exosuits, those will be named in the category too where that&#039;s the case.&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;
===General Equipment===&lt;br /&gt;
&lt;br /&gt;
Passenger compartment - Energy Relay - Phoron Generator - ExoNuclear Reactor&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Passenger Compartment&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = Mecha_abooster_ccw&lt;br /&gt;
|Tech =*N/A&lt;br /&gt;
|Cost = *Steel: 5000&lt;br /&gt;
*Glass: 5000&lt;br /&gt;
 |Description = An internal sealed and seated compartment for passengers to comfortably sit and ride along, with a sturdy lock on it to prevent people entering if the driver doesn&#039;t want them to. Can only be entered willingly by the passenger, and has an emergency release on the inside to allow escape even if locked&lt;br /&gt;
 |Function = &lt;br /&gt;
*Allows the exosuit to carry a passenger, they can climb into a compartment via a rightclick option from outside.&lt;br /&gt;
*The passenger recieves oxygen from the internal air tank.&lt;br /&gt;
*The passenger is fully conscious, able to speak, use radio etc, and can eject whenever they want.&lt;br /&gt;
**Unlike the driver, the passenger can use items while inside the exosuit, but cannot drop them.&lt;br /&gt;
**The passenger cannot use items on things outside the exosuit , and cannot fire guns out.&lt;br /&gt;
*The passenger compartment can be locked and unlocked from the stats panel in the Exosuit Interface&lt;br /&gt;
**It always starts off locked by default&lt;br /&gt;
**An unlocked compartment can be entered by anyone.&lt;br /&gt;
*A passenger inside the exosuit cannot be ejected by the driver. To get them out, you must Initiate Maintenance Protocols from outside the exosuit , and use the Remove Passenger option in the maintenance panel.&lt;br /&gt;
 |Notes = *A passenger can eject even if the door is locked&lt;br /&gt;
*Each Passenger Compartment holds a single passenger&lt;br /&gt;
*There is no way to put someone into the passenger compartment, they must enter willingly and manually&lt;br /&gt;
*This equipment uses no power even if a passenger is inside.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Energy Relay&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =*Electromagnetic Spectrum Research: 4&lt;br /&gt;
*Illigal research: 2&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Gold: 2000&lt;br /&gt;
*Silver: 3000&lt;br /&gt;
*Glass: 2000&lt;br /&gt;
 |Description = Wirelessly drains energy from any available power channel in area. The performance index is quite low.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Generates 12w of power per second, to recharge the battery&lt;br /&gt;
*Drains 2-3Kw per from the nearest APC&lt;br /&gt;
&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This will usually not be enough to stop power loss when moving around, but will greatly slow it. And the exosuit will usually recharge when standing still.&lt;br /&gt;
*Still drains power from an APC even when the cell is fully charged.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Phoron Generator&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =*Phoron Research: 2&lt;br /&gt;
*Power Manipulation Technology: 2&lt;br /&gt;
*Engineering Research: 2&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = A Clean-Burning reactor that uses phoron as a fuel source to recharge the power cell. Terribly inefficient.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Burns Phoron Crystals inserted into it to produce power&lt;br /&gt;
**To pickup a phoron crystal, activate the generator as the active module, then click a phoron crystal on the ground.&lt;br /&gt;
*Consumes 500 cm^3 of phoron per second to charge up the power cell&lt;br /&gt;
**Consumes 100 cm^3 of phoron per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each Phoron crystal contains 2000cm^3 of phoron, and so will run the generator for 4 seconds per sheet.&lt;br /&gt;
*While running, produces 20w of power per second.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This generator consumes phoron rapidly, and is only really useful for mining, where you have access to an abundant supply of phoron sheets.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = ExoNuclear Reactor&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =&lt;br /&gt;
*Power Manipulation Technology: 3&lt;br /&gt;
*Engineering Research: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = A high-pollution reactor that uses uranium as a fuel source to recharge the power cell. Pretty efficient, but irradiates everyone in and near the exosuit, making it dangerous to use.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
Function:&lt;br /&gt;
*Burns Uranium Sheets inserted into it to produce power&lt;br /&gt;
**To pickup a Uranium sheet, activate the generator as the active module, then click a phoron sheet on the ground.&lt;br /&gt;
*Consumes 30 cm^3 of Uranium per second to charge up the power cell&lt;br /&gt;
**Consumes 10 cm^3 of Uranium per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each Uranium sheet contains 2000cm^3 of Uranium, and so will run the generator for 66 seconds per sheet.&lt;br /&gt;
*While running, produces 20w of power per second.&lt;br /&gt;
*Irradiates everyone nearby while running, 0.9 radiation per second.&lt;br /&gt;
**This affects people inside the exosuit too, making it extremely dangerous to use&lt;br /&gt;
 |Notes = &lt;br /&gt;
*Wear radiation-proof gear when piloting an exosuit with this module.&lt;br /&gt;
*It can be useful as a weapon to irradiate people around you that you don&#039;t like&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===Industrial Equipment===&lt;br /&gt;
&lt;br /&gt;
Extinguisher - Hydraulic clamp - Drill - Diamond drill - Jury-rigged Welder Laser - RCD&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Extinguisher&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = Mecha_exting&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = Exosuit-mounted fire extinguisher, an effective anti-slime weapon. Fires in rapid, controlled bursts. Can be refilled by clicking on a Water Tank.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Sprays 3 tiles in an arc infront of the exosuit .&lt;br /&gt;
**Sprays 5u of water onto each of those tiles&lt;br /&gt;
**Then, twice,sprays an additional 5u onto one of those tiles at random.&lt;br /&gt;
***This can pick the same tile both times.&lt;br /&gt;
*Consumes 25u of water per use&lt;br /&gt;
**Has a cooldown of 0.5 seconds between sprays&lt;br /&gt;
*Holds 1000u of water&lt;br /&gt;
*When used on a water tank:&lt;br /&gt;
**Transfers 200u of water from the water tank, to refill the Exosuit&#039;s extinguisher&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This actually sprays a lot less than a normal fire extinguisher per usage, about half. But it can fire 6x as fast. use it repeatedly to deal with larger fires&lt;br /&gt;
*This equipment uses no power&lt;br /&gt;
*Starts off full, allowing you oddly to turn metal into water.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Hydraulic clamp&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 10&lt;br /&gt;
 |Image = Mecha_clamp&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = Gives it an ability to load objects into cargo compartment, or lets you crush people with it.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Can pick up certain objects&lt;br /&gt;
**Can store crates into it&#039;s cargo hold&lt;br /&gt;
**Cannot pick up living organisms&lt;br /&gt;
*Has a cooldown of 1.5 seconds between actions&lt;br /&gt;
*Can be used to push people out of the way&lt;br /&gt;
**Alternativly, can be used to crush people, causing 20 brute damage&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Drill&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 10&lt;br /&gt;
 |Image = Mecha_drill&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = The drill can completely destroy most objects (with the exception of reinforced walls) in a few seconds. Using the drill on someone will gib them in a few seconds. So don&#039;t do that unless you&#039;re a traitor. When used for mining, targeted and two adjacent mineral deposits will be drilled. If Ripley exosuit is equipped with Hydraulic Clamp and has an Ore Box in cargo, all mined ore will be moved to Ore Box.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Can be attached to the ripley and combat mechs&lt;br /&gt;
*Can drill various items&lt;br /&gt;
**Drilling a sand floor on the astroid produces a heap of sand&lt;br /&gt;
**Naturally designed for drilling rock walls. Drops resources in piles&lt;br /&gt;
***Can also drill right trough anomalies, destroying them&lt;br /&gt;
**Can drill trough walls, making it an antag favorite&lt;br /&gt;
**Can drill trough floors, creating breaches&lt;br /&gt;
***Cannot drill trough reinforced walls&lt;br /&gt;
**Can attack people for 15 brute damage&lt;br /&gt;
*Has a cooldown of 3 seconds between actions&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Diamond drill&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = mecha_diamond_drill&lt;br /&gt;
|Tech =*Materiels research: 4&lt;br /&gt;
*Engineering Research: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Diamond: 6500&lt;br /&gt;
 |Description = A diamond version of the exosuit drill. It&#039;s harder, better, faster, stronger.&lt;br /&gt;
 |Function = &lt;br /&gt;
*It is almost identical to the normal drill, but drills faster&lt;br /&gt;
*Can drill trough reinforced walls&lt;br /&gt;
*Has a cooldown of 2 seconds&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Jury-rigged Welder Laser&lt;br /&gt;
 |Category = Industrial, Military&lt;br /&gt;
 |Power = 80&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 2&lt;br /&gt;
*Electromagnetic Spectrum Research: 2&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = While not regulation, this inefficient weapon can be attached to working exo-suits in desperate, or malicious, times.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires a laser which deals 40 burn damage&lt;br /&gt;
**Has a cooldown of 3 seconds per shot&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
*This is mostly similar to the Immolator laser, except that its able to be attached to industrial exosuits as well as military ones.&lt;br /&gt;
**It is also much slower, and consumes much more power&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Rapid Construction Device&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 250&lt;br /&gt;
 |Image = mecha_rcd&lt;br /&gt;
|Tech =*Materials research: 4&lt;br /&gt;
*Bluespace research: 3&lt;br /&gt;
*Electromagnetic Spectrum Research: 4&lt;br /&gt;
*Power manipulation research: 4&lt;br /&gt;
|Cost = *Steel: 30000&lt;br /&gt;
*Phoron: 25000&lt;br /&gt;
*Silver: 20000&lt;br /&gt;
*Gold: 20000&lt;br /&gt;
 |Description = An exosuit-mounted Rapid Construction Device.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Can build walls, floors and airlocks&lt;br /&gt;
**Can also remove walls, floors and airlocks&lt;br /&gt;
**Each usage consumes power&lt;br /&gt;
**Created airlocks are standard all-access airlocks&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===Medical Equipment===&lt;br /&gt;
&lt;br /&gt;
Mounted Sleeper&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Mounted Sleeper&lt;br /&gt;
 |Category = Medical&lt;br /&gt;
 |Power = 20&lt;br /&gt;
 |Image = Sleeper_0&lt;br /&gt;
|Tech =*N/A&lt;br /&gt;
|Cost = *Steel: 5000&lt;br /&gt;
*Glass: 10000&lt;br /&gt;
 |Description = An internal sleeper bed equipped with a life support system, designed to collect patients from dangerous situations and carry them to safety back at medical. This causes the Odysseus to often be nicknamed &#039;Ambulance&#039;&lt;br /&gt;
 |Function = &lt;br /&gt;
*Used to scoop up patients, while facing them.&lt;br /&gt;
*Patients inside the sleeper are kept on life support, which does the following:&lt;br /&gt;
**Provides them with air from the internal oxygen tank&lt;br /&gt;
**Heals 0.5 Suffocation damage per second, if the patient is not critical&lt;br /&gt;
**Paralyses, weakens and stuns the occupant, preventing them from waking or speaking, they are kept unconscious.&lt;br /&gt;
**Injects Inaprovaline, and keeps the patient with at least 5u of it.&lt;br /&gt;
*Deactivates if power runs out.&lt;br /&gt;
 |Notes = *Only uses power while a patient is inside&lt;br /&gt;
*Each Mounted Sleeper holds a single patient&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===Military Equipment===&lt;br /&gt;
&lt;br /&gt;
CH-PS &amp;quot;Immolator&amp;quot; Laser - CH-LC &amp;quot;Solaris&amp;quot; laser cannon - mkIV Ion Heavy Cannon&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = CH-PS &amp;quot;Immolator&amp;quot; Laser&lt;br /&gt;
 |Category = Military&lt;br /&gt;
 |Power = 30&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 3&lt;br /&gt;
*Electromagnetic Spectrum Research: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = A powerful mounted laser that runs from the internal power cell. Has similar functionality to an infantry Laser Carbine, but can go for a lot longer before recharging&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires a laser which deals 40 burn damage&lt;br /&gt;
**Has a cooldown of 0.8 seconds per shot&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = CH-LC &amp;quot;Solaris&amp;quot; laser cannon&lt;br /&gt;
 |Category = Military&lt;br /&gt;
 |Power = 60&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 4&lt;br /&gt;
*Electromagnetic Spectrum Research: 4&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = An experimental Exosuit-mounted laser cannon. Designed as a successor to the Immolator, but scrapped due to some technical flaws.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires a laser which deals 60 burn damage&lt;br /&gt;
**Has a cooldown of 1.5 seconds per shot&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
*Less efficient than the immolator in damage/power ratio, and overall weaker in damage output over time. An inferior choice.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = mkIV Ion Heavy Cannon&lt;br /&gt;
 |Category = Military&lt;br /&gt;
 |Power = 120&lt;br /&gt;
 |Image = mecha_ion&lt;br /&gt;
|Tech =*Combat Systems Research: 4&lt;br /&gt;
*Electromagnetic Spectrum Research: 4&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = An exosuit-mounted ion weapon which functions similarly to an infantry Ion Rifle. Exceptionally effective against synthetics, machines, and other exosuits.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires an Ion Bolt, creating a single-tile EM Pulse on impact&lt;br /&gt;
**Instantly kills IPCs&lt;br /&gt;
**Damages and stuns Cyborgs&lt;br /&gt;
**Cripples all mechanical organs, resulting in rapid death for vaurca and people with artificial hearts&lt;br /&gt;
**Cripples prosthetic limbs&lt;br /&gt;
**Disables radios, energy weapons, stun batons, HUDs, etc&lt;br /&gt;
**Opens secure lockers and crates&lt;br /&gt;
**Shuts down cameras, computers, APCs, alarms and almost any kind of machine&lt;br /&gt;
*Has a 4-second cooldown between shots&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Todo===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;eZ-13 mk2 Heavy pulse rifle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a heavy pulse laser.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PBT &amp;quot;Pacifier&amp;quot; Mounted Taser&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a taser bolt, identical to the security taser.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LBX AC 10 &amp;quot;Scattershot&amp;quot;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a medium sized bullet, similar damage as the Mini-UZI.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ultra AC 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a weak bullet, similar damage as the Submachine Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SRM-8 Missile Rack&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a missile which will explode on impact.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SGL-6 Grenade Launcher&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a flashbang at medium range.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Banana Mortar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a banana peel. Very annoying, thus, fun.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mousetrap Mortar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a armed mousetrap.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoNkER BlAsT 5000&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleporter&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exosuit-mounted teleporter. Can teleport exosuit  to any location in view.&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 10, Electromagnetic Spectrum Research 5. Currently only adminspawnable due to the high research level - don&#039;t bother, really. Or steal it from the Centcomm exosuits. You know you want to just hijack the deathsquad shuttles after taking their IDs off their burnt corpses, charge out the doors with your stolen weapons in hand, hack your way through the multitudinous doors as more security rushes in with murder in mind and pulse cannons and power armour at hand, until you finally get to your prizes, the exosuit bay - only to steal the teleporters mounted on them and scarper back to the station to use them in the destructive analyser. You know it&#039;s what you want to do. Do it. Do it. Do it.)&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravitational Catapult&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Can be used to throw objects around (S mode) or move them away from target (P mode).&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 2; Electromagnetic Spectrum Research 3; Engineering 3).&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical(?) exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wormhole Generator&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As the name implies, Wormhole Generator creates a wormhole (similar to ones spawned at Space-Time Anomalies event) at target location.&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 4).&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical(?) exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mounted RCD&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An exosuit-mounted Rapid Construction Device.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Booster Module (Close Combat Weaponry)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Boosts exosuitrmor against armed melee attacks. Requires energy to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit except honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Booster Module (Ranged Weaponry)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Boosts exosuitrmor against ranged attacks. Completely blocks taser shots. Requires energy to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit except honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repair Droid&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cable Layer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syringe Gun&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any medical exosuit (Odysseus)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Research}}&lt;br /&gt;
{{Special_Guides}}&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
[[Category:Pages]] [[Category:Guides]] [[Category:Special guides]] [[Category:Research]]&lt;/div&gt;</summary>
		<author><name>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Cyborg&amp;diff=9084</id>
		<title>Cyborg</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Cyborg&amp;diff=9084"/>
		<updated>2018-05-24T14:14:16Z</updated>

		<summary type="html">&lt;p&gt;Climax708: Fix typo&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;
* If your flash breaks due to overuse, it can be repaired by recharging.&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>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Cyborg&amp;diff=9083</id>
		<title>Cyborg</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Cyborg&amp;diff=9083"/>
		<updated>2018-05-24T14:12:52Z</updated>

		<summary type="html">&lt;p&gt;Climax708: Add note on repairing depleted flashes&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;
* If your flash brakes due to overuse, it can be repaired by recharging.&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>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User_talk:Burrito_Justice&amp;diff=8455</id>
		<title>User talk:Burrito Justice</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User_talk:Burrito_Justice&amp;diff=8455"/>
		<updated>2018-03-18T16:09:14Z</updated>

		<summary type="html">&lt;p&gt;Climax708: Created page with &amp;quot;Regarding the triage wiki:  - Last time I checked in the code, Dylovene DOES overdose and cause damage. - It might be worth noting that heart damage (and other internal organs...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Regarding the triage wiki:&lt;br /&gt;
&lt;br /&gt;
- Last time I checked in the code, Dylovene DOES overdose and cause damage.&lt;br /&gt;
- It might be worth noting that heart damage (and other internal organs) may show up as toxin damage on a health analyzer.&lt;br /&gt;
- The note about necrosis is confusing and should be elaborated upon.&lt;/div&gt;</summary>
		<author><name>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=8229</id>
		<title>Guide to Robotics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=8229"/>
		<updated>2018-02-19T16:50:29Z</updated>

		<summary type="html">&lt;p&gt;Climax708: Fix chest -&amp;gt; head (posibrain is not in chest)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
For the aspiring [[Roboticist]], this guide will explain the creation and maintenance of [[Cyborg]], Bots, and Exosuits. &lt;br /&gt;
&lt;br /&gt;
=Robotics Equipment=&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Exosuit Fabricator===&lt;br /&gt;
[[File:Exofab.png|100px|left]]&lt;br /&gt;
The Exosuit Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could possibly need. It can make prosthetic limbs, cyborg parts and internal components, exosuit parts, exosuit equipment modules, and a variety of useful miscellaneous items like power cells. It has a vast variety of blueprints available to start, but certain advanced things must be unlocked by raising your research levels. These will be explained later. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, the machine itself will also be upgraded by simply researching two specific techs. These benefits have no cap, and will continue to have a benefit at any increased research level (The levels themselves are capped by the availability of high tech items to research)&lt;br /&gt;
*Materials research will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Data Theory research will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
&lt;br /&gt;
It can be upgraded&lt;br /&gt;
*Upgrading the Laser will increase material efficiency, reducing the quantity of materials you require to build things.&lt;br /&gt;
*Upgrading the Manipulators will increase speed efficiency, reducing the time required to build various parts&lt;br /&gt;
*Upgrading the Matter Bins will allow it to store more materials&lt;br /&gt;
&lt;br /&gt;
=Cyborgs=&lt;br /&gt;
&#039;&#039;&#039;See also [[Guide_to_Paperwork#Robotics:_Cyborgification|Cyborgification Contracts]].&#039;&#039;&#039;&lt;br /&gt;
These contracts are important - without a signed, stamped contract, making a man into a machine is technically murder - no matter how much he wants it!&lt;br /&gt;
&lt;br /&gt;
The [[Cyborg]] is the Roboticist&#039;s primary creation and upkeep. They are tasked with helping the station&#039;s inhabitants in their daily life and trying to kill everyone when the [[AI]] is insane. Each cyborg is required to follow the AI&#039;s laws, and may choose one of the AIs in the event that more than one exists.&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;
===Making a Cyborg===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Fill the [[File:Exofab.png]] Exosuit Fabricator with as much [[File:Metal.png]] metal as it will hold.&lt;br /&gt;
# Click on the Exosuit Fabricator to open its menu. Select &#039;&#039;&#039;Add To Queue&#039;&#039;&#039; for Robot Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, Head, Camera and Law Computer, then click on &#039;&#039;&#039;Process Queue&#039;&#039;&#039; in the right side.&lt;br /&gt;
# Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish.&lt;br /&gt;
# When putting the parts together, use the [[File:Robot_endoskeleton.png]] Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton. &lt;br /&gt;
#* Add 2x [[File:sflash.png]] Synthetic Flash to the Head before attaching it. You do this by picking up the flashes and then clicking on the head. . &lt;br /&gt;
#* The Cyborg Torso will need 1x [[File:CableCoils.png]] wires and 1x [[File:Powercell.png]] power cell.&lt;br /&gt;
#* The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.&lt;br /&gt;
# The last step is installing either an [[File:MMI.png]]MMI or a [[File:Posibrain.png]]posibrain.&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;
===Extract a brain for the Cyborg===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Check with the Chief Medical Officer before agreeing to perform a brain extraction on a living human. Medbay has anesthetics, which are optimal when someone is cutting into your skull with a circular saw.  Additionally, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)&lt;br /&gt;
# Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut back the flesh.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
#  Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to cut through the bones.&lt;br /&gt;
#  Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to separate the bones.&lt;br /&gt;
#  Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose. Select the Brain.&lt;br /&gt;
#  Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove. Select the Brain again.&lt;br /&gt;
#  Place the brain in an [[File:MMI empty.png]] MMI.&lt;br /&gt;
# (Optional) Before you give the Cyborg a new brain, you can name it anything you or your client wants. Grab a [[File:Pen.png]] pen and use the pen on the Cyborg to rename it. Once you place the brain in the Cyborg, this step will not be completable.&lt;br /&gt;
# Carry the [[File:MMI.png]] MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.&lt;br /&gt;
&lt;br /&gt;
You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====So You Decapitated Your Patient (or someone else did it for you)====&lt;br /&gt;
Don&#039;t panic just yet!  You can still complete the brain extraction. It&#039;s actually easier then extracting the brain from an attached head. Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;, then a [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039;, then a [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Cyborg Maintenance ==&lt;br /&gt;
You&#039;ll often have Cyborgs run up to you with any number of problems. Here&#039;s how to deal with them most of the time.&lt;br /&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;
=== Repair ===&lt;br /&gt;
&lt;br /&gt;
When Cyborgs get dented, they&#039;ll come to you for repairs. Luckily, most repairs are simple&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
#* &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
# Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.&lt;br /&gt;
&lt;br /&gt;
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil to replace damaged wires.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Screwdriver the cyborg to unexpose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&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;
=== Cyborg Component Repair ===&lt;br /&gt;
&lt;br /&gt;
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar out the desired component.&lt;br /&gt;
 &lt;br /&gt;
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it&#039;s volunteering for an AI core. You can remove the brain by following these steps.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Wirecutters.png]] Cut all five wires with wirecutters.&lt;br /&gt;
# [[File:Crowbar.png]] Use a crowbar to remove the MMI.&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;
=== Human Prosthetic Repair ===&lt;br /&gt;
&lt;br /&gt;
You may be asked to repair damage to the artificial limbs of your fellow crew members.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
To fix brute damage:&lt;br /&gt;
# Follow the same procedure as outlined above for fixing dents in cyborgs, making sure to target the specific area that requires fixing.&lt;br /&gt;
To fix burn damage:&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil on the damaged area.&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;
=== Upgrading the Power Cell ===&lt;br /&gt;
&lt;br /&gt;
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# Click on the Cyborg with an [[File:Empty_hand.png]] empty hand to take out the [[File:Powercell.png]] power cell and replace it with the higher-capacity power cell.&lt;br /&gt;
#* &#039;&#039;Note: The default power cell capacity in Cyborgs is 7,500. All of the power cells you find in your office should be at least 15,000, and the Science Department can research power cells that exceed 30,000.&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&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;
=== Resetting Modules ===&lt;br /&gt;
&lt;br /&gt;
Once a player Cyborg chooses a module (Engineer, Janitor, Security, etc) they cannot change the module without your help.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You can manually reset its module to allow it the option of choosing a new one by following this order:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Robotics_reset_module_circuit.png]] Print out a reset upgrade in the fabricator, and insert it into the cyborg.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&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;
=== 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.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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;
*&#039;&#039;&#039;Module Lock&#039;&#039;&#039;: If this light is on, the module of the cyborg cannot be changed.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this will reset the module of a cyborg and allow it to pick a new one.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the cyborg to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will allow the cyborg to change modules.&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;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.&#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;
=== Creating a Spiderbot ===&lt;br /&gt;
&lt;br /&gt;
Spiderbots are temporary bodies for brains. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
They can carry around small items, zap things, move through vents and generally act like pests. They are seldom used on the Aurora, but can still be constructed.&lt;br /&gt;
 &lt;br /&gt;
Combine the following:&lt;br /&gt;
* Robot head.&lt;br /&gt;
* Manipulator.&lt;br /&gt;
* Occupied MMI or positronic brain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= IPCs =&lt;br /&gt;
Sometimes, you will need to repair synthetics other than Cyborgs, such as IPCs. The procedures for repairing an IPC are quite different from that of cyborgs, and are as follows:&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;
=== Exterior repair ===&lt;br /&gt;
&lt;br /&gt;
In the case that any damage is only external (Anything less than &amp;quot;Severe&amp;quot; or &amp;quot;A lot of&amp;quot;), damage can be repaired.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For dents:&lt;br /&gt;
# [[File:WeldingHelmet.png]] Equip a welding helmet on your head. &lt;br /&gt;
# [[File:Welderon.gif]] Place a  welder in your hand, click on it while it&#039;s in your hand to light it, target the affected organ and then click on the IPC.&lt;br /&gt;
&lt;br /&gt;
For burns:&lt;br /&gt;
# [[File:CableCoils.png]] Target the affected organ and click on the IPC with a cable coil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
=== Advanced interior repair ===&lt;br /&gt;
&lt;br /&gt;
IPCs possess their own set of internal organs, the locations and identities of which are as follows (Organs with their name in bold are vital - removing it will kill the IPC!):&lt;br /&gt;
# &#039;&#039;&#039;Microbattery&#039;&#039;&#039; - chest&lt;br /&gt;
# &#039;&#039;&#039;Optical sensor&#039;&#039;&#039; - head&lt;br /&gt;
# &#039;&#039;&#039;IPC identification tag&#039;&#039;&#039; - lower body&lt;br /&gt;
# &#039;&#039;&#039;Positronic brain&#039;&#039;&#039; - head (NOTE: Removing this will only kill the IPC chassis, not the posibrain itself. The brain will function like a normal posibrain.)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&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;
==== Organ repair ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While targeting the organ&#039;s parent limb:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the limb&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# [[File:Nanopaste.png]] [[File:Screwdriver tool.png]] Mend the damage to the organ using nanopaste or a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Close and secure the hatch using a crowbar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== Organ removal ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While targeting the organ&#039;s parent limb:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the limb&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# [[File:Multitool.png]] Decouple the target organ (you can choose if there are multiple) using a multitool. &#039;&#039;NOTE: It may take multiple clicks before it works.&#039;&#039;&lt;br /&gt;
# [[File:Hemostat.png]] Remove the target organ with the hemostat&lt;br /&gt;
# [[File:Crowbar.png]] Close and secure the hatch using a crowbar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== Organ attachment ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While targeting the organ&#039;s parent limb:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the limb&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# Insert the organ by clicking on the IPC with it in your hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Reattach the target organ using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Close and secure the hatch using a crowbar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== Positronic brain installation ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While targeting the head:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the head&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# Install the [[Positronic Brain]] by clicking on the IPC with it in your hand.&lt;br /&gt;
# [[File:Crowbar.png]] Close and secure the hatch using a crowbar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==== IPC revival ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
IPCs can be revived much like their biological counterparts, as follows:&lt;br /&gt;
While targeting the head:&lt;br /&gt;
# [[File:Screwdriver tool.png]] Open the head&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.&lt;br /&gt;
# [[File:Multitool.png]] Decouple either the [[Positronic brain]] or the cell using a multitool.&lt;br /&gt;
# [[File:Hemostat.png]] Remove the chosen organ with the hemostat&lt;br /&gt;
# [[File:Crowbar.png]] (If head was damaged) Close and secure the hatch using a crowbar.&lt;br /&gt;
# [[File:CableCoils.png]]|[[File:Welderon.gif]] Repair the IPC chassis (at least until it wouldn&#039;t immediately die if revived).&lt;br /&gt;
# [[File:Screwdriver tool.png]] (If head was damaged) Open the head&#039;s hatch using a screwdriver.&lt;br /&gt;
# [[File:Crowbar.png]] (If head was damaged) Pry open the hatch using a crowbar.&lt;br /&gt;
# Insert the chosen organ by clicking on the IPC with it in your hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] (Cell only) reattach the chosen organ using a screwdriver&lt;br /&gt;
# [[File:Crowbar.png]] Close and secure the hatch using a crowbar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Bots =&lt;br /&gt;
As a Roboticist, you serve another important purpose, making NPC robots. Robots can benefit the station in many ways, and are really easy to create. The current list of robots, and how to make them, is as follows:&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;
===[[File:Medibot.gif|50px]] Medibot===&lt;br /&gt;
&lt;br /&gt;
These will only inject chemicals if the chemical helps with the target&#039;s damage by default. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
They can also be Emagged to repeatedly inject anyone with harmful chemicals. Note that these don&#039;t synthesise their own chemicals, except tricordazine.&lt;br /&gt;
&lt;br /&gt;
Combine the following ingredients in order:&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
# Empty [[File:SMed.png]] Medkit.&lt;br /&gt;
#* &#039;&#039;Note: Differently colored medkits will also change the resulting color of your Medibot.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# [[File:Healthanalyzer.png]] health analyzer.&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# [[File:Beaker.png]] beaker filled with the medicine of your choice.&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;
===[[File:Cleanbot.gif|50px]] Cleanbot===&lt;br /&gt;
&lt;br /&gt;
Cleanbots are great, as they serve the exact same purpose as the Janitor. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even better is that it uses Space Cleaner to mop, so no slipping on everything!&lt;br /&gt;
# [[File:Bucket.png]] bucket (Grab it from the [[Janitor]] or make with [[Autolathe]])&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&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;
=== [[File:Farmbot.png|50px]] Farmbot ===&lt;br /&gt;
&lt;br /&gt;
A relatively useful bot that helps with the mundane aspects of Hydroponics and Xenobotany. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It will water plants, clearout weeds, harvest plants, and refill nutrients&lt;br /&gt;
To make one:&lt;br /&gt;
# Attach a robot arm (cyborg right or left arm) to a [[File:Watertank.png]] water tank.&lt;br /&gt;
# Attach a plant analyzer.&lt;br /&gt;
# Attach a [[File:Bucket.png]] bucket.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Attach a mini-hoe.&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&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;
===[[File:Floorbot.gif|50px]] Floorbot===&lt;br /&gt;
&lt;br /&gt;
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They zoom around and repair busted floor tiles.&lt;br /&gt;
To make:&lt;br /&gt;
# Empty [[File:btoolbox.png]] toolbox (Must be a blue one)&lt;br /&gt;
# [[File:Floor_Tiles.png]] Floor tile (click on a stack of metal while it&#039;s in your hand to open a menu for making these)&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.&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;
===[[File:Securitron.gif|I AM THE LAW|50px]] Securitron===&lt;br /&gt;
&lt;br /&gt;
Basically, Officer Beepsky without the personality. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You usually won&#039;t need to build any of these, but they can be hilariously helpful for traitors whom have invested in a Electromagnetic Card (E-mag), as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.&lt;br /&gt;
To make:&lt;br /&gt;
* [[File:Screwdriver tool.png]] Use a &#039;&#039;&#039;Screwdriver&#039;&#039;&#039; on a [[File:remote_signaller.png]]Remote Signaling Device&lt;br /&gt;
* Combine with a [[File:Helmet.png]]Helmet (Get these from Security)&lt;br /&gt;
* [[File:Welderon.gif]]Weld them together&lt;br /&gt;
* Add a [[File:Proximitysensor.png]]Proximity Sensor and a Robot Arm.&lt;br /&gt;
* Toss in a [[File:StunBaton.gif]]Stun Baton&lt;br /&gt;
Note that destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.&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;
===[[File:ED209.png|50px]] ED-209===&lt;br /&gt;
&lt;br /&gt;
Beepsky&#039;s bigger brother. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Has all of the abilities of a standard Securitron with the addition of a ranged attack.&lt;br /&gt;
To make:&lt;br /&gt;
* Use a [[File:Metal.png]] metal sheet on a Cyborg Endoskeleton to reinforce it.&lt;br /&gt;
* Add two Robot Legs and a [[File:Armor.png]]security vest.&lt;br /&gt;
* [[File:Welderon.gif]]Weld everything together&lt;br /&gt;
* Add in a security [[File:Helmet.png]]Helmet&lt;br /&gt;
* Attach a [[File:Proximitysensor.png]]Proximity Sensor to the assembly&lt;br /&gt;
* Insert wires&lt;br /&gt;
* Add a [[File:Taser.png]]Taser and attach it with a [[File:Screwdriver tool.png]]Screwdriver.&lt;br /&gt;
* Insert a [[File:Powercell.png]]Power cell. Your own murder-robot is complete!&lt;br /&gt;
&lt;br /&gt;
A emagged ED-209 fires deadly lasers AND attacks anyone on sight. Anyone emagging a ED-209 is advised to run like crazy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Exosuits =&lt;br /&gt;
Construction of exosuits are restricted by ID, so they are typically the product of [[roboticist]]s and the [[Research Director]]. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Quartermaster]] or the Research and Development console.&lt;br /&gt;
&lt;br /&gt;
The current list of exosuits is as follows.&lt;br /&gt;
==Exosuit Construction==&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;
===[[File:Ripley.png|50px]] Ripley APLU===&lt;br /&gt;
&lt;br /&gt;
The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected exosuit.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Generally, it can take down a Gygax because of the sheer power of the drill, but it does not make a good combat exosuit  because it is slow and has no range. Best used against Spess carp invasions, blobs, Changelings, and for Revs (using it to breach high security areas)&lt;br /&gt;
&lt;br /&gt;
To make:&lt;br /&gt;
* Build all of the Ripley parts using the exosuit fabricator.&lt;br /&gt;
* Build a Hydraulic Clamp and Drill&lt;br /&gt;
* Attach all of the parts to the Ripley chassis (Except the Clamp and Drill)&lt;br /&gt;
* Wrench&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Ripley central control module (Ordered from the [[Quartermaster]] or made by R&amp;amp;D)&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Ripley Peripherals control module (Ordered from the [[Quartermaster]] or made by R&amp;amp;D)&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* 5 pieces of metal&lt;br /&gt;
* Wrench&lt;br /&gt;
* Weldingtool&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* Wrench&lt;br /&gt;
* Weldingtool&lt;br /&gt;
* Add the Hydraulic Clamp and Drill to the finished Ripley&lt;br /&gt;
The Ripley should be complete, to access it use your ID card on it. The codes on the system mean that you have to have access to those places on your ID to use the exosuit . Click finish, then right-click to enter.&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;
===[[File:Firefighter.png|50px]] Firefighter APLU===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Create a Firefighter APLU chassis using the exosuit fabricator. It is listed under exosuit equipment.&lt;br /&gt;
* Create all parts of the Ripley APLU except for the chassis.&lt;br /&gt;
* Assemble all of the Ripley parts to the Firefighter chassis.&lt;br /&gt;
* Add a firesuit&lt;br /&gt;
* Wrench&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Ripley central control module &lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Ripley peripherals control module&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* Wrench&lt;br /&gt;
* Weldingtool&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* Wrench&lt;br /&gt;
* Weldingtool&lt;br /&gt;
*&#039;&#039;&#039;Optimal Loadouts&#039;&#039;&#039;&lt;br /&gt;
**Hull Repairs: Clamp, RCD, Cable Layer&lt;br /&gt;
**Firefighting: Clamp, Extinguisher, Repair Droid&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;
===[[File:Mecha odysseus.png|50px]] Odysseus ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Create all of the Odysseus parts using the exosuit fabricator.&lt;br /&gt;
* Assemble all of the Odysseus parts to the chassis&lt;br /&gt;
* Wrench&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Cable coil&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Odysseus main board&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Odysseus peripherals board&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* 5 pieces of metal&lt;br /&gt;
* Wrench&lt;br /&gt;
* [[Welder]]&lt;br /&gt;
* 5 pieces of plasteel&lt;br /&gt;
* Wrench&lt;br /&gt;
* [[Welder]]&lt;br /&gt;
* Optimal Loadout: 3 Mounted Sleepers or 2 Mounted Sleepers, 1 Syringe Gun&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;
===[[File:Gygax.png|50px]] Gygax===&lt;br /&gt;
&lt;br /&gt;
Rather fast security exosuit with good overall protection.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Very low battery life, so be sure to watch it. Requires diamond sheets to complete.&lt;br /&gt;
*Leg Actuators Overload Function (Movement speed doubled and small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Gygax parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Gygax parts to the chassis (Except the Armor plates)&lt;br /&gt;
*Wrench&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*Wirecutters&lt;br /&gt;
*Gygax Main circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Gygax Peripherals circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Gygax Targeting circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Add an Advanced Scanning Module (Bug R&amp;amp;D)&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Add an Advanced Capacitor (Bug R&amp;amp;D)&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Add some metal&lt;br /&gt;
*Wrench&lt;br /&gt;
*Weldingtool&lt;br /&gt;
*Add Gygax Armor Plates (Made in the exosuit fabricator)&lt;br /&gt;
*Wrench&lt;br /&gt;
*Weldingtool&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;
===[[File:Durand.png|50px]] Durand===&lt;br /&gt;
&lt;br /&gt;
A Durand is more powerful than Gygax, it has more health and better armored, but slower.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Requires silver sheets to complete.&lt;br /&gt;
*Defence Mode Function (Boosts Durand armor with the penalty of not being able to move or turn)&lt;br /&gt;
&lt;br /&gt;
Instructions&lt;br /&gt;
*Create all of the Durand parts using the exosuit fabricator.&lt;br /&gt;
*Assemble all of the Durand parts to the chassis (Except the Armor plates)&lt;br /&gt;
*Wrench&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Cable Coil&lt;br /&gt;
*Wirecutters&lt;br /&gt;
*Durand Main circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Durand Peripherals circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Durand Targeting circuit board (Bug R&amp;amp;D to research it)&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Add an Advanced Sensor Module (Bug R&amp;amp;D)&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Add an Advanced Capacitor (Bug R&amp;amp;D)&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Add some metal&lt;br /&gt;
*Wrench&lt;br /&gt;
*Weldingtool&lt;br /&gt;
*Add Durand Armor Plates (Made in the exosuit fabricator)&lt;br /&gt;
*Wrench&lt;br /&gt;
*Weldingtool&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;
===[[File:Mecha marauder.png|50px]] Marauder===&lt;br /&gt;
&lt;br /&gt;
Used by the ERT. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Marauder is equipped with:&lt;br /&gt;
*Heavy Pulse Rifle&lt;br /&gt;
*Missile launcher (8 missiles)&lt;br /&gt;
*Zoom Function (Allows you to see twice as far with the penalty of not being able to move or turn)&lt;br /&gt;
*Thrusters for EVA use&lt;br /&gt;
*Internal Airtank&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;
===[[File:Pod.png|50px]] Hoverpod===&lt;br /&gt;
&lt;br /&gt;
Orderable by cargo, hoverpods are handy for space exploration, and are a necessary part of any adventurer&#039;s quest. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A hoverpod has three attachment slots and five cargo slots, and comes pre-equipped with:&lt;br /&gt;
*A passenger compartment&lt;br /&gt;
*A hydraulic clamp&lt;br /&gt;
*Thrusters for EVA use&lt;br /&gt;
*Internal Airtank&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Exosuit Maintenance==&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;
=== Replacing Batteries ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Make sure the ID upload panel is closed.&lt;br /&gt;
*Hit the exosuit  with your ID card or PDA with one inside.&lt;br /&gt;
*Wrench&lt;br /&gt;
*Crowbar&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Replace cell.&lt;br /&gt;
*Screwdriver&lt;br /&gt;
*Crowbar&lt;br /&gt;
*Wrench&lt;br /&gt;
*ID&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; The default capacity of a power cell in any of the civilian exosuits is 15,000. To have any effectiveness, replace with Super Capacity Cells (20,000) or Hyper Capacity Cells (30,000). The power cells in military exosuits cannot be removed or replaced.&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;
=== Repair ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
** &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
* Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;s in your hand to light it, then click on the Exosuit repeatedly to repair it.&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;
=== Removal of jammed user ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the driver of an exosuit is unconscious in his exosuit ; you are able to remove him/her by following a series of steps.&lt;br /&gt;
* Make sure maintenance protocols are enabled.&lt;br /&gt;
* Wrench &lt;br /&gt;
* Crowbar&lt;br /&gt;
* Multitool&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exosuit Equipment==&lt;br /&gt;
Various tools and weapons can be attached to Exosuits, providng them with ability to perform different tasks. Exosuit Equipment is built by Exosuit Fabricator (&amp;quot;Exosuit Equipment&amp;quot; menu). To attach a tool or weapon, simply click with it on an Exosuit. Most Exosuits can hold no more than three equipment pieces. &lt;br /&gt;
&lt;br /&gt;
Exosuit Equipment comes in several categories:&lt;br /&gt;
*General: Can be attached to any exosuit.&lt;br /&gt;
*Medical: Can only be attached to the Odysseus&lt;br /&gt;
*Industrial: Can only be attached to Ripley and Hoverpod&lt;br /&gt;
*Military: Can only be attached to Durand, Gygax, Marauder, and Phazon&lt;br /&gt;
&lt;br /&gt;
Some equipments fit in more than one of the latter three categories.  Where this is the case, that equipment can be used on any of the specifically named Exosuits in those categories.&lt;br /&gt;
&lt;br /&gt;
There are some equipments that are also limited to single specific exosuits, those will be named in the category too where that&#039;s the case.&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;
===General Equipment===&lt;br /&gt;
&lt;br /&gt;
Passenger compartment - Energy Relay - Phoron Generator - ExoNuclear Reactor&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Passenger Compartment&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = Mecha_abooster_ccw&lt;br /&gt;
|Tech =*N/A&lt;br /&gt;
|Cost = *Steel: 5000&lt;br /&gt;
*Glass: 5000&lt;br /&gt;
 |Description = An internal sealed and seated compartment for passengers to comfortably sit and ride along, with a sturdy lock on it to prevent people entering if the driver doesn&#039;t want them to. Can only be entered willingly by the passenger, and has an emergency release on the inside to allow escape even if locked&lt;br /&gt;
 |Function = &lt;br /&gt;
*Allows the exosuit to carry a passenger, they can climb into a compartment via a rightclick option from outside.&lt;br /&gt;
*The passenger recieves oxygen from the internal air tank.&lt;br /&gt;
*The passenger is fully conscious, able to speak, use radio etc, and can eject whenever they want.&lt;br /&gt;
**Unlike the driver, the passenger can use items while inside the exosuit, but cannot drop them.&lt;br /&gt;
**The passenger cannot use items on things outside the exosuit , and cannot fire guns out.&lt;br /&gt;
*The passenger compartment can be locked and unlocked from the stats panel in the Exosuit Interface&lt;br /&gt;
**It always starts off locked by default&lt;br /&gt;
**An unlocked compartment can be entered by anyone.&lt;br /&gt;
*A passenger inside the exosuit cannot be ejected by the driver. To get them out, you must Initiate Maintenance Protocols from outside the exosuit , and use the Remove Passenger option in the maintenance panel.&lt;br /&gt;
 |Notes = *A passenger can eject even if the door is locked&lt;br /&gt;
*Each Passenger Compartment holds a single passenger&lt;br /&gt;
*There is no way to put someone into the passenger compartment, they must enter willingly and manually&lt;br /&gt;
*This equipment uses no power even if a passenger is inside.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Energy Relay&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =*Electromagnetic Spectrum Research: 4&lt;br /&gt;
*Illigal research: 2&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Gold: 2000&lt;br /&gt;
*Silver: 3000&lt;br /&gt;
*Glass: 2000&lt;br /&gt;
 |Description = Wirelessly drains energy from any available power channel in area. The performance index is quite low.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Generates 12w of power per second, to recharge the battery&lt;br /&gt;
*Drains 2-3Kw per from the nearest APC&lt;br /&gt;
&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This will usually not be enough to stop power loss when moving around, but will greatly slow it. And the exosuit will usually recharge when standing still.&lt;br /&gt;
*Still drains power from an APC even when the cell is fully charged.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Phoron Generator&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =*Phoron Research: 2&lt;br /&gt;
*Power Manipulation Technology: 2&lt;br /&gt;
*Engineering Research: 2&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = A Clean-Burning reactor that uses phoron as a fuel source to recharge the power cell. Terribly inefficient.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Burns Phoron Crystals inserted into it to produce power&lt;br /&gt;
**To pickup a phoron crystal, activate the generator as the active module, then click a phoron crystal on the ground.&lt;br /&gt;
*Consumes 500 cm^3 of phoron per second to charge up the power cell&lt;br /&gt;
**Consumes 100 cm^3 of phoron per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each Phoron crystal contains 2000cm^3 of phoron, and so will run the generator for 4 seconds per sheet.&lt;br /&gt;
*While running, produces 20w of power per second.&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This generator consumes phoron rapidly, and is only really useful for mining, where you have access to an abundant supply of phoron sheets.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = ExoNuclear Reactor&lt;br /&gt;
 |Category = General&lt;br /&gt;
 |Power = N/A&lt;br /&gt;
 |Image = Tesla&lt;br /&gt;
|Tech =&lt;br /&gt;
*Power Manipulation Technology: 3&lt;br /&gt;
*Engineering Research: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
 |Description = A high-pollution reactor that uses uranium as a fuel source to recharge the power cell. Pretty efficient, but irradiates everyone in and near the exosuit, making it dangerous to use.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Steel: 10000&lt;br /&gt;
*Silver: 500&lt;br /&gt;
*Glass: 1000&lt;br /&gt;
Function:&lt;br /&gt;
*Burns Uranium Sheets inserted into it to produce power&lt;br /&gt;
**To pickup a Uranium sheet, activate the generator as the active module, then click a phoron sheet on the ground.&lt;br /&gt;
*Consumes 30 cm^3 of Uranium per second to charge up the power cell&lt;br /&gt;
**Consumes 10 cm^3 of Uranium per second instead, when the power cell is full.  Does not auto deactivate.&lt;br /&gt;
**Each Uranium sheet contains 2000cm^3 of Uranium, and so will run the generator for 66 seconds per sheet.&lt;br /&gt;
*While running, produces 20w of power per second.&lt;br /&gt;
*Irradiates everyone nearby while running, 0.9 radiation per second.&lt;br /&gt;
**This affects people inside the exosuit too, making it extremely dangerous to use&lt;br /&gt;
 |Notes = &lt;br /&gt;
*Wear radiation-proof gear when piloting an exosuit with this module.&lt;br /&gt;
*It can be useful as a weapon to irradiate people around you that you don&#039;t like&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===Industrial Equipment===&lt;br /&gt;
&lt;br /&gt;
Extinguisher - Hydraulic clamp - Drill - Diamond drill - Jury-rigged Welder Laser - RCD&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Extinguisher&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = Mecha_exting&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = Exosuit-mounted fire extinguisher, an effective anti-slime weapon. Fires in rapid, controlled bursts. Can be refilled by clicking on a Water Tank.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Sprays 3 tiles in an arc infront of the exosuit .&lt;br /&gt;
**Sprays 5u of water onto each of those tiles&lt;br /&gt;
**Then, twice,sprays an additional 5u onto one of those tiles at random.&lt;br /&gt;
***This can pick the same tile both times.&lt;br /&gt;
*Consumes 25u of water per use&lt;br /&gt;
**Has a cooldown of 0.5 seconds between sprays&lt;br /&gt;
*Holds 1000u of water&lt;br /&gt;
*When used on a water tank:&lt;br /&gt;
**Transfers 200u of water from the water tank, to refill the Exosuit&#039;s extinguisher&lt;br /&gt;
 |Notes = &lt;br /&gt;
*This actually sprays a lot less than a normal fire extinguisher per usage, about half. But it can fire 6x as fast. use it repeatedly to deal with larger fires&lt;br /&gt;
*This equipment uses no power&lt;br /&gt;
*Starts off full, allowing you oddly to turn metal into water.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Hydraulic clamp&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 10&lt;br /&gt;
 |Image = Mecha_clamp&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = Gives it an ability to load objects into cargo compartment, or lets you crush people with it.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Can pick up certain objects&lt;br /&gt;
**Can store crates into it&#039;s cargo hold&lt;br /&gt;
**Cannot pick up living organisms&lt;br /&gt;
*Has a cooldown of 1.5 seconds between actions&lt;br /&gt;
*Can be used to push people out of the way&lt;br /&gt;
**Alternativly, can be used to crush people, causing 20 brute damage&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Drill&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 10&lt;br /&gt;
 |Image = Mecha_drill&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = The drill can completely destroy most objects (with the exception of reinforced walls) in a few seconds. Using the drill on someone will gib them in a few seconds. So don&#039;t do that unless you&#039;re a traitor. When used for mining, targeted and two adjacent mineral deposits will be drilled. If Ripley exosuit is equipped with Hydraulic Clamp and has an Ore Box in cargo, all mined ore will be moved to Ore Box.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Can be attached to the ripley and combat mechs&lt;br /&gt;
*Can drill various items&lt;br /&gt;
**Drilling a sand floor on the astroid produces a heap of sand&lt;br /&gt;
**Naturally designed for drilling rock walls. Drops resources in piles&lt;br /&gt;
***Can also drill right trough anomalies, destroying them&lt;br /&gt;
**Can drill trough walls, making it an antag favorite&lt;br /&gt;
**Can drill trough floors, creating breaches&lt;br /&gt;
***Cannot drill trough reinforced walls&lt;br /&gt;
**Can attack people for 15 brute damage&lt;br /&gt;
*Has a cooldown of 3 seconds between actions&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Diamond drill&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 0&lt;br /&gt;
 |Image = mecha_diamond_drill&lt;br /&gt;
|Tech =*Materiels research: 4&lt;br /&gt;
*Engineering Research: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
*Diamond: 6500&lt;br /&gt;
 |Description = A diamond version of the exosuit drill. It&#039;s harder, better, faster, stronger.&lt;br /&gt;
 |Function = &lt;br /&gt;
*It is almost identical to the normal drill, but drills faster&lt;br /&gt;
*Can drill trough reinforced walls&lt;br /&gt;
*Has a cooldown of 2 seconds&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Jury-rigged Welder Laser&lt;br /&gt;
 |Category = Industrial, Military&lt;br /&gt;
 |Power = 80&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 2&lt;br /&gt;
*Electromagnetic Spectrum Research: 2&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = While not regulation, this inefficient weapon can be attached to working exo-suits in desperate, or malicious, times.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires a laser which deals 40 burn damage&lt;br /&gt;
**Has a cooldown of 3 seconds per shot&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
*This is mostly similar to the Immolator laser, except that its able to be attached to industrial exosuits as well as military ones.&lt;br /&gt;
**It is also much slower, and consumes much more power&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
 {{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Rapid Construction Device&lt;br /&gt;
 |Category = Industrial&lt;br /&gt;
 |Power = 250&lt;br /&gt;
 |Image = mecha_rcd&lt;br /&gt;
|Tech =*Materials research: 4&lt;br /&gt;
*Bluespace research: 3&lt;br /&gt;
*Electromagnetic Spectrum Research: 4&lt;br /&gt;
*Power manipulation research: 4&lt;br /&gt;
|Cost = *Steel: 30000&lt;br /&gt;
*Phoron: 25000&lt;br /&gt;
*Silver: 20000&lt;br /&gt;
*Gold: 20000&lt;br /&gt;
 |Description = An exosuit-mounted Rapid Construction Device.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Can build walls, floors and airlocks&lt;br /&gt;
**Can also remove walls, floors and airlocks&lt;br /&gt;
**Each usage consumes power&lt;br /&gt;
**Created airlocks are standard all-access airlocks&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===Medical Equipment===&lt;br /&gt;
&lt;br /&gt;
Mounted Sleeper&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = Mounted Sleeper&lt;br /&gt;
 |Category = Medical&lt;br /&gt;
 |Power = 20&lt;br /&gt;
 |Image = Sleeper_0&lt;br /&gt;
|Tech =*N/A&lt;br /&gt;
|Cost = *Steel: 5000&lt;br /&gt;
*Glass: 10000&lt;br /&gt;
 |Description = An internal sleeper bed equipped with a life support system, designed to collect patients from dangerous situations and carry them to safety back at medical. This causes the Odysseus to often be nicknamed &#039;Ambulance&#039;&lt;br /&gt;
 |Function = &lt;br /&gt;
*Used to scoop up patients, while facing them.&lt;br /&gt;
*Patients inside the sleeper are kept on life support, which does the following:&lt;br /&gt;
**Provides them with air from the internal oxygen tank&lt;br /&gt;
**Heals 0.5 Suffocation damage per second, if the patient is not critical&lt;br /&gt;
**Paralyses, weakens and stuns the occupant, preventing them from waking or speaking, they are kept unconscious.&lt;br /&gt;
**Injects Inaprovaline, and keeps the patient with at least 5u of it.&lt;br /&gt;
*Deactivates if power runs out.&lt;br /&gt;
 |Notes = *Only uses power while a patient is inside&lt;br /&gt;
*Each Mounted Sleeper holds a single patient&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
===Military Equipment===&lt;br /&gt;
&lt;br /&gt;
CH-PS &amp;quot;Immolator&amp;quot; Laser - CH-LC &amp;quot;Solaris&amp;quot; laser cannon - mkIV Ion Heavy Cannon&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = CH-PS &amp;quot;Immolator&amp;quot; Laser&lt;br /&gt;
 |Category = Military&lt;br /&gt;
 |Power = 30&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 3&lt;br /&gt;
*Electromagnetic Spectrum Research: 3&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = A powerful mounted laser that runs from the internal power cell. Has similar functionality to an infantry Laser Carbine, but can go for a lot longer before recharging&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires a laser which deals 40 burn damage&lt;br /&gt;
**Has a cooldown of 0.8 seconds per shot&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = CH-LC &amp;quot;Solaris&amp;quot; laser cannon&lt;br /&gt;
 |Category = Military&lt;br /&gt;
 |Power = 60&lt;br /&gt;
 |Image = mecha_laser&lt;br /&gt;
|Tech =*Combat Systems Research: 4&lt;br /&gt;
*Electromagnetic Spectrum Research: 4&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = An experimental Exosuit-mounted laser cannon. Designed as a successor to the Immolator, but scrapped due to some technical flaws.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires a laser which deals 60 burn damage&lt;br /&gt;
**Has a cooldown of 1.5 seconds per shot&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
*Less efficient than the immolator in damage/power ratio, and overall weaker in damage output over time. An inferior choice.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ExosuitEquipmentTemplate&lt;br /&gt;
 |Equipment = mkIV Ion Heavy Cannon&lt;br /&gt;
 |Category = Military&lt;br /&gt;
 |Power = 120&lt;br /&gt;
 |Image = mecha_ion&lt;br /&gt;
|Tech =*Combat Systems Research: 4&lt;br /&gt;
*Electromagnetic Spectrum Research: 4&lt;br /&gt;
|Cost = *Steel: 10000&lt;br /&gt;
 |Description = An exosuit-mounted ion weapon which functions similarly to an infantry Ion Rifle. Exceptionally effective against synthetics, machines, and other exosuits.&lt;br /&gt;
 |Function = &lt;br /&gt;
*Fires an Ion Bolt, creating a single-tile EM Pulse on impact&lt;br /&gt;
**Instantly kills IPCs&lt;br /&gt;
**Damages and stuns Cyborgs&lt;br /&gt;
**Cripples all mechanical organs, resulting in rapid death for vaurca and people with artificial hearts&lt;br /&gt;
**Cripples prosthetic limbs&lt;br /&gt;
**Disables radios, energy weapons, stun batons, HUDs, etc&lt;br /&gt;
**Opens secure lockers and crates&lt;br /&gt;
**Shuts down cameras, computers, APCs, alarms and almost any kind of machine&lt;br /&gt;
*Has a 4-second cooldown between shots&lt;br /&gt;
**Consumes the listed power cost with each shot&lt;br /&gt;
 |Notes = *It can fire endlessly as long as the suit&#039;s power cell lasts.&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Todo===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;eZ-13 mk2 Heavy pulse rifle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a heavy pulse laser.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PBT &amp;quot;Pacifier&amp;quot; Mounted Taser&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a taser bolt, identical to the security taser.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LBX AC 10 &amp;quot;Scattershot&amp;quot;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a medium sized bullet, similar damage as the Mini-UZI.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ultra AC 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a weak bullet, similar damage as the Submachine Gun.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SRM-8 Missile Rack&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Fires a missile which will explode on impact.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SGL-6 Grenade Launcher&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a flashbang at medium range.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Banana Mortar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a banana peel. Very annoying, thus, fun.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mousetrap Mortar&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shoots out a armed mousetrap.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoNkER BlAsT 5000&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleporter&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exosuit-mounted teleporter. Can teleport exosuit  to any location in view.&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 10, Electromagnetic Spectrum Research 5. Currently only adminspawnable due to the high research level - don&#039;t bother, really. Or steal it from the Centcomm exosuits. You know you want to just hijack the deathsquad shuttles after taking their IDs off their burnt corpses, charge out the doors with your stolen weapons in hand, hack your way through the multitudinous doors as more security rushes in with murder in mind and pulse cannons and power armour at hand, until you finally get to your prizes, the exosuit bay - only to steal the teleporters mounted on them and scarper back to the station to use them in the destructive analyser. You know it&#039;s what you want to do. Do it. Do it. Do it.)&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravitational Catapult&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Can be used to throw objects around (S mode) or move them away from target (P mode).&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 2; Electromagnetic Spectrum Research 3; Engineering 3).&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical(?) exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wormhole Generator&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As the name implies, Wormhole Generator creates a wormhole (similar to ones spawned at Space-Time Anomalies event) at target location.&lt;br /&gt;
Must be researched first (Requires: &#039;Blue-space&#039; Research 4).&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any Non-medical(?) exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mounted RCD&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An exosuit-mounted Rapid Construction Device.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Booster Module (Close Combat Weaponry)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Boosts exosuitrmor against armed melee attacks. Requires energy to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit except honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Booster Module (Ranged Weaponry)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Boosts exosuitrmor against ranged attacks. Completely blocks taser shots. Requires energy to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit except honker&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repair Droid&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cable Layer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any exosuit &#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syringe Gun&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur.&amp;lt;br&amp;gt;&lt;br /&gt;
(Can be attached to: &#039;&#039;&#039;Any medical exosuit (Odysseus)&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Research}}&lt;br /&gt;
{{Special_Guides}}&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
[[Category:Pages]] [[Category:Guides]] [[Category:Special guides]] [[Category:Research]]&lt;/div&gt;</summary>
		<author><name>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Revolutionary&amp;diff=8176</id>
		<title>Revolutionary</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Revolutionary&amp;diff=8176"/>
		<updated>2018-02-12T19:02:01Z</updated>

		<summary type="html">&lt;p&gt;Climax708: Add comment regarding centcom announcement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{&lt;br /&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 =ChangelingLarge2.gif&lt;br /&gt;
|img = ChangelingLarge2.gif&lt;br /&gt;
|jobtitle = Revolutionair or Loyalist&lt;br /&gt;
|access = Depends on your starting role&lt;br /&gt;
|difficulty = &amp;lt;font style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;HARD&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|superior = Head Rev or Head Loyalist&lt;br /&gt;
|duties = 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;
|guides = This one currently&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Revolution (aka &amp;quot;Rev&amp;quot;) is a game mode centred around crew uprising. In it, certain members of the crew (Head Revolutionaries) start out with the goal of recruiting other crew members and overthrowing, replacing, or killing the station heads.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Revolution Leaders (of which there will be one to three) start with a flash and the [[Syndicate Items|same uplink]] traitors get to provide them with items. Revolution Leaders can convert people by right-clicking on an adjacent individual and using the appropriate verb, which will provide a popup prompt. When someone converts, he will have a red R over hishead to identify him as a revolutionary to his comrades in arms.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- For a list of the items found on the uplink, click [[Syndicate Items|here]]. --&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
During a Revolution round, it&#039;s the job of the Head Revolutionaries to run around recruiting their fellow team members to the cause and finding inventive ways to kill or depose the Captain, Head of Security, Head of Personnel, Chief Engineer, and Research Director. If the Revolutionaries manage to kill all of the ORIGINAL heads, they win. If everyone else manages to kill the Head Revolutionaries, the station wins. Pretty simple, although this shouldn&#039;t be considered the only method of winning.&lt;br /&gt;
Heads are considered dead if they leave the z-level of the station or enter a locker. They will be listed as having abandoned the station.&lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
===Heads of Staff===&lt;br /&gt;
&lt;br /&gt;
You may receive some directives from Central. How you handle this can vary for your character- During Revolution, Heads of Staff can be considered to be an antag to the degree of engaging in mildly antagonistic behavior, but keep in mind you are still a character- You are more than capable of mitigating this by being fair and reasonable!&lt;br /&gt;
&lt;br /&gt;
Remember that turtling (boxing up in an area and making yourself an almost impossible target) is in incredibly poor form, though it can be acceptable in some instances.&lt;br /&gt;
&lt;br /&gt;
===Station Staff===&lt;br /&gt;
As a member of the general staff, Revolutionary rounds should be treated like any other round; if you see someone trying to robust a Head to death, try to stop them or call Security. Remember that mutiny is legally punishable by the corporation.&lt;br /&gt;
&lt;br /&gt;
===Head Revolutionaries===&lt;br /&gt;
You have a hard job ahead of you. Convince your fellow crew to join your cause to overthrow the tyrannical rule of the heads, while keeping covert until your ranks are swelled enough for an overt assault. Subtlety is key early on, for getting captured by Security before getting a loyal and broad following set up is detrimental to the cause. It might also be useful and constructive to RP to come up with some caveat and backstory to the revolution.&lt;br /&gt;
Also, if you&#039;re short on weapons or can&#039;t access them, why not [[Improvised Weapons|make your own?]]&lt;br /&gt;
You&#039;re given one free announcement to make as if you&#039;re central command. Use it wisely. Note that it must be proper and believable!&lt;br /&gt;
&lt;br /&gt;
====Motivations====&lt;br /&gt;
Remember that initial fluff can be up to you, although you can be in possession of contraband(Your [[PDA]] uplink) or outright employed by the syndicate or an enemy corporation to start causing trouble - If you have reason to be a traitor, you can definitely have reason to be a revolutionary! However, the people onstation may have significantly less reason to side with you- They&#039;re not exactly employed on a deep space research facility for no reason! Nonetheless, you can find a variety of ways to appeal to crewmembers, and you should be willing to use your imagination. &#039;&#039;None of this is foolproof, and remember- People can most assuredly betray you!&#039;&#039;&lt;br /&gt;
Try bribery - Go get some funds from the ATM, and set about trying to pay off those with questionable loyalty. Offer them contracts outside of NT if something goes wrong. Others can be persuaded by convincing them that they can get a promotion themselves out of this, as long as they remember who they owe the favor to... Give people reasons to think they can change NanoTrasen by doing this! Offer to them what their work is contributing to- And that it&#039;s nothing good, rake muck! Give personal blackmail, true or false out, on the heads of staff. Maybe they already have a chip on their shoulder regarding some of the command. Were they treated poorly, or perhaps it&#039;s something more petty? Consider it also an excellent RP impetus to get to know your coworkers!&lt;br /&gt;
&lt;br /&gt;
It&#039;s heavily recommended you try to personalize your approaches- Proselytizing often fails. Try not to get caught lying to two different revs as to your intentions! They might turn on you...&lt;br /&gt;
&lt;br /&gt;
====Strategy====&lt;br /&gt;
Your first course of action should be to start convert. &#039;&#039;&#039;Do not randomly flash them; use the convert verb. Flashing remains in case of a bug - If you do not follow this policy, you will be antag-banned or worse.&#039;&#039;&#039; Be a bit covert about it, but you still want results. As a rev head, your primary turning targets are [[Roboticist|Robotics]], [[Genetics]], [[Scientist|Scientists]], and the [[Quartermaster|Quartermasters]]; [[Roboticist|Robotics]] has can make you wonderful mechanical contraptions to &#039;announce&#039; your point, [[Genetics|Geneticist]] can lock down the cloner, [[Scientist|Scientists]] can make explosives and guns, and [[Quartermaster|Quartermasters]] serves as a great base of operations (not to mention that they can order you nifty toys if you [[Syndicate_Items#Cryptographic_Sequencer|Emag]] their supply computer). Your number one concern, at least until things get moving, is to STAY LOW. Keep your identity a secret if possible - Mutiny and sedition are serious charges, much less conspiracy to murder...&lt;br /&gt;
&lt;br /&gt;
Genetics is very helpful here, if you&#039;ve already incapacitated a station head; The geneticists can save the heads UI&#039;s and inject you with them, making you look exactly like that guy. Have fun with that!&lt;br /&gt;
&lt;br /&gt;
===Converted Revolutionaries===&lt;br /&gt;
&#039;&#039;&#039;If you did not join the revolution willingly and were just flashed for no reason, or if you were disillusioned from the revolution (aka don&#039;t want to be rev anymore ICly), ADMINHELP IT.&#039;&#039;&#039; If you did agree to it, then your new job is to find a way to get back at those jerk-ass heads of staff without getting caught. Also remember that your game isn&#039;t necessarily over if you get caught; Roleplay doesn&#039;t end, and if you&#039;re treated unfairly you can find more sympathy, sometimes from within security itelf!&lt;br /&gt;
You cannot see who the other revolutionaries are. Only the head revolutionaries can.&lt;br /&gt;
&lt;br /&gt;
===Game Over===&lt;br /&gt;
* If all of the Command Staff die or convert, the Revolution wins. This includes the Head of Personnel, Head of Security, Research Director, Chief Engineer, Chief Medical Officer, and Captain. &lt;br /&gt;
* If all of the Revolution Leaders die, the Heads win.&lt;br /&gt;
* Leaving the station z-level counts as &amp;quot;Abandoned the station/Abandoned the Cause&amp;quot;, in which they are treated as dead.&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>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Job_Guides&amp;diff=8173</id>
		<title>Job Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Job_Guides&amp;diff=8173"/>
		<updated>2018-02-10T18:42:17Z</updated>

		<summary type="html">&lt;p&gt;Climax708: Fix link to species&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>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Xenobotanist&amp;diff=8170</id>
		<title>Xenobotanist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Xenobotanist&amp;diff=8170"/>
		<updated>2018-02-10T14:26:58Z</updated>

		<summary type="html">&lt;p&gt;Climax708: Add Kois&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Department==&lt;br /&gt;
Arguably one of the most dangerous places, Xenobotany deals with the growth, maintenance, study and splicing of plants. &lt;br /&gt;
&lt;br /&gt;
==The Machines==&lt;br /&gt;
Inside your laboratory are several machines that you will need to learn to use in order to get anywhere. &lt;br /&gt;
&lt;br /&gt;
===Flora Data Disk===&lt;br /&gt;
One of the primary tools you will use. Alone, it is not very useful - however, when used with the two below machines, it becomes the tool with which you will splice plants together to create the final target result of your choice. Should the disk hold data you do not find valuable, you can activate it to clear out it&#039;s content - and it will be good as new. Note that any gene data stored on a disk is perfectly preserved and never decays, regardless of how many time it is spliced into a plant.&lt;br /&gt;
&lt;br /&gt;
===Lysis-isolation Centrifuge===&lt;br /&gt;
This machine, when a disk is inserted, is capable of completely extracting and sequencing the genetic code present in a plant&#039;s seed (or a mushroom&#039;s spore). Once that is done, you may load one specific gene onto the disk - after which it will automatically eject. Note, however, that a genetic sample is not stable - the more you extract from it, the more integrity it will lose, to the point where it will not be viable. Most plant genomes can usually survive two to three extractions before requiring a fresh sample. &lt;br /&gt;
&lt;br /&gt;
===Bioballistic Delivery System===&lt;br /&gt;
One of the more useful machines, it allows you to inject a gene sequence directly into a viable plant seed, which will result in whichever traits the sample held to be transferred over. For instance - should you find the genetic enzyme that allows berries to grow in bushes, and inject it into a wheat seed, that seed will then be capable of growing bushes that are capable of growing wheat repeatedly.&lt;br /&gt;
&lt;br /&gt;
However, a single seed can only take so much alteration - too much modification would render it sterile, dead. The machine will prevent this from happening, however - and will prevent you from altering a seed this far. Fresh seeds, extracted from fresh fruit, however, are fully stable regardless of how modified the parent seed was - and so it is possible to completely change a plant through an iterative process of modification and growth.&lt;br /&gt;
&lt;br /&gt;
===Seed Dispenser===&lt;br /&gt;
Dispenses the base seeds needed for your job. Beware, however - it has limited stores, and so if you want to avoid running out of them, you should generate new ones out of existing fruit.&lt;br /&gt;
&lt;br /&gt;
===NutriMax===&lt;br /&gt;
Contains the chemicals that you need/want to help manage your plants. Essentially identical to [[Guide_to_Hydroponics|Hydroponics]].&lt;br /&gt;
&lt;br /&gt;
===SmartFridge===&lt;br /&gt;
Store your fruit here. Your seeds too, if you&#039;re lazy and don&#039;t care about seeing seed stats.&lt;br /&gt;
&lt;br /&gt;
===Biogenerator===&lt;br /&gt;
A very useful machine. By feeding it your useless plant matter, you can generate all manners of items - from more nutriment to leather items to synthetic meat (for whichever purpose you could need it).&lt;br /&gt;
&lt;br /&gt;
===Seed Extractor===&lt;br /&gt;
Self-explanatory. Give it a harvested plant and it will give you a few packets of seeds. &lt;br /&gt;
&lt;br /&gt;
==The Tools==&lt;br /&gt;
There are several tools you may want to use. &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; style=&amp;quot;background-color:#DDDDDD;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#eeeeee;&amp;quot; |Name&lt;br /&gt;
!style=&amp;quot;background-color:#eeeeee;&amp;quot; |Uses&lt;br /&gt;
!style=&amp;quot;background-color:#eeeeee;&amp;quot; |Source&lt;br /&gt;
|-&lt;br /&gt;
!Bucket&lt;br /&gt;
| Transferring liquids from wherever to the trays&lt;br /&gt;
| Xenobotany Lab (look at the corners)&lt;br /&gt;
|-&lt;br /&gt;
!Steel Mini-Hoe&lt;br /&gt;
| Removing weeds from the trays&lt;br /&gt;
| Hydroponics Locker (two are present in storage)&lt;br /&gt;
|-&lt;br /&gt;
!Hatchet&lt;br /&gt;
| Killing plants, eventually. Chopping down tower cap mushrooms into planks.&lt;br /&gt;
| Hydroponics Locker&lt;br /&gt;
|-&lt;br /&gt;
!Hydroponics Bag&lt;br /&gt;
| Collects all plant items (fruits/plant, seeds/spores). Can be used on certain other machines (SmartFridge, Seed Dispenser, Biogenerator) to transfer parts of/all of the contents of the bag into them.&lt;br /&gt;
| Hydroponics locker?&lt;br /&gt;
|-&lt;br /&gt;
!Syringe&lt;br /&gt;
| Extracting fluids from plants, or injecting them with some.&lt;br /&gt;
| A box on the table in Xenobotany laboratory.&lt;br /&gt;
|-&lt;br /&gt;
!Plant Analyzer&lt;br /&gt;
| Provides information on the current plant and it&#039;s contents. Works on plants in trays, fruit and seeds.&lt;br /&gt;
| Hydroponics Locker&lt;br /&gt;
|-&lt;br /&gt;
!Shears&lt;br /&gt;
| Allows you to take a sample of plant, which you may grow. (Creates a seed packet/spore sample from a plant). Note that it tends to damage the plant.&lt;br /&gt;
| Hydroponics Locker&lt;br /&gt;
|-&lt;br /&gt;
!FarmBot&lt;br /&gt;
| Assists you in your tasks by watering and removing weeds from the trays. &lt;br /&gt;
| Constructed by Robotics&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
First, follow [[Guide to Hydroponics]] to get your plants growing. &lt;br /&gt;
&lt;br /&gt;
Once that&#039;s done, there are three paths you may follow:&lt;br /&gt;
&lt;br /&gt;
===Splicing===&lt;br /&gt;
&#039;&#039;Difficulty&#039;&#039;: Easy&lt;br /&gt;
&#039;&#039;Potential&#039;&#039;: Low&lt;br /&gt;
&lt;br /&gt;
The simplest. Using the plants available to you, you carefully craft the ultimate plant of your desire. The process is simple: grow a plant, get it&#039;s seeds, extract a gene using the [[Guide_to_Xenobotany#Lysis-Isolation Centrifuge|Centrifuge]] mentioned above. Grow another different plant, take it&#039;s seeds and splice the first plant&#039;s gene in using the [[Guide to Xenobotany#Bioballistic Delivery System|injection machine]]. Use the plant analyzer to know what you have changed. &lt;br /&gt;
&lt;br /&gt;
===Mutate===&lt;br /&gt;
&#039;&#039;Difficulty&#039;&#039;:Medium&lt;br /&gt;
&#039;&#039;Potential&#039;&#039;: Medium&lt;br /&gt;
&lt;br /&gt;
A basic initiation to exotic plants. Using some mutagen (Radium is the most common, and most readily available as Glowshrooms produce it) in the plant&#039;s mixture, note the changes that they go through. Two things to take note of however: most mutagens will QUICKLY kill your plants, and you may require some protection (gasmask/botanist&#039;s gloves, most notably) to work with certain plants that will appear. &lt;br /&gt;
&lt;br /&gt;
There ARE other mutagens than Radium, obviously. Someone with experience in chemistry may know more.&lt;br /&gt;
&lt;br /&gt;
The biggest challenge&lt;br /&gt;
&lt;br /&gt;
===Design===&lt;br /&gt;
&#039;&#039;Difficulty&#039;&#039;:High&lt;br /&gt;
&#039;&#039;Potential&#039;&#039;:Extreme&lt;br /&gt;
&lt;br /&gt;
A mixture of the two above. You design a plant by splicing genes in... but now you have the full repertoire of what a plant can achieve, and thus the hardest part becomes breeding your plants to have the genes you desire. &lt;br /&gt;
&lt;br /&gt;
==Hazards==&lt;br /&gt;
&lt;br /&gt;
===Kudzu===&lt;br /&gt;
Kudzu will spread out of their tray and onto the ground. Normal ones aren&#039;t so bad - just a pain to get rid of. But beware of modifications - they have spines, and they will inject you with whatever chemical they hold - be it the dylovene a normal plant holds, or some cyanide you made it produce. Try to splice it with a plant that doesn&#039;t grow so much.&lt;br /&gt;
&lt;br /&gt;
===Atmospherics===&lt;br /&gt;
During some of your mutations, you may encounter plants that create gasses. Most of which you can&#039;t breathe. Making sure that you are protected (such as with a gas mask and a labcoat) and flipping the lid immediately to ensure you are not locked in. &lt;br /&gt;
&lt;br /&gt;
===Kois===&lt;br /&gt;
Kois is a Vaurca delicacy, but is highly poisonous because it contains Phoron.&lt;br /&gt;
Harvest it quickly, or else it will spread its spores in a gaseous cloud that is dangerous to inhale.&lt;br /&gt;
&lt;br /&gt;
===Spines/juiciness/instability===&lt;br /&gt;
Some fruits you will mutate will have one of these properties. All three of them have the potential to be very bad - much like the kudzu, these can apply any chemical they hold onto you (and, when thrown, the latter two explode, spreading their contents everywhere). Always wear a pair of botanists&#039; gloves before handling such fruit.&lt;br /&gt;
&lt;br /&gt;
{{Research}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Gameplay Guides]]&lt;br /&gt;
[[Category:Research]]&lt;/div&gt;</summary>
		<author><name>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Mercenary&amp;diff=8169</id>
		<title>Mercenary</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Mercenary&amp;diff=8169"/>
		<updated>2018-02-10T14:18:25Z</updated>

		<summary type="html">&lt;p&gt;Climax708: word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&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 =Generic_nukesyndie.png &lt;br /&gt;
|img =Generic_nukesyndie.png&lt;br /&gt;
|jobtitle = Mercenary&lt;br /&gt;
|access = Everywhere, provided you have a brick of C4 or an Emag handy&lt;br /&gt;
|difficulty = &amp;lt;font style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;VERY HARD&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|superior = Your Employer&lt;br /&gt;
|duties = Be creative! Kidnap crew, Sabotage and steal vital equipment, the possibilities are endless! &lt;br /&gt;
|guides = NO EXTERNAL GUIDES&lt;br /&gt;
}}&lt;br /&gt;
You&#039;re a ragtag hired gun; you&#039;ve been hired by a corporation to deal with one of their most influential and well funded opponents: [[Nanotrasen Corporation]]. Together with your team you&#039;re going to help your hirer&#039;s company return to the top of the stock market and make sure NanoTrasen falls to the bottom.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;A team of  highly trained and deadly mercenaries has been hired to head out to the NSS Aurora and ensure the share holders re-consider their views on the almighty NanoTrasen. Luckily the mercenaries have access to a wide range of tools to assist them on their mission. Ranging from a simple revolver to the advanced energy crossbow you have the tools to get the job done.   &amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Antag OOC and Mixed Gamemodes ==&lt;br /&gt;
Aurora comes with an implemented antag only OOC, Mainly used for talking gimmicks with your fellow nuke ops; however, you will find yourself in gamemodes where more antags exist on station. Use AOOC to discuss gimmicks and tactics that you believe could make the server fun.&lt;br /&gt;
Please note that metagaming with this will possibly lead to a warning or a full on antag ban. Follow the [[Server Rules]] and remember not to IC in OOC.&lt;br /&gt;
If there&#039;s any questions, please ahelp it.&lt;br /&gt;
&lt;br /&gt;
== Mission Preparation ==&lt;br /&gt;
Congratulations you&#039;ve been chosen to fill this antagonistic role. Now the first thing you should do before launching your &amp;lt;s&amp;gt;inevitable&amp;lt;/s&amp;gt; attack on the station is to sit down with your fellow gunmen. Discuss and create a plan for your team to follow. There&#039;s no set leader of your team but you may find someone quickly take control of the situation which is perfectly okay, provided they&#039;re sensible about it.&lt;br /&gt;
&lt;br /&gt;
=== The Nuclear Code ===&lt;br /&gt;
You may notice on the table of the room in which you wake up is a sheet of paper with a code written on it, this is the nuclear code - a code used to activate a nuclear device alongside a &lt;br /&gt;
Nuclear Authentication Disk. This is typically your fall back plan should Plan A fail.&lt;br /&gt;
&lt;br /&gt;
=== Suiting Up ===&lt;br /&gt;
[[File:Syndie.png|300px|thumb|alt=Syndicate Shuttle|The high tech mercenary shuttle, comes with a variety of infiltration equipment like a half finished teleporter and a cloaking device! ]]&lt;br /&gt;
Now before you run nilly willy into the station, you&#039;ll discover an armoury full of EVA gear and weapons, as well as a Radio Uplink for special items. You&#039;ll definitely want to pick the most fashionable suit and preferably a weapon too. It&#039;s also recommended to discuss what you will use the radio uplink for as it comes with a finite amount of crystals.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re one of those folk who typically tend to lose things it might be a good idea to just move the armoury contents onto the shuttle should you need a spare as you won&#039;t be coming back once you leave.&lt;br /&gt;
&lt;br /&gt;
===Selecting Your Gear===&lt;br /&gt;
Depending on your plan, your selection of gear may vary. Typically you&#039;ll want to take a standard issue C-20r Submachine gun. This firearm has a high rate of fire, can be used one-handed, greatly speeding up reloads, or enabling you to do things without completely letting your guard down, and is generally lethal. Not the best weapon for hostage taking as it tends to cause internal bleeding and leave shrapnel behind which can be quite pesky to deal with, also these eat through bullets like engineering does metal so use it sparingly.. You&#039;ll also notice you also have access to an Ion Rifle, a weapon which has the ability to disable electronic devices. Especially effective against Cyborgs and crew with prosthetic limbs and organs. Additionally, 2 STS35 Assault Rifles can be found, harder hitting than the submachine guns, but requiring both hands to fire. One final standard weapon you&#039;ll find is an energy gun, a double edged sword - Stun mode which incapacitates and Lethal which is self explanatory. However these require frequent charging and have limited shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Radio Uplink ===&lt;br /&gt;
The radio uplink is a remote item teleportation device, you&#039;ll find it on the armoury floor. It can be used to summon various items out in the field which will aid you in your plan.However they run via tele-crystals and have a finite amount, forty to be exact.&lt;br /&gt;
&lt;br /&gt;
Recommended purchases:&lt;br /&gt;
* Electromagnetic Card (Emag), allows access to all restricted areas and multiple ID locked terminals.&lt;br /&gt;
* Plastic Explosive (C4), very useful for gaining access to anywhere when subtlety is not needed.&lt;br /&gt;
* Agent ID, allows you to set your character&#039;s name to anything and job to anything. Useful for impersonating officials, also can copy access from other IDs&lt;br /&gt;
You may also consider other items like the Teleporter circuit board allowing quick and easy access to the stations many restricted area&#039;s.&lt;br /&gt;
&lt;br /&gt;
=== Traveling ===&lt;br /&gt;
So, you&#039;re all geared up, have a plan and are raring to go? Then go ahead and board your shuttle and close the airlock behind you. Once aboard use the shuttle control panel in the cockpit to move to the Aurora. You&#039;ll also note a cloaking device button, if disabled the station will receive a warning about an unknown ship heading their way which may make life difficult for you. There are various positions to move the shuttle at the Aurora, ranging from the Telecommunications satellite and different holdings around the station.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Communicating===&lt;br /&gt;
Your headsets have an additional channel added to communicate with your fellow teammates access it by using &#039;:t&#039; in your message. This channel is private to your team only thus confidential.&lt;br /&gt;
&lt;br /&gt;
====Useful information====&lt;br /&gt;
All fellow mercenaries have a large &#039;&#039;S&#039;&#039; next to their player ingame, so try and avoid shooting them by mistake especially while in disguise.&lt;br /&gt;
&lt;br /&gt;
The voidsuit can be placed in a backpack, useful for stealthier infiltrations with plans to go loud, or to carry one for a captured mercenary, when you move to spring him from captivity.&lt;br /&gt;
&lt;br /&gt;
The cyanide pill (the one you spawn with in your box, yes that one) can be used for a quiet kill, rather than a desperate attempt to take your own life.&lt;br /&gt;
&lt;br /&gt;
===Nuclear Sabotage===&lt;br /&gt;
&lt;br /&gt;
Did your plan fail? Have all fellow agents been killed? or have you just met flatout unbeatable forces? Then time to use Plan B. It&#039;s time to activate the stations Self Destruct Device, or Nuke for short. To use it you&#039;re going to need a few things.&lt;br /&gt;
&lt;br /&gt;
Remember the nuclear authentication I mentioned earlier?, it&#039;s typically stored by the [[Captain]] somewhere. Luckily you have a pinpointer device from the armoury to help you locate it should the captain become indisposed. Simply click on the pinpointer to activate it then follow the arrow on its screen to find the disk. &lt;br /&gt;
&lt;br /&gt;
Also the nuclear code from earlier comes into play now, so if you forgot it or lost it then stop reading now and sit in the corner and feel ashamed, if not read on.&lt;br /&gt;
&lt;br /&gt;
Now that you have the disk, return to your shuttle and grab the Nuclear Device located in the compartment at the very aft of the ship. Keep in mind that the nuclear code you received at the start of the round will &#039;&#039;&#039;only work with this nuke&#039;&#039;&#039; and will not work with the station&#039;s nuke or any others.&lt;br /&gt;
&lt;br /&gt;
==Bomb Initiation Club==&lt;br /&gt;
Once you&#039;ve found an appealing place for your nuke, you&#039;ll need to properly set it up, simply follow this handy and simple guide to activating a nuclear device:&lt;br /&gt;
&lt;br /&gt;
* Right click the device to open it&#039;s control panel.&lt;br /&gt;
* Make it deployable.&lt;br /&gt;
* Click it with your open hand.&lt;br /&gt;
* Place the Nuke disk into the slot.&lt;br /&gt;
* Punch in the nuke code, hit enter.&lt;br /&gt;
* Set the time.&lt;br /&gt;
* Set it to Armed.&lt;br /&gt;
* Disengage the anchor.&lt;br /&gt;
* Have it timing as you run off with the thing (if you die it will still go off).&lt;br /&gt;
* Place the nuke anywhere you want on the station.&lt;br /&gt;
* Anchor it.&lt;br /&gt;
* Take the Nuke Disk out.&lt;br /&gt;
* Either Guard the disk, space the disk, or something to throw off the crew&#039;s pin pointer.&lt;br /&gt;
* Get back to your shuttle.&lt;br /&gt;
* If any other nuke agents are alive, give them a moment to get to the shuttle.&lt;br /&gt;
* Once you and your buddies are loaded in the shuttle, get out of there.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT:&#039;&#039;&#039; &lt;br /&gt;
In order to destroy the station, the nuclear device has to actually be onboard the station somewhere or the vacuums of space will render your device powerless. The [[Solars]].&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Try and subvert the AI, it can easily give you away early game, making your life a hell of a lot harder.&lt;br /&gt;
* Don&#039;t be afraid to intimidate the crew a little, just don&#039;t wordlessly murder crew without any Roleplay as it&#039;s considered very bad form and may even lead to a ban.&lt;br /&gt;
&lt;br /&gt;
==Key notes about hostage taking:==&lt;br /&gt;
* keep the hostages somewhere fucking safe;&lt;br /&gt;
* remember to actually kill them if the opposition does things you don&#039;t like;&lt;br /&gt;
* remember to have a way out that isn&#039;t through hordes of sec;&lt;br /&gt;
* remember that security will still try to assault you.&lt;br /&gt;
* the longer you stay in a position bogged down with a hostage, the further the scales tip out of your favor&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>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Maintenance_Drone&amp;diff=8168</id>
		<title>Maintenance Drone</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Maintenance_Drone&amp;diff=8168"/>
		<updated>2018-02-10T14:11:50Z</updated>

		<summary type="html">&lt;p&gt;Climax708: Add note about recharging resources&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 = MaintenanceDrone.png&lt;br /&gt;
|jobtitle = Maintenance Drone&lt;br /&gt;
|access = [[:Category:Locations|Everywhere]]&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = N/A&lt;br /&gt;
|superior = Your laws&lt;br /&gt;
|duties = Follow your laws&lt;br /&gt;
|guides = [[Guide to Construction]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are a maintenance drone, a tiny-brained robotic repair machine.&lt;br /&gt;
You have no individual will, no personality, and no drives or urges other than your laws.&lt;br /&gt;
You are lawed against interference with the crew, and do not take orders from the AI.&lt;br /&gt;
&lt;br /&gt;
Your laws are:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1. Preserve, repair and improve the station to the best of your abilities.&lt;br /&gt;
2. Cause no harm to the station or crew.&lt;br /&gt;
3. Interact with no humanoid or synthetic being that is not a fellow maintenance drone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your tools are:&lt;br /&gt;
* Glass synthesizer&lt;br /&gt;
* Metal rod synthesizer&lt;br /&gt;
* Cable synthesizer&lt;br /&gt;
* Floor tile synthesizer&lt;br /&gt;
* Reinforced glass synthesizer&lt;br /&gt;
* Wooden floor tile synthesizer&lt;br /&gt;
* Wood synthesizer&lt;br /&gt;
* Plastic synthesizer&lt;br /&gt;
* Soap&lt;br /&gt;
* Sheet gripper&lt;br /&gt;
* Fire extinguisher&lt;br /&gt;
* Pipe painter&lt;br /&gt;
* Floor painter&lt;br /&gt;
* Jetpack&lt;br /&gt;
* Matter decompiler&lt;br /&gt;
* Metal synthesizer&lt;br /&gt;
* Welding torch&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Cable cutter&lt;br /&gt;
* Multitool&lt;br /&gt;
* Light replacer&lt;br /&gt;
* Magnetic gripper&lt;br /&gt;
&lt;br /&gt;
You have a limited amount of synthesized resources. You can replenish them by sitting in a [[File:Borgcharger.png]] cyborg recharger.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Maintenance_Drone&amp;diff=8167</id>
		<title>Maintenance Drone</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Maintenance_Drone&amp;diff=8167"/>
		<updated>2018-02-10T14:04:37Z</updated>

		<summary type="html">&lt;p&gt;Climax708: &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 = MaintenanceDrone.png&lt;br /&gt;
|jobtitle = Maintenance Drone&lt;br /&gt;
|access = [[:Category:Locations|Everywhere]]&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = N/A&lt;br /&gt;
|superior = Your laws&lt;br /&gt;
|duties = Follow your laws&lt;br /&gt;
|guides = [[Guide to Construction]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are a maintenance drone, a tiny-brained robotic repair machine.&lt;br /&gt;
You have no individual will, no personality, and no drives or urges other than your laws.&lt;br /&gt;
You are lawed against interference with the crew, and do not take orders from the AI.&lt;br /&gt;
&lt;br /&gt;
Your laws are:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1. Preserve, repair and improve the station to the best of your abilities.&lt;br /&gt;
2. Cause no harm to the station or crew.&lt;br /&gt;
3. Interact with no humanoid or synthetic being that is not a fellow maintenance drone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your tools are:&lt;br /&gt;
* Glass synthesizer&lt;br /&gt;
* Metal rod synthesizer&lt;br /&gt;
* Cable synthesizer&lt;br /&gt;
* Floor tile synthesizer&lt;br /&gt;
* Reinforced glass synthesizer&lt;br /&gt;
* Wooden floor tile synthesizer&lt;br /&gt;
* Wood synthesizer&lt;br /&gt;
* Plastic synthesizer&lt;br /&gt;
* Soap&lt;br /&gt;
* Sheet gripper&lt;br /&gt;
* Fire extinguisher&lt;br /&gt;
* Pipe painter&lt;br /&gt;
* Floor painter&lt;br /&gt;
* Jetpack&lt;br /&gt;
* Matter decompiler&lt;br /&gt;
* Metal synthesizer&lt;br /&gt;
* Welding torch&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Cable cutter&lt;br /&gt;
* Multitool&lt;br /&gt;
* Light replacer&lt;br /&gt;
* Magnetic gripper&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Maintenance_Drone&amp;diff=8166</id>
		<title>Maintenance Drone</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Maintenance_Drone&amp;diff=8166"/>
		<updated>2018-02-10T14:02:03Z</updated>

		<summary type="html">&lt;p&gt;Climax708: Create guide&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 = MaintenanceDrone.png&lt;br /&gt;
|jobtitle = Maintenance Drone&lt;br /&gt;
|access = [[:Category:Locations|Everywhere]]&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = N/A&lt;br /&gt;
|superior = Your laws&lt;br /&gt;
|duties = Follow your laws&lt;br /&gt;
|guides = [[Guide to Construction]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are a maintenance drone, a tiny-brained robotic repair machine.&lt;br /&gt;
You have no individual will, no personality, and no drives or urges other than your laws.&lt;br /&gt;
You are lawed against interference with the crew, and do not take orders from the AI.&lt;br /&gt;
&lt;br /&gt;
Your laws are:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1. Preserve, repair and improve the station to the best of your abilities.&lt;br /&gt;
2. Cause no harm to the station or crew.&lt;br /&gt;
3. Interact with no humanoid or synthetic being that is not a fellow maintenance drone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your tools are:&lt;br /&gt;
* Glass synthesizer&lt;br /&gt;
* Metal rod synthesizer&lt;br /&gt;
* Cable synthesizer&lt;br /&gt;
* Floor tile synthesizer&lt;br /&gt;
* Reinforced glass synthesizer&lt;br /&gt;
* Wooden floor tile synthesizer&lt;br /&gt;
* Wood synthesizer&lt;br /&gt;
* Plastic synthesizer&lt;br /&gt;
* Soap&lt;br /&gt;
* Sheet gripper&lt;br /&gt;
* Fire extinguisher&lt;br /&gt;
* Pipe painter&lt;br /&gt;
* Floor painter&lt;br /&gt;
* Jetpack&lt;br /&gt;
* Matter decompiler&lt;br /&gt;
* Metal synthesizer&lt;br /&gt;
* Welding torch&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Cable cutter&lt;br /&gt;
* Multitool&lt;br /&gt;
* Light replacer&lt;br /&gt;
* Magnetic gripper&lt;/div&gt;</summary>
		<author><name>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Janitor&amp;diff=8165</id>
		<title>Janitor</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Janitor&amp;diff=8165"/>
		<updated>2018-02-10T12:36:48Z</updated>

		<summary type="html">&lt;p&gt;Climax708: Add the fact that the bucket should have a lid on&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = orange&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENGINEERING&lt;br /&gt;
|imagebgcolor = lightgray&lt;br /&gt;
|img = Generic_janitor.png&lt;br /&gt;
|jobtitle = Janitor&lt;br /&gt;
|access = Custodial Closet, Maint Tunnels, Engineering Foyer, Research halls, Security halls, Medical halls&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = Atleast 17 years of age&lt;br /&gt;
|education = [[The Nal&#039;tor College of Career Excellence]]&lt;br /&gt;
|superior = [[Chief Engineer]]&lt;br /&gt;
|duties = Pick up trash, Clean floors, Do minor repairs, Re-Stock vendors, Replace broken lights&lt;br /&gt;
|guides = [[Guide to Communication Devices]]&lt;br /&gt;
}}&lt;br /&gt;
As the &#039;&#039;&#039;Janitor&#039;&#039;&#039;, you are expected to do minor repairs, light replacements, vendor refills, and keep the station clean and tidy. It&#039;s also a good idea to link your PDA to the Janitorial Requests Console and the engineering ringer terminal.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
===List of Equipment===&lt;br /&gt;
* &#039;&#039;&#039;Galoshes&#039;&#039;&#039;: Galoshes will prevent you from slipping on absolutely everything except for [[Chemist|space lube]].&lt;br /&gt;
* &#039;&#039;&#039;Bio Suit&#039;&#039;&#039;: Useful for toxic messes, or cleaning snot and vomit due to viral infections without risking infection yourself.&lt;br /&gt;
* &#039;&#039;&#039;Mop, Mop Bucket, and Wet Floor Signs&#039;&#039;&#039;: The mop will hold 30 units of water, and can be used to clean multiple tiles at once, by clicking each of them, and waiting for the timer for each one to run down. It uses 1 unit per tile mopped. The mop bucket will hold 100 units of water, and can be pulled behind you or loaded on the Janicart for convenience. Wet Floor Signs are recommended when you have made a floor wet by cleaning it, so people do not run and slip on the water.&lt;br /&gt;
* &#039;&#039;&#039;Water Tank and Bucket&#039;&#039;&#039;: The Water Tank can hold 1000 units. The Bucket can hold 120 units. You can set the transfer amount of each container by right-clicking it and selecting the &amp;quot;set transfer amount&amp;quot; option, in order to speed the transfer of fluids.&lt;br /&gt;
* &#039;&#039;&#039;Kitchen Sink&#039;&#039;&#039;: An infinite source of water, that can be used to refill the bucket. The transfer amount set on the bucket will control how many units the sink will put into the bucket.&lt;br /&gt;
* &#039;&#039;&#039;Space Cleaner&#039;&#039;&#039;: A small spray bottle of non-slip, cleaning agent. Will instantly clean any tile it touches. Can be sprayed a maximum distance of three tiles. Must be loaded with space cleaner to clean.&lt;br /&gt;
* &#039;&#039;&#039;Janibelt&#039;&#039;&#039;: Can carry some of your tools, such as space cleaner, cleaner grenades, or a light replacer.&lt;br /&gt;
* &#039;&#039;&#039;Omni-Vendor&#039;&#039;&#039;: Contains canisters for reloading vendors around the station.&lt;br /&gt;
* &#039;&#039;&#039;YouTool&#039;&#039;&#039;: Dispenses tools, for doing minor station repairs, and maintaining the Janicart&lt;br /&gt;
* &#039;&#039;&#039;Cleaner Grenades&#039;&#039;&#039;: Grenades that will spread a cleaning foam that will clean every tile it touches in a radius of roughly 4 tiles. However, the foam will slip anyone who walks on it until it disperses after a few seconds. Your supply of them is limited, so try not to use them lightly.&lt;br /&gt;
* &#039;&#039;&#039;Trash Bag&#039;&#039;&#039;: This is used to pick up litter you see in the hallways.&lt;br /&gt;
* &#039;&#039;&#039;Replacement Lights boxes&#039;&#039;&#039;: Contains replacement lights for much of the station.&lt;br /&gt;
* &#039;&#039;&#039;Mouse trap boxes&#039;&#039;&#039;: Contains mouse traps. They can be primed, and then set on any tile. Once set, they will trigger when any mob walks over them, and deal a small amount of brute to them. Can be hidden under things by right-clicking it and selecting the hide option, once it has been primed and set on a tile.&lt;br /&gt;
* &#039;&#039;&#039;Back pack watertank&#039;&#039;&#039;: Must be worn on your back. Remove the nozzle to use it by right-clicking it and selecting the remove nozzle option, and put it back by clicking the watertank. Has a range of 4 tiles, and sprays 3 wide. Will instantly clean any tile it touches. It must be loaded with space cleaner to clean.&lt;br /&gt;
* &#039;&#039;&#039;Light replacer&#039;&#039;&#039;: Used to easily replace lights and remove the broken ones. Can be used on a light replacer box to load it.&lt;br /&gt;
* &#039;&#039;&#039;Flashlight&#039;&#039;&#039;: Used to see in dark areas, and find broken lights in dark areas.&lt;br /&gt;
* &#039;&#039;&#039;Janitorial Cart&#039;&#039;&#039;: This is your useful Janitorial Cart. I can be loaded up with most of your kit: trash bags, light replacer, wet floor signs, mop (note: you must alt-click to get the mop on the cart), and mop bucket. It, coupled with your janibelt allows you to carry everything you need to help keep the station clean.&lt;br /&gt;
====Janicart Deluxe Trolley====&lt;br /&gt;
A convenient power cell powered vehicle that will instantly clean any tile it runs over and pick up trash.&lt;br /&gt;
=====Preparing and Using=====&lt;br /&gt;
In order to prepare the Janicart, you must first load it with a bucket full of water. Fill the bucket next to it with water, put a lid on it, screwdriver the Trolley open, and insert the bucket into the trolley section of it. Now, pick up the key, and climb up on the engine part of it by clicking and dragging your sprite onto it. Insert the key, and turn it on using the new &amp;quot;Vehicle&amp;quot; tab, which will have opened once you have climbed onto the Janicart.&lt;br /&gt;
&lt;br /&gt;
=====Uses=====&lt;br /&gt;
*&#039;&#039;&#039;Hoover&#039;&#039;&#039;: Can be toggled using the toggle hoover option in the Vehicle tab. Once on, the Janicart will suck up any items small enough to fit inside of it that you run over with the Janicart. This is useful for picking up large amount of clutter or trash very quickly.&lt;br /&gt;
*&#039;&#039;&#039;Mopping&#039;&#039;&#039;: The Janicart will automatically clean any messes you run over with it, so long as bucket inside of it is full. This is useful for quickly and easily cleaning large amount of mess.&lt;br /&gt;
&lt;br /&gt;
=====Maintenance=====&lt;br /&gt;
*&#039;&#039;&#039;Replacing the power cell&#039;&#039;&#039;: Screwdriver the engine part of the Janicart to open it, and then use the crowbar to remove the power cell. You can also replace it with a better power cell if you choose.&lt;br /&gt;
*&#039;&#039;&#039;Emptying the Janicart&#039;s vacuum&#039;&#039;&#039;: Screwdriver the trolley section of the Janicart, and use a crowbar to empty it of all hoovered items.&lt;br /&gt;
*&#039;&#039;&#039;Refilling the Janicart&#039;s bucket&#039;&#039;&#039;: Screwdriver the trolley section of the Janicart, and use a wrench to remove the bucket in order to refill it.&lt;br /&gt;
&lt;br /&gt;
==Duties== &lt;br /&gt;
Listed below are the jobs you will be expected to perform aboard the station.&lt;br /&gt;
&lt;br /&gt;
===Cleaning Duty===&lt;br /&gt;
This is the main task associated with janitors. You should always keep a space cleaner bottle handy if you&#039;re walking around doing other things and see a stain, but if you see a larger mess or get called out somewhere to clean up, head back to your closet. Grab the blue bucket and fill it with water from the large tank, and fill your yellow mop bucket with it. If it&#039;s a radium spill from chemistry put on your hazmat suit, otherwise simply pick up a mop, get a wet floor sign or two, put on your galoshes, pull the yellow bucket and head to the area that requires cleanup.&lt;br /&gt;
&lt;br /&gt;
To clean, simply use the mop on the bucket to wet it, and then click the tile you want to clean. Before you start, put down a wet floor sign near the area that you are scrubbing and leave it there for about 5 minutes after you&#039;re done, so that people are aware of the slipping danger. It&#039;s also nice to warn people over the radio in order to further ensure that [[Security Officer|Security]] don&#039;t arrest you for creating a workplace hazard. Now you can return to your closet and put away all your equipment, seeing as they&#039;re extremely movement-impeding and it&#039;s good for RP.&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: If you&#039;re cleaning up a crime scene,&#039;&#039;&#039; MAKE SURE THE [[Forensic Technician|FORENSIC TECH]] HAS ALREADY BEEN THERE AND DONE HIS THING&#039;&#039;&#039;. Otherwise, Security will be very upset with you.&lt;br /&gt;
&lt;br /&gt;
===Litter Picking===&lt;br /&gt;
You have a trash bag in your closet in order to pick up all the litter people leave lying around - put this on your cart every round before you go out on janitor patrol. Right-click the trash bag to select between &#039;Pick up one item at a time&#039; and &#039;Pick up all the items on a tile&#039;, depending on the magnitude of litter you&#039;re dealing with, and simply click the items you want gone with the bag to put them inside. Use the bag on a disposals bin to empty everything within and the bin will automatically activate to get rid of all the disgusting garbage. Common litter you will need to dispose of include cigarette butts, snack wrappers, and discarded pens.&lt;br /&gt;
&lt;br /&gt;
===Low-Level Maintenance===&lt;br /&gt;
Arguably what you will spend most of your time doing. Usually, this means replacing broken lights, using the spares you have in your closet. While you&#039;re doing this, make sure to take the broken light you just replaced and put it in your box. When you run out of working lights, take the broken ones down to the auto lathe, put them in, and then make some new ones. If the station gets hit by an electrical storm, get ready to work hard, because this means that more than half of the station&#039;s lights have been blown. Use the flashlight if you&#039;re having a tough time working in heavily affected areas.&lt;br /&gt;
&lt;br /&gt;
You will also be expected to perform minor repairs, such as replacing floors and repairing tables, chairs, and windows. However, as a Janitor, you do not have the required technical knowledge to do anything more extensive, such as repair walls, wiring, or piping.&lt;br /&gt;
&lt;br /&gt;
===Waste Management===&lt;br /&gt;
Disposals is located beneath the bar, in maintenance. In order to dispose of the trash gathered there, you will have to activate the crusher. It is best to warn the station when you do so.&lt;br /&gt;
&lt;br /&gt;
==Traitor==&lt;br /&gt;
You have a large amount of general and departmental access, though many of the areas that may contain anything especially dangerous/useful are still unreachable without breaking in. You have access to multiple tools for slipping people. You have spray bottles, and a back pack watertank, which can be filled with other, more dangerous reagents. You have various materials, which can be used to construct useful tools and improvise armor and weapons.&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Character_Records&amp;diff=8164</id>
		<title>Guide to Character Records</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Character_Records&amp;diff=8164"/>
		<updated>2018-02-10T12:33:40Z</updated>

		<summary type="html">&lt;p&gt;Climax708: Add link to job guide to pick relevant education&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When creating a character, you may want to fill out their Medical Records, Employment Records, and Security Records.&lt;br /&gt;
These are found on the bottom right of the General tab.&lt;br /&gt;
&lt;br /&gt;
Some tips:&lt;br /&gt;
&lt;br /&gt;
# Cross Reference. Make sure that all your dates line up with both each other, and a reasonable level of realism.&lt;br /&gt;
# Keep it simple. Abbreviate, cut short, and even just refer to non-existent external files if you need to. If you don&#039;t, you may find you run out of space, as the records do have a limit, remember.&lt;br /&gt;
# Make it believable, even if it seems silly. This mainly applies for the previous jobs, arrest history and education. Make up some places and such, even if the names are basic or somewhat silly, use them! Mostly for schools I stick to just the city they&#039;re in (Say, Olympia) and then take the level of education (Say, University) and then clump them together (Olympia University). You can add variety, like saying Olympia University of Medicine/Law/Robotics/Science, etc., but just make it semi-believable.&lt;br /&gt;
&lt;br /&gt;
==Records formats==&lt;br /&gt;
===Employment Records===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NAME: [surname, forename middlename]&lt;br /&gt;
BIRTHDATE: [DD/MM/YYYY]&lt;br /&gt;
MARITAL STATUS: [Single, Married, Divorced, Widowed, N/A]&lt;br /&gt;
SPOKEN LANGUAGES: [Tau Ceti Basic, not English remember]&lt;br /&gt;
NEXT OF KIN: [Name, Relationship (This will generally be in order of who they&#039;re in contact the most]&lt;br /&gt;
LAST UPDATE: [DD/MM/YYYY]&lt;br /&gt;
&lt;br /&gt;
History, as provided by the employee, are as follows. They have been verified by employment agents within the External Affairs department, and any comments, questions, or concerns about the legitimacy of such must be sent in a secure document to the same department.&lt;br /&gt;
&lt;br /&gt;
EDUCATION SUMMARY: [Junior and Senior schooling, and College/University]&lt;br /&gt;
&lt;br /&gt;
CURRENT QUALIFICATIONS: [Make these up, I guess. Not sure what system of qualifications the future would use]&lt;br /&gt;
&lt;br /&gt;
CURRENT CERTIFICATIONS: [What positions onstation they are certified to work in. E.g, Security Officer, Surgeon, Command, etc.]&lt;br /&gt;
&lt;br /&gt;
ONGOING TRAINING: [Anything they are currently training in]&lt;br /&gt;
&lt;br /&gt;
EMPLOYMENT HISTORY - Listed below in chronological order, where possible:&lt;br /&gt;
&lt;br /&gt;
[Company Name]&lt;br /&gt;
[(Start)DD/MM/YYYY] - [(End)DD/MM/YYYY]&lt;br /&gt;
- [Basic Work description]&lt;br /&gt;
- [Reason for leaving work]&lt;br /&gt;
- [Other notes]&lt;br /&gt;
[Repeat for multiple jobs]&lt;br /&gt;
&lt;br /&gt;
HIRING AGENT NOTES: [Name a random personnel officer from CC and then notes. See example record for more info]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* To pick a relevant education, refer to your [[Job Guides|job guide]].&lt;br /&gt;
===Medical Records===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NAME: [surname, forename middlename]&lt;br /&gt;
BIRTHDATE: [DD/MM/YYYY]&lt;br /&gt;
HEIGHT: [Metres/Centimetres, Feet/Inches]&lt;br /&gt;
WEIGHT: [Kilograms, Stone &amp;amp; Pounds]&lt;br /&gt;
RACE/ETHNICITY: [Race, Ethnicity (Note, Caucasian, Hispanic, Asian and the like are probably not in use, so use Martian, Biesellite or whatever, but feel free to include these if they&#039;re notable)]&lt;br /&gt;
EYE COLOR: [Blue, Green, Brown, etc.]&lt;br /&gt;
HAIR COLOR: [Colour, do note if the hair is dyed, and note natural hair]&lt;br /&gt;
HYPERTENSION: [Yes/No/Borderline]&lt;br /&gt;
SPOKEN LANGUAGES: [Languages]&lt;br /&gt;
PREFERRED LANGUAGE: [Most used language]&lt;br /&gt;
NEXT OF KIN: [Name, Relationship (Do note, this is the medical NoK, so will go in order; Mother, Father, Siblings, Children, etc.]&lt;br /&gt;
LAST UPDATE: [DD/MM/YYYY]&lt;br /&gt;
&lt;br /&gt;
IMPORTANT INFORMATION&lt;br /&gt;
&lt;br /&gt;
POSTMORTEM INSTRUCTIONS: [Clone or Not, and requests so forth]&lt;br /&gt;
&lt;br /&gt;
PROSTHETIC(S): [Yes/No, Information if Yes]&lt;br /&gt;
&lt;br /&gt;
ALLERGIES: [Yes/No, Information if Yes]&lt;br /&gt;
&lt;br /&gt;
SURGICAL HISTORY: &lt;br /&gt;
[DD/MM/YYYY] - [Information]&lt;br /&gt;
&lt;br /&gt;
OBSTETRIC HISTORY: &lt;br /&gt;
&lt;br /&gt;
MEDICATION HISTORY: &lt;br /&gt;
&lt;br /&gt;
CURRENT MEDICATIONS/PRESCRIPTIONS: &lt;br /&gt;
&lt;br /&gt;
Physical Evaluations: (One is taken out before beginning work onstation. Same applies for psychological eval)&lt;br /&gt;
[DD/MM/YYYY] - [Passed/Failed] - [Information]&lt;br /&gt;
&lt;br /&gt;
DOCUMENTED PSYCHOLOGICAL DISORDERS: [Ya know, disorders]&lt;br /&gt;
&lt;br /&gt;
Psychological Evaluations:&lt;br /&gt;
[DD/MM/YYYY] - [Passed/Failed] - [Information]&lt;br /&gt;
&lt;br /&gt;
MEDICAL DOCTOR’S NOTES: [Same as Hiring Agent, see example for more details]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Security Records===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FULL NAME: [surname, forename middlename]&lt;br /&gt;
BIRTHDATE: [DD/MM/YYYY]&lt;br /&gt;
HEIGHT: [Metres/Centimetres, Feet/Inches]&lt;br /&gt;
WEIGHT: [Kilograms, Stone &amp;amp; Pounds]&lt;br /&gt;
EYE COLOR: [Blue, Green, Brown, etc.]&lt;br /&gt;
HAIR COLOR: [Colour, if it is dyed note that and state natural colour]&lt;br /&gt;
RACE/ETHNICITY: [Race, Ethnicity (Note, Caucasian, Hispanic, Asian and the like are probably not in use, so use Martian, Biesellite or whatever, but feel free to include these if they&#039;re notable)]&lt;br /&gt;
PLACE OF RESIDENCE: [Planet, Address (Address should go down to details of street and house number)]&lt;br /&gt;
IDENTIFYING FEATURES: [Limp, Accent, Dyed Hair, etc.]&lt;br /&gt;
CLOSE KIN: [Name, (Relationship, Place of Residence)] (List multiple, go in order of most contacted)&lt;br /&gt;
SPOKEN LANGUAGES: [Languages]&lt;br /&gt;
PREFERRED LANGUAGE: [Their most spoken language]&lt;br /&gt;
ON OFFICIAL WATCH: [Yes/No]&lt;br /&gt;
KNOWN CRIMINAL ASSOCIATES: [Any friends or family that have severe criminal history]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ARREST HISTORY:&lt;br /&gt;
&lt;br /&gt;
[DD/MM/YYYY]: [Charges Pressed]&lt;br /&gt;
ADMISSION DATE: [DD/MM/YYYY]&lt;br /&gt;
RELEASE DATE: [DD/MM/YYYY]&lt;br /&gt;
RELEASE REASON: [Sentence fulfilled, bail, etc.]&lt;br /&gt;
NOTES: [Other notes]&lt;br /&gt;
[Repeat as needed]&lt;br /&gt;
&lt;br /&gt;
THREAT ASSESSMENT&lt;br /&gt;
&lt;br /&gt;
Hostile/Covert Actions Against the Company&lt;br /&gt;
Threat Level; [Very High/High/Medium/Low/Very Low]&lt;br /&gt;
- [Attitude towards NT]&lt;br /&gt;
&lt;br /&gt;
Hostile/Covert Actions Against the Crew&lt;br /&gt;
Threat Level; [Very High/High/Medium/Low/Very Low]&lt;br /&gt;
- [Attitudes towards other crew]&lt;br /&gt;
&lt;br /&gt;
EMERGENCY CONTACT: [Close Friend or Family, include contact details]&lt;br /&gt;
&lt;br /&gt;
OVERALL NOTES: [Note from somebody, refer to example]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example Records==&lt;br /&gt;
===Employment Record===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NAME: Smith, John&lt;br /&gt;
BIRTHDATE: 07/05/2425&lt;br /&gt;
MARITAL STATUS: Widowed&lt;br /&gt;
SPOKEN LANGUAGES: Tau Ceti Basic, Sol Common, Tradeband (Partial Fluency)&lt;br /&gt;
NEXT OF KIN: Maria Smith, Mother&lt;br /&gt;
LAST UPDATE: 24/04/2459&lt;br /&gt;
&lt;br /&gt;
History, as provided by the employee, are as follows. They have been verified by employment agents within the External Affairs department, and any comments, questions, or concerns about the legitimacy of such must be sent in a secure document to the same department.&lt;br /&gt;
&lt;br /&gt;
EDUCATION SUMMARY: Educated at the Ashton Junior and Senior School Place. Later at Ashton Secondary School and Ashton University.&lt;br /&gt;
&lt;br /&gt;
CURRENT QUALIFICATIONS: Doctorate in Psychology.&lt;br /&gt;
&lt;br /&gt;
CURRENT CERTIFICATIONS: Psychologist, Psychiatrist.&lt;br /&gt;
&lt;br /&gt;
ONGOING TRAINING: Basic Medicine Course.&lt;br /&gt;
&lt;br /&gt;
EMPLOYMENT HISTORY - Listed below in chronological order, where possible:&lt;br /&gt;
&lt;br /&gt;
Vey Med&lt;br /&gt;
23/9/2448 - 13/3/2457&lt;br /&gt;
- Part of a small team investigating the effects of neurotoxin on the growth of people with veganism&lt;br /&gt;
- Made redundant after activists shut down experiment group.&lt;br /&gt;
- The work was conclusive and Smith played a large role in this, being an excellent worker and an avid investigator and psychologist.&lt;br /&gt;
&lt;br /&gt;
HIRING AGENT NOTES: Steven Schwartz, Personnel Liason Officer: An excellent worker and an even better psychologist. A pleasure to have him working here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Medical Record Example===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NAME: Smith, John&lt;br /&gt;
BIRTHDATE: 07/05/2425&lt;br /&gt;
HEIGHT: 5&#039;11, ?cm&lt;br /&gt;
WEIGHT: 78kg, ?lbs&lt;br /&gt;
RACE/ETHNICITY: Human, Biesellite.&lt;br /&gt;
EYE COLOR: Brown&lt;br /&gt;
HAIR COLOR: Brown&lt;br /&gt;
HYPERTENSION: Borderline&lt;br /&gt;
SPOKEN LANGUAGES: Tau Ceti Basic, Sol Common, Tradeband (Partial Fluency)&lt;br /&gt;
PREFERRED LANGUAGE: Tau Ceti Basic&lt;br /&gt;
NEXT OF KIN: Maria Smith, Mother&lt;br /&gt;
LAST UPDATE: 24/04/2459&lt;br /&gt;
&lt;br /&gt;
IMPORTANT INFORMATION&lt;br /&gt;
&lt;br /&gt;
POSTMORTEM INSTRUCTIONS: Clone as normal&lt;br /&gt;
&lt;br /&gt;
PROSTHETIC(S): None&lt;br /&gt;
&lt;br /&gt;
ALLERGIES: Cherries - Severe&lt;br /&gt;
&lt;br /&gt;
SURGICAL HISTORY: &lt;br /&gt;
[DD/MM/YYYY] - [Information]&lt;br /&gt;
24/12/2451 - Operation to remove appendicitis after infection. Fully successful.&lt;br /&gt;
&lt;br /&gt;
OBSTETRIC HISTORY: Null&lt;br /&gt;
&lt;br /&gt;
MEDICATION HISTORY: Null&lt;br /&gt;
&lt;br /&gt;
CURRENT MEDICATIONS/PRESCRIPTIONS: None&lt;br /&gt;
&lt;br /&gt;
Physical Evaluations: &lt;br /&gt;
27/04/2457 - Passed - Fully able and functioning for work.&lt;br /&gt;
&lt;br /&gt;
DOCUMENTED PSYCHOLOGICAL DISORDERS: None&lt;br /&gt;
&lt;br /&gt;
Psychological Evaluations:&lt;br /&gt;
27/04/2457 - Passed - Fully able and functioning for work.&lt;br /&gt;
&lt;br /&gt;
MEDICAL DOCTOR’S NOTES: Maibe Joycen, CC Chief Medical Officer: Perfectly fit and healthy, suffered a small bout of depressive activity following the death of his wife, though seems fine now.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Security Records Example===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NAME: Smith, John&lt;br /&gt;
BIRTHDATE: 07/05/2425&lt;br /&gt;
HEIGHT: 5&#039;11, ?cm&lt;br /&gt;
WEIGHT: 78kg, ?lbs&lt;br /&gt;
RACE/ETHNICITY: Human, Biesellite.&lt;br /&gt;
EYE COLOR: Brown&lt;br /&gt;
HAIR COLOR: Brown&lt;br /&gt;
PLACE OF RESIDENCE: Biesel, Mendell City, District 5, 123 Main Road&lt;br /&gt;
IDENTIFYING FEATURES: He has dark coloured skin.&lt;br /&gt;
CLOSE KIN: Maria Smith (Mother, Biesel, Mendell City, District 5, 987 Not Main Road), Kevin Smith (Father, Biesel, Mendell City, District 5, 987 Not Main Road), Laura Smith (Sister, Biesel, Mendell City, District 5, 456 Also Not Main Road [Name (Relationship, Place of Residence)] (List multiple, go in order of most contacted)&lt;br /&gt;
SPOKEN LANGUAGES: Tau Ceti Basic, Sol Common, Tradeband (Partial Fluency)&lt;br /&gt;
PREFERRED LANGUAGE: Tau Ceti Basic&lt;br /&gt;
ON OFFICIAL WATCH: No&lt;br /&gt;
KNOWN CRIMINAL ASSOCIATES: John Doe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ARREST HISTORY:&lt;br /&gt;
&lt;br /&gt;
27/4/2439: Accomplice to petty theft&lt;br /&gt;
ADMISSION DATE: 27/04/2439&lt;br /&gt;
RELEASE DATE: 27/04/2439&lt;br /&gt;
RELEASE REASON: Fined 450 Thalers&lt;br /&gt;
NOTES: Assisted John Doe in theft of several items of worth less than 50 Thaler&lt;br /&gt;
&lt;br /&gt;
THREAT ASSESSMENT&lt;br /&gt;
&lt;br /&gt;
Hostile/Covert Actions Against the Company&lt;br /&gt;
Threat Level; Very Low&lt;br /&gt;
- Supportive&lt;br /&gt;
&lt;br /&gt;
Hostile/Covert Actions Against the Crew&lt;br /&gt;
Threat Level; Very Low&lt;br /&gt;
- Unlikely to be any level of threat, minor or otherwise.&lt;br /&gt;
&lt;br /&gt;
EMERGENCY CONTACT: Maria Smith, Mother, 01568 701555&lt;br /&gt;
&lt;br /&gt;
OVERALL NOTES: Phoebe Athas, Personnel Risk Assessor: No risk to crew or company interests, a good worker and experienced in his field.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Character_Records&amp;diff=8163</id>
		<title>Guide to Character Records</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Character_Records&amp;diff=8163"/>
		<updated>2018-02-10T12:26:39Z</updated>

		<summary type="html">&lt;p&gt;Climax708: Add tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When creating a character, you may want to fill out their Medical Records, Employment Records, and Security Records.&lt;br /&gt;
These are found on the bottom right of the General tab.&lt;br /&gt;
&lt;br /&gt;
Some tips:&lt;br /&gt;
&lt;br /&gt;
# Cross Reference. Make sure that all your dates line up with both each other, and a reasonable level of realism.&lt;br /&gt;
# Keep it simple. Abbreviate, cut short, and even just refer to non-existent external files if you need to. If you don&#039;t, you may find you run out of space, as the records do have a limit, remember.&lt;br /&gt;
# Make it believable, even if it seems silly. This mainly applies for the previous jobs, arrest history and education. Make up some places and such, even if the names are basic or somewhat silly, use them! Mostly for schools I stick to just the city they&#039;re in (Say, Olympia) and then take the level of education (Say, University) and then clump them together (Olympia University). You can add variety, like saying Olympia University of Medicine/Law/Robotics/Science, etc., but just make it semi-believable. &lt;br /&gt;
&lt;br /&gt;
==Records formats==&lt;br /&gt;
===Employment Records===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NAME: [surname, forename middlename]&lt;br /&gt;
BIRTHDATE: [DD/MM/YYYY]&lt;br /&gt;
MARITAL STATUS: [Single, Married, Divorced, Widowed, N/A]&lt;br /&gt;
SPOKEN LANGUAGES: [Tau Ceti Basic, not English remember]&lt;br /&gt;
NEXT OF KIN: [Name, Relationship (This will generally be in order of who they&#039;re in contact the most]&lt;br /&gt;
LAST UPDATE: [DD/MM/YYYY]&lt;br /&gt;
&lt;br /&gt;
History, as provided by the employee, are as follows. They have been verified by employment agents within the External Affairs department, and any comments, questions, or concerns about the legitimacy of such must be sent in a secure document to the same department.&lt;br /&gt;
&lt;br /&gt;
EDUCATION SUMMARY: [Junior and Senior schooling, and College/University]&lt;br /&gt;
&lt;br /&gt;
CURRENT QUALIFICATIONS: [Make these up, I guess. Not sure what system of qualifications the future would use]&lt;br /&gt;
&lt;br /&gt;
CURRENT CERTIFICATIONS: [What positions onstation they are certified to work in. E.g, Security Officer, Surgeon, Command, etc.]&lt;br /&gt;
&lt;br /&gt;
ONGOING TRAINING: [Anything they are currently training in]&lt;br /&gt;
&lt;br /&gt;
EMPLOYMENT HISTORY - Listed below in chronological order, where possible:&lt;br /&gt;
&lt;br /&gt;
[Company Name]&lt;br /&gt;
[(Start)DD/MM/YYYY] - [(End)DD/MM/YYYY]&lt;br /&gt;
- [Basic Work description]&lt;br /&gt;
- [Reason for leaving work]&lt;br /&gt;
- [Other notes]&lt;br /&gt;
[Repeat for multiple jobs]&lt;br /&gt;
&lt;br /&gt;
HIRING AGENT NOTES: [Name a random personnel officer from CC and then notes. See example record for more info]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Medical Records===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NAME: [surname, forename middlename]&lt;br /&gt;
BIRTHDATE: [DD/MM/YYYY]&lt;br /&gt;
HEIGHT: [Metres/Centimetres, Feet/Inches]&lt;br /&gt;
WEIGHT: [Kilograms, Stone &amp;amp; Pounds]&lt;br /&gt;
RACE/ETHNICITY: [Race, Ethnicity (Note, Caucasian, Hispanic, Asian and the like are probably not in use, so use Martian, Biesellite or whatever, but feel free to include these if they&#039;re notable)]&lt;br /&gt;
EYE COLOR: [Blue, Green, Brown, etc.]&lt;br /&gt;
HAIR COLOR: [Colour, do note if the hair is dyed, and note natural hair]&lt;br /&gt;
HYPERTENSION: [Yes/No/Borderline]&lt;br /&gt;
SPOKEN LANGUAGES: [Languages]&lt;br /&gt;
PREFERRED LANGUAGE: [Most used language]&lt;br /&gt;
NEXT OF KIN: [Name, Relationship (Do note, this is the medical NoK, so will go in order; Mother, Father, Siblings, Children, etc.]&lt;br /&gt;
LAST UPDATE: [DD/MM/YYYY]&lt;br /&gt;
&lt;br /&gt;
IMPORTANT INFORMATION&lt;br /&gt;
&lt;br /&gt;
POSTMORTEM INSTRUCTIONS: [Clone or Not, and requests so forth]&lt;br /&gt;
&lt;br /&gt;
PROSTHETIC(S): [Yes/No, Information if Yes]&lt;br /&gt;
&lt;br /&gt;
ALLERGIES: [Yes/No, Information if Yes]&lt;br /&gt;
&lt;br /&gt;
SURGICAL HISTORY: &lt;br /&gt;
[DD/MM/YYYY] - [Information]&lt;br /&gt;
&lt;br /&gt;
OBSTETRIC HISTORY: &lt;br /&gt;
&lt;br /&gt;
MEDICATION HISTORY: &lt;br /&gt;
&lt;br /&gt;
CURRENT MEDICATIONS/PRESCRIPTIONS: &lt;br /&gt;
&lt;br /&gt;
Physical Evaluations: (One is taken out before beginning work onstation. Same applies for psychological eval)&lt;br /&gt;
[DD/MM/YYYY] - [Passed/Failed] - [Information]&lt;br /&gt;
&lt;br /&gt;
DOCUMENTED PSYCHOLOGICAL DISORDERS: [Ya know, disorders]&lt;br /&gt;
&lt;br /&gt;
Psychological Evaluations:&lt;br /&gt;
[DD/MM/YYYY] - [Passed/Failed] - [Information]&lt;br /&gt;
&lt;br /&gt;
MEDICAL DOCTOR’S NOTES: [Same as Hiring Agent, see example for more details]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Security Records===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FULL NAME: [surname, forename middlename]&lt;br /&gt;
BIRTHDATE: [DD/MM/YYYY]&lt;br /&gt;
HEIGHT: [Metres/Centimetres, Feet/Inches]&lt;br /&gt;
WEIGHT: [Kilograms, Stone &amp;amp; Pounds]&lt;br /&gt;
EYE COLOR: [Blue, Green, Brown, etc.]&lt;br /&gt;
HAIR COLOR: [Colour, if it is dyed note that and state natural colour]&lt;br /&gt;
RACE/ETHNICITY: [Race, Ethnicity (Note, Caucasian, Hispanic, Asian and the like are probably not in use, so use Martian, Biesellite or whatever, but feel free to include these if they&#039;re notable)]&lt;br /&gt;
PLACE OF RESIDENCE: [Planet, Address (Address should go down to details of street and house number)]&lt;br /&gt;
IDENTIFYING FEATURES: [Limp, Accent, Dyed Hair, etc.]&lt;br /&gt;
CLOSE KIN: [Name, (Relationship, Place of Residence)] (List multiple, go in order of most contacted)&lt;br /&gt;
SPOKEN LANGUAGES: [Languages]&lt;br /&gt;
PREFERRED LANGUAGE: [Their most spoken language]&lt;br /&gt;
ON OFFICIAL WATCH: [Yes/No]&lt;br /&gt;
KNOWN CRIMINAL ASSOCIATES: [Any friends or family that have severe criminal history]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ARREST HISTORY:&lt;br /&gt;
&lt;br /&gt;
[DD/MM/YYYY]: [Charges Pressed]&lt;br /&gt;
ADMISSION DATE: [DD/MM/YYYY]&lt;br /&gt;
RELEASE DATE: [DD/MM/YYYY]&lt;br /&gt;
RELEASE REASON: [Sentence fulfilled, bail, etc.]&lt;br /&gt;
NOTES: [Other notes]&lt;br /&gt;
[Repeat as needed]&lt;br /&gt;
&lt;br /&gt;
THREAT ASSESSMENT&lt;br /&gt;
&lt;br /&gt;
Hostile/Covert Actions Against the Company&lt;br /&gt;
Threat Level; [Very High/High/Medium/Low/Very Low]&lt;br /&gt;
- [Attitude towards NT]&lt;br /&gt;
&lt;br /&gt;
Hostile/Covert Actions Against the Crew&lt;br /&gt;
Threat Level; [Very High/High/Medium/Low/Very Low]&lt;br /&gt;
- [Attitudes towards other crew]&lt;br /&gt;
&lt;br /&gt;
EMERGENCY CONTACT: [Close Friend or Family, include contact details]&lt;br /&gt;
&lt;br /&gt;
OVERALL NOTES: [Note from somebody, refer to example]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example Records==&lt;br /&gt;
===Employment Record===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NAME: Smith, John&lt;br /&gt;
BIRTHDATE: 07/05/2425&lt;br /&gt;
MARITAL STATUS: Widowed&lt;br /&gt;
SPOKEN LANGUAGES: Tau Ceti Basic, Sol Common, Tradeband (Partial Fluency)&lt;br /&gt;
NEXT OF KIN: Maria Smith, Mother&lt;br /&gt;
LAST UPDATE: 24/04/2459&lt;br /&gt;
&lt;br /&gt;
History, as provided by the employee, are as follows. They have been verified by employment agents within the External Affairs department, and any comments, questions, or concerns about the legitimacy of such must be sent in a secure document to the same department.&lt;br /&gt;
&lt;br /&gt;
EDUCATION SUMMARY: Educated at the Ashton Junior and Senior School Place. Later at Ashton Secondary School and Ashton University.&lt;br /&gt;
&lt;br /&gt;
CURRENT QUALIFICATIONS: Doctorate in Psychology.&lt;br /&gt;
&lt;br /&gt;
CURRENT CERTIFICATIONS: Psychologist, Psychiatrist.&lt;br /&gt;
&lt;br /&gt;
ONGOING TRAINING: Basic Medicine Course.&lt;br /&gt;
&lt;br /&gt;
EMPLOYMENT HISTORY - Listed below in chronological order, where possible:&lt;br /&gt;
&lt;br /&gt;
Vey Med&lt;br /&gt;
23/9/2448 - 13/3/2457&lt;br /&gt;
- Part of a small team investigating the effects of neurotoxin on the growth of people with veganism&lt;br /&gt;
- Made redundant after activists shut down experiment group.&lt;br /&gt;
- The work was conclusive and Smith played a large role in this, being an excellent worker and an avid investigator and psychologist.&lt;br /&gt;
&lt;br /&gt;
HIRING AGENT NOTES: Steven Schwartz, Personnel Liason Officer: An excellent worker and an even better psychologist. A pleasure to have him working here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Medical Record Example===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NAME: Smith, John&lt;br /&gt;
BIRTHDATE: 07/05/2425&lt;br /&gt;
HEIGHT: 5&#039;11, ?cm&lt;br /&gt;
WEIGHT: 78kg, ?lbs&lt;br /&gt;
RACE/ETHNICITY: Human, Biesellite.&lt;br /&gt;
EYE COLOR: Brown&lt;br /&gt;
HAIR COLOR: Brown&lt;br /&gt;
HYPERTENSION: Borderline&lt;br /&gt;
SPOKEN LANGUAGES: Tau Ceti Basic, Sol Common, Tradeband (Partial Fluency)&lt;br /&gt;
PREFERRED LANGUAGE: Tau Ceti Basic&lt;br /&gt;
NEXT OF KIN: Maria Smith, Mother&lt;br /&gt;
LAST UPDATE: 24/04/2459&lt;br /&gt;
&lt;br /&gt;
IMPORTANT INFORMATION&lt;br /&gt;
&lt;br /&gt;
POSTMORTEM INSTRUCTIONS: Clone as normal&lt;br /&gt;
&lt;br /&gt;
PROSTHETIC(S): None&lt;br /&gt;
&lt;br /&gt;
ALLERGIES: Cherries - Severe&lt;br /&gt;
&lt;br /&gt;
SURGICAL HISTORY: &lt;br /&gt;
[DD/MM/YYYY] - [Information]&lt;br /&gt;
24/12/2451 - Operation to remove appendicitis after infection. Fully successful.&lt;br /&gt;
&lt;br /&gt;
OBSTETRIC HISTORY: Null&lt;br /&gt;
&lt;br /&gt;
MEDICATION HISTORY: Null&lt;br /&gt;
&lt;br /&gt;
CURRENT MEDICATIONS/PRESCRIPTIONS: None&lt;br /&gt;
&lt;br /&gt;
Physical Evaluations: &lt;br /&gt;
27/04/2457 - Passed - Fully able and functioning for work.&lt;br /&gt;
&lt;br /&gt;
DOCUMENTED PSYCHOLOGICAL DISORDERS: None&lt;br /&gt;
&lt;br /&gt;
Psychological Evaluations:&lt;br /&gt;
27/04/2457 - Passed - Fully able and functioning for work.&lt;br /&gt;
&lt;br /&gt;
MEDICAL DOCTOR’S NOTES: Maibe Joycen, CC Chief Medical Officer: Perfectly fit and healthy, suffered a small bout of depressive activity following the death of his wife, though seems fine now.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Security Records Example===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NAME: Smith, John&lt;br /&gt;
BIRTHDATE: 07/05/2425&lt;br /&gt;
HEIGHT: 5&#039;11, ?cm&lt;br /&gt;
WEIGHT: 78kg, ?lbs&lt;br /&gt;
RACE/ETHNICITY: Human, Biesellite.&lt;br /&gt;
EYE COLOR: Brown&lt;br /&gt;
HAIR COLOR: Brown&lt;br /&gt;
PLACE OF RESIDENCE: Biesel, Mendell City, District 5, 123 Main Road&lt;br /&gt;
IDENTIFYING FEATURES: He has dark coloured skin.&lt;br /&gt;
CLOSE KIN: Maria Smith (Mother, Biesel, Mendell City, District 5, 987 Not Main Road), Kevin Smith (Father, Biesel, Mendell City, District 5, 987 Not Main Road), Laura Smith (Sister, Biesel, Mendell City, District 5, 456 Also Not Main Road [Name (Relationship, Place of Residence)] (List multiple, go in order of most contacted)&lt;br /&gt;
SPOKEN LANGUAGES: Tau Ceti Basic, Sol Common, Tradeband (Partial Fluency)&lt;br /&gt;
PREFERRED LANGUAGE: Tau Ceti Basic&lt;br /&gt;
ON OFFICIAL WATCH: No&lt;br /&gt;
KNOWN CRIMINAL ASSOCIATES: John Doe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ARREST HISTORY:&lt;br /&gt;
&lt;br /&gt;
27/4/2439: Accomplice to petty theft&lt;br /&gt;
ADMISSION DATE: 27/04/2439&lt;br /&gt;
RELEASE DATE: 27/04/2439&lt;br /&gt;
RELEASE REASON: Fined 450 Thalers&lt;br /&gt;
NOTES: Assisted John Doe in theft of several items of worth less than 50 Thaler&lt;br /&gt;
&lt;br /&gt;
THREAT ASSESSMENT&lt;br /&gt;
&lt;br /&gt;
Hostile/Covert Actions Against the Company&lt;br /&gt;
Threat Level; Very Low&lt;br /&gt;
- Supportive&lt;br /&gt;
&lt;br /&gt;
Hostile/Covert Actions Against the Crew&lt;br /&gt;
Threat Level; Very Low&lt;br /&gt;
- Unlikely to be any level of threat, minor or otherwise.&lt;br /&gt;
&lt;br /&gt;
EMERGENCY CONTACT: Maria Smith, Mother, 01568 701555&lt;br /&gt;
&lt;br /&gt;
OVERALL NOTES: Phoebe Athas, Personnel Risk Assessor: No risk to crew or company interests, a good worker and experienced in his field.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Character_Records&amp;diff=8162</id>
		<title>Guide to Character Records</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Character_Records&amp;diff=8162"/>
		<updated>2018-02-10T12:23:58Z</updated>

		<summary type="html">&lt;p&gt;Climax708: Reorder formats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When creating a character, you may want to fill out their Medical Records, Employment Records, and Security Records.&lt;br /&gt;
These are found on the bottom right of the General tab.&lt;br /&gt;
&lt;br /&gt;
==Records formats==&lt;br /&gt;
===Employment Records===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NAME: [surname, forename middlename]&lt;br /&gt;
BIRTHDATE: [DD/MM/YYYY]&lt;br /&gt;
MARITAL STATUS: [Single, Married, Divorced, Widowed, N/A]&lt;br /&gt;
SPOKEN LANGUAGES: [Tau Ceti Basic, not English remember]&lt;br /&gt;
NEXT OF KIN: [Name, Relationship (This will generally be in order of who they&#039;re in contact the most]&lt;br /&gt;
LAST UPDATE: [DD/MM/YYYY]&lt;br /&gt;
&lt;br /&gt;
History, as provided by the employee, are as follows. They have been verified by employment agents within the External Affairs department, and any comments, questions, or concerns about the legitimacy of such must be sent in a secure document to the same department.&lt;br /&gt;
&lt;br /&gt;
EDUCATION SUMMARY: [Junior and Senior schooling, and College/University]&lt;br /&gt;
&lt;br /&gt;
CURRENT QUALIFICATIONS: [Make these up, I guess. Not sure what system of qualifications the future would use]&lt;br /&gt;
&lt;br /&gt;
CURRENT CERTIFICATIONS: [What positions onstation they are certified to work in. E.g, Security Officer, Surgeon, Command, etc.]&lt;br /&gt;
&lt;br /&gt;
ONGOING TRAINING: [Anything they are currently training in]&lt;br /&gt;
&lt;br /&gt;
EMPLOYMENT HISTORY - Listed below in chronological order, where possible:&lt;br /&gt;
&lt;br /&gt;
[Company Name]&lt;br /&gt;
[(Start)DD/MM/YYYY] - [(End)DD/MM/YYYY]&lt;br /&gt;
- [Basic Work description]&lt;br /&gt;
- [Reason for leaving work]&lt;br /&gt;
- [Other notes]&lt;br /&gt;
[Repeat for multiple jobs]&lt;br /&gt;
&lt;br /&gt;
HIRING AGENT NOTES: [Name a random personnel officer from CC and then notes. See example record for more info]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Medical Records===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NAME: [surname, forename middlename]&lt;br /&gt;
BIRTHDATE: [DD/MM/YYYY]&lt;br /&gt;
HEIGHT: [Metres/Centimetres, Feet/Inches]&lt;br /&gt;
WEIGHT: [Kilograms, Stone &amp;amp; Pounds]&lt;br /&gt;
RACE/ETHNICITY: [Race, Ethnicity (Note, Caucasian, Hispanic, Asian and the like are probably not in use, so use Martian, Biesellite or whatever, but feel free to include these if they&#039;re notable)]&lt;br /&gt;
EYE COLOR: [Blue, Green, Brown, etc.]&lt;br /&gt;
HAIR COLOR: [Colour, do note if the hair is dyed, and note natural hair]&lt;br /&gt;
HYPERTENSION: [Yes/No/Borderline]&lt;br /&gt;
SPOKEN LANGUAGES: [Languages]&lt;br /&gt;
PREFERRED LANGUAGE: [Most used language]&lt;br /&gt;
NEXT OF KIN: [Name, Relationship (Do note, this is the medical NoK, so will go in order; Mother, Father, Siblings, Children, etc.]&lt;br /&gt;
LAST UPDATE: [DD/MM/YYYY]&lt;br /&gt;
&lt;br /&gt;
IMPORTANT INFORMATION&lt;br /&gt;
&lt;br /&gt;
POSTMORTEM INSTRUCTIONS: [Clone or Not, and requests so forth]&lt;br /&gt;
&lt;br /&gt;
PROSTHETIC(S): [Yes/No, Information if Yes]&lt;br /&gt;
&lt;br /&gt;
ALLERGIES: [Yes/No, Information if Yes]&lt;br /&gt;
&lt;br /&gt;
SURGICAL HISTORY: &lt;br /&gt;
[DD/MM/YYYY] - [Information]&lt;br /&gt;
&lt;br /&gt;
OBSTETRIC HISTORY: &lt;br /&gt;
&lt;br /&gt;
MEDICATION HISTORY: &lt;br /&gt;
&lt;br /&gt;
CURRENT MEDICATIONS/PRESCRIPTIONS: &lt;br /&gt;
&lt;br /&gt;
Physical Evaluations: (One is taken out before beginning work onstation. Same applies for psychological eval)&lt;br /&gt;
[DD/MM/YYYY] - [Passed/Failed] - [Information]&lt;br /&gt;
&lt;br /&gt;
DOCUMENTED PSYCHOLOGICAL DISORDERS: [Ya know, disorders]&lt;br /&gt;
&lt;br /&gt;
Psychological Evaluations:&lt;br /&gt;
[DD/MM/YYYY] - [Passed/Failed] - [Information]&lt;br /&gt;
&lt;br /&gt;
MEDICAL DOCTOR’S NOTES: [Same as Hiring Agent, see example for more details]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Security Records===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FULL NAME: [surname, forename middlename]&lt;br /&gt;
BIRTHDATE: [DD/MM/YYYY]&lt;br /&gt;
HEIGHT: [Metres/Centimetres, Feet/Inches]&lt;br /&gt;
WEIGHT: [Kilograms, Stone &amp;amp; Pounds]&lt;br /&gt;
EYE COLOR: [Blue, Green, Brown, etc.]&lt;br /&gt;
HAIR COLOR: [Colour, if it is dyed note that and state natural colour]&lt;br /&gt;
RACE/ETHNICITY: [Race, Ethnicity (Note, Caucasian, Hispanic, Asian and the like are probably not in use, so use Martian, Biesellite or whatever, but feel free to include these if they&#039;re notable)]&lt;br /&gt;
PLACE OF RESIDENCE: [Planet, Address (Address should go down to details of street and house number)]&lt;br /&gt;
IDENTIFYING FEATURES: [Limp, Accent, Dyed Hair, etc.]&lt;br /&gt;
CLOSE KIN: [Name, (Relationship, Place of Residence)] (List multiple, go in order of most contacted)&lt;br /&gt;
SPOKEN LANGUAGES: [Languages]&lt;br /&gt;
PREFERRED LANGUAGE: [Their most spoken language]&lt;br /&gt;
ON OFFICIAL WATCH: [Yes/No]&lt;br /&gt;
KNOWN CRIMINAL ASSOCIATES: [Any friends or family that have severe criminal history]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ARREST HISTORY:&lt;br /&gt;
&lt;br /&gt;
[DD/MM/YYYY]: [Charges Pressed]&lt;br /&gt;
ADMISSION DATE: [DD/MM/YYYY]&lt;br /&gt;
RELEASE DATE: [DD/MM/YYYY]&lt;br /&gt;
RELEASE REASON: [Sentence fulfilled, bail, etc.]&lt;br /&gt;
NOTES: [Other notes]&lt;br /&gt;
[Repeat as needed]&lt;br /&gt;
&lt;br /&gt;
THREAT ASSESSMENT&lt;br /&gt;
&lt;br /&gt;
Hostile/Covert Actions Against the Company&lt;br /&gt;
Threat Level; [Very High/High/Medium/Low/Very Low]&lt;br /&gt;
- [Attitude towards NT]&lt;br /&gt;
&lt;br /&gt;
Hostile/Covert Actions Against the Crew&lt;br /&gt;
Threat Level; [Very High/High/Medium/Low/Very Low]&lt;br /&gt;
- [Attitudes towards other crew]&lt;br /&gt;
&lt;br /&gt;
EMERGENCY CONTACT: [Close Friend or Family, include contact details]&lt;br /&gt;
&lt;br /&gt;
OVERALL NOTES: [Note from somebody, refer to example]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example Records==&lt;br /&gt;
===Employment Record===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NAME: Smith, John&lt;br /&gt;
BIRTHDATE: 07/05/2425&lt;br /&gt;
MARITAL STATUS: Widowed&lt;br /&gt;
SPOKEN LANGUAGES: Tau Ceti Basic, Sol Common, Tradeband (Partial Fluency)&lt;br /&gt;
NEXT OF KIN: Maria Smith, Mother&lt;br /&gt;
LAST UPDATE: 24/04/2459&lt;br /&gt;
&lt;br /&gt;
History, as provided by the employee, are as follows. They have been verified by employment agents within the External Affairs department, and any comments, questions, or concerns about the legitimacy of such must be sent in a secure document to the same department.&lt;br /&gt;
&lt;br /&gt;
EDUCATION SUMMARY: Educated at the Ashton Junior and Senior School Place. Later at Ashton Secondary School and Ashton University.&lt;br /&gt;
&lt;br /&gt;
CURRENT QUALIFICATIONS: Doctorate in Psychology.&lt;br /&gt;
&lt;br /&gt;
CURRENT CERTIFICATIONS: Psychologist, Psychiatrist.&lt;br /&gt;
&lt;br /&gt;
ONGOING TRAINING: Basic Medicine Course.&lt;br /&gt;
&lt;br /&gt;
EMPLOYMENT HISTORY - Listed below in chronological order, where possible:&lt;br /&gt;
&lt;br /&gt;
Vey Med&lt;br /&gt;
23/9/2448 - 13/3/2457&lt;br /&gt;
- Part of a small team investigating the effects of neurotoxin on the growth of people with veganism&lt;br /&gt;
- Made redundant after activists shut down experiment group.&lt;br /&gt;
- The work was conclusive and Smith played a large role in this, being an excellent worker and an avid investigator and psychologist.&lt;br /&gt;
&lt;br /&gt;
HIRING AGENT NOTES: Steven Schwartz, Personnel Liason Officer: An excellent worker and an even better psychologist. A pleasure to have him working here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Medical Record Example===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NAME: Smith, John&lt;br /&gt;
BIRTHDATE: 07/05/2425&lt;br /&gt;
HEIGHT: 5&#039;11, ?cm&lt;br /&gt;
WEIGHT: 78kg, ?lbs&lt;br /&gt;
RACE/ETHNICITY: Human, Biesellite.&lt;br /&gt;
EYE COLOR: Brown&lt;br /&gt;
HAIR COLOR: Brown&lt;br /&gt;
HYPERTENSION: Borderline&lt;br /&gt;
SPOKEN LANGUAGES: Tau Ceti Basic, Sol Common, Tradeband (Partial Fluency)&lt;br /&gt;
PREFERRED LANGUAGE: Tau Ceti Basic&lt;br /&gt;
NEXT OF KIN: Maria Smith, Mother&lt;br /&gt;
LAST UPDATE: 24/04/2459&lt;br /&gt;
&lt;br /&gt;
IMPORTANT INFORMATION&lt;br /&gt;
&lt;br /&gt;
POSTMORTEM INSTRUCTIONS: Clone as normal&lt;br /&gt;
&lt;br /&gt;
PROSTHETIC(S): None&lt;br /&gt;
&lt;br /&gt;
ALLERGIES: Cherries - Severe&lt;br /&gt;
&lt;br /&gt;
SURGICAL HISTORY: &lt;br /&gt;
[DD/MM/YYYY] - [Information]&lt;br /&gt;
24/12/2451 - Operation to remove appendicitis after infection. Fully successful.&lt;br /&gt;
&lt;br /&gt;
OBSTETRIC HISTORY: Null&lt;br /&gt;
&lt;br /&gt;
MEDICATION HISTORY: Null&lt;br /&gt;
&lt;br /&gt;
CURRENT MEDICATIONS/PRESCRIPTIONS: None&lt;br /&gt;
&lt;br /&gt;
Physical Evaluations: &lt;br /&gt;
27/04/2457 - Passed - Fully able and functioning for work.&lt;br /&gt;
&lt;br /&gt;
DOCUMENTED PSYCHOLOGICAL DISORDERS: None&lt;br /&gt;
&lt;br /&gt;
Psychological Evaluations:&lt;br /&gt;
27/04/2457 - Passed - Fully able and functioning for work.&lt;br /&gt;
&lt;br /&gt;
MEDICAL DOCTOR’S NOTES: Maibe Joycen, CC Chief Medical Officer: Perfectly fit and healthy, suffered a small bout of depressive activity following the death of his wife, though seems fine now.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Security Records Example===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NAME: Smith, John&lt;br /&gt;
BIRTHDATE: 07/05/2425&lt;br /&gt;
HEIGHT: 5&#039;11, ?cm&lt;br /&gt;
WEIGHT: 78kg, ?lbs&lt;br /&gt;
RACE/ETHNICITY: Human, Biesellite.&lt;br /&gt;
EYE COLOR: Brown&lt;br /&gt;
HAIR COLOR: Brown&lt;br /&gt;
PLACE OF RESIDENCE: Biesel, Mendell City, District 5, 123 Main Road&lt;br /&gt;
IDENTIFYING FEATURES: He has dark coloured skin.&lt;br /&gt;
CLOSE KIN: Maria Smith (Mother, Biesel, Mendell City, District 5, 987 Not Main Road), Kevin Smith (Father, Biesel, Mendell City, District 5, 987 Not Main Road), Laura Smith (Sister, Biesel, Mendell City, District 5, 456 Also Not Main Road [Name (Relationship, Place of Residence)] (List multiple, go in order of most contacted)&lt;br /&gt;
SPOKEN LANGUAGES: Tau Ceti Basic, Sol Common, Tradeband (Partial Fluency)&lt;br /&gt;
PREFERRED LANGUAGE: Tau Ceti Basic&lt;br /&gt;
ON OFFICIAL WATCH: No&lt;br /&gt;
KNOWN CRIMINAL ASSOCIATES: John Doe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ARREST HISTORY:&lt;br /&gt;
&lt;br /&gt;
27/4/2439: Accomplice to petty theft&lt;br /&gt;
ADMISSION DATE: 27/04/2439&lt;br /&gt;
RELEASE DATE: 27/04/2439&lt;br /&gt;
RELEASE REASON: Fined 450 Thalers&lt;br /&gt;
NOTES: Assisted John Doe in theft of several items of worth less than 50 Thaler&lt;br /&gt;
&lt;br /&gt;
THREAT ASSESSMENT&lt;br /&gt;
&lt;br /&gt;
Hostile/Covert Actions Against the Company&lt;br /&gt;
Threat Level; Very Low&lt;br /&gt;
- Supportive&lt;br /&gt;
&lt;br /&gt;
Hostile/Covert Actions Against the Crew&lt;br /&gt;
Threat Level; Very Low&lt;br /&gt;
- Unlikely to be any level of threat, minor or otherwise.&lt;br /&gt;
&lt;br /&gt;
EMERGENCY CONTACT: Maria Smith, Mother, 01568 701555&lt;br /&gt;
&lt;br /&gt;
OVERALL NOTES: Phoebe Athas, Personnel Risk Assessor: No risk to crew or company interests, a good worker and experienced in his field.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Character_Records&amp;diff=8161</id>
		<title>Guide to Character Records</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Character_Records&amp;diff=8161"/>
		<updated>2018-02-10T12:22:35Z</updated>

		<summary type="html">&lt;p&gt;Climax708: Add example records&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When creating a character, you may want to fill out their Medical Records, Employment Records, and Security Records.&lt;br /&gt;
These are found on the bottom right of the General tab.&lt;br /&gt;
&lt;br /&gt;
==Records formats==&lt;br /&gt;
===Medical Records===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NAME: [surname, forename middlename]&lt;br /&gt;
BIRTHDATE: [DD/MM/YYYY]&lt;br /&gt;
HEIGHT: [Metres/Centimetres, Feet/Inches]&lt;br /&gt;
WEIGHT: [Kilograms, Stone &amp;amp; Pounds]&lt;br /&gt;
RACE/ETHNICITY: [Race, Ethnicity (Note, Caucasian, Hispanic, Asian and the like are probably not in use, so use Martian, Biesellite or whatever, but feel free to include these if they&#039;re notable)]&lt;br /&gt;
EYE COLOR: [Blue, Green, Brown, etc.]&lt;br /&gt;
HAIR COLOR: [Colour, do note if the hair is dyed, and note natural hair]&lt;br /&gt;
HYPERTENSION: [Yes/No/Borderline]&lt;br /&gt;
SPOKEN LANGUAGES: [Languages]&lt;br /&gt;
PREFERRED LANGUAGE: [Most used language]&lt;br /&gt;
NEXT OF KIN: [Name, Relationship (Do note, this is the medical NoK, so will go in order; Mother, Father, Siblings, Children, etc.]&lt;br /&gt;
LAST UPDATE: [DD/MM/YYYY]&lt;br /&gt;
&lt;br /&gt;
IMPORTANT INFORMATION&lt;br /&gt;
&lt;br /&gt;
POSTMORTEM INSTRUCTIONS: [Clone or Not, and requests so forth]&lt;br /&gt;
&lt;br /&gt;
PROSTHETIC(S): [Yes/No, Information if Yes]&lt;br /&gt;
&lt;br /&gt;
ALLERGIES: [Yes/No, Information if Yes]&lt;br /&gt;
&lt;br /&gt;
SURGICAL HISTORY: &lt;br /&gt;
[DD/MM/YYYY] - [Information]&lt;br /&gt;
&lt;br /&gt;
OBSTETRIC HISTORY: &lt;br /&gt;
&lt;br /&gt;
MEDICATION HISTORY: &lt;br /&gt;
&lt;br /&gt;
CURRENT MEDICATIONS/PRESCRIPTIONS: &lt;br /&gt;
&lt;br /&gt;
Physical Evaluations: (One is taken out before beginning work onstation. Same applies for psychological eval)&lt;br /&gt;
[DD/MM/YYYY] - [Passed/Failed] - [Information]&lt;br /&gt;
&lt;br /&gt;
DOCUMENTED PSYCHOLOGICAL DISORDERS: [Ya know, disorders]&lt;br /&gt;
&lt;br /&gt;
Psychological Evaluations:&lt;br /&gt;
[DD/MM/YYYY] - [Passed/Failed] - [Information]&lt;br /&gt;
&lt;br /&gt;
MEDICAL DOCTOR’S NOTES: [Same as Hiring Agent, see example for more details]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Security Records===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FULL NAME: [surname, forename middlename]&lt;br /&gt;
BIRTHDATE: [DD/MM/YYYY]&lt;br /&gt;
HEIGHT: [Metres/Centimetres, Feet/Inches]&lt;br /&gt;
WEIGHT: [Kilograms, Stone &amp;amp; Pounds]&lt;br /&gt;
EYE COLOR: [Blue, Green, Brown, etc.]&lt;br /&gt;
HAIR COLOR: [Colour, if it is dyed note that and state natural colour]&lt;br /&gt;
RACE/ETHNICITY: [Race, Ethnicity (Note, Caucasian, Hispanic, Asian and the like are probably not in use, so use Martian, Biesellite or whatever, but feel free to include these if they&#039;re notable)]&lt;br /&gt;
PLACE OF RESIDENCE: [Planet, Address (Address should go down to details of street and house number)]&lt;br /&gt;
IDENTIFYING FEATURES: [Limp, Accent, Dyed Hair, etc.]&lt;br /&gt;
CLOSE KIN: [Name, (Relationship, Place of Residence)] (List multiple, go in order of most contacted)&lt;br /&gt;
SPOKEN LANGUAGES: [Languages]&lt;br /&gt;
PREFERRED LANGUAGE: [Their most spoken language]&lt;br /&gt;
ON OFFICIAL WATCH: [Yes/No]&lt;br /&gt;
KNOWN CRIMINAL ASSOCIATES: [Any friends or family that have severe criminal history]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ARREST HISTORY:&lt;br /&gt;
&lt;br /&gt;
[DD/MM/YYYY]: [Charges Pressed]&lt;br /&gt;
ADMISSION DATE: [DD/MM/YYYY]&lt;br /&gt;
RELEASE DATE: [DD/MM/YYYY]&lt;br /&gt;
RELEASE REASON: [Sentence fulfilled, bail, etc.]&lt;br /&gt;
NOTES: [Other notes]&lt;br /&gt;
[Repeat as needed]&lt;br /&gt;
&lt;br /&gt;
THREAT ASSESSMENT&lt;br /&gt;
&lt;br /&gt;
Hostile/Covert Actions Against the Company&lt;br /&gt;
Threat Level; [Very High/High/Medium/Low/Very Low]&lt;br /&gt;
- [Attitude towards NT]&lt;br /&gt;
&lt;br /&gt;
Hostile/Covert Actions Against the Crew&lt;br /&gt;
Threat Level; [Very High/High/Medium/Low/Very Low]&lt;br /&gt;
- [Attitudes towards other crew]&lt;br /&gt;
&lt;br /&gt;
EMERGENCY CONTACT: [Close Friend or Family, include contact details]&lt;br /&gt;
&lt;br /&gt;
OVERALL NOTES: [Note from somebody, refer to example]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Employment Records===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NAME: [surname, forename middlename]&lt;br /&gt;
BIRTHDATE: [DD/MM/YYYY]&lt;br /&gt;
MARITAL STATUS: [Single, Married, Divorced, Widowed, N/A]&lt;br /&gt;
SPOKEN LANGUAGES: [Tau Ceti Basic, not English remember]&lt;br /&gt;
NEXT OF KIN: [Name, Relationship (This will generally be in order of who they&#039;re in contact the most]&lt;br /&gt;
LAST UPDATE: [DD/MM/YYYY]&lt;br /&gt;
&lt;br /&gt;
History, as provided by the employee, are as follows. They have been verified by employment agents within the External Affairs department, and any comments, questions, or concerns about the legitimacy of such must be sent in a secure document to the same department.&lt;br /&gt;
&lt;br /&gt;
EDUCATION SUMMARY: [Junior and Senior schooling, and College/University]&lt;br /&gt;
&lt;br /&gt;
CURRENT QUALIFICATIONS: [Make these up, I guess. Not sure what system of qualifications the future would use]&lt;br /&gt;
&lt;br /&gt;
CURRENT CERTIFICATIONS: [What positions onstation they are certified to work in. E.g, Security Officer, Surgeon, Command, etc.]&lt;br /&gt;
&lt;br /&gt;
ONGOING TRAINING: [Anything they are currently training in]&lt;br /&gt;
&lt;br /&gt;
EMPLOYMENT HISTORY - Listed below in chronological order, where possible:&lt;br /&gt;
&lt;br /&gt;
[Company Name]&lt;br /&gt;
[(Start)DD/MM/YYYY] - [(End)DD/MM/YYYY]&lt;br /&gt;
- [Basic Work description]&lt;br /&gt;
- [Reason for leaving work]&lt;br /&gt;
- [Other notes]&lt;br /&gt;
[Repeat for multiple jobs]&lt;br /&gt;
&lt;br /&gt;
HIRING AGENT NOTES: [Name a random personnel officer from CC and then notes. See example record for more info]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example Records==&lt;br /&gt;
===Employment Record===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NAME: Smith, John&lt;br /&gt;
BIRTHDATE: 07/05/2425&lt;br /&gt;
MARITAL STATUS: Widowed&lt;br /&gt;
SPOKEN LANGUAGES: Tau Ceti Basic, Sol Common, Tradeband (Partial Fluency)&lt;br /&gt;
NEXT OF KIN: Maria Smith, Mother&lt;br /&gt;
LAST UPDATE: 24/04/2459&lt;br /&gt;
&lt;br /&gt;
History, as provided by the employee, are as follows. They have been verified by employment agents within the External Affairs department, and any comments, questions, or concerns about the legitimacy of such must be sent in a secure document to the same department.&lt;br /&gt;
&lt;br /&gt;
EDUCATION SUMMARY: Educated at the Ashton Junior and Senior School Place. Later at Ashton Secondary School and Ashton University.&lt;br /&gt;
&lt;br /&gt;
CURRENT QUALIFICATIONS: Doctorate in Psychology.&lt;br /&gt;
&lt;br /&gt;
CURRENT CERTIFICATIONS: Psychologist, Psychiatrist.&lt;br /&gt;
&lt;br /&gt;
ONGOING TRAINING: Basic Medicine Course.&lt;br /&gt;
&lt;br /&gt;
EMPLOYMENT HISTORY - Listed below in chronological order, where possible:&lt;br /&gt;
&lt;br /&gt;
Vey Med&lt;br /&gt;
23/9/2448 - 13/3/2457&lt;br /&gt;
- Part of a small team investigating the effects of neurotoxin on the growth of people with veganism&lt;br /&gt;
- Made redundant after activists shut down experiment group.&lt;br /&gt;
- The work was conclusive and Smith played a large role in this, being an excellent worker and an avid investigator and psychologist.&lt;br /&gt;
&lt;br /&gt;
HIRING AGENT NOTES: Steven Schwartz, Personnel Liason Officer: An excellent worker and an even better psychologist. A pleasure to have him working here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Medical Record Example===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NAME: Smith, John&lt;br /&gt;
BIRTHDATE: 07/05/2425&lt;br /&gt;
HEIGHT: 5&#039;11, ?cm&lt;br /&gt;
WEIGHT: 78kg, ?lbs&lt;br /&gt;
RACE/ETHNICITY: Human, Biesellite.&lt;br /&gt;
EYE COLOR: Brown&lt;br /&gt;
HAIR COLOR: Brown&lt;br /&gt;
HYPERTENSION: Borderline&lt;br /&gt;
SPOKEN LANGUAGES: Tau Ceti Basic, Sol Common, Tradeband (Partial Fluency)&lt;br /&gt;
PREFERRED LANGUAGE: Tau Ceti Basic&lt;br /&gt;
NEXT OF KIN: Maria Smith, Mother&lt;br /&gt;
LAST UPDATE: 24/04/2459&lt;br /&gt;
&lt;br /&gt;
IMPORTANT INFORMATION&lt;br /&gt;
&lt;br /&gt;
POSTMORTEM INSTRUCTIONS: Clone as normal&lt;br /&gt;
&lt;br /&gt;
PROSTHETIC(S): None&lt;br /&gt;
&lt;br /&gt;
ALLERGIES: Cherries - Severe&lt;br /&gt;
&lt;br /&gt;
SURGICAL HISTORY: &lt;br /&gt;
[DD/MM/YYYY] - [Information]&lt;br /&gt;
24/12/2451 - Operation to remove appendicitis after infection. Fully successful.&lt;br /&gt;
&lt;br /&gt;
OBSTETRIC HISTORY: Null&lt;br /&gt;
&lt;br /&gt;
MEDICATION HISTORY: Null&lt;br /&gt;
&lt;br /&gt;
CURRENT MEDICATIONS/PRESCRIPTIONS: None&lt;br /&gt;
&lt;br /&gt;
Physical Evaluations: &lt;br /&gt;
27/04/2457 - Passed - Fully able and functioning for work.&lt;br /&gt;
&lt;br /&gt;
DOCUMENTED PSYCHOLOGICAL DISORDERS: None&lt;br /&gt;
&lt;br /&gt;
Psychological Evaluations:&lt;br /&gt;
27/04/2457 - Passed - Fully able and functioning for work.&lt;br /&gt;
&lt;br /&gt;
MEDICAL DOCTOR’S NOTES: Maibe Joycen, CC Chief Medical Officer: Perfectly fit and healthy, suffered a small bout of depressive activity following the death of his wife, though seems fine now.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Security Records Example===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NAME: Smith, John&lt;br /&gt;
BIRTHDATE: 07/05/2425&lt;br /&gt;
HEIGHT: 5&#039;11, ?cm&lt;br /&gt;
WEIGHT: 78kg, ?lbs&lt;br /&gt;
RACE/ETHNICITY: Human, Biesellite.&lt;br /&gt;
EYE COLOR: Brown&lt;br /&gt;
HAIR COLOR: Brown&lt;br /&gt;
PLACE OF RESIDENCE: Biesel, Mendell City, District 5, 123 Main Road&lt;br /&gt;
IDENTIFYING FEATURES: He has dark coloured skin.&lt;br /&gt;
CLOSE KIN: Maria Smith (Mother, Biesel, Mendell City, District 5, 987 Not Main Road), Kevin Smith (Father, Biesel, Mendell City, District 5, 987 Not Main Road), Laura Smith (Sister, Biesel, Mendell City, District 5, 456 Also Not Main Road [Name (Relationship, Place of Residence)] (List multiple, go in order of most contacted)&lt;br /&gt;
SPOKEN LANGUAGES: Tau Ceti Basic, Sol Common, Tradeband (Partial Fluency)&lt;br /&gt;
PREFERRED LANGUAGE: Tau Ceti Basic&lt;br /&gt;
ON OFFICIAL WATCH: No&lt;br /&gt;
KNOWN CRIMINAL ASSOCIATES: John Doe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ARREST HISTORY:&lt;br /&gt;
&lt;br /&gt;
27/4/2439: Accomplice to petty theft&lt;br /&gt;
ADMISSION DATE: 27/04/2439&lt;br /&gt;
RELEASE DATE: 27/04/2439&lt;br /&gt;
RELEASE REASON: Fined 450 Thalers&lt;br /&gt;
NOTES: Assisted John Doe in theft of several items of worth less than 50 Thaler&lt;br /&gt;
&lt;br /&gt;
THREAT ASSESSMENT&lt;br /&gt;
&lt;br /&gt;
Hostile/Covert Actions Against the Company&lt;br /&gt;
Threat Level; Very Low&lt;br /&gt;
- Supportive&lt;br /&gt;
&lt;br /&gt;
Hostile/Covert Actions Against the Crew&lt;br /&gt;
Threat Level; Very Low&lt;br /&gt;
- Unlikely to be any level of threat, minor or otherwise.&lt;br /&gt;
&lt;br /&gt;
EMERGENCY CONTACT: Maria Smith, Mother, 01568 701555&lt;br /&gt;
&lt;br /&gt;
OVERALL NOTES: Phoebe Athas, Personnel Risk Assessor: No risk to crew or company interests, a good worker and experienced in his field.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Character_Records&amp;diff=8160</id>
		<title>Guide to Character Records</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Character_Records&amp;diff=8160"/>
		<updated>2018-02-10T12:20:30Z</updated>

		<summary type="html">&lt;p&gt;Climax708: Change records based on https://forums.aurorastation.org/viewtopic.php?f=19&amp;amp;t=8062&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When creating a character, you may want to fill out their Medical Records, Employment Records, and Security Records.&lt;br /&gt;
These are found on the bottom right of the General tab.&lt;br /&gt;
&lt;br /&gt;
==Example records==&lt;br /&gt;
===Medical Records===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NAME: [surname, forename middlename]&lt;br /&gt;
BIRTHDATE: [DD/MM/YYYY]&lt;br /&gt;
HEIGHT: [Metres/Centimetres, Feet/Inches]&lt;br /&gt;
WEIGHT: [Kilograms, Stone &amp;amp; Pounds]&lt;br /&gt;
RACE/ETHNICITY: [Race, Ethnicity (Note, Caucasian, Hispanic, Asian and the like are probably not in use, so use Martian, Biesellite or whatever, but feel free to include these if they&#039;re notable)]&lt;br /&gt;
EYE COLOR: [Blue, Green, Brown, etc.]&lt;br /&gt;
HAIR COLOR: [Colour, do note if the hair is dyed, and note natural hair]&lt;br /&gt;
HYPERTENSION: [Yes/No/Borderline]&lt;br /&gt;
SPOKEN LANGUAGES: [Languages]&lt;br /&gt;
PREFERRED LANGUAGE: [Most used language]&lt;br /&gt;
NEXT OF KIN: [Name, Relationship (Do note, this is the medical NoK, so will go in order; Mother, Father, Siblings, Children, etc.]&lt;br /&gt;
LAST UPDATE: [DD/MM/YYYY]&lt;br /&gt;
&lt;br /&gt;
IMPORTANT INFORMATION&lt;br /&gt;
&lt;br /&gt;
POSTMORTEM INSTRUCTIONS: [Clone or Not, and requests so forth]&lt;br /&gt;
&lt;br /&gt;
PROSTHETIC(S): [Yes/No, Information if Yes]&lt;br /&gt;
&lt;br /&gt;
ALLERGIES: [Yes/No, Information if Yes]&lt;br /&gt;
&lt;br /&gt;
SURGICAL HISTORY: &lt;br /&gt;
[DD/MM/YYYY] - [Information]&lt;br /&gt;
&lt;br /&gt;
OBSTETRIC HISTORY: &lt;br /&gt;
&lt;br /&gt;
MEDICATION HISTORY: &lt;br /&gt;
&lt;br /&gt;
CURRENT MEDICATIONS/PRESCRIPTIONS: &lt;br /&gt;
&lt;br /&gt;
Physical Evaluations: (One is taken out before beginning work onstation. Same applies for psychological eval)&lt;br /&gt;
[DD/MM/YYYY] - [Passed/Failed] - [Information]&lt;br /&gt;
&lt;br /&gt;
DOCUMENTED PSYCHOLOGICAL DISORDERS: [Ya know, disorders]&lt;br /&gt;
&lt;br /&gt;
Psychological Evaluations:&lt;br /&gt;
[DD/MM/YYYY] - [Passed/Failed] - [Information]&lt;br /&gt;
&lt;br /&gt;
MEDICAL DOCTOR’S NOTES: [Same as Hiring Agent, see example for more details]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Security Records===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FULL NAME: [surname, forename middlename]&lt;br /&gt;
BIRTHDATE: [DD/MM/YYYY]&lt;br /&gt;
HEIGHT: [Metres/Centimetres, Feet/Inches]&lt;br /&gt;
WEIGHT: [Kilograms, Stone &amp;amp; Pounds]&lt;br /&gt;
EYE COLOR: [Blue, Green, Brown, etc.]&lt;br /&gt;
HAIR COLOR: [Colour, if it is dyed note that and state natural colour]&lt;br /&gt;
RACE/ETHNICITY: [Race, Ethnicity (Note, Caucasian, Hispanic, Asian and the like are probably not in use, so use Martian, Biesellite or whatever, but feel free to include these if they&#039;re notable)]&lt;br /&gt;
PLACE OF RESIDENCE: [Planet, Address (Address should go down to details of street and house number)]&lt;br /&gt;
IDENTIFYING FEATURES: [Limp, Accent, Dyed Hair, etc.]&lt;br /&gt;
CLOSE KIN: [Name, (Relationship, Place of Residence)] (List multiple, go in order of most contacted)&lt;br /&gt;
SPOKEN LANGUAGES: [Languages]&lt;br /&gt;
PREFERRED LANGUAGE: [Their most spoken language]&lt;br /&gt;
ON OFFICIAL WATCH: [Yes/No]&lt;br /&gt;
KNOWN CRIMINAL ASSOCIATES: [Any friends or family that have severe criminal history]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ARREST HISTORY:&lt;br /&gt;
&lt;br /&gt;
[DD/MM/YYYY]: [Charges Pressed]&lt;br /&gt;
ADMISSION DATE: [DD/MM/YYYY]&lt;br /&gt;
RELEASE DATE: [DD/MM/YYYY]&lt;br /&gt;
RELEASE REASON: [Sentence fulfilled, bail, etc.]&lt;br /&gt;
NOTES: [Other notes]&lt;br /&gt;
[Repeat as needed]&lt;br /&gt;
&lt;br /&gt;
THREAT ASSESSMENT&lt;br /&gt;
&lt;br /&gt;
Hostile/Covert Actions Against the Company&lt;br /&gt;
Threat Level; [Very High/High/Medium/Low/Very Low]&lt;br /&gt;
- [Attitude towards NT]&lt;br /&gt;
&lt;br /&gt;
Hostile/Covert Actions Against the Crew&lt;br /&gt;
Threat Level; [Very High/High/Medium/Low/Very Low]&lt;br /&gt;
- [Attitudes towards other crew]&lt;br /&gt;
&lt;br /&gt;
EMERGENCY CONTACT: [Close Friend or Family, include contact details]&lt;br /&gt;
&lt;br /&gt;
OVERALL NOTES: [Note from somebody, refer to example]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Employment Records===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NAME: [surname, forename middlename]&lt;br /&gt;
BIRTHDATE: [DD/MM/YYYY]&lt;br /&gt;
MARITAL STATUS: [Single, Married, Divorced, Widowed, N/A]&lt;br /&gt;
SPOKEN LANGUAGES: [Tau Ceti Basic, not English remember]&lt;br /&gt;
NEXT OF KIN: [Name, Relationship (This will generally be in order of who they&#039;re in contact the most]&lt;br /&gt;
LAST UPDATE: [DD/MM/YYYY]&lt;br /&gt;
&lt;br /&gt;
History, as provided by the employee, are as follows. They have been verified by employment agents within the External Affairs department, and any comments, questions, or concerns about the legitimacy of such must be sent in a secure document to the same department.&lt;br /&gt;
&lt;br /&gt;
EDUCATION SUMMARY: [Junior and Senior schooling, and College/University]&lt;br /&gt;
&lt;br /&gt;
CURRENT QUALIFICATIONS: [Make these up, I guess. Not sure what system of qualifications the future would use]&lt;br /&gt;
&lt;br /&gt;
CURRENT CERTIFICATIONS: [What positions onstation they are certified to work in. E.g, Security Officer, Surgeon, Command, etc.]&lt;br /&gt;
&lt;br /&gt;
ONGOING TRAINING: [Anything they are currently training in]&lt;br /&gt;
&lt;br /&gt;
EMPLOYMENT HISTORY - Listed below in chronological order, where possible:&lt;br /&gt;
&lt;br /&gt;
[Company Name]&lt;br /&gt;
[(Start)DD/MM/YYYY] - [(End)DD/MM/YYYY]&lt;br /&gt;
- [Basic Work description]&lt;br /&gt;
- [Reason for leaving work]&lt;br /&gt;
- [Other notes]&lt;br /&gt;
[Repeat for multiple jobs]&lt;br /&gt;
&lt;br /&gt;
HIRING AGENT NOTES: [Name a random personnel officer from CC and then notes. See example record for more info]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Pharmacist&amp;diff=8159</id>
		<title>Pharmacist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Pharmacist&amp;diff=8159"/>
		<updated>2018-02-10T12:17:38Z</updated>

		<summary type="html">&lt;p&gt;Climax708: Add link to forum with tips and tricks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = orange&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = RESEARCH &amp;amp; MEDICAL&lt;br /&gt;
|imagebgcolor = #eeeeff&lt;br /&gt;
|img = Chemist.png&lt;br /&gt;
|jobtitle = Chemist&lt;br /&gt;
|access = [[Medbay]], [[Chemistry Lab]]&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = At least 28 years of age, applicable PhD from accredited school, 2 years Residency at accredited hospital or clinic.&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 = Make medicine and research grenades.&lt;br /&gt;
|guides = [[Guide to Chemistry]]&lt;br /&gt;
}}&lt;br /&gt;
As a &#039;&#039;&#039;Chemist&#039;&#039;&#039; your job is to mix chemicals for the others to use. Your work will be needed mostly by [[Medical Doctor]]s. You also have the option to make grenades, but using them or making them without clearance can get you brigged (or possibly banned).&lt;br /&gt;
[https://forums.aurorastation.org/viewtopic.php?f=19&amp;amp;t=8170| Exia&#039;s Chemistry Tips and Tricks]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You mix and deliver chemicals. That&#039;s it. Some of the time you can do whatever you feel like doing, but for most of the round you&#039;ll be making chemicals for the medical staff.&lt;br /&gt;
&lt;br /&gt;
== Common Chemicals ==&lt;br /&gt;
As a chemist you&#039;ll either be swamped with requests or have none at all. A good chemist revels in finding work for themselves regardless.&lt;br /&gt;
&lt;br /&gt;
=== Useful Chemicals ===&lt;br /&gt;
* Your first priority: Medication for the doctors.&lt;br /&gt;
** Bicaridine, dermaline, dexalin plus, and dylovene for the four major damage types.&lt;br /&gt;
** Inaproviline to stabilize critical patients.&lt;br /&gt;
** Alkysine for brain damage, imidazoline for eye damage, spaceacillin for infections, ethylredoxrazine for alcohol poisoning, and Tramadol for pain.&lt;br /&gt;
** Upgrade the Cryoxadone in the cryo tubes to clonexadone.&lt;br /&gt;
** Peridaxon is time-consuming to make, but will heal organ damage.&lt;br /&gt;
** Check medical records for prescriptions to fill.&lt;br /&gt;
* Virology will want radium.&lt;br /&gt;
* The bartender or chef may ask you for chemicals to cook or mix drinks with. Some of them are safe, others are not. Use your judgment. &lt;br /&gt;
* The janitor will want Space Cleaner refills.&lt;br /&gt;
* The gardener will want fertilizer (diethylamine or ammonia).&lt;br /&gt;
* Synthmeat can be manufactured for the kitchen, or as biomass for the cloning equipment.&lt;br /&gt;
&lt;br /&gt;
=== Mixing ===&lt;br /&gt;
You can mix chemicals in a few ways, but the easiest way is to add a beaker to the chemical dispenser and then dispense appropriate amounts of base chemicals. If the mixture is correct, the solution will bubble and you&#039;ll now have a some of your end product.&lt;br /&gt;
&lt;br /&gt;
Mixing directly from other beakers, droppers and syringes also helps if you need a certain amount of each chemical. Just click one holder on another to pour some of the solution.&lt;br /&gt;
&lt;br /&gt;
Adding any solution to a ChemMaster 3000 will let you isolate and make pills or bottles of chemicals you add to it.&lt;br /&gt;
&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
As a chemist, you have access to grenade materials in the sublevel. You can fit two regular beakers in a grenade casing. This means potentially 120 units of whatever concoction you want. It is possible to use medicine, water, or more devious items in a grenade. The mixing and matching of different chemical formulas may not always go as planed, but that&#039;s just how science goes. Keep in mind, making and using grenades that harm others will get you brigged in the least, and possibly job banned if you weren&#039;t an antagonist.&lt;br /&gt;
&lt;br /&gt;
==== Building Grenades 101 ====&lt;br /&gt;
#Use a screwdriver on an igniter to make it attachable.&lt;br /&gt;
#Attach the igniter to the timer, or some other triggering device (proximity, signaler, etc.)&lt;br /&gt;
#Screwdriver the Igniter-timer assembly to make it attachable.&lt;br /&gt;
#Attach the assembly to the grenade case.&lt;br /&gt;
#Add your beakers of chemicals, then screwdriver the case again.&lt;br /&gt;
#Using it in your hand opens up a window, where you can set the control mechanism of the grenade.&lt;br /&gt;
Note that the case must be on the ground to do this correctly!&lt;br /&gt;
&lt;br /&gt;
=== Pills ===&lt;br /&gt;
Pills are a great way to give large amount of medicine at once. If you are going to make medicine that will be single serve, make it pill form. Each pill can hold 60 units of material at one time. Up to 14 pills will fit into a pill bottle, which itself is still small enough to fit into a box or pocket. As a cautionary note, remember that most chemicals will cause toxic damage from overdose over 30 units, so be careful how much you add to a pill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good Examples for pills:&#039;&#039;&#039;&lt;br /&gt;
A typical pill will have about 15 units of medication in it. This is a good amount because it&#039;s a large enough dose for most situations, but even if you accidentally double-dose someone, you still won&#039;t go over the 30 unit overdose limit.&lt;br /&gt;
* &#039;&#039;&#039;Alkysine&#039;&#039;&#039;: Heals brain damage.&lt;br /&gt;
* &#039;&#039;&#039;Dexalin Plus:&#039;&#039;&#039; Heals suffocation damage and helps keep someone with heart or lung damage alive.&lt;br /&gt;
* &#039;&#039;&#039;Bicaridine&#039;&#039;&#039;: Heals brute damage.&lt;br /&gt;
* &#039;&#039;&#039;Dermalin&#039;&#039;&#039;: Heals burn damage.&lt;br /&gt;
* &#039;&#039;&#039;Dylovene&#039;&#039;&#039;: Heals toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;Spaceacillin&#039;&#039;&#039;: Stops the progression of a virus and treats infections.&lt;br /&gt;
&lt;br /&gt;
=== Bottles ===&lt;br /&gt;
Bottles should contain material that is not medicine, such as acids, or medicines that are not used all at once, like Clonexadone. Each bottle can hold 60 units, and can be splashed onto things. &lt;br /&gt;
&lt;br /&gt;
Some doctors prefer bottled medicines because using a syringe to inject medication lets them choose the dose in 5-unit increments, and because they don&#039;t have to deal with pill bottles. However, injecting medication through the ports on a space suit is time-consuming.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good Example for Beakers:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Silicate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Clonexadone&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Regular medicines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Injectors ===&lt;br /&gt;
You have a supply of autoinjectors, initially loaded with inaproviline. The inaproviline can be drawn out of the autoinjectors and other substances injected into them with syringes. Autoinjectors are one-use items for delivering a 5u dose of medication quickly. They are usually modified to hold inaproviline/dexalin plus mixtures (to stabilize a suffocating person), soporific (to sedate a combative patient) or various potent poisons, if you happen to be an antagonist. Be sure to label any autoinjectors you have modified, unless you don&#039;t want people to know they&#039;ve been modified...&lt;br /&gt;
&lt;br /&gt;
The CMO&#039;s hypospray, initially filled with inaproviline, can also be refilled this way. It works like a multi-use autoinjector.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Chemistry is one of the most dangerous jobs on the Med/Sci staff, and it&#039;s easy to be a good Traitor. A LOT of the chemicals you have access to will kill when injected. Access to grenades is a plus, not the mention for infinite sedative refills. Remember to keep it sane and stealthy. A bunch of naplam grenades thrown around will not win you any points.&lt;br /&gt;
&lt;br /&gt;
Like any job in Medical, chemistry lends itself to malpractice-style traitoring. &amp;quot;Accidentally&amp;quot; contaminate your medication, or hand out overdoses. Or maybe your traitor is more of a recreational chemist than a medical chemist (mindbreaker toxin, anyone?). &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>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Character_Records&amp;diff=8158</id>
		<title>Guide to Character Records</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Character_Records&amp;diff=8158"/>
		<updated>2018-02-10T12:07:21Z</updated>

		<summary type="html">&lt;p&gt;Climax708: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When creating a character, you may want to fill out their Medical Records, Employment Records, and Security Records.&lt;br /&gt;
These are found on the bottom right of the General tab.&lt;br /&gt;
&lt;br /&gt;
==Example records==&lt;br /&gt;
===Medical Records===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BIRTHDATE: [DD/MONTH/YYYY]&lt;br /&gt;
HEIGHT:&lt;br /&gt;
WEIGHT:&lt;br /&gt;
EYE COLOR:&lt;br /&gt;
HAIR COLOR:&lt;br /&gt;
NEXT OF KIN:&lt;br /&gt;
LAST UPDATE: [DD/MONTH/YYYY]&lt;br /&gt;
&lt;br /&gt;
IMPORTANT INFORMATION&lt;br /&gt;
&lt;br /&gt;
POSTMORTEM INSTRUCTIONS:&lt;br /&gt;
PROSTHETIC(S)/IMPLANTS(S):&lt;br /&gt;
ALLERGIES:&lt;br /&gt;
&lt;br /&gt;
SURGICAL HISTORY:&lt;br /&gt;
DD/MONTH/YYYY - [Procedure] - [Name of Doctor] - [Notes]&lt;br /&gt;
&lt;br /&gt;
OBSTETRIC HISTORY: [Children/history of pregnancies]&lt;br /&gt;
&lt;br /&gt;
MEDICATION HISTORY:&lt;br /&gt;
YYYY - [Prescription] - [Dosage] - [Notes]&lt;br /&gt;
&lt;br /&gt;
CURRENT MEDICATIONS/PRESCRIPTIONS:&lt;br /&gt;
YYYY - [Prescription] - [Dosage] - [Notes]&lt;br /&gt;
&lt;br /&gt;
Physical Evaluations:&lt;br /&gt;
[DD/MONTH/YYYY]: [Pass/Fail/other]; [Shorthand note]&lt;br /&gt;
[DD/MONTH/YYYY]: [Pass/Fail/other]; [Shorthand note]&lt;br /&gt;
&lt;br /&gt;
DOCUMENTED PSYCHOLOGICAL DISORDERS:&lt;br /&gt;
&lt;br /&gt;
Psychological Evaluations:&lt;br /&gt;
[DD/MONTH/YYYY]: [Pass/Fail/other]; [Shorthand note]&lt;br /&gt;
[DD/MONTH/YYYY]: [Pass/Fail/other]; [Shorthand note]&lt;br /&gt;
&lt;br /&gt;
MEDICAL DOCTOR’S NOTES:&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Security Records===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BIRTHDATE: [DD/MONTH/YYYY]&lt;br /&gt;
HEIGHT:&lt;br /&gt;
WEIGHT:&lt;br /&gt;
EYE COLOR:&lt;br /&gt;
HAIR COLOR:&lt;br /&gt;
RACE:&lt;br /&gt;
IDENTIFYING FEATURES:&lt;br /&gt;
&lt;br /&gt;
ARREST HISTORY&lt;br /&gt;
&lt;br /&gt;
[DD/MONTH/YYYY]: [Arrest Reason, w/ Applicable Laws]&lt;br /&gt;
[Synopsis]&lt;br /&gt;
ADMISSION DATE: [If Applicable]&lt;br /&gt;
RELEASE DATE: [If Applicable]&lt;br /&gt;
RELEASE REASON: [If Applicable]&lt;br /&gt;
NOTES:&lt;br /&gt;
&lt;br /&gt;
[DD/MONTH/YYYY]: [Arrest Reason, w/ Applicable Laws]&lt;br /&gt;
[Synopsis]&lt;br /&gt;
ADMISSION DATE: [If Applicable]&lt;br /&gt;
RELEASE DATE: [If Applicable]&lt;br /&gt;
RELEASE REASON: [If Applicable]&lt;br /&gt;
NOTES:&lt;br /&gt;
&lt;br /&gt;
[DD/MONTH/YYYY]: [Arrest Reason, w/ Applicable Laws]&lt;br /&gt;
[Synopsis]&lt;br /&gt;
ADMISSION DATE: [If Applicable]&lt;br /&gt;
RELEASE DATE: [If Applicable]&lt;br /&gt;
RELEASE REASON: [If Applicable]&lt;br /&gt;
NOTES:&lt;br /&gt;
&lt;br /&gt;
THREAT ASSESSMENT&lt;br /&gt;
&lt;br /&gt;
Hostile/Covert Actions Against the Company&lt;br /&gt;
[Threat Level; Low/Medium/High]&lt;br /&gt;
[Competitor/Hostile Affiliation (If applicable)] -- [Suspected/Confirmed]&lt;br /&gt;
[Shorthand information]&lt;br /&gt;
[Personal notes from caseworker, optional]&lt;br /&gt;
&lt;br /&gt;
Hostile/Covert Actions Against the Crew&lt;br /&gt;
[Threat Level; Low/Medium/High]&lt;br /&gt;
[Competitor/Hostile Affiliation (If applicable)] -- [Suspected/Confirmed]&lt;br /&gt;
[Shorthand information]&lt;br /&gt;
[Personal notes from caseworker, optional]&lt;br /&gt;
&lt;br /&gt;
OVERALL NOTES:&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Employment Records===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
History, as provided by employee, are as follows. They have been verified by employment agents within the External Affairs department, and any comments, questions, or concerns about the legitimacy of such must be sent in a secure document to the same department.&lt;br /&gt;
&lt;br /&gt;
EDUCATION SUMMARY:&lt;br /&gt;
CURRENT QUALIFICATIONS:&lt;br /&gt;
CURRENT CERTIFICATIONS:&lt;br /&gt;
EMPLOYMENT HISTORY&lt;br /&gt;
[Company Name]&lt;br /&gt;
[Employment Start Date] -- [Employment Termination Date]&lt;br /&gt;
[Synopsis of job]&lt;br /&gt;
[Reason for Departure/Termination]&lt;br /&gt;
[Notes]&lt;br /&gt;
&lt;br /&gt;
[Company Name]&lt;br /&gt;
[Employment Start Date] -- [Employment Termination Date]&lt;br /&gt;
[Synopsis of job]&lt;br /&gt;
[Reason for Departure/Termination]&lt;br /&gt;
[Notes]&lt;br /&gt;
&lt;br /&gt;
[Company Name]&lt;br /&gt;
[Employment Start Date] -- [Employment Termination Date]&lt;br /&gt;
[Synopsis of job]&lt;br /&gt;
[Reason for Departure/Termination]&lt;br /&gt;
[Notes]&lt;br /&gt;
&lt;br /&gt;
HIRING AGENT NOTES: [This is a Risk Assessment field, written from an IC standpoint. Feel free to substitute for RA from Sec instead.]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Character_Records&amp;diff=8157</id>
		<title>Guide to Character Records</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Character_Records&amp;diff=8157"/>
		<updated>2018-02-10T12:06:23Z</updated>

		<summary type="html">&lt;p&gt;Climax708: Create guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When creating a character, you may want to fill out their [i]Medical Records[/i], [i]Employment Records[/i], and [i]Security Records[/i].&lt;br /&gt;
These are found on the bottom right of the General tab.&lt;br /&gt;
&lt;br /&gt;
==Example records==&lt;br /&gt;
===Medical Records===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BIRTHDATE: [DD/MONTH/YYYY]&lt;br /&gt;
HEIGHT:&lt;br /&gt;
WEIGHT:&lt;br /&gt;
EYE COLOR:&lt;br /&gt;
HAIR COLOR:&lt;br /&gt;
NEXT OF KIN:&lt;br /&gt;
LAST UPDATE: [DD/MONTH/YYYY]&lt;br /&gt;
&lt;br /&gt;
IMPORTANT INFORMATION&lt;br /&gt;
&lt;br /&gt;
POSTMORTEM INSTRUCTIONS:&lt;br /&gt;
PROSTHETIC(S)/IMPLANTS(S):&lt;br /&gt;
ALLERGIES:&lt;br /&gt;
&lt;br /&gt;
SURGICAL HISTORY:&lt;br /&gt;
DD/MONTH/YYYY - [Procedure] - [Name of Doctor] - [Notes]&lt;br /&gt;
&lt;br /&gt;
OBSTETRIC HISTORY: [Children/history of pregnancies]&lt;br /&gt;
&lt;br /&gt;
MEDICATION HISTORY:&lt;br /&gt;
YYYY - [Prescription] - [Dosage] - [Notes]&lt;br /&gt;
&lt;br /&gt;
CURRENT MEDICATIONS/PRESCRIPTIONS:&lt;br /&gt;
YYYY - [Prescription] - [Dosage] - [Notes]&lt;br /&gt;
&lt;br /&gt;
Physical Evaluations:&lt;br /&gt;
[DD/MONTH/YYYY]: [Pass/Fail/other]; [Shorthand note]&lt;br /&gt;
[DD/MONTH/YYYY]: [Pass/Fail/other]; [Shorthand note]&lt;br /&gt;
&lt;br /&gt;
DOCUMENTED PSYCHOLOGICAL DISORDERS:&lt;br /&gt;
&lt;br /&gt;
Psychological Evaluations:&lt;br /&gt;
[DD/MONTH/YYYY]: [Pass/Fail/other]; [Shorthand note]&lt;br /&gt;
[DD/MONTH/YYYY]: [Pass/Fail/other]; [Shorthand note]&lt;br /&gt;
&lt;br /&gt;
MEDICAL DOCTOR’S NOTES:&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Security Records===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BIRTHDATE: [DD/MONTH/YYYY]&lt;br /&gt;
HEIGHT:&lt;br /&gt;
WEIGHT:&lt;br /&gt;
EYE COLOR:&lt;br /&gt;
HAIR COLOR:&lt;br /&gt;
RACE:&lt;br /&gt;
IDENTIFYING FEATURES:&lt;br /&gt;
&lt;br /&gt;
ARREST HISTORY&lt;br /&gt;
&lt;br /&gt;
[DD/MONTH/YYYY]: [Arrest Reason, w/ Applicable Laws]&lt;br /&gt;
[Synopsis]&lt;br /&gt;
ADMISSION DATE: [If Applicable]&lt;br /&gt;
RELEASE DATE: [If Applicable]&lt;br /&gt;
RELEASE REASON: [If Applicable]&lt;br /&gt;
NOTES:&lt;br /&gt;
&lt;br /&gt;
[DD/MONTH/YYYY]: [Arrest Reason, w/ Applicable Laws]&lt;br /&gt;
[Synopsis]&lt;br /&gt;
ADMISSION DATE: [If Applicable]&lt;br /&gt;
RELEASE DATE: [If Applicable]&lt;br /&gt;
RELEASE REASON: [If Applicable]&lt;br /&gt;
NOTES:&lt;br /&gt;
&lt;br /&gt;
[DD/MONTH/YYYY]: [Arrest Reason, w/ Applicable Laws]&lt;br /&gt;
[Synopsis]&lt;br /&gt;
ADMISSION DATE: [If Applicable]&lt;br /&gt;
RELEASE DATE: [If Applicable]&lt;br /&gt;
RELEASE REASON: [If Applicable]&lt;br /&gt;
NOTES:&lt;br /&gt;
&lt;br /&gt;
THREAT ASSESSMENT&lt;br /&gt;
&lt;br /&gt;
Hostile/Covert Actions Against the Company&lt;br /&gt;
[Threat Level; Low/Medium/High]&lt;br /&gt;
[Competitor/Hostile Affiliation (If applicable)] -- [Suspected/Confirmed]&lt;br /&gt;
[Shorthand information]&lt;br /&gt;
[Personal notes from caseworker, optional]&lt;br /&gt;
&lt;br /&gt;
Hostile/Covert Actions Against the Crew&lt;br /&gt;
[Threat Level; Low/Medium/High]&lt;br /&gt;
[Competitor/Hostile Affiliation (If applicable)] -- [Suspected/Confirmed]&lt;br /&gt;
[Shorthand information]&lt;br /&gt;
[Personal notes from caseworker, optional]&lt;br /&gt;
&lt;br /&gt;
OVERALL NOTES:&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Employment Records===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
History, as provided by employee, are as follows. They have been verified by employment agents within the External Affairs department, and any comments, questions, or concerns about the legitimacy of such must be sent in a secure document to the same department.&lt;br /&gt;
&lt;br /&gt;
EDUCATION SUMMARY:&lt;br /&gt;
CURRENT QUALIFICATIONS:&lt;br /&gt;
CURRENT CERTIFICATIONS:&lt;br /&gt;
EMPLOYMENT HISTORY&lt;br /&gt;
[Company Name]&lt;br /&gt;
[Employment Start Date] -- [Employment Termination Date]&lt;br /&gt;
[Synopsis of job]&lt;br /&gt;
[Reason for Departure/Termination]&lt;br /&gt;
[Notes]&lt;br /&gt;
&lt;br /&gt;
[Company Name]&lt;br /&gt;
[Employment Start Date] -- [Employment Termination Date]&lt;br /&gt;
[Synopsis of job]&lt;br /&gt;
[Reason for Departure/Termination]&lt;br /&gt;
[Notes]&lt;br /&gt;
&lt;br /&gt;
[Company Name]&lt;br /&gt;
[Employment Start Date] -- [Employment Termination Date]&lt;br /&gt;
[Synopsis of job]&lt;br /&gt;
[Reason for Departure/Termination]&lt;br /&gt;
[Notes]&lt;br /&gt;
&lt;br /&gt;
HIRING AGENT NOTES: [This is a Risk Assessment field, written from an IC standpoint. Feel free to substitute for RA from Sec instead.]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=8156</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=8156"/>
		<updated>2018-02-10T11:59:14Z</updated>

		<summary type="html">&lt;p&gt;Climax708: Add guide to character records&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
*If you are unsure about something, read [[Misconceptions|this guide first.]]&lt;br /&gt;
*See also: [https://aurorastation.org/rules.html Rules]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Start ==&lt;br /&gt;
New to Aurora? Here&#039;s what you do!&lt;br /&gt;
&lt;br /&gt;
* Read our [https://aurorastation.org/rules.html rules] to avoid unnecessary banning from the server.&lt;br /&gt;
* Browse our [[Background_summary| Lore]]. Aurora has it&#039;s own expanded lore maintained by a group of developers&lt;br /&gt;
* Figure out how to make a [[Guides/Character Creation|character]] taking advantage of said lore&lt;br /&gt;
* When you try out a new job, always look over the wiki page for that job. These are concentrated tips and how-to guides to get you started.&lt;br /&gt;
* If you are confused about something, read [[Misconceptions|this guide.]]&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still confused, feel free to ask in-game over the OOC channel, an adminhelp (F1), or by creating a thread on [https://forums.aurorastation.org/ our forums], or joining the [https://discord.gg/3wgjgRN/ discord server] for Aurora, while faster, you may receive more in depth and helpful answers on the forums.&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Guide to Controls]] [[Guide to Controls]]&lt;br /&gt;
*[[File:Headset.png|link=Guide to Communication Devices]] [[Guide to Communication Devices]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to Paperwork]] [[Guide to Paperwork]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to Character Records]] [[Guide to Character Records]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Station Directives]][[Station Directives]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to command]][[Guide to command]]&lt;br /&gt;
*[[File:Harm.png|link=Combat]] [[Combat|Guide to Combat]]&lt;br /&gt;
*[[File:Meteor.gif|link=Random events]] [[Random Events]]&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
&lt;br /&gt;
For a more detailed explanation of all of the jobs available, see the [[Job Guides|job guides page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Civilian ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Vegepizza.png|link=Guide to Food and Drinks]] [[Guide to Food and Drinks]]&lt;br /&gt;
*[[File:Carrot.png|link=Guide to Hydroponics]] [[Guide to Hydroponics]]&lt;br /&gt;
*[[File:OreSatchel.png|link=Guide to Mining]] [[Guide to Mining]]&lt;br /&gt;
*[[File:GrayCrate.png|link=Guides/Cargo Items]] [[Guides/Cargo_Items| Orderable supply crates]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Machine_Frame.png|link=Guide to Construction]] [[Guide to Construction]]&lt;br /&gt;
*[[File:Wired_Frame.png|link=Guide to Advanced Construction]] [[Guide to Advanced Construction]]&lt;br /&gt;
*[[File:Wired_Frame.png|link=Guide to Shields]] [[Guide to Shields]]&lt;br /&gt;
*[[File:O2 canister.png|link=Atmospherics]] [[Guide to Atmospherics]]&lt;br /&gt;
*[[File:Supermatter.png|link=Supermatter Engine]] [[Supermatter Engine|How to Set up the Supermatter Engine]]&lt;br /&gt;
*[[File:Singularity.gif|link=Singularity Engine]] [[Singularity Engine|How to Set up the Singularity Engine]] (NOT IN USE)&lt;br /&gt;
*[[File:CableCoils.png|link=Solars]] [[Solars|How to Set up the Solars]]&lt;br /&gt;
*[[File:Wallradio.png|link=Telecommunications]] [[Telecommunications]]&lt;br /&gt;
*[[File:Multitool.png|link=Hacking]] [[Hacking]]&lt;br /&gt;
&lt;br /&gt;
=== Science ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]&lt;br /&gt;
*[[File:Explosivebombthatgoesboom.png|link=Guide to Toxins]] [[Guide to Toxins]]&lt;br /&gt;
*[[File:MetroidBaby.gif|link=Guide to Xenobiology]] [[Guide to Xenobiology]] / [[Guide to Xenobotany]]&lt;br /&gt;
*[[File:Generic borg.png|32px|link=Guide to Robotics]] [[Guide to Robotics]]&lt;br /&gt;
*[[File:MiningPick.gif|32px|link=Guide to Xenoarchaeology]] [[Guide to Xenoarchaeology]] / [[Guide to Anomalies]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Healthanalyzer.png|link=Guide to Medicine]] [[Guide to Medicine]]&lt;br /&gt;
*[[File:Scalpel.png|link=Surgery]] [[Surgery|Guide to Surgery]]&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Chemistry]] [[Guide to Chemistry]]&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Genetics]] [[Guide to Genetics]]&lt;br /&gt;
*[[File:Implant_Case.png]] [[Guide to Virology]]&lt;br /&gt;
*[[File:Autopsy scanner.png]] [[Guide to Cadavers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
&lt;br /&gt;
*[[File:StunBaton.gif|link=Guide to Security]] [[Guide to Security|Guide to Security]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Corporate Regulations]] [[Corporate Regulations]] &lt;br /&gt;
*[[File:Mag glass.gif|link=Guide to Forensics]] [[Guide to Forensics]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Contraband]] [[Guide to Contraband]]&lt;br /&gt;
&lt;br /&gt;
== Antagonist Guides ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[File:Wizard.png|link=Wizard|40px]] [[Wizard|Working for the Wizard Federation]]&lt;br /&gt;
*[[File:Generic_nukesyndie.png|40px|link=Mercenary]] [[Mercenary|Life as a Hired Gun]]&lt;br /&gt;
*[[File:SpaceNinja.png|40px|link=Ninja]] [[Ninja|Being a Ninja]]&lt;br /&gt;
*[[Changeling|A Genetic Abomination]]&lt;br /&gt;
*[[Vampire|A Cunning Bloodsucker]]&lt;br /&gt;
*[[Revolutionary|Someone tired of the Establishment]]&lt;br /&gt;
*[[File:HeistRaider.png|40px|link=Raider]] [[Raider|One More Job..]]&lt;br /&gt;
*[[Cult|Other Dimensional Beings and How to Summon Them]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]][[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
{{Special_Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Paperwork&amp;diff=8154</id>
		<title>Guide to Paperwork</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Paperwork&amp;diff=8154"/>
		<updated>2018-02-10T11:53:48Z</updated>

		<summary type="html">&lt;p&gt;Climax708: Add link to example paperwork&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Writing is an integral part to paperwork and writing books! If you want to write an official department memo, or a good looking book, you&#039;re gonna have to know how to write it.&lt;br /&gt;
&lt;br /&gt;
See the [[Example Paperwork]] page for standard forms and examples.&lt;br /&gt;
&lt;br /&gt;
To properly understand this, you need a basic grasp of BBCode or HTML. But don&#039;t worry, even if you don&#039;t know either, just try copy pasting the examples and replacing the text with your own! Once you&#039;re comfortable with that, try experimenting with what works together and how.&lt;br /&gt;
&lt;br /&gt;
==Writing==&lt;br /&gt;
Writing is performed on paper using any standard writing utensil.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pens&#039;&#039;&#039; come in a few different colors, black or blue by default, and some departments are provided with red pens. Pens have a variety of functions!&lt;br /&gt;
*&#039;&#039;&#039;Crayons&#039;&#039;&#039; work much like pens, except that they are always bold, and lack the list, horizontal rule, and small tags.&lt;br /&gt;
&lt;br /&gt;
==Formatting Paper==&lt;br /&gt;
&lt;br /&gt;
===Signature===&lt;br /&gt;
To sign your name, use the [sign] tag. Remember that &#039;&#039;&#039;if you use the [sign] tag, your signature is unique and cannot be forged in most cases.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;Your signature: [sign]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Field===&lt;br /&gt;
To insert a field from which you can start writing (instead of just using the bottom of the paper), use the [field] tag.&lt;br /&gt;
&amp;lt;pre&amp;gt;Reason for Request: [field]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Lines===&lt;br /&gt;
New lines can be created by using the [br] tag. Without this, anything you write will continue on the same line until it reaches the end of the page.&lt;br /&gt;
&amp;lt;pre&amp;gt;text above&lt;br /&gt;
[br]&lt;br /&gt;
text below&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bold===&lt;br /&gt;
To make text bold, enclose it within the [b] and [/b] tags.&lt;br /&gt;
&amp;lt;pre&amp;gt;[b]This text is going to be bold.[/b] This text is not.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Italics===&lt;br /&gt;
To italicize text, enclose it within the [i] and [/i] tags.&lt;br /&gt;
&amp;lt;pre&amp;gt;[i]This text is italicized.[/i] This text is not.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Underlining===&lt;br /&gt;
To underline text, enclose it within the [u] and [/u] tags.&lt;br /&gt;
&amp;lt;pre&amp;gt;[u]This text is underlined.[/u] This text is not.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Centering===&lt;br /&gt;
To center text, enclose it with the [center] and [/center] tags.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[center]Type the center tags onto the paper like this![/center]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lists===&lt;br /&gt;
Create a list by using the [list] and [/list] tags. For every entry in your list, add a [*] in front of your entry.&lt;br /&gt;
For example;&lt;br /&gt;
 [list][*]Bullet one.[*]Bullet two.[/list]&lt;br /&gt;
&lt;br /&gt;
===Large Text===&lt;br /&gt;
Make text larger, enclose it within the [large] and [/large] tags. Large text like this can be used for emphasis or for titles.&lt;br /&gt;
&amp;lt;pre&amp;gt;[large]This text is much larger[/large] than this text.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Small Text===&lt;br /&gt;
To shrink text, enclose it with the [small] and [/small] tags.&lt;br /&gt;
Shrunken text can be used to fit more information onto your paper.&lt;br /&gt;
&amp;lt;pre&amp;gt;[small]This text is very small![/small] This text is normal-sized.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Horizontal rules===&lt;br /&gt;
To add a horizontal rule, use the [hr] tag.&lt;br /&gt;
&amp;lt;pre&amp;gt;text above&lt;br /&gt;
[hr]&lt;br /&gt;
text below&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===NT Logo===&lt;br /&gt;
To add the NT logo, use the [logo] tag.&lt;br /&gt;
&amp;lt;pre&amp;gt;NanoTrasen Logo: [logo]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample Forms==&lt;br /&gt;
These are some samples of possible paperwork that might be used around the station. More can be found in [[Example Paperwork]]. You can use these, or make your own, as well. It&#039;s not required to use any of these, or anything like it, but many players will.&lt;br /&gt;
&lt;br /&gt;
===Head of Personnel: Additional Access===&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;
This is a form for a Head of Personnel to give to a crewmember who is requesting additional access.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[center][b][i]Additional Access Application Form[/b][/i][br]&lt;br /&gt;
Name: [field][br]&lt;br /&gt;
Rank: [field][br]&lt;br /&gt;
[i][b] NanoTrasen Science Station Aurora [/i][/b][/center][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
Requested Access: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Reason(s): [field][br][br]&lt;br /&gt;
Signature: [field][br][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[center][b]Authorization[/b][br]&lt;br /&gt;
Name: [field][br]&lt;br /&gt;
Rank: [field][br][br][/center]&lt;br /&gt;
If authorized, please sign here, [field], and stamp the document with the Department Stamp.[br][br]&lt;br /&gt;
Guidelines that must be followed. If they are not followed, this form is void and illegal.[br]&lt;br /&gt;
[list][*]The department in which the requester is requesting access must first be contacted, and the chief (acting or otherwise) must have been talked to and have authorized this request.[*]If any criminal activity is done with the help of this extra access, this form will be immediately void and unlawful.[*]If the chief of the affected department wishes this form void, this form is immediately void and unlawful.[/list]&lt;br /&gt;
[br][hr][br]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Head of Personnel: Job Transfer===&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;
This is for a Head of Personnel to give to a crewmember who is requesting that their job be changed.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[center][b][i]Transfer Request Form[/b][/i][br]&lt;br /&gt;
Name: [field][br]&lt;br /&gt;
Rank: [field][br]&lt;br /&gt;
[i][b]NanoTrasen Science Station Aurora[/b][/i][/center]&lt;br /&gt;
[hr][br]&lt;br /&gt;
From department: [field][br]&lt;br /&gt;
To department: [field][br][br]&lt;br /&gt;
Requested Position: [field][br][br]&lt;br /&gt;
Reason(s): [field][br][br]&lt;br /&gt;
Signature: [field][br][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[center][b]Authorization[/b][br]&lt;br /&gt;
Transferring department head: [field][br]&lt;br /&gt;
Receiving department head: [field][br]&lt;br /&gt;
Head of Personnel: [field][br][br][/center]&lt;br /&gt;
If authorized, please sign above and stamp the document with the Department Stamp.[br][br]&lt;br /&gt;
Guidelines that must be followed. If they are not followed, this form is void and illegal.[br]&lt;br /&gt;
[list][*]All department heads must agree to the transfer before transfer can take place.&lt;br /&gt;
[*]If the transferred has been transferred for an invalid or illegal reason, this form is immediately void and unlawful.&lt;br /&gt;
[*]In the event a relevant head of staff retracts his or her approval for this transfer, this form is immediately void and unlawful.[/list]&lt;br /&gt;
[br][hr][br]&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Head of Personnel: Demotion Record===&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;
This if for a Head of Personnel to give to a crewmember who has been summarily demoted by a head of staff.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[center][b][i]Termination of Assignment Record[/b][/i][br]&lt;br /&gt;
Name: [field][br]&lt;br /&gt;
Position: [field][br]&lt;br /&gt;
[i][b] NanoTrasen Science Station Aurora [/i][/b][/center]&lt;br /&gt;
[hr][br]&lt;br /&gt;
Terminated Employee: [field][br]&lt;br /&gt;
Terminated from the assignment of: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Reason for Termination: [field][br][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[center][b]Authorization[/b][br]&lt;br /&gt;
Name: [field][br]&lt;br /&gt;
Rank: [field][br][br][/center]&lt;br /&gt;
If authorized, please sign here, [field], and stamp the document with the Department Stamp.[br][br]&lt;br /&gt;
Guidelines that must be followed. If they are not followed, this form is void and illegal.[br]&lt;br /&gt;
[list][*]The department in which the terminated has been terminated must first be contacted, and the chief (acting or otherwise) of the department must have been consulted and have authorized a termination.&lt;br /&gt;
[*]If the terminated has been removed from his or her position for an invalid or illegal reason, this form is immediately void and unlawful.&lt;br /&gt;
[*]In the event a relevant head of staff retracts his or her approval for this assignment termination, this form is immediately void and unlawful.[/list]&lt;br /&gt;
[br][hr][br]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Robotics: Cyborgification===&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;
This is for a cyborgification or AI assimilation procedure on a living crewmember. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[center][b]Cyborgification Contract[/b][br]&lt;br /&gt;
Name: [field][br]&lt;br /&gt;
Rank: [field][br]&lt;br /&gt;
[b][i] NanoTrasen Science Station Aurora [/b][/i][/center][hr]&lt;br /&gt;
I, undersigned, hereby agree to willingly undergo a Regulation Lobotimization with intention of cyborgification or AI assimilation, and I am aware of all the consequences of such act. I also understand that this operation may be irreversible, and that my employment contract will be terminated.[hr]&lt;br /&gt;
Signature of Subject: [field][br][br]&lt;br /&gt;
Signature of Captain or Commanding Officer: [field][br][br]&lt;br /&gt;
Stamp below with the Captains or Commanding Officers stamp:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Medical: Prescription===&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;
A form for prescribing patients medicines that they can then pick up later.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[center][large][b]NSS Aurora Medical Department[/b][/large][/center]&lt;br /&gt;
[br]&lt;br /&gt;
[large][u]Prescription[/u]:[/large][br] [field]&lt;br /&gt;
[br][br][hr]&lt;br /&gt;
[u]For[/u]: [field] [br]&lt;br /&gt;
[u]Assignment[/u]: [field] [br]&lt;br /&gt;
[hr]&lt;br /&gt;
[u]Prescribing Doctor[/u]: [field] [br]&lt;br /&gt;
[u]Date[/u]: [field] [br]&lt;br /&gt;
[hr]&lt;br /&gt;
[u]Pharmacist[/u]: [field] [br][br]&lt;br /&gt;
[small]This prescription will not be refilled except under written authorization.[/small]&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Research: Equipment Loan===&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;
This is a form for the loaning of prototypes from R&amp;amp;D to other departments, usually equipment or experimental weapons.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[b]Equipment Loan[/b][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
The following item(s) are considered experimental. NanoTrasen can not be held responsible for injury sustained during the use of the item(s). The receiver must use the following item(s) only for their intended purpose. The receiver must not share these items with any other person(s) without direct approval of NanoTrasen command staff. [br]&lt;br /&gt;
[br]&lt;br /&gt;
Item(s) loaned:[br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Name of receiver: [field][br]&lt;br /&gt;
Name of crew member loaning the item(s): [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Note: Please make sure this form is stamped bellow the line by related head of staff before the end of one standard work week. [br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Security: Incident Report===&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;
This is for security to use after making an arrest or fining a crew member for a crime, usually given to the warden after being filled out.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[center][b][u]Security Incident Report[/b][/u][/center][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[br]&lt;br /&gt;
[small][i]To be filled out by Officer on duty responding to the Incident. Report must be signed and submitted until the end of the shift![/i][/small][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Offense/Incident Type: [/b][field][br]&lt;br /&gt;
[b]Location: [/b][field][br]&lt;br /&gt;
[b]Reporting Officer: [/b][field][br]&lt;br /&gt;
[b]Assisting Officer(s): [/b][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[b]Personnel involved in Incident: [/b][br]&lt;br /&gt;
[small][i](V-Victim, S-Suspect, W-Witness, M-Missing, A-Arrested, RP-Reporting Person, D-Deceased)[/i][/small][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Description of Items/Property: [/b][br]&lt;br /&gt;
[small][i](D-Damaged, E-Evidence, L-Lost, R-Recovered, S-Stolen)[/i][/small][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b][u]Narrative: [/u][/b][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Reporting Officer&#039;s Signature: [/b][field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Security: Armory Inventory===&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;
This is to be used by the warden to count up the armory contents in the case they receive new gear or the original copy gets lost.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[center][b][large]NSS Aurora[/large][/b][br]&lt;br /&gt;
[small]Armoury Inventory[/small][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[hr]&lt;br /&gt;
[/center][br][b]Weaponry[/b][br]&lt;br /&gt;
[field] Energy Gun(s)[br]&lt;br /&gt;
[field] Laser Gun(s)[br]&lt;br /&gt;
[field] Ion Rifle(s)[br]&lt;br /&gt;
[field] Pistol(s)[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Armour[/b][br]&lt;br /&gt;
[field] Bulletproof Vest(s)[br]&lt;br /&gt;
[field] Ablative Vest(s)[br]&lt;br /&gt;
[field] Biohazard Suit(s)[br]&lt;br /&gt;
[field] Bomb Suit(s)[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Auxiliary Equipment[/b][br]&lt;br /&gt;
[field] Gasmask(s)[br]&lt;br /&gt;
[field] box(es) of Flashbangs[br]&lt;br /&gt;
[field] box(es) of Handcuffs[br]&lt;br /&gt;
[field] box(es) of R.O.B.U.S.T. Cartridge[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Riot Equipment[/b][br]&lt;br /&gt;
[field] Stun Baton(s)[br]&lt;br /&gt;
[field] Riot Suit(s)[br]&lt;br /&gt;
[field] Riot Shield(s)[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Tactical Equipment[/b][br]&lt;br /&gt;
[field] Amour Vest(s)[br]&lt;br /&gt;
[field] Shotgun(s)[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Implants[/b][br]&lt;br /&gt;
[field] Tracking Implant Box(es)[br]&lt;br /&gt;
[field] Chemical Implant Box(es)[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Defense Systems[/b][br]&lt;br /&gt;
[field] Deployable Barrier(s)[br]&lt;br /&gt;
[field] Portable Flasher(s)[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Other[/b][br]&lt;br /&gt;
[field] Holobadge Box(es)[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b][center]Warden&#039;s Signature: [/b]&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Internal Affairs: Agent Report===&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;
Internal Affairs Agent report.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[center][b][i]Internal Affairs Report[/b][/i]&lt;br /&gt;
Agent: [field]&lt;br /&gt;
Subject in Question: [field]&lt;br /&gt;
[i][b] NanoTrasen Science Station Aurora [/i][/b][/center][hr]&lt;br /&gt;
[b]Incident: [/b][field]&lt;br /&gt;
[b]Location(s): [/b][field]&lt;br /&gt;
[b]Personnel involved in Incident: [/b][field]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Narrative: [/b]&lt;br /&gt;
[field]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Agent Signature: [/b][field]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Notes: [/b][field]&lt;br /&gt;
&lt;br /&gt;
Stamp below:&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Internal Affairs: Complaint===&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;
Internal Affairs Agent report version 2.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[large][b][center]NANOTRASEN STATION AURORA[/b][/center][/large]&lt;br /&gt;
[i][center]INTERNAL INVESTIGATION REPORT[/i][/center][hr]&lt;br /&gt;
Type of Complaint: [field]&lt;br /&gt;
Complainant: [field]&lt;br /&gt;
Time of occurrence: [field]&lt;br /&gt;
Location of occurrence: [field]&lt;br /&gt;
Employee(s) involved: [field]&lt;br /&gt;
&lt;br /&gt;
Details of Complaint: [field][hr]&lt;br /&gt;
How received: [field]&lt;br /&gt;
Complaint investigated by: [field]&lt;br /&gt;
Reviewed by: [field]&lt;br /&gt;
&lt;br /&gt;
Reviewer Comment: [field]&lt;br /&gt;
&lt;br /&gt;
Signature: [field]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Security: Sol Government Paperwork===&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;
Sol Government Crime Report&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[large][b][center]Sol. Gov Official Document[/b][/center][/large]&lt;br /&gt;
[i][center]NANOTRASEN STATION AURORA[/i][/center]&lt;br /&gt;
[center][small]Sol Government Crime Report[/small][/center][hr]&lt;br /&gt;
&lt;br /&gt;
Suspect name: [field]&lt;br /&gt;
Crimes committed: [field]&lt;br /&gt;
Time of occurrence: [field]&lt;br /&gt;
Location(s) of occurrence: [field]&lt;br /&gt;
Persons involved: [field]&lt;br /&gt;
&lt;br /&gt;
Details of Crime: [field]&lt;br /&gt;
Evidence of Crime: [field]&lt;br /&gt;
Arresting officer: [field]&lt;br /&gt;
Arresting officer Signature: [field]&lt;br /&gt;
&amp;lt;/pre&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;
Sol Government High Crime Report&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[large][b][center]Sol. Gov Official Document[/b][/center][/large]&lt;br /&gt;
[i][center]NANOTRASEN STATION AURORA[/i][/center]&lt;br /&gt;
[center][small]Sol Government High Crime Report[/small][/center][hr]&lt;br /&gt;
&lt;br /&gt;
Suspect name: [field]&lt;br /&gt;
Crimes committed: [field]&lt;br /&gt;
Time of occurrence: [field]&lt;br /&gt;
Location(s) of occurrence: [field]&lt;br /&gt;
Persons involved: [field]&lt;br /&gt;
&lt;br /&gt;
Details of Crime: [field]&lt;br /&gt;
Evidence of Crime: [field]&lt;br /&gt;
Arresting officer: [field]&lt;br /&gt;
Reviewing officer: [field]&lt;br /&gt;
&lt;br /&gt;
Reviewer Comment: [field]&lt;br /&gt;
&lt;br /&gt;
Arresting officer Signature: [field]&lt;br /&gt;
Reviewing officer Signature: [field]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Command}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Scientist&amp;diff=8129</id>
		<title>Scientist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Scientist&amp;diff=8129"/>
		<updated>2018-02-09T17:00:13Z</updated>

		<summary type="html">&lt;p&gt;Climax708: Remove outdated info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = lightblue&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = RESEARCH&lt;br /&gt;
|imagebgcolor = #eeeeff&lt;br /&gt;
|img = Scientist.png&lt;br /&gt;
|jobtitle = Scientist&lt;br /&gt;
|access = [[Research Division]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = At least 25 years of age, PhD from accredited university in applicable field.&lt;br /&gt;
|education = [[Mars University]] - [[Solis Cognito University]] - [[The Gliutip’lyaz University]] - [[Hongsun Park Engineering Institute]]&lt;br /&gt;
|superior = [[Research Director]]&lt;br /&gt;
|duties = Do experiments, research, and make bombs.&lt;br /&gt;
|guides = [[Guide to Research and Development]], [[Guide to Toxins]], [[Guide to Xenobiology]], [[Guide To Xenoarchaeology|Guide to Xenoarchaeology]], [[Guide to Xenobotany]], [[Guide to Anomalies]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Scientist&#039;&#039;&#039; is one of the most feared and fun jobs on station. Being a scientist means you can make and test a large number of tools and gadgets through research, construct highly explosive bombs, or study dangerous alien life forms.&lt;br /&gt;
&lt;br /&gt;
==The Laboratories==&lt;br /&gt;
&lt;br /&gt;
====Research &amp;amp; Development====&lt;br /&gt;
This lab houses the development of hi-tech devices including weapons, batteries, drills, and circuit boards.&lt;br /&gt;
&lt;br /&gt;
Items around the station such as the hand teleporter, stun batons and analyzers can be collected used to improve research tech levels.&lt;br /&gt;
&lt;br /&gt;
Your research efforts will cap at a certain point without minerals from mining. Co-ordinate with the [[Quartermaster]] or the [[Shaft Miner]]s themselves to get the minerals you need.&lt;br /&gt;
&lt;br /&gt;
For a more in-depth guide, see the [[Guide to Research and Development]].&lt;br /&gt;
&lt;br /&gt;
==== Toxins Research ====&lt;br /&gt;
Toxins Mixing is where you spawn.&lt;br /&gt;
&lt;br /&gt;
This lab focuses on exploring the possibilities of phoron gas, typically in the form of massive explosions. Also provided to you is the [[Toxins Test Chamber]] (AKA Bomb Range). Hopefully, this is where you will be testing your bombs.&lt;br /&gt;
&lt;br /&gt;
Bomb making is not all that easy though, as the Toxins Research Lab is really prone to outbursts of phoron, fire, phoron that&#039;s on fire, or even phoron that&#039;s on fire and spreading N2O. Yep, it ain&#039;t easy being a scientist.&lt;br /&gt;
&lt;br /&gt;
For more information, refer to the [[Guide to Toxins]].&lt;br /&gt;
&lt;br /&gt;
==== Xenoarcheology and Anomaly study ====&lt;br /&gt;
This whole place is focused on finding and excavating artifacts from the asteroid, and if you&#039;re really lucky: To experiment on large anomalous artifacts you may find while out on a dig. Worse comes to worse, you can also play the role of a second-hand shaft miner.&lt;br /&gt;
&lt;br /&gt;
For more information, refer to the [[Guide To Xenoarchaeology|Guide to Xenoarchaeology]]&lt;br /&gt;
&lt;br /&gt;
==== Xenobiology ====&lt;br /&gt;
This laboratory specializes in the the study of alien lifeforms, such as [[slime]]s and sometimes [[xenomorph]]s.&lt;br /&gt;
&lt;br /&gt;
Careful handling and caution if this lab is advised as it is common for untrained personnel to inadvertently release the specimen. It is important to make sure your flock is fed, and any extra unneeded slimes culled to keep them from getting out of hand, it&#039;s also important to make sure adult slimes are fed enough to split, or they&#039;ll make a mess of their pens... Or you! Experiment on all sorts of fancy cores.&lt;br /&gt;
&lt;br /&gt;
For more information, refer to the [[Guide to Xenobiology]]&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Unless you&#039;re a traitor, don&#039;t use the bombs on the main station. You&#039;ll get banned otherwise.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* Always warn the station before your detonate a bomb. Your resident Tajarans will be less likely to claw off your face and more likely to help you fix the inevitable damage to Toxins if you do.&lt;br /&gt;
* Change the frequency of the remote signalling devices so that other scientists or saboteurs don&#039;t set off your explosives themselves.&lt;br /&gt;
* You can open your PDA, minimize the new window, and leave your PDA in your pocket so that you can set off your bombs as long as you don&#039;t need to change the frequency. Whenever it&#039;s time for an explosion you just open the window you minimized, click send signal, and it&#039;ll do it!&lt;br /&gt;
* Always make sure you have at least one grey slime core on hand in-case of a sudden and unexpected loss of slime life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
It&#039;s possible to make bombs that utterly destroy a small area, gib only those people next to you, explode when you die, bring general ruin to entire wings of the station, and more! It is recommended that you use your traitor points on things to conceal your identity, or get a space suit for those &#039;accidents&#039;. Protolathed objects and slime cores can make fore interesting weapons as well.&lt;br /&gt;
&lt;br /&gt;
Moreover, your access to signalers unleashes a whole new world of possibility, remotely triggering weird behavior in electronic equipment, putting anyone off your track. Cameras, airlocks , protolathes, air alarms, mulebots; you name it!&lt;br /&gt;
&lt;br /&gt;
Xenoarcheology is also a great source for weaponry, nothing says awesome like wielding a katana and going on a killing spree, if you&#039;re lucky, you may even find a loaded alien gun!&lt;br /&gt;
&lt;br /&gt;
{{Research}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category: Research]]&lt;/div&gt;</summary>
		<author><name>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Job_Guides&amp;diff=8128</id>
		<title>Job Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Job_Guides&amp;diff=8128"/>
		<updated>2018-02-09T16:55:27Z</updated>

		<summary type="html">&lt;p&gt;Climax708: Fix link to revolutionary&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 [[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>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Job_Guides&amp;diff=8127</id>
		<title>Job Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Job_Guides&amp;diff=8127"/>
		<updated>2018-02-09T16:53:27Z</updated>

		<summary type="html">&lt;p&gt;Climax708: Add link to revolutionary guide&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 [[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;[[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>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Job_Guides&amp;diff=8126</id>
		<title>Job Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Job_Guides&amp;diff=8126"/>
		<updated>2018-02-09T16:48:21Z</updated>

		<summary type="html">&lt;p&gt;Climax708: Fix link to cult&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 [[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;
&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>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Job_Guides&amp;diff=8125</id>
		<title>Job Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Job_Guides&amp;diff=8125"/>
		<updated>2018-02-09T16:46:44Z</updated>

		<summary type="html">&lt;p&gt;Climax708: Add link to vampire guide&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 [[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=Cultist]]&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;
&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>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Supermatter_Reactor&amp;diff=8101</id>
		<title>Supermatter Reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Supermatter_Reactor&amp;diff=8101"/>
		<updated>2018-02-08T21:20:22Z</updated>

		<summary type="html">&lt;p&gt;Climax708: Fix grammar, remove bad joke&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
The supermatter engine is primary source of power for the station. While solar arrays may provide enough power to keep critical systems operational, they won&#039;t keep the whole station running at full power. This is where Supermatter steps in. This guide will explain basics of supermatter engine operation. Refer to the Contents tab if you wish to read only specific part of this guide.&lt;br /&gt;
&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
If you have never attempted to set up the supermatter before, and you&#039;re completly riddled with questions, it is best to ask any fellow engineers for tips either IC&#039;ly or OOC&#039;ly with LOOC, and if you have anymore burning concerns, please feel free to ahelp it any staff will assist you.&lt;br /&gt;
&lt;br /&gt;
In the long run, People hate it when the supermatters acts up and is at risk of exploding, generally pissing most of the crew IC&#039;ly and OOC&#039;ly. Hence if you&#039;re lost at some point when starting it up, feel free to ask people.&lt;br /&gt;
&lt;br /&gt;
In the mean time, here&#039;s a simple guide an engine setup that most engineers use now-a-days!&lt;br /&gt;
&lt;br /&gt;
== The Basic &#039;Phoron Engine&#039; Setup ==&lt;br /&gt;
Most engineers who play usually run a simple, easy to use setup that allows for a high output, as well as being reliable and safe.&lt;br /&gt;
&lt;br /&gt;
As a starter, you are going to want to get your safety gear (Read below for more information), as well as three canisters of Phoron. (There will be one in Hard Storage outside of the engine room, but you will need to get the other two from Atmospherics.)&lt;br /&gt;
&lt;br /&gt;
Now that you have the things that are needed, you are ready to set up the engine!&lt;br /&gt;
&lt;br /&gt;
==== Coolant Injection ====&lt;br /&gt;
&lt;br /&gt;
* Firstly, you’re going to want to add one Can of Phoron in the ‘Hot Loop’ (Color is blue, it is called the hot loop because it is the gas that directly meets the engine)&lt;br /&gt;
You are also going to want to put two Cans of Phoron into the ‘Cold Loop’ (Pipe color is green, it is called the cold loop because it is the gasses that will be cooling.)&lt;br /&gt;
&lt;br /&gt;
[[File:Example1.gif]]&lt;br /&gt;
&lt;br /&gt;
* You are going to want to turn on both of the pumps that are connected to the ports, and set them to max so they will draw from the cans.&lt;br /&gt;
&lt;br /&gt;
[[File:Example2.gif]]&lt;br /&gt;
&lt;br /&gt;
* You should go south, over to the cool loops pump is, you are going to want to set that to max as well, and turn it on.&lt;br /&gt;
&lt;br /&gt;
[[File:Example3.gif]]&lt;br /&gt;
&lt;br /&gt;
==== Waste Handling ====&lt;br /&gt;
&lt;br /&gt;
* Next, you should head all the way north to Waste handling, There’s going to be two filters there, you are going to want to change the settings from Nitrogen to Phoron, and turn them on.&lt;br /&gt;
&lt;br /&gt;
* After that, you will want to head past the blast doors into the waste handling room, this is where you are going to want to put your Empty Canister onto the port, and enable the Waste pump (Setting it to max like the other pumps, and turning it on)&lt;br /&gt;
&lt;br /&gt;
[[File:Example4.gif]]&lt;br /&gt;
&lt;br /&gt;
* There are a few coolers in the waste room, you should head inside and turn them on so that the heated SM gas can be cooled for the canister!&lt;br /&gt;
&lt;br /&gt;
==== Emitter Shots ====&lt;br /&gt;
&lt;br /&gt;
* Finally, all you have left is putting some shots into the Engine. Usually the amount of shots that are put into a 1-2 Phoron engine is around 25, but because the engine is using phoron, it absorbs a lot of heat, so it’s fine if it’s a little more or a little less, you’re still going to get good power output. (Just be in the ballpark of around 25 shots.)&lt;br /&gt;
&lt;br /&gt;
[[File:Example5.gif]]&lt;br /&gt;
&lt;br /&gt;
And there you are, you have setup an engine that&#039;s pretty efficient, and runs at a cool temperature!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Operating Principle ==&lt;br /&gt;
Before any modifications are made to the engine, it operates as four distinct loops of colored pipes; the engine hot loop (cyan+yellow), the engine cold loop (green+purple), and the waste hot and cold loops (solid purple, opposite side from the engine cold loop). While the engine hot and engine cold loops are physically connected to each other, there are valves preventing them from mixing during normal operation. When energized, the supermatter heats the engine hot loop which flows into the ThermoElectric Generators. The heat transfers through the TEGs, generating electricity, and passes into the engine cold loop. The engine cold loop flows out into a massive radiator in space, providing the actual cooling for the system; without it temperature will run wild until everything melts, which becomes very apparent when a wild space rock or something takes a chunk out of said radiator.&lt;br /&gt;
&lt;br /&gt;
While not denoted by different colored pipes like the engine side, the waste loop can be considered two loops as well, separated by a heat exchanger; one side contains hot engine waste and the other is another cold loop that flows through a small radiator in space. As the supermatter does its job, it generates potentially dangerous gasses which end up circulating into the engine&#039;s hot loop. These gasses are then separated from the desired coolant by the filters and pumped into the waste loop&#039;s hot side. Heat is transferred from the waste, through the heat exchanger, and into the waste cold loop which uses separate coolant to transfer the heat out to the radiator. All of this is done to cool the waste gases and in turn raise their density making them easier to pump and store in the waste container, which should periodically be emptied by your friendly local [[Atmospheric Technician]].&lt;br /&gt;
&lt;br /&gt;
== Important Information ==&lt;br /&gt;
This section covers most information you require when operating near active supermatter core.&lt;br /&gt;
=== Safety Gear ===&lt;br /&gt;
Supermatter is highly radioactive, and safety gear should be equipped when operating near the engine. It is also recommended to wear protective gear when operating in adjacent rooms, for your safety.&lt;br /&gt;
* [[File:Radsuit.png]]Radiation Suit&lt;br /&gt;
* [[File:Radiation_Hood.png]]Radiation Hood&lt;br /&gt;
* [[File:MGlasses.png]]Optical Meson Scanners&lt;br /&gt;
* [[File:Gas_mask.png]] (Optional) Gas Mask (when manipulating gas cans)&lt;br /&gt;
* [[File:Yellowgloves.png]] (Optional) Insulated Gloves (when manipulating wiring or [[SMES]] units.)&lt;br /&gt;
&lt;br /&gt;
=== Setup Gear ===&lt;br /&gt;
In addition to previous safety gear, following tools are recommended for setup&lt;br /&gt;
* [[File:Utilitybelt.png]]Tool Belt (stocked with all standard tools and multitool)&lt;br /&gt;
=== Supermatter Interaction ===&lt;br /&gt;
Please note that supermatter is very dangerous, and touching it will instantly reduce you to pile of radioactive ashes. If it is absolutely necessary to physically interact with supermatter core, genetic backup is highly reccomended. The only safe way of moving supermatter (without killing yourself) is pulling (right click on supermatter and select Pull)&lt;br /&gt;
&lt;br /&gt;
== Engine Setup ==&lt;br /&gt;
This section covers the most basic supermatter engine setup.&lt;br /&gt;
=== Engine Section Map ===&lt;br /&gt;
This map shows engine section layout&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Engine_1 17_layout.png|540px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Click the image for full resolution.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Coolant Choice ===&lt;br /&gt;
Multiple theories on which gas to use as Supermatter coolant exist. This section will provide information on all commonly used coolant types.&lt;br /&gt;
==== Nitrogen ====&lt;br /&gt;
[[File:N2_canister.png]] (Standard) Nitrogen is optimal coolant choice for basic setups. It is inert gas with average heat capacity. Engine Room contains four nitrogen canisters, which means it is easy to obtain. Engine filtering system is also preconfigured for Nitrogen coolant, making setup slightly faster&lt;br /&gt;
==== Oxygen ====&lt;br /&gt;
[[File:O2_canister.png]] (Hardcore Mode) Oxygen both results in lower engine output, is extremely flammable, and induces runaway chain reaction in the core. In other words - do not use oxygen. It&#039;s only correct use is cold start as described in &amp;quot;Emergency Procedures&amp;quot; section of this guide.&lt;br /&gt;
==== Carbon Dioxide ====&lt;br /&gt;
[[File:CO2_canister.png]] CO2 is slightly better than Nitrogen, due to it&#039;s 50% larger heat capacity. This means engine cooled by CO2 transfers heat to [[TEG]]&#039;s more efficiently - resulting in slightly lower operating temperature and higher power output. It has no disadvantages over N2.&lt;br /&gt;
==== Phoron ====&lt;br /&gt;
[[File:Plasma_canister.png]] Phoron is superior coolant type in terms of heat capacity. With 1000% larger heat capacity than nitrogen only small amount of coolant is required to transfer generated heat to TEGs. This results in significant increase of power output when compared to N2 or CO2. Unlike these, however, Phoron is not inert. Phoron based engines are very susceptible to oxygen, as Oxygen + Phoron mix is extremely flammable. It is recommended to ensure filtration operates properly, as oxygen buildup and few sparks can quickly reduce the engine into pile of radioactive slag. Please note that occasional flash fires may occur. Those are generally not dangerous, but it is recommended to leave the core shutters closed.&lt;br /&gt;
&lt;br /&gt;
=== Coolant Injection ===&lt;br /&gt;
# Obtain four canisters of coolant you selected in previous section. Nitrogen canisters are available in Engine Room, other types can be obtained in Atmospherics or Engineering Storage. Four canisters are recommended, two are absolute minimum.&lt;br /&gt;
# Transport these canisters into engine room.&lt;br /&gt;
# Wrench one canister to each of injection ports. Enable pumps, set them to 15 000kPa (MAX setting)&lt;br /&gt;
# Wait until canisters are fully injected, then swap them for second pair of filled ones. Amount of gas left in the canister is visible in it&#039;s UI, accessible by clicking the canister.&lt;br /&gt;
&lt;br /&gt;
=== Intercooler Setup ===&lt;br /&gt;
Intercooler cools waste produced by engine. It is located behind shutters in western side of engine room. It has to be filled by coolant gas, in similar way the engine is filled. While Oxygen is safe here (as it won&#039;t reach Supermatter), it is still very bad coolant and therefore not recommended. Two nitrogen canisters or one phoron canister is available in Engineering Storage. Alternatively you may obtain any other coolant type from atmospherics depending on your preference, however impact of different coolant is much lower here than it is with engine core itself.&lt;br /&gt;
# Obtain one canister of coolant gas&lt;br /&gt;
# Move coolant canister to intercooler injection port, wrench it in place and turn the pump on. Set the pump pressure to MAX setting.&lt;br /&gt;
# Wait until canister is fully injected. Unwrench it. Relabel the canister to &amp;quot;CAUTION&amp;quot; (Click canister, and use the Relabel button, if it&#039;s gray the canister isn&#039;t empty).&lt;br /&gt;
# Wrench the canister on waste output port inside the intercooler room.&lt;br /&gt;
&#039;&#039;NOTE: The waste output port is NOT the port in the main engine room next to the button for controlling the radiation shutters; wrenching a can there will just drain the good coolant straight back out of the engine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Filtration Setup ===&lt;br /&gt;
# Locate two Omni filters in western side of engine room. These filter out waste from engine core. Click each of them to open the control UI.&lt;br /&gt;
# If the engine coolant is Nitrogen, skip to step four. &lt;br /&gt;
# Click the Configure button, and change the &amp;quot;Nitrogen&amp;quot; entries to your coolant type. Then click Configure button again to confirm the changes.&lt;br /&gt;
# Turn the filters on.&lt;br /&gt;
# Locate filter output pump and turn it on (MAX pressure setting).&lt;br /&gt;
&lt;br /&gt;
=== SMES Setup ===&lt;br /&gt;
Engine has two [[file:SMES.png]] [[SMES]] units. SMESs are complex power storage devices. They may be controlled with [[RCON]] console located in engine control room, or operated manually by standing next to them. Depending on engine setup, engine produces between 800 to 1200+ kilowatts of energy. Full functionality of SMESs is described on [[SMES]] page.&lt;br /&gt;
Engine Room SMES should be set to 250 000 Input (Auto) and 250 000 Output (Online). You always want this SMES to be fully charged, as it powers engine cooling systems, and without these cooling system the engine tends to fail rapidly.&lt;br /&gt;
Main SMES should be set to ~750 000 Input (Auto) and similar Output (Online). This is very variable, depending on your current engine output level. Ideally you want to use all power generated by the engine.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;NOTE: You may always check engine output by clicking one of the engine output cables with multitool. Remember to wear safety gear!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: SMES units are clever, and will partially charge when there is not enough available power on input wire. Having slightly higher input settings than actual power generation is okay!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: SMES units are capable of balancing loads. When there is not enough power, the SMESs will charge at same percentage of input setting (example: Two SMESs are set to input at 100kW and 200kW, available power is only 200kW, so the SMESs will charge at 66% of input setting)&#039;&#039;&lt;br /&gt;
=== Radiator Setup ===&lt;br /&gt;
# Locate the engine radiator circulation pump.&lt;br /&gt;
# Turn the pump on (MAX setting)&lt;br /&gt;
=== Startup ===&lt;br /&gt;
==== Pre-Start Checklist ====&lt;br /&gt;
It is a good idea to go through this pre-start checklist before you energise the core, in order to ensure that you didn&#039;t skip any critical steps.&lt;br /&gt;
# Is there sufficient amount of coolant? You can tell by looking at the TEGs. Left side should be spinning slowly.&lt;br /&gt;
# Is the radiator pump enabled? Once again, you can find out by looking at the TEGs. Right side should be slowly spinning too.&lt;br /&gt;
# Is there an empty canister on waste port?&lt;br /&gt;
# Are the waste filters and pump enabled and set correctly?&lt;br /&gt;
# Is there coolant gas in the intercooler? This might not be necessary if you installed a freezer.&lt;br /&gt;
==== Emitter Activation ====&lt;br /&gt;
# You are already wearing your standard safety gear, &#039;&#039;&#039;&#039;&#039;right?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
# Before proceeding ensure all previous steps have been properly completed. Checklist above is good for this.&lt;br /&gt;
# Open core charging port with apropriate button located either in engine control or next to the core room.&lt;br /&gt;
# Click [[File:Emitter.png]] emitter to turn it on. Emitters fire series of four high powered laser blasts. Do not walk in front of active emitter unless you want a nice new hole in your chest (often instant kill). You may also use apropriate button in engine control room to turn emitter on/off.&lt;br /&gt;
# Count carefully. You want to fire at least eight shots. Depending on coolant type you may want to use more emitter shots in order to get more power. Table below describes how many emitter shots may be fired depending on coolant type. &lt;br /&gt;
# Close the shutters. This is recommended as rare flash fires may damage the core windows, eventually breaking them and causing core breach.&lt;br /&gt;
&#039;&#039;NOTE: If emitter failed to start check the SMES unit in engine room. If it is completely discharged read &amp;quot;[[Supermatter Engine#Cold Start|Cold Start]]&amp;quot; part of Emergency Situations section.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Coolant Type !! Recommended Shots !! Maximal (Safe) Shots !! Average Output (Recommended Shots) !! Average Output (Maximal Shots)&lt;br /&gt;
|-&lt;br /&gt;
| Nitrogen (N2) || 8-9 || 10 || 1 MW || ~1.1 MW&lt;br /&gt;
|-&lt;br /&gt;
| Carbon Dioxide (CO2) || 10-11 || 12 || ~1.2 MW || ~1.2-1.3MW&lt;br /&gt;
|-&lt;br /&gt;
| Phoron (PH) || 20 || ? 50+ ? || 1.6-1.8 MW || ~2-3MW&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
Upgrades are optional setup steps which may significantly increase engine performance.&lt;br /&gt;
&lt;br /&gt;
=== Waste Freezer ===&lt;br /&gt;
Waste processing uses radiator to cool engine waste. When engine operates at high temperatures (3000K+) this waste takes lots of time to cool. It is possible to install a freezer on waste line to help with this.&lt;br /&gt;
# Obtain a manifold from Atmospherics&lt;br /&gt;
# Install the manifold next to the the waste canister port, by replacing one of the straight/bent pipes.&lt;br /&gt;
# Construct a freezer that connects to this manifold. Parts for one freezer may be found in Tech Storage.&lt;br /&gt;
# Enable the freezer. Setting temperature below zero is not necessary, and will help you save some power. Twenty celsius (default value) should be enough.&lt;br /&gt;
&lt;br /&gt;
=== Coolant Selection ===&lt;br /&gt;
As outlined above, other coolant types than Nitrogen exist. Advantages and disadvantages of other coolant types were already described above. Experiment with different coolant choice to find optimal solution for your engine. As a side note, hybrid setups (different coolant type for hot and cold loops) generally bring minimal increase in output, while complicating use of emergency cooling valves, should you ever require to use them.&lt;br /&gt;
&lt;br /&gt;
=== Coolant distribution ===&lt;br /&gt;
Experiment with different amounts of your favorite coolant. &amp;quot;More coolant == better&amp;quot; is not true! The radiator loop (right side of TEGs) works better at higher pressure (denser gas is better at radiating heat), while core loop (left side of TEGs) generally works better with lower amount of coolant. 1:3 ratio is one possibility, but feel free to use any ratio you want.&lt;br /&gt;
&lt;br /&gt;
=== SMES Upgrade ===&lt;br /&gt;
Engineering Storage contains some spare parts for [[SMES]] units. Refer to page [[SMES]] for information on how to upgrade existing units. This will increase energy storage and/or input/output capacity depending on used coils.&lt;br /&gt;
&lt;br /&gt;
=== Adding more TEGs ===&lt;br /&gt;
This is very rarely seen, but it is possible. You can order parts for another TEG in cargo. Each TEG is rated for 500kW stable output. It is possible to output more but TEGs generally get less and less efficient as their power output increases. 1MW/TEG is entirely possible, 2MW/TEG is quite hard, and 3MW/TEG is nearly impossible for prolonged duration.&lt;br /&gt;
&lt;br /&gt;
=== Customize ===&lt;br /&gt;
Engine was designed to be easily customizable. Other upgrades than those outlined in this section exist. Remember that you should get permission from Chief Engineer before you install any larger modifications. Always try to run practice simulation before testing things on live engine.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;OOC NOTE: For larger modifications, try testing it on local server first. We are not to be held responsible if any of following occurs: Radiation spikes, core overheat, core structural failure, lynch mobs attempting to hunt you down, supermatter delamination, death. Warranty void when any of previously mentioned incidents occurs. Good Luck.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Maintenance ==&lt;br /&gt;
While engine is designed to be mostly self sustaining, minor maintenance is needed to keep it running at optimal efficiency.&lt;br /&gt;
=== Core Reenergisation ===&lt;br /&gt;
Supermatter constantly loses small amount of energy. This, over time, results in drop of temperature, and power output. Depending on used coolant you will, eventually, have to re-energise the core if you want to maintain certain output level. This involves application of additional emitter shots, as already described in engine start section. However, please note that you should only fire one or two emitter blasts at most, otherwise the core may overheat.&lt;br /&gt;
=== Waste Canister Replacement ===&lt;br /&gt;
Engine produces Oxygen and Phoron as byproducts. Filters (if set up properly) remove every gas except coolant one. This waste gas is piped into waste canister. While pumps can pressurise gas up to 15 000kPa, they lack ability to go any further. For this reason, waste canister should be replaced every few hours (depending on fill level). Usually anything below 7 500kPa is fine even with large reserve. Anything above means the canister should probably be replaced. Obtain new, empty canister and replace the current one on waste port. Then dispose of waste gas canister. Usually [[Atmospheric Technician]]s will be able to handle it easily.&lt;br /&gt;
&lt;br /&gt;
== Emergency Situations ==&lt;br /&gt;
This section contains information on how to handle dangerous situations that may occur during engine operation.&lt;br /&gt;
=== Important Information ===&lt;br /&gt;
This subsection will cover basic information on engine behavior&lt;br /&gt;
==== Temperature ====&lt;br /&gt;
Core temperature is shown by core monitoring computer in engine control room. Temperature is critical for two reasons.&lt;br /&gt;
* Supermatter core begins taking integrity damage above ~5000 Kelvins&lt;br /&gt;
* High temperature may result in fire risk (if other conditions are met, ie: Fuel and Oxygen are present)&lt;br /&gt;
&#039;&#039;&#039;Optimal temperature for engine operation is at most 3500 Kelvins. Safety cap is 4000 Kelvins. Core meltdown begins at 5000 Kelvins.&#039;&#039;&#039; This may be different depending on Chief Engineer&#039;s preferences and used coolant. However, 5000 Kelvins is maximal safe temperature. After exceeded core begins taking damage. Also do note that the core windows begin breaking around ~4300 Kelvins!&amp;lt;br&amp;gt;&lt;br /&gt;
Temperature may be dropped by adding more TEG units, expanding the cooling radiator, operating core at lower energy level, or (temporarily) by injecting more coolant. Please note that if you inject too much coolant, pressure will begin negatively affecting coolant flow, which may in fact result in increase of temperature.&lt;br /&gt;
==== Integrity ====&lt;br /&gt;
Integrity is numerical value used to determine core status. When integrity reaches 0% core delamination occurs. Currently, only two ways of damaging crystal integrity exist. Usually, this is caused by too large temperature, however very fast, sharp objects (such as bullets) may cause surface fractures which also result in integrity damage. Supermatter, however, can regenerate itself. This takes some time, and requires temperature to be below 5000 Kelvins. Low temperatures speed this up.&amp;lt;br&amp;gt;&lt;br /&gt;
To make monitoring easier, Supermatter has an integrated monitoring circuit and emergency transmitter. If integrity drops below 90% automated warnings will be broadcasted on engineering radio channel. If core passes critical point an alert will be sent to main channel. Integrity damage also results in phase shift in emitted light, described by eyewitnesses as &amp;quot;searing light that burns your eyes&amp;quot;. This light intensifies with integrity damage, until integrity reaches zero. Firmware update 1.19.0 changed crystal&#039;s monitor software to allow remote monitoring by station AI or other synthetic lifeforms that are in range. This monitoring shows core temperature, pressure and integrity.&lt;br /&gt;
==== Delamination ====&lt;br /&gt;
Supermatter crystal is held together by well balanced tension and gravitation forces. Should integrity be damaged too much, these forces will be disbalanced, causing delamination. First, the external gravity force intensifies to massive level, causing almost everything nearby to be pulled to supermatter. This quickly annihilates the outer layer. When outer layer is annihilated (after ~15 seconds) gravitation force disappears. This will allow tension to shatter the crystal, resulting in massive release of all remaining energy (which is approximately 42,9 TJ depending on age of your specific core) This energy will be released in form of:&lt;br /&gt;
* 3% Radiation - Massive radiation pulse, usually large enough to give dangerous dosage of radiation to everyone onboard.&lt;br /&gt;
* 6-8% Psionic Shockwave - This effect isn&#039;t completely understood yet. Delamination releases massive amount of multispectral tetra radiation, which is known to have negative effect on neurological tissue. This may cause hallucinations.&lt;br /&gt;
* 0.2% - 0.6% Photons - Delamination results in large flash of light, which may result in eye damage if you stand near it.&lt;br /&gt;
* 90.8% - 88.4% Thermal/Kinetic energy - Crystal shatters, resulting in massive explosion.&lt;br /&gt;
&#039;&#039;OOC NOTE: Delamination is very laggy, and usually takes up to 1-2 minutes to fully process. During this time server will be completely lagged. Simply wait until it finishes exploding.&#039;&#039;&lt;br /&gt;
=== Diagnostics ===&lt;br /&gt;
Previous section explained effects of engine failure. This section will explain failure diagnostics. Engine consists of large amount of components that cooperate to generate power. If one of the components fails whole engine or parts of it may cease to function.&lt;br /&gt;
# Obtain all protective gear.&lt;br /&gt;
# Visually check the emitter from engine control room. Wasn&#039;t it left online unattended? If yes, immediately disconnect it. If the emitter was left on by malfunctioning computer system it might be worthwhile to cut the cable to it, to prevent reactivation.&lt;br /&gt;
# Check core monitoring console. If core temperature is very high, but coolant pressure very low (lower than 100-200 kPa) coolant leak may have occured. Verify that both inpump and outpump are enabled (NOT in &amp;quot;on hold&amp;quot; state). If coolant circulation is confirmed while pressure remains low it is suggested to proceed &amp;quot;Coolant Injection&amp;quot; section. Otherwise continue.&lt;br /&gt;
# Check cameras in engine room. If there is any structural damage present proceed to &amp;quot;Core Breach&amp;quot; section. Otherwise continue.&lt;br /&gt;
# Enter engine room. Verify piping and power supply. If any pipes were removed/damaged determine if current piping is sufficient to ensure cooling. This usually means core output leads to TEGs, and back into input. If this is not the case, repair pipes in a way which connects input, output and TEGs. If TEGs are damaged connect the cold and hot loops together. Filtering is not mandatory, as system can operate for limited amount of time even without it.&lt;br /&gt;
# Begin checking all machinery. Is APC receiving enough power to run circulation? If not, either replace the APC cell, or ensure sufficient amount of power for it to operate (usually done by adjusting SMES settings or, if SMESs are damaged, by installing an emergency PACMAN generator)&lt;br /&gt;
# Check TEGs. Are they operating properly? Are they wrenched down properly?&lt;br /&gt;
# Is all machinery behaving as it should? If machine appears to be malfunctioning, attempt to bypass it or otherwise resolve the situation depending on machine which is causing failure.&lt;br /&gt;
&#039;&#039;OOC NOTE: Remember that bugs exist, if you confirm that machine is working in very abnormal way, adminhelp it for immediate help, and if possible submit bug report. Thank you.&#039;&#039;&lt;br /&gt;
# If you didn&#039;t manage to find the issue and core integrity dropped below 30% emergency core ejection is reccomended to ensure preservantion of station structure. After this, full investigation is recommended to determine cause of failure. Appropriate actions (at Heads of Staff discretion) should be taken.&lt;br /&gt;
=== Actions ===&lt;br /&gt;
This list shows list of possible actions that may be done to resecure overloaded core.&lt;br /&gt;
==== Coolant Injection ====&lt;br /&gt;
Very quick and quite efficient &amp;quot;first aid&amp;quot; method to help stabilize the core. Remember that newly injected coolant will combine with old coolant, so it usually won&#039;t drop temperature to normal level. Still, it buys you more time to act and begin working on other methods of core stabilization.&lt;br /&gt;
==== Injection Of Different Coolant (IODC) ====&lt;br /&gt;
With how current filtering works, this may greatly help mitigate overheat depending on amount of coolant used. This is most efficient with N2 as engine coolant. With how gases share heat capacity, you may inject canister of different gas (Phoron works best, CO2 is good too. It has to be &#039;&#039;&#039;different&#039;&#039;&#039; gas than main coolant type!). Gas will pass through chamber, equalizing heat with other gases If gas with high heat capacity is used (such as Phoron or CO2) it will soak up large portion of heat from existing coolant. With how filtering works, this gas will be quickly filtered out into waste loop, where it may be processed. While this is somewhat harder from logistical point of view, when used properly it helps secure even critically damaged core.&lt;br /&gt;
==== Coolant Replacement ====&lt;br /&gt;
Most efficient yet slightly wasteful method, if given enough time to do it. First obtain two canisters of fresh coolant (pre-cooled is good, but it can be room temperature too). Activate Core Vent button to begin venting all coolant into space. This quickly purges the coolant. Wait until coolant is vented, then close the vent shutters and begin injecting new coolant from prepared canisters. This will almost entirely eliminate any overheat (enough to return the core into safe mode below 5000K).&lt;br /&gt;
&#039;&#039;&#039;NOTE: This will temporarily increase the rate at which supermatter takes damage, until new coolant is injected. Do not proceed if the core already took severe damage!&#039;&#039;&#039;&lt;br /&gt;
==== Emergency Cooling Valves (EC) ====&lt;br /&gt;
Engine is fitted with two digital EC valves. Opening these valves bypasses the TEGs and connects the engine output directly to the main radiator. This results in rapid cooling, but almost completely shuts down power generation. This also equalizes pressure between cold and hot loop, which may be undesired when specific ratio is used. Yet, it is very effective measure that resolves almost any overload. It is not advised to use this measure if you used different coolant gases for hot and cold loops!&lt;br /&gt;
==== Emergency Core Ejection ====&lt;br /&gt;
If core integrity drops below 30% activation of emergency core ejection is reccomended. Emergency core ejection is last resort function that uses mass driver to fire overloaded supermatter core away from station. However, core remains in station&#039;s SOI (Sphere Of Influence) and small probability exists that it will fly around the station and collide with different part of it. Alternatively it may impact Telecommunications or another valuable installation. This risk is however better than delamination inside engine room. Switch for emergency core ejection is located in [[Chief Engineer]]s office. If necessary, ask the station&#039;s [[AI]] to let you in, or hack in.&lt;br /&gt;
# Break protective glass cover on emergency core ejection button.&lt;br /&gt;
# Press core vent button&lt;br /&gt;
# Confirm that core vent is open, either by asking AI, other engineer, or checking the camera. There is a telescreen that allows you to check this in the office.&lt;br /&gt;
# Press the emergency core ejection button.&lt;br /&gt;
# Pray it worked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: Please note that if core ejection fails death is inevitable. Your PDA may be used as portable recorder for your last testament. Have a nice day.&#039;&#039;&lt;br /&gt;
&#039;&#039;NOTE2: If core ejection is activated when vent doors are closed, core will be displaced from mass driver. Manual repositioning will be needed. This is very dangerous and likely to get you killed. You might want to find some poor [[Cyborg]] to do it instead of you. Good luck.&#039;&#039;&lt;br /&gt;
=== Other Situations ===&lt;br /&gt;
This last section describes possible situations that may occur during engine operation.&lt;br /&gt;
==== Core Breach ====&lt;br /&gt;
Core breach is very dangerous situation, during which core room is compromised. We have two kinds of core breach, each is handled in slightly different way.&lt;br /&gt;
===== Inner Breach =====&lt;br /&gt;
Inner breach occurs when walls, windows or doors between engine core and engine room are breached. This situation is very dangerous as coolant will merge with engine room atmosphere. Also, since engine room atmosphere contains oxygen, it will begin reacting with supermatter core inducing possible runaway reaction. First step should be repairing the breach, using any means possible. If repair is not immediately possible it is suggested to close the core shutters to prevent further contact with engine room atmosphere. If large amount of core coolant was lost it is suggested to use Coolant Replacement procedure or inject appropriate amount of coolant to restore standard levels.&lt;br /&gt;
&lt;br /&gt;
This type of breach is mostly caused by operating the engine at too high temperature levels. While reinforced borosilicate windows are highly resistant to high temperatures, they will, eventually, break. Maximal safe temperature is approximately 4300 Kelvins. Above this temperature you risk damage to the windows.&lt;br /&gt;
===== Outer Breach =====&lt;br /&gt;
Outer breach occurs when walls (or blast doors) between engine core and space are damaged to degree that causes coolant leak. If this occurs, coolant levels very quickly reach zero. However emergency solution exists. Immediately disable core input via control console. If you manage to do this in time you may save enough coolant to operate the core until wall is repaired. If more engineers are available (Engineering/Construction [[Cyborg]]s are great for this, as they are resistant to both low pressure and radiation) send someone EVA to repair breached core. Notify [[medbay]] that radiation treatment will be needed, engineering hardsuits are partially shielded, but won&#039;t offer 100% protection. Until core damage is repaired obtain more coolant. Inject it into coolant loop, but don&#039;t enable core input. When core breach is repaired re-enable injecting to ensure core is cooled. Remember that when core remains in low pressure heat builds up rapidly and integrity begins taking damage at much higher rate. Due to this reason you have to act quickly. If the core already reached dangerous integrity level you may want to briefly enable the core input. This will briefly cool the core, buying a little more time.&lt;br /&gt;
&lt;br /&gt;
This type of breach is mostly caused by operating the engine at extreme temperatures. Reinforced plasteel walls can handle only temperatures up to 6000 Kelvins. Meteors, space dust, and similar things may also cause this type of breach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: ALWAYS repair engine core walls with plasteel. Any wall other than reinforced plasteel one will have much lower melting temperature, which will most likely result in another core breach!&#039;&#039; &lt;br /&gt;
==== Cold Start ====&lt;br /&gt;
When SMES in engine room is completely depleted emitter won&#039;t have enough energy to fire. Therefore you need to do a cold start. There are few methods (sorted from best to worst):&lt;br /&gt;
* PACMAN assisted jump start - This is the simplest way. Disable charging on main SMES, and enable charging on engine SMES at full power. Connect a PACMAN portable generator with a wrench to the input cable of the engine room SMES. Turn on the PACMAN generator and wait a while. After one minute turn output to Online in UI of engine room SMES. Emitter should briefly regain power, which should be enough to fire at least one blast. After this some energy will be produced, which is enough to charge the SMES normally. The PACMAN generator uses solid Phoron as fuel.&lt;br /&gt;
* PACMAN out of fuel? Use the [[Solars]]. You will need wiring knowledge for this. Connect the Engine Room SMES input to the main power grid and charge it a bit with solars. Then continue with startup.&lt;br /&gt;
* [[Solars]] gone? Don&#039;t worry, other ways exist. Ask one of your friendly security officers/heads of staff with access to Energy Guns to come to Engineering with one. While lasers are weaker than emitters, they are enough to slightly energize the core. Fire a few laser blasts at the supermatter core and it should be enough to start a weak reaction which will generate a small amount of power. Do not use ballistic weapons, they cause core damage!&lt;br /&gt;
* No weapons on board? You may also use Oxygen. Large enough concentration of oxygen causes a runaway chain reaction inside the Supermatter, which should be enough to generate a small amount of power. Doing this with Phoron cooling is extremely dangerous, however, due to involved fire risks. This is also somewhat unpredictable and oxygen should be filtered out as soon as possible.&lt;br /&gt;
* No oxygen on board? (What are you breathing?!) Throw random objects at supermatter to energize it.&lt;br /&gt;
&lt;br /&gt;
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{{Gameplay Guides}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
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		<author><name>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Supermatter_Reactor&amp;diff=8100</id>
		<title>Supermatter Reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Supermatter_Reactor&amp;diff=8100"/>
		<updated>2018-02-08T21:14:50Z</updated>

		<summary type="html">&lt;p&gt;Climax708: Fix a broken link&lt;/p&gt;
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&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
The supermatter engine is primary source of power for the station. While solar arrays may provide enough power to keep critical systems operational, they won&#039;t keep the whole station running at full power. This is where Supermatter steps in. This guide will explain basics of supermatter engine operation. Refer to the Contents tab if you wish to read only specific part of this guide.&lt;br /&gt;
&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
If you have never attempted to set up the supermatter before, and you&#039;re completly riddled with questions, it is best to ask any fellow engineers for tips either IC&#039;ly or OOC&#039;ly with LOOC, and if you have anymore burning concerns, please feel free to ahelp it any staff will assist you.&lt;br /&gt;
&lt;br /&gt;
In the long run, People hate it when the supermatters acts up and is at risk of exploding, generally pissing most of the crew IC&#039;ly and OOC&#039;ly. Hence if you&#039;re lost at some point when starting it up, feel free to ask people.&lt;br /&gt;
&lt;br /&gt;
In the mean time, here&#039;s a simple guide an engine setup that most engineers use now-a-days!&lt;br /&gt;
&lt;br /&gt;
== The Basic &#039;Phoron Engine&#039; Setup ==&lt;br /&gt;
Most engineers who play usually run a simple, easy to use setup that allows for a high output, as well as being reliable and safe.&lt;br /&gt;
&lt;br /&gt;
As a starter, you are going to want to get your safety gear (Read below for more information), as well as three canisters of Phoron. (There will be one in Hard Storage outside of the engine room, but you will need to get the other two from Atmospherics.)&lt;br /&gt;
&lt;br /&gt;
Now that you have the things that are needed, you are ready to set up the engine!&lt;br /&gt;
&lt;br /&gt;
==== Coolant Injection ====&lt;br /&gt;
&lt;br /&gt;
* Firstly, you’re going to want to add one Can of Phoron in the ‘Hot Loop’ (Color is blue, it is called the hot loop because it is the gas that directly meets the engine)&lt;br /&gt;
You are also going to want to put two Cans of Phoron into the ‘Cold Loop’ (Pipe color is green, it is called the cold loop because it is the gasses that will be cooling.)&lt;br /&gt;
&lt;br /&gt;
[[File:Example1.gif]]&lt;br /&gt;
&lt;br /&gt;
* You are going to want to turn on both of the pumps that are connected to the ports, and set them to max so they will draw from the cans.&lt;br /&gt;
&lt;br /&gt;
[[File:Example2.gif]]&lt;br /&gt;
&lt;br /&gt;
* You should go south, over to the cool loops pump is, you are going to want to set that to max as well, and turn it on.&lt;br /&gt;
&lt;br /&gt;
[[File:Example3.gif]]&lt;br /&gt;
&lt;br /&gt;
==== Waste Handling ====&lt;br /&gt;
&lt;br /&gt;
* Next, you should head all the way north to Waste handling, There’s going to be two filters there, you are going to want to change the settings from Nitrogen to Phoron, and turn them on.&lt;br /&gt;
&lt;br /&gt;
* After that, you will want to head past the blast doors into the waste handling room, this is where you are going to want to put your Empty Canister onto the port, and enable the Waste pump (Setting it to max like the other pumps, and turning it on)&lt;br /&gt;
&lt;br /&gt;
[[File:Example4.gif]]&lt;br /&gt;
&lt;br /&gt;
* There are a few coolers in the waste room, you should head inside and turn them on so that the heated SM gas can be cooled for the canister!&lt;br /&gt;
&lt;br /&gt;
==== Emitter Shots ====&lt;br /&gt;
&lt;br /&gt;
* Finally, all you have left is putting some shots into the Engine. Usually the amount of shots that are put into a 1-2 Phoron engine is around 25, but because the engine is using phoron, it absorbs a lot of heat, so it’s fine if it’s a little more or a little less, you’re still going to get good power output. (Just be in the ballpark of around 25 shots.)&lt;br /&gt;
&lt;br /&gt;
[[File:Example5.gif]]&lt;br /&gt;
&lt;br /&gt;
And there you are, you have setup an engine that&#039;s pretty efficient, and runs at a cool temperature!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Operating Principle ==&lt;br /&gt;
Before any modifications are made to the engine, it operates as four distinct loops of colored pipes; the engine hot loop (cyan+yellow), the engine cold loop (green+purple), and the waste hot and cold loops (solid purple, opposite side from the engine cold loop). While the engine hot and engine cold loops are physically connected to each other, there are valves preventing them from mixing during normal operation. When energized, the supermatter heats the engine hot loop which flows into the ThermoElectric Generators. The heat transfers through the TEGs, generating electricity, and passes into the engine cold loop. The engine cold loop flows out into a massive radiator in space, providing the actual cooling for the system; without it temperature will run wild until everything melts, which becomes very apparent when a wild space rock or something takes a chunk out of said radiator.&lt;br /&gt;
&lt;br /&gt;
While not denoted by different colored pipes like the engine side, the waste loop can be considered two loops as well, separated by a heat exchanger; one side contains hot engine waste and the other is another cold loop that flows through a small radiator in space. As the supermatter does its job, it generates potentially dangerous gasses which end up circulating into the engine&#039;s hot loop. These gasses are then separated from the desired coolant by the filters and pumped into the waste loop&#039;s hot side. Heat is transferred from the waste, through the heat exchanger, and into the waste cold loop which uses separate coolant to transfer the heat out to the radiator. All of this is done to cool the waste gases and in turn raise their density making them easier to pump and store in the waste container, which should periodically be emptied by your friendly local [[Atmospheric Technician]].&lt;br /&gt;
&lt;br /&gt;
== Important Information ==&lt;br /&gt;
This section covers most information you require when operating near active supermatter core.&lt;br /&gt;
=== Safety Gear ===&lt;br /&gt;
Supermatter is highly radioactive, and safety gear should be equipped when operating near the engine. It is also recommended to wear protective gear when operating in adjacent rooms, for your safety.&lt;br /&gt;
* [[File:Radsuit.png]]Radiation Suit&lt;br /&gt;
* [[File:Radiation_Hood.png]]Radiation Hood&lt;br /&gt;
* [[File:MGlasses.png]]Optical Meson Scanners&lt;br /&gt;
* [[File:Gas_mask.png]] (Optional) Gas Mask (when manipulating gas cans)&lt;br /&gt;
* [[File:Yellowgloves.png]] (Optional) Insulated Gloves (when manipulating wiring or [[SMES]] units.)&lt;br /&gt;
&lt;br /&gt;
=== Setup Gear ===&lt;br /&gt;
In addition to previous safety gear, following tools are recommended for setup&lt;br /&gt;
* [[File:Utilitybelt.png]]Tool Belt (stocked with all standard tools and multitool)&lt;br /&gt;
=== Supermatter Interaction ===&lt;br /&gt;
Please note that supermatter is very dangerous, and touching it will instantly reduce you to pile of radioactive ashes. If it is absolutely necessary to physically interact with supermatter core, genetic backup is highly reccomended. The only safe way of moving supermatter (without killing yourself) is pulling (right click on supermatter and select Pull)&lt;br /&gt;
&lt;br /&gt;
== Engine Setup ==&lt;br /&gt;
This section covers the most basic supermatter engine setup.&lt;br /&gt;
=== Engine Section Map ===&lt;br /&gt;
This map shows engine section layout&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Engine_1 17_layout.png|540px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Click the image for full resolution.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Coolant Choice ===&lt;br /&gt;
Multiple theories on which gas to use as Supermatter coolant exist. This section will provide information on all commonly used coolant types.&lt;br /&gt;
==== Nitrogen ====&lt;br /&gt;
[[File:N2_canister.png]] (Standard) Nitrogen is optimal coolant choice for basic setups. It is inert gas with average heat capacity. Engine Room contains four nitrogen canisters, which means it is easy to obtain. Engine filtering system is also preconfigured for Nitrogen coolant, making setup slightly faster&lt;br /&gt;
==== Oxygen ====&lt;br /&gt;
[[File:O2_canister.png]] (Hardcore Mode) Oxygen both results in lower engine output, is extremely flammable, and induces runaway chain reaction in the core. In other words - do not use oxygen. It&#039;s only correct use is cold start as described in &amp;quot;Emergency Procedures&amp;quot; section of this guide.&lt;br /&gt;
==== Carbon Dioxide ====&lt;br /&gt;
[[File:CO2_canister.png]] CO2 is slightly better than Nitrogen, due to it&#039;s 50% larger heat capacity. This means engine cooled by CO2 transfers heat to [[TEG]]&#039;s more efficiently - resulting in slightly lower operating temperature and higher power output. It has no disadvantages over N2.&lt;br /&gt;
==== Phoron ====&lt;br /&gt;
[[File:Plasma_canister.png]] Phoron is superior coolant type in terms of heat capacity. With 1000% larger heat capacity than nitrogen only small amount of coolant is required to transfer generated heat to TEGs. This results in significant increase of power output when compared to N2 or CO2. Unlike these, however, Phoron is not inert. Phoron based engines are very susceptible to oxygen, as Oxygen + Phoron mix is extremely flammable. It is recommended to ensure filtration operates properly, as oxygen buildup and few sparks can quickly reduce the engine into pile of radioactive slag. Please note that occasional flash fires may occur. Those are generally not dangerous, but it is recommended to leave the core shutters closed.&lt;br /&gt;
&lt;br /&gt;
=== Coolant Injection ===&lt;br /&gt;
# Obtain four canisters of coolant you selected in previous section. Nitrogen canisters are available in Engine Room, other types can be obtained in Atmospherics or Engineering Storage. Four canisters are recommended, two are absolute minimum.&lt;br /&gt;
# Transport these canisters into engine room.&lt;br /&gt;
# Wrench one canister to each of injection ports. Enable pumps, set them to 15 000kPa (MAX setting)&lt;br /&gt;
# Wait until canisters are fully injected, then swap them for second pair of filled ones. Amount of gas left in the canister is visible in it&#039;s UI, accessible by clicking the canister.&lt;br /&gt;
&lt;br /&gt;
=== Intercooler Setup ===&lt;br /&gt;
Intercooler cools waste produced by engine. It is located behind shutters in western side of engine room. It has to be filled by coolant gas, in similar way the engine is filled. While Oxygen is safe here (as it won&#039;t reach Supermatter), it is still very bad coolant and therefore not recommended. Two nitrogen canisters or one phoron canister is available in Engineering Storage. Alternatively you may obtain any other coolant type from atmospherics depending on your preference, however impact of different coolant is much lower here than it is with engine core itself.&lt;br /&gt;
# Obtain one canister of coolant gas&lt;br /&gt;
# Move coolant canister to intercooler injection port, wrench it in place and turn the pump on. Set the pump pressure to MAX setting.&lt;br /&gt;
# Wait until canister is fully injected. Unwrench it. Relabel the canister to &amp;quot;CAUTION&amp;quot; (Click canister, and use the Relabel button, if it&#039;s gray the canister isn&#039;t empty).&lt;br /&gt;
# Wrench the canister on waste output port inside the intercooler room.&lt;br /&gt;
&#039;&#039;NOTE: The waste output port is NOT the port in the main engine room next to the button for controlling the radiation shutters; wrenching a can there will just drain the good coolant straight back out of the engine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Filtration Setup ===&lt;br /&gt;
# Locate two Omni filters in western side of engine room. These filter out waste from engine core. Click each of them to open the control UI.&lt;br /&gt;
# If the engine coolant is Nitrogen, skip to step four. &lt;br /&gt;
# Click the Configure button, and change the &amp;quot;Nitrogen&amp;quot; entries to your coolant type. Then click Configure button again to confirm the changes.&lt;br /&gt;
# Turn the filters on.&lt;br /&gt;
# Locate filter output pump and turn it on (MAX pressure setting).&lt;br /&gt;
&lt;br /&gt;
=== SMES Setup ===&lt;br /&gt;
Engine has two [[file:SMES.png]] [[SMES]] units. SMESs are complex power storage devices. They may be controlled with [[RCON]] console located in engine control room, or operated manually by standing next to them. Depending on engine setup, engine produces between 800 to 1200+ kilowatts of energy. Full functionality of SMESs is described on [[SMES]] page.&lt;br /&gt;
Engine Room SMES should be set to 250 000 Input (Auto) and 250 000 Output (Online). You always want this SMES to be fully charged, as it powers engine cooling systems, and without these cooling system the engine tends to fail rapidly.&lt;br /&gt;
Main SMES should be set to ~750 000 Input (Auto) and similar Output (Online). This is very variable, depending on your current engine output level. Ideally you want to use all power generated by the engine.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;NOTE: You may always check engine output by clicking one of the engine output cables with multitool. Remember to wear safety gear!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: SMES units are clever, and will partially charge when there is not enough available power on input wire. Having slightly higher input settings than actual power generation is okay!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: SMES units are capable of balancing loads. When there is not enough power, the SMESs will charge at same percentage of input setting (example: Two SMESs are set to input at 100kW and 200kW, available power is only 200kW, so the SMESs will charge at 66% of input setting)&#039;&#039;&lt;br /&gt;
=== Radiator Setup ===&lt;br /&gt;
# Locate the engine radiator circulation pump.&lt;br /&gt;
# Turn the pump on (MAX setting)&lt;br /&gt;
=== Startup ===&lt;br /&gt;
==== Pre-Start Checklist ====&lt;br /&gt;
It is a good idea to go through this pre-start checklist before you energise the core, in order to ensure that you didn&#039;t skip any critical steps.&lt;br /&gt;
# Is there sufficient amount of coolant? You can tell by looking at the TEGs. Left side should be spinning slowly.&lt;br /&gt;
# Is the radiator pump enabled? Once again, you can find out by looking at the TEGs. Right side should be slowly spinning too.&lt;br /&gt;
# Is there an empty canister on waste port?&lt;br /&gt;
# Are the waste filters and pump enabled and set correctly?&lt;br /&gt;
# Is there coolant gas in the intercooler? This might not be necessary if you installed a freezer.&lt;br /&gt;
==== Emitter Activation ====&lt;br /&gt;
# You are already wearing your standard safety gear, &#039;&#039;&#039;&#039;&#039;right?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
# Before proceeding ensure all previous steps have been properly completed. Checklist above is good for this.&lt;br /&gt;
# Open core charging port with apropriate button located either in engine control or next to the core room.&lt;br /&gt;
# Click [[File:Emitter.png]] emitter to turn it on. Emitters fire series of four high powered laser blasts. Do not walk in front of active emitter unless you want a nice new hole in your chest (often instant kill). You may also use apropriate button in engine control room to turn emitter on/off.&lt;br /&gt;
# Count carefully. You want to fire at least eight shots. Depending on coolant type you may want to use more emitter shots in order to get more power. Table below describes how many emitter shots may be fired depending on coolant type. &lt;br /&gt;
# Close the shutters. This is recommended as rare flash fires may damage the core windows, eventually breaking them and causing core breach.&lt;br /&gt;
&#039;&#039;NOTE: If emitter failed to start check the SMES unit in engine room. If it is completely discharged read &amp;quot;[[Supermatter Engine#Cold Start|Cold Start]]&amp;quot; part of Emergency Situations section.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Coolant Type !! Recommended Shots !! Maximal (Safe) Shots !! Average Output (Recommended Shots) !! Average Output (Maximal Shots)&lt;br /&gt;
|-&lt;br /&gt;
| Nitrogen (N2) || 8-9 || 10 || 1 MW || ~1.1 MW&lt;br /&gt;
|-&lt;br /&gt;
| Carbon Dioxide (CO2) || 10-11 || 12 || ~1.2 MW || ~1.2-1.3MW&lt;br /&gt;
|-&lt;br /&gt;
| Phoron (PH) || 20 || ? 50+ ? || 1.6-1.8 MW || ~2-3MW&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
Upgrades are optional setup steps which may significantly increase engine performance.&lt;br /&gt;
&lt;br /&gt;
=== Waste Freezer ===&lt;br /&gt;
Waste processing uses radiator to cool engine waste. When engine operates at high temperatures (3000K+) this waste takes lots of time to cool. It is possible to install a freezer on waste line to help with this.&lt;br /&gt;
# Obtain a manifold from Atmospherics&lt;br /&gt;
# Install the manifold next to the the waste canister port, by replacing one of the straight/bent pipes.&lt;br /&gt;
# Construct a freezer that connects to this manifold. Parts for one freezer may be found in Tech Storage.&lt;br /&gt;
# Enable the freezer. Setting temperature below zero is not necessary, and will help you save some power. Twenty celsius (default value) should be enough.&lt;br /&gt;
&lt;br /&gt;
=== Coolant Selection ===&lt;br /&gt;
As outlined above, other coolant types than Nitrogen exist. Advantages and disadvantages of other coolant types were already described above. Experiment with different coolant choice to find optimal solution for your engine. As a side note, hybrid setups (different coolant type for hot and cold loops) generally bring minimal increase in output, while complicating use of emergency cooling valves, should you ever require to use them.&lt;br /&gt;
&lt;br /&gt;
=== Coolant distribution ===&lt;br /&gt;
Experiment with different amounts of your favorite coolant. &amp;quot;More coolant == better&amp;quot; is not true! The radiator loop (right side of TEGs) works better at higher pressure (denser gas is better at radiating heat), while core loop (left side of TEGs) generally works better with lower amount of coolant. 1:3 ratio is one possibility, but feel free to use any ratio you want.&lt;br /&gt;
&lt;br /&gt;
=== SMES Upgrade ===&lt;br /&gt;
Engineering Storage contains some spare parts for [[SMES]] units. Refer to page [[SMES]] for information on how to upgrade existing units. This will increase energy storage and/or input/output capacity depending on used coils.&lt;br /&gt;
&lt;br /&gt;
=== Adding more TEGs ===&lt;br /&gt;
This is very rarely seen, but it is possible. You can order parts for another TEG in cargo. Each TEG is rated for 500kW stable output. It is possible to output more but TEGs generally get less and less efficient as their power output increases. 1MW/TEG is entirely possible, 2MW/TEG is quite hard, and 3MW/TEG is nearly impossible for prolonged duration.&lt;br /&gt;
&lt;br /&gt;
=== Customize ===&lt;br /&gt;
Engine was designed to be easily customizable. Other upgrades than those outlined in this section exist. Remember that you should get permission from Chief Engineer before you install any larger modifications. Always try to run practice simulation before testing things on live engine.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;OOC NOTE: For larger modifications, try testing it on local server first. We are not to be held responsible if any of following occurs: Radiation spikes, core overheat, core structural failure, lynch mobs attempting to hunt you down, supermatter delamination, death. Warranty void when any of previously mentioned incidents occurs. Good Luck.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Maintenance ==&lt;br /&gt;
While engine is designed to be mostly self sustaining, minor maintenance is needed to keep it running at optimal efficiency.&lt;br /&gt;
=== Core Reenergisation ===&lt;br /&gt;
Supermatter constantly loses small amount of energy. This, over time, results in drop of temperature, and power output. Depending on used coolant you will, eventually, have to re-energise the core if you want to maintain certain output level. This involves application of additional emitter shots, as already described in engine start section. However, please note that you should only fire one or two emitter blasts at most, otherwise the core may overheat.&lt;br /&gt;
=== Waste Canister Replacement ===&lt;br /&gt;
Engine produces Oxygen and Phoron as byproducts. Filters (if set up properly) remove every gas except coolant one. This waste gas is piped into waste canister. While pumps can pressurise gas up to 15 000kPa, they lack ability to go any further. For this reason, waste canister should be replaced every few hours (depending on fill level). Usually anything below 7 500kPa is fine even with large reserve. Anything above means the canister should probably be replaced. Obtain new, empty canister and replace the current one on waste port. Then dispose of waste gas canister. Usually [[Atmospheric Technician]]s will be able to handle it easily.&lt;br /&gt;
&lt;br /&gt;
== Emergency Situations ==&lt;br /&gt;
This section contains information on how to handle dangerous situations that may occur during engine operation.&lt;br /&gt;
=== Important Information ===&lt;br /&gt;
This subsection will cover basic information on engine behavior&lt;br /&gt;
==== Temperature ====&lt;br /&gt;
Core temperature is shown by core monitoring computer in engine control room. Temperature is critical for two reasons.&lt;br /&gt;
* Supermatter core begins taking integrity damage above ~5000 Kelvins&lt;br /&gt;
* High temperature may result in fire risk (if other conditions are met, ie: Fuel and Oxygen are present)&lt;br /&gt;
&#039;&#039;&#039;Optimal temperature for engine operation is at most 3500 Kelvins. Safety cap is 4000 Kelvins. Core meltdown begins at 5000 Kelvins.&#039;&#039;&#039; This may be different depending on Chief Engineer&#039;s preferences and used coolant. However, 5000 Kelvins is maximal safe temperature. After exceeded core begins taking damage. Also do note that the core windows begin breaking around ~4300 Kelvins!&amp;lt;br&amp;gt;&lt;br /&gt;
Temperature may be dropped by adding more TEG units, expanding the cooling radiator, operating core at lower energy level, or (temporarily) by injecting more coolant. Please note that if you inject too much coolant, pressure will begin negatively affecting coolant flow, which may in fact result in increase of temperature.&lt;br /&gt;
==== Integrity ====&lt;br /&gt;
Integrity is numerical value used to determine core status. When integrity reaches 0% core delamination occurs. Currently, only two ways of damaging crystal integrity exist. Usually, this is caused by too large temperature, however very fast, sharp objects (such as bullets) may cause surface fractures which also result in integrity damage. Supermatter, however, can regenerate itself. This takes some time, and requires temperature to be below 5000 Kelvins. Low temperatures speed this up.&amp;lt;br&amp;gt;&lt;br /&gt;
To make monitoring easier, Supermatter has an integrated monitoring circuit and emergency transmitter. If integrity drops below 90% automated warnings will be broadcasted on engineering radio channel. If core passes critical point an alert will be sent to main channel. Integrity damage also results in phase shift in emitted light, described by eyewitnesses as &amp;quot;searing light that burns your eyes&amp;quot;. This light intensifies with integrity damage, until integrity reaches zero. Firmware update 1.19.0 changed crystal&#039;s monitor software to allow remote monitoring by station AI or other synthetic lifeforms that are in range. This monitoring shows core temperature, pressure and integrity.&lt;br /&gt;
==== Delamination ====&lt;br /&gt;
Supermatter crystal is held together by well balanced tension and gravitation forces. Should integrity be damaged too much, these forces will be disbalanced, causing delamination. First, the external gravity force intensifies to massive level, causing almost everything nearby to be pulled to supermatter. This quickly annihilates the outer layer. When outer layer is annihilated (after ~15 seconds) gravitation force disappears. This will allow tension to shatter the crystal, resulting in massive release of all remaining energy (which is approximately 42,9 TJ depending on age of your specific core) This energy will be released in form of:&lt;br /&gt;
* 3% Radiation - Massive radiation pulse, usually large enough to give dangerous dosage of radiation to everyone onboard.&lt;br /&gt;
* 6-8% Psionic Shockwave - This effect isn&#039;t completely understood yet. Delamination releases massive amount of multispectral tetra radiation, which is known to have negative effect on neurological tissue. This may cause hallucinations.&lt;br /&gt;
* 0.2% - 0.6% Photons - Delamination results in large flash of light, which may result in eye damage if you stand near it.&lt;br /&gt;
* 90.8% - 88.4% Thermal/Kinetic energy - Crystal shatters, resulting in massive explosion.&lt;br /&gt;
&#039;&#039;OOC NOTE: Delamination is very laggy, and usually takes up to 1-2 minutes to fully process. During this time server will be completely lagged. Simply wait until it finishes exploding.&#039;&#039;&lt;br /&gt;
=== Diagnostics ===&lt;br /&gt;
Previous section explained effects of engine failure. This section will explain failure diagnostics. Engine consists of large amount of components that cooperate to generate power. If one of the components fails whole engine or parts of it may cease to function.&lt;br /&gt;
# Obtain all protective gear.&lt;br /&gt;
# Visually check the emitter from engine control room. Wasn&#039;t it left online unattended? If yes, immediately disconnect it. If the emitter was left on by malfunctioning computer system it might be worthwhile to cut the cable to it, to prevent reactivation.&lt;br /&gt;
# Check core monitoring console. If core temperature is very high, but coolant pressure very low (lower than 100-200 kPa) coolant leak may have occured. Verify that both inpump and outpump are enabled (NOT in &amp;quot;on hold&amp;quot; state). If coolant circulation is confirmed while pressure remains low it is suggested to proceed &amp;quot;Coolant Injection&amp;quot; section. Otherwise continue.&lt;br /&gt;
# Check cameras in engine room. If there is any structural damage present proceed to &amp;quot;Core Breach&amp;quot; section. Otherwise continue.&lt;br /&gt;
# Enter engine room. Verify piping and power supply. If any pipes were removed/damaged determine if current piping is sufficient to ensure cooling. This usually means core output leads to TEGs, and back into input. If this is not the case, repair pipes in a way which connects input, output and TEGs. If TEGs are damaged connect the cold and hot loops together. Filtering is not mandatory, as system can operate for limited amount of time even without it.&lt;br /&gt;
# Begin checking all machinery. Is APC receiving enough power to run circulation? If not, either replace the APC cell, or ensure sufficient amount of power for it to operate (usually done by adjusting SMES settings or, if SMESs are damaged, by installing an emergency PACMAN generator)&lt;br /&gt;
# Check TEGs. Are they operating properly? Are they wrenched down properly?&lt;br /&gt;
# Is all machinery behaving as it should? If machine appears to be malfunctioning, attempt to bypass it or otherwise resolve the situation depending on machine which is causing failure.&lt;br /&gt;
&#039;&#039;OOC NOTE: Remember that bugs exist, if you confirm that machine is working in very abnormal way, adminhelp it for immediate help, and if possible submit bug report. Thank you.&#039;&#039;&lt;br /&gt;
# If you didn&#039;t manage to find the issue and core integrity dropped below 30% emergency core ejection is reccomended to ensure preservantion of station structure. After this, full investigation is recommended to determine cause of failure. Appropriate actions (at Heads of Staff discretion) should be taken.&lt;br /&gt;
=== Actions ===&lt;br /&gt;
This list shows list of possible actions that may be done to resecure overloaded core.&lt;br /&gt;
==== Coolant Injection ====&lt;br /&gt;
Very quick and quite efficient &amp;quot;first aid&amp;quot; method to help stabilize the core. Remember that newly injected coolant will combine with old coolant, so it usually won&#039;t drop temperature to normal level. Still, it buys you more time to act and begin working on other methods of core stabilization.&lt;br /&gt;
==== Injection Of Different Coolant (IODC) ====&lt;br /&gt;
With how current filtering works, this may greatly help mitigate overheat depending on amount of coolant used. This is most efficient with N2 as engine coolant. With how gases share heat capacity, you may inject canister of different gas (Phoron works best, CO2 is good too. It has to be &#039;&#039;&#039;different&#039;&#039;&#039; gas than main coolant type!). Gas will pass through chamber, equalizing heat with other gases If gas with high heat capacity is used (such as Phoron or CO2) it will soak up large portion of heat from existing coolant. With how filtering works, this gas will be quickly filtered out into waste loop, where it may be processed. While this is somewhat harder from logistical point of view, when used properly it helps secure even critically damaged core.&lt;br /&gt;
==== Coolant Replacement ====&lt;br /&gt;
Most efficient yet slightly wasteful method, if given enough time to do it. First obtain two canisters of fresh coolant (pre-cooled is good, but it can be room temperature too). Activate Core Vent button to begin venting all coolant into space. This quickly purges the coolant. Wait until coolant is vented, then close the vent shutters and begin injecting new coolant from prepared canisters. This will almost entirely eliminate any overheat (enough to return the core into safe mode below 5000K).&lt;br /&gt;
&#039;&#039;&#039;NOTE: This will temporarily increase the rate at which supermatter takes damage, until new coolant is injected. Do not proceed if the core already took severe damage!&#039;&#039;&#039;&lt;br /&gt;
==== Emergency Cooling Valves (EC) ====&lt;br /&gt;
Engine is fitted with two digital EC valves. Opening these valves bypasses the TEGs and connects the engine output directly to the main radiator. This results in rapid cooling, but almost completely shuts down power generation. This also equalizes pressure between cold and hot loop, which may be undesired when specific ratio is used. Yet, it is very effective measure that resolves almost any overload. It is not advised to use this measure if you used different coolant gases for hot and cold loops!&lt;br /&gt;
==== Emergency Core Ejection ====&lt;br /&gt;
If core integrity drops below 30% activation of emergency core ejection is reccomended. Emergency core ejection is last resort function that uses mass driver to fire overloaded supermatter core away from station. However, core remains in station&#039;s SOI (Sphere Of Influence) and small probability exists that it will fly around the station and collide with different part of it. Alternatively it may impact Telecommunications or another valuable installation. This risk is however better than delamination inside engine room. Switch for emergency core ejection is located in [[Chief Engineer]]s office. If necessary, ask the station&#039;s [[AI]] to let you in, or hack in.&lt;br /&gt;
# Break protective glass cover on emergency core ejection button.&lt;br /&gt;
# Press core vent button&lt;br /&gt;
# Confirm that core vent is open, either by asking AI, other engineer, or checking the camera. There is a telescreen that allows you to check this in the office.&lt;br /&gt;
# Press the emergency core ejection button.&lt;br /&gt;
# Pray it worked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: Please note that if core ejection fails death is inevitable. Your PDA may be used as portable recorder for your last testament. Have a nice day.&#039;&#039;&lt;br /&gt;
&#039;&#039;NOTE2: If core ejection is activated when vent doors are closed, core will be displaced from mass driver. Manual repositioning will be needed. This is very dangerous and likely to get you killed. You might want to find some poor [[Cyborg]] to do it instead of you. Good luck.&#039;&#039;&lt;br /&gt;
=== Other Situations ===&lt;br /&gt;
This last section describes possible situations that may occur during engine operation.&lt;br /&gt;
==== Core Breach ====&lt;br /&gt;
Core breach is very dangerous situation, during which core room is compromised. We have two kinds of core breach, each is handled in slightly different way.&lt;br /&gt;
===== Inner Breach =====&lt;br /&gt;
Inner breach occurs when walls, windows or doors between engine core and engine room are breached. This situation is very dangerous as coolant will merge with engine room atmosphere. Also, since engine room atmosphere contains oxygen, it will begin reacting with supermatter core inducing possible runaway reaction. First step should be repairing the breach, using any means possible. If repair is not immediately possible it is suggested to close the core shutters to prevent further contact with engine room atmosphere. If large amount of core coolant was lost it is suggested to use Coolant Replacement procedure or inject appropriate amount of coolant to restore standard levels.&lt;br /&gt;
&lt;br /&gt;
This type of breach is mostly caused by operating the engine at too high temperature levels. While reinforced borosilicate windows are highly resistant to high temperatures, they will, eventually, break. Maximal safe temperature is approximately 4300 Kelvins. Above this temperature you risk damage to the windows.&lt;br /&gt;
===== Outer Breach =====&lt;br /&gt;
Outer breach occurs when walls (or blast doors) between engine core and space are damaged to degree that causes coolant leak. If this occurs, coolant levels very quickly reach zero. However emergency solution exists. Immediately disable core input via control console. If you manage to do this in time you may save enough coolant to operate the core until wall is repaired. If more engineers are available (Engineering/Construction [[Cyborg]]s are great for this, as they are resistant to both low pressure and radiation) send someone EVA to repair breached core. Notify [[medbay]] that radiation treatment will be needed, engineering hardsuits are partially shielded, but won&#039;t offer 100% protection. Until core damage is repaired obtain more coolant. Inject it into coolant loop, but don&#039;t enable core input. When core breach is repaired re-enable injecting to ensure core is cooled. Remember that when core remains in low pressure heat builds up rapidly and integrity begins taking damage at much higher rate. Due to this reason you have to act quickly. If the core already reached dangerous integrity level you may want to briefly enable the core input. This will briefly cool the core, buying a little more time.&lt;br /&gt;
&lt;br /&gt;
This type of breach is mostly caused by operating the engine at extreme temperatures. Reinforced plasteel walls can handle only temperatures up to 6000 Kelvins. Meteors, space dust, and similar things may also cause this type of breach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: ALWAYS repair engine core walls with plasteel. Any wall other than reinforced plasteel one will have much lower melting temperature, which will most likely result in another core breach!&#039;&#039; &lt;br /&gt;
==== Cold Start ====&lt;br /&gt;
When SMES in engine room is completely depleted emitter won&#039;t have enough energy to fire. Therefore you need to do cold start. There are few methods on how to do this. Possible methods (sorted from best to worst):&lt;br /&gt;
* PACMAN assisted jump start - This is simplest way. Disable charging on main SMES, and enable charging on engine SMES at full power. Connect PACMAN portable generator with wrench to input cable of engine room SMES. Turn on the PACMAN generator and wait a while. After one minute turn output to Online in UI of engine room SMES. Emitter should briefly regain power, which should be enough to fire at least one blast. After this some energy will be produced, which is enough to charge the SMES normally. Remember that PACMAN generator needs solid Phoron as fuel.&lt;br /&gt;
* PACMAN out of fuel? Use the [[Solars]]. You will need wiring knowledge for this. Connect Engine Room SMES input to main power grid and charge it a bit with solars. Then continue with startup.&lt;br /&gt;
* [[Solars]] gone? Don&#039;t worry, other way exists. Ask one of your friendly security officers/heads of staff with access to Energy Gun to come to Engineering with one. While lasers are weaker than emitters they are enough to slightly energize the core. Fire few laser blasts at supermatter core and it should be enough to start weak reaction which generates small amount of power. Do not use ballistic weapons, they would cause core damage!&lt;br /&gt;
* No weapons on board? You may also use Oxygen. Large enough concentration of oxygen causes runaway chain reaction inside Supermatter, which should be enough to generate small amount of power. Doing this with Phoron cooling is extremely dangerous, however, due to involved fire risks. This is also somewhat unpredictable and oxygen should be filtered out as soon as possible.&lt;br /&gt;
* No oxygen on board? (What are you breathing?!) Throw random objects at supermatter to energize it. If no objects are available throw yourself and die knowing you helped restoring station&#039;s power supply. Good job!&lt;br /&gt;
&lt;br /&gt;
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{{Engineering}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
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		<author><name>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Supermatter_Reactor&amp;diff=8099</id>
		<title>Supermatter Reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Supermatter_Reactor&amp;diff=8099"/>
		<updated>2018-02-08T20:59:11Z</updated>

		<summary type="html">&lt;p&gt;Climax708: remove broken link&lt;/p&gt;
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&lt;div&gt;{{WIP}}&lt;br /&gt;
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The supermatter engine is primary source of power for the station. While solar arrays may provide enough power to keep critical systems operational, they won&#039;t keep the whole station running at full power. This is where Supermatter steps in. This guide will explain basics of supermatter engine operation. Refer to the Contents tab if you wish to read only specific part of this guide.&lt;br /&gt;
&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
If you have never attempted to set up the supermatter before, and you&#039;re completly riddled with questions, it is best to ask any fellow engineers for tips either IC&#039;ly or OOC&#039;ly with LOOC, and if you have anymore burning concerns, please feel free to ahelp it any staff will assist you.&lt;br /&gt;
&lt;br /&gt;
In the long run, People hate it when the supermatters acts up and is at risk of exploding, generally pissing most of the crew IC&#039;ly and OOC&#039;ly. Hence if you&#039;re lost at some point when starting it up, feel free to ask people.&lt;br /&gt;
&lt;br /&gt;
In the mean time, here&#039;s a simple guide an engine setup that most engineers use now-a-days!&lt;br /&gt;
&lt;br /&gt;
== The Basic &#039;Phoron Engine&#039; Setup ==&lt;br /&gt;
Most engineers who play usually run a simple, easy to use setup that allows for a high output, as well as being reliable and safe.&lt;br /&gt;
&lt;br /&gt;
As a starter, you are going to want to get your safety gear (Read below for more information), as well as three canisters of Phoron. (There will be one in Hard Storage outside of the engine room, but you will need to get the other two from Atmospherics.)&lt;br /&gt;
&lt;br /&gt;
Now that you have the things that are needed, you are ready to set up the engine!&lt;br /&gt;
&lt;br /&gt;
==== Coolant Injection ====&lt;br /&gt;
&lt;br /&gt;
* Firstly, you’re going to want to add one Can of Phoron in the ‘Hot Loop’ (Color is blue, it is called the hot loop because it is the gas that directly meets the engine)&lt;br /&gt;
You are also going to want to put two Cans of Phoron into the ‘Cold Loop’ (Pipe color is green, it is called the cold loop because it is the gasses that will be cooling.)&lt;br /&gt;
&lt;br /&gt;
[[File:Example1.gif]]&lt;br /&gt;
&lt;br /&gt;
* You are going to want to turn on both of the pumps that are connected to the ports, and set them to max so they will draw from the cans.&lt;br /&gt;
&lt;br /&gt;
[[File:Example2.gif]]&lt;br /&gt;
&lt;br /&gt;
* You should go south, over to the cool loops pump is, you are going to want to set that to max as well, and turn it on.&lt;br /&gt;
&lt;br /&gt;
[[File:Example3.gif]]&lt;br /&gt;
&lt;br /&gt;
==== Waste Handling ====&lt;br /&gt;
&lt;br /&gt;
* Next, you should head all the way north to Waste handling, There’s going to be two filters there, you are going to want to change the settings from Nitrogen to Phoron, and turn them on.&lt;br /&gt;
&lt;br /&gt;
* After that, you will want to head past the blast doors into the waste handling room, this is where you are going to want to put your Empty Canister onto the port, and enable the Waste pump (Setting it to max like the other pumps, and turning it on)&lt;br /&gt;
&lt;br /&gt;
[[File:Example4.gif]]&lt;br /&gt;
&lt;br /&gt;
* There are a few coolers in the waste room, you should head inside and turn them on so that the heated SM gas can be cooled for the canister!&lt;br /&gt;
&lt;br /&gt;
==== Emitter Shots ====&lt;br /&gt;
&lt;br /&gt;
* Finally, all you have left is putting some shots into the Engine. Usually the amount of shots that are put into a 1-2 Phoron engine is around 25, but because the engine is using phoron, it absorbs a lot of heat, so it’s fine if it’s a little more or a little less, you’re still going to get good power output. (Just be in the ballpark of around 25 shots.)&lt;br /&gt;
&lt;br /&gt;
[[File:Example5.gif]]&lt;br /&gt;
&lt;br /&gt;
And there you are, you have setup an engine that&#039;s pretty efficient, and runs at a cool temperature!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Operating Principle ==&lt;br /&gt;
Before any modifications are made to the engine, it operates as four distinct loops of colored pipes; the engine hot loop (cyan+yellow), the engine cold loop (green+purple), and the waste hot and cold loops (solid purple, opposite side from the engine cold loop). While the engine hot and engine cold loops are physically connected to each other, there are valves preventing them from mixing during normal operation. When energized, the supermatter heats the engine hot loop which flows into the ThermoElectric Generators. The heat transfers through the TEGs, generating electricity, and passes into the engine cold loop. The engine cold loop flows out into a massive radiator in space, providing the actual cooling for the system; without it temperature will run wild until everything melts, which becomes very apparent when a wild space rock or something takes a chunk out of said radiator.&lt;br /&gt;
&lt;br /&gt;
While not denoted by different colored pipes like the engine side, the waste loop can be considered two loops as well, separated by a heat exchanger; one side contains hot engine waste and the other is another cold loop that flows through a small radiator in space. As the supermatter does its job, it generates potentially dangerous gasses which end up circulating into the engine&#039;s hot loop. These gasses are then separated from the desired coolant by the filters and pumped into the waste loop&#039;s hot side. Heat is transferred from the waste, through the heat exchanger, and into the waste cold loop which uses separate coolant to transfer the heat out to the radiator. All of this is done to cool the waste gases and in turn raise their density making them easier to pump and store in the waste container, which should periodically be emptied by your friendly local [[Atmospheric Technician]].&lt;br /&gt;
&lt;br /&gt;
== Important Information ==&lt;br /&gt;
This section covers most information you require when operating near active supermatter core.&lt;br /&gt;
=== Safety Gear ===&lt;br /&gt;
Supermatter is highly radioactive, and safety gear should be equipped when operating near the engine. It is also recommended to wear protective gear when operating in adjacent rooms, for your safety.&lt;br /&gt;
* [[File:Radiation_Suit.png]]Radiation Suit&lt;br /&gt;
* [[File:Radiation_Hood.png]]Radiation Hood&lt;br /&gt;
* [[File:MGlasses.png]]Optical Meson Scanners&lt;br /&gt;
* [[File:Gas_mask.png]] (Optional) Gas Mask (when manipulating gas cans)&lt;br /&gt;
* [[File:Yellowgloves.png]] (Optional) Insulated Gloves (when manipulating wiring or [[SMES]] units.)&lt;br /&gt;
=== Setup Gear ===&lt;br /&gt;
In addition to previous safety gear, following tools are recommended for setup&lt;br /&gt;
* [[File:Utilitybelt.png]]Tool Belt (stocked with all standard tools and multitool)&lt;br /&gt;
=== Supermatter Interaction ===&lt;br /&gt;
Please note that supermatter is very dangerous, and touching it will instantly reduce you to pile of radioactive ashes. If it is absolutely necessary to physically interact with supermatter core, genetic backup is highly reccomended. The only safe way of moving supermatter (without killing yourself) is pulling (right click on supermatter and select Pull)&lt;br /&gt;
&lt;br /&gt;
== Engine Setup ==&lt;br /&gt;
This section covers the most basic supermatter engine setup.&lt;br /&gt;
=== Engine Section Map ===&lt;br /&gt;
This map shows engine section layout&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Engine_1 17_layout.png|540px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Click the image for full resolution.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Coolant Choice ===&lt;br /&gt;
Multiple theories on which gas to use as Supermatter coolant exist. This section will provide information on all commonly used coolant types.&lt;br /&gt;
==== Nitrogen ====&lt;br /&gt;
[[File:N2_canister.png]] (Standard) Nitrogen is optimal coolant choice for basic setups. It is inert gas with average heat capacity. Engine Room contains four nitrogen canisters, which means it is easy to obtain. Engine filtering system is also preconfigured for Nitrogen coolant, making setup slightly faster&lt;br /&gt;
==== Oxygen ====&lt;br /&gt;
[[File:O2_canister.png]] (Hardcore Mode) Oxygen both results in lower engine output, is extremely flammable, and induces runaway chain reaction in the core. In other words - do not use oxygen. It&#039;s only correct use is cold start as described in &amp;quot;Emergency Procedures&amp;quot; section of this guide.&lt;br /&gt;
==== Carbon Dioxide ====&lt;br /&gt;
[[File:CO2_canister.png]] CO2 is slightly better than Nitrogen, due to it&#039;s 50% larger heat capacity. This means engine cooled by CO2 transfers heat to [[TEG]]&#039;s more efficiently - resulting in slightly lower operating temperature and higher power output. It has no disadvantages over N2.&lt;br /&gt;
==== Phoron ====&lt;br /&gt;
[[File:Plasma_canister.png]] Phoron is superior coolant type in terms of heat capacity. With 1000% larger heat capacity than nitrogen only small amount of coolant is required to transfer generated heat to TEGs. This results in significant increase of power output when compared to N2 or CO2. Unlike these, however, Phoron is not inert. Phoron based engines are very susceptible to oxygen, as Oxygen + Phoron mix is extremely flammable. It is recommended to ensure filtration operates properly, as oxygen buildup and few sparks can quickly reduce the engine into pile of radioactive slag. Please note that occasional flash fires may occur. Those are generally not dangerous, but it is recommended to leave the core shutters closed.&lt;br /&gt;
&lt;br /&gt;
=== Coolant Injection ===&lt;br /&gt;
# Obtain four canisters of coolant you selected in previous section. Nitrogen canisters are available in Engine Room, other types can be obtained in Atmospherics or Engineering Storage. Four canisters are recommended, two are absolute minimum.&lt;br /&gt;
# Transport these canisters into engine room.&lt;br /&gt;
# Wrench one canister to each of injection ports. Enable pumps, set them to 15 000kPa (MAX setting)&lt;br /&gt;
# Wait until canisters are fully injected, then swap them for second pair of filled ones. Amount of gas left in the canister is visible in it&#039;s UI, accessible by clicking the canister.&lt;br /&gt;
&lt;br /&gt;
=== Intercooler Setup ===&lt;br /&gt;
Intercooler cools waste produced by engine. It is located behind shutters in western side of engine room. It has to be filled by coolant gas, in similar way the engine is filled. While Oxygen is safe here (as it won&#039;t reach Supermatter), it is still very bad coolant and therefore not recommended. Two nitrogen canisters or one phoron canister is available in Engineering Storage. Alternatively you may obtain any other coolant type from atmospherics depending on your preference, however impact of different coolant is much lower here than it is with engine core itself.&lt;br /&gt;
# Obtain one canister of coolant gas&lt;br /&gt;
# Move coolant canister to intercooler injection port, wrench it in place and turn the pump on. Set the pump pressure to MAX setting.&lt;br /&gt;
# Wait until canister is fully injected. Unwrench it. Relabel the canister to &amp;quot;CAUTION&amp;quot; (Click canister, and use the Relabel button, if it&#039;s gray the canister isn&#039;t empty).&lt;br /&gt;
# Wrench the canister on waste output port inside the intercooler room.&lt;br /&gt;
&#039;&#039;NOTE: The waste output port is NOT the port in the main engine room next to the button for controlling the radiation shutters; wrenching a can there will just drain the good coolant straight back out of the engine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Filtration Setup ===&lt;br /&gt;
# Locate two Omni filters in western side of engine room. These filter out waste from engine core. Click each of them to open the control UI.&lt;br /&gt;
# If the engine coolant is Nitrogen, skip to step four. &lt;br /&gt;
# Click the Configure button, and change the &amp;quot;Nitrogen&amp;quot; entries to your coolant type. Then click Configure button again to confirm the changes.&lt;br /&gt;
# Turn the filters on.&lt;br /&gt;
# Locate filter output pump and turn it on (MAX pressure setting).&lt;br /&gt;
&lt;br /&gt;
=== SMES Setup ===&lt;br /&gt;
Engine has two [[file:SMES.png]] [[SMES]] units. SMESs are complex power storage devices. They may be controlled with [[RCON]] console located in engine control room, or operated manually by standing next to them. Depending on engine setup, engine produces between 800 to 1200+ kilowatts of energy. Full functionality of SMESs is described on [[SMES]] page.&lt;br /&gt;
Engine Room SMES should be set to 250 000 Input (Auto) and 250 000 Output (Online). You always want this SMES to be fully charged, as it powers engine cooling systems, and without these cooling system the engine tends to fail rapidly.&lt;br /&gt;
Main SMES should be set to ~750 000 Input (Auto) and similar Output (Online). This is very variable, depending on your current engine output level. Ideally you want to use all power generated by the engine.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;NOTE: You may always check engine output by clicking one of the engine output cables with multitool. Remember to wear safety gear!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: SMES units are clever, and will partially charge when there is not enough available power on input wire. Having slightly higher input settings than actual power generation is okay!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: SMES units are capable of balancing loads. When there is not enough power, the SMESs will charge at same percentage of input setting (example: Two SMESs are set to input at 100kW and 200kW, available power is only 200kW, so the SMESs will charge at 66% of input setting)&#039;&#039;&lt;br /&gt;
=== Radiator Setup ===&lt;br /&gt;
# Locate the engine radiator circulation pump.&lt;br /&gt;
# Turn the pump on (MAX setting)&lt;br /&gt;
=== Startup ===&lt;br /&gt;
==== Pre-Start Checklist ====&lt;br /&gt;
It is a good idea to go through this pre-start checklist before you energise the core, in order to ensure that you didn&#039;t skip any critical steps.&lt;br /&gt;
# Is there sufficient amount of coolant? You can tell by looking at the TEGs. Left side should be spinning slowly.&lt;br /&gt;
# Is the radiator pump enabled? Once again, you can find out by looking at the TEGs. Right side should be slowly spinning too.&lt;br /&gt;
# Is there an empty canister on waste port?&lt;br /&gt;
# Are the waste filters and pump enabled and set correctly?&lt;br /&gt;
# Is there coolant gas in the intercooler? This might not be necessary if you installed a freezer.&lt;br /&gt;
==== Emitter Activation ====&lt;br /&gt;
# You are already wearing your standard safety gear, &#039;&#039;&#039;&#039;&#039;right?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
# Before proceeding ensure all previous steps have been properly completed. Checklist above is good for this.&lt;br /&gt;
# Open core charging port with apropriate button located either in engine control or next to the core room.&lt;br /&gt;
# Click [[File:Emitter.png]] emitter to turn it on. Emitters fire series of four high powered laser blasts. Do not walk in front of active emitter unless you want a nice new hole in your chest (often instant kill). You may also use apropriate button in engine control room to turn emitter on/off.&lt;br /&gt;
# Count carefully. You want to fire at least eight shots. Depending on coolant type you may want to use more emitter shots in order to get more power. Table below describes how many emitter shots may be fired depending on coolant type. &lt;br /&gt;
# Close the shutters. This is recommended as rare flash fires may damage the core windows, eventually breaking them and causing core breach.&lt;br /&gt;
&#039;&#039;NOTE: If emitter failed to start check the SMES unit in engine room. If it is completely discharged read &amp;quot;[[Supermatter Engine#Cold Start|Cold Start]]&amp;quot; part of Emergency Situations section.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Coolant Type !! Recommended Shots !! Maximal (Safe) Shots !! Average Output (Recommended Shots) !! Average Output (Maximal Shots)&lt;br /&gt;
|-&lt;br /&gt;
| Nitrogen (N2) || 8-9 || 10 || 1 MW || ~1.1 MW&lt;br /&gt;
|-&lt;br /&gt;
| Carbon Dioxide (CO2) || 10-11 || 12 || ~1.2 MW || ~1.2-1.3MW&lt;br /&gt;
|-&lt;br /&gt;
| Phoron (PH) || 20 || ? 50+ ? || 1.6-1.8 MW || ~2-3MW&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
Upgrades are optional setup steps which may significantly increase engine performance.&lt;br /&gt;
&lt;br /&gt;
=== Waste Freezer ===&lt;br /&gt;
Waste processing uses radiator to cool engine waste. When engine operates at high temperatures (3000K+) this waste takes lots of time to cool. It is possible to install a freezer on waste line to help with this.&lt;br /&gt;
# Obtain a manifold from Atmospherics&lt;br /&gt;
# Install the manifold next to the the waste canister port, by replacing one of the straight/bent pipes.&lt;br /&gt;
# Construct a freezer that connects to this manifold. Parts for one freezer may be found in Tech Storage.&lt;br /&gt;
# Enable the freezer. Setting temperature below zero is not necessary, and will help you save some power. Twenty celsius (default value) should be enough.&lt;br /&gt;
&lt;br /&gt;
=== Coolant Selection ===&lt;br /&gt;
As outlined above, other coolant types than Nitrogen exist. Advantages and disadvantages of other coolant types were already described above. Experiment with different coolant choice to find optimal solution for your engine. As a side note, hybrid setups (different coolant type for hot and cold loops) generally bring minimal increase in output, while complicating use of emergency cooling valves, should you ever require to use them.&lt;br /&gt;
&lt;br /&gt;
=== Coolant distribution ===&lt;br /&gt;
Experiment with different amounts of your favorite coolant. &amp;quot;More coolant == better&amp;quot; is not true! The radiator loop (right side of TEGs) works better at higher pressure (denser gas is better at radiating heat), while core loop (left side of TEGs) generally works better with lower amount of coolant. 1:3 ratio is one possibility, but feel free to use any ratio you want.&lt;br /&gt;
&lt;br /&gt;
=== SMES Upgrade ===&lt;br /&gt;
Engineering Storage contains some spare parts for [[SMES]] units. Refer to page [[SMES]] for information on how to upgrade existing units. This will increase energy storage and/or input/output capacity depending on used coils.&lt;br /&gt;
&lt;br /&gt;
=== Adding more TEGs ===&lt;br /&gt;
This is very rarely seen, but it is possible. You can order parts for another TEG in cargo. Each TEG is rated for 500kW stable output. It is possible to output more but TEGs generally get less and less efficient as their power output increases. 1MW/TEG is entirely possible, 2MW/TEG is quite hard, and 3MW/TEG is nearly impossible for prolonged duration.&lt;br /&gt;
&lt;br /&gt;
=== Customize ===&lt;br /&gt;
Engine was designed to be easily customizable. Other upgrades than those outlined in this section exist. Remember that you should get permission from Chief Engineer before you install any larger modifications. Always try to run practice simulation before testing things on live engine.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;OOC NOTE: For larger modifications, try testing it on local server first. We are not to be held responsible if any of following occurs: Radiation spikes, core overheat, core structural failure, lynch mobs attempting to hunt you down, supermatter delamination, death. Warranty void when any of previously mentioned incidents occurs. Good Luck.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Maintenance ==&lt;br /&gt;
While engine is designed to be mostly self sustaining, minor maintenance is needed to keep it running at optimal efficiency.&lt;br /&gt;
=== Core Reenergisation ===&lt;br /&gt;
Supermatter constantly loses small amount of energy. This, over time, results in drop of temperature, and power output. Depending on used coolant you will, eventually, have to re-energise the core if you want to maintain certain output level. This involves application of additional emitter shots, as already described in engine start section. However, please note that you should only fire one or two emitter blasts at most, otherwise the core may overheat.&lt;br /&gt;
=== Waste Canister Replacement ===&lt;br /&gt;
Engine produces Oxygen and Phoron as byproducts. Filters (if set up properly) remove every gas except coolant one. This waste gas is piped into waste canister. While pumps can pressurise gas up to 15 000kPa, they lack ability to go any further. For this reason, waste canister should be replaced every few hours (depending on fill level). Usually anything below 7 500kPa is fine even with large reserve. Anything above means the canister should probably be replaced. Obtain new, empty canister and replace the current one on waste port. Then dispose of waste gas canister. Usually [[Atmospheric Technician]]s will be able to handle it easily.&lt;br /&gt;
&lt;br /&gt;
== Emergency Situations ==&lt;br /&gt;
This section contains information on how to handle dangerous situations that may occur during engine operation.&lt;br /&gt;
=== Important Information ===&lt;br /&gt;
This subsection will cover basic information on engine behavior&lt;br /&gt;
==== Temperature ====&lt;br /&gt;
Core temperature is shown by core monitoring computer in engine control room. Temperature is critical for two reasons.&lt;br /&gt;
* Supermatter core begins taking integrity damage above ~5000 Kelvins&lt;br /&gt;
* High temperature may result in fire risk (if other conditions are met, ie: Fuel and Oxygen are present)&lt;br /&gt;
&#039;&#039;&#039;Optimal temperature for engine operation is at most 3500 Kelvins. Safety cap is 4000 Kelvins. Core meltdown begins at 5000 Kelvins.&#039;&#039;&#039; This may be different depending on Chief Engineer&#039;s preferences and used coolant. However, 5000 Kelvins is maximal safe temperature. After exceeded core begins taking damage. Also do note that the core windows begin breaking around ~4300 Kelvins!&amp;lt;br&amp;gt;&lt;br /&gt;
Temperature may be dropped by adding more TEG units, expanding the cooling radiator, operating core at lower energy level, or (temporarily) by injecting more coolant. Please note that if you inject too much coolant, pressure will begin negatively affecting coolant flow, which may in fact result in increase of temperature.&lt;br /&gt;
==== Integrity ====&lt;br /&gt;
Integrity is numerical value used to determine core status. When integrity reaches 0% core delamination occurs. Currently, only two ways of damaging crystal integrity exist. Usually, this is caused by too large temperature, however very fast, sharp objects (such as bullets) may cause surface fractures which also result in integrity damage. Supermatter, however, can regenerate itself. This takes some time, and requires temperature to be below 5000 Kelvins. Low temperatures speed this up.&amp;lt;br&amp;gt;&lt;br /&gt;
To make monitoring easier, Supermatter has an integrated monitoring circuit and emergency transmitter. If integrity drops below 90% automated warnings will be broadcasted on engineering radio channel. If core passes critical point an alert will be sent to main channel. Integrity damage also results in phase shift in emitted light, described by eyewitnesses as &amp;quot;searing light that burns your eyes&amp;quot;. This light intensifies with integrity damage, until integrity reaches zero. Firmware update 1.19.0 changed crystal&#039;s monitor software to allow remote monitoring by station AI or other synthetic lifeforms that are in range. This monitoring shows core temperature, pressure and integrity.&lt;br /&gt;
==== Delamination ====&lt;br /&gt;
Supermatter crystal is held together by well balanced tension and gravitation forces. Should integrity be damaged too much, these forces will be disbalanced, causing delamination. First, the external gravity force intensifies to massive level, causing almost everything nearby to be pulled to supermatter. This quickly annihilates the outer layer. When outer layer is annihilated (after ~15 seconds) gravitation force disappears. This will allow tension to shatter the crystal, resulting in massive release of all remaining energy (which is approximately 42,9 TJ depending on age of your specific core) This energy will be released in form of:&lt;br /&gt;
* 3% Radiation - Massive radiation pulse, usually large enough to give dangerous dosage of radiation to everyone onboard.&lt;br /&gt;
* 6-8% Psionic Shockwave - This effect isn&#039;t completely understood yet. Delamination releases massive amount of multispectral tetra radiation, which is known to have negative effect on neurological tissue. This may cause hallucinations.&lt;br /&gt;
* 0.2% - 0.6% Photons - Delamination results in large flash of light, which may result in eye damage if you stand near it.&lt;br /&gt;
* 90.8% - 88.4% Thermal/Kinetic energy - Crystal shatters, resulting in massive explosion.&lt;br /&gt;
&#039;&#039;OOC NOTE: Delamination is very laggy, and usually takes up to 1-2 minutes to fully process. During this time server will be completely lagged. Simply wait until it finishes exploding.&#039;&#039;&lt;br /&gt;
=== Diagnostics ===&lt;br /&gt;
Previous section explained effects of engine failure. This section will explain failure diagnostics. Engine consists of large amount of components that cooperate to generate power. If one of the components fails whole engine or parts of it may cease to function.&lt;br /&gt;
# Obtain all protective gear.&lt;br /&gt;
# Visually check the emitter from engine control room. Wasn&#039;t it left online unattended? If yes, immediately disconnect it. If the emitter was left on by malfunctioning computer system it might be worthwhile to cut the cable to it, to prevent reactivation.&lt;br /&gt;
# Check core monitoring console. If core temperature is very high, but coolant pressure very low (lower than 100-200 kPa) coolant leak may have occured. Verify that both inpump and outpump are enabled (NOT in &amp;quot;on hold&amp;quot; state). If coolant circulation is confirmed while pressure remains low it is suggested to proceed &amp;quot;Coolant Injection&amp;quot; section. Otherwise continue.&lt;br /&gt;
# Check cameras in engine room. If there is any structural damage present proceed to &amp;quot;Core Breach&amp;quot; section. Otherwise continue.&lt;br /&gt;
# Enter engine room. Verify piping and power supply. If any pipes were removed/damaged determine if current piping is sufficient to ensure cooling. This usually means core output leads to TEGs, and back into input. If this is not the case, repair pipes in a way which connects input, output and TEGs. If TEGs are damaged connect the cold and hot loops together. Filtering is not mandatory, as system can operate for limited amount of time even without it.&lt;br /&gt;
# Begin checking all machinery. Is APC receiving enough power to run circulation? If not, either replace the APC cell, or ensure sufficient amount of power for it to operate (usually done by adjusting SMES settings or, if SMESs are damaged, by installing an emergency PACMAN generator)&lt;br /&gt;
# Check TEGs. Are they operating properly? Are they wrenched down properly?&lt;br /&gt;
# Is all machinery behaving as it should? If machine appears to be malfunctioning, attempt to bypass it or otherwise resolve the situation depending on machine which is causing failure.&lt;br /&gt;
&#039;&#039;OOC NOTE: Remember that bugs exist, if you confirm that machine is working in very abnormal way, adminhelp it for immediate help, and if possible submit bug report. Thank you.&#039;&#039;&lt;br /&gt;
# If you didn&#039;t manage to find the issue and core integrity dropped below 30% emergency core ejection is reccomended to ensure preservantion of station structure. After this, full investigation is recommended to determine cause of failure. Appropriate actions (at Heads of Staff discretion) should be taken.&lt;br /&gt;
=== Actions ===&lt;br /&gt;
This list shows list of possible actions that may be done to resecure overloaded core.&lt;br /&gt;
==== Coolant Injection ====&lt;br /&gt;
Very quick and quite efficient &amp;quot;first aid&amp;quot; method to help stabilize the core. Remember that newly injected coolant will combine with old coolant, so it usually won&#039;t drop temperature to normal level. Still, it buys you more time to act and begin working on other methods of core stabilization.&lt;br /&gt;
==== Injection Of Different Coolant (IODC) ====&lt;br /&gt;
With how current filtering works, this may greatly help mitigate overheat depending on amount of coolant used. This is most efficient with N2 as engine coolant. With how gases share heat capacity, you may inject canister of different gas (Phoron works best, CO2 is good too. It has to be &#039;&#039;&#039;different&#039;&#039;&#039; gas than main coolant type!). Gas will pass through chamber, equalizing heat with other gases If gas with high heat capacity is used (such as Phoron or CO2) it will soak up large portion of heat from existing coolant. With how filtering works, this gas will be quickly filtered out into waste loop, where it may be processed. While this is somewhat harder from logistical point of view, when used properly it helps secure even critically damaged core.&lt;br /&gt;
==== Coolant Replacement ====&lt;br /&gt;
Most efficient yet slightly wasteful method, if given enough time to do it. First obtain two canisters of fresh coolant (pre-cooled is good, but it can be room temperature too). Activate Core Vent button to begin venting all coolant into space. This quickly purges the coolant. Wait until coolant is vented, then close the vent shutters and begin injecting new coolant from prepared canisters. This will almost entirely eliminate any overheat (enough to return the core into safe mode below 5000K).&lt;br /&gt;
&#039;&#039;&#039;NOTE: This will temporarily increase the rate at which supermatter takes damage, until new coolant is injected. Do not proceed if the core already took severe damage!&#039;&#039;&#039;&lt;br /&gt;
==== Emergency Cooling Valves (EC) ====&lt;br /&gt;
Engine is fitted with two digital EC valves. Opening these valves bypasses the TEGs and connects the engine output directly to the main radiator. This results in rapid cooling, but almost completely shuts down power generation. This also equalizes pressure between cold and hot loop, which may be undesired when specific ratio is used. Yet, it is very effective measure that resolves almost any overload. It is not advised to use this measure if you used different coolant gases for hot and cold loops!&lt;br /&gt;
==== Emergency Core Ejection ====&lt;br /&gt;
If core integrity drops below 30% activation of emergency core ejection is reccomended. Emergency core ejection is last resort function that uses mass driver to fire overloaded supermatter core away from station. However, core remains in station&#039;s SOI (Sphere Of Influence) and small probability exists that it will fly around the station and collide with different part of it. Alternatively it may impact Telecommunications or another valuable installation. This risk is however better than delamination inside engine room. Switch for emergency core ejection is located in [[Chief Engineer]]s office. If necessary, ask the station&#039;s [[AI]] to let you in, or hack in.&lt;br /&gt;
# Break protective glass cover on emergency core ejection button.&lt;br /&gt;
# Press core vent button&lt;br /&gt;
# Confirm that core vent is open, either by asking AI, other engineer, or checking the camera. There is a telescreen that allows you to check this in the office.&lt;br /&gt;
# Press the emergency core ejection button.&lt;br /&gt;
# Pray it worked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: Please note that if core ejection fails death is inevitable. Your PDA may be used as portable recorder for your last testament. Have a nice day.&#039;&#039;&lt;br /&gt;
&#039;&#039;NOTE2: If core ejection is activated when vent doors are closed, core will be displaced from mass driver. Manual repositioning will be needed. This is very dangerous and likely to get you killed. You might want to find some poor [[Cyborg]] to do it instead of you. Good luck.&#039;&#039;&lt;br /&gt;
=== Other Situations ===&lt;br /&gt;
This last section describes possible situations that may occur during engine operation.&lt;br /&gt;
==== Core Breach ====&lt;br /&gt;
Core breach is very dangerous situation, during which core room is compromised. We have two kinds of core breach, each is handled in slightly different way.&lt;br /&gt;
===== Inner Breach =====&lt;br /&gt;
Inner breach occurs when walls, windows or doors between engine core and engine room are breached. This situation is very dangerous as coolant will merge with engine room atmosphere. Also, since engine room atmosphere contains oxygen, it will begin reacting with supermatter core inducing possible runaway reaction. First step should be repairing the breach, using any means possible. If repair is not immediately possible it is suggested to close the core shutters to prevent further contact with engine room atmosphere. If large amount of core coolant was lost it is suggested to use Coolant Replacement procedure or inject appropriate amount of coolant to restore standard levels.&lt;br /&gt;
&lt;br /&gt;
This type of breach is mostly caused by operating the engine at too high temperature levels. While reinforced borosilicate windows are highly resistant to high temperatures, they will, eventually, break. Maximal safe temperature is approximately 4300 Kelvins. Above this temperature you risk damage to the windows.&lt;br /&gt;
===== Outer Breach =====&lt;br /&gt;
Outer breach occurs when walls (or blast doors) between engine core and space are damaged to degree that causes coolant leak. If this occurs, coolant levels very quickly reach zero. However emergency solution exists. Immediately disable core input via control console. If you manage to do this in time you may save enough coolant to operate the core until wall is repaired. If more engineers are available (Engineering/Construction [[Cyborg]]s are great for this, as they are resistant to both low pressure and radiation) send someone EVA to repair breached core. Notify [[medbay]] that radiation treatment will be needed, engineering hardsuits are partially shielded, but won&#039;t offer 100% protection. Until core damage is repaired obtain more coolant. Inject it into coolant loop, but don&#039;t enable core input. When core breach is repaired re-enable injecting to ensure core is cooled. Remember that when core remains in low pressure heat builds up rapidly and integrity begins taking damage at much higher rate. Due to this reason you have to act quickly. If the core already reached dangerous integrity level you may want to briefly enable the core input. This will briefly cool the core, buying a little more time.&lt;br /&gt;
&lt;br /&gt;
This type of breach is mostly caused by operating the engine at extreme temperatures. Reinforced plasteel walls can handle only temperatures up to 6000 Kelvins. Meteors, space dust, and similar things may also cause this type of breach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: ALWAYS repair engine core walls with plasteel. Any wall other than reinforced plasteel one will have much lower melting temperature, which will most likely result in another core breach!&#039;&#039; &lt;br /&gt;
==== Cold Start ====&lt;br /&gt;
When SMES in engine room is completely depleted emitter won&#039;t have enough energy to fire. Therefore you need to do cold start. There are few methods on how to do this. Possible methods (sorted from best to worst):&lt;br /&gt;
* PACMAN assisted jump start - This is simplest way. Disable charging on main SMES, and enable charging on engine SMES at full power. Connect PACMAN portable generator with wrench to input cable of engine room SMES. Turn on the PACMAN generator and wait a while. After one minute turn output to Online in UI of engine room SMES. Emitter should briefly regain power, which should be enough to fire at least one blast. After this some energy will be produced, which is enough to charge the SMES normally. Remember that PACMAN generator needs solid Phoron as fuel.&lt;br /&gt;
* PACMAN out of fuel? Use the [[Solars]]. You will need wiring knowledge for this. Connect Engine Room SMES input to main power grid and charge it a bit with solars. Then continue with startup.&lt;br /&gt;
* [[Solars]] gone? Don&#039;t worry, other way exists. Ask one of your friendly security officers/heads of staff with access to Energy Gun to come to Engineering with one. While lasers are weaker than emitters they are enough to slightly energize the core. Fire few laser blasts at supermatter core and it should be enough to start weak reaction which generates small amount of power. Do not use ballistic weapons, they would cause core damage!&lt;br /&gt;
* No weapons on board? You may also use Oxygen. Large enough concentration of oxygen causes runaway chain reaction inside Supermatter, which should be enough to generate small amount of power. Doing this with Phoron cooling is extremely dangerous, however, due to involved fire risks. This is also somewhat unpredictable and oxygen should be filtered out as soon as possible.&lt;br /&gt;
* No oxygen on board? (What are you breathing?!) Throw random objects at supermatter to energize it. If no objects are available throw yourself and die knowing you helped restoring station&#039;s power supply. Good job!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Engineering}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=8097</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=8097"/>
		<updated>2018-02-08T20:51:13Z</updated>

		<summary type="html">&lt;p&gt;Climax708: Add some icons for antags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
*If you are unsure about something, read [[Misconceptions|this guide first.]]&lt;br /&gt;
*See also: [https://aurorastation.org/rules.html Rules]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Start ==&lt;br /&gt;
New to Aurora? Here&#039;s what you do!&lt;br /&gt;
&lt;br /&gt;
* Read our [https://aurorastation.org/rules.html rules] to avoid unnecessary banning from the server.&lt;br /&gt;
* Browse our [[Background_summary| Lore]]. Aurora has it&#039;s own expanded lore maintained by a group of developers&lt;br /&gt;
* Figure out how to make a [[Guides/Character Creation|character]] taking advantage of said lore&lt;br /&gt;
* When you try out a new job, always look over the wiki page for that job. These are concentrated tips and how-to guides to get you started.&lt;br /&gt;
* If you are confused about something, read [[Misconceptions|this guide.]]&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still confused, feel free to ask in-game over the OOC channel, an adminhelp (F1), or by creating a thread on [https://forums.aurorastation.org/ our forums], or joining the [https://discord.gg/3wgjgRN/ discord server] for Aurora, while faster, you may receive more in depth and helpful answers on the forums.&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Guide to Controls]] [[Guide to Controls]]&lt;br /&gt;
*[[File:Headset.png|link=Guide to Communication Devices]] [[Guide to Communication Devices]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to Paperwork]] [[Guide to Paperwork]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Station Directives]][[Station Directives]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to command]][[Guide to command]]&lt;br /&gt;
*[[File:Harm.png|link=Combat]] [[Combat|Guide to Combat]]&lt;br /&gt;
*[[File:Meteor.gif|link=Random events]] [[Random Events]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
&lt;br /&gt;
For a more detailed explanation of all of the jobs available, see the [[Job Guides|job guides page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Civilian ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Vegepizza.png|link=Guide to Food and Drinks]] [[Guide to Food and Drinks]]&lt;br /&gt;
*[[File:Carrot.png|link=Guide to Hydroponics]] [[Guide to Hydroponics]]&lt;br /&gt;
*[[File:OreSatchel.png|link=Guide to Mining]] [[Guide to Mining]]&lt;br /&gt;
*[[File:GrayCrate.png|link=Guides/Cargo Items]] [[Guides/Cargo_Items| Orderable supply crates]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Machine_Frame.png|link=Guide to Construction]] [[Guide to Construction]]&lt;br /&gt;
*[[File:Wired_Frame.png|link=Guide to Advanced Construction]] [[Guide to Advanced Construction]]&lt;br /&gt;
*[[File:Wired_Frame.png|link=Guide to Shields]] [[Guide to Shields]]&lt;br /&gt;
*[[File:O2 canister.png|link=Atmospherics]] [[Guide to Atmospherics]]&lt;br /&gt;
*[[File:Supermatter.png|link=Supermatter Engine]] [[Supermatter Engine|How to Set up the Supermatter Engine]]&lt;br /&gt;
*[[File:Singularity.gif|link=Singularity Engine]] [[Singularity Engine|How to Set up the Singularity Engine]] (NOT IN USE)&lt;br /&gt;
*[[File:CableCoils.png|link=Solars]] [[Solars|How to Set up the Solars]]&lt;br /&gt;
*[[File:Wallradio.png|link=Telecommunications]] [[Telecommunications]]&lt;br /&gt;
*[[File:Multitool.png|link=Hacking]] [[Hacking]]&lt;br /&gt;
&lt;br /&gt;
=== Science ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]&lt;br /&gt;
*[[File:Explosivebombthatgoesboom.png|link=Guide to Toxins]] [[Guide to Toxins]]&lt;br /&gt;
*[[File:MetroidBaby.gif|link=Guide to Xenobiology]] [[Guide to Xenobiology]] / [[Guide to Xenobotany]]&lt;br /&gt;
*[[File:Generic borg.png|32px|link=Guide to Robotics]] [[Guide to Robotics]]&lt;br /&gt;
*[[File:MiningPick.gif|32px|link=Guide to Xenoarchaeology]] [[Guide to Xenoarchaeology]] / [[Guide to Anomalies]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Healthanalyzer.png|link=Guide to Medicine]] [[Guide to Medicine]]&lt;br /&gt;
*[[File:Scalpel.png|link=Surgery]] [[Surgery|Guide to Surgery]]&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Chemistry]] [[Guide to Chemistry]]&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Genetics]] [[Guide to Genetics]]&lt;br /&gt;
*[[File:Implant_Case.png]] [[Guide to Virology]]&lt;br /&gt;
*[[File:Autopsy scanner.png]] [[Guide to Cadavers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
&lt;br /&gt;
*[[File:StunBaton.gif|link=Guide to Security]] [[Guide to Security|Guide to Security]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Corporate Regulations]] [[Corporate Regulations]] &lt;br /&gt;
*[[File:Mag glass.gif|link=Guide to Forensics]] [[Guide to Forensics]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Contraband]] [[Guide to Contraband]]&lt;br /&gt;
&lt;br /&gt;
== Antagonist Guides ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[File:Wizard.png|link=Wizard|40px]] [[Wizard|Working for the Wizard Federation]]&lt;br /&gt;
*[[File:Generic_nukesyndie.png|40px|link=Mercenary]] [[Mercenary|Life as a Hired Gun]]&lt;br /&gt;
*[[File:SpaceNinja.png|40px|link=Ninja]] [[Ninja|Being a Ninja]]&lt;br /&gt;
*[[Changeling|A Genetic Abomination]]&lt;br /&gt;
*[[Vampire|A Cunning Bloodsucker]]&lt;br /&gt;
*[[Revolutionary|Someone tired of the Establishment]]&lt;br /&gt;
*[[File:HeistRaider.png|40px|link=Raider]] [[Raider|One More Job..]]&lt;br /&gt;
*[[Cult|Other Dimensional Beings and How to Summon Them]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]][[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
{{Special_Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Jobs&amp;diff=8096</id>
		<title>Template:Jobs</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Jobs&amp;diff=8096"/>
		<updated>2018-02-08T20:43:56Z</updated>

		<summary type="html">&lt;p&gt;Climax708: Remove geneticist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{|style=&#039;background-color:#a9a9a9; margin-top:1em&#039; width=100%&#039;&lt;br /&gt;
|colspan=&#039;2&#039; style=&#039;background-color:#949494&#039;|&amp;lt;div align=&#039;center&#039;&amp;gt;&#039;&#039;&#039;Jobs on Aurora&#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;Heads of staff&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#c3c3c3; padding:0.5em&#039; |[[Captain]] - [[Head of Personnel]] - [[Head of Security]] - [[Chief Engineer]] - [[Research Director]] - [[Chief Medical Officer]] &lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039; |&#039;&#039;&#039;Law and order&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#c3c3c3; padding:0.5em&#039; |[[Security Officer]] - [[Warden]] - [[Detective]] - [[Forensic Technician]] - [[Internal Affairs]]&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039; |&#039;&#039;&#039;Maintenance and supply&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#c3c3c3; padding:0.5em&#039; |[[Station Engineer]] - [[Atmospheric Technician]] - [[Janitor]] - [[Quartermaster]] - [[Cargo Technician]] - [[Shaft Miner]] - [[Botanist]]&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039; |&#039;&#039;&#039;Science and medical&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#c3c3c3; padding:0.5em&#039; |[[Medical Doctor]] - [[Paramedic]] - [[Psychologist]] - [[Chemist]] - [[Virologist]] - [[Roboticist]] - [[Scientist]]&lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039; |&#039;&#039;&#039;Civilian&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#c3c3c3; padding:0.5em&#039; |[[Assistant]] - [[Bartender]] - [[Chef]] - [[Chaplain]] - [[Librarian]] &lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039; |&#039;&#039;&#039;Non-human&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#c3c3c3; padding:0.5em&#039; |[[AI]] - [[Cyborg]] - [[Personal AI]] &lt;br /&gt;
|-&lt;br /&gt;
|width=&#039;150&#039; align=&#039;center&#039; |&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
|align=&#039;left&#039; style=&#039;background-color:#c3c3c3; padding:0.5em&#039; |[[Merchant]] - [[Emergency Response Team]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;includeonly&amp;gt;[[Category:Jobs]]&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>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Medicine&amp;diff=8093</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=8093"/>
		<updated>2018-02-08T20:37:00Z</updated>

		<summary type="html">&lt;p&gt;Climax708: Removed link to geneticist&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;
===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;
The cloning pod is here.&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>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Job_Guides&amp;diff=8092</id>
		<title>Job Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Job_Guides&amp;diff=8092"/>
		<updated>2018-02-08T20:34:16Z</updated>

		<summary type="html">&lt;p&gt;Climax708: Remove link to geneticist&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 [[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=Cultist]]&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;
&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>Climax708</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=8091</id>
		<title>Guide to Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Chemistry&amp;diff=8091"/>
		<updated>2018-02-08T20:31:01Z</updated>

		<summary type="html">&lt;p&gt;Climax708: Updated Dylovene overdose according to https://github.com/Aurorastation/Aurora.3/pull/2444&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
=Chemistry Equipment=&lt;br /&gt;
This section concerns the various machines and equipment you&#039;ll use in chemistry.&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
===Chemical Dispenser===&lt;br /&gt;
[[File:Dispenser_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; The Chemical Dispenser is your go-to device for making everything. It&#039;s a reagent dispenser, and works the same way as all other dispensers - You put a container into it, in this case a Beaker of some sort, by holding the container in your hand and clicking the dispenser. Then once a container is in, click the dispenser with an empty hand to bring up the menu&lt;br /&gt;
&lt;br /&gt;
The Chemical dispenser can dispense all kinds of elements and chemicals into the beaker. And when you put in the right ingredients for a recipe, they&#039;ll automatically react in the beaker and create the result. Some of the things in the dispenser even have effects on their own, without being made into compounds. For a full list of all the things that the dispenser can output, check the [[#Dispenser|Dispenser section]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ChemMaster 3000===&lt;br /&gt;
[[File:Mixer1_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; The ChemMaster 3000 is your tool for turning your beakerfuls of medicine, into a useable state, without having to give away your lab equipment. It&#039;s also used for analysing the contents of beakers, and for carefully removing parts you want to get rid of, to keep your mixtures pure.&lt;br /&gt;
&lt;br /&gt;
To start, insert a beaker containing some chemical, and then click it with an empty hand to bring up a menu. In addition to holding a beaker, the chemmaster can also hold a Pill Bottle (both simultaneously), more on these soon.&lt;br /&gt;
&lt;br /&gt;
The Add to Buffer section is where all the juicy info is. It will show you a list of all the reagents inside the beaker, and their quantities. Beside each one are several options. Analyze will just bring up the description of that chemical, to tell you what it is and does.  The rest of the buttons (1,5,10,all,custom) just control how much of that chemical you&#039;re going to move to the buffer.&lt;br /&gt;
&lt;br /&gt;
The Buffer is the section between the horizontal lines. Imagine this as chemicals inside the ChemMaster. Once they&#039;re here, you can do several things with them.&amp;lt;/div&amp;gt;  &lt;br /&gt;
:&amp;lt;div style=&amp;quot;width: 650px;&amp;quot;&amp;gt;&lt;br /&gt;
:*The Transfer To section shows where chemicals will go when you transfer them out of the buffer, click it to change the destination. They can either go back into the beaker, or they can go into the disposal &lt;br /&gt;
:**This doesn&#039;t actually put them in the disposal, it just destroys them. Any reagents destroyed this way are gone forever, and cannot be recovered.&lt;br /&gt;
:*Chemicals in the buffer will have the same number control options as those in the beaker. This just transfers them to either of the destinations mentioned above.&lt;br /&gt;
:*The Create Bottle option will magically create a glass bottle, and put the contents of the buffer into it. The bottle is created outside of the ChemMaster and will appear on top of it. Bottles have a maximum capacity of 60u, so anything over that will still remain in the buffer.&lt;br /&gt;
:**By clicking the Icon to the right of this option, you can choose a visual style for the resulting bottle. Note that the bottle is transparent, and will take on the colour of the liquid inside it. You only choose the shape.&lt;br /&gt;
:*The Create Pill option will create a single edible pill out of the buffer contents. Again, up to 60u total dosage. If an empty pill bottle is inserted into the ChemMaster, the pill will be created inside that bottle. Otherwise it will appear ontop of the machine.&lt;br /&gt;
:*The Create Multiple Pills option will create a number of pills that you get to specify. The contents of the buffer will be evenly divided amongst all the pills you make. And if a pill bottle is in the machine, the pills will be created inside it until it&#039;s full. Otherwise they appear ontop in a big messy pile&lt;br /&gt;
:**By clicking the Icon to the right of this option, you can choose a visual style for the resulting pill(s). This will help people to tell your pills apart at a glance, which can be useful when you&#039;re making a bottle filled with a mixture of different pills.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;&lt;br /&gt;
Once you&#039;re done making pills and bottles, you&#039;ll probably want to make sure your beaker is empty again so you can make something new, if so be sure to transfer everything to the buffer. Once you eject the beaker, everything left in the buffer is destroyed.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve made a bottle of pills, don&#039;t forget to eject the pill bottle too, and then label it using the Hand Labeller.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===All-In-One Grinder===&lt;br /&gt;
[[File:Juicer1_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;The Grinder is your tool of choice for breaking down objects into reagents. You can put pills in it, to get back the chemicals they&#039;re made of. You can breakdown Phoron Crystals into liquid phoron.  You can put fruits, vegetables, meals, meat etc into it as well. The results will be outputted into its beaker, which you can extract and stick in the chemmaster to work with.&lt;br /&gt;
&lt;br /&gt;
It&#039;s good for undoing your mistakes if you make pills wrong, or for getting rare compounds (like carpotoxin) out of things that contain them. But making liquid phoron is the most common and important thing you&#039;ll use it for.&lt;br /&gt;
&lt;br /&gt;
Note that it will not break compounds back down into elements, nothing can do that.  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Refridgerated Medicine Storage===&lt;br /&gt;
[[File:Smartfridge_chem_100.png|100px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;A fancy Smart Fridge which exists as a wall block between the chem lab and medicine storage. This fridge is where you should put all the medicines and pills that you make, so that doctors can pick them up for usage. Things can be put in and taken out from all sides of it.&lt;br /&gt;
&lt;br /&gt;
It will only accept pills, pillbottles, and glass containers. And it has a nice little interface for dispensing things in quantity. It&#039;s also ID locked, and will only allow authorised medical staff to take things out, so anything you place there is safe from the grubby hands of drugseeking assistants.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Smaller, hand-held things that you&#039;ll often use in chemistry.&lt;br /&gt;
&lt;br /&gt;
===Beakers===&lt;br /&gt;
[[File:Beakerlarge.png|50px|left]][[File:Beaker.png|50px]] Beakers are the most important tool you have. They come in two sizes, normal and large. normal beakers hold 60u, large beakers hold 120u.  &lt;br /&gt;
Normal beakers can be found easily all over medical, and you have a box of six in your lab.  Large beakers are much less common, you only have three -  Two on the tables, and one inside the grinder. They are precious, treasure them.&lt;br /&gt;
&lt;br /&gt;
Beakers are used for putting into the dispenser to mix things, and then into the ChemMaster to make bottles and pills. Sometimes you&#039;ll need to use more than one to mix certain tricky things correctly.&lt;br /&gt;
&lt;br /&gt;
If you end up losing them, more beakers can be made at the Autolathe in cargo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dropper===&lt;br /&gt;
[[File:Dropper1.png|50px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;Droppers are a simple and occasionally used little tool. Their purpose is being one of very few reagent containers in the game which can transfer less than 5u per click. &lt;br /&gt;
&lt;br /&gt;
Rightclick it in your hand and choose Set Transfer Amount. You can pick 1/2/3/4/5 units&lt;br /&gt;
Using it on a beaker when it&#039;s empty will draw the set quantity of reagents out of that beaker.&lt;br /&gt;
Using it on a beaker when it&#039;s not empty, will squeeze its contents out into the beaker.&lt;br /&gt;
&lt;br /&gt;
The precision this affords is useful for a few complicated recipes, and especially for measuring out tiny amounts of phoron or similar valueable ingredients.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Science Goggles===&lt;br /&gt;
[[File:ScienceGoggles.png|50px|left]] &amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;Science goggles are a completely unnecessary fashion accessory that are supplied on your table in the chemistry lab. They have three functions:&lt;br /&gt;
*They protect against acid splashes, halving damage you take from acid to the face. &lt;br /&gt;
*They provide 10% protection against anomalies, which is not relevant to a chemist at all.&lt;br /&gt;
*They can be turned on and off to toggle an obnoxious purple overlay. This does literally nothing except make you see purple. The other two effects work regardless of whether the overlay is on.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Advanced Mass Spectrometer===&lt;br /&gt;
[[File:Adv_spectrometer.png|50px|left]] &amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt; The Advanced Mass Spectrometer is your occasionally used tool for blood toxin testing. Rumour has it there was once a non-advanced Mass Spectrometer, but such a thing is definitely obsolete now.&lt;br /&gt;
&lt;br /&gt;
To use it, take a blood sample from your patient with a syringe, and then use the syringe on the spectrometer. Then switch to it and click it in your hand to read the results. It should tell you the chemicals and quantities that are found in their blood. This is the only way to test blood samples, if you inject a blood sample into a beaker and check it in the chemmaster, it will only show as blood.&lt;br /&gt;
&lt;br /&gt;
Note that this tool can only be used for blood, if you have a beaker/bottle/syringe of something mysterious that isn&#039;t blood and you want to see what&#039;s in it, use the ChemMaster instead.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cryostasis Beaker===&lt;br /&gt;
[[File:noreact.gif|80px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;The Cryostasis Beaker is an advanced tool that you don&#039;t have to begin with. It can only be made in the R&amp;amp;D Lab in science, if you want some you have to ask them for it.&lt;br /&gt;
&lt;br /&gt;
The cryostasis beaker holds 60u, and it has the special property of preventing chemical reactions inside it. Any elements or compounds placed into it will not react with each other. If there are any reactions waiting to happen, they&#039;ll occur as soon as the contents are transferred into another beaker, or transferred into the buffer of the ChemMaster&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bluespace Beaker===&lt;br /&gt;
[[File:bluespaceBeaker.gif|80px|left]]&amp;lt;div style=&amp;quot;width: 800px;&amp;quot;&amp;gt;The Chemist&#039;s favourite, a Bluespace Beaker will really make your day. It is another advanced tool that you don&#039;t start with, and must request from science. However it&#039;s somewhat hard to make, so they may not be able to reliably make them for you.&lt;br /&gt;
&lt;br /&gt;
This high-tech beaker uses reality-distorting bluespace technology to create a tiny pocket dimension for storing chemicals, which in practical terms means it can store a tremendous 300u of reagents inside it, making it 250% of the capacity of a Large Beaker. This allows you to easily make much larger batches of medicine - five bottles at a time.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Information=&lt;br /&gt;
&lt;br /&gt;
==Metabolism and Overdose==&lt;br /&gt;
Most medicines and chemicals designed for use in people have an overdose limit. If a person metabolizes more than this much of the chemical in a short time, they will suffer the overdose effect for that chemical, which is usually a bad thing. Overdose limits vary widely, but the most common value is 30 units.&lt;br /&gt;
&lt;br /&gt;
The most common overdose effect is &#039;Toxins&#039;, the patient will suffer 0.2 points of toxins damage per second, as long as the medicine continues metabolizing in their system. This is only dependent on time, not on the quantity of the dose, so overdosing on medicines that metabolize slowly is far more dangerous, they&#039;ll keep poisoning the patient for longer.&lt;br /&gt;
&lt;br /&gt;
It is important to note that metabolism is not the same as just putting the chemicals into a patient. All chemicals that are injected into, or fed to the patient, are stored harmlessly within their body until they can be properly absorbed, or &#039;metabolized&#039;. This process happens at a variable rate for each chemical, but the most common metabolic rate is 0.2 units per proc, which works out to 0.1u per second&lt;br /&gt;
&lt;br /&gt;
Overdose effects do not trigger until the patient has metabolized enough to reach the overdose limit, which may take several minutes.&lt;br /&gt;
&lt;br /&gt;
Whenever this document mentions the word &#039;dose&#039;, it refers to how much has been metabolized into the patient, not how much has been injected into their blood.&lt;br /&gt;
&lt;br /&gt;
Whenever a patient has fully metabolized all the volume of a drug that is present in their stomach or blood, the dose is instantly cleared, and the drug&#039;s effects are stopped.  Even if they had overdosed before, once the dose is cleared its safe to administer more of the same thing.&lt;br /&gt;
&lt;br /&gt;
==Catalysts==&lt;br /&gt;
Several of the more advanced chemistry recipes take an ingredient (usually phoron) which is marked as (Catalyst)&lt;br /&gt;
&lt;br /&gt;
A Catalyst is a chemical which is required to help a chemical reaction, but does not become part of the finished result. Whenever a recipe involves a catalyst, the catalyst will be left over in the beaker, alongside the finished product. You can use the ChemMaster to extract the catalyst, put it in a bottle, and reuse it later.&lt;br /&gt;
&lt;br /&gt;
==Status Effects==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 750px;&amp;quot;&amp;gt;Many chemicals that don&#039;t simply heal something, work by giving the patient a status effect, with a given strength. This allows multiple chemicals to cause a similar effect and work in the same way. &lt;br /&gt;
&lt;br /&gt;
For the most part, the &#039;strength&#039; of an effect is really just a duration. the strength of most effects decreases by 1 point every 2 seconds, and usually the effect will stop working once its strength falls to zero, or sometimes when it falls below some low number that&#039;s above zero.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also very important to note, that most chemicals which cause a status effect, will constantly re-set and refresh that effect every time they process (every 2 seconds) for as long as the chemical is metabolising into the patient. Therefore, the strength of an effect usually only affects how long it takes to wear off AFTER the chemical is out of their system, it will generally never wear off while the chemical is inside them.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Drowsiness===&lt;br /&gt;
Drowsiness, is a feeling of being sleepy. The body slows down, and sometimes just plain falls asleep for brief periods. It doesn&#039;t cause any longterm sleep, just makes you pass out for a couple of seconds.&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
*Increases move delay by 6 (0.6 seconds). &lt;br /&gt;
**This is the minimum time between steps while running, so it will significantly slow the subject down and make it difficult for them to run away.&lt;br /&gt;
*Refreshes blurred vision to strength 2 every proc, so being drowsy gives unremovable blurring&lt;br /&gt;
*Every proc, has a 5% chance to cause the subject to fall asleep&lt;br /&gt;
**Increases Sleep strength by 1&lt;br /&gt;
**Increases paralysis by 5&lt;br /&gt;
&lt;br /&gt;
===Sleeping===&lt;br /&gt;
The subject is asleep. They&#039;re snoozing away, incapacitated, mostly oblivious to the world, and won&#039;t feel pain.&lt;br /&gt;
&lt;br /&gt;
*Subject is blinded. See Blind&lt;br /&gt;
*Subject does not feel pain&lt;br /&gt;
*Subject falls over&lt;br /&gt;
*Subject cannot move&lt;br /&gt;
*Subject cannot speak or emote&lt;br /&gt;
*Subject cannot use items or interact with anything&lt;br /&gt;
*Heals halloss (Holographic damage) at a rate of 3 points per proc&lt;br /&gt;
**Normally heals at 1 ppc&lt;br /&gt;
*Subject has dreams about radomly generated concepts. &lt;br /&gt;
**These aren&#039;t based on anything ingame&lt;br /&gt;
*When nearby people talk&lt;br /&gt;
**85% chance to not hear them, and instead get &amp;quot;...You almost hear someone talking...&amp;quot;&lt;br /&gt;
**15% chance for &amp;quot;You hear something about...&amp;lt;word&amp;gt;&amp;quot;, and &amp;lt;word&amp;gt; is a randomly selected word from amongst the things they said&lt;br /&gt;
*People can attempt to shake subject awake, this reduces Sleeping strength by 5 every time its done, &lt;br /&gt;
**Causes the subject to wake up 10 seconds earlier than they would have otherwise&lt;br /&gt;
*Causes subject&#039;s status to read as Unconscious on a hand analyser, and non-responsive on a surgery vitals monitor&lt;br /&gt;
&lt;br /&gt;
===Weaken===&lt;br /&gt;
The subject&#039;s muscles lose tensity, causing them to collapse to the floor and be mostly helpless.&lt;br /&gt;
Weaken is one of the most common status effects, almost every chemical, weapon and explosive that disables someone, uses it. Often in combination with other effects.&lt;br /&gt;
&lt;br /&gt;
*Subject falls over and drops held items.&lt;br /&gt;
*Subject cannot move, use items, or interact.&lt;br /&gt;
**Can still toggle internals.&lt;br /&gt;
**Subject can use &#039;resist&#039;.&lt;br /&gt;
&lt;br /&gt;
===Stun===&lt;br /&gt;
The subject is stunned and unable to move properly. Very similar to Weaken, but doesn&#039;t knock the subject down, and DOES prevent them from toggling their internals.&lt;br /&gt;
&lt;br /&gt;
*Subject cannot move, use items, or interact:&lt;br /&gt;
**Subject can use &#039;resist&#039;.&lt;br /&gt;
*Subject cannot toggle internals.&lt;br /&gt;
&lt;br /&gt;
===Paralysis===&lt;br /&gt;
The subject is paralyzed, all of their muscles lock up and they are unable to see, speak, or do anything. Their eyelids lock shut, and their vocal chords seize up. This is almost identical to being asleep, the only differences being that the subject can&#039;t be shaken awake, and doesn&#039;t heal holo damage faster. This is by far the most disabling single status effect in the game, but it is rarely used.&lt;br /&gt;
&lt;br /&gt;
*Paralysis is almost identical to sleeping.&lt;br /&gt;
**Subject is blinded, see blindness.&lt;br /&gt;
**Subject falls over.&lt;br /&gt;
**Subject cannot speak or emote.&lt;br /&gt;
**Subject cannot move.&lt;br /&gt;
**Subject cannot use items or interact with anything.&lt;br /&gt;
**When nearby people talk or audibly emote.&lt;br /&gt;
***85% chance to not hear them, and instead get &amp;quot;...You almost hear someone talking...&amp;quot;&lt;br /&gt;
***15% chance for &amp;quot;You hear something about...&amp;lt;word&amp;gt;&amp;quot;, and &amp;lt;word&amp;gt; is a randomly selected word from among the things they said.&lt;br /&gt;
&lt;br /&gt;
===Confusion===&lt;br /&gt;
The subject has impaired motor coordination, and will stumble around randomly when they try to move. This is often caused by alcohol and sedatives, but it&#039;s pretty rare for it to happen for any long period of time.&lt;br /&gt;
*Subject moves in a random direction whenever it tries to take a step.&lt;br /&gt;
**Its always random, doesn&#039;t matter what direction they tried to move in, triggers on every step&lt;br /&gt;
**Also applies to subjects in a wheelchair or driving vehicles&lt;br /&gt;
&lt;br /&gt;
===Hallucination===&lt;br /&gt;
One of the most interesting effects, hallucinations are a result of something impairing the brain, and can be quite scary. &lt;br /&gt;
*Unlike most status effects, hallucination strength affects the intensity in addition to the duration. Hallucinations stop completely when the strength drops below 20.&lt;br /&gt;
*While hallucinating, the subject will experience strange sounds and visions periodically.&lt;br /&gt;
**Exactly how often is calculated with the formula: rand(200,500)/(hallucination/25)&lt;br /&gt;
***This generates a random number of seconds between 20-50 (average 35), and then divides that time by 4% of your hallucination strength.&lt;br /&gt;
***A hallucination strength of 100 will therefore cause hallucinations an average of every 8.75 seconds&lt;br /&gt;
***Note that the time between hallucinations will gradually increase because the strength fades over time.&lt;br /&gt;
*The effects that hallucinating can generate include:&lt;br /&gt;
**Screwing up the subject&#039;s HUD&lt;br /&gt;
**Make it appear that they&#039;re holding a strange/illegal/impossible items&lt;br /&gt;
**See extremely dangerous things (fire, hull breaches, explosives)&lt;br /&gt;
**Hear strange sounds&lt;br /&gt;
**Be attacked by illusory monsters&lt;br /&gt;
**Mysteriously become injured or collapse&lt;br /&gt;
**Have the world and their controls turned around&lt;br /&gt;
&lt;br /&gt;
===Dizziness===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blurriness===&lt;br /&gt;
The subject&#039;s vision is blurred, and it becomes harder for them to see. This is a really weak effect, and it exists mostly just to let you know something&#039;s wrong. It&#039;s usually a precursor to more serious things. On its own, it has minimal effect on gameplay.&lt;br /&gt;
*Places a semi-transparent white overlay on the screen, making it a little harder to see things&lt;br /&gt;
**Wearing a blindfold rests your eyes, and causes blurriness to heal 4x as fast&lt;br /&gt;
&lt;br /&gt;
===Blindness===&lt;br /&gt;
The subject has completely lost their vision, and is unable to see anything, thus forcing them to stumble around defenseless and navigate by touch. Blinding is fairly common alone, but it&#039;s also applied inherently as a part of sleeping and paralysis. When a subject is asleep or paralysed, all of these effects apply in addition.&lt;br /&gt;
*Places a black overlay on the screen, blocking everything except a small circle&lt;br /&gt;
**This allows you to only see things in a 3x3 area, centred on your character&lt;br /&gt;
***Note that this short range vision represents you feeling your way around, not actual vision. RP wise, you can see nothing at all&lt;br /&gt;
*Prevents you from examining objects and people at all. Any attempt displays a message &#039;Something is there, but you can&#039;t see it&#039;&lt;br /&gt;
*Subject cannot see visible emotes from nearby people&lt;br /&gt;
**Subject can still hear audible emotes&lt;br /&gt;
&lt;br /&gt;
===Speedboost===&lt;br /&gt;
The subject is energetic and juiced up, allowing them to power through impediments and always move as fat as they can.&lt;br /&gt;
Negates any increased movement delay and allows you to always move at the fastest possible speed, with a movement delay of 0.5 seconds (which is the lowest possible value)&lt;br /&gt;
Allows you to ignore the following speed impediments completely:&lt;br /&gt;
*Having &amp;lt;=40% health&lt;br /&gt;
*Being in pain&lt;br /&gt;
*Being starving&lt;br /&gt;
*Wearing EVA suits&lt;br /&gt;
*Being in a wheelchair&lt;br /&gt;
*Having feet/legs that are broken, splinted, or missing.&lt;br /&gt;
*Any slowdown caused by heavy shoes (galoshes)&lt;br /&gt;
*Being in shock&lt;br /&gt;
*Being fat&lt;br /&gt;
*Being cold&lt;br /&gt;
*Being drowsy&lt;br /&gt;
*Any inherent slowdown caused by your species&lt;br /&gt;
&lt;br /&gt;
===Painkiller/Analgesic===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Jittering===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Chemicals=&lt;br /&gt;
==Dispenser==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many of the basic elements and chemicals in the dispenser have their own effects. Those are noted here.&lt;br /&gt;
Those without any effects aren&#039;t documented&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Aluminum&lt;br /&gt;
|Description = A silvery white and ductile member of the boron group of chemical elements.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Carbon&lt;br /&gt;
|Description = A highly stable element, the building block of life. &lt;br /&gt;
|Metabolism = 0.5&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Absorbs all other chemicals when swallowed, and carries them out safely.&lt;br /&gt;
*When swallowed in pill form removes any reagent from the stomach equal to the amount used (1 per unit). &lt;br /&gt;
|Notes = *This is the only method to remove ingested toxins from a patient&#039;s stomach.&lt;br /&gt;
*Has no effect if injected, will not clean the blood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Acetone&lt;br /&gt;
|Description = A colorless liquid solvent used in chemical synthesis.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Type = Solvent &lt;br /&gt;
|Effects = *Deals 1 toxin damage per 0.4 seconds.&lt;br /&gt;
**Unlike most chemicals, swallowing it is equally as effective.&lt;br /&gt;
*Can act as a solvent for ink.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Copper&lt;br /&gt;
|Description = A highly ductile metal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Ethanol&lt;br /&gt;
|Description = A well-known alcohol with a variety of applications. &lt;br /&gt;
|Metabolism = 0.5&lt;br /&gt;
|Type = Alcohol&lt;br /&gt;
|Effects = *Once applied (splashed), anything causing burn damage will cause it to combust. &lt;br /&gt;
*When injected causes 1 toxin damage every 0.8 seconds.&lt;br /&gt;
*When ingested causes drunkenness very quickly in low doses.  &lt;br /&gt;
*Can act as a solvent for ink. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Ammonia&lt;br /&gt;
|Description = A caustic substance commonly used in fertilizer or household cleaners.&lt;br /&gt;
|Metabolism = 0.5&lt;br /&gt;
|Type = Liquid&lt;br /&gt;
|Effects = *Deals 1 toxin damage per 0.8 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Hydrazine&lt;br /&gt;
|Description = A toxic, colorless, flammable liquid with a strong ammonia-like odor, in hydrate form.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Type = Liquid&lt;br /&gt;
|Effects = *Once applied (splashed), anything causing burn damage will cause it to combust. &lt;br /&gt;
**Deals 1 toxin damage per 4.4 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Iron&lt;br /&gt;
|Description = Pure iron is a metallic element. Used in limited doses as a supplement it can help people regenerate blood.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When ingested in pill form, it restores blood at an equal rate of iron to blood in units. (1u iron restores 1% blood.)&lt;br /&gt;
|Notes = *Iron pills are a nice simple way to help recover lost blood, much simpler than a transfusion although slower. &lt;br /&gt;
**Eating food rich in iron also helps combat blood loss.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Lithium&lt;br /&gt;
|Description = A soft, silver metallic element. A chemical element, used as antidepressant.&lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When injected, causes someone to take a step in a random direction.&lt;br /&gt;
*Causes randomly emoting drooling, twitching or moaning occasionally. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Mercury&lt;br /&gt;
|Description = A highly neurotoxic metallic element, which is liquid at room temperature. &lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *When injected, causes someone to take a step in a random direction.&lt;br /&gt;
*Causes randomly emoting drooling, twitching or moaning. &lt;br /&gt;
*Causes 1 point of brain damage per 0.4 seconds (works out to 10 points per unit).&lt;br /&gt;
**6 units of Mercury causes brain death (overdose). &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Hydrochloric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula HCl.&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *Causes 2 burn damage per 0.4 seconds when injected. &lt;br /&gt;
*Causes 1 point of burn damage per unit when splashed.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Phosphorus&lt;br /&gt;
|Description = A highly reactive element, glows on contact with oxygen, the backbone of biological energy carriers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Potassium&lt;br /&gt;
|Description = A soft, low-melting solid that can easily be cut with a knife. Reacts violently with water.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Radium&lt;br /&gt;
|Description = Radium is an alkaline earth metal, and is extremely radioactive. &lt;br /&gt;
|Type = Element&lt;br /&gt;
|Effects = *Deals 10% Radiation per unit.&lt;br /&gt;
*May increase the chances to cure a disease when injected into a virus carrier. &lt;br /&gt;
**Injecting Radium has a chance to do the following:&lt;br /&gt;
***Deals 50% radiation.&lt;br /&gt;
***Deals 100 toxin damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sulphuric Acid&lt;br /&gt;
|Description = A very corrosive mineral acid with the molecular formula H2SO4.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Type = Acid&lt;br /&gt;
|Effects = *Deals 10 burn damage every 0.4 seconds when injected or swallowed.&lt;br /&gt;
**When splashed on someone it causes 1 point of damage per unit.&lt;br /&gt;
***Melts faces, disfiguring the victim.&lt;br /&gt;
***Melts masks.&lt;br /&gt;
***Melts glasses, except acid proof ones.&lt;br /&gt;
****Wearing science goggles will halve the damage, they are acid proof.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Silicon&lt;br /&gt;
|Description = A tetravalent metalloid, silicon is less reactive than its chemical analog carbon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sodium&lt;br /&gt;
|Description = A chemical element, readily reacts with water.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ComplexChemicalTemplate&lt;br /&gt;
|Chemical = Sugar&lt;br /&gt;
|Description = The organic compound commonly known as table sugar and sometimes called saccharose. This white, odorless, crystalline powder has a pleasing, sweet taste.&lt;br /&gt;
|Type = Carbohydrate&lt;br /&gt;
|Effects = *When ingested it provides 3 nutrition per unit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Sulphur&lt;br /&gt;
|Description = A non-metallic crystalline element with a pungent smell.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Tungsten&lt;br /&gt;
|Description = A chemical element, and a strong oxidising agent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Water&lt;br /&gt;
|Description = A ubiquitous chemical substance that is composed of hydrogen and oxygen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Gold&lt;br /&gt;
|Description = Gold is a dense, soft, shiny metal and the most malleable and ductile metal known. Gold is hard to get, and comes from mining, ask the Shaft Miners to get you some. Don&#039;t expect to get it quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Silver&lt;br /&gt;
|Description = A soft, white, lustrous transition metal, it has the highest electrical conductivity of any element and the highest thermal conductivity of any metal. Silver is hard to get, and comes from mining, ask the Shaft Miners to get you some. Don&#039;t expect to get it quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Uranium&lt;br /&gt;
|Description = A glistening, emerald-green metallic chemical element in the actinide series, weakly radioactive. Uranium is hard to get, and comes from mining, ask the Shaft Miners to get you some. Don&#039;t expect to get it quickly.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Phoron&lt;br /&gt;
|Description = Liquid form of the gas Phoron, for use in chemistry recipes. You can get this by grinding up the Phoron crystals on the table at the north of the lab.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Fuel&lt;br /&gt;
|Description = Required for welders. Flammable. Use a beaker on any Welder Fuel Tank to collect some.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Milk&lt;br /&gt;
|Description = White and nutritious goodness! Milk can be found in the kitchen, in a fridge that anyone can open.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Toxin&lt;br /&gt;
|Description = A toxic chemical. Found in the NanoMed vending machines in medbay, labelled Toxin Bottle.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Capsaicin Oil&lt;br /&gt;
|Description = This is what makes chillis hot. To get this, grow chillies in the garden, and grind them up.&lt;br /&gt;
}}&lt;br /&gt;
{{ChemicalTemplate&lt;br /&gt;
|Chemical = Corn Oil&lt;br /&gt;
|Description = An oil derived from various types of corn. Grow corn and grind it up.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Compounds=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pharmaceutical Compounds==&lt;br /&gt;
Things that are designed for use in a patient&#039;s body, for good or ill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Basic Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;These treatments are weak but widely available in medkits or medibots. They are not commonly used by doctors, who have access to more powerful specialized medicines.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dexalin&lt;br /&gt;
|Formula = 2 parts Acetone, 0.1 units Phoron. &lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Used in the treatment of oxygen deprivation. &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 15 suffocation damage per unit.&lt;br /&gt;
*Deals toxin damage to Vox.&lt;br /&gt;
*Removes Lexorin from the bloodstream. &lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tricordrazine&lt;br /&gt;
|Formula = 1 part Dylovene, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Tricordrazine is a highly potent stimulant, originally derived from Cordrazine. Can be used to treat a wide range of injuries, though the healing effect is weak. &lt;br /&gt;
|Effects = *Heals 6 suffocation damage per unit&lt;br /&gt;
*Heals 3 trauma damage per unit&lt;br /&gt;
*Heals 3 burn damage per unit&lt;br /&gt;
*Heals 3 toxin damage per unit&lt;br /&gt;
|OverdoseEffect = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Kelotane&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Silicon&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Treats burn damage effectively, preventing infections and helping speed up healing of burns.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 Burn damage per unit. &lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Standard Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;These medicines are the mainstays, standard treatments for most common conditions. A good chemist should make sure that all of these are available in sufficient quantities.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dexalin Plus&lt;br /&gt;
|Formula = 1 part Dexalin, 1 part Iron, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Directly oxygenates the blood, bypassing the pulmonary system and temporarily removing the need to breathe, as well as immediately restoring oxygen-starved tissue.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Heals 300 suffocation damage per unit.&lt;br /&gt;
*Removes Lexorin from the bloodstream.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dylovene&lt;br /&gt;
|Formula = 1 part Silicon, 1 part Potassium, 1 part Ammonia&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = A broad-spectrum antitoxin. Heals toxin damage, drowsiness, and hallucinations. It will only heal the damage done by poisons, not cure the cause of it.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 4 toxin damage per unit.&lt;br /&gt;
*Reduces drowsiness by 6 points per unit.&lt;br /&gt;
*Reduces hallucination strength by 9 points per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Dermaline&lt;br /&gt;
|Formula = 1 part Kelotane, 1 part Acetone, 1 part Phosphorous&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = Dermaline is used to treat burns. It works faster than Kelotane and enables the body to restore large amounts of burnt tissue quickly.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 12 burn damage per unit&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Bicaridine&lt;br /&gt;
|Formula = 1 part Carbon, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful trauma medication used to treat many kinds of physical injuries. Can also slow and partially heal internal bleeding at overdose (poisonous).&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 6 points of Trauma damage per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
*Heals internal bleeding slowly. Patient&#039;s body temperature must be above 170k for this to work. &lt;br /&gt;
|Notes = *Does not heal organ damage or bones. It only heals internal and external muscle wounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Alkysine&lt;br /&gt;
|Formula = 1 part Hydrochloric Acid, 1 part Ammonia, 1 part Dylovene, &lt;br /&gt;
*Makes 2 units. &lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A drug used to heal damage to neurological tissue after a head injury. Slightly eases pain.  &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30 points Brain damage per unit.&lt;br /&gt;
*Acts as a mild painkiller.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryoxadone&lt;br /&gt;
|Formula = 1 part Dexalin, 1 part Water, 1 part Acetone,&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Use to treat all standard types of damage, though body temperature must be under 170K for it to metabolize correctly. Intended for use in Cryotube mixtures.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heart-rate&lt;br /&gt;
**Heals 10 genetic damage per unit&lt;br /&gt;
**Heals 10 suffocation per unit&lt;br /&gt;
**Heals 10 trauma damage per unit&lt;br /&gt;
**Heals 10 burn damage per unit&lt;br /&gt;
**Heals 10 toxin damage per unit&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyronalin&lt;br /&gt;
|Formula = 1 part Radium, 1 part Dylovene&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Hyronalin is a medicinal drug used to counter the effect of radiation poisoning.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 30% radiation per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Advanced Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Very powerful and useful medicines, which are uncommon or difficult to make. Creating these is important to being a good chemist.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Peridaxon&lt;br /&gt;
|Formula = 1 part Bicaridine, 1 part Clonexadone, 5 units Phoron (Catalyst)&lt;br /&gt;
*Results in 2 units.  &lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Used to encourage recovery of internal organs and nervous systems. Medicate cautiously.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 1 point of damage to each internal organ per unit.&lt;br /&gt;
**Can repair ruptured lungs.&lt;br /&gt;
**Does not affect mechanical/artificial organs.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Clonexadone&lt;br /&gt;
|Formula = 1 part Cryoxadone, 1 part Sodium, 0.1 parts Phoron, 5 units Phoron (Catalyst)&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A liquid compound similar to that used in the cloning process. Almost identical to Cryoxadone, but three times as powerful. Intended for use in Cryotube mixtures&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Slows the heart-rate&lt;br /&gt;
*All of the following effects require body temperature to be below 170 kelvin.&lt;br /&gt;
**Heals 30 genetic damage per unit&lt;br /&gt;
**Heals 30 suffocation per unit&lt;br /&gt;
**Heals 30 trauma damage per unit&lt;br /&gt;
**Heals 30 burn damage per unit&lt;br /&gt;
**Heals 30 toxin damage per unit&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Imidazoline&lt;br /&gt;
|Formula = 1 part Hydrazine, 1 part Carbon, 1 part Dylovene &lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Used for healing physical trauma or chemical trauma in the eyes, though does not work for genetic eye damage. &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Reduces blurriness strength by 2.5 per second.&lt;br /&gt;
*Reduces blindness strength by 2.5 per second.&lt;br /&gt;
*Heals eye-organ damage by 5 points per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Rezadone&lt;br /&gt;
|Formula = 1 part CarpoToxin, 1 part Cryptobiolin, 1 part Copper&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 25&lt;br /&gt;
|Description = A powder extracted from Spacecarp, this substance can effectively treat genetic damage in humanoids, though excessive consumption has side effects.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Heals 20 genetic damage per unit.&lt;br /&gt;
*Heals 2 suffocation damage per unit.&lt;br /&gt;
*Heals 20 trauma damage per unit.&lt;br /&gt;
*Heals 20 burn damage per unit.&lt;br /&gt;
*Heals 20 toxin damage per unit.&lt;br /&gt;
|OverdoseEffect = *Causes Dizziness. (strength 5.)&lt;br /&gt;
*Causes Jittering. (strength 5.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Specialist Treatments===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Rarely used medicines with very specific, niche utility. These are typically made on demand if required, and not often prepared in advance.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Arithrazine&lt;br /&gt;
|Formula = 1 part Hyronalin, 1 part Hydrazine &lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A highly unstable medication used for the most extreme cases of radiation poisoning. May cause some tissue damage to the patient. &lt;br /&gt;
|Effects = *Heals 70% radiation per unit.&lt;br /&gt;
*Heals 10 toxin damage per unit.&lt;br /&gt;
*Deals approx 2.4 Trauma damage per unit.&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ryetalyn&lt;br /&gt;
|Formula = 1 part Arithrazine, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Can cure specific genetic abnormalities via a catalytic process. &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Instantly cures all mutations in the patient.&lt;br /&gt;
*Instantly cures genetic disabilities in the patient.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = &lt;br /&gt;
*All of Ryetalyn&#039;s effects occur instantly with even the tiniest dose; one unit is enough.&lt;br /&gt;
*Ryetalyn does NOT cure genetic damage (AKA: Cloneloss). Only Clonexadone, Cryoxadone or Rezadone fix genetic damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ethylredoxrazine&lt;br /&gt;
|Formula = 1 part Acetone, 1 part Dylovene, 1 part Carbon&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful oxidizer that reacts with ethanol. Neutralizes alcohol in the blood stream.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Instantly cures Dizziness&lt;br /&gt;
*Instantly cures Drowsiness&lt;br /&gt;
*Instantly cures Stuttering&lt;br /&gt;
*Instantly cures Confusion&lt;br /&gt;
*Removes 5 units of ethanol from the patient per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Leporazine&lt;br /&gt;
|Formula = 1 part Silicon, 1 part Copper, 5 units Phoron (Catalyst)&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Leporazine can be use to stabilize an individuals body temperature.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Brings the patient&#039;s body temperature close towards 310 kelvin (36.85 Celsius).&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Leporazine&#039;s effects are constant as long as it&#039;s metabolizing. The size of the dose only matters in determining how long the body temperature will remain stable for. Effects stop when its fully metabolized.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lipozine&lt;br /&gt;
|Formula =  1 part Salt, 1 part Ethanol, 1 part Radium&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A chemical compound that causes a powerful fat-burning reaction.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Removes 10 points of nutrition from the patient per unit, making them more hungry.&lt;br /&gt;
*Instantly clears bloated status from overeating.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Ipecac&lt;br /&gt;
|Formula = 1 part Hydrazine, 1 part Ethanol, 1 part Dylovene&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple emetic. Induces vomiting in the patient, emptying stomach contents.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*When ingested:&lt;br /&gt;
**Has a chance to make the patient vomit, which increases in probability as they absorb more and more of it.&lt;br /&gt;
**Gives the patient messages about feeling ill, nauseous, etc.&lt;br /&gt;
*When injected:&lt;br /&gt;
**Deals 2 toxin damage per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Anti Microbials===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Medicines used to fight Viral Pathogens and Bacterial Infections.&lt;br /&gt;
A detailed guide to Bacterial Infections can be found here: &lt;br /&gt;
https://aurorastation.org/wiki/index.php?title=Guide_to_Medicine#Infection&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Spaceacillin&lt;br /&gt;
|Formula = 1 part Cryptobiolin, 1 part Inaprovaline&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A Broad-spectrum anti-microbial, which deals effectively with bacterial infections, and early-stage viral pathogens.&lt;br /&gt;
|Effects = &lt;br /&gt;
Spaceacillin&#039;s effects can be divided into two categories,&lt;br /&gt;
&lt;br /&gt;
*Bacterial Infection:&lt;br /&gt;
**Effects at 5u dosage&lt;br /&gt;
***Does not prevent infected wounds from increasing germ level.&lt;br /&gt;
***Does not prevent spreading germs from nearby infected parts.&lt;br /&gt;
***Instantly cures germs below infection level 1.&lt;br /&gt;
***Heals infections between level 1 and level 2, at a rate of 3 germ levels per second.&lt;br /&gt;
***Heals infections between level 2 upwards, at a rate of 1 germ level per second.&lt;br /&gt;
&lt;br /&gt;
*Effects at 30u dosage.&lt;br /&gt;
***Prevents organ/body part death from level 3 infections. Will not revive already-dead parts.&lt;br /&gt;
***Prevents ongoing toxin damage from level 3 infections.&lt;br /&gt;
&lt;br /&gt;
*Viral Pathogen:&lt;br /&gt;
**Effects at 5u dosage.&lt;br /&gt;
***Prevents the patient spreading their viruses to others.&lt;br /&gt;
***Prevents being the patient being infected by viruses.&lt;br /&gt;
***Cures stage-1 viruses very quickly.&lt;br /&gt;
***Will have no effect on stage 2 or higher.&lt;br /&gt;
***Does not slow or impede the progress of viruses at all after stage 1.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *It is important to note that unlike most other drugs, all of Spaceacillin&#039;s effects (except overdose toxins) are based on how much of the medicine is in the patient&#039;s bloodstream or stomach, NOT how much has actually been metabolized. If the amount in the patient falls below the listed thresholds, its effects will stop working, so always inject more than needed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sterilizine&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Dylovene, 1 part Hydrochloric Acid&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An antiseptic fluid that removes all traces of blood, and cleans a patient&#039;s body to reduce the chance of infection.&lt;br /&gt;
|Effects = *When sprayed on a patient:&lt;br /&gt;
**Sets the main germ level of the patient&#039;s body to zero.&lt;br /&gt;
**Cleans blood off of the patient&#039;s clothes and skin.&lt;br /&gt;
*When sprayed on a surface or object:&lt;br /&gt;
**Cleans blood off the object, leaving no traces for forensics.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Sterilizine works on contact, it is not for injecting or ingesting.&lt;br /&gt;
*Does NOT sterilize wounds. &lt;br /&gt;
*Does not affect the germ level of wounds, body parts, or internal organs.&lt;br /&gt;
*Clearing germ level can also be done by showering, washing your hands, or spraying with space cleaner. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Painkillers/Stabilizers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Usually administered to people who&#039;ve just been wounded, to help stabilize them.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Inaprovaline&lt;br /&gt;
|Formula = 1 part Acetone, 1 part Carbon, 1 part Sugar &lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Inaprovaline is a synaptic stimulant and cardio-stimulant. Commonly used to stabilize patients.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Prevents patients from accumulating suffocation damage caused by being in critical (&amp;lt;=0% health) status. &lt;br /&gt;
*Prevents Internal Bleeding wounds from getting worse over time. Does not stop the bleeding, just prevents the rate of bleeding from accelerating.&lt;br /&gt;
*Acts as a mild painkiller, Strength 25.&lt;br /&gt;
*Increases heart rate.  &lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paracetamol&lt;br /&gt;
|Formula = 1 part Tramadol, 1 part Sugar, 1 part Water&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 60&lt;br /&gt;
|Description = Most probably know this as Acetaminophen, but this chemical is a mild, simple painkiller.&lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 50.&lt;br /&gt;
|OverdoseEffect = *Causes hallucinations: Strength 25.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Tramadol&lt;br /&gt;
|Formula = 1 part Inaprovaline, 1 part Ethanol, 1 part Acetone&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple, yet effective painkiller. Very effective for patients in shock. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 80.&lt;br /&gt;
|OverdoseEffect = *Causes hallucinations: Strength 40.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Oxycodone&lt;br /&gt;
|Formula = 1 part Ethanol, 1 part Tramadol; 5 units Phoron (Catalyst)&lt;br /&gt;
*Makes 1 unit&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = An effective and very addictive painkiller. &lt;br /&gt;
|Effects = *Acts as a painkiller, Strength 200.&lt;br /&gt;
|OverdoseEffect = *Causes hallucinations: Strength 60.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sedatives===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Sedatives put people to sleep. Useful for surgery when anaesthetic gas won&#039;t work, for dealing with troublesome patients who won&#039;t sit still, and in dire situations, for self defense.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Soporific&lt;br /&gt;
|Formula = 1 part Chloral Hydrate, 4 parts sugar&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A moderately effective hypnotic used to treat insomnia, perform surgery in critical cases, and keep unruly patients asleep until security can deal with them.&lt;br /&gt;
 |Effects = *At &amp;lt;1u dose.&lt;br /&gt;
**Causes yawning every 8 seconds on average.&lt;br /&gt;
*At &amp;lt;1.5u dose.&lt;br /&gt;
**Causes blurred vision, Strength 10.&lt;br /&gt;
*At &amp;lt;5u dose.&lt;br /&gt;
**Causes Weakening, Strength 2.&lt;br /&gt;
**Causes drowsiness, Strength 20.&lt;br /&gt;
*At &amp;gt;=5u dose.&lt;br /&gt;
**Causes Sleep, strength 20.&lt;br /&gt;
**Causes Drowsiness, strength 60.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Soporific is widely available in the vending machines in medical, there is very little reason to actually make it in chemistry.&lt;br /&gt;
*Drowsiness causes slower movement, blurred vision, and an approximate 15% chance every two seconds, to fall asleep for a couple of seconds.&lt;br /&gt;
*The following values are based on a combination of calculation and live testing. The results are not 100% consistent, as it varies due to server performance.&lt;br /&gt;
**At a sufficiently high volume, soporific will reach a 5u dose and cause the patient to fall asleep in about 110 seconds. They may fall asleep earlier than that from the drowsiness, but that&#039;s temporary and isn&#039;t safe for surgery.&lt;br /&gt;
**Once the patient is asleep, they will stay asleep roughly 21 seconds for every unit in their blood after the fifth. A full 15u syringe will keep someone asleep for three and a half minutes. Each additional 15u will extend that time by another 5 minutes and 15 seconds.&lt;br /&gt;
**Once the dose falls low enough, the patient will wake after roughly another 45 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Chloral Hydrate&lt;br /&gt;
|Formula = 1 part Ethanol, 3 parts Hydrochloric Acid, 1 part Water&lt;br /&gt;
*Makes 1 unit.&lt;br /&gt;
|Metabolism = 0.05&lt;br /&gt;
|Overdose = 15&lt;br /&gt;
|Description = An extremely powerful sedative that quickly incapacitates most people at even a tiny dose. It is effective for subduing violent patients, or as a self defense tool, to allow escape. It is not entirely safe, and will poison the subject to some degree.&lt;br /&gt;
 |Effects = *Once only, immediately upon injecting:&lt;br /&gt;
**Causes Confusion at strength 2 (the patient stumbles around, and fails randomly at actions).&lt;br /&gt;
**Causes Drowsyness at strength 2.&lt;br /&gt;
*At &amp;lt;2u dosage.&lt;br /&gt;
**Causes Weakness, strength 30 (this causes the patient to collapse, and be unable to move or interact).&lt;br /&gt;
**Causes blurred vision, at strength 10.&lt;br /&gt;
*At &amp;gt;1u dosage, the patient suffers 1 point of toxin damage per unit.&lt;br /&gt;
*At &amp;gt;=2u dosage, causes sleep, strength 30.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *The toxins from the overdose effect stacks with the toxin damage a normal dose causes. An overdose can be somewhat harmful, but 15u is nowhere near lethal.&lt;br /&gt;
*The following values are based on a combination of calculation and live testing. The results are not 100% consistent, as it varies due to server performance.&lt;br /&gt;
**Chloral hydrate will trigger its weakness effect on the second proc, this happens three seconds after intial injection.&lt;br /&gt;
**At a sufficiently high volume, Chloral Hydrate will reach a 2u dose and cause the patient to fall asleep in about 40 seconds. &lt;br /&gt;
**Once the patient is asleep, they will stay asleep roughly 21 seconds for every unit in their blood after the second. A 5u dosage will keep someone asleep for approximately 1 minute 3 seconds.&lt;br /&gt;
**Once the dose falls low enough, the patient will wake after roughly another 65 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mental Stabilisers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Compounds to alter the patient&#039;s mental state. These are mostly roleplay only, and have almost no mechanical effects.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Methylphenidate &lt;br /&gt;
|Formula = 1 part MindBreaker Toxin, 1 part Hydrazine&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Improves the ability to concentrate.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels focused and undivided.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Citalopram&lt;br /&gt;
|Formula = 1 part Mindbreaker Toxin, 1 part Carbon&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Stabilizes the mind a little. A Mild Antidepressant.  &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Displays a message every five minutes: &amp;quot;Your mind feels stable... a little stable.&amp;quot;&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Paroxetine&lt;br /&gt;
|Formula = 1 part MindBreaker Toxin, 1 part Acetone, 1 part Inaprovaline&lt;br /&gt;
*Makes 3 units&lt;br /&gt;
|Metabolism = 0.01&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = A stronger antidepressant. Stabilizes the mind greatly, but has a chance of causing hallucinations.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Every five minutes, does one of the following:&lt;br /&gt;
**90% chance to display a message: &amp;quot;Your mind feels much more stable.&amp;quot;. &lt;br /&gt;
**10% Chance to display: &amp;quot;Your mind breaks apart...&amp;quot; and cause hallucinations at strength 200.&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Performance Enhancers===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things to make people work harder, better, faster and stronger. These can be helpful to dose up on before combat, and are sometimes requisitioned by a well prepared security team&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Hyperzine&lt;br /&gt;
|Formula = 1 part Sugar, 1 part Phosphorous, 1 part Sulphur&lt;br /&gt;
|Metabolism = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A highly effective, long lasting, muscle stimulant. Keeps the user&#039;s muscles working regardless of impairments, and allows freedom of movement under almost any conditions.&lt;br /&gt;
 |Effects = &lt;br /&gt;
*Gives the Speed-boost effect&lt;br /&gt;
**This medicine does not work on Dionaea.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *Each unit lasts 67 seconds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Synaptizine&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Sugar, 1 part Water&lt;br /&gt;
|Metabolism = 0.001&lt;br /&gt;
|Overdose = 10&lt;br /&gt;
|Description = Highly toxic, but treats hallucinations, paralysis, and stunned or weakened patients. &lt;br /&gt;
 |Effects = &lt;br /&gt;
*Reduces Drowsiness strength by 2.5 points per second.&lt;br /&gt;
*Reduces Paralysis strength by 0.5 points per second.&lt;br /&gt;
*Reduces Stunning strength by 0.5 points per second.&lt;br /&gt;
*Reduces Weakening strength by 0.5 points per second.&lt;br /&gt;
*Reduces Hallucination strength by 5 points per second.&lt;br /&gt;
*Removes 2.5 units of Mindbreaker Toxin from the patient&#039;s body per second.&lt;br /&gt;
*Acts as a painkiller, Strength 40.&lt;br /&gt;
*Causes 5 toxin damage to the patient per unit.&lt;br /&gt;
|OverdoseEffect = *Toxins&lt;br /&gt;
|Notes = *The effects of this medicine persist as long as it is metabolizing, and it metabolites very slowly.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Narcotics===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Drugs to get high, these are illegal to distribute, or administer without good reason. Making up and dosing yourself on space drugs is the hallmark of a bad Chemist. Don&#039;t do it.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Mindbreaker Toxin&lt;br /&gt;
|Formula = 1 part Silicon, 1 part Hydrazine, 1 part Dylovene&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A powerful hallucinogen, Formerly known as LSD, but was renamed so people understand that it is not a &amp;quot;fun time&amp;quot;. Its use and distribution is illegal, but it is a precursor to several useful psychoactive medications. &lt;br /&gt;
|Effects = *Causes Hallucinations, strength 100.&lt;br /&gt;
|Notes = *Easily treatable with dialysis to remove it blood, then Dylovene to clear up the hallucinations.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Space Drugs&lt;br /&gt;
|Formula = 1 part Mercury, 1 part Sugar, 1 part Lithium&lt;br /&gt;
|Metabolism  = 0.025&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = An illegal compound scientifically known as Mercury Mono lithium Sucrose, which induces a number of effects such as loss of balance, itching, drooling, and colourful visions.&lt;br /&gt;
|Effects = *Causes the Druggy effect (Flashing rainbow overlay).&lt;br /&gt;
*Each proc, has a 10% chance (averages once every 20 seconds) to make the patient take a single step in a random direction.&lt;br /&gt;
**This effect does not trigger when the patient is in space, or unable to move.&lt;br /&gt;
*5% chance each proc to emote drooling, giggling, moaning, or twitching. . &lt;br /&gt;
|Notes = *There is no reason to ever make this drug. It exists only to identify who the bad chemists are.&lt;br /&gt;
*Effects stop quickly once the drug is out of the patient&#039;s blood. Treat with dialysis if injected.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Poisons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;These compounds are harmful to organic life. Do not administer them unless you intend to murder the patient. They are mostly used by antagonists, and sometimes for research.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Potassium Chlorophoride&lt;br /&gt;
|Formula = 1 part Potassium Chloride, 1 part Phoron, 1 part Chloral Hydrate&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 20&lt;br /&gt;
|Description = A powerful paralytic based on Potassium Chloride. Paralyses the victim, builds up toxins and slowly suffocates them.&lt;br /&gt;
|Effects = *Deals 10 toxin damage per unit.&lt;br /&gt;
*Deals 2 suffocation damage per unit.&lt;br /&gt;
*Weakens the patient, strength 10 (prevents movements or actions).&lt;br /&gt;
**This effect is instant, and constantly refreshed while it&#039;s metabolizing.&lt;br /&gt;
|Notes = *Takes 200 seconds to metabolize a single unit, making this a very effective long-lasting paralytic.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Zombie Powder&lt;br /&gt;
|Formula = 5 parts CarpoToxin, 5 parts Soporific, 5 parts Copper&lt;br /&gt;
*Results in 2 units&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A strong neurotoxin and paralytic scientifically known as Tetrodotoxin, which instantly puts the subject into a death-like state.&lt;br /&gt;
|Effects = *Gives the patient a fake time of death that will show in autopsy reports.&lt;br /&gt;
*Causes 3 suffocation damage per unit.&lt;br /&gt;
*Causes 3 toxin damage per unit.&lt;br /&gt;
*These effects are instant, and persist as long as the poison is metabolizing.&lt;br /&gt;
**Weakens the patient, strength 10 (paralysis).&lt;br /&gt;
**Silences the patient, strength 10.&lt;br /&gt;
****A scanner bed will show the patient&#039;s damage correctly without any fake values.&lt;br /&gt;
|Notes = *This toxin does not last very long, 10 seconds per unit. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Lexorin&lt;br /&gt;
|Formula = 1 part Phoron, 1 part Hydrazine, 1 part Ammonia&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = Temporarily stops respiration. Causes tissue damage. Countered by Dexalin Plus.&lt;br /&gt;
|Effects = *Deals 3 trauma damage per unit.&lt;br /&gt;
*Stops breathing&lt;br /&gt;
*Constantly increases oxygen loss.&lt;br /&gt;
|Notes = *Each unit of Dexalin Plus will neutralize 3 units of Lexorin.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Cryptobiolin&lt;br /&gt;
|Metabolism  = 0.05&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Acetone, 1 part Sugar&lt;br /&gt;
|Description = Causes confusion and dizziness.&lt;br /&gt;
|Effects = *Causes Confusion, Strength 20 (The victim will randomly move in the wrong direction when walking).&lt;br /&gt;
*Causes Dizziness, Strength 4 (The victim&#039;s screen shakes, makes it harder for them to click things).&lt;br /&gt;
|Notes = *Effects are instant and refreshed while it metabolizes.&lt;br /&gt;
*Lasts 20 seconds per unit.&lt;br /&gt;
*Ethylredoxrazine will nullify effects. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Potassium Chloride&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Sodium Chloride&lt;br /&gt;
|Metabolism  = 0.005&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A a bitter salt that becomes a dangerous paralytic at high doses and appears to stop the heart.&lt;br /&gt;
|Effects = *No effects when not overdosed&lt;br /&gt;
|OverdoseEffect = *These effects are almost identical to normally injecting Potassium Chloride.&lt;br /&gt;
**Toxins&lt;br /&gt;
**Appears to stop the patient&#039;s heart. Their pulse will read as zero. &lt;br /&gt;
***Does not ACTUALLY stop their heart. The patient will not die from heart failure&lt;br /&gt;
**Deals 2 suffocation damage per unit.&lt;br /&gt;
**Weakens the patient, strength 10 (prevents movements or actions).&lt;br /&gt;
|Notes = *Metabolizes very slowly, overdosing a patient would be very hard and time consuming. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Impedrezene&lt;br /&gt;
|Formula = 1 part Mercury, 1 part Acetone, 1 part Sugar&lt;br /&gt;
*Results in 2 units.&lt;br /&gt;
|Metabolism  = 0.2&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A narcotic that impedes one&#039;s ability by slowing down the higher brain cell functions.&lt;br /&gt;
|Effects = &lt;br /&gt;
*Can cause brain damage at a ratio of 3 per unit of compound.&lt;br /&gt;
*Can cause drowsiness. &lt;br /&gt;
*Can cause drooling.&lt;br /&gt;
|Notes = ---&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Food Related===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things that are safe to eat. Most of these are ingredients though, and not generally designed to be eaten as-is.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Sodium Chloride &lt;br /&gt;
|Formula = 1 part Hydrochloric Acid, 1 part Sodium&lt;br /&gt;
|Metabolism = 0.1&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Sodium Chloride, also known as Salt, is often used to season food.&lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Glycerol&lt;br /&gt;
|Formula = 3 parts Corn Oil, 1 part Sulphuric Acid&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Metabolism  = 0.1&lt;br /&gt;
|Overdose = 30&lt;br /&gt;
|Description = A simple polyol compound, Glycerol is sweet-tasting and of low toxicity. &lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
|OverdoseEffect = *Toxins.&lt;br /&gt;
|Notes = *N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Virus Food&lt;br /&gt;
|Formula = 1 part Milk, 1 part Water, 1 part Acetone&lt;br /&gt;
*Results in 5 units.&lt;br /&gt;
|Metabolism  = 0.4&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Used in Virology as a growth medium for viruses. Available from a wall dispenser in Virology. &lt;br /&gt;
|Effects = *Effectively increases virus speed by 10.&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Can be consumed as food, provides 2 nutrition per unit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MedicinalCompoundTemplate&lt;br /&gt;
|Compound = Syntiflesh&lt;br /&gt;
|Formula = 5 parts Blood, 1 part Clonexadone&lt;br /&gt;
|Metabolism = N/A&lt;br /&gt;
|Overdose = ∞&lt;br /&gt;
|Description = Synthetic meat. Some call it a tasty alternative to actual meat, not realizing that there is no difference at all. Can be eaten, or used as biomatter for cloning pods.&lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
|OverdoseEffect = *N/A&lt;br /&gt;
|Notes = *Intended as a way to produce biomatter for cloning pods, without having to raid the kitchen. Any kind of meat can be used for this purpose though.&lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
==Industrial Compounds==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things that are not designed to go inside people. Most of these chemicals have no effect when injected or ingested in people, unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
The intended method of application is listed:&lt;br /&gt;
*Contact: The substance works upon touching people, surfaces or objects. It can be applied by splashing it on with a beaker, spraying it from a spray bottle, or even using it as an additional reagent in grenades&lt;br /&gt;
*Reactive: The substance is a main ingredient of a violent reaction upon mixing. Such things are useful in grenades, chemical shells, or even for feeding to mobs in two separate pills&lt;br /&gt;
*Reaction: This is not a substance. Mixing this will remove all substances and cause a violent chemical reaction. Such things are useful in grenades, chemical shells, or even for feeding to mobs in two separate pills&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cleaning Agents===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things that are useful for cleaning, and often requested by janitors.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Space Cleaner&lt;br /&gt;
|Formula = 1 part Ammonia, 1 part Water&lt;br /&gt;
|Description = A compound used to clean things. But will not fully remove all traces of blood.&lt;br /&gt;
|Effects = *When sprayed on a floor.&lt;br /&gt;
**Cleans the floor tile, removing dirt, gibs and bloodstains.&lt;br /&gt;
**Deals 5-10 toxin damage to slimes on the tile.&lt;br /&gt;
*When sprayed on a person.&lt;br /&gt;
**Cleans their body, and everything they&#039;re wearing.&lt;br /&gt;
*When sprayed on an object.&lt;br /&gt;
**Cleans that object.&lt;br /&gt;
|Notes = *Does not leave any wetness or slippery spots when cleaning.&lt;br /&gt;
*Space cleaner damages slimes when sprayed on the floor under them, but NOT when sprayed on them directly. The quantity applied does not matter.&lt;br /&gt;
*Janitors start with this, many additional spray bottles of it scattered around the station.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Luminol&lt;br /&gt;
|Formula = 2 parts Hydrazine, 2 parts Carbon, 2 parts Ammonia&lt;br /&gt;
|Description = A compound that interacts with blood on the molecular level, causing it to become fluorescent and more visible, especially under UV light.&lt;br /&gt;
|Effects = *Causes visible blood on floors to glow a bright blue colour when sprayed on it&lt;br /&gt;
**Will not make blood on objects glow unless a UV light is also used&lt;br /&gt;
*Under a UV light, will cause cleaned blood to glow a bright blue colour, and thus be visible&lt;br /&gt;
**This only works if the blood was cleaned with Space Cleaner, or (for objects) with a sink or shower. Using Sterilizine, or a mop, will completely clean all traces and leave nothing to detect&lt;br /&gt;
**Works with both tiles and objects.&lt;br /&gt;
**Does not work on skin&lt;br /&gt;
|Notes = *A spray bottle of Luminol is found in the detective&#039;s Forensics Kit. He may need a refill.&lt;br /&gt;
*This chemical is designed for use in combination with a UV light. One can be found in the detective&#039;s kit, or they can be made in science.&lt;br /&gt;
*There are presently many bugs with Luminol, but it works as described above&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Engineeering===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
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{{CompoundTemplate&lt;br /&gt;
|Compound = Coolant&lt;br /&gt;
|Formula = 1 part Tungsten, 1 part Acetone, 1 part Water&lt;br /&gt;
|Description = An industrial cooling substance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Space Lube&lt;br /&gt;
|Formula = 1 part Water, 1 part Silicon, 1 part Acetone&lt;br /&gt;
*Results in 4 units.&lt;br /&gt;
|Description = A high performance lubricant intended for maintenance of extremely complex mechanical equipment. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Foaming Agent&lt;br /&gt;
|Formula = 1 part Lithium, 1 part Hydrazine&lt;br /&gt;
|Description = A agent that yields metallic foam when mixed with light metal and a strong acid. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Metal Foam&lt;br /&gt;
|Formula = 3 parts Iron/Aluminium, 1 part Foaming Agent, 1 part Polytrinic Acid&lt;br /&gt;
|Description = Creates lightweight metal foam walls. These can be easily torn through, but may be useful for plugging hull breaches.&lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Plastic &lt;br /&gt;
|Formula = 10 Polytrinic acid, 20 Plasticide&lt;br /&gt;
|Description = Creates one solid sheet of plastic. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Silicate&lt;br /&gt;
|Formula = 1 part Aluminum, 1 part Silicon, 1 part Acetone&lt;br /&gt;
|Description = Used to strengthen windows. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Water&lt;br /&gt;
|Formula = 1 part Acetone, 2 parts Hydrazine&lt;br /&gt;
*Results in 1 unit.&lt;br /&gt;
|Description = Also known as H2O. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Iron Foam&lt;br /&gt;
|Formula = 3 parts Iron, 1 part Foaming Agent, 1 part Polytrinic Acid&lt;br /&gt;
*Results in 5 units.&lt;br /&gt;
|Description = A strong form of Metal Foam. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Surfactant&lt;br /&gt;
|Formula =  2 parts Hydrazine, 2 parts carbon, 1 part Sulfuric Acid&lt;br /&gt;
|Description = Used in some chemical compounds. &lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
===Horticultural===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Things designed to aid in Botany and Xenobotany&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Diethylamine&lt;br /&gt;
|Formula = 1 part Ammonia, 1 part Ethanol&lt;br /&gt;
|Application = Added to hydroponics trays and soil in liquid form.&lt;br /&gt;
|Description = A secondary amine, mildly corrosive. A very potent fertilizer.&lt;br /&gt;
|Effects = *Useful as a fertilizer in botany: Strength 1.&lt;br /&gt;
*Useful as a pest killer in botany: Strength 2.	&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Plant-B-Gone&lt;br /&gt;
|Formula = 1 part Toxin, 4 parts Water&lt;br /&gt;
|Application = Contact, Injection&lt;br /&gt;
|Description = A toxic mixture designed to kill plant-life.&lt;br /&gt;
|Effects = *When injected (Metabolism 0.005).&lt;br /&gt;
**Deals 4 toxin damage per unit.&lt;br /&gt;
**Deals an additional 50 damage per unit to Diona.&lt;br /&gt;
*When sprayed/on contact.&lt;br /&gt;
**Deals 50 damage per unit to Diona.&lt;br /&gt;
**Removes mold on walls.&lt;br /&gt;
**Destroys any plants on the tile.&lt;br /&gt;
**Deals 15-35 damage to alien weeds.&lt;br /&gt;
***Damage to alien weeds is not based on the quantity used.&lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
{{IndustrialCompoundTemplate&lt;br /&gt;
|Compound = Unstable Mutagen&lt;br /&gt;
|Formula = 1 part Radium, 1 part Phosphorus, 1 part Hydrochloric Acid&lt;br /&gt;
|Description = Causes mutations when injected into living people or plants. High doses may be lethal.&lt;br /&gt;
|Effects = *N/A&lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 560px;&amp;quot;&amp;gt;Everything in this category is dangerous, and should not be used without approval from security or command, unless you&#039;re an antagonist. Unapproved use is likely to make security, and possibly the admins, quite upset with you. Most of the things in this category are best used in making grenades and bombs. &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Electromagnetic Pulse&lt;br /&gt;
|Formula = 1 part Uranium, 1 part Iron&lt;br /&gt;
|Description = This reacts immediately on mixing, it creates a large electromagnetic pulse which affects all electronic devices.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Explosive Reaction&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Water&lt;br /&gt;
|Description = This explodes immediately on mixing, which may knock you over or even kill you.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Flash Powder&lt;br /&gt;
|Formula = 1 part Sulphur, 1 part Aluminium, 1 part Potassium&lt;br /&gt;
|Description = Creates a flash similar to that of a flashbang immediately on mixing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Napalm&lt;br /&gt;
|Formula = 1 part Phoron, 1 part Aluminium, 1 part Sulphuric Acid&lt;br /&gt;
|Description = Creates a large fire immediately on mixing. (Results in 1 unit instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Polytrinic Acid&lt;br /&gt;
|Formula = 1 part Sulphuric Acid, 1 part Hydrochloric Acid, 1 part Potassium&lt;br /&gt;
|Description = An extremely corrosive chemical substance. Will destroy organic materials when sprayed or splashed, leaving a telltale gray sludge behind.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Smoke&lt;br /&gt;
|Formula = 1 part Potassium, 1 part Sugar, 1 part Phosphorous&lt;br /&gt;
|Description = This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Nitroglycerin&lt;br /&gt;
|Formula = 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid&lt;br /&gt;
|Description = Explodes immediately on mixing. Nitroglycerin is a heavy, colorless, oily, explosive liquid obtained by nitrating glycerol. (Results in 2 units instead of 3)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CompoundTemplate&lt;br /&gt;
|Compound = Thermite&lt;br /&gt;
|Formula = 1 part Iron, 1 part Aluminium, 1 part Acetone&lt;br /&gt;
|Description = Produces an aluminothermic reaction known as a thermite reaction when ignited. Can be used to melt walls.&lt;br /&gt;
}}&lt;br /&gt;
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{{Medbay}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Climax708</name></author>
	</entry>
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